First War Against Chaos 1.0
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Transcript of First War Against Chaos 1.0
The First War Against Chaos:
Desperate Times
By Andrew Green
Contents Page
1
General Rules Pg 3
Army Lists and Units Pg 4Elves Pg 4
Nagaraythe Pg 4Caledor Pg 4Averlorn Pg 5
Elven Units Pg 6Aenarion Pg 6Eorlan Anar Pg 7Malekith Pg 7Elthyrior Pg 8Raven Heralds Pg 9Knights of Anlec Pg 9Caledor Pg 10Hunters of Chrace Pg 10Dragon Prince Pg 11Oakheart Pg 11Mistress Pg 12Maiden Guard Pg 12Wolf Pack Pg 13Handmaidens Pg 13
Dwarfs Pg 14Warriors of Grimnir Pg 14Defenders of Karaz-Ankor Pg 15
Dwarven Units Pg 16Grimnir Pg 16Doomseekers Pg 17Brotherhood of Grimnir Pg 17Hurlers Pg 18Grudge Pony Pg 18Snorri Whitebeard Pg 19
Lizardmen Pg 20Lizardmen Units Pg 20
Nakai Pg 20
Tribes of Man Pg 21Tribes of Man Units Pg 21
Chieftain Pg 21Kinsman Pg 22Tribesman Pg 22Slingers Pg23Chariot Pg 23Hunting Dogs Pg 23Fanatics Pg 24
Chaos Pg 25Tribes of the NorthPg 25Creatures of ChaosPg 25Daemons of Chaos Pg 26Beastmen Pg 26
Chaos Units Pg 27Ehrenlish Pg 27Eradorius Pg 28Marauder Zar Pg 29Shaman Pg 30Marauder Chariot Pg 31Hunters Pg 31Shaggoth Stormcaller Pg 32Troll King Pg 32Dragon Ogre Bull Pg 32N’kari Pg 33Be’lakor Pg 34Praan Pg 36
Orcs and Goblins Pg 37Savage Orcs Pg 37
Orc and Goblin Units Pg 38Effigy Pg 38
Credits Pg 39First War Against Chaos
2
General Rules
A Time of Heroes
The desperate times after the collapse of the Old One’s Polar Gates gave rise to heroes and villains of a calibre never to be seen again.
In order to allow these mighty individuals to be fielded the 25% points allowance for both Lords and Heroes are combined during games set in this era. This means for example that in a 2000pt game you would be able to spend 1000pts on either Lords of Heroes or any mix thereof.
Winds of Magic
Unhindered by the Vortex the Winds of Magic blew much stronger in this age then they do in the later ages of the world.
To represent the increased strength of the Winds of Magic whenever a player rolls for them they roll 2d6 per 3000pts or part thereof. For instance in a 4500pt game the Winds of Magic would be rolled for using 4d6, the dispel dice total is equal to the sum of the highest two dice. The maximum amount of power dice which may be generated is equal to the highest possible roll for winds of magic at that points value. So in a 4500pt game the maximum amount of power dice a player can hold at any one time is 24.
Army Lists
Elves
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The White Sword of Hoeth, Shadow Armour, Mask of the Merlord and the Book of Hoeth may not be used.
Nagaraythe
Army Rules (High Elves):
Warriors of Nagaraythe: Speed of Asuryan is replaced by hatred and the ability to re-roll failed psychology checks
Anvil of Vaul: Nagaraythe lords and heroes can spend 25pts more on Magic Items than specified in Warhammer Armies: High Elves
Lords: Aenarion*, Eoloran Anar*, Morathi (see Warhammer Armies: Dark Elves, replace Eternal Hatred with Warriors of Nagaraythe, may take any one Arcane Item and/or enchanted item from Warhammer Armies High Elves or the Warhammer Rulebook), Prince, Archmage
Heroes: Malekith*, Elthyrior*, Mage, Noble (may take Sun Dragons as a mount)
Core: Spearmen, Archers, Shadow Warriors
Special: Raven Heralds*, Knights of Anlec*, Phoenix Guard (retain Speed of Asuryan)
Rare: Repeater Bolt Thrower, War Hydra (see Warhammer Armies: Dark Elves, replace Eternal Hatred with Warriors of Nagaraythe)
Caledor
Army Rules (High Elves):
Indomitable Spirit: Speed of Asuryan is replaced by Stubborn
Master Smiths: Any model wearing heavy armour has it upgraded to Dragon Armour for free. Additionally Caledor lords and heroes can spend 25pts more on Magic Items than specified in Warhammer Armies: High Elves
Lords: Caledor Dragon Tamer*, Prince, Archmage
Heroes: Mage, Noble, Dragon Mage
Core: Spearmen, Archers, Silver Helms, Lothern Sea Guard
Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots,Tiranoc Chariots
Rare: Repeater Bolt Thrower, Great Eagles, Dragon Prince*
Averlorn
4
Army Rules (Wood Elves):
Forest Dwellers: Every model in the army has the Forest Strider special rule, additionally units still benefit from their rank bonus while in woods.
Power of Averlorn: The Ward Save provided by the Tree Spirit special rule is no longer negated by magical attacks. Additionally Spellsingers must choose their spells from either the Lore of Beasts or the Lore of Life.
