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Storm Of Chaos The Good The Bad The Bromley Written By Michael Tamiollo

Transcript of Storm Of Chaos - Webs › 26 › 48 › 53404826 › ... · Games Workshop Limited 2011. Games...

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Storm Of Chaos

The Good The Bad The Bromley Written By Michael Tamiollo

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EVENT SCHEDULE

Saturday 30th April 201110:00 Doors Open and Registration10:15 Introductions10:30 Round 1 Briefing10;45 Round 1: Scout Force Doubles12:00 Lunch Break13:00 Round 2 Briefing13:15 Round 2: War Host Doubles15:15 Army Nominations15:30 Round 3 Briefing15:45 Round 3: Legion17:45 CloseSunday 1st May 201111:00 Recap11:15 Round 4 Briefing11:30Round 4: War Host Doubles13:30 Lunch Break14:15 Round 5 Briefing14:30 Round 5: Legion 16:45 Closing & Awards

Welcome FromThe Good The Bad The Bromley (TGTBTB)

Welcome to Storm Of Chaos, a narrative campaign event hosted by the Good The Bad The Bromley. The games are driven by the opportunity given for you to re-enact the narrative of this infamous period of the Warhammer World.

Each player will be designated a partner throughout the weekend to pit combined forces and to achieve each race‟s target. This in turn will allow you much flexibility with the additional units/characters and for the enjoyment of all players.

The team will be on hand to create a purely enjoyable atmosphere and allow you to really get a feel of your force. This will be achieved by creating and altering the campaign as and how your force performs.

Remember!This is not a tournament. You will get more out of the weekend if you enjoy the experience rather than focus on the outcome of your games. Try to play with your opponent rather than against them.

IMPORTANT! This material is completely unofficial and in no way endorsed byGames Workshop Limited 2011. Games Workshop, the Games Workshop logo,Warhammer, Warhammer World and all associated marks, logos, names,races and race insignia, vehicles, locations, units, characters, illustrations andimages from the Warhammer and Warhammer 40,000 universe are either (R),TM and/or © Games Workshop Ltd 2000‐2010, variably registered in the UKand other countries around the world, used without permission. No challengeto their status intended. All Rights Reserved.

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Requirements

In addition to your fully painted army and thiscampaign pack you will need the following:• The English language version of the Warhammer rulebook• Dice, Templates, objective counters and Tapemeasure• Superglue and poly cement• The appropriate English language version ofyour army book and any supportive textrelating to your army. • At least two copies of your army roster (one tobe handed in during registration)•A tray to carry your models• Pen and paper

What You Will Need/Alliances

Alliance & General

Each alliance will have their own agendas, strengths and weaknesses. Before the first game on Saturday you will be asked to gather at one of the alliance muster points and nominate a General.

The role of the General is of crucial importance to the team and it is the General‟s responsibility at the end of each game to collate results on the score sheet and hand them to the Event Coordinator. Additionally, throughout the campaign there will be additional information and decisions that will need to be taken on behalf of the alliance Although a good General is encouraged to listen to their alliance and discuss their decisions fully, it is ultimately the General who makes the choices that the team will face.

It is important that the General is prepared for all of these challenges and it is not a role that should be taken lightly.

Scoring

Your campaign points determine the outcome of the campaign. Players earn Campaign Points depending on how they perform in each round. Players earn 3 Campaign Points for a Win, 1 for a Draw and nothing if you lose.

As your games finish you must report the result (Win, Lose or Draw) to the stage along with your opponent. You cannot give your results in without your opponent present.

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Forces Of Order

Forces Of Order

Army Of Middenheim – The core Empire defenders are mustered under the banner of Valten to eradicate Archaeon‟s invasion

The Slayers Of Karak Kadrin – Led by Ungrim Ironfist, the Slayers are on the warpath with their own agenda of hacking and slashing all Daemons, Trolls and the like.

High Elf Sea Patrol – A watchful eye is ever kept by the never ending Elves protecting the coast to supply their allies withreinforcements and replenishments.

Errantry War Crusade – A Crusade is formed by the Knights of Bretonnia to smite the enemy of the Old World and filter the lands of Chaos.

