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First War Against Chaos

General Rules A Time of Heroes The desperate times after the collapse of the Old One s Polar Gates gave rise to heroes and villains of a calibre never to be seen again. In order to allow these mighty individuals to be fielded the 25% points allowance for both Lords and Heroes are combined during games set in this era. This means for example that in a 2000pt game you would be able to spend 1000pts on either Lords of Heroes or any mix thereof.

Winds of Magic Unhindered by the Vortex the Winds of Magic blew much stronger in this age then they do in the later ages of the world. To represent the increased strength of the Winds of Magic whenever a player rolls for them they roll 2d6 per 3000pts or part thereof. For instance in a 4500pt game the Winds of Magic would be rolled for using 4d6, the dispel dice total is equal to the sum of the highest two dice. The maximum amount of power dice which may be generated is equal to the highest possible roll for winds of magic at that points value. So in a 4500pt game the maximum amount of power dice a player can hold at any one time is 24.

Army Lists Elves


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

Nagaraythe Army Rules (High Elves): Warriors of Nagaraythe: Speed of Asuryan is replaced by hatred and the ability to re-roll failed psychology checks

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

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

Caledor Army Rules (High Elves): Indomitable Spirit: Master Smiths: Speed of Asuryan is replaced by Stubborn Any model wearing heavy armour has it upgraded to Dragon Armour for free

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 Rare: Repeater Bolt Thrower, Great Eagles, Dragon Prince*

Averlorn Army Rules (Wood Elves): Forest Dwellers: Every model in the army has the Forest Strider special rule, additionally units still benefit from their rank bonus while in woods. The Ward Save provided by the Tree Spirit special rule is no longer negated by magical attacks. Additionally the lore of Athel Loren may not be used, instead Spellsingers may choose either the Lore of Beasts or the Lore of Life.

Power of Averlorn:

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

Special: Treekin Rare: Great Eagles, Treemen

Campaign Units

Aenarion

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

Aenarion Indraugnir Unit Type: Mount: Equipment:

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

Models in Unit: 1

Special Rules: Aenarion: Indraugnir:

Sword of Khaine:

Magic Weapon. All hits wound automatically, no armour saves may be taken, successful ward saves must be re-rolled, multiple wounds (D3) Magic Armour. 1+ armour save, 4+ ward save, 2+ ward save against flaming attacks Enchanted Item. Aenarion is unbreakable and any friendly unit within 6 is stubborn S 5 breath weapon, flaming, any unit taking a casualty must take a panic check

Dragon Armour of Aenarion:

Phoenix Crown:

Dragon Fire:

Eorlan Anar

310pts M 5 Infantry WS 7 BS 6 S 4 T 3 W 3 I 8 A 4 Ld 10

Eoloran Unit Type: Mount: Equipment:

Models in Unit: 1

May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points Cyarith, Heavy Armour, Banner of Nagaraythe

Special Rules: Warriors of Nagaraythe, Aenarion s Banner Bearer Cyarith: Aenarion s Banner Bearer: Magic Weapon. Armour piercing, +1 Strength 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. 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.

Banner of Nagaraythe:

Malekith

300pts M 5 Infantry WS 7 BS 6 S 4 T 3 W 2 I 7 A 3 Ld 10

Malekith Unit Type: Mount: Magic:

Models in Unit: 1

May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points Malekith is a level 2 wizard who may choose spells from either High Magic or the Lore of Fire Avanuir, Heavy Armour, Shield

Equipment:

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

Captain of Nagarythe:

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

Elthyrior M 5 9

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

Elthyrior Elven Steed

Unit Type: Mount: Equipment:

Cavalry Elven Steed Spear, Longbow, Hand Weapon

Models in Unit: 1

Special Rules: Warriors of Nagaraythe, Masters of Shadow, Leader of the Raven Heralds, Fast Cavalry Masters of Shadow: If an enemy needs to draw line of sight to 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. An army containing Elthyrior may take Raven Heralds as a core choice.

Leader of the Raven Heralds:

Raven Heralds M 5 5 9

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

Raven Herald Crow Master Elven Steed

Unit Type: Mount: Equipment: Command:

Cavalry Elven Steed Spear, Longbow, Hand Weapon One Herald may be upgraded to a Crow Master for 14pts One Herald may be upgraded to a musician for 7pts

Models in Unit: 5+

Special Rules: Warriors of Nagaraythe, Masters of Shadow, Fast Cavalry Masters of Shadow: If an enemy needs to draw line of sight to a unit of raven heralds for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to the Raven Herald unit or if a misfire was rolled then the Raven Herald unit counts as being out of sight.