Lords: Treeman Ancient, Oakheart*
Heroes: Spellsinger, Mistress of the Maiden Guard*
Core: 0-1 Maiden Guard*, Dryads, Wolf Pack*, Handmaidens*
Special: Treekin
Rare: Great Eagles, Treemen
Campaign Units
5
Aenarion 1000pts
M WS BS S T W I A LdAenarion 5 10 10 5 4 4 9 5 10
Indraugnir 6 8 0 8 6 8 2 7 10
Unit Type: Infantry (Indraugnir is a monster on a 100x150mm base) Models in Unit: 1
Mount: Indraugnir
Equipment: Sword of Khaine, Dragon Armour of Aenarion, Phoenix Crown
Special Rules: Aenarion: Warriors of NagaraytheIndraugnir: Scaly Skin 2+, Dragon Fire, Fly, Large Target
Sword of Khaine: Magic Weapon. All hits wound automatically, no armour saves may be taken, successful ward saves must be re-rolled, multiple wounds (D3)
Dragon Armour of Aenarion: Magic Armour. 1+ armour save, 4+ ward save, 2+ ward
save against flaming attacks
Phoenix Crown: Enchanted Item. Aenarion is unbreakable and any friendly unit within 6” is stubborn
Dragon Fire: S 5 breath weapon, flaming, any unit taking a casualty must take a panic check
Eorlan Anar 310pts
6
M WS BS S T W I A LdEoloran 5 7 6 4 3 3 8 4 10
Unit Type: Infantry Models in Unit: 1
Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points
Equipment: Cyarith, Heavy Armour, Banner of Nagaraythe
Special Rules: Warriors of Nagaraythe, Aenarion’s Banner Bearer
Cyarith: Magic Weapon. Armour piercing, +1 Strength
Banner of Nagaraythe: Magic Standard. This standard gives an additional +1 to the combat resolution score of friendly units in combat within 12”, and the unit containing the banner is unbreakable.
Aenarion’s Banner Bearer: Eoloran counts as the armies battle standard bearer and follows all the normal rules for a battle standard bearer. In addition he can also be the army’s general but only if he has the highest leadership in the army.
Malekith 300pts M WS BS S T W I A Ld
Malekith 5 7 6 4 3 2 7 3 10
Unit Type: Infantry Models in Unit: 1
Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points
Magic: Malekith is a level 2 wizard who may choose spells from either High Magic or the Lore of Fire
Equipment: Avanuir, Heavy Armour, Shield
Special Rules: Warriors of Nagaraythe, Captain of Nagarythe
Avanuir: Magic Weapon. Re-roll failed wounds, armour piercing, flaming attacks
Captain of Nagarythe: An army containing Malekith may take Knights of Anlec as a core choice.
Elthyrior 150pts
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M WS BS S T W I A LdElthyrior 5 6 7 4 3 2 7 3 9
Elven Steed 9 3 0 3 3 1 4 1 5
Unit Type: Cavalry Models in Unit: 1
Mount: Elven Steed
Equipment: Spear, Longbow, Hand Weapon
Special Rules: Warriors of Nagaraythe, Masters of Shadow, Leader of the Raven Heralds, Fast Cavalry
Masters of Shadow: If an enemy needs to draw line of sight to Elthyrior for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to Elthyrior or if a misfire was rolled then Elthyrior counts as being out of sight. Elthyrior losses this rule if he joins a unit other than Raven Heralds.
Leader of the Raven Heralds: An army containing Elthyrior may take Raven Heralds as a core choice.
Raven Heralds 30pts/model
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M WS BS S T W I A LdRaven Herald 5 4 4 3 3 1 6 1 9Crow Master 5 4 5 3 3 1 6 2 9Elven Steed 9 3 0 3 3 1 4 1 5
Unit Type: Cavalry Models in Unit: 5+
Mount: Elven Steed
Equipment: Spear, Longbow, Hand Weapon
Command: One Herald may be upgraded to a Crow Master for 14ptsOne Herald may be upgraded to a musician for 7pts
Special Rules: Warriors of Nagaraythe, Masters of Shadow, Fast Cavalry
Masters of Shadow: If an enemy needs to draw line of sight to a unit of raven heralds for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to the Raven Herald unit or if a misfire was rolled then the Raven Herald unit counts as being out of sight.
Knights of Anlec 30pts/model
M WS BS S T W I A LdKnight 5 5 4 4 3 1 6 2 9
Lordling 5 6 4 4 3 1 6 3 9Elven Steed 9 3 0 3 3 1 4 1 5
Unit Type: Cavalry Models in Unit: 5+
Mount: Barded Elven Steed
Equipment: Lance, Heavy Armour, Shield, Hand Weapon
Command: One Knight may be upgraded to a Lordling for 14ptsMay carry a magic item worth up to 25 pts
One Knight may be upgraded to a musician for 14ptsOne Knight may be upgraded to a standard bearer for 14pts
May carry a magic standard worth up to 50pts
Special Rules: Warriors of Nagaraythe, FearCaledor Dragon Tamer 1000pts
M WS BS S T W I A Ld
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Caledor 5 7 7 4 3 3 7 4 10
Unit Type: Infantry Models in Unit: 1
Mount: Star Dragon
Magic: Caledor is a Level 5 wizard with Loremaster: Fire and High Magic
Equipment: Staff of Caledor, Talisman of Preservation, Dragonbane Helm
Special Rules: Stubborn, Dragon Master, Magic Resistance 3, Mastery of MagicStaff of Caledor: Magic Weapon. +1 Strength, re-rolls failed rolls to
wound against Daemons. Additionally the staff provides Caledor with an extra power and dispel dice each turn.
