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REGIMENTS OF RENOWN
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CONTENTS
INTRODUCTION ......................................... 4
Army Special Rules .......................................... 5
The Alcatani Fellowship ................................... 6
Al Muktar's Desert Dogs ................................... 8
Anakonda's Amazons ...................................... 10
Asarnil the Dragonlord .................................... 12
Beorg Bearstruck and the Bearmen of Urslo ..... 14
The Birdmen of Catrazza ................................ 16
Braganza's Besiegers....................................... 18
Bronzino's Galloper Guns................................ 20
The Cursed Company ..................................... 22
The Giants of Albion ...................................... 25
Golgfag's Mercenary Ogres ............................. 29
Gotrex and Felix ............................................. 31
Leopold's Leopard Company ........................... 34
Long Drong's Slayer Pirates ............................ 36
Lumpin Croop's Fighting Cocks ...................... 38
Malakai Makaisson's Goblin-Hewer ................ 40
Marksmen of Miragliano................................. 42
Mengil Manhide's Manflayers ......................... 44
Oglah Khan's Wolfboyz .................................. 47
Pirazzo's Lost Legion ...................................... 49
Ricco's Republican Guard ............................... 51
Ruglud's Armoured Orcs ................................. 53
Tichi-Huichi's Raiders .................................... 56
Vespero's Vendetta ......................................... 59
Voland's Venators .......................................... 61
The Witch hunters .......................................... 63
FOR HIRE .................................................... 65
PRODUCED BY DOGS OF WAR ONLINE
Updated by: Mathias Eliasson, Mathew
Weiss and Bill J. Wilson.
Cover Art: Karl Kopinski.
Art: John Blanche, Alex Boyd, Wayne England, Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith, John Wigley, Winona Nelson, Daarken,
Warhammer Online. Book Design: Mathias Eliasson. Editing: Mathias Eliasson. Original Book: Nigel Stillman, Anthony Reynolds, Andy Hoare,
Gav Thorpe, Tuomas Pirinen, Rick Priestley. Feedback and Playtesting: Damian Caulfield, Matthew Trindall, Baumann, Zark the Damned, EdSteiner, tarastop, Akbar, number9, KingGarland, Grim Squeaker, Stefan Wolf.
Special Thanks To: Stefan Wolf, Joseph Kagann, and all the players that have contributed with feedback and ideas.
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INTRODUCTION
Famous mercenary regiments acquire a certain
notoriety because they are remarkably successful,
brutal, adventurous, or for some other reason that
brings them to the attention of the world. We call them
Regiments of Renown and these units can often be
found fighting for many different armies, as long as the
pay is good!
Individual Regiments of Renown are led by famous
characters, and indeed are frequently named after these
leaders. For example, the notorious Ogre Captain
Golgfag, whose Ogre mercenaries have, at one time or
another, looted and despoiled most civilised parts Old
World... and some not so civilised ones too.
Regiments of Renown do not necessarily have ties to a
particular country, nor are they a whole new race.
They are bands of warriors and adventurers who live
by fighting – for glory and more importantly for gold!
The Regiments of Renown are made up of skilled
pikemen, deadly marksmen, Hobgoblin cavalry from
the eastern steppes, Halfling scouts, drunken Dwarf
pirates, Ogres from the Badlands and Giants from the
misty shores of Albion. Together they ply their trade to
every point of the compass in the Old and New Worlds,
fighting for anybody, any time, any place, anywhere…
Although the Regiments of Renown have no common
heritage, many find employment in that most notorious
of mercenary breeding grounds, the land of Tilea. Tilea
is an anarchic land and is in an almost constant state of
upheaval, as the wealthy merchant princes of the
independent city states plot against each other. All this
anarchy means mercenaries who travel there can be
assured of profitable employment.
Just as there are regiments of mercenaries to hire, there
are just as many lone freelancers. These individuals
wander the Old World, selling their skills to the highest
bidder. Many are thieves and brigands, and some are
hard bitten mercenaries who will not (or cannot) join
one of the many mercenary regiments. There are thrill-
seeking Imperial nobles, fanatical Witch Hunters and
even specialists such as siege engineers, wizards or
assassins.
In this book, you will find rules and background for
including these most famous of mercenary units, as
well as options for including them into your
Warhammer army.
FIND OUT MORE While the Warhammer Expansion: Regiments of
Renown contains everything you need to play the game
with these units, there are always more tactics to use,
different battles to fight and painting ideas to try out.
You can find articles specific to the Dogs of War on
our website:
www.dogsofwaronline.com
5
ARMY SPECIAL RULES
All named models (except for Standard Bearers, and
Musicians) in a Regiment of Renown follow the rules
for Characters in the game, with the following
exceptions. These characters cannot leave their unit
(unless specified), but they do not use up any of the
character percentage from the army lists (unless
specified).
If the characters have different equipment than the rest
of the rank and file, this is clearly listed in the
Equipment list. Note that, regardless of their
Leadership value, these characters can never be an
army‘s General.
Some of these named models are Standard Bearers and
Musicians; these are treated just like normal Standard
Bearers and Musicians, and as such may not be
attacked separately.
All of these units and characters are unique – you may
only field one of each in your army, unless specified.
When fielding Regiments of Renown in any army other
than Dogs of War, they follow the rules for non-
aligned allies.
REGIMENTS FOR HIRE In the next few pages, you will find all the information
you need to field Regiments of Renown in your
Warhammer battles.
POINTS Each regiment has a basic cost, which includes all the
equipment, characters and their magic items. These
cannot be modified in any way.
PROFILES The characteristic profiles for the troops and characters
in each unit are given here.
UNIT SIZES Each entry specifies the minimum size for each unit.
Normally the unit‘s size can be increased by buying
extra models at the cost given, but in some cases units
also have a maximum size.
EQUIPMENT This entry lists the weapons and armour for that
regiment. The value of these items is included in the
points value.
SPECIAL RULES Many troops have special rules which are described in
this section.
MAGIC ITEMS Some characters carry magic items and their rules are
given here. Note that the player cannot buy new magic
items for the characters of the Regiments of Renown.
THE MERCENARY ARMOURY
PIKE Pikes are the infantry weapon of choice in Tilea. Twice
as long as a normal spear and longer than a
cavalryman‟s lance, the front of a unit of pikes is an
impenetrable wall of steel.
Range Strength Special Rules
Combat As user Requires Two Hands,
Fight in Extra Ranks (3)
When being charged to the front by Cavalry,
Monstrous Cavalry, Monsters or models that cause
Impact Hits, models armed with pikes gains +1 to their
Strength against said troop types in the following Close
Combat phase.
LIGHT CROSSBOW Essentially a hand held version of the crossbow, this
weapon's exquisite construction increases the tension
in the cord when cranked, thus making it a worthwhile
addition to any warrior's arsenal. Better still, given its
small size, it's an ideal weapon for horsemen, who can
keep one hand on the reigns of their mount while firing
at enemies.
Range Strength Special Rules
16" 4 -
PAVISE Used heavily by Braganza's Besiegers, a Free
Company operating in Tilea, these special shields are
designed to protect crossbowmen from ranged attacks
while reloading. Unlike normal shields, the pavise
provides a good amount of cover. To use it, the
crossbowman props the shield in front of him.
The Pavise grants a 5+ armour save against ranged
attacks to the unit‘s front, which may be combined
with other armour as normal.
FULL PLATE ARMOUR The Tileans learned the techniques for forging plate
armour from the Dwarfs, and though it's not as high in
quality as Dwarf-forged armour, it is serviceable
enough for Tilean nobles. Normally, only the
mercenary lords can afford these full plate armours,
and even then, they often have a haphazard
appearance.
Full plate armour gives the wearer a 4+ armour save.
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THE ALCATANI FELLOWSHIP
Miserable do-gooding, no-account, back-stabbing, underhand… „s getting‟ so an honest landlord
can‟t even relieve a bunch of farmers of their crops without someone stickin‟ their ugly noses in.
Bunch of lousy, dog-breath… NO I HAVEN‟T ANY LAST WORDS. Last words of Bernado „the rat‟
It was with some desperation that Roderigo
Delmonte surveyed the ruins of his crop.
Yesterday he had stood upon the same spot and
admired the unfolding acres of Alcatani ripening
in the hot Tilean sun. today, where once had
grown apples and citrus, vines and olive trees,
there was nothing but charred stumps smouldering
upon a ravaged landscape. The passage of El
Cadavo‘s rampaging army had left him an
impoverished and broken man. The agricultural
efforts of a long and hard life had proven utterly
and cruelly fruitless.
The life of a farmer, even a wealthy landowner,
was never an easy one in the war-torn land of
Tilea. When Roderigo Delmonte found himself
Alvarez: I don't know why we keep fighting for poor peasants who've got no money?
Roderigo: Ha! Rich Princes with plenty of gold always say `I'll pay you after the battle'. Then after the battle they forget to pay us!
Alvarez: You mean just like poor peasants?
Roderigo: No, not like poor peasants. Remember last year when we fought for the village of Scintio? They were honest enough to say that they had no money to pay us before the battle even started.
Alvarez: Yes, but we fought for them anyway!
Roderigo: Well remember that scruffy peasant who was hanging round my tent this morning?
Alvarez: I can stiff smell hint! What did he want? Another free battle?
Roderigo: He came to express the gratitude of the villagers of Scintio.
Alvarez: Very nice, but how much breakfast will that buy?
Roderigo: Not much, but he also left us two sacks of goat cheese... and this sack of gold pieces!
destitute he embarked upon the only course of
action that remained to him: he became a soldier.
His workforce, faced with the unappealing option
of starvation, signed up without question. In
Remas, Roderigo sold his last and favourite mule
and with the proceeds bought some shoddy
armour, a few second-hand helmets, and a batch
of slightly bent pikes. With a bit of elbow grease,
a few hammer blows, and the aid of a steaming
kettle, Roderigo‘s mean set about preparing
themselves for their first battle. By the time they
had finished they didn‘t look bad!
The Alcatani Fellowship‘s first job was not
particularly glamorous or lucrative – escorting a
consignment of dung to a rhubarb grower outside
Remas – but soon Roderigo began to gain a
reputation for reliability. The rich and successful
were prepared to pay top-prices for the best
troops… but for every rich merchant there were
ten small scale operators who couldn‘t afford the
services of the more expensive mercenaries. The
Alcatani Fellowship found a niche!
Despite its rather modest origin the Alcatani
Fellowship has proven itself on more than one
occasion. Their first battle more or less set the
trend. The villagers of Buccolia, a small vine
growing community in the lee of the Apuccini
Mountains, found themselves terrorized by a
particularly nasty gang of Orcs. These greenskins
had come to Tilea as mercenaries, but had proven
so unreliable and untrustworthy that no one would
employ them. So they became bandits instead,
raiding small farms and villages and generally
making life miserable for poor, hard-working
village folk. In Buccolia the villagers pooled all
their savings to hire mercenaries to help them, but
sadly no one was willing to work for seven ducats,
three farthings, and a goat. Even the money
lenders refused to deal with them.
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Rod-rigo, Rod-rigo, marching through the land Rod-rigo, Rod-rigo, with his honest band Feared by the greedy Loved by the needy Rod-rigo, Rod-rigo, Rod-rigo!
When Roderigo Delmonte heard of their plight he
was angered and indignant! The villagers‘ story
was a familiar tale of honest hard-working folk
(rare enough in Tilea) unable to find justice
because they were poor and powerless. Roderigo
knew this tale very well indeed. Although he had
not exactly grown rich as a mercenary, what he
had was enough, and so he decided to help the
desperate villagers. The Alcatani Fellowship
arrived in the dead of night, after a long march in
the pouring rain. From the roadside they could see
the smouldering torches of the Orc raiders as they
climbed down the slopes behind the village. Tired
and hungry as they were, the valiant pikemen
prepared for battle. It was quite a surprise for the
Orcs. They had expected helpless grovelling
peasants. Instead they found themselves
confronted by grim faced men with steel-tipped
pikes, who fought with the determination of the
possessed! After a short struggle the Orc raiders
lay dead and scattered. Roderigo had triumphed.
In return he asked for no money – but only the
thanks of the villagers. This, the villagers were
more than willing to give!
Since that day, the Alcatani Fellowship has fought
many battles, for many masters, including many
of the richest and most famous mercenary
generals in Tilea. But even today they are willing
to fight for the poor and helpless at rates which
are far below those of most mercenaries. Although
he may never be rich himself, amongst the
common people of the countryside Roderigo
Delmonte is the most popular mercenary captain
in the land. He is cheered and greeted wherever he
goes and stories of his unselfish deeds are told
around the hearths of simple country folk
throughout all Tilea.
THE REGIMENT
CAPTAIN: Roderigo Delmonte.
MOTTO: The Cut-price Cut-throats You Can
Afford!
BATTLE-CRY: Yes!
APPEARANCE: The Alcatani fellowship wear
simple, some might say cheap, armour and red crested
helmets of unfashionable design. Their clothing is
simple, practical, and somewhat threadbare. They carry
sturdy steel-tipped pikes.
POINTS: Roderigo Delmonte plus nine Pikemen,
including a Standard Bearer and Musician, cost a total
of 95 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
Pikemen at a cost of 5 points each.
M WS BS S T W I A Ld
Roderigo 4 4 4 4 3 2 4 2 8
Pikeman 4 2 2 3 3 1 3 1 7
UNIT SIZE: 10+
EQUIPMENT: Pike and light armour. Roderigo is
equipped with two hand weapons and heavy armour.
TROOP TYPE: Infantry.
8
AL MUKTAR'S DESERT DOGS
We never had a chance, sir. They came out of nowhere. Before we could turn they were in among
us, shouting their chilling battle-cries as they cut us down. It‟s true we ran from them sir, but these
were not men – they were demons on horseback. The mercenary Gunter Friesheim, explaining his part in the infamous Rout of Rifraffa
Young Werner
Glook was sent
by his parents to
an exclusive
school in
Marienburg – a
common fate for
children of rich
and famous
parents who
couldn‘t be
bothered to raise
their offspring for
themselves. As a
consequence,
childhood was a
lonely and deeply unhappy time for him. The school
masters beat him frequently and the older boys adopted
him as their personal slave. Werner lived in constant
anticipation of a sound thrashing. He learned to endure
things by immersing himself in dreams of foreign
travel and exotic lands.
Years later, Werner Glook stepped from a Tilean
merchant ship onto the harbor of Lashiek – City of the
Arabian Corsairs. His eagerness to travel the world had
brought him to the greatest city in Araby. Swarthy-
skinned boys dressed in rags scampered about his feet,
offering to carry his bags and attempting to pick his
pockets.
He sent them away with a single word of command.
The boys gawped in amazement and ran away quickly.
They did not expect a blond haired, blue-eyed stranger
to speak their language – let alone to be so familiar
with the coarse vernacular of Araby. Perhaps he was no
ordinary stranger at all, but the mysterious Al Muktar –
the Chosen One – whose coming was foretold that very
year!
Werner knew nothing of this old legend. He was
gratified to find the people of Araby friendly and
generous – at least once he had spoken to them after
which they generally stopped trying to steal his
belongings. The word began to spread through the city.
Werner remained oblivious to his growing fame.
One day he decided to undertake a journey out into the
desert to see some famous ruins. He hired guides and
camels, and set out eastward. After three days the
caravan was attacked by bandits. Werner‘s guides ran
off as soon as the bandits attacked, except for blind Ibn
the beggar boy who didn‘t realize what was going on
until too late, and then ran in exactly the wrong
direction and was easily caught. Werner, being to
obstinate to flee, was capture after a fierce fight in
which he gave a fine display of fist fighting – a skill
learned by necessity in his school days.
The bandits‘ leader was Sheikh Ahmed Shufti, a
squint-eyed son of the sand, dressed, like his warriors,
in voluminous flowing robes. The Sheikh had never
seen an Old Worlder before, but was impressed by his
captive‘s pluck! The Sheikh decided to stake out
Werner in the desert and beat him to death slowly over
several days. Whilst they were entertained by his cries
and pitiful pleading, the bandits would roast one of the
camels.
After three days of torture and no water, Werner had
uttered not one cry of pain and the only words he had
spoken were to defy his captors and curse their closer
relatives. The Sheikh was impressed, and his men were
getting a bit nervous. Surely no ordinary man could
endure such pain. They were not to know that Werner
was used to beatings, having suffered far worse at the
hands of his fellow pupils at school. Once they had
hung him for three days in the flue of the great
chimney in the headmaster‘s study… he had not
uttered a word then either, not even when old
Meistergriek had lit the fire to warm his old bones.
Werner could hear the bandits muttering about ‗Al
Muktar‘, but he had no idea that it meant ‗the Chosen
One‘. ‗Al Muktarrrr‘ he cried as loudly as he could.
The bandits, who were huddled around their camp fire,
had grown scared of the Old Worlder after Ibn had told
them about the legend and various wonderous things he
had supposedly done in Lashiek. Also, things had
begun to mysteriously disappear, mostly small valuable
possessions, and Ibn was careful to explain that this
was a sure sign that the bandits had fallen under Al
Muktar‘s curse. Consequently, when they heard
Werner‘s cry they threw themselves to the ground
wailing and crying, ‗Al Muktar… Al Muktar… forgive
us‘.
Needless to say Werner did forgive them. In fact he
became one of them – the life of a desert warrior
sounded adventurous and exciting. He abandoned his
old name, clothes, and habits and became Al Muktar.
Soon the bandits were known and feared all along the
coast of Araby. They became renowned as the Desert
Dogs – horsemen of unparalleled ferocity wielding
mighty scimitars of gleaming steel. Their battle-cry of
‗Al Muktar‘ became feared throughout the land.
9
Soon, the Desert Dogs became such a nuisance that the
Sheikh of Lashiek was compelled to hire them by
means of large bribes. At first he sent them eastwards
to fight the Undead. Al Muktar very much enjoyed
travelling the land of the Undead, but the Desert Dogs
grew restless, and soon he led them northwards through
the Badlands and into the Border Princes. The dashing
horsemen proved ideally suited to the fast, mobile kind
of warfare in the pioneer country, and Al Muktar was
soon as famous in the frontiers of the Old World as he
was in Araby!
Only the continued disappearance of small but valuable
items from the pockets and saddlebags of the Desert
Dogs continued to trouble the warriors. Plainly they
must fight harder and more loyally to end the curse that
their mistreatment of Al Muktar had invoked.
THE REGIMENT
CAPTAIN: Al Muktar – Son of the Desert.
MOTTO: The Desert Dogs have two famous mottos.
There is the official version favored by Al Muktar
himself, ‗Mighty are the Muktarhin!‘ and then there is
the less righteous version often employed by Sheikh
Ahmed Shufti, ‗Desert Dogs Run Faster Because the
Trees are Farther Apart.‘
BATTLE-CRY: Al Muktar!
APPEARANCE: The Desert Dogs ride white horses
and are swathed from head to foot in voluminous cloth
to protect them from the fierce desert sun. They insist
on wearing this clothing regardless of the climate they
find themselves in, or whatever time of day or night it
happens to be. All that can be seen are their eyes and
hands.
POINTS: Al Muktar, Sheikh Ahmed Shufti, Ibn the
Standard Bearer, a Musician and one Rider cost a total
of 190 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
Riders at a cost of 12 points each.
M WS BS S T W I A Ld
Al Muktar 4 5 5 4 4 2 5 3 8
Shiekh Shufti 4 4 3 4 4 2 4 2 8
Ibn 4 1 1 3 3 1 3 1 6
Desert Dog 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
UNIT SIZE: 5+
EQUIPMENT: Hand weapon & shield. The Sheikh
carries the Scimitar of Dakisir – heirloom of his tribe.
The Black Banner is carried aloft by Blind Ibn the
beggar boy, who cannot see the peril he is in and so is
always at the forefront of battle.
TROOP TYPE: Cavalry.
SPECIAL RULES: Fast Cavalry, Ambushers.
Daemons on Horseback: The combination of the
Desert Dogs‘ surprise attacks and their chilling battle-
cries is enough to unnerve even the bravest of soldiers.
The Desert Dogs cause Fear on any turn in which they
charge.
MAGIC ITEMS: Scimitar of Dakisir (Magic Weapon)
This scimitar is an heirloom of the tribal sheikhs of the
Desert Dogs. It was forged centuries ago in the Kasbah
of Dakisir, long ago sacked and ruined by the Undead.
The blade is decorated with magical texts inlaid in
gold.
The Scimitar of Dakisir gives Sheikh Ahmed Shufti +1
Strength. When charging, this is increased to +2
Strength.
Black Banner of the Muktarhin (Magic Standard)
Carried by Blind Ibn the beggar boy, this banner is an
heirloom of Al Muktar‟s family.
The Desert Dogs add +D3 to their combat resolution.
Roll at the end of each close combat.
10
ANAKONDA'S AMAZONS
“The jungle seemed to have come to life, raining arrows on us. Those, who didn't die instantly, soon
sank screaming to the ground, having heavy convulsions and foamy mouths. In my desperate
situation I seemed to see things which didn't belong to that place. Suddenly a beautiful woman was
standing right in front of me. She smiled gently, only to draw a dim glowing dagger from beneath
her belt. This wasn't a dream!” Marcello Bertolucci in the lunatic asylum of Remas, telling about his travels to Lustria
The jungles of Lustria hold many secrets. Explorers
maintain dubious tales of ancient weapons of power
and tribes of the deadly warrior women known as
Amazons. Such stories, however mocked by the
academics of the Old World, are not without truth.
Some are so old they pass into legend, becoming part
of jungle lore, like Anakonda and her Amazons.
Anakonda and her Amazons are warrior women of the
savage, yet noble Amazonian Sisterhood. The origins
of the warband and how many of these warriors exist is
unknown for they have remained hidden for many
years in Lustria's jungles.
What is known from the collected journals and
rambling testimonies of various explorers lucky
enough to have survived prolonged contact with them,
is scant. It is believed they take their names from the
jungle beasts with which they share their lands. These
names are tied into strict ritual and one scholar has
theorised that totemic identities are granted after a
physical trial akin to a rite of passage. Anakonda, their
leader, is known as such after she wrestled a huge
snake, slew it and flayed its skin to wear as a trophy
and record of her deed. Other warriors in the warband
have performed similar feats and are named
accordingly.
Humming Bird has the honour of bearing the standard
of the Amazons, an unusual banner adorned with
plucked feathers. These decorations are taken from
exotic birds held sacred by the Lizardmen. While no
single deed distinguishes Humming Bird, her general
prowess is second only to Anakonda herself and the
special banner she carries is a proclamation of this.
Pirrana, another of Anakonda's closest sword-sisters,
was so named after she was captured by a band of
Skinks. The diminutive Lizardmen planned to sacrifice
the brave Amazonian in a pond in which a giant
piranha fish dwelled. A furious battle ensued in which
the water in the pond ran red with the giant fish's
blood. Like her leader, Pirrana took the skin of the
dead fish as a trophy and now wears it like armour. She
also gutted the beast as a warning to the other denizens
of the jungle. In so doing she found a large conch shell
in its stomach. This giant conch shell now acts as
Anakonda's Amazons' war horn, which Pirrana, as the
band's musician, blows in battle to warn her sisters of
the approach of enemies.
Tales of Anakonda first reached Old Worlders on
Lustria when a band of Tilean explorers became lost in
the depths of the jungle and were set upon by Skinks.
Deadly poison darts spat out of the trees, taking a
heavy toll upon the hapless men, but when death
seemed assured, the Skinks scattered. Out of the
darkness the Amazons emerged.
As a charged calm descended, it wasn't clear whether
the Tileans had been saved or were destined for a much
worse fate. The quick-witted leader of the band, Enrico
Baggio, recognised the delicacy of their predicament
and persuaded the Amazons to help them out of the
jungle with the promise of gold and some cheap beads!
It cost Enrico and his band their entire haul of loot for
their safe passage. They got to their boats and Enrico
vowed never to return.
Recently, the Tilean captain El Baddo claimed to have
procured the services of Anakonda and her Amazons to
ambush a band of Dwarf adventurers. The
11
unscrupulous Tilean wanted to prevent the Dwarfs
reaching the lost temple of Toca before he did. This
required much gold, and was a mere taster of the true
cost. For after the Dwarfs were betrayed and
ambushed, the Amazons treacherously attacked El
Baddo. Although he miraculously survived, the price of
Amazonian help was dear in both coin and blood.
It seems that the Amazons have not quite grasped the
idea of being mercenaries. They fight for themselves
and care little for anyone else. If anyone pays them
gold to fight, it just shows the Amazons how weak they
are! So be warned, if the Amazons accept your gold, it
doesn't mean that they won't come back and sacrifice
you later...
THE REGIMENT
CAPTAIN: Anakonda.
MOTTO: The Old Ones left us the sacred places in
the jungle, and we know how to preserve and defend
them!
BATTLE-CRY: Men are no match for us!
APPEARANCE: Amazons are fierce fighters.
Clothed in the flayed hides of Skinks, many bearing
animal-headed masks, they are a fearsome sight. Some
dye their hair in myriad colours reminiscent of the
exotic birds of the jungle, and raise it with resin and
sap to mimic a Skink's crest. The Amazons' skin is
tanned from the tropical sun, and they wear animal tails
and the long feathers of tropical birds from waist belts.
Awarded for feats of valour in battle, the more
magnificent the tail, the higher the status of the warrior.
Amazons are adorned with all manner of gold, bangles,
anklets, rings and other trinkets that they have claimed
from their enemies as battle trophies. Understandably,
most of these are Lizardman in origin.
POINTS: Anakonda and 4 Amazons, including
Humming Bird the standard bearer and Pirrana the
musician, cost a total of 140 points. This is the
minimum unit you can hire. The regiment may be
increased by adding more Amazons at 10 points each.
M WS BS S T W I A Ld
Anakonda 4 5 5 4 4 2 5 3 8
Humming Bird 4 4 3 3 3 1 3 2 8
Pirrana 4 4 3 3 3 1 3 2 6
Amazon 4 3 3 3 3 1 3 1 7
UNIT SIZE: 5+
EQUIPMENT: Blades of the Ancients and Skink
hide (counts as light armour).
TROOP TYPE: Infantry.