Knights of Anlec M 5 5 9

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

Knight Lordling Elven Steed

Unit Type: Mount: Equipment: Command:

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

Models in Unit: 5+

Special Rules: Warriors of Nagaraythe, Fear

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

Unit Type: Mount: Magic: Equipment:

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

Models in Unit: 1

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

Mastery of Magic:

Hunters of Chrace M 5 5

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

Hunter Hunt Master

Unit Type: Equipment: Command:

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

Models in Unit: 5-20

Special Rules: Stubborn, Immune to Psychology, Skirmish, Woodsmen

Dragon Prince M 5 6

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

Prince Drake

Unit Type: Mount: Equipment:

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

Models in Unit: 1

Special Rules: Dragon Prince: Stubborn Drake: Scaly Skin 4+, Dragon Fire, Fly, Large Target Dragon Fire: S 3 breath weapon, flaming, any unit taking a casualty must take a panic check

Oakheart M 5

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

Oakheart

Unit Type:

Monster

Models in Unit: 1

Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack, Magic Resistance 2, Forest Dwellers Tough Hide: Oakheart has a scaly skin save of 3+, whenever Durthu 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 5 Infantry WS 6 BS 6 S 4 T 3 W 2 I A 8 3 Models in Unit: 1 Ld 9

Mistress Unit Type: Equipment:

Heavy Armour, Hand Weapon, Longbow May carry a shield for 2pts May carry magic items worth up to 50 pts chosen from Warhammer Armies: High Elves or the Warhammer Rulebook One Mistress may be upgraded to the Battle Standard Bearer for 25pts May carry a magic standard of any value chosen from Warhammer Armies: High Elves or the Warhammer Rulebook, but may not take further magic items

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

Handmaiden Champion

Unit Type: Equipment: Command:

Infantry Spear, Longbow, Heavy Armour

Models in Unit: 10+

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. 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).

Horn of Isha:

Wolf Pack M 9 9

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

Wolf Alpha male

Unit Type: Command:

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

Models in Unit: 5+

Special Rules: Forest Dwellers

Handmaidens M 5 5

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

Handmaiden Attendant Equipment:

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

Command:

Special Rules: Forest Dwellers

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

Slayer Skills:

Killing Blow: Beastslayer:

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

Titanslayer:

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

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

Defenders of Karaz-Ankor Army Rules (Dwarfs): Veteran Warriors: There is no limit on the amount of Warrior units which may be upgraded to Longbeards. No pistols or handguns may be taken.

Pre-Blackpowder:

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*

Campaign Units

Grimnir M 3

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

Grimnir

Unit Type: Equipment:

Infantry Rune Axe of Grimnir, Throwing Axes

Models in Unit: 1

Special Rules: Loner, Unbreakable, Ancestor God, Regenerate (2+), Swiftstride, Hates Greenskins Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves. Grimnir is immune to the effects of killing blow and heroic killing blow, note this means his regenerate save is only bypassed by flaming attacks. Additionally no spell may be cast at Grimnir and if a magical vortex contacts him it ends immediately and has no effect on Grimnir. He also generates 2 dispel dice.

Ancestor God:

Doomseeker M 3

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

Doomseeker

Unit Type: Equipment:

Infantry Whirling Blades of Death

Models in Unit: 1

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

Brotherhood of Grimnir 14pts/model M 3 3 WS 4 5 BS 3 3 S 4 4 T 4 4 W 1 1 I 3 3 A 1 2 Ld 10 10

Brother Giant Slayer

Unit Type: Equipment: Command:

Infantry Slayer Axes

Models in Unit: 5+

Any number of Brothers may be upgraded to Giant Slayers for 13pts/model One Brother may be upgraded to a musician for 12pts One Brother may be upgraded to a standard bearer for 12pts May carry a runic standard worth up to 50pts

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

Hurlers M 3 3

16pts/model WS 4 5 BS 3 3 S 3 4 T 4 4 W 1 1 I 2 3 A 1 2 Ld 10 10

Hurler Giant Slayer

Unit Type: Equipment: Command:

Infantry Slayer Axes, Throwing Axes

Models in Unit: 5+

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

Special Rules: Slayer, Unbreakable, Slayer Axes, Skirmishers

Grudge Pony M 6

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

Grudge Pony

Unit Type: Equipment:

Monster Hand Weapon

Models in Unit: 1

Special Rules: Unbreakable, A Pony not a Monster, Refreshing Brew A Pony not a Monster: Pony s are generally peaceful animals. As such the Grudge Pony may not make thunderstomp attacks nor may it charge into combat. Any friendly unit within 12 of the Grudge Pony gains Regeneration (6+)

Refreshing Brew:

Snorri Whitebeard M 3

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

Snorri

Unit Type: Equipment:

Infantry

Models in Unit: 1

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

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

Armour of Glimril Scales:

Dragon Crown of Karaz:

Lizardmen Army Rules (Lizardmen): Ancient Times: No special characters other than Mazdamundi 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 Lord Kroak: The Lizardmen army can select the campaign unit Lord Kroak as a lord choice.

Campaign Units:

Lord Kroak M 4

1000pts WS 2 BS 3 S 3 T 4 W 5 I 2 A 1 Ld 9

Kroak

Unit Type: Magic: Equipment:

Infantry Lord Kroak is a level 5 wizard None

Models in Unit: 1

Special Rules: Cold Blooded, Shield of the Old Ones, Guardians, Mightiest of the First Spawning Lore Master (Master): Lord Kroak has Loremaster for each of the eight magic lores in the main rulebook.

Mightiest of the First Spawning: Lord Kroak benefits from all eight of the disciplines of the Ancients on page 43 of the Lizardmen Army Book, in Lord Kroak s case Focus of Mystery applies to all eight rulebook lores. In addition whenever Lord Kroak casts a spell with irresistible force he may choose instead for the spell to automatically fail in which case he does not need to roll on the miscast table.

Chaos Tribes of the North Army rules (Warriors of Chaos + Daemons of Chaos): Daemonic Allies: Tribes of the North armys 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* 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 on fortitude point for every character in their army rather than for standards (this results in the general being worth 3 fortitude).

Lords: Kholek Suneater, Shaggoth Stormcaller* Heroes: Troll King (counts as Throgg), Dragon Ogre Bull* Core: Trolls

Special: Dragon Ogres, Spawn of Chaos Rare: Shaggoths

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 Daemon Army may select the campaign units N kari and Be lakor as Lord Choices.

Daemons of Legend:

Beastmen Army rules (Beastmen): Praan: The Beastmen army may select the campaign unit Praan as a Lord Choice. The Beastmen army may take the Dragon Ogres and Dragon Ogre Shaggoths exactly as they appear in Warhammer Armies: Warriors of Chaos.

Dragon Ogres:

Campaign Units:

Ehrenlish M 4

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

Ehrenlish

Unit Type: Mount:

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

Models in Unit: 1

Magic: Equipment:

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

Marauder Zar M 4

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

Zar

Unit Type: Mount:

Infantry May ride a Chaos Steed for 12pts Or a Barded Chaos Steed for 16pts Or a Marauder Chariot for 75pts

Models in Unit: 1

Equipment:

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

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

Shaman M 4

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

Shaman

Unit Type: Mount:

Infantry May ride a Chaos Steed for 12pts Or a Barded Chaos Steed for 16pts Or a Marauder Chariot for 75pts

Models in Unit: 1

Magic:

A Shaman is a level 2 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. Hand Weapon May carry a flail, additional hand weapon or great weapon for 4pts If mounted may carry a spear for 4pts May carry a short bow for 4pts

Equipment:

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

Marauder Chariot M 8 Chariot

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

Chariot Driver Champion Warhorse Unit Type:

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

Mark of Chaos: May take one of the following Marks, however if chosen as a mount the chariot cannot have a different Mark to its rider Mark of Khorne 30pts Mark of Nurgle 30pts Mark of Tzeench 20pts Mark of Slaanesh 10pts Special Rules: Will of Chaos Hunters M 4 4 Infantry Spears, Short Bows One Hunter may be upgraded to a Hunt Master for 5pts One Hunter may be upgraded to a musician for 5pts 10pts WS 4 4 BS 4 5 S 3 3 T 3 3 W 1 1 I 4 4 A 1 1 Ld 7 7

Hunter Hunt Master Unit Type: Equipment: Command:

Models in Unit: 5+

Special Rules: Will of Chaos, Skirmishers, Scouts

Orcs and Goblins Savage Orcs Army rules (Orcs and Goblins):

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, Stone Trolls, River Trolls

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