Dragon Master: No Dragon may attack Caledor, if a Dragon is only in combat with Caledor it may not attack, this does not prevent the Dragon from attacking Caledor’s mount. Additionally all friendly Dragon’s automatically pass monster reaction tests while Caledor still lives.
Mastery of Magic: Caledor may re-roll a single power dice every time he casts a spell, this can be used to prevent or cause a spell to be cast on irresistible force.
Hunters of Chrace 17pts/model
M WS BS S T W I A LdHunter 5 5 4 4 3 1 5 1 8
Hunt Master 5 5 4 4 3 1 5 2 8
Unit Type: Infantry Models in Unit: 5-20
Equipment: Great Weapon, Throwing Axe, Heavy Armour, Lion Cloak
Command: One Hunter may be upgraded to a Hunt Master for 12ptsMay carry a magic item worth up to 25 pts
One Hunter may be upgraded to a musician for 12pts
Special Rules: Indomitable Spirit, Immune to Psychology, Skirmish, Forest Strider
Dragon Prince 250pts
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M WS BS S T W I A LdPrince 5 5 5 4 3 2 6 2 9Drake 6 5 0 5 5 5 3 4 7
Unit Type: Infantry Models in Unit: 1
Mount: Drake (Monster)
Equipment: Lance, Dragon Armour, Shield, Hand WeaponMay carry a magic item worth up to 25 pts
Special Rules: Dragon Prince: Indomitable SpiritDrake: Scaly Skin 4+, Dragon Fire, Fly, Large Target
Dragon Fire: S 3 breath weapon, flaming, any unit taking a casualty must take a panic check
Oakheart 450pts
M WS BS S T W I A LdOakheart 5 6 0 6 6 6 1 5 8
Unit Type: Monster Models in Unit: 1
Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack, Magic Resistance 2, Forest Dwellers, Power of Averlorn
Tough Hide: Oakheart has a scaly skin save of 3+, whenever Oakheart is wounded, he treats the armour save modifier of the attack as one less then it would normally be ( ie; a Strength 5 attack would only confer a -1 save modifier).
Mistress of the Maiden Guard 85pts
M WS BS S T W I A Ld
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Mistress 5 6 6 4 3 2 8 3 9
Unit Type: Infantry Models in Unit: 1
Equipment: Heavy Armour, Hand Weapon, LongbowMay carry a shield for 2ptsMay carry magic items worth up to 50 pts chosen from Warhammer Armies: High Elves or the Warhammer RulebookOne Mistress may be upgraded to the Battle Standard Bearer for 25pts
May carry a magic standard of any value chosen from Warhammer Armies: High Elves or the Warhammer Rulebook, but may not take further magic items
Special Rules: Immune to Psychology, Forest Dwellers
Maiden Guard 250pts + 15pts/additional model
M WS BS S T W I A LdHandmaide
n 5 5 5 3 3 1 6 1 8Champion 5 5 5 3 3 1 6 2 8
Unit Type: Infantry Models in Unit: 10+
Equipment: Spear, Longbow, Heavy Armour
Command: The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer with the Banner of Averlorn
Special Rules: Fight in an Additional Rank, Immune to Psychology, Forest Dwellers
The Banner of Averlorn: Magic Standard. Any enemy wishing to charge the Handmaidens must first pass a Leadership test. If the test is failed the chargers stand in their place, transfixed by the magic. The Handmaidens must declare their charge reaction before the test is made. Note that the banner has no effect on troops that are immune to psychology.
Horn of Isha: Enchanted Item. Once per battle, at the beginning of any High Elf Shooting phase or of any Close Combat phase (own or enemy’s), the Averlorn player may declare that the Musician will blow the Horn of Isha. This will allow the Handmaidens to either fight with 2 Attacks (in the Close Combat phase) or shoot twice (in the Shooting phase).
Wolf Pack 6pts per model
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M WS BS S T W I A LdWolf 9 4 0 4 3 1 6 1 5
Alpha Wolf 9 4 0 4 3 1 6 2 5
Unit Type: Warbeasts Models in Unit: 5+
Command: One Wolf may be upgraded to an Alpha Wolf for 6pts
Special Rules: Forest Dwellers
Handmaidens 5pts/model
M WS BS S T W I A LdHandmaide
n 5 4 4 3 3 1 5 1 8Attendant 5 4 4 3 3 1 5 1 8
Equipment: Spear, HandweaponThe unit may replace spears with bows for no additional cost
If the unit has bows it may skirmish for +2pts/model
Command: One Handmaiden may be upgraded to an Attendant for 6ptsOne Handmaiden may be upgraded to a musician for 6ptsOne Handmaiden may be upgraded to a standard bearer for 6pts
Special Rules: Forest Dwellers
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Dwarfs
May not take the Master Rune of Alric the Mad
Warriors of Grimnir
Army Rules (Dwarfs):
Look Snorri Trolls: Every unit and character in the army moves directly forward 2d6” prior to the game, this move takes place immediately after deployment but before vanguard moves
First Amongst Slayers: One slayer character must be nominated General, this must be Grimnir if he is in the army
A Glorious Death: Keep a note of slayers killed in combat by an enemy with an unmodified strength or toughness of 5 or more. Each slayer which died in this way gives the Warriors of Grimnir player 5 victory points.