SPECIAL RULES: Skirmishers, Scouts, Forest
Striders.
BLADES OF THE ANCIENTS The Amazons carry a special kind of weapon of
unknown origin, which they call the Blades of the
Ancients. These weapons are rumoured to be rare and
much sought after High Age artefacts. Despite their
vast age they are still powerful, the gems set within
them said to blaze with the captured fires of a falling
star. They project a shield of arcane energy around the
wearer, and the Amazons can point the Blades at the
enemy and unleash the very flames of the sun itself.
Range Strength Special Rules
Combat
12"
+1
4
6+ Ward save,
Quick to Fire
HIGH AGE ARTEFACTS
The sacred places of the Lustrian jungles hide many strange and valuable artefacts. Invaders seek such items because they are made from gold or gemstones, others because they hold
power that mages may draw upon. Some are covered in mysterious texts said to be the script of the gods themselves, and scholars covet these above all others. Of the utmost rarity are the weapons of the so-called High Age. These can be staffs, rods, blades and various other shapes, and many are more deadly than any other weapon known to the world. Some High
Age weapons project shimmering bolts of light, others propel small missiles many hundreds of metres that bury themselves within the flesh of their targets, only to explode, ripping it
apart in a shower of gore. Such items are highly valued, more than the most potent of magical artefacts, and are the subject of legend among scholars. Entire armies have been
raised at the mere hint that such a weapon may be found, and any cost will be paid just for the chance of acquiring one. To date, only the Amazons have been witnessed bearing such weapons, and it can only be hoped that no invader gains the power of a High Age artefact.
12
ASARNIL THE DRAGONLORD
Victory was finally within our grasp. Then, without warning, a vast green Dragon fell from the skies
to bar our way. Its teeth were like scythes, bilious green fumes leaked from its nostrils, and on its
back rode a proud warrior. This was the first we saw of Asarnil. Extract from „The glorious adventures of Gunter Friesheim‟
The Legend of Asarnil the Dragonlord is known
throughout Ulthuan. Asarnil was the son of Aserion,
the hero of a thousand battles. From his earliest years
Asarnil was brought up in the martial traditions of
Caledor. He became a great warrior and one of the few
Elves still able to rouse the Dragons who slept beneath
the mountains of the High Elf realm.
His companion, Deathfang, was one of the greatest
Dragons that the Princes of Caledor could still wake
from their deep slumber. Together they were all but
invincible, and their fame reached far beyond the
boundaries of Caledor.
During the Great War Against Chaos, Asarnil fought
with distinction alongside his brother Dragon Princes.
Asarnil commanded them in battle, and it was because
of him that Caledor was not overrun during those dark
times.
After the Battle of the Finuval Plains, Asarnil had been
ordered to link up with the High Elf forces marching
from Lothern. Once the Dragon Princes arrived, the
combined forces of Lothern and Caledor could destroy
the last major Dark Elf force in Ulthuan.
But before Asarnil could fly to the Phoenix King‘s aid,
word came that Caledor itself was under attack. Under
the command of Asarnil, an entire flight of the
Dragonriders sped back through the skies to protect
their homeland. In a brilliant assault the Dragonriders
of Caledor swept the Dark Elves to the sea, and
Caledor was saved. Triumphant, Asarnil headed back
towards the rendezvous with the Phoenix King,
confident that great rewards and honour awaited him
upon his arrival.
On hearing that his orders had been disobeyed, Phoenix
King Finubar became angry. If his troops had come
under attack without the support of the Dragon Princes,
they would have faced destruction. When Asarnil and
his fellow Dragonriders arrived at the Phoenix King‘s
camp, no parade awaited them. Instead, Asarnil was
summoned before the Phoenix King himself. Enraged,
Asarnil declined and swore that he was no longer a
subject of the crown of Ulthuan. The response of
Finubar the Seafarer was quick and harsh. Asarnil
would be stripped of his title and lands and banished
from Ulthuan, unless he would face the Phoenix King‘s
justice. Proud to the last, Asarnil declined.
Asarnil was now a Prince without a domain, a lord in
exile. He gathered his weapons and armour, mounted
Deathfang, and left the blessed island of Ulthuan.
Asarnil headed towards the old ruins of an Elf city in
the south of the Old World. He found that humans now
inhabited the land. His Dragon descended in the city of
Remas in the land of Tilea, much to the dismay of the
citizens. However, the Prince of Remas realized that
such a mighty ally would give them the advantage they
needed in their war. He immediately hired the services
of Asarnil for the war Remas was waging against the
city of Miragliano.
With the help of Asarnil and the awesome might of
Deathfang, Remas decisively defeated their rivals and
brought the war to a successful conclusion. Indeed,
such was the terror inspired by Deathfang that most of
the men of Miragliano threw down their arms and fled
from the field without a battle! In the naval battle of the
Siren‘s Rocks, Asarnil and Deathfang destroyed
Miragliano‘s entire fleet, and ended the city‘s
supremacy at sea.
Since those days the proud banner of Asarnil has flown
over countless battlefields in the Old World. Only the
greatest Princes can afford the exorbitant fee of the
Dragonlord, but a general calling upon Asarnil is
almost guaranteed to be victorious.
In his heart of hearts Asarnil still dreams of returning
to Caledor in triumph with the riches he has won, but
for now his lance and sword are for hire.
13
ASARNIL AND DEATHFANG
CAPTAIN: Asarnil the Dragonlord.
MOTTO: Victory is a foregone conclusion.
BATTLE-CRY: ―Wahnil, wahnil!‖ is the battle-cry
of the Caledorians, calling for Vengeance and Death.
APPEARANCE: Attired in all the splendour of the
Dragon Princes of old, Asarnil and his Dragon are a
truly magnificent sight on the battlefield. Glittering
ithilmar armour and shining gems combined with the
sheer presence of the Great Dragon Deathfang are
unforgettable – if you survive to tell the tale.
POINTS: Asarnil and his mighty Dragon Deathfang
cost a total of 535 points. Asarnil is worth 145 pts
Deathfang is worth 390 pts.
M WS BS S T W I A Ld
Asarnil 5 7 6 4 3 2 7 4 9
Deathfang 6 7 0 7 7 7 2 6 9
UNIT SIZE: Massive!
EQUIPMENT: Hand weapon, lance, Dragon armour
and shield.
TROOP TYPE: Infantry (Character).
Deathfang: (Monster). Asarnil rides Deathfang, the
Dragon.
SPECIAL RULES (Asarnil): Always Strikes First.
Valour of the Ages: Asarnil is a High Elf and can re-
roll failed Psychology tests against Dark Elves.
SPECIAL RULES (Deathfang): Fly, Terror, Large
Target, Scaly Skin (3+), Breath Weapon (Strength
4, Flaming Attacks).
Dragon Tamer: The Elves of Caledor have a natural
empathy for dragon-kind that is recognised by all. If
Asarnil is fighting in close combat against another
Dragon then the enemy Dragon must take a Leadership
test before it attacks. If the test if failed, the Dragon
may not attack this turn. However, a Dragon will only
refuse to fight so long as it is not attacked itself. Should
the Dragon be attacked it will always fight back.
Dragonrage: Deathfang is Asarnil‘s loyal companion.
Should Asarnil be slain, Deathfang counts as having
rolled a 5-6 on the Monster Reaction table.
MAGIC ITEMS: Dragon Armour (Magic Armour) Asarnil wears an ancient suit of Ithilmar armour and
which has powerful enchants to protect its wearer from
harm.
Heavy armour. The Dragon Armour allows Asarnil to
re-roll failed armour saves. In addition, he gains a 2+
Ward save to all fire-based attacks.
Amulet of Dragonheart (Talisman)
This amulet was one of the potent artefacts made by
Caledor the Dragontamer for the Elven Dragon
Princes. It is said that the gleaming gem hanging
around Asarnil‟s neck is a stone found at the heart of a
mountain, blessed by Caledor the Dragontamer
himself. The dazzling light of the Amulet of
Dragonheart makes the shape of Asarnil and his
Dragon appears blurry and vague, as if glanced
through a haze.
All missile attacks against Asarnil and his Dragon
suffer a -1 to hit penalty.
14
BEORG BEARSTRUCK AND THE BEARMEN OF URSLO
Lock your doors, bar your windows and hide your goats – the Bearmen are coming! If you have a
horse then flee, but don‟t try and run. They can smell your fear and they‟ll hunt you down like dogs.
Ever see what an angry bear does to a dog? The village elder‟s final advice
In Ursfjord in the
frozen north the
great hall of Urslo
is to be found. It is
built of great
timbers hewn from
mighty trees. In this
hall resides Beorg,
chieftain of the
Bermen of Urslo –
that is when he is
not raiding or
fighting!
When Beorg, son of Bran, cracked the skulls of
Uldsdau and Graill, twin sons of Huern, chieftain of the
tribe of the Wolf, the gods chose to show their
considerable favour. As Beorg threw himself upon his
enemies his back arched and split, his ribs cracked and
turned in upon his body, his face was consumed from
within by a snarling black muzzle. The gift of the were-
bear was upon him… the gift of the gods to the people
of Norsca he was Bearstruck.
Beorg is a were-bear of extraordinary power. When he
enters battle he turns into a savage bear of immense
size. This is a great and marvellous thing even amongst
the tribes of the north, many of whose people
spontaneously develop were-shapes in battle. Amongst
Beorg‘s folk, the tribe of the Bear, it is common for
warriors to sprout claws, snarling teeth, mane-like fur,
and bear-shaped muzzles. But alone of all his people,
Beorg carries the full shape of the Bear within him.
Only he is Bearstruck – the mark of lordship amongst
his people! Beorg was soon acknowledged as the
chieftain of his tribe, the Ursfjordings or Bearmen.
Like all savages of the northlands, Beorg despises the
weakness of lesser men! He cares nothing for the so-
called civilized lands that lie to the south. When the
Chaos armies of Warlord Archaon marched upon the
lands of the Empire Beorg gladly joined them. His
warriors had grown tired of easy conquests amongst
the tribes of the north! At the Battle of the Monoliths,
Beorg led his warriors against the army of Arch-Lector
Mannfeld of Nuln. The soldiers of the Empire were
horrified to find themselves confronted by men in half-
bear shape, snarling and tearing like the savages they
were! Amongst them all was the towering shape of
Beorg casting aside his foes with great swipes of his
claws, knocking heads from shoulders and tearing arms
from their sockets.
15
After the battle Beorg realized that the lands of the
south offered plenty of opportunity for bloodletting and
savagery. His warriors fought their way through the
Empire, occasionally finding employment, but more
often living by pillage and robbery. Eventually the
Bearmen crossed the mountains and found themselves
in the Border Princes. This was a time of great battles
and much plundering – and Beorg‘s fame grew rapidly.
At night the Bearmen would sit around their camp
drinking as only the northmen can, and singing rousing
songs of their great adventures!
It was during one such session of drunken revelry that
the Bearmen were ambushed by Goblin bandits. Many
were shot with black arrows before Beorg strode
forward to snap the Goblin chief‘s neck like a twig.
During this battle Oerl the Young was struck by an
arrow which took out an eye and left a scar running
across his face. Despite his injuries Oerl held onto the
tribe‘s banner, the Bear of Urslo, an immense bearskin
slain by Bran to celebrate the birth of his son Beorg.
Beorg rewarded the young warrior with gold and the
honoured place in battle – by his side.
THE REGIMENT
CAPTAIN: Beorg Bearstruck.
MOTTO: The Dark Gods Bless Us.
BATTLE-CRY: Beorg and his men launch
themselves upon the foe with a mighty bear-like
growl… ‗Grrrrowwwwwww.‘
APPEARANCE: The Bearmen, like many of the
tribes of Norsca, are affected by the dark power of
Chaos. This has made them as much beasts as men and
all are touched with the mark of the were-bear to some
extent with shaggy hair, brutal ursine faces, massive
teeth, and slashing claws. They wear barbaric clothing
made of furs and held together with leather straps, and
they have wild, unkempt hair. Their iron helmets have
horns which make them look especially ferocious, and
many wear long shaggy cloaks made from wild bears –
often with the head or claws left on.
POINTS: Beorg and nine Bearmen, including Oerl
the Young (the Banner Bearer) and a Horn Blower,
cost a total of 275 points. This is the minimum size of
unit you can hire. The regiment may be enlarged by
adding extra models at a cost of 10 points each.
M WS BS S T W I A Ld
Beorg 4 6 0 5 5 3 3 4 8
Oerl the Young 4 4 3 4 3 1 4 2 7
Bearrnan 4 4 3 4 3 1 4 1 7
UNIT SIZE: 10+
EQUIPMENT: Hand weapon, light armour and
shield. Beorg is a were-bear – he wears no armour and
fights with his claws and teeth!
TROOP TYPE: Infantry.
SPECIAL RULES: Frenzy.
MAGIC ITEMS: Bear Fang (Talisman)
This gigantic and ancient yellowed canine tooth is the
sacred talisman of lordship amongst Beorg‟s tribe.
Beorg wears it about his neck. The talisman wards of
blows that would otherwise harm its wearer.
The Bear Fang gives Beorg a 4+ Ward save.
Bear Banner (Magic Standard)
Oerl carries the tribe‟s totem into battle – an entire
bear skin whose grizzly head leers out from the top.
The skin‟s power is immense, driving the warriors into
a fury that is almost impossible to stop.
Beorg and the Bearmen of Urslo gains +1 to Hit in the
first round of close combat. This does not apply to any
other character joining the unit.
16
THE BIRDMEN OF CATRAZZA
They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we
could react they‟d flown off only to return from a different angle, emptying their quivers into our
unprotected backs once more. Of course we surrendered. The mercenary Gunter-Friesheim, in his account of the Crookback Pass fiasco.
Daddallo was a well-known craftsman and windmill
builder in the city of Verezzo. He became obsessed
with trying to fly like a bird after he acquired some
lost manuscripts of Leonardo da Miragliano.
Inspired by the ideas these contained, he began
experimenting with flying devices. Only later did it
emerge that these manuscripts were clever forgeries.
However, by then it was far too late; Daddallo‘s
obsession had quite taken over his life, ousting any
vestige of common sense from his fevered brain.
Merchant Prince: They tell me t the Birdmen of Catrazza can capture any tower in Tilea, or for that matter the world. So if you can convince me that you can snatch the Orb of the Ancients from the Dread Tower of Dumio, you're hired!
Daddallo: 'Tis simple, my for& I have a cunning plan! First we buzz in low, hedgehopping for good measure. Then it's 'up and under' and in from the sun. Keeping an eye out for Archie' of course. Corkscrew and puff out, trying not to prang. Then the wingies will strafe. My number two is in and out and we're away!
Merchant Prince: Can yon say that again, more slowly?
Biggolo: (Whispers to Daddaffo) I don't think he understands our banter, old boy!
Daddallo‘s early attempts to fly met with no success.
His efforts caused much amusement among the
citizens who gathered in the piazza to watch him
jumping off various towers. Fortunately for him,
Daddallo‘s version of Leonardo‘s parachute was one
thing that did work!
Daddallo fell afoul of the powerful Batta family of
Verezzo when he plunged through the roof of their
country villa and landed in the marble bath of the
mistress of the house while she was bathing in it.
Quite apart from this impolite intrusion, Daddallo
landed on top of the captain of her bodyguard (who
for some reason or other was also in the same bath),
killing him outright. Daddallo was immediately
imprisoned in the leaning tower of Verezzo, to avoid
further embarrassment to the Republic.
Determined to escape, Daddallo whiled away the
days by ingeniously constructing a pair of wings
using bed sheets stretched over a framework of
wooden spindles cut from the furniture. Soon he was
ready to jump from his prison window, which had
no bars since it was so high up that it was thought no
one could escape! Daddallo‘s exit was rather
spectacular. Miraculously, he swooped over the
rooftops to freedom instead of plummeting to his
death in the piazza!
Flying into exile, Daddallo spent the whole of the
following year training a mercenary band of his
‗Birdmen‘. Only the best and thinnest marksmen
were chosen. This was so that the Birdmen could
shoot at enemy flyers even whilst they were flying
high in the air.
The Birdmen went into action for the first time at the
battle of Motta Zorella and snatched victory by
descending on the enemy general and carrying him
off into captivity. Daddallo‘s Birdmen were
immediately hired by Alfeo Romeo of Remas. Alfeo
was determined to rescue the beautiful Isabella
Dellecta from the bent tower of Catrazza, where she
had been shut up by here family until she agreed to
an arranged marriage to Grobbo, a rich, ugly, and
cruel merchant from Miragliano. Daddallo‘s
Birdmen succeed in this dangerous task despite a
number of marksmen guarding the tower.
Henceforth, the regiment took the name ‗Birdmen of
Catrazza‘, and is much in demand.
17
THE REGIMENT
CAPTAIN: Daddallo
MOTTO: Those Magnificent Men in their Flying
Machines.
BATTLE-CRY: Tally Ho!
APPEARANCE: All the Birdmen are equipped with
wings made of canvas stretched over a light wooden
frame. This is strapped to their shoulders by means of a
harness that leaves both hands free to shoot the
crossbow.
In flight, the wings can be ‗flapped‘ by means of
stirrups attached to the feet. The Birdmen not only
glide through the air but can flap their wings to regain
height and vary their airspeed.
The Birdmen also wear grotesque masks with long
bird-like beaks instead of noses, much like those worn
for Tilean carnivals.
POINTS: Daddallo and four Birdmen cost a total of
100 points. This is the minimum size of unit you can
hire. The regiment may be increased by adding extra
Birdman models at a cost of +15 points each.
M WS BS S T W I A Ld
Daddallo 4 4 5 4 3 2 4 2 8
Birdman 4 3 4 3 3 1 3 1 7
UNIT SIZE: 5+
EQUIPMENT: Hand weapon and light crossbow.
TROOP TYPE: Infantry.
SPECIAL RULES: Fly, Ambushers.
Shoot on the Wing: The wings of the Birdmen are
flapped by means of stirrups on their feet. This means
that they have both hands free to load and shoot their
crossbows while flying. This in turn means that the
Birdmen can shoot while flying, and suffer no penalty
for shooting on the move unless they move on foot.
18
BRAGANZA'S BESIEGERS
As they approached the castle our hearts sank. Braganza‟s men never lost or fled and we knew we
were doomed. Our captain began to explain how safe we were behind the walls, but a crossbow bolt
cut him short. No one wanted to be the next victim. The mercenary Gunter Friesheim, in his report on the capture of the „impregnable‟ Schloss Adlerberg
The ingenious Borgio "The Besieger", the Prince of
Miragliano, originally employed the famous regiment
of Besiegers, as a special siege unit on crossbowmen.
Borgio wanted marksmen who could pick off defenders
on the walls at close range in the face of hail of enemy
missiles, hold ramparts against assault, provide missile
support for sappers and miners, man siege towers and,
if need be, stand their ground against enemy units
sallying out of besieged fortresses. Braganza's troops
soon proved their worth in Borgio's many sieges and
turned out to be equally good as a rearguard in open
battle.
Having stormed, starved out or received the surrender
of pretty well every city and fortress that he ever
besieged, Borgio was well pleased with Braganza's
Besiegers and offered to find them work in return for a
cut of the profits. Braganza accepted Borgio's offer at
once, knowing full well that to refuse Borgio's kindness
was not only impolite but also a terminal course of
action.
Soon the Besiegers took ship for Tobaro where they
took part in the siege of the pirate stronghold on the
island of Cera-Scuro. Then they were hired by the
Dwarfs to help recapture a very strong Dwarf outpost
in the Badlands, which had been captured by Orcs.
Braganza was paid handsomely with a massive chest of
jewels and the regiment began the long trek back to
Miragliano through hostile territory to deliver Borgio's
agreed share of the loot (no one ever double-crossed
Borgio and lived!). They battled their way across the
Apuccinis in winter fought off Dwarf bandits, Orcs,
Beastmen, Empire robber knights, Tilean outlaw band,
renegade Bretonnian commoners who had
treacherously slain their lord, staving and extremely
desperate Halflings, even more hungry and desperate
Ogres, the notorious Red Company of Remas (whose
captain had a vendetta against Braganza) and various
others winning by forming a hollow square and
shooting them all down as they came.
On entering Tilea, they heard news that Borgio had
been treacherously assassinated and his mighty Dogs of
War army had either disbanded or split into factions
fighting in the streets of Miragliano. Braganza decided
to do the obvious thing and share out the jewels and
continue his career as one of the best mercenary
regiments to come out of Tilea. The Besiegers were
soon hired by Lorenzo Lupo, the Prince of Luccini and
sent to Sartosa where the waging war against on of the
many pirate chiefs on the island. Since then, the
Besiegers have fought for many masters in sieges and
open battles, always standing like a wall of steel and
adding to their legendary reputation.
19
THE REGIMENT
CAPTAIN: Luka Braganza
MOTTO: Invincibility at No Extra Charge!
BATTLE-CRY: Borgio!
APPEARANCE: The Besiegers wear full-plate
armour in the exotic Miragliano style, and carry a large
pavise on a back-strap.
POINTS: Braganza and nine Besiegers cost a total of
190 points including Standard Bearer and Musician.
This is the minimum size of unit you can hire. The
regiment may be enlarged by adding extra models at a
cost of +12 points each.
M WS BS S T W I A Ld
Braganza 4 5 5 4 4 2 5 3 8
Besieger 4 3 3 3 3 1 3 1 7
UNIT SIZE: 10+
EQUIPMENT: Hand weapon, crossbow, full plate
armour and pavise. Luca Braganza is equipped with a
hand weapon, pistol, crossbow and full plate armour.
TROOP TYPE: Infantry.
20
BRONZINO'S GALLOPER GUNS
Never seen anything like it in all my years. It ain‟t right, that‟s what. Guns are supposed to stay put,
not gallop off whenever you get anywhere near them. And firing while they‟re doing it is
outrageous! I‟m gonna file a complaint, that‟s what. It ain‟t right. Burkil Burkilsson after the battle of Dead Man‟s Hill
Bronzino‘s Gallopers were first employed at the Battle
of Pattio. These were, in fact, lightweight cannons
removed from their mountings on the galleys of Remas
and fixed to specially made carriages. This was done
on the instructions of Master Gunner Bronzino who
had been hired by Borgio the Besieger, Prince of
Miragliano. This innovation contributed in no small
measure to the victory and Bronzino proceeded to raise
a battery of specially designed guns forged in the very
same foundry as that used by Leonardo da Miragliano
to cast his colossal brass statues.
Bronzino served Borgio well in many more battles but
following the Prince‘s assassination, and the uncertain
state of affairs in Miragliano, Bronzino sought other
employment. Since then the battery has turned up in
the armies of several notorious mercenary generals,
bringing them victory and earning Bronzino enough
gold to forge more and improved designs of
lightweight cannon.
The gunners bring the cannons into action rapidly and
fire at close range. This can have a devastating effect
on the enemy in an open battle. As soon as the enemy
moves near enough to threaten the guns, the gunners
hitch them up and gallop off at speed, finding a new
position further back. If the battle goes badly and it is
necessary to retreat, the precious cannons can be
removed from the battlefield without delay. This not
only saves the guns for use again, but makes it unlikely
that the enemy will capture them. Nor do the guns have
to be abandoned in a hasty retreat like other, more
cumbersome artillery.
Having earned an awesome reputation in Tilea, and
incurred the undying hatred of the survivors of many a
pike company, Bronzino‘s battery was shipped across
the ocean to take action against the Lizardmen in a
doomed treasure hunting expedition led by the Dwarf
pirate, Kugar Halfbeard. Bronzino used the speed of
Just put down your swords and surrender, It's worse if you fights or you runs, You can do what you please, You can climb up the trees, But you can't get away from the guns!
the guns to fight a heroic rearguard action through the
jungle to the beach, felling pursuing Saurus warriors in
droves as they went. Indeed the guns were still firing
from the longboats as they were pushed out to sea,
sweeping the beach clear of the enemy until they were
safely in open water.
The battery subsequently turned up in Araby and took
part in the Sultan‘s war against the Undead, where the
speed and mobility of the guns proved decisive in the
open expanses of parched sand. Greatly enriched by his
efforts, Bronzino brought his battery back to Tilea
where he has been reforging and refitting the guns and
considering numerous and very generous offers
arriving every day from rival Merchant Princes plotting
to make war on each other.
THE BATTERY
CAPTAIN: Bronzino.
MOTTO: The biggest bang for your bucks!
BATTLE-CRY: Ready! Aim! Fire!
APPEARANCE: Small, lightweight bronze or brass
cannons harnessed to light limbers drawn by one horse.
One of the gunners rides the horse, the others run
beside the gun carrying the ramrods and other
equipment. Bronzino is a big man riding his own horse
and wearing ornate armour.
POINTS: Master Gunner Bronzino and one Galloper
Gun team cost a total of 155 points. This is the
minimum size of unit you can hire. You may buy extra
Galloper Gun teams at a cost of +90 points per gun
team. Each extra team counts as an extra Rare choice.
M WS BS S T W I A Ld
Bronzino 4 5 5 4 4 2 5 3 8
Crew 4 3 3 3 3 1 3 1 7
Galloper Gun - - - - 6 3 - - -
Warhorse 8 3 0 3 3 1 3 1 5
UNIT SIZE: Each Gun has a crew of three, and one
crewman rides a warhorse.
EQUIPMENT: Hand weapon. Bronzino is equipped
with a hand weapon and heavy armour. He rides a
warhorse.
21
TROOP TYPE: War Machine (Cannon), Cavalry
(Bronzino only).
SPECIAL RULES: Vanguard, Swift-stride
Master Gunner: Bronzino has a wealth of experience
as a gunner aboard various Reman galleys and knows
all aspects of employing cannons in warfare.
Bronzino may lend his expertise to one gun crew per
turn, ensuring that the crew will hit their target.
Bronzino will make corrections to the cannon‘s
elevation etc. Nominate one Galloper Gun team within
6" of Bronzino in the Shooting Phase. A cannon crew
following Bronzino‘s instructions is far less likely to
improperly load their cannon, and so may re-roll the
Artillery Dice to determine the distance the cannon ball
bounces.
