Professional Documents
Culture Documents
u
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.
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.
The White Sword of Hoeth, Shadow Armour, Mask of the Merlord and the Book of Hoeth may not be used
Nagaraythe
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
Special: Raven Heralds*, Knights of Anlec*, Phoenix Guard (retain Speed of Asuryan), Tiranoc Chariots
Rare: Repeater Bolt Thrower, War Hydra (see Warhammer Armies: Dark Elves, replace Eternal Hatred
with Warriors of Nagaraythe)
Caledor
Master Smiths: Any model wearing heavy armour has it upgraded to Dragon
Armour for free
Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots
Forest Dwellers: Every model in the army has the Forest Strider special rule
Power of Averlorn: 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.
Special: Treekin
Aenarion 1000pts
!
Aenarion 5 10 10 5 4 4 9 5 10
Indraugnir 6 8 0 8 6 8 2 7 10
Mount: Indraugnir
Dragon Armour of Aenarion: Magic Armour. 1+ armour save, 4+ ward save, 2+ ward
save against flaming attacks
!
Eoloran 5 7 6 4 3 3 8 4 10
Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points
Aenarion͛s 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 army͛s general but only if
he has the highest leadership in the army.
Malekith 300pts
!
Malekith 5 7 6 4 3 2 7 3 10
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
!
Raven Herald 5 4 4 3 3 1 6 1 9
Crow Master 5 4 5 3 3 1 6 2 9
Elven Steed 9 3 0 3 3 1 4 1 5
!
Knight 5 5 4 4 3 1 6 2 9
Lordling 5 6 4 4 3 1 6 3 9
Elven Steed 9 3 0 3 3 1 4 1 5
Magic: Caledor is a Level 5 wizard with Loremaster: Fire and High Magic
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.
!
Hunter 5 5 4 4 3 1 5 1 8
Hunt Master 5 5 4 4 3 1 5 2 8
Dragon Prince 250pts
!
Prince 5 5 5 4 3 2 6 2 9
Drake 6 5 0 5 5 5 3 4 7
Oakheart 450pts
!
Oakheart 5 6 0 6 6 6 1 5 8
Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack,
Magic Resistance 2
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
!
Mistress 5 6 6 4 3 2 8 3 9
Unit Type: Infantry Models in Unit: 1
!
Handmaiden 5 5 5 3 3 1 6 1 8
Champion 5 5 5 3 3 1 6 2 8
Command: The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer with
the Banner of Averlorn
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.
!
Wolf 9 4 0 4 3 1 6 1 5
Alpha male 9 4 0 4 3 1 6 2 5
Yarriors of Grimnir
Look Snorri Trolls: Every unit and character in the army moves directly forward 2d6͟ 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.
Slayer Skills: Daemonslayers may choose two of the following skills while a Dragon
Slayer may choose one:
Killing Blow: The slayer has the killing blow ability. 25pts
Beastslayer: Each wound the slayer causes counts as two for combat
resolution. 25pts
efenders of Karaz-?nkor
Veteran Warriors: There is no limit on the amount of Warrior units which may be
upgraded to Longbeards.
Special: Miners (may not take blasting charges or a steam drill), Bolt Thrower, Hammerers
Grimnir 750pts
!
Grimnir 3 10 5 6 6 5 6 6 10
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.
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.
Doomseeker 50pts
!
Doomseeker 3 5 1 5 4 2 2 special 10
Special Rules: Slayer, Single Model, Hate Greenskins, Magic Resistance (1), Whirlwind of Death,
Unbreakable
!
Brother 3 4 3 4 4 1 3 1 10
Giant Slayer 3 5 3 4 4 1 3 2 10
Command: 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
Hurlers 16pts/model
!
Hurler 3 4 3 3 4 1 2 1 10
Giant Slayer 3 5 3 4 4 1 3 2 10
Command: Any number of Brothers may be upgraded to Giant Slayers for 13pts/model
!
Grudge Pony 6 4 3 3 5 4 2 2 10
A Pony not a Monster: Pony͛s 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 12͟ of the Grudge Pony gains
Regeneration (6+)
Snorri Whitebeard 400pts
!
Snorri 3 7 4 4 5 4 4 4 10
Equipment: Rune Axe of Grimnir, Armour of Glimril Scales, Dragon Crown of Karaz
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.
"
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 Spawning͟ special rule (pg 61)
for 35pts
Lord Kroak: The Lizardmen army can select the campaign unit Lord Kroak as a lord
choice.
#
!
Kroak 4 2 3 3 4 5 2 1 9
Equipment: None
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
except for Focus of Mystery. 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.
Creatures of Chaos
Core: Trolls
Rare: Shaggoths
aemons of Chaos
Army Special Rules (Daemons of Chaos): Religious animosity (You must have a Core unit dedicated to a
certain god in order to use any Lord, Hero, Special or Rare choices dedicated to that same god)
Beastmen
May take the following units exactly as they appear in Warhammer Armies: Warriors of Chaos: Dragon
Ogres, Dragon Ogre Shaggoths
$ %
$
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)