Slayer Skills: Daemonslayers may choose two of the following skills while a Dragon Slayer may choose one:
Deathblow: If the slayer is killed in close combat he immediately makes all of his attacks, even if he has already attacked that round. 20pts
Killing Blow: The slayer has the killing blow ability. 25pts
Beastslayer: Each wound the slayer causes counts as two for combat resolution. 25pts
Titanslayer: Against enemies of toughness 5 or more each wound the slayer gains multiple wounds (d6) 45pts
Lords: Grimnir*, Daemonslayers
Heroes: Dragon Slayers
Core: Slayers, Doomseekers*
Special: Brotherhood of Grimnir*, Hurlers*
Rare: Grudge Pony*
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Defenders of Karaz-Ankor
Army Rules (Dwarfs):
Veteran Warriors: There is no limit on the amount of Warrior units which may be upgraded to Longbeards.
Pre-Blackpowder: No pistols or handguns may be taken.
Throne of Power: Dwarf Lords may choose to ride a Throne of Power for 65 pts. A Lord on a Throne of Power may not join a unit and should be modelled on a 50mm x 100mm base. The Throne of Power is carried by four Dwarf Veterans which gives the Lord an additional 4 WS5, S5, I2 attacks which do not benefit from any Weapon Runes the Lord may carry. The Throne also provides the Lord with Magic Resistance (2) and plus one armour save for being mounted.
Rune Forging: Dwarf lords and heroes can spend 25pts more on Runes than specified in Warhammer Armies: Dwarfs
Lords: Snorri Whitebeard*, Dwarf Lord, Runelord
Heroes: Thane, Runesmith, Master Engineer
Core: Warriors, Quarrellers
Special: Miners (may not take blasting charges or a steam drill), Bolt Thrower, Hammerers
Rare: Grudge Thrower, Grudge Pony*
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Campaign Units
Grimnir 750pts
M WS BS S T W I A LdGrimnir 3 10 5 6 6 5 6 6 10
Unit Type: Infantry Models in Unit: 1
Equipment: Rune Axe of Grimnir, Throwing Axes
Special Rules: Loner, Unbreakable, Ancestor God, Regenerate (2+), Unstoppable, Hates Greenskins
Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves.
Ancestor God: Grimnir is immune to the effects of killing blow and heroic killing blow, note this means his regenerate save is only bypassed by flaming attacks. Additionally no spell may be cast at Grimnir and if a magical vortex contacts him it ends immediately and has no effect on Grimnir. He also generates 2 dispel dice.
Unstoppable: Grimnir and any unit he joins have the swiftstride rule
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Doomseeker 50pts
M WS BS S T W I A LdDoomseeke
r 3 5 1 5 4 2 2 special 10
Unit Type: Infantry Models in Unit: 1
Equipment: Whirling Blades of Death
Special Rules: Slayer, Single Model, Hate Greenskins, Magic Resistance (1), Whirlwind of Death, Unbreakable
Single Model: A Doomseeker may never join a unit.
Whirlwind of Death: Doomseekers do not attack normally in close combat. Instead before any attacks are made (including impact hits and models with Always Strike First) any enemy model in base contact with the Doomseeker takes an automatic hit. Any enemy model in base contact with an enemy model touching the Doomseeker takes a hit on a roll of 4+. Once this has been resolved work out the rest of the combat as normal. Models attacking the Doomseeker suffer a -1 penalty to hit.
Brotherhood of Grimnir 14pts/model
M WS BS S T W I A LdBrother 3 4 3 4 4 1 3 1 10
Giant Slayer 3 5 3 4 4 1 3 2 10
Unit Type: Infantry Models in Unit: 5+
Equipment: Slayer Axes
Command: Any number of Brothers may be upgraded to Giant Slayers for 13pts/modelOne Brother may be upgraded to a musician for 12ptsOne Brother may be upgraded to a standard bearer for 12pts
May carry a runic standard worth up to 50pts
Special Rules: Slayer, Unbreakable, Slayer Axes, Magic Resistance (2)
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Hurlers 16pts/model
M WS BS S T W I A LdHurler 3 4 3 3 4 1 2 1 10
Giant Slayer 3 5 3 4 4 1 3 2 10
Unit Type: Infantry Models in Unit: 5+
Equipment: Slayer Axes, Throwing Axes
Command: Any number of Brothers may be upgraded to Giant Slayers for 13pts/model
Special Rules: Slayer, Unbreakable, Slayer Axes, Skirmishers
Grudge Pony 100pts
M WS BS S T W I A LdGrudge Pony 6 4 3 3 5 4 2 2 10
Unit Type: Monster Models in Unit: 1
Equipment: Hand Weapon
Special Rules: Unbreakable, A Pony not a Monster, Refreshing Brew
A Pony not a Monster: Pony’s are generally peaceful animals. As such the Grudge Pony may not make thunderstomp attacks nor may it charge into combat.