Cannon: The Galloper Guns follow the rules for
Cannons in the Warhammer Rulebook, with the
following exceptions:
Small Calibre: The Galloper Guns fire uses the
following profile:
Range Strength Special Rules
36" 7 Multiple Wounds (D3),
Ignores armour saves
Rapid Movement: The Galloper Gun is harnessed to
a warhorse ridden by one of the gunners. This
enables the Gun and its entire crew to move 8" as the
remaining crew members are assumed to jump on the
harness and hitch a lift. As such, the Galloper Guns
may march move.
When you move one of Bronzino's guns, simply
measure the distance and make your move. There is
no need to turn or wheel as the galloper guns can turn
freely to face any direction they wish.
If the galloper gun is charged, the crew may hold or
flee. If they flee, the gun is assumed to be limbered
up immediately without any movement penalty.
The crew fights in hand-to-hand combat as normal,
the mounted gunner dismounting to fight. The horse
and limber are removed when the gun is destroyed.
Deployment: Each gun and its crew operate as an
independent unit. If so, Bronzino may ride from one
team to another and any team he is with can test
against his Leadership while he is with it. If the
teams are deployed as a single battery, then each gun
team must remain within 6" of Bronzino if they wish
to test against his Leadership.
22
THE CURSED COMPANY
“Shortly before the arrival of the night, I saw how my brave comrade Alfonzo was killed by the
cursed blade of the leader of this dire party, consisting of immemorial parts of armour and dull
blades, worn by tattered skeletons. The next day during the fight against these cursed I recognized
the award with which our sergeant rewarded us after our last victory on one of these skeletal
horrors. In front of me stood Alfonzo, a half-rotten servant of death! I threw away my sword and
ran for my life, horror-stricken!” Report from Guiseppe Mancini after the battle in Libtita's Valley
The dark legend of Richter Kreugar the Damned and
his Cursed Company has been told for countless years
across the Empire. A tragic tale of betrayal, greed and
revenge, the details and truth behind the stories have
long become hazy and unclear as the story has been
told and retold for generations.
The most common tales revolving around Richter
Kreugar's tragic curse tell of a young mercenary
captain, proud, talented, and ruthless. He hired out his
services freely, uncaring whom he fought for as long as
the price was right. Centuries ago in the history of the
Old World, richer was said to have allied with a
powerful Necromancer, aiding him in his diabolical
campaign against the Empire, terrorizing the heavy
forested area around Wolfenburg.
With the leather bound annals of the Historiata
Imperiatus, it is said that the Empire army of
Wolfenburg was suffering horrendous casualties in a
war of attrition that they could not hope to win.
However, they struggled on regardless and began to
wear down the Necromancer, taking the offensive and
pushing him deeper into the forest, denying him the
time needed to strengthen his undead forces. Seeing the
Necromancer faltering, Richter accepted the bribes of
an Empire agent, the calculating young mercenary
seeing a chance to make some easy money and be on
the winning side. As the titanic battle hung in the
balance, Richter played his hand, striking out at the
foul Necromancer, who fell beneath his blade.
However, with his dying breath the unholy sorcerer
gasped a curse that was to be the eternal undoing of the
enterprising sell-sword.
Before his horrified eyes, Richter's skin began to wither
and within moments he collapsed to the ground, a
lifeless pile of bones and armor. The day was won for
the Empire forces, the tale of Richter's betrayal may
well have been forgotten, had his death not been
accompanied by a tragic twist.
The very next night, Richter rose from the ground. He
stared at the world with his hollow eyes, and all he
surveyed appeared in shades of grey. In anguish and
despair, Richter saw his own skeletal limbs, and the
full horror of the Necromancer's incantation began to
dawn on him.
As a result, Richter stalks the Old World and beyond.
Hundreds of years since his death he is still seeking
oblivion and peace, yet he is never able to achieve his
final rest. Countless times he has been cut down, only
to wake the following night to his never-ending, hellish
torment. A terrible element of the curse is evoked each
time he slays an enemy, for his defeated foes rise
immediately to serve him in undeath, slave to his will.
He travels the world; living out a tragic parody of his
former mercenary career, fighting whatever he finds
battle. His anger and despair momentarily lost in the
bloodshed, he continues his doomed existence in the
desperate hope that one time when his skeletal body is
slain, he will finally know the relief of true death.
THE REGIMENT
CAPTAIN: Richter Kreugar the Damned.
MOTTO: Dust to dust and bones back in the sand!
BATTLE-CRY: The battle-cry of Richter Kreugar
has long been forgotten by the people of the Old
World. The silence of the grave hangs over the Cursed
Company as it traverses the land, marching to war
accompanied only by the sound of creaking ancient
leather and the scrape of rusted metal.
POINTS: Richter Kreugar and nine of the Cursed
Company including a standard bearer and musician
cost a total of 210 points. This is the minimum size
regiment you can hire. The size of the regiment may be
increased at the cost of 5 points per model.
M WS BS S T W I A Ld
Richter Kreugar 4 5 3 4 4 2 5 3 9
Skeleton 4 2 2 3 3 1 2 1 3
UNIT SIZE: 10+
EQUIPMENT: Richter Kreugar is armed with a
shield, heavy armour, the Dark Gem of the Cursed and
his unholy sword, Blight. The Skeletons of the Cursed
Company are equipped with hand weapons, shields and
light armour, and the standard bearer carries the Banner
of Malediction.
23
SPECIAL RULES: Fear, Unbreakable, Unstable,
Hate Undead (Richter only).
'Join us in damnation...': As part of Kreugar's curse,
any foe slain by him or one of his company are
withered by dark magic, their flesh aging as if decades
had passed in the blink of an eye. The lifeless victim is
instantly enslaved to the will of Richter, rising to
accompany him in his eternal curse.
If any model within the Cursed Company (including
Kreugar himself) slays an Infantry or Cavalry model,
then one Skeleton is created in its place.
Models created in this way are added to the Cursed
Company, and are armed in the same manner as the
Company. The Victory Points value of the unit is
unaffected. This rule counts only for models that are
killed in close combat, and not for models killed in any
other way (for example, running down fleeing troops).
Independent: The Cursed Company is a completely
independently acting unit. Richter and the Cursed
Company will never use the Leadership of the General,
even if it is better than his own. Additionally, the
Cursed Company cannot be joined by any characters.
Hate Undead: Richter Kreugar hates all other Undead.
This applies to Richter only.
Undead: The Cursed Company is Undead, and as such
the following rules apply to them:
If Richter is killed, the Cursed Company will quickly
begin to crumble to dust. At the end of the phase
when Richter is killed, and at the beginning of each
of their turns thereafter, the Cursed Company must
take a Leadership test. If the test is failed, the unit
suffers a number of wounds equal to the number they
failed the Leadership test by. No saves of any kind
are allowed against these wounds.
The Cursed Company can march as long as Richter is
still alive. If Richter dies, the Cursed Company
cannot make march moves.
MAGIC ITEMS: Blight (Magic Weapon)
Blight is a darkly powerful blade, centuries old and
suffused with unholy magic.
Blight confers +1 Strength to all close combat attacks
made by Richter. In addition, the weapon has the
Killing Blow special rule.
Dark Gem of the Cursed (Talisman)
The Dark Gem of the Cursed glows a blood-red shade
that intensifies when a blow is directed towards
Richter, protecting him from harm.
The Dark gem gives Richter a 4+ Ward Save.
The Banner of Malediction (Magic Standard)
The sinister banner of the Cursed Company has been
carried for centuries by various enslaved warriors of
Richter. It is a dark parody of his original, disgraced
mercenary company banner.
The Cursed Company suffers one less wound than they
normally would when defeated in combat. In example,
if the Cursed Company loses a combat by 3, they
should lose 3 extra models, but because of the Banner
of Malediction, they lose only 2 models.
24
The near-naked, savagely painted warriors hurtled over the frozen ground, huge weapons gripped tightly. Their hair was matted into spikes, their eyes wild with the fury of battle. Nightmarish drumming filled the air, joined by harsh war horns that blared their challenge. The Undead legion stood statue-still as the wild roar rising from hundreds of throats rolled over them. The ancient figure of Richter Kreugar stood unmoving at the head of the Undead legion, the empty sockets of his skull lit with a baleful. menacing glow as the marauders of Chaos charged. The brutal weapons of the ferocious warriors carved through the Skeleton legion. Chips of bone filled the air as skulls and ribs were smashed with savage force before the Undead reacted. Richter stood unmovable. swinging his ancient sword, Blight, as the marauders swept around him. Glowing with an unholy. red light, the dark weapon cleaved through one warrior, whose painted chest erupted in a shower of crimson blood. Reversing his swing, Richter sliced the magical blade in a vicious arc that severed the head from another. Even as the bodies fell to the ground, their skin began to wither, tightening over their skeleton frames. Hair fell from their heads and eyes rotted in their sockets. Screams died in throats that disintegrated into dust. Hardly a moment passed, and the first fallen marauder was rising again to its feet. flesh completely absent from its now skeletal body, followed in an instant by his headless companion. Hefting weapons in fleshless fingers, the newly risen Undead warriors turned on their former comrades. Master Engineer Siegfrid stared in horrified fascination as the ranks of the Undead grew. The powerful charge of the foul Chaos raiders had faltered, stopped in its tracks by the relentless Skeletons. Fighting next to the Undead, the Halberdiers were faring badly. being pushed steadily backwards by the savage attack of the marauders. Raising his long-barrelled Hochland rifle, Siegfrid squinted through its crystal eyeglass. He sighted a daemonic-looking barbarian, covered with swirling blood-tattoos and screaming incoherently as he raced towards the battle. Pulling the trigger, Siegfrid was satisfied to see the figure fall, kicked from his feet as the lead bullet struck home. His gaze returning to the battle that raged on the plains below, Siegfrid saw that the Undead ranks continued to swell as Richter hacked his way through the unarmoured, blood-hungry warriors. He had heard stories of the cursed Richter Kreugar - who in the Empire had not? - but he had never really believed them. Stories told to frighten children, fantasies exaggerated beyond any shred of truth, he had thought. And yet here he was, a nightmarish fairy tale brought to life. Brought to unlife, he corrected himself. The Ostermark scouts had spotted the raiders from the north, and Baron Duchcnoff had decided that this was the best place to stand against them. While the Empire army were readying their defensive lines to face the approaching Chaos force, the Undead legion had emerged from the forest and panic spread. Turning to face this unexpected threat, the Ostermark Knights of Sigmar were readying themselves to charge when the Baron called for them to halt, for the Undead had appeared unconcerned with the humans before them. The figure leading them wore ancient and battle worn Imperial styled armor. As the skeletal legion had marched into position alongside the Ostermark formations, word had quickly spread through the ranks that this was the legendary Cursed Company of Richter Kreugar, damned in an age long past to stalk the world for all eternity. A deep rumbling sound echoed over the battlefield, and Siegfrid turned to see a troop of hellish black-armored knights appear over the hill to the coast. Their midnight-black mounts snorted and tossed their armored heads, their hooves kicking up great clods of
frozen earth. The Knights of Chaos thundered down the hill, and terror touched its cold hand to Siegfrid's heart. At the head of the dark knights rode a figure that exuded raw power. A great double-headed axe held aloft in his mailed hand. Wisps of steam rose from the weapon into the cold air. The knights thundered into the side of the Cursed Company, smashing skulls and shattering bones with their immense axes and spiked maces, their fearsome steeds trampling others to dust beneath their black hooves. The lord roared a challenge, his voice echoing from within his enclosed helmet. His unholy red eyes matched those of his steed, burning deep within the darkness of his helm. Richter casually chopped down on the shoulder of a Marauder, blood spraying before the flesh withered from the savage's body. He turned to face the challenge of the Knight of Chaos, his cursed minions opening a corridor between the two powerful beings. The hellish steed of Chaos stamped its hooves impatiently as Richter made his way towards the towering armored figure. Without delay, the Lord struck downwards with a mighty swing of his steaming, double-headed axe. The blow was met with Richter's blade and there was a crackling sound that Sicgfrid could hear, despite the distance, as the dark energies of the two sorcerous weapons met. A series of deadly blows rained down on the Undead warrior, and dark hooves flashed towards him. The Champion of the Dark Cods feinted a strike to the left, turning his axe in mid-air and striking a sweeping blow towards the right side of Kreugar's skull. The ruby-red gemstone hanging around the skeletal neck of the Undead figure glowed brightly for an instant, and the axe rebounded scant inches from its target as if it had hit a stone wall. The Knight of Chaos reeled backwards off balance at the unexpected resistance. Kreugar stepped in close to the chaotic steed, sweeping his weapon towards the dark beast as it reared above him. His sword slashed across the creature's chest, and it screamed in torment, midnight skin shrinking back to bare pale bone. Muscles and flesh withered from the beast's body, and it toppled to the ground, leaving a pile of bones and dark barding. The champion of Chaos staggered to his feet, raising his axe defensively before him as Blight swept towards his face. The first blow knocked the axe to the side, the knight still struggling to regain his feet. The second blow arced down onto the black armored helmet. With a sickening sound, the helmet was cleaved in two. In an instant, the visible pale flesh withered away to nothing, leaving only an empty skull and a suit of lifeless black armor where the mighty champion stood scant moments before. A spark of awareness shone briefly in the hollow eyes of Richter: the deep yearning pain of a soul trapped for all eternity. Siegfrid stood at the edge of the trees overlooking the carnage that was the aftermath of battle. The field was strewn with countless bodies. and the sinister black shapes of crows were already fighting over the pickings. The Chaos raiders had fled back towards their frozen wastes. He raised his telescopic eyeglass to watch the last ranks of the skeletal Cursed Company disappear into the trees. The regiment had stood motionless for hours after the battle had concluded, until on an unspoken signal the regiment, larger now than it had been at the start of the battle, turned towards the south. It was a strangely sedated mood Siegfrid found when he returned to the Ostermark camp. The Empire had won a great victory, and yet they did not celebrate. Siegfrid found himself thinking of Richter Kreugar, the cursed one. No word had been spoken amongst the Empire ranks of the mysterious, terrifying Undead warrior. It was an unspoken fact that the day would certainly have been lost had it not been for the timely arrival of Kreugar's Cursed Company.
25
THE GIANTS OF ALBION
I say! It was most unsporting. My fellows and I harried Ranoldo and his band of ruffians all the
way to the Trantine hills. Then Ranoldo unleashed those horrid Albion Giants upon us, led by a
rather hairy looking fellow. They smashed our line, squashed poor old Hoskins Hotshot, whilst
shouting the loudest uncouth word I have ever heard. If those Giants are typical of that island, I for
one am glad it remains unexplored. High Elf Lord Daverion, Gentleman Mercenary General
The Druids of Albion say that the race of mighty
Giants that inhabit their island were put there by the
Old Ones to guard the island from invaders. Whether
this is true, who can say? Yet the Giants prowl the
rugged coasts to this day. They wander along the fog
shrouded cliffs and hurl boulders down onto hapless
ships which come too close to the shore, taking a
childlike joy in watching them splinter into matchsticks
and the doomed crew struggling in the fierce waves.
The Druids have a strange power over the Giants and
can goad them into lifting up and carrying huge
boulders and monoliths. With the help of the great
strength of the Giants, these huge stones are arranged
in rows or circles in order to measure the sun, moons,
and stars.
Greatest of all the Giants is Bologs. He is worshiped as
a god by some of the primitive, cave-dwelling tribes of
Albion, who have carved his image into the chalk hills
of their land, brandishing his mighty chopper.
Awesome though he is, Bologs' intellect is dim, even
for a Giant of Albion. The only thing that he can say is
his own name. One day he was roaming the cliff tops
when the mist for a moment to reveal the murky gray
sea and pebbly beach. Bologs spied a landing party of
Elves upon the shore far below. They also saw the
Giant towering above them on the cliff top. The leader
of the Elves shouted up to him in the tongue of the
Druids of Albion, "We come in peace! We seek only
trade!" On hearing the words he could not understand,
the Giant grinned and replied "BOLOGS!" Then he
hurled down a great boulder, which flattened all the
Elves as it embedded itself in the shingle.
The next greatest Giant in Albion is Cachtorr, twin of
the mighty Bologs. He is slightly more intelligent than
Bologs and is able to understand the speech of the
Druids. It was Cachtorr who fought against the mighty
Dong and, his mate, Mea-Dong, two terrible Giants
from the far north of the Albion. This legendary fight
lasted for several hundred years and involved hurling
huge boulders whenever the mist cleared long enough
for one Giant to see the other. Most of these missed,
but wherever they landed, they stuck into the ground to
remain their forever as menhirs, marking out the
territories of the feuding Giants.
Albion remained shrouded in the dark mists of legend
until the renowned Tilean General, Curious Geasar,
first citizen of Remas, set foot on the island, leading his
invincible army. Geasar sought fame and power in
Remas and how better to win it than to conquer misty
and mysterious Albion, rumoured to be full of gold and
pearls and the treasure of the legendary Triton himself.
As the galleys ploughed through the surging surf onto
the shingle on the beach, Cachtorr and Bologs stood on
the cliffs, hurling rocks down onto the ships, smashing
them to pieces. The men were filled with horror and
were scared to wade ashore. So Geasar heaved the
army's pay chest over the side of the ship in to the surf,
scattering the gold among toe pebbles and jumped
ashore after it. Seeing this, the entire army did likewise
until the pay chest was safe behind their battle line.
Ignoring the boulders of the Giants and stepping over
the fallen, Geasar and his army marched up the beach.
Soon they found themselves confronted by all the
savage tribes of Albion, a number of Giants, and
demented Druids uttering dire curses, formed up in
battle array on the cliffs, and then it rained. The
mercenaries stubbornly refused to go any further!
Curious Geasar was enraged. How could he return to
Remas in triumph now? What exotic booty could he
bring back to awe the multitudes? How could he boast
his conquest of distant and mysterious Albion?
26
Angrily Geasar strode forward and harangued the
multitudes of savage tribesmen. "Oh foolish
barbarians! I offer you all the benefits of civilization:
roads, hot baths, money, public buildings and Tilean
poetry. Submit and all these things can be yours!" The
tribes of Albion just glowered at him. Then he heard a
single word bellowing back at him out of the fog and
driving rain: "BOLOGS!" All at once the Giant's battle
cry was taken up by the tribesmen banging their clubs
and stone axes against their shields and the sides of
their chariots and chanting "Bologs, Bologs, Bologs!"
Geasar was dismayed and ordered his men to charge.
The battle was fierce with victory going to neither side.
After a day's fighting, with the mist-shrouded sun
descending into the sea, the two sides paused a few
yards apart, utterly exhausted. Geasar tried one last
gamble to save face. He could not return to Remas
humiliated, in order to win popularity with the mob.
Geasar strode forth and shouted: "Give me Giants as
hostages and I will go away." The Druids who knew
Tilean from their occasional contacts with merchants
considered his offer. They knew that their stone axes
were no match for Tilean steel. At long last old Hengus
volunteered to go and chose two smaller Giants to go
with him. As they strode forward, Geasar shouted, "I
want the big ones!" and pointed to Cachtorr and
Bologs, greatest of Giants. Despite the protests of the
tribesmen, the Druids sent forth the two mighty Giants
to be hostages in Remas in order to save old Albion
from conquest and the tribes from enslavement or
worse, the decadence of luxury and civilization.
Geasar repaired half his fleet and sailed away with his
Giant hostages wading in the sea behind him, tied by
anchor chains. The moment Geasar's fleet arrived in
Remas, word spread throughout the city. Geasar's
political opponents had waited this very moment and
hastily made way to the harbor. They gathered around
the mighty conqueror as he came ashore and showered
him with the usual groveling praises. This was just to
put him off guard for instantly he was horribly done to
death with many daggers. Up came the cry "Geasar is
dead, long live the republic!"
Geasar's battered and seasick soldiers panicked and
scattered, seizing what gold they could in the
confusion. One of them, out of spite against the city
rather then pity for their plight, broke the chains that
bound the Giants and released Hengus from the hold.
Moments later Cachtorr and Bologs stormed ashore
and went on a rampage through the streets of Remas,
causing the citizens to flee in abject terror. Soon the
Giants were in open country, spreading fear and panic
throughout Tilea with Hengus close behind.
Since that day, Hengus and the Giants of Albion have
lurked in the landscape, lost and confused, seeking
shade from the hot sun and pining for the fog. Not
surprisingly, various mercenary generals have sought
them out to hire them as dogs of war. Hengus,
willingly agrees to fight in the hope that the campaign
will lead him near to the great ocean and ultimately to
Albion.
27
THE REGIMENT
CAPTAIN: Hengus the Druid.
MOTTO: We've got the Bologs to beat anybody.
BATTLE-CRY: BOLOGS!
APPEARANCE: The Giants of Albion are many and
varied. Most have only one eye in the middle of their
foreheads, and some even have two heads. What little
clothing they have is made of the hides of huge beasts
such as mammoths, sabre tooth tigers, elks and cave
bears. They wear necklaces made from the tusks of
mammoths and wild boars.
POINTS: Hengus, Cachtorr and Bologs cost a total of
630 points. Hengus is worth 130 points and each of the
Giants are worth 250 pts.
M WS BS S T W I A Ld
Hengus 4 3 3 3 3 2 3 1 8
Bologs 6 3 3 7 6 6 3 S 10
Cachtorr 6 3 3 7 6 6 3 S 10
UNIT SIZE: Huge!
EQUIPMENT: Both Giants and Hengus are armed
with a hand weapon.
TROOP TYPE: Infantry (Character).
Bologs & Cachtorr: Monster.
MAGIC: Hengus is a Level 1 Wizard who use spells
from the Lore of Life or Beast‘s lists.
MAGIC ITEMS: Oggum Staff (Arcane Item) Hengus has an Oggum Staff, which is a special kind of
magic item made by the Druids of Albion. Not only do
the Oggum marks on the staff endow the bearer with
power over Giants to make them serve him, but they
also protect the owner from harm.
This staff gives Hengus +1 to Dispel and a 4+ Ward
save.
SPECIAL RULES: Independent Models: Hengus, Bologs, and Cachtorr
are individual models and move independently, though
they may not join regiments. In addition, as long as
Hengus is within 8" the Giants, Bologs and Cachtorr
may re-roll failed Leadership Tests.
Giants of Albion: Bologs and Cachtorr are Large
Targets, cause Terror and are Stubborn. Note that,
although named, Bologs and Cachtorr do not count as
being characters. In combat, roll separately for each
giant.
Fall Over: Giants are ungainly and frequently
befuddled, as a consequence of which they often fall
down. They are especially prone to this if they've been
raiding the local breweries, which isn't altogether
uncommon.
A Giant must test to see whether it falls over if any of
the following apply:
If it is beaten in close combat. Test once results are
established but before taking a Break test.
If it is fleeing at the start of the Movement phase.
When it crosses an obstacle. Test when the obstacle
is reached.
If the Giant decides to Jump Up and Down on an
enemy. Test immediately beforehand.
To see if a Giant falls over roll a D6. On a roll of 1, the
Giant falls over. A slain Giant falls over automatically.
To determine in which direction the Giant falls, roll a
scatter dice. Place the Fallen Giant template with its
feet at the model's base and its head in the direction of
the fall — the Fallen Giant template is a special shaped
template, which otherwise uses all the template rules
from the Warhammer rulebook (so any models lying
completely or partially under it are automatically hit).
A model hit by a falling Giant takes a Strength 6 hit
that has the Multiple Wounds (D3) special rule. If the
unit is in combat and the Giant has fallen over whilst
attempting to Jump Up and Down, wounds inflicted by
a falling Giant count towards the combat result.
A Giant that falls over automatically suffers 1 wound.
If the Giant is in combat then this wound counts
towards combat resolution.
Once on the ground (you may lie the model down if
you wish) a Giant may get up in his following
Movement phase, but may not move that turn. Whilst
on the ground a Giant may not attack, but he can still
defend himself after a fashion so the enemy must still
roll to score hits on him. If forced to flee whilst on the
ground the Giant is slain — the enemy swarm over him
and cut him to pieces. If the Giant gets the opportunity
to pursue his foes whilst he's on the ground he stands
up instead. A Giant may attack in close combat as
usual on the turn he stands up.
Giant Special Attacks: Giants do not attack in the
same way as other creatures. They are far too large and
fractious to take orders and much too scatterbrained to
have any sort of coherent plan. To determine what
happens in each Close Combat phase, pick a unit in
base contact with the Giant and roll a D6 on one of the
following tables. Which table you use depends on the
size of the Giant's victim. When fighting characters
who are riding monsters, decide whether to attack the
rider or mount before rolling on the table.
28
Big Things Chart
Use this chart when fighting Monsters, Monstrous
Beasts, Monstrous Infantry, Monstrous Cavalry,
Chariots, War Machines, anything with the Large
Target special rule, and characters riding any of the
above.
D6 Result
1 Yell and Bawl
2-4 Thump with Club
5-6 'Eadbutt
Man-sized or Smaller Things Chart
Use this chart when fighting anything not covered
by the Big Things chart, above.
D6 Result
1 Yell and Bawl
2 Jump Up and Down
3 Pick Up and...
4-5 Swing with Club
6 BOLOGS!
Yell and Bawl: The Giant yells and bawls at the
enemy. This is not a pleasant experience, as Giants are
deafeningly loud and tend towards poor oral hygiene.
Neither the Giant nor models in contact with him
actually fight if they have not already done so this
round. The Giant's side automatically wins the combat
by 2 points (if both sides have a Giant that Yells and
Bawls, the combat is a draw).
Thump with Club: The Giant brings down his club on
a single model from the target unit, that is in base
contact. The target may attempt to avoid the blow by
passing an Initiative test (use the lowest if the model
has several different values). If the test is failed, the
model takes 2D6 wounds with no armour save allowed.
If a double is rolled the Giant's club embeds itself in
the ground and the Giant cannot attack at all in the
following round of the same combat whilst he recovers
his weapon.
'Eadbutt: The Giant head-butts a single enemy model
from the target unit, automatically inflicting 1 wound
with no armour saves allowed. If the victim is wounded
but not slain, then he is dazed and loses all of his
following attacks. If the target has not yet attacked in
that combat round, he loses those attacks; if he has
already attacked, then he loses the next round's attacks.