Keepers Of Athel Loren – As forces disband to confront Archaon, the Elves of Athel Loren unleash their fury on neighbouring races to secure their borders.

Lizardmen – The age long tyrranic race moves forwards in cohesion to rid the lands of Daemons and Chaos, however they have another agenda...

Clan Eshin – The Skaven find this a perfect opportunity to search for Wyrdstone and aid those enemies who they finding sporting opponents just because they find them interesting.

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Forces Of Disorder

Archaon‟s Horde - The might of Chaos is unleashed under the mighty banner of their Champion Archaon, who can stand in his path.

Waaagh! Grimgor – Where are der umies cos‟ I wanna smash „em wiv ma axe.

Daemonic Legions – The finesse of the Slaanesh, the might Khorne, the ingenuity of Tzeentch and the resilience of Nurgle...Bow to your favoured!

Cult Of Slaanesh – The age old Dark Elves unleash the clutches of the God Of pleasure only together will they wreak the Old World of normality.

Norse – Beer, woman and war that‟s what the men of Norse have been promised and the Gods will deliver, kill all who stand in your path.

Army Of Sylvania – The army of Sylvania grows weaker and Mannfred unleashes the power of Nagash to counter the Empire and humans to their knees.

Beastmen – This creates the perfect opportunity for the land amongst Bretonnia and Athel Loren to be emptied and for the Beastman to gain what is rightfully theirs.

Ogre Kingdoms – Bring us lunch!!!

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Forces Of Disorder

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Background/History

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For several centuries, Archaon quested for the "Six treasures of Chaos". According to the myths of Chaos worshippers, the onewho manages to gain all of them will bring about the final triumph of Chaos. He finally managed to gain the six treasures in the year 2521 IC. At the same time, the Chaos Warlord Surtha Lenk attacked Kislev and pushed through to the Empire, sacking the Ostland capital of Wolfenburg before being crushed by Imperial reinforcements.

At the same time, "Luthor Huss", a self-styled prophet of Sigmar, had started to challenge the hierarchy of the church of Sigmar. Huss claimed that the priesthood had become corrupt and decadent, ignoring the teachings of Grand Theogonist Volkmar and abandoning Sigmar's mission. Volkmar the Grim, raised an army and journeyed to Kislev to confront Archaon. They lost, Volkmarwas slain, and the war altar of Sigmar was cast down. A new Grand Theogonist, Johann Esmer, was elected, and was the epitome of everything that Luthor Huss and other grassroots clerics despised.

Trapped in the Kislevite city of Praag, the Tzarina Katarin asked for aid from her old Dwarven ally Ungrim Ironfist, the Slay er King of Karak Kadrin, who responded by sending his armies, led by his son Garagrim Ironfist, to their aid.

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As the horde of Archaon rampaged through Kislev and into the Empire, Emperor Karl Franz invited envoys from the neighbouring kingdoms, as well as representatives of the High Elves and from the Dwarfs to the "Conclave of Light". Here, he successfully gained the support of Bretonnia, the Dwarfs and the High Elves. Huss had in the meantime found a young man named Valten who bore striking physical resemblance to Sigmar as is described in the legends, except for a birthmark shaped l ike a twin-tailed comet, the main symbol of the Sigmarite church. Valten was also highly skilled in battle and had a will -power to endure wounds that would kill a normal man. Huss and his following travelled to Altdorf, the capital city of The Empire, where they demanded that Valten be recognised as the reincarnation of Sigmar and so proclaim him Emperor, ignoring the immense civil unr estsuch a declaration would cause. By now, it was late spring, and Karl Franz, both pragmatic politician and devout Sigmarite, c ould neither ignore nor accept Huss's demands. In the end, he proclaimed Valten was the "spiritual heir" of Sigmar, recognising that he was blessed to some degree, but wisely retained rulership for himself.

In the summer of the year IC (Imperial Calendar) 2522 Archaon attacked The Empire with the specific goal of desecrating the city of Middenheim, a holy site to the followers of Ulric, a warrior god who is second in popularity only to Sigmar.