Refreshing Brew: Any friendly unit within 12” of the Grudge Pony gains Regeneration (6+) and Immune to Psychology
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Snorri Whitebeard 400pts
M WS BS S T W I A LdSnorri 3 7 4 4 5 4 4 4 10
Unit Type: Infantry Models in Unit: 1
Equipment: Rune Axe of Grimnir, Armour of Glimril Scales, Dragon Crown of Karaz
Special Rules: Royal Blood
Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves.
Armour of Glimril Scales: Magic Armour. The Armour of Glimril Scales gives the White Dwarf a 1+ armour save, and also a 4+ ward save.
Dragon Crown of Karaz: Enchanted Item. Bears the Master Rune of Kingship.
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Lizardmen
Army Rules (Lizardmen):
Ancient Times: No special characters other than Mazdamundi, Lord Kroak and Kroq-Gar may be selected from the Lizardmen Army Book.
First Generation Slann: Slaan can purchase the “First Generation Spawning” special rule (pg 61) for 35pts
Nakai the Wanderer: The Lizardmen army can select the campaign unit Nakai as a hero choice.
Campaign Units:
Nakai 250pts
M WS BS S T W I A LdNakai 6 6 0 5 5 4 2 5 8
Unit Type: Monstrous Infantry Models in Unit: 1
Equipment: Great Weapon, Light Armour
Special Rules: Cold Blooded, Aquatic, Fear, 3+ Scaly Skin, Great Reach, Great White Hope, Wanderer
Great White Hope: Nakai must always issue a challenge and may never refuse one. When fighting in a challenge Nakai gains a 4+ ward save and must re-roll any failed to hit rolls.
Nakai and any unit he is with are unbreakable, should Nakai die then his unit loses unbreakable and gains Frenzy.
Wanderer: Nakai and any unit he is deployed with gain the scout rule.
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Tribes of Men
Army Rules:
Lords: Chieftain*, Truthsayer1
Heroes: Kinsman*
Core: Tribesmen*, Slingers*
Special: Chariots*, Hunting Dogs*
Rare: Fanatics*, Fenbeasts1
1These units are taken according to the rules and points costs shown on the relevant scrolls of binding in the Storm of Magic Expansion
Campaign Units
Chieftain 100pts
M WS BS S T W I A LdChieftain 4 6 5 4 4 3 5 4 9
Unit Type: Infantry Models in Unit: 1
Mount: May ride a Chariot for 70pts
Equipment: Hand WeaponMay carry an additional hand weapon or great weapon for 6ptsIf mounted may carry a spear for 6ptsMay carry a sling for 4pts or a Javelin for 2ptsMay carry a shield for 4ptsMay wear light armour for 4ptsMay carry magic items worth up to 100 pts chosen from the Warhammer Rulebook
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Kinsman 65pts
M WS BS S T W I A LdKinsman 4 5 5 4 4 2 5 3 8
Unit Type: Infantry Models in Unit: 1
Mount: May ride a Chariot for 70pts
Equipment: Hand WeaponMay carry an additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a sling for 4pts or a Javelin for 2ptsMay carry a shield for 2ptsMay wear light armour for 2ptsMay carry magic items worth up to 50 pts chosen from the Warhammer RulebookOne Kinsman may be upgraded to the Battle Standard Bearer for 25pts
May carry a magic standard of any value chosen from the Warhammer Rulebook, but may not take further magic items
Tribesmen 5pts per model
M WS BS S T W I A LdTribesman 4 4 3 3 3 1 3 1 7
Noble 4 4 3 3 3 1 3 2 7
Unit Type: Infantry Models in Unit: 10+
Equipment: Hand Weapon, ShieldMay replace hand weapons with spears for freeMay take Javelins for 1pt per model
Command: One Tribesman may be upgraded to a Noble for 10pts/modelOne Tribesman may be upgraded to a musician for 5ptsOne Tribesman may be upgraded to a standard bearer for 10pts
Special Rules: Skirmish
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Slinger 8pts per model
M WS BS S T W I A LdSlinger 4 3 4 3 3 1 3 1 7Hunter 4 3 5 3 3 1 3 2 7
Unit Type: Infantry Models in Unit: 5+
Equipment: Hand Weapon, Sling
Command: One Slinger may be upgraded to a Hunter for 10pts/modelOne Slinger may be upgraded to a musician for 5ptsOne Slinger may be upgraded to a standard bearer for 10pts
Special Rules: Skirmish
Chariot 70pts
M WS BS S T W I A LdChariot - - - 4 4 4 - - - Driver - 4 3 3 - - 4 1 7
Champion - 4 3 3 - - 4 2 7
Warhorse 8 3 3 3 - - 3 1 -
Unit Type: Chariot
Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character iftaken as a mount.
Armour Save: 4+
Equipment: Driver has hand weaponChampion has an additional hand weapon and sling
Hunting Dogs 4pts per model
M WS BS S T W I A LdHunting Dog 9 3 0 3 3 1 5 1 5Alpha Male 9 3 0 4 3 1 5 2 5
Unit Type: Warbeasts Models in Unit: 5+
Command: One Dog may be upgraded to an Alpha Male for 6pts
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Special Rules: Forest Strider
Fanatics 10pts per model
M WS BS S T W I A LdFanatic 5 3 0 4 3 1 4 1 10Druid 5 4 0 3 3 2 4 2 10
Unit Type: Infantry Models in Unit: 5+
Equipment: Hand WeaponMay take shields for 1pt/model
Command: One Fanatic may be upgraded to a Druid for 20pts
Special Rules: Skirmish, Unbreakable, Frenzy, Talismanic Charms
Talismanic Charms: While the unit contains a Druid it has a 6+ Ward Save and Magic Resistance (1)
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Chaos
Tribes of the North
Army rules (Warriors of Chaos + Daemons of Chaos):
Daemonic Allies: Tribes of the North armies may take Heralds as Hero choices, these may never be the army’s general. Additionally selecting a Herald allows you to choose the corresponding unit of lesser daemons as a core choice. Heralds may only join daemonic units and daemon units may only be joined by Heralds.