Jump Up and Down: The Giant jumps up and down
vigorously on top of the enemy. Before he starts, the
Giant must test to determine if he falls over (see
previous page). If he falls over, work out where he falls
and calculate damage as already described. Any
wounds caused by the fall (on either side) count
towards the combat result. If the Giant remains on his
none-too-nimble feet, the target unit sustains 2D6
Strength 6 hits. Work out damage and saves as usual.
Giants enjoy jumping up and down on their enemies so
much that a Giant that does so in one combat round
will automatically do so in the following round if he is
able to, assuming that he did not fall over in the
previous round. A Giant that starts to Jump Up and
Down will therefore continue to do so on the same
target until he falls over, the target is destroyed, or the
combat ends.
Pick Up and...: The Giant stoops down and grabs a
single model in base contact from the target unit (Giant
player's choice). The target must make a single attack
to try to fend off the Giant's clumsy hand. If this attack
causes an unsaved wound, the Giant's attack fails.
Otherwise, the Giant grabs the model and the player
rolls a D6 to see what happens next:
D6 Result
1 Stuff into Bag. The Giant stuffs the victim into
his bag along with sheep, cows and other
plunder. The model is removed as a casualty.
2 Throw Back into Combat. The victim is hurled
into his own unit like a living missile. The
victim is removed as a casualty, and D6 Strength
3 hits are inflicted on the unit (save as normal).
3 Hurl. The victim is hurled into an enemy unit
within 12" of the Giant – randomly determine
which. The victim is removed as a casualty, and
the unit takes D6 Strength 3 hits (save as
normal). Unsaved Wounds from these hits count
towards the Giant's combat result. If no enemy
units are in range, treat this as a Throw Back
into Combat result instead.
4 Squash. This doesn't really bear thinking about.
Suffice to say the model is removed as a
casualty.
5 Eat. The Giant gobbles his victim up,
swallowing him whole. The model is removed
as a casualty.
6 Pick Another. The Giant hurriedly stuffs the
victim into his bag or under his shirt (or down
his trousers if they're really unlucky). Treat the
attack as if the Giant had rolled the Stuff into
Bag result, above, and then choose another
victim. The second victim makes a single attack
as usual to avoid being picked up — if he fails,
roll again on this table to see what the Giant
does with him.
Swing with Club: The Giant swings his club across
the enemy's ranks. The Giant inflicts D6 Strength 6 hits
on the target unit.
BOLOGS! The Giant picks up a boulder and hurls it
into the enemy unit causing massive damage. Place the
3" template anywhere on the enemy unit. It will scatter
D3-1 inches. Resolve the attack just like a shot from a
Stone Thrower.
29
GOLGFAG'S MERCENARY OGRES
Who could forget the Ogres? Not anyone with a sense of smell, that‟s for sure. Worse than Trolls,
and that‟s saying something, but there are few troops you‟d rather have on your side in the heat of
battle. Elodhir Seamane, Elven gentleman adventurer
Possibly one of the most successful Ogre mercenaries
of all time, Golgfag Maneater forged a reputation for
the Ogres as fearsome killers for hire long before they
became a relatively common sight in the mercenary
armies of the Old World. He soon found himself
leading a bunch of almost equally brutal Ogre warriors.
He quickly developed a taste for man-flesh and joined
forces with an Orc Warlord called Gnashrak Badtooth.
Gnashrak was busy fighting against the Dwarfs of
Karak Kadrin high up in the Worlds Edge Mountains.
Golgfag wasn‘t sure he liked the taste of Dwarf, but
was more than happy to find out.
Gnashrak thought the Ogres would prove just the kind
of troops he needed to sort out the Dwarfs. However,
he soon grew tired of the Ogres‘ appetite for Goblins,
booze, and raucous singing. After one particularly loud
drinking session Golgfag and Gnashrak got into a huge
fight. Soon all the Ogres and Orcs were scrapping.
Golgfag tore off the Orc‘s arm and used it to bash his
way out of the encampment before leading his lads to
safety. Gnashrak was completely enraged.
Golgfag promptly offered his serviced to the Dwarf
leader Ungrim Ironfist. He showed Gnashrak‘s arm to
Ungrim as proof of his sincerity. In the face of such a
convincing offer, Ironfist was hardly able to refuse.
Golgfag led his Ogres and a party of Dwarfs along a
secret track the Orc‘s encampment in Broken Leg
Gully – so called because of its impossibly steep and
treacherous sides. The Orcs were trapped and horribly
slaughtered. Gnashrak was captured and subsequently
bound in chains and delivered to Ungrim Ironfist.
Pausing only to loot the Dwarf Lord‘s treasury during
the ensuing celebrations, Golgfag headed west into the
Empire. There he took employment in the ranks of the
Imperial army, and it was here that he discovered
Halflings were by far his favorite food. Shortly
afterwards he turned up in the lands of Tilea in the
employ of one Lorenzo Lupo. Lorenzo found the Ogres
to be excellent troops, but a considerable nuisance. The
citizens of Luccini were forever complaining of being
beaten, robbed, or bullied by the rowdy Ogres. One
night Golgfag decided to take rather more than his fair
share of wine, directly from Lorenzo‘s warehouses.
When the Ogres fell into a drunken stupor Lorenzo sent
a company of pikemen to arrest them and throw them
into his dungeons.
Fortunately for Lorenzo, an opportunity to be rid of the
Ogres altogether arrived in the form of a messenger
from one of the Border Princes. The messenger was
hiring mercenaries on behalf of his master. Lorenzo
cheerfully fitted him up with the Ogres, took his fee,
and released Golgfag and his crew from captivity.
Golgfag was understandably annoyed, but faced with a
new offer of employment, a complimentary baggage
train of food and a firing squad of Tilean
crossbowmen, the Ogre decided to let matters lie for
the moment.
Golgfag‘s stay in the Border Princes proved a
successful and profitable one. The Ogres grew fat and
wealthy. They were kept very busy one side or another
and were given every chance to indulge their appetite
for fresh meat. Golgfag‘s only regret was the scarcity
of Halflings thereabouts. When he heard that trouble
was brewing between the Orcs and Dwarfs he headed
northwards once more. He fell in with a bunch of Orcs
and Goblins and was soon feasting upon Dwarf again.
It was after a foray against the Dwarfs that Golgfag
was ambushed by none other than Ungrim Ironfist, his
former employer. The canny Dwarf Lord led the Orc
army into a trap using a supply convoy as bait. The
convoy consisted entirely of wagons full of cheap ale
which the greenskins duly captured and drained.
Golgfag and the Ogres courageously drank themselves
into oblivion along with the rest. When they awoke, the
Ogres found themselves in the dungeons deep below
Karak Kadrin, along with the remnants of the Orc
army. The Dwarfs no doubt expected Golgfag to die in
this cramped and crowded dungeon, and probably
thought this would be easier and safer than trying to
kill the Ogre in some other fashion.
When the Dwarfs finally opened the dungeon some
months later, they were startled to find Golgfag still
alive. He had eaten every other inmate of the dungeon,
including the rest of the Ogres, apart from Skaff. Out
of respect for his oldest drinking buddy, Golgfag had
only, so far, eaten one of Skaff‘s legs. A great pile of
Orc, Goblin, and Ogre bones lay in one corner. When
he heard of this, Ungrim Ironfist was so impressed that
he ordered Golgfag to be taken a long way away and
released.
Golgfag soon gathered together some of his old lads
and other keen young Ogres flocked to join him. Skaff
decided to stick with Golgfag despite everything, and
gratefully accepted the position of standard bearer as
this gave him something to lean on. Before the summer
was out, Golgfag headed south over the Grey
Mountains in company of an Orc raiding party. It was
30
there that he fought his first battles against Bretonnians
and where he would ‗crack a few tinnies‘ and feast
upon man-flesh once more.
From that day to this, Golgfag has never looked back.
His reputation has, if anything, grown and grown. So
has his girth. But he still has a few scores to settle, not
least with the Dwarfs of Karak Kadrin and with the
treacherous Lorenzo Lupo. However, Ogres are
straightforward folk and such things take second place
to a good fight and a full belly!
Although he could be mistaken for a mere Bruiser,
Golgfag has been in active service for over sixty years,
and has considerable tactical acumen to go with his
lattice-like network of scar tissue. Golgfag‘s reputation
and wealth have grown so considerable that in recent
years he has begun to hire his own mercenary armies,
including more and more Ogres as the great migration
gathers speed. The term ‗Maneater‘ was first coined
when, after a drunken argument, Golgfag ate his
paymaster whole and left carrying his coffers. He
insists to this day that his name is misleading for, just
like the faithful band of violent thugs that travel with
him, Golgfag really0 isn‘t that fussy about what or who
he eats.
THE REGIMENT
CAPTAIN: Golgfag
MOTTO: You‘ve hired da rest, now try da best!
BATTLE-CRY: ―Gruugh agh agh waaagh‖ is a
reasonable rendering of Ogrish (a language little
understood by other races and hard going even for
Ogres). The meaning is obscure. It might mean
something like ―Feed me – feed me now!‖
APPEARANCE: Ugly, ferocious, and hungry.
Golgfag‘s Ogres were dirty, patched clothing made of
skins, leather, and such items as they have pillaged or
crudely stitched together from old cloaks, blankets,
tents, canvas awnings, etc. Their appearance is
obviously raggedy and rather crude. Their armour is a
hotchpotch of pieces made for other races and strapped
over strategically vulnerable bits of the Ogre‘s body.
Ogres have rough, gnarled and warty skin, and, being
veterans of countless battles, Golgfag‘s lads are
covered in scars.
POINTS: Golgfag and three Ogres, including Skaff
the Standard Bearer and a Musician, cost a total of 275
points. This is the minimum unit you can hire. The size
of the regiment may be increased at a cost of 35 points
per additional Ogre.
M WS BS S T W I A Ld
Golgfag 6 5 2 5 5 4 3 5 8
Skaff 6 3 2 4 4 3 2 4 7
Ogre 6 3 2 4 4 3 2 3 7
UNIT SIZE: 4+
EQUIPMENT: Two hand weapons and heavy
armour.
TROOP TYPE: Monstrous Infantry.
SPECIAL RULES: Fear, Ogre Charge, Stubborn
(Golgfag only).
Maneater: Golgfag in his long mercenary career has
been given the nickname of Maneater, although as he
insists, this is misleading, for he and his lads don‘t
much care for who or what they eat.
Golgfag does have a particular love for eating
Halflings and as such, any army that includes Golgfag
and his Ogres may not include any unit of Halflings.
Halflings know of his reputation for eating their kin
and will refuse to hire on with an army employing
Golgfag.
Designer‟s Note: These rules are meant to
represent Golgfag in his younger mercenary days,
as opposed to his current position in Warhammer:
Ogre Kingdoms; hence the rules differences.
31
GOTREX AND FELIX
“Leave me that oversized lizard!” shouted a voice I instantly recognized. “I didn't have breakfast yet!”
“That's Gotrek Gurnisson”, said one of the gunners on the hill. “He kind of lost his mind. I've seen it
with my own eyes, how he guzzled down a whole beer barrel on his own.” Soon I saw how the frenzied
dwarf cleaved a path of destruction through the Orc horde with his axe. Extract from “My travels with Gotrek” by Felix Jaeger on the battle of Talabheim
Not much is known about Gotrek before he shaved his
head and swore the Slayer Oath and met Felix Jaeger.
The two soon became known as Gotrek and Felix. A
long time ago, before he travelled with Felix, Gotrek
was on an expedition to the stronghold of Karag Dum,
where he found an axe made out of Meteor Iron in the
Chaos Wastes – the legendary Rune Axe of Karag
Dum, which enhanced his already impressive fighting
skills enormously.
In an epic battle in which a dwarf force from the
fortress of Karak Varn fought against an outnumbering
horde of Orcs, Goblins and Beastmen, Gotrek met
Josef Bugman, the famous brewer and the White Dwarf
Grombrindal. Together these three legendary heroes
turned the tide of battle and saved Karak Varn from
being pillaged and ravaged by the foul hordes.
Felix Jaeger is the son of a rich and influential
merchant family in Altdorf. He was well-known at its
university but not so much because he was willed to
learn. He participated in drinking contests, played
reckless pranks on his professors and participated in
duels. He was expelled from the University of Altdorf
after killing a fellow student in such a duel and cast out
of his family.
He became a street corner agitator and poet and played
a vital part in the Window Tax march, which ended in
a bloodbath. During this bloodbath he met the Slayer
Gotrek Gurnisson, who was impressed by his
resistance against the Reiksguard, which tried to quell
the rebellion. So impressed in fact, that he lend his aid
against the Reiksguard, thus saving Felix from being
trampled to death.
At the following drinking bout in one of Altdorf's
taverns, Felix then swore the dwarf to accompany him
on his quest for a glorious death and to record his
inevitable end in an epic ballad. Although he already
oftentimes regretted his thoughtless oath he yet loyally
stayed at the dwarf's side and journeyed with him to
some of the most remote and dangerous places of the
Old World: from the Great Forest to the lawless plains
of the Borderlands; through the depths of Karak
Eightpeaks to the dry and unforgiveable Chaos Wastes;
into the besieged Praag, to the dreaded Syvania and
even to the mist covered island of Albion.
Felix Jaeger became – though somewhat forced – an
excellent fighter during his adventures with Gotrek. In
the Badlands they fought against Wolf Riders, where
Gotrek lost an eye. Beneath Karak Eightpeaks they
fought dozens of Orcs and a mighty Chaos Troll. It was
there that Felix found a magic blade, which is
commonly known as ―the quick Bronze Blade‖ but
rumors go that it is the long lost, legendary sword
Kharagul, the Wyrmslayer Blade.
In Nuln they uncovered the Skavens' secret plans lead
by the Grey Seer Thanquol and they travelled the
Chaos Wastes in an airship designed and built by the
master engineer Malakai Makaisson. There, in the lost
dwarf keep of Karag Dum it was Gotrek who
spellbound a Greater Demon of Khorne. Since then
they were accompanied by the human wizard
Maximilian Schreiber and the Slayers Malakai
Makaisson, Snorri Nosebiter, Björni Björnisson and
Ulli Ullison. Felix slayed a Chaos Dragon named
Skjalandir on their way to Kislev.
In Kislev, they repelled the Chaos Hordes of Arek
Daemonclaw, which were besieging Praag. Björni and
Ulli lost their lives in this battle. Later, they chased the
vampire Adolphus Krieger through the whole Empire.
In the end he was slain by Snorri. While being in
Sylvania during the winter, Gotrek and Felix got
separated from Snorri Nosebiter and Max Schreiber,
only to stumble across the ancient network of the Old
Ones. Through this they arrived in Albion, meeting the
High Elf Archmage Teclis. With his aid and the
barbaric inhabitants of the misty isle they managed to
bring a huge conspiracy of the destructive forces of
Chaos to halt and to close the network forever.
32
Gotrek has miraculously survived all of his adventures
and Felix too manages to stay alive each and every
time. However, Teclis became aware of the fact that
the gods played a huge part in Gotrek's and Felix's life
and so did other important personae of all races.
Returning through Araby, Tilea and other different
countries of the Old World, Gotrek and Felix witnessed
the magical resurrection of the vampire count Manfred
von Carstein in his castle Drakenhof in Sylvania. They
also participated in the battle against a huge horde of
Greenskins, who besieged Talabheim. In its course
Snorri Nosebiter finally found death in battle, which he
was seeking for long.
Gotrek and Felix obviously belong to the most
notorious heroes of the Old World, whereas they are
mostly known within the Dwarf holds. In the human
parts only a few know about the poet and the Slayer.
For the dwarfs however they both are living legends.
Gotrek is regarded with mixed feelings, part awe but he
is also the ―least successful Slayer in this age of the
world‖. Felix is almost seen as a saint and many dwarfs
say he is one of the greatest heroes of humanity since
Sigmar himself! He has the honourable title ―Bearer of
Firebeard's Hammer‖ as well as Dragonslayer,
although he is neither dwarf nor Slayer, but the dwarfs
seem to consider him so for his travels with Gotrek.
Gotrek Gurnisson and Felix Jaeger travel the whole
Old World and beyond and they are well-known for
their adventures. Gotrek Gurnisson is a famous and
very powerful Daemonslayer, who seeks a glorious
death, accompanied by Felix Jaeger. In the same time
he is also the least successful Slayer of all times, for
though he has slain countless beasts and creatures from
the Bad Lands to the Chaos Wastes, he hasn't found
death through the hands of a worthy foe yet.
THE REGIMENT
CAPTAIN: Gotrek Gurnisson
MOTTO: My glorious death shall not be forgotten!
BATTLE-CRY: ―Oh no, not another monster!‖ (This
isn't a battle-cry per se but oftentimes the last words of
Felix Jaeger before the two of them get involved in
battles, fights, skirmishes, brawls, etc.)
APPEARANCE: Felix Jaeger is easily recognized
by his unruly blond hair and his worn out, bright red
coat. And of course by his constant companion Gotrek.
His published work about his adventures with the title
―My Travels with Gotrek‖ were printed in Altdorf,
where they have been shrugged off as pipe dreams and
phantasms.
POINTS: Gotrek and Felix cost a total of 350 points.
Gotrek is worth 265 points and Felix is worth 85
points.
M WS BS S T W I A Ld
Gotrek 3 7 3 4 5 3 5 4 10
Felix 4 5 5 4 4 2 5 3 8
UNIT SIZE: Gotrek and Felix.
EQUIPMENT: Gotrek carries his Rune Axe, Felix is
armed with the Wyrmslayer Blade. Felix wears light
armour.
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Skirmishers.
Gotrek: Gotrek Gurnisson is the most accomplished
Slayer in the Warhammer world, having felled mighty
creatures from the Badlands to the Realms of Chaos.
As a Daemon Slayer he is Unbreakable and while he
lives so is Felix. In addition Gotrek's Strength is always
equal to the Toughness of his target, unless it would
normally be higher. This means he always wounds on a
minimum of 4+. As a Dwarf, Gotrek hates all
Greenskins, and pursues and flees 2D6-1". Gotrek is
also relentless (may march within 8" of the enemy).
Gotrek's Doom: The Dwarf Ancestor Gods seem to
have some plan for Gotrek, driving him towards an
unknown doom. Since swearing his oath to accompany
the Slayer, Felix has also been bound into this
mysterious destiny. Although this means that they are
forever wandering, unable to settle, they are also able
to survive battles that see thousands of others die. To
represent this, Gotrek and Felix have a 4+ Ward Save
and Magic Resistance (2). However, Gotrek may never
join a unit, and so while he still lives Felix may not join
a unit either. If Gotrek is removed as a casualty his
Doom has no further effect on Felix.
MAGIC ITEMS: Gotrek's Axe (Magic Weapon)
Gotrek's mighty Rune Axe is empowered with potent
spells of cutting and cleaving.
For each of Gotrek's initial Attacks that hit, he gains
one extra Attack. Roll to hit with his first Attacks and
then allocate and roll to hit for any bonus Attacks he
gains. In addition, against enemies with Toughness 5 or
more he has the Multiple Wounds (2) special rule. No
Armour Saves are allowed against Gotrek's axe.
Wyrmslayer Blade (Magic Weapon)
This enchanted sword thirsts for the blood of Dragons,
urging its wielder to confront these monstrous beasts
and imbuing them with unnatural ferocity and speed.
The Wyrmslayer Blade adds +2 to Felix's Attacks. In
addition, if there is a Dragon within his charge range
you must declare a charge against it. Against Dragons,
the Wyrmslayer blade allows Felix to re-roll missed
attacks and failed rolls to wound.
33
Felix ducked the swipe of a jagged scimitar and lashed out with his sword. His blow took the skaven beneath the ribs, and cleaved upwards in search of its heart.
The skaven gave an eerie high-pitched shriek, clutched its chest and died. It fell to the ground even as Felix withdrew his blade from its chest.
Felix glanced around at the swirling melee. To his right he saw Heinz dash out the brains of a skaven leader with the cosh he held in his left hand, white he fended off the attack of another skaven with the blade he held in his right. Boris and Stephan fought back-to-back in the teeth of the tide of rat-men. Somewhere in the distance he could hear Gotrek's bellowed war cry.
Right at this moment, it was difficult to tell how the fight was going. The mercenaries seemed to be holding their own against the skaven, and the battle seemed to have attracted the attention of others. Humans were pouring out of the nearby tenements. Some clutched bedpans and pokers and other improvised weapons. Others carried swords and blunderbusses and other, rather more useful looking instruments of destruction. It seemed that the citizens had decided that they would rather meet their end in battle with their foes than be burned to death in their homes. That was good, thought Felix, for the mercenaries needed all the help they could get as more and more skaven were being drawn through the blazing streets to the sound of battle.
Even as he stood there, a severed head came flying out of the gloom, spinning, spilling blood from disconnected arteries, spraying all those below it with a shower of black raindrops. It arced straight toward Felix and he batted it aside with his sword. Salty black fluid splattered his face and he fought the urge to lick his lips to clean them. Looking down he saw that the head belonged to a huge skaven warrior.
He wiped his face with his cloak quickly, worried that something might take advantage of his blindness and stab him. Shaking his head he moved forward cautiously to where he could hear Gotrek shouting. Ahead of him he could see an enormous ruck. The Slayer stood poised atop what first Felix took to be an enormous mound of bodies but swiftly realised was a plague cart. A wave of furious skaven scrabbled to reach him but were being hewn down by the awesomil power of the Slayer's axe.
In the distance, looming over the great mass of lesser skaven, Felix could see a huge wedge of creatures he had come to think of as rat-ogres. Gotrek obviously saw them too, for he dived from the top of the plague cart into the seething sea of skaven. Within moments, his flickering axe had left a wall of broken and dying bodies all around him as he thrust his way towards the giant monsters that were his goal. Felix debated for only a moment whether to follow him and then pushed forward, shouting: 'Follow me, lads! Let's kill some bloody rat-men.'
As he hacked to left and right, he hoped the mercenaries were listening and following, otherwise he and Gotrek were in for a hard time when they closed wi t the rat-ogres.
Ahead of them, Felix could see the rat-ogres. They loomed head and shoulders above the crowd, monstrous creatures, man-shaped but with the heads of immense rabid rats. Vast boils erupted through their mangy fur. The stigmata of a variety of foul mutations marred their flesh. Each had paws the size of shovels which ended in claws like daggers. Huge tusk-like fangs dripping with saliva filled their mouths. Their bellows were audible even over the din of battle.
At the sight of them, Felix felt the urge to halt an flee. He could tell the mercenaries following him felt the same way. The momentum of their charge was dissipating as they contemplated the horrific appearance of their foes. Only Gotrek showed no fear. He ploughed onward, unwilling or unable to be bothered by the fearsome nature of his foes. The rat-ogres were no more troubled by the Trollslayer's arrival than he was by theirs. With an ear-shattering roar, they charged rabidly to meet him.
It seemed unlikely to Felix that anything could survive the mad rush of such huge creatures. It was like expecting someone to be able to withstand the charge of a herd of elephants. Nothing should have been able to withstand the onslaught of that huge mass of muscle and teeth and claws. For a moment, all heads turned and even the skaven stopped their relentless advance to watch.
Completely undaunted by the fact his opponents were twice his size, Gotrek came on. His axe flashed, glowing red in the lurid blaze of the burning buildings, and one of the rat-ogres tumbled backwards, its leg chopped off at the knee. As it fell the Slayer's axe slashed back again and severed its arm. Clutching at the bloody stump with its good paw, the creature rolled over on the ground, writhing and shrieking.
Another of the immense creatures reached out and made a grab for the dwarf. Its razor-like talons bit into his ruddy flesh. Bloody droplets appeared on Gotrek's shoulder as the mighty beast raised him high above its head. It opened its huge jaws to the fullest extension as if intending to drop the Slayer in and devour him in one bite. Gotrek brought his axe crashing down. Powered by all the awesome strength of the Slayer's mighty arm, it smashed the rat-ogre's head in two. Blood, brains and teeth exploded everywhere. The Slayer went flying backwards through the air, propelled skyward by the reflex action of the rat-ogre's death spasm.
Seeing the remaining rat-ogres begin their advance towards Gotrek's recumbent form, Felix mustered all his courage and shouted;: 'Charge! Charge! Let's send these foul vermin back to the hell that spawned them.
Not daring to look back over his shoulder to see if anyorie was following him, he raced forward into the fray.
Chang Squik watched in amazement as the air in front of him shimmered. For a moment, it appeared like a small, bright hole had been punched in the very fabric of the world. Through that hole leaked a vile black gas which smelled of
warpstone and dark magic. Even as the assassin watched, the cloud expanded and shimmered until it stood higher than any skaven. Then the cloud itself parted to reveal a gateway joining the privy in which Chang Squik stood to the place where the grey seer was.
Chang Squik heard a sudden noise behind him and span around to see an ornately garbed human enter the privy, fumbling with his codpiece as if he intended to make water. The human reeked of alcohol. He paused in amazement / and looked at the skulking skaven, then shook his head as if to clear it.
`I say,' he said. 'That's a ruddy good costume!'
Then his eyes widened further as he noticed the ranks of stormvermin starting to pour through Thanquol's sorcerous gateway. He opened his mouth and had just time for one shriek of warning before Chang Squik's throwing knife buried itself in his heart.
34
LEOPOLD'S LEOPARD COMPANY
„For the Leopard!‟ they roared, and charged the greenskins. The Orc line swayed, then fell apart
under their assault and the rest of our army took up the victorious cry. „For the Leopard!‟ we
roared, and charged too. We‟d all share the glory – and the loot. Filimir Tzapinka, mercenary sergeant, on the battle of the Frozen Lakes
The Leopard Company takes its name from the
legendary Leopard of Luccini which is a badge
and mascot of the city. It is said that this leopard
was the guardian of the divine twins Lucan and
Luccini, founders of the city. According to the
story, the twins became lost in the wilderness
when they were still only children and took refuge
in a cave on the great rock, later to be the
acropolis of the city. The cave was the lair of a
leopard, but this was no ordinary leopard, she had
two heads and three tails! She could also speak
prophecies from one of her heads and warnings
from the other. The leopard protected the twins
just as if they were her own cubs until shepherds
found them. They also found the bones of many
Orcs, wolves, bears, and Trolls around the cave
which the leopard had slain protecting the twins.