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Archaon‟s Horde

Archaon's Horde is constructed of a mortal only Warriors Of Chaos army list which adds the following units:

•Vardek Crom,Herald of Archaon (Hero)•Flayerkin (Special)•No marks of Chaos ca be taken with this list•Units of 40 models+ receive a free command unit

Archaon‟s Horde can only include the following units:

Chaos Lord 0-1

Chaos Warriors 1+Chaos Ealted ChampionChaos Sorcerer

Chaos Chosen

Chaos KnightsChaos MaraudersChaos Mauarauder Horseman

Chaos Knights

Hellcanon Of Chaos

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Archaon‟s Horde

Crom

M WS BS S T W I A Ld

4 9 3 5 5 3 8 5 9

Cost: 230pts

Weapons: Crom wears Chaos armour and carries a sword, an axe and a shield.

Special Rules:Eye Of The Gods

Master of Chaos An army led by Crom the Conqueror has the following special rules. All units may re-roll morale tests of any kind.

The Way Of The Warrior – If Crom fights with a sword and an axe he gains +1 attack or in a challenge Crom makes an additional attack for every wound made before saving throws. If Crom uses a hand weapon and shield then in a challenge his opponent‟s weapons are nullified and treated as a single hand weapon irrespective of magical or mundane weaponry.

FlayerkinWallcreeper

M WS BS ST T W I A Ld

4 4 3 4 3 1 4 1 7

4 4 3 4 3 1 4 2 8

Points: 14pts/model Units Size: 5-20

Weapons: Brutal climbing claws (Two hand weapons)

Options: One Flayerkin may be upgraded to a Wallcreeper for +14pts

Special Rules:Scouts – See Warhammerrulebook

Killing Blow – See Warhammer rulebook

Skirmishers - See Warhammerrulebook

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Daemonic Legions

The Daemonic Legion army list is a Daemon only Hordes of Chaos list which adds the following units:

•Be‟Lakor (Lord)

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Daemonic Legion forces use the standard Warhammer Armies Daemons for selecting an army. In addition, there is a new Lord option.

„Blood For The Blood God‟

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Daemonic Legions

Dark MasterM WS BS ST T W I A Ld

6 9 0 5 5 5 9 5 10

Points: 650

Special RulesWhispers in the Darkness – All enemies suffer -1 Ld to rally and a further -1Ld if the unit is within 6” of Be‟Lakor.

Night Wards – Any spells directed at the Dark Master will suffer a miscast on any roll of a double, this however will not be an irresistible force.

Eternal Terror – Be‟Lakor causes Terror as described the Warhammer rulebook.

Shadow Shroud – All enemy shooting aimed at Be‟Lakor, or any unit in his army suffer -1 to hit.

Insurmountable Rage – The Dark Master suffers from Hatred & Frenzy

Master Of The Arts –Be‟Lakor is a level 4 wizardand knows all spells from the lore of Shadow & Death

Large Target – See Warhammer rulebook

Daemon – See Warhammer Armies Daemons

Fly – See Warhammer rulebook

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Army Of Middenlheim

The Army of Middenland is an Empire Army list. In addition to the Army of Middenland list, the following special characters for Empire armies are defined:

•Valten, Exalted of Sigmar (Lord)•Boris Todbringer, Count of Middenland (Hero)•High Priest Ar-Ulric Emil Valgeir (Hero)

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Army Of Middenheim

ValtenAlthandin

M WS BS ST T W I A Ld

4 7 5 4 4 3 5 4 9

9 4 0 4 3 3 5 2 7

Points: 560 (510 for Valten, 50 for Althadin

Equipment: Valten wields Ghal Maraz - the Hammer of Sigmar, and wears the Arnour of the Heldenhammer.

Mount: Valten rides the Elven steed, Althadin

Special Rules:Against the Odds – Enemy units never gain combat resolution for flank or charge bonuses against Valten or the unit he joins.

Awesome Presence – Valten never gives orders, however his presence is electric. Any combat resolution gained by Valten inspires any Empire combat within 12” and modifies the result of that combat as an additional score.

Iron Resolve – Valten has a 5+ Ward Save, in addition when Valten finally succumbs to death the controlling Empire rolls a leadership test, if passed, Valten rises again with one wound remaining on his profile.

Armour Of Heldenhammer – 2+ armour save and magic resistance (2)

Althadin – Is a monstrous mount with no penalty to movement.