Lords: Chaos Lord, Chaos Sorcerer Lord, Ehrenlish*, Eradorius*
Heroes: Marauder Zar*, Shaman*, Herald of Khorne1, Herald of Slaanesh2, Herald of Nurgle3, Herald of Tzeentch4
Core: Marauders, Marauder Horse, Warhounds, Bloodletters1, Daemonettes2, Plaugebearers3, Horrors4
Special: Marauder Chariots*, Hunters*, Warriors of Chaos
Rare: Spawn of Chaos, Knights of Chaos, Chosen
Creatures of Chaos
Army rules (Warriors of Chaos):
Force of Will: Creatures of Chaos are naturally independent beasts who will fiercely defend their own territory. It is only the willpower of the strongest of their kind which holds them together. Therefore in the Blood and Glory mission the Creatures of Chaos army receives one fortitude point for every character in their army rather than for standards (this results in the general being worth three fortitude points).
Lords: Kholek Suneater, Shaggoth Stormcaller*, Galrauch
Heroes: Troll King*, Dragon Ogre Bull*1
Core: Trolls
Special: Dragon Ogres, Spawn of Chaos
Rare: Shaggoths, Chimeras2, Manticores2, Giant Spined Chaos Beast2, Chaos Dragon2
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1For every Dragon Ogre Bull in the army one unit of Dragon Ogres may be taken as a core choice2These units are taken according to the rules and points costs shown on the relevant scrolls of binding in the Storm of Magic Expansion
Daemons of Chaos
Army Special Rules (Daemons of Chaos):
Religious animosity: You must have one unit of Bloodletters in order to take any other Khornate units.You must have one unit of Daemonettes in order to take any other Slaaneshi units.You must have one unit of Plaugebearers in order to take any other Nurgle units.You must have one unit of Horrors in order to take any other Tzeentch units.
The Winds Blow Strong: Daemon lords and heroes can spend 25pts more on Daemonic Gifts than specified in Warhammer Armies: Daemons of Chaos
Exalted Daemons: The Daemon Army may select Exalted Daemons from the Storm of Magic expansion as lord choices.
Daemons of Legend: The Daemon Army may select the campaign units N’kari and Be’lakor as Lord Choices.
Beastmen
Army rules (Beastmen):
Dragon Ogres: The Beastmen army may take the Dragon Ogres and Dragon Ogre Shaggoths exactly as they appear in Warhammer Armies: Warriors of Chaos.
The Sky Titans: Giants may not be taken as they have not yet fallen from grace.
Praan: The Beastmen army may select the campaign unit Praan as a Lord Choice.
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Campaign Units:
Ehrenlish 500pts
M WS BS S T W I A LdEhrenlish 4 6 3 5 5 3 6 4 9
Unit Type: Infantry Models in Unit: 1
Mount: May ride a Barded Chaos Steed for 24 pointsOr a Steed of Slaanesh for 25ptsOr a Marauder Chariot for 75ptsOr a Manticore for 200ptsOr a Chaos Dragon for 360pts
Magic: Ehrenlish is a level 4 wizard with Loremaster (Lore of Slaanesh)
Equipment: Ensorcelled Weapon, Chaos Armour, Shield, Mark of Slaanesh
Special Rules: Eye of the Gods, Will of Chaos, Tz’arkan, Regenerate
Tz’arkan: At the start of any of his turns Ehrenlish may unleash the power of the Daemon Tz’arkan. The following apply to Ehrenlish for the rest of the battle:
Ehrenlish is subject to Frenzy
Ehrenlish gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld
If Ehrenlish is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tz’arkan’s murderous rage drives Ehrenlish to attack his allies. Make Ehrenlish normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out.
Ehrenlish gains Loremaster (Daemonic Lore of Slaanesh)
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Eradorius 500pts
M WS BS S T W I A LdEradorius 4 5 3 5 5 3 6 3 9
Unit Type: Infantry Models in Unit: 1
Magic: Eradorius is a level 4 wizard with Loremaster (Lore of Slaanesh)
Equipment: Wizard’s Staff, Chaos Armour, Idol of Kolkuth, Mark of Slaanesh
Special Rules: Eye of the Gods, Will of Chaos, Tz’arkan, Regenerate
Wizard’s Staff: Magic Weapon. Halberd. Allows Eradorius to channel on a 5+.
Idol of Kolkuth: Enchanted Item. Instead of moving Eradorius may use the power of the Idol to magically transport himself and any unit he is with. If he chooses to use the power of the Idol place Eradorius and his unit anywhere on the board in any facing and formation so long as they are not within an inch of any other units (friend or foe) or within impassable terrain. They may not do anything else in the movement phase nor may they shoot.