Old Veteran: No I won't join your lot! You give all your money away to temple don't you? If I risk my neck I want to keep the money!
Leopoldo: Well, before we pay the temple we take out expenses. You know essential things tike replacing broken pikes and dented armour, making sure everyone looks smart and each trooper has a clean silk shirt or two. Doctors aren't cheap either, and a couple of the best are with us at all times. Then there are supplies. Only the finest wine is worthy of servants of the temple, so we don't skimp on expenses there. In fact, I think that you'll find we have an excellent selection from all over Tifea. Plenty of it too, as you never know when we'll be stuck in some barbaric backwater. Our chef used to cook for the Prince of Trantio and demands the freshest and best ingredients. He gets very upset if we run out of vital supplies (like those nice baby octopuses for the pasta) in the middle of a siege. Like I said, once we've taken out our expenses we pay the temple.
Old Veteran: Where do I sign?
According to the myth, the leopard prophesied
that Lucan and Luccina would found a great city
on the rock and rule it as king and queen. Then the
other head warned that the descendants of the
twins would fight each other for the realm. After
having thus spoken, the leopard disappeared into
the cave and was never seen again.
The temple of Lucan and Luccina was built over
the cave in which credulous people still believe
the leopard lives. The guards of the temple, hired
by the priests and paid for by pious donations
from the merchants of the city, were called the
Leopard Company because their sworn duty was
to guard the acropolis as ferociously as the
leopard as its badge.
Unfortunately, there was always fighting in the
principality between the two lines claiming
descent from Lucan and Luccina. This only ended
recently when Lorenzo Lupo claimed descent
from both and anyone who disagreed either came
to a bad end or has since fled the city.
Unfortunately for them, the priests of the temple
of Lucan and Luccina supported the claim of
Lorenzo‘s rival Leopold who claimed to be a
direct descendant of Lucan. Under Leopold‘s
command the Leopard Company held the
acropolis for many days against Lorenzo‘s troops.
The state of civil unrest persisted until the priests
consulted the oracle of Luccina which came down
in favour of Lorenzo, albeit a very cryptic augury.
The priests promptly cast the Leopard Company
from their employment in an effort to placate the
vengeful Lorenzo. The soldiers had grown used to
extremely good pay in gold and always dressed
immaculately and enjoyed the best that the city
could provide in food, wine and entertainment.
They were extremely angry.
Consequently, the Leopard Company, forgetting
their sacred duty, broke down the golden doors of
the temples, took the pay owed to them and laid
hands on the priests who were thrown off the
acropolis into the sea. Then they defiantly held
out against Lorenzo for a further two weeks of
bloody siege.
35
Finally Lorenzo decided to offer Leopold a
deal he could not refuse. He would allow
Leopold and the Leopard Company to march
out of the city in return for ending the siege
and promising never to make war on him.
Leopold reluctantly set aside his claim under
pressure from his men who wanted to get away
with the gold from the temple rather than die.
Also, they were afraid they had offended the
two gods of the city and were anxious to leave
the acropolis before divine vengeance struck
them, possibly in the form of a rampant two
headed leopard!
And so the regiment mached out of Tilea and took
service with various other Princes. After much
hard campaigning, the regiment had been mauled
in many unlucky battles. The superstitious
soldiers regarded this as the vengeance of the
leopard which they had sworn to protect and
whose temple they had pillaged. Leopold, anxious
to hold his regiment together, called a meeting on
the stricken battlefield of Terramorta and told his
men they must regain the favour of the gods. So
they voted to appease the leopard by sending back
a portion of everything they had captured as loot
to the temple in Luccini. The next battle ended in
an overwhelming victory against all the odds, with
the Leopard Company taking the lion‘s, or rather
the leopard‘s share of the loot! For Leopoldo, it
earned him the nickname di Lucci, meaning ‗the
fortunate‘. Since then the regiment has gone from
strength to strength fighting in many far distant
lands, but always remembering to send something
back for the coffers of the priests of the temple at
Luccini.
THE REGIMENT
CAPTAIN: Leopoldo di Lucci.
MOTTO: Proceeds to the Luccini temple‘s
restoration fund.
BATTLE-CRY: For the Leopard!
APPEARANCE: Burnished brass armour, very
ornate muscled cuirasses with a leopard's face
embossed on the breastplate. Leather tassets attached to
the cuirass. White uniforms and white crests. They
wear gilded or real wreaths of laurel leaves around
their helmets. The banner bearer and drummer wear
leopard pelts, draped over their shoulders. Their banner
shows a leopard with two heads and three tails.
POINTS: Leopold and nine Pikemen cost a total of
150 points including Standard Bearer and Musician.
This is the minimum unit you can hire. The regiment
may be increased by adding extra models at a cost of 8
points each.
M WS BS S T W I A Ld
Leopold 4 5 5 4 4 2 5 4 8
Companion 4 3 3 3 3 1 3 1 7
UNIT SIZE: 10+
EQUIPMENT: Pike and heavy armour. Leopold is
equipped with hand weapon, pistol and heavy armour.
SPECIAL RULES: Immune to Psychology.
Stiffen the sinews, summon up the blood, disguise fair nature with hard—favoured rage and imitate the action of the Leopard!
36
LONG DRONG'S SLAYER PIRATES
As soon as their jolly boat touched the sand they roared ashore, charging the waiting Goblins. It
was a short fight. Within moments the greenskins were running for their lives and the pirates were
rewarding themselves with a swift tot of rum. Von Mirrenburg from his book „My Time with the Dwarfs‟
Long Drong, who as his
name suggests was a
rather tall Dwarf and
claimed a dubious line of
descent from Drong the
Hard, legendary Dwarf
ancestor known from
many sagas, began his
career as a Dwarf seafarer
in Barak Varr. He worked
his way up from cabin
Dwarf to captain of the
Dwarf trading ship The
Barrel of Ale which brought fine Dwarf brews by the
sea route to far away colonies. That was until one
terrible voyage around the coast of Sartosa. A storm
blew up, the worst for a hundred years, and the ship
foundered on the treacherous rocks. Although the crew
was washed up on the shore, the entire cargo of rare
Dwarf ales was lost.
This disaster was something no Dwarf could bear, and
no self-respecting Dwarf captain would wish to
survive. Long Drong knew his career as a Dwarf trader
was over. He resolved to become a Slayer on the seven
seas and to seek a heroic end worthy of a saga. His
crew, who were just as shamed by the loss of the cargo
as their captain, followed his example and swore upon
their ancestors to lead a life of roving Sea Slayers until
a worthy death ended their shame and redeemed them
in legend.
Having thus sworn, Long Drong, now known as Long
Drong Slayer, trekked inland to his destiny, which was
to become the most notorious pirate ever to lurk on
Sartosa. His first act was to storm the stronghold of the
dreaded pirate Capitano Sisicco and capture his ship
and treasure stash. With the latter, Long Drong hired
Dwarf craftsmen to rebuild the flimsy vessel into
something a Dwarf could be proud of, not sparing the
iron! He also hired Dwarf smiths to forge cannons for
the vessel, which Long Drong named The Fair Fregar
after a famous Dwarf maiden of Barak Varr, rumored
to be very beautiful. A figurehead representing her was
carved by the crew. Unfortunately, neither Long Drong
nor any of his crew had ever seen a real life Dwarf
maiden, so they had to rely on their imagination and
hearsay. The result, parts of which were shod in brass,
made an awesome ram on the prow of the ship!
The prisoners, now chained in Long Drong‘s dungeons,
were freed in return for telling him all they knew about
buried treasure and handing over any maps they had.
Long Drong learned that the key to success was often
the possession of a pay chest full of gold with which to
hire a mercenary army and hold it together under your
command. Many such pay chests had been lost in
battles and there were mercenary generals willing to
pay handsomely for their return, even double the value
of anything in the chest, or a great fortune for the
empty chest alone. This was because recovery of a lost
pay chest is a matter of pride among mercenary
generals, who regard such chests in the same way as
other races do their army standards!
So Long Drong let it be known that, being a seafaring
Dwarf, he could seek out and rescue a lost pay chest
wherever it may be in the known world and return it to
its rightful owner. All he asked was to keep any
treasure that he might find in it, plus a reward in gold
equal to as much as the chest would hold! By the
standards of mercenary generals this was but a small
price to pay for the restoration of honour and respect,
and soon offers to hire his services came flowing in by
swift messengers.
Thus the Fair Fregar voyaged to many distant lands;
Araby, Lustria, Albion, and many uncharted islands,
and brought back various pay chests which may or may
not have been genuine. In doing so Long Drong raided
the treasure hoards of many notorious pirates and
corsairs and made countless enemies determined to get
their revenge on him. A price was on his head,
everyone sought to accomplish his doom. What more
could a seafaring Slayer ask for! His only friends
turned out to be those mercenary generals from whom
he had restored honour, and these soon began to hire
Long Drong and his pirate crew to fight as a regiment
in their armies. Their task, needless to say, was to seek
out and capture the enemy pay chest on the battlefield.
Only reckless Dwarf Sea Slayers, seeking a heroic end
would take on or succeed in such a task. As yet Long
Drong has still to meet his doom!
Fifteen Dwarfs and a dead Dwarf's chest, Yo. ho. ho and a flagon of ale. Each one a goner means more for the rest! Yo, ho. ho and a barrel of ale.
Dwarf Pirate sea shanty (it gets worse!)
37
THE REGIMENT
CAPTAIN: Long Drong Slayer.
MOTTO: Lost pay chest recovery is our specialty.
BATTLE-CRY: Fifteen Dwarfs and a dead Dwarf‘s
chest, yo ho ho and a flagon of ale…
APPEARANCE: Long Drong Slayer has a hook
hand, peg leg, eye patch, long red plaited beard, pistols
stuffed down his breeches, and a parrot on his shoulder
which says ‗bits o‘ gold, bits o‘ gold‘ all the time. His
crew is a swarthy bunch of rogues who are proud to
fight under the skull and crossbones flag.
POINTS: Long Drong Slayer plus nine Dwarf pirates
including a Standard Bearer and Drummer cost a total
of 180 points. This is the minimum unit you can hire.
The regiment may be increased up to a maximum of 30
models at a cost of 12 points for each additional model.
M WS BS S T W I A Ld
Long Drong 3 6 4 4 5 2 4 3 10
Slayer Pirate 3 5 3 3 4 1 3 1 10
UNIT SIZE: 10+
EQUIPMENT: Loads of pistols (counts as brace of
pistols).
TROOP TYPE: Infantry.
SPECIAL RULES: Unbreakable.
Ancestral Grudge: Dwarfs Hate all types of
greenskins. You cannot include Dwarfs and Greenskins
in the same army.
Resolute: Dwarfs flee and pursue 2D6-1‖ instead of
the normal 2D6‖.
Relentless: Dwarf units may march even if the enemy
is close enough to inhibit march moves.
Festooned with Pistols: Since they are festooned with
pistols that they shoot off in a hurricane of destruction,
all of their close combat attacks
are considered to be Strength 4 and Armour Piercing.
In addition, they do not suffer the -1 to hit penalty for
Stand and Shoot.
Dwarf Rum: When unable to get ale, the Dwarf
pirates brew their own drink. This dangerous stuff is a
sort of rum mixed with gunpowder and iron filings, and
each bottle has a skull and crossbones on it as a
warning. The pirates swig so much of this concoction
that they are now immune to drunkenness, though it
wreaks havoc with their insides. Before a battle the
Dwarfs will knock back a few bottles each, and the
resultant intestinal rumblings and gurglings leave an
odious mist hanging around the regiment.
Though the pirates claim not to notice the smell, the
effect is dire on the enemy who suffer -1 to hit in Close
Combat. Obviously, Undead troops, Daemons, and
followers of Nurgle won‘t notice the stench either. The
great disadvantage to the pirates is that no other troops
will stand near them. As a result, the regiment may not
be deployed closer than 6‖ to any other unit in the army
at the start of the battle!
38
LUMPIN CROOP'S FIGHTING COCKS
Incredible! We stood quietly robbing carts while two armies were engaged in a scrapping, happily,
a child's play, when we came face to face with a bunch of halflings who walking away from the
scene of hostilities. Easy prey, we thought. This was my first mistake… Ricco, the leader of a band of robbers, captured at the Battle of Dunroamin.
The race of Halflings is
mostly thought of as
peaceable, well
meaning, honest and
sociable. This, at least,
is the common view,
and it is a view readily
encouraged by the sight
of rosy cheeked, well-
fed Halfling faces and
broad Halfling smiles.
Such are Nature's gifts
to that race. However,
even amongst this tolerant and easy-going people there
is the odd proverbial rotten apple that spoils an
otherwise toothsome batch. In this case the rotten apple
goes by the name of Lumpin Croop and the batch in
question is known as Lumpin Croop's Fighting Cocks.
Lumpin Croop was born in the northern Moot, in a
backwater village, on the wrong side of the river. His
mother was the blacksmith's daughter and his father an
itinerant carrot salesmen. Unfortunately, Lumpin's
father chocked to death on a horseshoe sometime
before he was born. The Halfling's childhood was not a
happy one. His grandparents resented and disliked him,
and could never forgive their daughter for her unwise
liaison. Lumpin's bright orange hair was a painful
reminder of his parentage.
Young Lumpin was forced to work long hours in the
family forge. His grandfather set him to arduous and
demeaning tasks such as poking the fire and
straightening horseshoes. His mother suffered greatly
from the unremitting disapproval of her parents. She
became distraught and took to the bottle. Not
surprisingly Lumpin ran away from home as soon as he
could. By this time he had already fallen into a life of
pick pocketing and bunko-artistry. These were talents
doubtlessly inherited from his father along with his
passion for root vegetables.
Lumpin Croop became a poacher. His extraordinarily
acute night vision proved a great advantage on dark
moonless evenings. Lumpin soon learned to support
himself from the surrounding farms and estates. This
was an annoyance to the many gamekeepers who found
their game stocks and reputations plummeting fast.
One day Lumpin happened to visit the Old Pig and
Bucket, a shady hostelry in the otherwise attractive
village of Beggar's End. The inn's landlord, Raggo
Barrelgut, had been an eager buyer of poached rabbit in
the past. On this occasion, however, rabbit pie was
noticeably absent from the menu. Instead, the snug was
brimming with angry gamekeepers led by the
notoriously crazed Ned Hamfist. The gamekeepers
were all armed with cudgels. Raggo was hiding in the
corner looking embarrassed and a bit frightened.
Anticipating a sound beating, Lumpin immediately
launched in to a long and complicated story. Once he
had begun he soon found himself spinning a yarn of
excitement, treasure and vast banquets waiting to be
had in the lands over the mountains. The gamekeepers
were taken aback by the young poacher's tirade and
soon put all thoughts of vengeance aside. Eagerly they
found themselves signing up to join Lumpin in his
bright and exciting quest to the land of Tilea. Ned
Hamfist bought drinks to toast their bold venture and
some bright spark came up with a name for their band -
Lumpin Croop's Fighting Cocks.
From that day to this, Lumpin has tried very hard to
give the Fighting Cocks the slip. However, the
gamekeepers are even better trackers then Lumpin and
always manage to find him and insist that he takes
them along on his adventure. Lumpin's regular attempts
to escape are thought to be 'training exercises' by his
admirers. Similarly, his efforts to misdirect the
Fighting Cocks away from Tilea and any chance of
fighting are considered to be 'initiative tests'.
Unfortunately for Lumpin, the Fighting Cocks are
extraordinarily good at direction finding, being experts
at navigating their way around quietly in the dark.
Their faith in Lumpin and their belief in his adventure
is unshaken.
The truth is that the Fighting Cocks are really rather
good. All of the 'training exercises' and 'initiative tests'
have honed their natural skills to a point where they are
Ye World Renown
HALFLING FIGHTING COCKS
Expert Marksmen,
Trackers & Woodsmen. Baggage Train guarding a speciality.
Ask for Lumpin at the sign of the Fat Pig.
39
expert trackers and woodsmen. Their marksmanship is,
as you would expect, second to none. Their
woodsman's clothing and pelt-caps adorned with
feathers are memorable to say the least.
Thanks to several remarkable battles, the Fighting
Cocks have acquired a well-deserved reputation, and
their services are now in great demand. On one
occasion Lumpin was credited with saving an entire
army. An enemy force had worked its way behind the
army's lines and was preparing to launch a devastating
attack. At the same moment Lumpin happened to be
leading the Fighting Cocks directly away from the
sound of the fighting. Unknown to him, his route was
taking the Halflings straight towards the encircling
enemy. In the ensuing clash the Fighting Cocks fought
with great enthusiasm and the enemy was soon
scattered. Everyone was very impressed by Lumpin's
foresight; not least Lumpin himself, and the Fighting
Cocks were showered with offers of employment.
Indeed, money has started to flow into the band's
coffers, and Lumpin's impromptu tale of fame and
riches is starting to come true. His troops believe in
him utterly and take great pride in their leader's
growing reputation. Lumpin himself is learning to live
with his sudden change of fortune. He is becoming
unexpectedly fond of the Fighting Cocks. Such is his
dedication that even on the eve of battle he can be
found in his tent working hard at devising new training
exercises.
Lumpin Croop‘s Fighting Cocks are well used to
sneaking about in woods and amongst the gorse. They
use bird whistles and animal calls to coordinate their
movements in the dark and amongst dense woodland.
FOR HIRE HALFLING FIGHTING COCKS
Expert Marksmen, Trackers & Woodsmen.
Baggage Train guarding a speciality.
Ask for Lumpin at the sign of the Fat Pig.
No job too small!
THE REGIMENT
CAPTAIN: Lumpin Croop.
MOTTO: Short, Fat and Dangerous to Know.
BATTLE-CRY: "Hurray! Hurray! The Moot! The
Moot!" This stems from an occasion in a particularly
nasty battle when Lumpin Croop attempted to give his
troops new orders. What he actually shouted was, "Run
away! Run away to the Moot!" but his words were lost
upon the wind and his lads charged ferociously with
their recognizable battle-cry.
APPEARANCE: The regiment is clad in various
greens and browns to better blend into the forest. They
wear no armour as it is difficult to move stealthily and
quickly when weighed down by mail and plate.
POINTS: Lumpin Croop and four Halflings including
Ned (properly Neddly) Hamfist the Standard Bearer
and a Horn Blower cost a total of 95 points. This is the
minimum size regiment you can hire. The size of the
regiment may be increased at a cost of +10 points per
additional Halfling.
M WS BS S T W I A Ld
Lumpin Croop 4 3 5 3 3 2 6 3 9
Ned Hamfist 4 2 5 2 2 1 5 2 8
Fighting Cock 4 2 5 2 2 1 5 1 8
UNIT SIZE: 5+
EQUIPMENT: Hand weapon and bow. Lumpin
Croop is equipped with hand weapon, bow, shield and
light armour.
TROOP TYPE: Infantry.
SPECIAL RULES: Skirmishers, Scouts, Forest
Strider.
40
MALAKAI MAKAISSON'S GOBLIN-HEWER
“Da boss said, we would finish da stunties and „umies off quickly. Then we saw shiny thingies in da
sky. 'Tis looks nice“, we were thinkin'. Da thingies became bigga an' bigga and closed in fasta an'
fasta! I told my „omies: „What did ze stunties think of tis time?“ A terrible sound of breakin'
armours and burstin' bones. My „omies were gone! Next to me, where my „omies were standing,
was a pile of dead, green bodies, with lots and lots of axes stickin' in them. These cursed stunties
and their toys!” Morgua Bonegnawer about the battle in the Valley of Change
Malakai
Makaisson
is thought
to be the
most
ingenious
engineer
who ever
lived. His
technical
knowledge was highly valued in the Engineer's
Guild. However, some of Makaissons' inventions
were ill-fated. His Dwarf Iron Clad steam ship,
named Unsinkable tragically sank on its maiden
voyage, with Malakai being the only survivor.
The Indestructible, the first airship he invented
suffered the same fate. Again being the only
survivor, the master engineer was thrown out of
the Engineer's Guild. Unable to accept this
disgrace as every proud dwarf would be, Malakai
shaved his hair and took the Slayer Oath, which
didn't stop him from inventing more machines and
war gear for the Dwarf holds.
Eventually, in the year 2500 IC he created a
second airship, the Spirit of Grungni, named after
Grungni, the dwarfen progenitor. He did so at the
request of Borek Forkbeard, a warrior from Karag
Dum. The dwarfs from Karag Dum were now
trapped by chaos warriors for nearly 2000 years in
their fortress and were fighting for survival. Relief
troops from other strongholds were fighting in the
Great War against Chaos. Initially, this second
airship should have been named Unstoppable.
This was Makaisson's idea but was averted by
Borek, who regarded the name ominous,
considering the past of Makaisson's inventions.
The Spirit of Grungni turned out to be substantial
and reliable, as opposed to Malakai's first airship.
Together with Slayers like Gotrek Gurnisson and
Snorri Nosebiter – who both were seeking
glorious death against the hordes of Chaos - and
Felix Jaeger and other warriors, Malakai travelled
throughout the Chaos Wastes to Karag Dum.
There they managed to save Firebeards's Hammer,
a precious rune hammer of Karag Dum's king
together with the last survivors of the stronghold
and bring them safely to the World Edge
Mountains.
The airship was attacked by the giant dragon
Skjalandir on the way back, who could only be
warded off with the sacrifice of Varek, Borek
Forbeard's nephew. While the Spirit of Grungni
was repaired and refitted in the Slayer fortress of
Karak Kadrin, Malakai ventured out together with
Gotrek Gurnisson, Snorri Nosebiter, other Slayers
and people from the Empire and Kislev to defeat
the dragon. Afterwards and after the work on the
Spirit of Grungni was done, Malakai flew to
Kislev to warn the Ice Queen against the coming
invasion of Chaos. Subsequently he brought her
and her retinue to Praag. There the infinite hordes
of Chaos arrived, lead by Arek Demonclaw.
Malakai's ariship's bombing later helped to
destroy big parts of the Chaos army and thus the
Kislevits managed to repel Arek Demonclaw's
hordes.
Approximately 30 years later Malakai constructed
the Goblin-hewer. With that new invention he
became part of the Slayer Cult Army of Karak
Kadrin, which hurried to aid the Empire against
Archaon's and Grimgor's hordes in the Storm of
Chaos. A rapid-firing, axe-throwing extravaganza
of destruction, the Goblinhewer is capable of
scything through even the most numerous
opposition with a hail of blades.
Thanks to its design, the Goblin-hewer is capable
of hurling a storm of axes into the enemy lines
and decimate large regiments of even the best
armoured warriors. A specially developed pair of
goggles enables Malakai to enhance his vision and
guide the hewer's axes safely into an enemy‘s
face.
Another of Makaisson's invention is the Repetear
Handgun. This gun combines the marksmanship
of dwarf guns with a high rate of fire. At the
41
moment Malakai is running lengthy tests to
guarantee that this isn't going to be another
failure. Due to Makaisson's recent successes the
Engineer's Guild offered him an honourable re-
entry in the guild, which was rejected by Malakai.
He now devotes himself to invent new enignes of
war to aid the Dwarf holds and the humans in the
never-ending war against Chaos and the
Greenskins. Sometimes he can be found in
mercenary armies with his Goblin-hewer, if their
motives serve the dwarfs. He then stays in the first
line of battle, eager to find death in battle through
a worthy foe so his name will be purged of the
setbacks of his past.
THE BATTERY
CAPTAIN: Malakai Makaisson
MOTTO: Precise war engines for Karak Ankor!
BATTLE-CRY: With lever, axe and chain, we split
the Gobbos' brain!
APPEARANCE: Malakai is a shaven-headed Dwarf,
with the customary red-dyed crest and a short leather
jerkin with a sheepskin collar, a leather cap with long
ear flaps and a cut out for his crest to fit through. He
wears a set of thick optical lenses engraved with a
cross-hairs, though he claims it is simply to improve
his already superb eyesight, rather than to make up for
any deficiency he may be suffering from.
POINTS: Malakai Makaisson and his Goblin-hewer
cost a total of 200 points.
M WS BS S T W I A Ld
Malakai 3 5 5 4 5 2 4 3 10
Slayer Crew 3 4 3 3 4 1 3 1 10
Goblin-hewer - - - - 7 3 - - -
UNIT SIZE: Malakai Makaisson, two Slayer crew
and a single Goblin-hewer.
EQUIPMENT: The crew are armed with hand
weapons and great weapons. Malakai is armed with a
great weapon and a Repeating Dwarf handgun.
TROOP TYPE: War Machine.
SPECIAL RULES: Unbreakable.
Ancestral Grudge: Dwarfs Hate all types of
greenskins. You cannot include Dwarfs and Greenskins
in the same army.
Engineer: Although seriously deranged and sworn to
the Slayer oath, Malakai is still a formidable expert in
black powder, mechanics and construction. The
Goblin-hewer may use his Ballistic Skill when firing.
However, he is part of the crew and must stay within
3‖ of the Goblin-hewer at all times.
Malakai may always fire at a different target with his
Repeating Dwarf Handgun than the rest of the Goblin-
hewer if he wishes.
Goblin-hewer: The Goblin-hewer fires using the
following profile:
Range: Strength: Special Rules:
48" 4 Armour Piercing
In order to fire the Goblin-hewer, nominate a target
unit within range and Line of Sight and roll To Hit as
normal (using Malakai‘s BS if he is still alive and not
firing his repeating handgun).
The spinning axe blades fire a variable number of shots
depending on the number of ranks in the target unit.
Roll a D6 for every rank the target has, this is the total
number of rolls to Hit you should make. If the Goblin-
hewer is in the flank arc of a unit, then the number of
models in the widest rank is counted as the number of
‗ranks‘ for this purpose.
For example, against a unit four ranks deep the Goblin-
hewer fires 4D6 shots. If it were six models wide and
hit in the flank, it would fire 6D6 shots. Casualties are
allocated just like normal shooting hits. If firing at a
single model or skirmishers, or other target that does
not use ranks, it fires D6 shots.
REPEATING DWARF HANDGUN The handguns of the dwarfs feature many
improvements over the crude devices of the used by
other races. These features include improved rifled
barrels, finer powder grain and more reliable firing
mechanisms. The Repeating Dwarf Handgun of
Malakai takes this design even further, having a
constructed a more rapid-firing version of the standard
handgun.
Range Strength Special Rules
24" 4 Multiple Shots (3),
Armour Piercing,
Move-or-Fire
Superior Design: A Dwarf handgun has a +1 to hit
modifier.
42
MARKSMEN OF MIRAGLIANO
An‟ then Bozgrot got „it, standing next to me „e was. Got it right between the eyes, never knew what
„it „im. Then da Boss went down with three bolts stickin‟ in „im. And finally, after we‟d lost half da
ladz, we actually got close enough to see „em… One-eyed Sukslug, sole Orc survivor of the Porcupine Pass massacre
The crossbow has
always been the
favoured weapon in
Tilea, no doubt because
its long range enables
the troops to shoot
from high on the
ramparts, across the
broad moats and
ditched into the enemy
hordes. Crossbow bolts
have the striking power
to pierce armour and
inflict mortal wounds
on tough and determined opponents. The crossbow is
also handy for use in confined spaces such as the
ramparts, towers, gateways, and narrow streets of
Tilean cities and on board Tilean galleys and Man-O-
Wars. It is therefore no surprise that the Tileans never
really bothered with ordinary bows.
One of the famous regiments to use the crossbow is
known simply, but aptly, as the Marksmen. The
Marksmen have been going for a hundred years or
more, under several different Captains. As one Captain
fell in battle or retired, the most senior surviving
Marksman would assume leadership, and the regiment
would continue. The regiment always recruits its
soldiers from Miragliano, and returns to its home city
every now and again to replenish its ranks and renew
family ties. Any recruit must prove his marksmanship
by shooting a bolt though the head of the Prince on a
gold ducat. The coin is, of course, placed in the centre
of a target set at a range of 300 paces! Once accepted,
recruits hone their marksmanship to perfection with
constant practice. Such is their success that Miragliano
has fewer pigeons than any other city in Tilea and not
that many cats or dogs either.
The list of battles in which the Marksmen have won
distinction and, needless to say, rich rewords in the
Empire alone are too numerous to list! As well as
fighting for the Empire, the regiment has served the
Tsarina of Kislev and several Dwarf lord. On other
occasions the Marksmen have fought on the same side
as High Elves and have taken part in many overseas
adventures.
43
THE REGIMENT
CAPTAIN: Maximilian Damark
MOTTO: We hit the right spot every time.
BATTLE-CRY: Shoot!
APPEARANCE: The Marksmen are typical of
veteran mercenary companies and wear a variety of
clothing, armour, and equipment gleaned from the four
corners of the Warhammer World. Many of the
Marksmen wear a badge in their caps or hats,
consisting of a tall feather and a pierced gold ducat.
The feather represents the swift flight of the crossbow
bolt (and it looks very fine too!). The pierced ducat is
the very coin that the trooper must strike from 300
paces as a test of marksmanship before he is allowed to
join the Marksmen.
POINTS: Maximilian and nine Marksmen cost a total
of 175 points including a Standard Bearer and
Musician. This is the minimum size of regiment you
can hire. The regiment may be enlarged by adding
extra models at a cost of 11 points each.
M WS BS S T W I A Ld
Maximilian 4 5 5 4 4 2 5 3 8
Marksman 4 3 4 3 3 1 3 1 7
UNIT SIZE: 10+
EQUIPMENT: Hand weapon, light armour and
crossbow.
TROOP TYPE: Infantry.
SPECIAL RULES: Marksmen: To join the ranks of the Marksmen
potential recruits must first shoot a bolt through a coin
at a range of 300 paces! Once accepted, the Marksmen
continuously practice their long range accuracy until
every member can regularly make such shots. This
practice naturally has its uses on the battlefield as the
Marksmen are able to accurately engage enemy units at
long ranges and inflict severe casualties whereas other
more poorly trained regiments will only score sporadic
hits at longer ranges.
The Marksmen of Miragliano do not suffer penalties
for shooting at long range.
44
MENGIL MANHIDE'S MANFLAYERS
Even amongst the Dark Elves of Naggaroth, a
nation renowned for its cruelty, ruthlessness and
sadistic tendencies, Mengil of Clar Karond is
particularly noted for his bloodthirsty nature. Such
is his cunning and his gleefully murderous
behaviour that many amongst the Dark Elves
regard him as an unhinged killer. While most
Dark Elves would happily slit the throat of any
who got in their way in order to further their own
political aims or gain more personal power so
long as they could get away with it, Mengil kills
for the fun of it, without care or thought of the
consequences. On more than one occasion, he has
slain allies merely on a whim, and many believe
he has only a tenuous grip on his sanity. He is
seen as dangerously unpredictable, and regarded
with suspicion and distrust by other Dark Elves.
Mengil‘s father, Kraal the Hearteater, was a cruel
and powerful noble lord of Clar Karond, whose
ruthless reputation ensured that none would dare
to oppose him. He frequently set his sons tasks
and trials as they were raised in order to weed out
those he deemed too weak to carry his bloodline,
and to test their loyalty to him. Those that failed
his cruel tasks were slain without mercy, their
hearts cut out and offered to Khaine. His youngest
son Mengil was no exception, and he was
routinely beaten and forced to fight his older
brothers. In one such test, Kraal released a human
captive, a powerful young Norseman, into the
Black Forests outside of the dark city, giving the
warrior weapons and a shield. The young Mengil
was sent to hunt this human, and only once he
returned with evidence of the kill would he be
allowed back into the city.
Through the icy wilderness Mengil tracked his
quarry, eventually coming face to face with the
Norseman. His speed and skill with the blade was
enough to overcome his larger and more powerful
foe, and he rejoiced in the thrill of the kill,
smeared blood across his face and he drank deeply
from the powerful heart of his fallen enemy,
before skinning the Norseman and eating his
flesh. While in the wilds, he sharpened his teeth to
points, making him look particularly fearsome.
Mengil wore the bloodied skin as a cloak as he
walked back into Clar Karond, earning him the
respect of his father and the honorific title
‗Manhide‘.
The favouritism that Kraal showed for his
youngest and most vicious of sons was regarded
jealously by his brothers, and on more than one
occasion Mengil was forced to fight for his life
against his brethren, killing two of his murderous
siblings in one night. He ripped the skin from their
bodies, and had their bloodied, skinless corpses
delivered to his one remaining brother as a
warning.
When he was old enough, Mengil joined the ranks
of the Corsairs of Clar Karond, and his rapid rise
was tarnished only by his increasing viciousness
and unpredictability. Where his superiors would
have him conduct lightning quick raids,
slaughtering any defenders and retreating with
captives before a strong defence could be formed
to counter-attack, Mengil would more often than
not stubbornly refuse to retreat and strike at the
larger defensive force.
While his skill, ferocity and powerful leadership
would often ensure that he was victorious, he
would generally return with few slaves, for he
took perverse pleasure in killing. Even those who
gave up their swords Mengil would slay, rejoicing
in the flow of blood, and often continuing to hack
and cut at the bodies long after life had left them.
He continued his practise of skinning his defeated
foes, and his father‘s halls in Clar Karond were
bedecked with these savage trophies, reaped from
all over the world. Nevertheless, this was merely a
slight blemish upon his otherwise praiseworthy
name, and the fact that he would sometimes turn
on an ally and brutally murder him in cold blood
was seen more as an eccentricity than any kind of
problem.
Within half a century Mengil was himself leading
the majority of raids launched from the Black Ark
known as the Citadel of Spite. This was once a
massive castle that guarded the south-western tip
of the now sunken lands of Nagarythe before it
was turned into a giant floating fortress by dark
magicks. The Dark Lord of Clar Karond himself
gave Mengil the honour of leading these assaults
from the front, making him one of the youngest
Slave Captains of any Clar Karond Black Ark.
Over the next two decades, the Citadel of Spite
became much hated by the High Elves,
synonymous with despair and grief as it routinely
raided Ulthuan‘s coast and shipping lanes, as well
as raiding the coasts of Norsca, Bretonnia, Araby
45
and Estalia. Though the Black Ark did not often
return with many living slaves once Mengil had
done with them, the terror that his brutal raids
spread was regarded as pleasing to his superiors.
For a time, the Citadel of Spite controlled the
entrance to the Tilean Sea, preying upon
smugglers, pirates and merchants alike, and
routinely slaughtering the villages to the south of
Remas and near the pirate-city of Sartosa. While
engaged on land on one of these raids, the Black
Ark came under attack by swift moving Elven
ships from Lothern, and the Black Ark was forced
to retreat to deeper waters without Mengil.
The captain of the Black Ark, who had seen his
three predecessors slain in a mad rage by Mengil,
decided not to return for the vicious warrior, and
claimed that he was dead. Mengil and his men
were stranded in Tilea. They made their way
inland under the cover of darkness, moving into
the forests and then into the southern Apuccini
Mountains. After a season of preying
indiscriminately on passing merchants and their
hired guards, Mengil was approached by a
wealthy warrior merchant from Verezzo. He
struck a deal with Mengil, and thus began the
Dark Elf's new career as a paid killer. He is often
used by those who wish to make an example of
the target, for Mengil takes savage pleasure in
skinning his foes, often leaving the skinless bodies
of his victims hanging from trees or impaled on
spikes in the ground. For many years, he fought at
the side of his old comrade, the renegade Dark Elf
known as Ean Hawkbane, until Mengil gutted,
skinned and ate him one night after a
disagreement.
Throughout the lands of the Old World Mengil
has plied his trade, and his Dark Elves, known as
the Manflayers, are rightly feared. They are
employed as assassins and murderers, and are
often used to eliminate rivals. Mengil took to the
life as a hired killer with joyous abandon, and has
even returned to Naggaroth several times where
the Dark Lords readily employ him to eliminate
their foes. On one such return to Clar Karond,
Mengil repaid the captain of the Citadel of Spite
for abandoning him those years before, and the
story of that unfortunate Dark Elf ‘s demise is still
told in dark tales. On occasion, Mengil‘s
Manflayers will take to the field of battle,
employed to infiltrate deep into enemy territory to
spread terror and confusion.
Captain Alessandro fumbled to draw his pistol as he scrambled painfully backwards through the mud of the battlefield. His left leg was useless – two small, black crossbow bolts protruded from his bloodied thigh. His men were scattered around him, mostly dead or dying. The battle against the cursed rat-beasts had been going well, the cowardly things fleeing from the Knights of the Rose, Luccini‘s famed heavy cavalry, and Alessandro‘s crossbowmen had killed hundreds with their very accurate and disciplined volleys. Then his men had started dying. In confusion, Alessandro had ordered his men to turn to face this new threat, but none could be seen. Still more of his men fell to the unnervingly accurate bolts. Within moments, his regiment was scattering in confusion, and Alessandro himself fell to the ground, two bolts punching through the mail of his thigh. That was when the Dark Elves made their appearance, running from the dark copse of tall trees to hack at the Tilean mercenaries with massive, barbed blades. The darkness continued to swirl around them, as if it was reluctant to relinquish them from its touch. Already the butchery had begun as the cursed Elves began ripping the skin from the bodies of the captain‘s men. Alessando‘s eyes opened wide as a tall, elegant figure closed in on him, and he raised his pistol in a
shaking hand. The Dark Elf tutted, shaking his head with a regretful sigh. The dark figure raised its arm and a small black bolt punched through Alessandro‘s bicep, forcing him to drop the weapon. Tall and pale, the stranger‘s grace and noble bearing belied the madness in his black eyes – eyes that held the promise of pain. He wore a bloody skin over his shoulder as a cloak, and Alessandro started when he recognised a tattoo on the skin as belonging to his employer. The Dark Elf closed on the Tilean captain, drawing a large, viciously barbed knife from its scabbard. "Don‘t worry. Your skin will soon be joining that of your benefactor," said Mengil, waving the knife menacingly. Alessandro fumbled at his belt, pulling out a bulging coin pouch, and offered it up to his killer. The Dark Elf chuckled. "It‘s not about the money, friend," he said, the cruel smile on his face exposing sharpened teeth. "I do this because I enjoy it." Mengil‘s eyes gleamed in the darkness as he slashed the knife across the Tilean‘s throat, and began to methodically and expertly draw the skin from his body.
46
THE REGIMENT
CAPTAIN: Mengil Manhide
MOTTO: Pleasure in killing.
BATTLE-CRY: The Manflayers do not have a battle-
cry. They work in stealth to ambush their enemies.
APPEARANCE: The Manflayers wear heavy black
armour, purple cloth and the skins of their foes as
cloaks.
POINTS: Mengil and four Manflayers (including a
Standard Bearer and a Musician) cost a total of 220
points. This is the minimum sized regiment that you
can hire. The size of the unit can be increased by
adding additional Manflayers at +22 pts per model, to a
maximum of ten additional Manflayers.
M WS BS S T W I A Ld
Mengil Manhide 5 6 6 4 3 2 7 3 9
Manflayer 5 5 5 3 3 1 5 1 8
UNIT SIZE: 5+
EQUIPMENT: Hand weapons, repeater crossbows,
great weapons and heavy armour. Mengil himself
carries a repeater crossbow-pistol instead of a repeater
crossbow.
TROOP TYPE: Infantry.
SPECIAL RULES: Always Strikes First, Hatred
(High Elves), Skirmishers, Scouts, Poisoned
Attacks.
Murderous Prowess: Models with this epical rule re-
roll all To Wound rolls of a 1 when making close
combat attacks.
Flayers: Mengil and his Manflayers are cannibalistic
killers that skin their foes and wear the flayed hide as
cloaks. The regiment may never pursue enemies that
they break in close combat – instead, they will flay
those that have fallen, ripping their skin from their
flesh. For each enemy unit that they break or wipe out
in close combat they gain +100 Victory Points.
MAGIC ITEMS: Banner of Kalad (Magic Standard)
Kalad was one of the black-hearted brothers of Mengil
who showed great natural skill in the manipulation of
dark magicks. Such a practice by males is outlawed by
order of the Witch King, and Mengil took great delight
in skinning his brother alive. He then had the skin
attached to his personal standard. Such was Kalad‟s
power that a nimbus composed of evil daemon-spirits
constantly hovers around his flesh, keeping his essence
alive in torment. These dark spirits form a cloak of
perpetual darkness around the banner, allowing
Mengil and his Manflayers to move unseen through the
shadows and stealthily approach their enemies as well
as making them difficult to see at a distance.
Any unit wishing to target Mengil‘s Manflayers with
shooting attacks suffer -1 to hit. This is increased to -2
if the Manflayers are more than 12" away from the
shooters.
REPEATER CROSSBOW The repeater crossbow unleashes a hail of deadly
darts. Using a sophisticated magazine and loading
mechanism it is able to fire a volley of bolts in the same
time it takes an ordinary crossbowman to fire a single
shot.
Range Strength Special Rules
24" 3 Multiple Shots (2),
Armour Piercing
REPEATER CROSSBOW-PISTOL Mengil‟s specially designed crossbow-pistol is a light
and flexible weapon, and extremely deadly at close
range.
Range Strength Special Rules
12" 3 Multiple Shots (3),
Quick to Fire
47
OGLAH KHAN'S WOLFBOYZ
The evil Count had us surrounded on all sides! We were cut off from the rest of the army, left with
no choice but to fight to the last man against his Undead horrors. Yet as we steeled ourselves for
this final battle, something strange happened. The Hobgoblin scouts the Count had hired started
fighting his own troops. Seeing a chance for escape I led the charge… Captain Detlef Veidt from his book „A Mercenaries life in the Border Princes‟
Far, far in the east, in the untamed steppes beyond the
Dark Lands, lies the dominion of Hobgobla Khan- the
greatest empire in the world. The subjects of Hobgobla
Khan are Hobgoblins, a green-skinned race related to
Orcs and Goblins. Hobgoblins are widely abhorred for
their cruelty, wickedness and their appalling standards
of hygiene.
The armies of the great Hobgobla Khan are simply
referred to as the Great Horde. When all the tribes
under the Great Khan are arrayed for battle, the Horde
is said to stretch from horizon to horizon. The sub-
commanders of the tribes are called Khans, each one
commanding five hundred or more wolf-riding
Hobgoblins.
Oglah Khan was one of the vassals of the Great Khan,
and enjoyed the green-skinned despot. His tent was as
large as the hall of any human noble, and he owned a
hundred wolves, making him a very wealthy
Hobgoblin. In time of war he could summon six
hundred spears to battle. Oglah fought in many battles
for the Great Khan, and became widely known for his
prowess in combat and his treachery - traits admired by
all Hobgoblins. It seemed that he was destined to
become one of the most influential warlords of the era.
Oglah Khan's fortunes changed during the infamous
Battle of Xen-Tu, where the Hobgoblins clashed with
the Cathayans of Emperor Pu-Yi. When Hablo Khan,
the commander of the Hobgoblin contingent, was
killed by the Emperor's ChampionTong Po, many of
the Hobgoblins fled, believing that all was lost. Oglah
Khan, on the other hand, immediately switched sides
and led his ladz to battle against his kinsmen. All was
going well until the main Horde of Hobgobla Khan
arrived. They outnumbered the Cathayans more than a
hundred to one and crushed them swiftly. Oglah Khan
turned tail and fled from the wrath of his ruler.
Oglah Khan and his tribe were declared outlaws and
banished from the Hobgoblin lands. With no other
place to go, Oglah Khan and his ladz headed west, to
the Old World. Following the Silk Road he arrived in
the Dark Lands and immediately enlisted in the army
of Black Orc Warlord Gordug Smasher. Gordug was
48
determined to raid the lands of Tilea, but at the Battle
of Long Knives he suffered a catastrophic defeat as
Oglah Khan switched sides during a crucial moment of
the battle. The Tilean general Giovanni Giuliani
rewarded Oglah Khan generously, and hired the
Hobgoblins to act as scouts and skirmishers in his
army.
Since those times Oglah Khan has served as a
mercenary under many generals, and acquired quite a
name for himself. Through only few of his original six
hundred warriors have survived, they are now battle
hardened veterans and much in demand. Hobgoblins
are excellent archers and ferocious in hand-to-hand
combat, so there is only one thing a general must
consider when hiring them… will they stay loyal?
THE REGIMENT
CAPTAIN: Oglah Khan
MOTTO: You payz, we slayz!
BATTLE-CRY: "Hiiyaaarrghh!!!!" – the traditional
battle-cry of these warriors from the steppes. The
meaning is obscure, most likely to be offensive and
illegal.
APPEARANCE: Unwashed, shifty and wicked.
Oglah Khan and his boyz wear furs and exotic scale
armour, as well as spiked helmets. They carry a black
wolftail standard to battle, proclaiming that they do not
come in peace.
POINTS: Oglah Khan and four Hobgoblin Wolfboyz
including the Standard Bearer and a Horn Blower cost
a total of 175 points. This is the minimum size
regiment you can hire. The size of the regiment may be
increased at a cost of +16 points per additional
Hobgoblin.
M WS BS S T W I A Ld
Oglah Khan 4 5 5 4 4 2 5 3 7
Wolfboy 4 4 3 3 3 1 2 1 6
Giant Wolf 9 3 0 3 3 1 2 1 3
UNIT SIZE: 5+
EQUIPMENT: Hand weapon, spear, bow, light
armour and shield.
TROOP TYPE: Cavalry.
SPECIAL RULES: Fast Cavalry.
Ded Shooty: The constant wars of the hobgoblins and
the experience gained in fighting in the lands of the
east have allowed them to excel at mounted archery.
Oglah Khan and his Wolfboyz do not suffer the usual
-1 to hit penalty for moving and shooting or choosing
Stand & Shoot as a charge reaction.
Treacherous Gits: Unlike other Greenskins, Oglah
Khan‘s Hobgoblins are not subject to Animosity.
Instead they test for Treachery at the beginning of each
of your turns. Roll a D6. If you roll 2 or more, the unit
has passed the test and may fight normally. If the dice
roll is 1 then the unit has been affected by Treachery.
To determine what the unit does roll a D6 and consult
the table below. Note that you do not need to test if the
Hobgoblins are already engaged in hand-to-hand
combat, less than 5 models or fleeing.
D6 Result
1 Traitor! Oglah Khan decides the battle is
turning for the worse and his services will
be better served fighting for the other side.
The Hobgoblins halt and shoot at the nearest
regiment in their own army! Turn the
Hobgoblins towards the unit and resolve the
shooting immediately.
Note that shooting due to Treachery is
worked out before normal shooting. The
Hobgoblins do nothing else this turn. If
there isn't an eligible victim, the Wolf Boyz
will Stay 'Ere instead (see below).
2-5 We Stayz ‘Ere! The Hobgoblins refuse the
shoot or charge the enemy, though
otherwise they may act normally.
6 Hiiyaaarrghh! The Hobgoblins decide to
fight till the bitter end! The unit unleashes
their battle-cry and launch themselves at
their foes, immediately moving D6‖
towards the nearest visible enemy. If no
enemy is visible, they instead move directly
forwards.
If this move takes the unit into contact with
an enemy, they count as charging. An
enemy unit charged in this way may only
choose to hold or flee as a charge reaction.
MAGIC ITEMS: Pelt of Wulfag (Enchanted Item)
Wulfag was a legendary giant wolf, the steed of
Khengai Khan, the founder of the Hobgoblin empire.
Now it is strapped on the shoulders of Oglah Khan.
The pelt was a gift from the Great Khan when Oglah
still enjoyed the favour of the Lord of the Steppes. The
Pelt carries an ancient blessing of the Hobgoblin
Shamans, so that no enemy who turns his back on the
Hobgoblins can escape alive. It invigorates the bearer,
allowing him to ride faster than normally possible.
When able to pursue a broken enemy, the Wolfboyz
must always do so, and they can add +D6 to their
pursuit move.
49
PIRAZZO'S LOST LEGION
And as the Skinks sank back into the swamp in defeat, Lord Xtloli instructed his Temple Guard to
attack once more. This time a cloud of shards from the plunderers' machines slung our warriors
like a cloud of enraged hornets and they too were forced to retreat. Skink Scribe Manquixipolata on the battle against Pirazzo's Lost Legion
Pirazzo‘s Lost Legion
is all that remains of the
expedition sent to
Lustria by the
merchants of Tobaro.
The regiment was one
of three recruited in
Tobaro from among the
reckless and poverty-
stricken youths of the
city. The promise of
untold wealth to be
found in the jungles of
Lustria was a
temptation none could resist and they joined the
colours in droves.
Fernando Pirazzo was hired to command one of the
regiments. Although young, he was already an
experienced mercenary captain skilled in the art of war.
Before the expedition embraced, he trained his men in
the use of both pike and crossbow, the two traditional
weapons of Tilean mercenaries, foreseeing the
conditions that the regiment would encounter in the
jungles of Lustria.
No sooner had the expedition arrived in Lustrian
waters than it ran into trouble. When all the
mercenaries had disembarked, the sailors of the ships,
who were also mercenaries, weighed anchor and
abandoned them, taking the pay chests of the three
regiments with them. Of course, as a precaution against
an opposed landing, the pay chests had been left to last!
Pirazzo had advised against this, but had been outvoted
by the other two captains. Now the mercenaries
realized that he was by far the best leader and the other
two regiments mutinied. Their incompetent and
unfortunate captains were cast adrift on rafts in the
mangrove swamps and the mercenaries joined together
as a single regiment under Pirazzo‘s command, calling
themselves the ‗Lost Legion‘.
Everybody knew that obeying Pirazzo‘s orders was
their best hope of survival, and so no one objected
when he insisted that the troops remain encamped on
the coast until everyone was trained to use both pike
and crossbow. After several weeks all the bad elements
among the stranded mercenaries were either dead,
executed or had split off into the jungle, to their
inevitable doom, in small groups. The rest were all
trained to Pirazzo‘s exacting standards and all men he
could rely on to obey his orders. Now he was ready to
lead them into the interior to adventure, riches or
death!
After a grueling march, the Lost Legion came upon
some Lizardmen ruins. Cautiously they entered the
ruined city and soon found gold and gems in various
vaults and chambers. As the mercenaries were
marching out again, laden with treasures, the
Lizardmen launched a series of ambushes on the
causeways and amid the spawning ponds of the ruined
city. Thanks to Pirazzo‘s foresight in training his men
to use crossbows and pikes, none of the enemy could
get at the regiment in enough numbers to force them
off the causeway. Their first ambush met with a hail of
crossbow bolts, while the second ran into massed
pikes. In the afternoon, the Skinks met with crossbow
volleys again and later the Saurus were repulsed by the
pikes. The losses among Skinks and Saurus were
terrible and soon the ponds were choked with scaly
corpses.
Just when heat, thirst, and fatigue were almost beyond
endurance, the Mage Priest called off the attacks. The
enemy seemed to have the answer to both his
skirmishers and his shock troops and so he had to think
of more cunning tactics. In the pause, Pirazzo found
himself considering the possibility of striking a deal
with the Mage Priest to serve him as a mercenary and
ultimately to return home rich. It was strangely as if the
idea had been put in his mind from somewhere else.
ARE YOU A
POVERTYSTRICKEN YOUTH?
Do you want riches beyond
your wildest dreams?
JOIN PIRAZZO'S LEGION
(Trained in Lustria)
Recruiting now at the sign of the Upturned Halfling.
We know where the gold is!
50
Quickly he ordered his men to put down their loot and
retreat along the causeway. He was obeyed without
question, though it broke the men‘s hearts to abandon
the gold! The regiment marched back into the ruins and
made camp in the plaza to await events, although
Pirazzo did not know what to expect. When the sun
rose, the sentries were amazed to see not only the piles
of treasure returned to the mercenaries, less the biggest
and best tablets of gold, but also heaps of food and
great gourds of refreshing water. The plaza was lined
with Saurus warriors, permitting only one way out of
the ruins: to the south. The Lost Legion took the loot,
the supplies and the road appointed for them.
The legion marched for many weeks to the south. They
did not encounter any more cities, but did find further
piles of supplies along the route. Eventually they
entered an eerie landscape full of fetid swamps. Here
they were attacked by the Zombie hordes of the
Vampire Coast. Now it was clear that the priests had
sent Pirazzo against their most dreaded enemies. The
Lost Legion fought valiantly and defeated the Undead
wherever they met them. At last they reached the sea.