Tz’arkan: At the start of any of his turns Eradorius may unleash the power of the Daemon Tz’arkan. The following apply to Eradorius for the rest of the battle:
Eradorius is subject to Frenzy
Eradorius gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld
If Eradorius is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tz’arkan’s murderous rage drives Eradorius to attack his allies. Make Eradorius normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out.
Eradorius gains Loremaster (Daemonic Lore of Slaanesh)
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Marauder Zar 75pts
M WS BS S T W I A LdZar 4 6 5 4 4 2 5 3 8
Unit Type: Infantry Models in Unit: 1
Mount: May ride a Chaos Steed for 12ptsOr a Barded Chaos Steed for 16ptsOr a Marauder Chariot for 75pts
Equipment: Hand WeaponMay carry a flail, additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a short bow for 4ptsMay carry a shield for 2ptsMay wear light armour for 2pts or heavy armour for 4ptsMay carry magic items worth up to 50 pts chosen from Warhammer Armies: Warriors of Chaos or the Warhammer RulebookOne Zar may be upgraded to the Battle Standard Bearer for 25pts
May carry a magic standard of any value chosen from Warhammer Armies: Warriors of Chaos or the Warhammer Rulebook, but may not take further magic items
Mark of Chaos: May take one of the following MarksMark of Khorne 15ptsMark of Nurgle 20ptsMark of Tzeench 10ptsMark of Slaanesh 5pts
Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)
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Shaman 80pts
M WS BS S T W I A LdShaman 4 5 5 4 4 2 5 2 8
Unit Type: Infantry Models in Unit: 1
Mount: May ride a Chaos Steed for 12ptsOr a Barded Chaos Steed for 16ptsOr a Marauder Chariot for 75pts
Magic: A Shaman is a level 1 Wizard who may choose his spells from the Lores of Death, Fire or if he has a Mark of Chaos must choose the law appropriate to the Mark.
The Shaman may be upgraded to a level 2 wizard for 35 pts Equipment: Hand Weapon
May carry a flail, additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a short bow for 4pts
Mark of Chaos: May take one of the following MarksMark of Nurgle 20ptsMark of Tzeench 20ptsMark of Slaanesh 5pts
Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)
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Marauder Chariot 75pts
M WS BS S T W I A LdChariot - - - 4 4 4 - - - Driver - 4 3 3 - - 4 1 7
Champion - 4 3 3 - - 4 2 7
Warhorse 8 3 3 3 - - 3 1 -
Unit Type: Chariot
Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character iftaken as a mount.
Armour Save: 4+
Equipment: Scythed WheelsDriver has hand weaponChampion has a flail and short bow
Mark of Chaos: May take one of the following Marks, however if chosen as a mount the chariot cannot have a different Mark to its rider
Mark of Khorne 30ptsMark of Nurgle 30pts
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Mark of Tzeench 20ptsMark of Slaanesh 10pts
Special Rules: Will of Chaos
Hunters 10pts per model
M WS BS S T W I A LdHunter 4 4 4 3 3 1 4 1 7
Hunt Master 4 4 5 3 3 1 4 1 7
Unit Type: Infantry Models in Unit: 5+
Equipment: Spears, Short Bows
Command: One Hunter may be upgraded to a Hunt Master for 5ptsOne Hunter may be upgraded to a musician for 5pts
Special Rules: Will of Chaos, Skirmishers, Scouts
Shaggoth Storm Caller 500pts
M WS BS S T W I A LdStormcalle
r 7 7 3 7 6 7 1 6 9
Unit Type: Monster Models in Unit: 1
Equipment: Hand Weapon, Light ArmourMay carry an Additional Hand Weapon for 15ptsMay carry a Great Weapon for 30ptsMay upgrade Light Armour to Heavy Armour for 10pts
Special Rules: Large Target, Immune to Psychology, Scaly Skin (4+), Terror, Storm Rage, Ancient Pride, Herald of the Tempest
Living Lightning: Lightning dances around the blades of and armour of a Shaggoth Stormcaller, in combat its attacks count as magical.
Troll King 150pts
M WS BS S T W I A Ld
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Troll King 6 5 2 6 5 4 2 5 8
Unit Type: Monstrous Infantry Models in Unit: 1
Equipment: Hand Weapon
Special Rules: The Will of Chaos, Eye of the Gods, Fear, Mutant Regeneration, Copious Vomit
Captain of the Monstrous Horde: A Troll King counts as a Battle Standard Bearer to all Troll units within 12”.
Dragon Ogre Bull 500pts
M WS BS S T W I A LdStormcalle
r 7 5 2 5 5 5 2 5 9
Unit Type: Monstrous Beast Models in Unit: 1
Equipment: Hand Weapon, Light ArmourMay carry an Additional Hand Weapon for 10ptsMay carry a Great Weapon for 15ptsMay upgrade Light Armour to Heavy Armour for 5pts
Special Rules: Scaly Skin (5+), Fear, Storm Rage
N’kari Placeholder
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Be’lakor, The Dark Master 650pts
M WS BS S T W I A LdBe'lakor 6 9 0 5 5 5 9 5 10
Unit Type: Monster Models in Unit: 1
Magic: Be’lakor is a Level 4 wizard who knows the following spells
Bolt of Dark Light 6+: 18” range magic missile. Target unit suffers D6 S5 hits.