Here the mercenaries filled their knapsacks with
treasure from shipwrecks which they found scattered
along the coast. Then, taking the best timbers, they
repaired the most seaworthy of the decaying hulks and
put to sea.
Just when the hulk was on the verge of sinking, Pirazzo
sighted land. It was the coast of Araby. Not long after
the Lost Legion marched inland, they were hired by
one of the emirs of the corsairs who were afraid of
what Pirazzo and his men might do if he didn‘t hire
them. Since then, Pirazzo‘s Lost Legion has fought its
way across Araby, Sartosa, and into Tilea once more,
serving many masters, winning great wealth and
recruiting the reckless and adventurous to the
regimental banner.
THE REGIMENT
CAPTAIN: Fernando Pirazzo.
MOTTO: Trained in Lustria.
BATTLE-CRY: Death or riches!
APPEARANCE: The regiment wears polished brass
armour, green uniforms and green crests. They wear
their hair long.
POINTS: Pirazzo and four troopers including
Standard Bearer and Musician (these five models are
armed with crossbows), plus five troopers armed with
pikes, cost a total of 140 points. This is the minimum
size of unit you can hire. The regiment may be
increased by adding extra Crossbowmen at a cost of 8
points each and extra Pikemen at a cost of 6 points
each.
M WS BS S T W I A Ld
Pirazzo 4 5 5 4 4 2 5 3 8
Legionnaire 4 3 3 3 3 1 3 1 7
UNIT SIZE: 10+
EQUIPMENT: Pike or crossbow (see special rules
below) and light armour. Pirazzo is equipped with two
hand weapons, a crossbow and heavy armour.
TROOP TYPE: Infantry.
SPECIAL RULES: Mixed Formation: The forward ranks of Pirazzo‘s
unit are always made up of crossbow-armed figures,
and all Crossbowmen must be placed as far forward as
possible. The subsequent ranks are entirely made up of
Pikemen. During the game, remove casualties from the
back as normal. It is assumed that the pike-armed
models step forward and discard their pikes to pick up
the crossbows of the fallen first and second rankers.
Only when all Pikemen have been killed, can casualties
be taken from the Crossbowmen.
51
RICCO'S REPUBLICAN GUARD
No, no, they didn‟t look dangerous, more like a bunch of rich kids out to show off their new armor.
Very flashy they were, all gems and silk. We‟ll have a bit of fun we thought. Easy pickings, we
thought. Well anyone can make a mistake. Poor old captain Malvino, last mistake he ever made... Overheard in the Old‟ Pig and Whistle, Marienburg
The Republican Guard was raised in Remas by a
group of rebellious merchants during the time of
disastrous famines and widespread revolts that
preceded the birth of the Republic. The regiment
played a leading part in overthrowing the
tyrannical Merchant Prince of Remas, the
notorious Omilo Mondo. It was upon one of the
Guard‘s pikes that Mondo‘s head was paraded
around the city to the drunken applause of the
mob.
Fat Merchant: I propose that Citizen Ricco be put on trial for misappropriating the revenues of the Republic and executed without delay. Another Fat Merchant: Well said, Citizen Rotundo! I second that proposal and further move that the Republican Guard be disbanded - they cost too much! [General nods of approval] Young Noble: Citizens! What ingratitude to the one man who has saved the Republic. Fat Merchant: Who said that? Put that man's name on. a fist! I move that we vote on the matter without further ado. Old Veteran: Wait! You can't do that. There isn't a quorum of Citizens present in the Council Chamber. [Enter Captain Ricco with a number of men] Fat Merchant: Hail brave Captain Ricco, saviour of the Republic! We were just talking about you...
The revolt involved a great deal of vicious street
fighting, in which no mercy was shown by either
faction, and none asked for either. Several
captains of the Republican Guard fell in quick
succession, often shot in the back by Mondo‘s
henchmen who concealed themselves on the
rooftops or high up in the bell towers surrounding
the palace. In the thick of battle a common soldier
by the name of Ricco, known as ‗Ragged‘ Ricco
because of his torn and bloodied clothing,
assumed command. He seemed blessed by the
war-goddess herself and survived even the
bloodiest hand-to-hand combat, despite fighting at
the forefront of battle.
With the Republic firmly established, the
regiment was showered with praise and honours…
if not much actual cash. Their bandaged wounds
and numerous scars gave the young Guardsmen
plenty of opportunity to talk about their courage in
battle! The ladies of Remas proved very
sympathetic to the poor wounded soldiers,
listening attentively to their tales of bravery and
derring-do as they tended their wounds. The
Guardsmen felt justifiably proud of their torn and
bloodstained uniforms and the bandages that
proved what fine fighters they were! Another
good reason for their rough appearance was that
the impoverished new Republic could not afford
much for their loyalty, and pay was usually well
in arrears!
Desperate to bring in some hard cash ‗Ragged‘
Ricco led the Republican Guard in search of
employment in other Tilean cities. The Guard
fought well and always made sure they were
promptly paid by threatening to mutiny! Since
they were far better fighters than any other
regiment in the army in which they happened to
be serving, the cash was forthcoming in large
amounts, with a handsome share of any booty on
top.
The reputation of the regiment grew steadily and
attracted new recruits from all over Tilea, usually
strong young peasant lads fed up with tilling fields
for rich land owners. ‗Ragged‘ Ricco tramped the
length and breadth of Tilea and helped the citizens
of many embattled cities to assert their rights
52
against tyrants and oppressors. When the news of
the regiment‘s success reached the ears of the
Republican Council they immediately sent for
Ricco. They felt that as a citizen of Remas,
leading a regiment raised by pro-republican
merchants, he owed them a share of the
wagonloads of gold and spoils of war won by his
pikemen.
Back in Remas, Ricco and the Republican Guard
soon fell out over the share out, and Ricco ordered
several wagons of loot to be taken out of the city
under cover of darkness. When the council found
out, they voted Ricco‘s execution by a majority of
one. Ricco‘s loyal soldiers, who had fought side
by side with him in many heroic battles, were in
no mood to stand by while their beloved captain
was chopped into tiny bits and impaled on the
leaning tower of Remas! The regiment promptly
rescued Ricco from his dungeon in the tower,
routing all troops sent against them (which
outnumbered them ten to one) in the process.
With Ricco at their head, the regiment marched
out of Remas with their loot. The citizens cheered
them from the rooftops, and a few tears were shed
by the ladies of Remas who threw silken scarves
and handkerchiefs which the troopers tied about
their arms and helmets as a memento of the
hospitality they had enjoyed. They marched out
from Tilea to Sartosa and travelled over the sea to
Estalia, Bretonnia, the Empire, Kislev, and the
beleaguered Border Princes, where the regiment
has continued to win fame and renown ever since.
THE REGIMENT
CAPTAIN: ‗Ragged‘ Ricco.
MOTTO: Ricco‘s Republican Guard. The Price of
Freedom!
BATTLE-CRY: Liberty! Equity! Liquidity!
APPEARANCE: Ricco‘s Republican Guard wear
ornate, polished full-plate armour and red crested
helmets. They have bloodstained bandages tied around
their arms, legs or heads – badges of courage of which
they are justifiably proud! Such is their popularity that
they also wear numerous silken scarves donated by
adoring ladies in grateful acknowledgement of their
services. Their armour is the best that money can buy,
embellished with gems and gold plate, which is the
ideal way for a soldier of fortune to look good and
carry his wealth close to him.
POINTS: ‗Ragged‘ Ricco plus nine Pikemen,
including a Standard Bearer and Musician, cost a total
of 160 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
Pikemen at a cost of 9 points each.
M WS BS S T W I A Ld
Ricco 4 5 5 4 4 2 5 3 8
Guard 4 4 3 3 3 1 3 1 7
UNIT SIZE: 10+
EQUIPMENT: Pike and full plate armour. Ricco is
equipped with two hand weapons and full plate armour.
TROOP TYPE: Infantry.
In the Republic of Remas all Citizens are equal - anyone who's too tall has
his head chopped off, and anyone who's too short gets stretched.
Popular saying
53
RUGLUD'S ARMOURED ORCS
Ruglud Bonechewer is
a powerful and
wealthy Orc
mercenary who sells
his services all across
the known world, from
the treacherous
Badlands in the south
up to through the
realm of the Boarder
Princes and
throughout the mountains surrounding the Empire.
Rumours suggest that even the Empire itself has hired
his services on occasion. Ruthless to the core, Ruglud's
only loyalty is to himself and he has been known to
change sides during battle if offered more payment
and, more importantly, more opportunity to loot and
pillage. Over the years the band has equipped itself
with a motley assortment of equipment, stripping
scraps of armour from countless defeated foes, and
always taking the crossbows and bolts that they prize
so highly.
Ruglud Bonechewer was once a mighty Orc warlord,
leading the Crooked Eye tribe to countless victories.
Uniting the local tribes, his army stormed through the
Grey Mountains and the World's Edge Mountains. He
staged numerous successful raids on Dwarf strongholds
and Empire towns, as well as upon various Goblin
tribes that refused to grovel before him.
Ruglud suffered one devastating defeat, many miles to
the east of the Old World, and in that defeat he also lost
his position as warlord of the Crooked Eye. Caught in a
cunning and well implemented ambush by a powerful
Chaos Dwarf force, his tribe were cut down in the
hundreds by the withering hail of missile fire that the
Chaos Dwarfs sent into their midst. The Orcs return
fire was unsurprisingly inaccurate. The heavy armour
worn by the Chaos Dwarfs deflected the few arrows the
found their targets.
As Ruglud fled, many of his tribe turned on him,
blaming him in typical Orcish manner for the defeat.
Ruglud bullied a small group of Orcs into staying by
his side and fled with them to the south, pursued by
arrows and insults of his former tribe.
They came across an ancient, seemingly impenetrable
stronghold built into the mountainside. It appeared to
be deserted, and the superstitious Orcs cowered at the
sound of the wind howling over its blackened
battlements. As they picked their war around the huge
boulders at the base of the stronghold walls, the
smallest member of the group, the runt known only as
"Maggot", tripped and fell. Ruglud blinked in surprise,
for the Goblin had disappeared from sight. Moments
later, he stuck his head through a hole in the ground,
exclaiming that he had found a tunnel.
The Orcs refused to enter the tunnel, scared of the "bad
sprits" that inhabited the stronghold. Ruglud pushed the
Orcs aside roughly, determined to show them that he
was not afraid. Besides, he thought, there might be
something looting inside. Ruglud grabbed Maggot by
the scruff of the neck, forcing him to walk in front of
him into the low tunnel.
They came upon a scene of devastation, the aftermath
of a titanic battle in the tunnels and grand halls of what
must have been a Dwarf stronghold. Dwarf bodies lay
strewn across the floors in the unbelievable numbers,
and at first it looked to Ruglud as if the dwarf had been
fighting each other. As he looked closer at the bodies,
he saw that some were the Chaos Dwarfs that he had
suffered his great defeat against.
Bloodied armour and weapons were scattered across
the stone floor. At Ruglud's feet lay a Dwarf crossbow,
which he picked up absently in one huge hand. His
gaze lingered on the weapon as a sizable lump of
masonry suddenly fell on his thick head, and a moment
of inspiration washed over him. The unexpected
thought filled his cunning Orcish mind: "If ya can't
beat em, join em!" He began to strip the armour of the
Dwarf bodies, haphazardly strapping the plates to his
oversized frame.
Climbing out of the hole, he stood before his Orc
followers who fell back before him. With a strange,
determined look in his eyes, he growled at the Orcs:
"We'll show 'em how it's done."
Thus Ruglud's Armoured Orcs were formed, the only
known band of Orcs to implement the combination of
armour and crossbow. They are still disliked and
distrusted by other Orc tribes, but their fighting
qualities are grudgingly accepted. Wherever the band
travels, it fights for gold and for food, and for the
chance to strip the enemy of anything worth taking.
THE REGIMENT
CAPTAIN: Ruglud Bonechewer.
MOTTO: "We'll show 'em how it's done."
BATTLE-CRY: ―Gobbos fer dinner! Gobbos fer tea!
Gobbos when u want ‘em! Gobbos for me!‖ (Note: the
Orcs will substitute the word ‗Gobbos‘ with something
appropriate to the occasion, eg, ‗Stunties‘, ‗‘Umies‘ or
‗Ratsies‘.)
APPEARANCE: Ruglud and 'is ladz wear heavy
armour made from scrap found on the battlefield,
including breastplates and shields, which they have
strapped to their arms and upper body for protection.
54
POINTS: Ruglud, Maggot, a Musician and seven
Armoured Orcs cost a total of 190 points. This is the
minimum size regiment you can hire. The size of the
regiment may be increased at the cost of 10 points per
model.
M WS BS S T W I A Ld
Ruglud 4 5 3 4 5 2 3 3 8
Maggot 4 4 3 3 3 1 2 1 6
Armoured Orc 4 3 3 3 4 1 2 1 7
UNIT SIZE: 10+
EQUIPMENT: Choppa, crossbow and heavy
armour.
TROOP TYPE: Infantry.
SPECIAL RULES: Ignore Greenskin Panic: Ruglud and his Armoured
Orcs have great disdain for their own kind. When a
friendly Greenskin unit is destroyed, breaks or flees
past their unit, Ruglud and his Orcs (including Maggot)
do not need to test for Panic.
Choppa: Ruglud‘s Armoured Orcs carry brutal
cleavers and clubs, and add +1 to their Strength in the
first round of combat. (Note that Maggot does not carry
a choppa, just a normal hand weapon).
Maggot: Maggot the Goblin accompanies Ruglud
wherever he goes, acting as his standard bearer. He has
survived countless battles and is regarded as a lucky
mascot. His presence encourages the Orcs to fight all
the more fiercely. The banner that Maggot
enthusiastically waves adds +2 to combat resolution
rather than +1.
Animosity: Ruglud‘s Orcs suffer from Animosity like
any other Greenskin unit, and must test each turn so
long as the unit is not engaged Close Combat, is not
fleeing, and numbers at least five models.
In the Start of the Turn phase roll a D6 for Ruglud's
Armoured Orcs — on a 2+ the unit passes the test and
moves/fights normally this turn. On a roll of 1 the unit
fails the test. To determine what happens, roll a D6 and
consult the table below:
D6 Result
1-2 Let’s show ’em what these crossbows can
do!
Ruglud‘s Armoured Orcs shoot at the
closest unit, friend or foe. All models in the
unit can fire without movement penalty at
the nearest target in any direction, ignoring
the usual restrictions for line of sight and
fire arcs – this is an exception to the normal
rules for shooting. The shots are worked out
immediately, not in the Shooting phase, and
the models themselves are not moved. The
unit cannot do anything else that turn. If
there are no units within range, the unit
Squabbles instead.
3-6 Squabble. An internal squabble amongst
the ranks soon grows into a minor riot with
fists and curses flying. This throws the unit
into disorder and prevents all moving and
shooting this turn. The unit can do nothing
this turn, while Ruglud cracks heads
together to restore order.
55
Ruglud was pleased. He had heard rumours of much activity on the other side of the great mountains, and had managed to bully the Black Spider tribe into hiring his services when he heard they were making the journey. Ruglud and his mercenaries had travelled beneath the great mountains with the tattooed Goblin tribe, though the forest-dwellers disliked being so far beneath the earth. The superstitious Goblins had cowered at the slightest noise in the darkness, and stared in wide-eyed, bewildered wonder at the crossbows strapped to the backs of Ruglud and his company. Since emerging into the twisted forest on the other side of the mountains, the fighting had been almost constant. The crazed Goblin Shaman Stikrit had paid Ruglud well. giving him first pickings of the bodies. And there had been lots of bodies in the last week. A savage, braying roar echoed beneath the dark canopy of trees. Ruglud slapped a crossbow bolt into place, his huge hands working the mechanism with surprising dexterity. His massive frame was covered in scraps of armour stripped from defeated foes: some pieces were black and spiked. others were painted in coloured lacquer, while still other pieces were long rusted. Attired similarly in an assortment of mismatched armour, the Orcs around him mirrored his actions, readying their crossbows. Dark, hunched shapes raced through the trees towards the lines of Goblins. Cloven hoofs pounded the wet soil as twisted Beastmen ducked under branches and leapt over fallen logs. Their faces were contorted masks of brutish hatred, lips flecked with foam curling back to expose sharp teeth. Tall horns rose from their brows, and they carried huge, crude axes in their hands. Maggot, the small Goblin that stood at Ruglud's side, looked up at the large Orc. "Third lot this week. Good for business, eh boss? " Ruglud merely grunted in response. The Black Spider Shaman Stikrit turned his gaze towards Ruglud. His eyes were glazed behind the spider tattoo covering his face, a result of self-induced toxins racing through his body. "Kill them." the Shaman stated flatly. Ruglud grinned menacingly at the Goblin leader, huge broken teeth protruding at all angles from his maw, and swung his crossbow up towards the rapidly approaching Beastmen. A bolt sliced through the air from the crossbow of one of the Orcs, embedding itself harmlessly in a tree. "Not before my signal!" bellowed Ruglud, turning and punching the Orc in the face with a huge, balled fist. Grumbling, Ruglud raised his crossbow once more, squinting one eye to focus on one of the approaching creatures. a twisted beast with bloody, swirling patterns painted on its fur. As the Beastmen got rapidly closer, the drugged Shaman looked at Ruglud in alarm. Concern for his personal well-being pushed through the mind-altering toxins that coursed through his veins. Ruglud's large, fleshy tongue protruded from the side of his mouth as he concentrated on his target. "Nail 'em!" Ruglud shouted at the last moment. A flurry of black bolts hurtled through the air, many thudding into trees along the way, but still more finding their mark. The first wave of Beastmen fell to the ground, their cries of pain sounding strangely Human. The target Ruglud himself had
picked out rolled on the ground, blood frothing around the bolt protruding from its throat. Waving a bundle of bones wrapped in hair, the Shaman screeched an incantation. A pair of Beastmen running towards him fell to the ground as if pole-axed, blood pouring from their cars and broad noses. As his vision shifted and shimmered before him. Stikrit grinned maniacally at the feeling of power, and spittle dribbled down his chin. The Orcs quickly began to load more bolts in their crossbows as another herd of Beastmen raced towards them. The smell of blood seemed to drive them into a frenzy, and they leapt, snorting and bellowing, over their fallen comrades. On either side of Ruglud's Orcs, the Beastmen had reached the lines of Goblins, and had begun to butcher the diminutive Greenskins, axes rising and falling in brutal, bloody arcs. Shaman Stikrit smiled to himself, pleased that he himself was standing with his Orc hirelings. Great black spiders dropped from the darkened canopy above, tattooed Goblins clinging onto their bristling backs. They fell on the Beastmen, latching into their muscular forms with spindly black limbs before biting downwards with vicious, venom-coated fangs. Ruglud and his Orcs loosed another volley of bolts into the chaotic mass of creatures. At such close range, many of the barbed crossbow bolts punched right through the unarmoured bodies, and another line of the foul beings fell screaming into the undergrowth. Ruglud noticed that the creatures were not all the same, as he had first thought. Some of them did not look like beasts at all, but more like Humans. albeit particularly malformed ones. One of them had a series of barbed tentacles sprouting from its bare chest, each one writhing uncontrollably, making Ruglud feel oddly queasy. The creature's face was a mask of agony and despair. "Get 'em!" roared Ruglud. His Orcs needed no encouragement, and they swung their crossbows over their shoulders, drawing their crude but brutally effective cudgels and cleavers. They leapt to meet the Beastmen and mutants head on, and the two forces clashed with terrible force and savagery. Ruglud swung his huge blade with immense power behind the blow. The weapon sank deep into the shoulder of a heavily muscled creature, nearly severing the limb. He bashed his crossbow, held in his left hand into the creature's fact. Before it had a chance to retaliate, Ruglud pulled his blade free, and swung it again, this time backing deeply into the creature's neck. The Orcs and creatures of Chaos exchanged blows, both groups ignoring injuries that would have instantly felled a Human. Blood flowed freely, the Orcs relishing the fight against such tough opponents. Almost as tough as Orcs, Ruglud thought with grudging respect as he hammered another opponent to the ground with several powerful blows. Through the press of bodies he could see a large shape pushing to the front of the fighting. The Beastmen and mutants drew back from this figure and lowered their gaze as it passed. This new enemy wore a heavy fur cloak over completely enclosed, ornate black armour. A pair of wickedly curved, serrated swords were held firmly in black gauntleted hands. Ruglud stared at the warrior's finely wrought armour in wide-eyed greed.
‖Dat one's mine!"
56
TICHI-HUICHI'S RAIDERS
By Grungi! Great value for money, these Lizards. They fight for only a couple of mere strips of
gold! Dwarf Lord Borik, on hiring Tichi–Huichi‟s Raiders.
On the five thousandth cycle of the sun, at the
equinox of Topec, on the meridian of the Serpent
Star a spawning occurred in the sacred pools of
the ruined temple Enxilada. All sacred plaques
which might have predicted this spawning had
long since been destroyed. The temple was remote
from the city of Zlatlan in the South Lands and
had been abandoned for a long time. No Slann
Mage-Priest had turned their minds in this
direction for many years and the spawning went
unnoticed. Indeed it was a sporadic spawning,
evoked purely by the unusual portents and astral
conjunctions. It was perhaps the mysterious will
of Sotek.
Only one mature Lizardman was there to witness
the spawning. It was Tichi-Huichi. He watched
over the ruined temple and chanted the salute to
the sun as it rose every day. He was the last
Enxilada, all others having perished years ago
from a mysterious pestilence.
Tichi-Huichi saw that the markings upon the
Skink spawn in the sacred pools were good. They
were indeed favored by the gods. He felt
somehow privileged and chosen for such a thing
to occur in his time. He watched as the tadpoles
reached maturity and came out upon the land to
bask. He could see that they were of the greater
crested kind, the sort who could master the Cold
Ones. This thought gripped the mind of Tichi-
Huichi and he went to look in the dark caverns
deep below the ruins. His expectations were
correct and a symbiotic spawning had occurred
here as well. The eggs had hatched and the tiny
Horned Ones, a rare race of Cold Ones, bore
similar markings to the Skinks. It was certainly
the will of the Old Ones that these spawnings
should occur at the same time.
A few years later Tichi-Huichi had trained the
rising generation of Skinks in all the lore of
Enxilada that he knows that he knew. They looked
upon him as their mentor and leader. Over the
same time the Horned Ones had grown to full size
and already the Skinks were taming and riding
them. It happened almost naturally, the empathy
between the species was preordained. One became
master to the other.
It was at this moment that the mind of the Slann
Mage-Priest in faraway Zlatlan focused on
Enxilada. Profound thoughts were evoked within
the alert mind of Tichi-Huichi. Now his purpose
became clear. His duty to the Old Ones was to
lead the chosen regiment that had been spawned
by their will. It was the season of monsoon. In the
fetid, steamy nights that followed, Tichi-Huichi
was troubled by dreams. He perceived faraway
places, and strange races and creatures. In their
midst he became aware of the presence of great
treasures- potent talismans of the Old Ones, things
which had been looted from Enxilada and other
places, sacred artifacts which the Old Ones
desired him to bring back.
Now Tichi-Huichi knew his mission and the
purpose of the spawning. His destiny was clear. It
was he who had been chosen to go out into the
wider regions to find and bring back the relics that
the Old Ones had revealed to him. Following his
instinct and allowing the thoughts of those greater
then himself to direct his plans, Tichi-Huichi set
out, leading his fine regiment of Cold One Riders.
They had not been idle during the monsoon. They
had mastered the techniques of riding and fighting
57
from Cold Ones. It had come upon them as if by
instinct. Instruction had hardly been necessary.
On encountering the first settlement of 'new ones',
who happened to be a nomadic tribe of Arabians,
Tichi-Huichi remained enigmatic, seeking only to
follow the current of events unfolding before him
by the will of the gods. The Arabian Sheikh, awe-
struck at the sight of a real Al Saurim before his
very eyes, seemed eager to hire Tichi-Huichi's
regiment. Many treasures were cast upon the sand
before him, but he merely blinked his yellow eyes
at their brightness in the glare of the sun. Then he
caught sight of a sacred talisman that he had seen
in his dream and let out a rasping croak of delight.
The Sheikh laughed and gave it to Tichi-Huichi.
A deal had been struck. The regiment rode with
the Arabians on many raids into the land of
Nehekhara. Tombs were pillaged in the outlying
necropolises of that desolate land. Then came the
day when Skeleton warriors rose up from the
sands and then slew the Arabians to the last man,
but Tichi-Huichi's Raiders fought them to a
standstill in the scorching sun. Then the Liche
Priest raised his staff and stayed the Skeleton
warriors. He brought out a bundle of rags and
unwrapped the object concealed within. Tichi-
Huichi saw the sacred plaque of his second dream.
Tichi-Huichi signalled for the standard to be
dipped. The priest understood. The quarrel was
ended and instead, Tichi-Huichi was recruited into
the army of the Tomb King, who sat enthroned
within his pyramid and seemed to be animated
with an inspired thought, as if from afar. There
followed years of fighting along the northern
margins of the desert. Dwarfs were the quarry.
They were easily pursued and caught as the vainly
tried to escape, laden down with plunder.
One day, Tichi-Huichi pursued for several days
and ventured too far. The Dwarfs were standing
ready to die, and there was an uneasy pause before
the last charge. Then Tichi-Huichi saw a statue of
the monkey god out of a rucksack of a Dwarf. A
well-aimed dart struck the strap, and the bag fell
open. The golden statue tumbled out. As the
Dwarf struggled to gather up his ill-gotten loot,
his lord's hefty, hob-nailed boot imprinted itself
upon his round behind: "Leave it, Grongi!" he
snarled "It's our only chance, lad!" The Dwarfs
edged back and Tichi-Huichi signaled forward a
Skink to recover the sacred statue; the one
revealed in his third dream. The Dwarfs warily
turned and began to march away, shadowed at a
distance by the Skink Cold One Riders.
58
So it went on to this day. The Dwarf Lord of
Barak-Varr, in a strange meeting in which the
Dwarf Lord believed he was advised to hire the
Skinks by a long-dead ancestor, hired Tichi-
Huichi. Even so, the bargaining had been long,
but three gold plaques had done the trick better
than a massive chest of gems. Strange creatures
these Lizardmen, thought the Dwarfs, but great
value for the money! And so a Dwarf would
think! One who was accustomed to valuing gold
by its weight alone; a creature ignorant of the
intentions of the gods; one for whom sacred
plaques are just so much metal to get melted
down! Did they not know that the Old Ones wrote
on gold only because is imperishable!
And so Tichi-Huichi's Raiders fought against Orcs
and Goblins. Then they were hired them in their
turn, serving Goblin chiefs who were convinced
that Mork or Gork or both had inspired them.
They fought battles and regained many more lost
relics. With every change of the fortune, a sacred
artifact appeared. Though the masters he served
might flee or be wiped out utterly, strangely
Tichi-Huichi's Raiders were still there at the end
of every battle. Mysteriously their foes always
saw the wisdom of hiring them, and the futility of
a fight in which the Skinks would slaughter many
before dying themselves. Without knowing a
word of mannish or Orcish or Khazalid or Elvin
tongue, a deal was always struck. Were the
thoughts of their foes directed by some greater
mind, enthroned upon a pyramid temple in Zlatlan
perhaps? Inscrutable are the ways of the Old
Ones!
THE REGIMENT
CAPTAIN: Tichi-Huichi
MOTTO: Cold-Blooded efficiency.
BATTLE-CRY: "Tupyn tzlaga anapaq quito qrizliz"
(rough translation: Get out of the way because the
Horned Ones are thirsty!)
APPEARANCE: Tichi-Huichi's Raiders are light
green skinned with red crests and scales. Tichi-Huichi
himself is a crimson red and he has a black crest and
scales. The Raiders wield short spears that are
obsidian-tipped and coated in poisons from the jungles
of Lustria, as well as small round shields to deflect the
blows of their attackers. The Raider's Horned One
mounts are black skinned with red scales and more
often than not, the blood of the enemies of the Old
Ones dripping from their mouths.
POINTS: Tichi-Huichi and four Skink Horned One
Riders including a Standard Bearer and Musician cost
185 points. This is the minimum unit you can hire. The
regiment may be increased by adding more Skink
Horned One Riders at +20 points each.
M WS BS S T W I A Ld
Tichi-Huichi 6 4 5 4 3 2 6 3 7
Gt. Crested Skink 6 2 3 3 2 1 4 1 6
Horned One 8 3 0 4 4 1 3 2 5
UNIT SIZE: 5+
EQUIPMENT: Hand weapons, spears and shields.
TROOP TYPE: Cavalry.
SPECIAL RULES: Fast Cavalry, Scaly Skin (6+),
Poisoned Attacks (Skinks only).
Cold-blooded: Skinks are cold-blooded and slow to
react to psychology. Roll three dice when testing
against Leadership and choose the two lowest scores.
Horned Ones: Horned Ones cause Fear and give their
rider +2 to their Armour saves in place of the usual +1
for mounted troops.
Blessed by the Old Ones: Tichi-Huichi and his Skink
Cold One Riders enjoy the special favour of the Old
Ones. They belong to a portentous spawning, brought
forth for a mission devised untold millennia ago, and
consequently a mysterious aura of protection pervades
the regiment. A strange, tropical fatigue descends on
the foe, securing Tichi-Huichi‘s chance to get away.
Enemies will never pursue Tichi-Huichi‘s Raiders if
they beat them in combat.
On a Mission from the Gods: Tichi-Huichi regularly
has dreams or has visions which lead him on a search
to recover lost artefacts of the Lizardmen which are
deemed vital by the Serpent God Sotek.
Roll a D6 when Tichi-Huichi's Raiders successfully
charge a unit containing an enemy character; on a 4+
Tichi-Huichi recognizes one of the items carried by the
enemy character (be they magical or mundane) to be
the artefact seen in his dreams. Tichi-Huichi and his
unit will fight all the harder to recover this item, and
will benefit from the Devastating Charge rule this turn.
59
VESPERO'S VENDETTA
A poisoned knife between the ribs is the sort of gift that most mercenary generals wish on their foes,
but few would relish themselves. This keeps assassins like Vespero in constant employment, if only
to make sure they‟re not working for the other side!
The rivalry between
the merchants of
Tilea is so violent
that everyone of
consequence hires
bodyguards. These
bodyguards protect
their master from
plotters, assassins,
rebels, and the like.
Inevitably
bodyguards end up
fighting in the streets
with the bodyguards
of rivals. Street battles frequently break out in the
narrow alleys and piazzas of Tilean cities in times of
war, revolt, or civil disturbance, or in other words,
pretty much every day!
It is said that Stabbio the Bad, exiled Prince of
Luccini, was the first to train his bodyguards as
expert duellists, armed in what has since become the
traditional duellist style. Others started to copy this
innovative style of fighting after suffering at the
hands of Stabbio‘s henchmen!
Contract of employment
Duke Gaston de Baguette of the Chateau Miral graciously agrees to hire the mercenary Captain
Vespero and his brave company of warriors as his personal bodyguard for the sum of 80 gold coins per
month.
In return, Vespero and his men agree to provide for the safety of the person of the esteemed Duke
and his family and to protect them from vile assassins and cutthroats.
A Prince finding himself an exile or a fugitive from
his city is wise to hire a band of freelance duellists
and use their services to regain or usurp power.
Indeed, not only Princes but also adventurers,
ambassadors, and explorers often hire an escort of
duellists who will appear to the uninitiated to be
ordinary travelling companions until they are
required to cast aside their cloaks to protect their
master. Various mercenary generals have even hired
duellists for use in battle, to protect the vulnerable
flanks and rear of their mercenary pike companies.
The most notorious band for hire in Tilea and the
lands beyond is that of Vespero: a young and
reckless nobleman, much given to self indulgence
and dubious escapades. Vespero is known as ‗The
Wasp‘ because of his personal duelling style which
is best summed up as stubborn persistence ending in
a very nasty sting! Vespero was the younger son of a
powerful merchant in Luccini, but due to a quarrel
with a rival family over the favors of a noble lady,
he was forced into exile in Verezzo where he joined
a mercenary bodyguard. Unfortunately, Vespero‘s
romantic adventures got him into trouble here as
well and his expert skill resulted in the untimely end
of so many noble youths in the city that their
families all swore vendettas against him and put a
bounty of one million gold ducats on his head!
Hunted through the streets by rival duellists, he
barely escaped from the city with his life.
From that moment, Vespero, together with his band
of reckless young duellists (hand-picked by him as
the best exponents of their art) were up for hire to
the highest bidder. They soon earned a notorious
reputation, not only in street fights but in various
battles, coups, and revolts throughout Tilea and
beyond.
Recently, Vespero turned up in Miragliano, where
Borgio gave him the opportunity to get even with his
pursuers as part of the great Prince‘s political
intrigues. After the last and most successful
assassination attempt of Borgio, and the street
fighting in Miragliano which followed, Vespero
disappeared, although he was in no way implicated
since he had been paid well and so was presumably
as loyal as could be expected. His motive is more
likely to be to seek out those behind Borgio‘s demise
to get posthumous revenge as a final act of loyalty to
his former protector. Who knows where Vespero
will turn up next?
60
Assassination's a dirty job, but
someone's got to do it! Vespero
THE REGIMENT
CAPTAIN: Vespero.
MOTTO: Vengeance with a Smile.
BATTLE-CRY: Prepare to Die!
APPEARANCE: The duellists of Vespero‘s
Vendetta wear tight-fitting, black clothing and carry a
cloak. They are youthful and agile, wear their hair long
and dress in the latest Tilean styles. They are armed
with an elegant duelling sword and a left-handed
dagger, as well as carrying numerous throwing knives
on their person. The daggers are used to parry
opponents‘ sword thrusts and its hilt is therefore
shaped so as to catch an adversary‘s blade. These
weapons are kept concealed beneath their cloak so that
the duellists can accompany their master, carry
messages for him, or walk the streets of the city
without attracting unnecessary attention or revealing
that they are armed. In combat, the cloak itself is used
to skilfully parry and catch opponents‘ weapon strikes.
Vespero, like many of his men, has several impressive
duelling scars.
POINTS: Vespero and four Duellists cost a total of
130 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
models at a cost of +9 points each.
M WS BS S T W I A Ld
Vespero 4 6 5 4 4 2 6 3 8
Duellist 4 5 3 3 3 1 4 1 7
UNIT SIZE: 5+
EQUIPMENT: Two hand weapons, throwing knives
and cloaks.
TROOP TYPE: Infantry.
SPECIAL RULES: Killing Blow (Vespero only),
Skirmishers.
Cloak & Dagger: The duellists are armed with two
hand weapons – a sword and a dagger. The duellists
also carry a cloak which is draped over the dagger arm,
with both the cloak and dagger used to parry and catch
an opponent‘s weapon thrusts in hand-to-hand combat.
Vespero and the Duellists have a 5+ Parry save, even if
attacked in the flank or rear.
MAGIC ITEMS: Grimacing Death Mask (Enchanted Item) Vespero likes to hide his identity behind a mask when
he prowls the narrow alleys, pursuing the dubious
political ambitions of whatever Prince he is serving at
the time. The mask, which represents the grimacing
face of death, is the last thing Vespero‟s duelling
opponents see before they meet their sudden end.
Models in base contact with Vespero lose one attack in
the first round of Close Combat. This has no effect on
models Immune to Psychology.
61
VOLAND'S VENATORS
It‟s not just losing, it‟s losing to them. They‟re barely even proper soldiers. No discipline, no
uniforms, and the worst breath you‟ve ever smelt on anyone that wasn‟t an Ogre. So why do they
fight like the personal guard of the Emperor? Count Emmerschein von Mirrenburg
Voland came to Tilea from
somewhere within the
Empire. At the time he was
just one of many mercenary
heroes hired by the Tileans in
the never-ending wars. He
rose to prominence as leader
of a band of mercenary
knights called the Venators,
which means ‗hunters‘ in low
Tilean. The motives of
Voland and his brother knights could not have been
more different from the Bretonnian or even the Empire
traditions of knighthood! They were soldiers of fortune
interested only in two things, namely money and
spending it! They were also expert cavalry whose
thunderous charge could scatter the deepest enemy
formations – something which the Tileans desperately
needed, but lacked until that time.
Those who joined Voland were often as not the
dispossessed, and frequently disgraced, sons of the rich
and famous, owning nothing but magnificent suits of
armor and well-bred warhorses. Their ambitions turned
mainly to fighting and money though not necessarily in
that order. Not only were they good at fighting, but
they were eager to practice and get even better. These
young wastrels were joined by renegade knights from
the Empire, and one or two Bretonnian Knights Errant
who somehow forgot their noble errands, leading to a
lot of good humoured rivalry and brawling.
Voland decreed that the Venators should abandon all
identifying family crests and adopt new names in order
to obscure their true origins. It is rumoured that Voland
himself was really the disgraced son of some well-
known Empire count. There were also rumours that he
was none other than the bastard son of the Emperor!
Voland himself never sought to affirm or contradict
any of these tales, which consequently grew ever more
elaborate and unlikely over the years. The story that he
was the shameful offspring of the Fay Enchantress of
Bretonnia and an extraordinarily intelligent, one-eyed
pig called Eric is one of the less credible yarns spun
about Voland‘s mysterious past.
Voland‘s Venators fought their way through the Old
World hiring themselves out for gold, which they spent
mainly on debauched drinking sessions in which wine
was consumed by the gallon. For a while they travelled
east where they were hired by some of the more
desperate of the Border Princes, tenaciously holding on
to their tiny realms in the Orc-infested wastes. For
entertainment between battles the Venators joust
against each other while their companions make
wagers on the outcome. It is quite common for
Venators to be seriously injured or even killed in these
fights, or in the drunken brawls which inevitably
follow. The regiment is accompanied on the march by
a long baggage train of servants, grooms, and raucous
camp followers piled on top of trundling wagons
loaded with casks of looted wine. The noise of their
camp can be heard miles away.
Voland and his men once shocked Bretonnian chivalry
by their sheer audacity of turning up at the great
tourney of Couronne with their armour still tarnished
with the mud and blood of Kislevite battlefields.
Despite nursing gargantuan hangovers and against all
expectations the Venators unhorsed the King‘s
champion and a score of the best knights in the realm.
The King of Bretonnia was so incensed that he swore
Voland would never enter his realm again except in
chains! Despised by Bretonnian knights and shunned
by knights of the Empire, the Venators care not a fig!
They have fought in many hard battles, against the
worst of enemies, in places where nobler and more
sober knights have never been seen.
For Hire Voland's Venators
The Answer to all your...
Outstanding Territorial Claims
Pretensions to Power
Political Opposition
Ungrateful Subjects
Treacherous Relatives
Noisy Neighbours?
No questions asked!
The cost? very reasonable
Find us at the sign of the Slaughtered Orc
62
THE SONG OF VOLAND
We are Voland's Venators The drunken cavalry! We cannot march, we cannot fight What wretched knights are we! But when we see the enemy Our heads are very clear We charge straight for their baggage camp And liberate their gear! One of the favourite drinking songs of Voland's Venators (the others are too rude to print).
THE REGIMENT
CAPTAIN:Voland.
MOTTO: Voland‘s Venators. The Answer. No
Questions Asked.
BATTLE-CRY: Last One to Die‘s a Sissy!
APPEARANCE: The regiment wears burnished
brass armour and no heraldry except a V sign.
POINTS: Voland and four Venators cost a total of
200 points including a Standard Bearer and Musician.
This is the smallest unit you can hire. The regiment
may be enlarged by adding extra models at a cost of 25
points each.
M WS BS S T W I A Ld
Voland 4 5 5 4 4 2 5 3 8
Venator 4 4 3 4 3 1 3 1 8
Warhorse 8 3 0 3 3 1 3 1 5
UNIT SIZE: 5+
EQUIPMENT: Hand weapon, lance, full plate
armour, shield, barded warhorse.
TROOP TYPE: Cavalry.
SPECIAL RULES: Drunken Cavalry: More often than not, Voland and
his fellow knights will turn up to the battle still nursing
hangovers. They are even known to carry a small
flagon of wine or other alcohol with them as they ride
into battle. The effect of their drinking combined with
their hard fought experience in countless battles against
the worst of enemies lends them a sort of courage not
found among nobler knights.
Voland‘s Venators may always re-roll failed
Psychology tests. However, their ill-disciplined manner
also means they must re-roll successful tests to March,
Reform and Restrain from Pursuit.
63
THE WITCH HUNTERS
“I already could smell the vampire‟s foul breath and saw his pointy teeth shimmering. I thought of
my Martha. Two shots rang through the night and the two ghostly figures to the left and right of the
count of darkness fell to the ground. Filled with rage, the vampire turned to face the new adversary.
A sudden chant, almost like a prayer, seemed although to slow his movements. I assume that the
shiny tip of the stake was the last thing his undead eyes cast their sight upon.” Mercenary Marcel Wilbendorf on the victory at Drakenhof
In the grim
reality of the Old
World, secret
cults plot the
coming of Chaos,
Sorcerers meddle
with dark magics
and the Undead
stalk the earth.
But there are
those who battle
against the
unnatural horrors
of the Old World. They are the Witch Hunters –
driven men who wander the Old World rooting out
evil.
Witch Hunters are a secret order of scattered men,
obsessed with the destruction of Chaos, Undead,
mutants, deviants, unbelievers, blasphemers and
potentially anyone else except other Witch Hunters.
Many people find their fanaticism disturbing and
their extreme beliefs threatening, so the Witch
Hunters are rarely welcome to stay anywhere for
long. Who know who will fall under suspicion next?
A single wrong word may condemn you!
Johann van Hel is perhaps the most famous of all the
Witch Hunters of the age, the slayer of the Vampire
Gunther von Blodfel and the man who purged the
haunted castle of Reikwald. Where he comes from
and why he has chosen to become a Witch Hunter,
remain unknown. Johann does not talk about his past
and it is unwise to question this grim and moody
man about things he does not want to discuss. But
those who are well versed in the Lore of the Empire
know that he shares the name of the infamous Van
Hel, the dreaded Necromancer of ancient times. All
of the descendants of Van Hel have strived to atone
for the evil deeds of their ancestor, but without
success. For each evil Sorcerer destroyed ten new
ones step onto the path of Damnation. For every
Vampire slain an entire noble family will be infected
the curse of Vampirism. One can only guess the
weight of guilt and angst that Johann carries.
Johann has only one companion, and he is not part
of the order of Witch Hunters. He is Wilhelm
Hasburg, a priest of Sigmar whose temple was
burned by Chaos worshipers. Some say he became
insane watching his life's work go up in flames, but
none dare to dispute his faith and piety, which he
shows with horrific self-mutilation and ceaseless
prophesies of the end of the world.
It is believed that his faith and continuous prayers
protect him from evil magic, and he is certainly able
to crush the skull of any blasphemer, using the staff
he found in the ruins of his temple.
When facing supernatural foes, many desperate
generals draw the Mark of the Hammer on roads
signs and town gates, calling the legendary Witch
Hunters to come their aid. Johann will offer his
services to anyone who is willing to pay. All of the
gold that he does not need himself is donated to the
church of Sigmar.
So when the forces of Undeath threaten or the
darkness of Chaos falls upon the Old World, Johann
van Hal and Wilhelm come. They face the most
terrible foes without fear, and attack foul Undead or
terrifying Daemons with cold fury and hatred
burning in their eyes. After the battle they claim
their prize and depart without a word. Most are glad
to see them go.
64
THE REGIMENT
CAPTAIN: Johann van Hal.
MOTTO: Burn Them All!
BATTLE-CRY: "It's a Witch!" is not Johann's
official battle cry, but is often the last thing his
opponents hear.
APPEARANCE: Johann wears a white coat and
black cloak, topped off with a broad-brimmed hat.
Wilhelm wears a long brown robe, and carries a
number of holy Sigmarite relics on him.
POINTS: Johann van Hal and Wilhelm Hasburg cost
a total of 190 points. Johann is worth 80 points and
Wilhelm is worth 110 pts.
M WS BS S T W I A Ld
Johann van Hal 4 5 5 4 4 2 5 3 9
Wilhelm Hasburg 4 4 3 4 4 2 4 2 8
UNIT SIZE: Johann van Hal and Wilhelm Hasburg.
EQUIPMENT: Johann carries a brace of pistols, an
assorted collection of stakes, holy relics and the Stake
of Sigmar. Wilhelm is armed with the Holy Staff and
carries the great book – the Hammer of Witches.
TROOP TYPE: Infantry (Character).
SPECIAL RULES: Immune to Psychology,
Hatred, Skirmishers (unless joining a non-
skirmishing unit).
Battle Prayers: Wilhelm is granted exceptional
powers by his divine patron which he can wield to
smite his foes in battle.
Wilhelm knows the three Battle Prayers listed below.
Battle Prayers are innate bound spells (power level 3).
Battle Prayers are augment spells that target Wilhelm
and his unit.
Hammer of Sigmar: Wilhelm and his unit may re-
roll failed To Wound rolls in close combat until the
start of the next friendly Magic phase.
Shield of Faith: Wilhelm and his unit gain a 5+
Ward save against all Wound inflicted in close
combat until the start of the next friendly Magic
phase.
Soulfire: Wilhelm and his unit gain the Flaming
Attacks special rule until the start of the next friendly
Magic phase. In addition, when cast, all enemy
models in base contact with Wilhelm suffer a
Strength 4 hit. Undead, and models with the
Daemonic special rule in base contact suffer a
Strength 5 hit instead, with no armour save allowed.
Divine Power: Wilhelm is blessed by Sigmar and can
invoke the god‘s protection against the sorcerous
powers of the enemy. He can channel power and dispel
dice in the same manner as Wizards.
Accusation: After deployment, but before the first turn
begins, select a single model in your opponent‘s army
to accuse of heresy. This is Johann‘s primary quarry.
Johann may re-roll all failed To Hit against his primary
quarry. Every hit he inflicts on that models also has the
Killing Blow special rule, even if they were from a
shooting attack. Finally, Johann may also choose to
shoot at the primary quarry as if he had the Sniper
special rule.
Witch Hunter Weapons: Johann is armed with pistols
loaded with silver bullets that have been blessed by
Wilhelm one by one. Thus all his shooting attacks
count as magical. In addition, when attacking Wizards,
Undead or Daemons, Johann may re-roll failed rolls To
Wound.
MAGIC ITEMS: Stake of Sigmar (Magic Weapon)
This ancient relic is said to be a fragment of the tree
felled by Sigmar with a single stroke when the
Unberogen tribe started building the city of Altdorf. It
was held in the temple of Obersdorf until Orcs and
Goblins sacked the town and the relic was lost. Now
Johann van Hel carries it.
Requires two hands. The Stake of Sigmar fills Johann
van Hel with the strength and purpose of Sigmar
himself. It doubles Johann‘s Strength when he is
fighting against any Undead creatures or Daemons. In
addition, a single unsaved wound caused by the Stake
automatically slays any Vampire outright with no saves
allowed.
Holy Staff (Magic Weapon)
Atop this ironwood staff is mounted the jawbone which
it is said, was used by Sigmar when he single-handedly
destroyed an army of Skaven. Wilhelm found it buried
under the ruins of his temple.
Requires two hands. Wilhelm may add +2 to his
Strength when fighting in Close Combat. In addition
the staff will automatically wound any Skaven,
Daemon, or Undead creature.
The Hammer of Witches (Talisman) Wilhelm is a fanatical priest of Sigmar, obsessed with
the destruction of the forces of Undead and Chaos.
When he reads the litanies of banishment from his holy
book called „the Hammer of Witches‟, he radiates an
aura of holiness and utter faith.
Against any Chaos, Dark Magic or Necromantic spell
targeted towards Wilhelm or Johann, they gains a
Magic Resistance equal to the number of dice used to
cast the spell.
65
FOR HIRE
If you wish to add Regiments of Renown to your existing
Warhammer army, then you should check the For Hire
table below. You'll see that each Regiment of Renown is
available for hire to a limited selection of armies. This is
not because the mercenaries are choosy who they fight for
(far from it!), but because some armies would never hire
certain races or individuals. No self-respecting Dwarf
general is going to hire Morgrog the Dwarf Crusher now
is he?
The Bretonnians have far too much pride to even consider
hiring others to fight their battles. Indeed, even if
outnumbered ten to one, they would rather fight on and
retain their pride than stoop so low as to pay others to
fight for them! Therefore, the only units they may hire are
those who do not fight for gold but a greater cause like
glory and honour!
Even the most foolhardy general would have a hard time
convincing his men to fight for a Bloodthirster. Likewise,
the inhuman Beastmen carry little in terms of valuables or
even an understandable language to appeal to mercenaries.
Therefore, Daemons of Chaos and Beastmen may never
include Regiments of Renown.
Bretonnia
Dark
Elves
Dogs
of
War
Dwarfs High
Elves Lizardmen
Ogre
Kingdoms
Orcs &
Goblins Skaven
The
Empire
Tomb
Kings
Vampire
Counts
Warriors
of Chaos
Wood
Elves
The Alcatani
Fellowship Special Core Special Special Special Special Special Special Special Special Special Special Special
Pirazzo’s Lost
Legion Special Core Special Special Special Special Special Special Special Special Special Special Special
Leopold’s
Leopard
Company
Special Core Special Special Special Special Special Special Special Special Special Special Special
Ricco’s
Republican
Guard
Special Core Special Special Special Special Special Special Special Special Special Special Special
Marksmen of
Miragliano Special Core Special Special Special Special Special Special Special Special Special Special
Braganza’s
Besiegers Special Core Special Special Special Special Special Special Special Special Special Special
Vesperro’s
Vendetta Special Core Special Special Special Special Special Special Special Special Special Special Special
Voland’s
Venators Special Core Special Special Special Special Special Special Special Special Special Special Special
Al Muktar’s
Desert Dogs Special Core Special Special Special Special Special Special Special Special Special Special
Lumpin
Croop’s
Fighting
Cocks
Rare Special Rare Rare Rare Rare Rare Rare Special Rare Rare Rare Rare
Golgfag’s
Mercenary
Ogres
Rare Special Rare Rare Rare Special Rare Rare Rare Rare Rare Rare Rare
Long Drong’s
Slayer Pirates Special Special Rare Rare Rare Rare
Beorg
Bearstruck
and the
Bearmen of
Urslo
Rare Special Rare Rare Rare Rare Rare Rare Rare Special
Oglah Khan’s
Wolfboyz Rare Special Special Special Rare Rare Rare Rare
Tichi-Huichi’s
Raiders Special Rare Rare Special Rare Rare Rare Rare
Ruglud’s
Armoured
Orcs
Rare Special Rare Rare Special Rare Rare Rare Rare Rare
Mengil
Manhide’s
Manflayers
Special Special Rare Rare Rare Rare Rare Rare Rare
The Cursed
Company Rare Special Rare Rare Rare Rare Rare Rare Rare Rare Rare
Anakonda’s
Amazons Rare Rare Special Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare
The Birdmen
of Catrazza Rare Rare Rare Rare
Bronzino’s
Galloper Guns Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare
Malakai
Makaisson’s
Goblin- Hewer
Rare Rare Rare
The Giants of
Albion Rare
Asarnil the
Dragonlord Hero Hero Hero Hero Hero
The
Witchhunters Hero Hero Hero Hero Hero Hero Hero
Gotrek and
Felix Hero Hero Hero Hero
66
REGIMENTS OF RENOWN Famous mercenary regiments acquire a certain
notoriety because they are remarkably successful,
brutal, adventurous, or for some other reason that
brings them to the attention of the world. Regiments
of Renown are daring sell-swords, infamous the world
over, who will fight for any army in the Known
World… as long as the pay is good!
Inside you will find:
Rules and descriptions for every Regiment of
Renown available for hire.
A Fore Hire table that details which army can
hire what Regiment of Renown.
A section that details the background and
history for the various Regiments of Renown.
Warhammer: Regiments of Renown is an expansion
for Warhammer, the Game of Fantasy Battles.