Nightmare 6+: 24” range hex. Target unit must immediately take a panic test. Units which are immune to psychology or engaged in combat are immune to this spell.
Curse of the Dark Master 8+: Unlimited range hex. Remains in Play. All models in the target unit suffer -1 to hit in both
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shooting and combat for the duration of the spell.
Fog of Death 10+: Direct Damage. Each enemy unit of the battlefield suffers D6 S3 hits.
Be’lakor only has limited control over the nightmarish creatures he has summoned so the casting player must roll a dice for each of their own units (excluding Be’lakor or the unit he is with). On a 4+ the unit also suffers D6 S3 hits.
Coils of the Serpent 12+: 12” range direct damage. May be cast on a single model (you can even pick a character inside a unit or choose a character or the chariot/monster they are riding). That model must immediately pass a toughness test or be crushed to death with no armour or ward saves allowed.
Equipment: Hand Weapon
Special Rules: Fly, Daemonic, Large Target, Terror
Whisphers in the Darkness: All enemies suffer -1 leadership on all attempts to rally. Enemy units within 6” of Be’lakor are at -1 Ld.
Night Wards: Any spells cast at Be’lakor will miscast on the roll of any double.
Shadow Shroud: All enemy shooting aimed at Be’lakor or any unit in his army is at -1 to hit.
Insurmountable Rage: At the start of every turn Be’lakor must pass a leadership test or attempt to charge an enemy unit if there is one within his front arc and maximum charge distance. If there are no valid enemies for him to charge then he must move towards the closest enemy model, stopping 1” away if his movement would carry him further.
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Be’lakor may re-roll all failed rolls to hit in combat but must always choose to pursue a fleeing enemy he breaks in combat.
Praan 500pts
M WS BS S T W I A LdPraan 5 7 3 5 5 3 6 5 9
Unit Type: Infantry Models in Unit: 1
Mount: May ride a Tuskgor Chariot for 85ptsOr a Razorgor Chariot for 145pts
Magic: Praan is a level 4 wizard with Loremaster (Lore of Beasts)
Equipment: Hand Weapon, Octagon of Praan
Special Rules: Primal Fury, Tz’arkan, Scaly Skin (5+), Immune to Psychology
Octagon of Praan: Talisman. Praan and any unit he is with is completely immune to magic and if a magical vortex contacts his unit it ends immediately and has no effect on Praan or his unit.
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Tz’arkan: At the start of any of his turns Praan may unleash the power of the Daemon Tz’arkan. The following apply to Praan for the rest of the battle:
Praan is subject to Frenzy
Praan gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld
If Praan is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tz’arkan’s murderous rage drives Praan to attack his allies. Make Praan normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out.
Praan gains Loremaster (Daemonic Lore of Slaanesh)
Orcs and Goblins
Savage Orcs
Army rules (Orcs and Goblins):
Constant Waaagh: There is no limit to the number of units which may be upgraded to Big’uns in a Savage Orc army
Lords: Savage Orc Warboss, Savage Great Shaman, Goblin Great Shaman (must ride an Arachnarok Spider), Goblin Warboss (must ride on either a Gigantic Spider or a Giant Spider)
Heroes: Savage Orc Shamans, Savage Orc Big Boss, Goblin Big Boss (must ride on either a Gigantic Spider or a Giant Spider)
Core: Savage Orcs, Spider Riders
Special: Savage Orc Boar Boys, Trolls
Rare: Arachnarock Spiders, River Trolls, Effigy*, Wyverns1
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1This unit is taken according to the rules and points costs shown on the relevant scroll of binding in the Storm of magic expansion
Campaign Units:
Effigy 50pts
Unit Type: Scenery Models in Unit: 1
Special Rules: Immoveable, Gork’s Blessing, Stop Messin’ Around, Gork likes a fight
Immoveable: The Effigy is a piece of impassable terrain which should be modelled on a base no larger than 50x50mm. It is placed in the Orc player’s deployment zone before the beginning of deployment.
Gork’s Blessing: Roll one dice for every Savage Orc unit with a standard in the army.
1-2: That unit’s standard carries the level four bound spell: The Hand of Gork
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3-4: That unit’s standard carries the level four bound spell: Bash ‘em Ladz
5-6: That unit’s standard carries the level four bound spell: ‘Ere we Go
Stop Messin’ Around: Any Orc unit within 24” of the Effigy which fails an animosity test can ignore the result if it can successfully declare a charge on an enemy unit and does so.
Gork likes a fight: For Every Savage Orc Big Boss or Warboss within 24” of the Effigy the Orc player may add one dice to their dispel pool.
Credits
Writing and Layout
Andrew Green
Be’lakor and the Effigy rules
Adapted from Storm of Chaos by Gav Thorpe
Art
“Lord of Change” (pg 3) taken from Warhammer Online concept art“Dryads” (pg 5) Warhammer Box Art“Aenarion” (pg 6) Jon Sullivan“Silver Helm” (pg 8) Paul Dainton“Dwarf King” (pg 19) D. Zellion“Marauders” (pg 30) Adrian Smith“Daemons of Chaos” (pg 35) Adrian Smith“Dwarf vs Orc” (pg 37) taken from Warhammer Online concept art
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Playtesters
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