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Army Of Middenheim

Boris TodbringerWarhorse

M WS BS ST T W I A Ld

4 6 1 4 4 3 5 3 9

8 3 0 3 3 1 3 1 5

Cost: 278pts

Equipment: Middenland Runefang, (Treated as a Runefang see Warhammer Armies Empire), Full plate armour & shield: Talisman of Ulric.

Speical Rules:Elector Count of Middenland – Boris Todbringer is the Elector Count of Middenland. As such, one unit of spearmen or swordsmen may carry a magical banner up to 50pts.

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Talisman Of Ulric – Immune to Psychology, Magic Resistance (1) and regains one wound up to his starting number at the beginning of each Empire turn.

High Priest Ar-Ulric Emil ValgeirM WS BS ST T W I A Ld

4 5 3 4 4 3 5 4 9

Points: 250

Equipment: Wolfplate Armoure, Hammer Of Skoll,

Fang Of The Winter Wolf – One Use Only and casts one spell with irresistible force.

Wolfplate Armour-Confers the bearer a 4+ save, 5+ ward and magic resistance (1)

Hammer-axe Of Skoll - Before the game begins roll a D6 (on1-3 +2 Str on 4-5 Killing Blow on a6 +2 Str and +D3 attacks on the charge)

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Waaagh! Grimgor

The Army of Waaagh! Grimgor is an Orc army list, in addition to the Orc army list list, the following special characters/units can be taken:

•Borgut Facebeater (Hero)•Ruglug‟s Armoured Orcs (Core)

•In this army, Grimgor and his Black Orc guards count as a Lord choice and a Core choice.

•Black Orc Warbosses and Black Orc Big Bosses only count as a further Hero choice if they have a mount of any type.

•There must be more Warbosses and Bigbosses in the army, including Grimgor and Borgut, than there are Great Shamans and Shamans.

•Grimgor is only interested in getting the biggest, strongest, hurtiest Orcs in his army. Consequently, any number of units of Orc Boyz or Orc Boar Boyz can be upgraded to Big „Uns.

•Black Orcs are immune to psychology

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Waaagh! Grimgor

Borgut Facebeater

M WS BS ST T W I A Ld

4 5 3 5 5 2 3 3 9

Points: 190

Equipment: Choppa, „Ardlads axe „o Doom, Drog‟s Dead „Ard Armour.

„Ardlads axe „o Doom – The axe increases Borgut‟s strength by +2

Drog‟s Dead „Ard Armour – This armour provides the bearer with a 1+ armour save.

Special Rules:The Facebeater – If Borgut is in a challenge in the first round of combat then he may attack with 1 additional attack if his opponent suffers a wound then he/she is reduced to WS1 until the following Orc turn.

Keep Your Enemies Closer – If you include Grimgor with Borgut then both cannot be deployed in excess of 12” of each other.

Do As I Say And Wot I Do – If the Facebeater is deployed with a unit of Orcs then they may be upgraded to Big „Uns for free.

I is „ard – Borgut is immune to psycholgy.

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Waaagh! Grimgor

RugludMaggotArmoured Orc

M WS BS ST T W I A Ld

4 5 3 4 5 2 3 3 8

4 2 3 3 3 1 2 1 6

4 3 3 3 4 1 2 1 7

Ruglud‟s Armoured OrcsCaptain: Ruglud BonechewerBattle-cry: “Gobbos fer dinner” Gobbos for tea!Gobbos when u want „em! Gobbos fer me!”

Points: Ruglud, Maggot, a musician and seven armoured orcs cost a total of 190pts. This is the minimum regiment you can hire.

The size of the regiment may be increased at the cost of 12 points per model.

Equipment: Choppa, crossbow, heavy armour

Special RulesChoppa (See Warhammer Armies Orcs & Goblins)

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The Slayers Of Karak Kadrin

The Slayers Of Karak Kadrin includes 3 new characters for a Dwarf army:

•Ungrim Ironfistt, Slayer King of Karak Kadrin (Lord)•Garagrim Ironfist War-mourner of Karak Kadrin (Hero)•Slayer Doomsseekers (Special)

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In addition the additional characters shown on the following pages, Slayers count as Core units and Heros/Lords can include one of the following:-

Beastslayer: Each wound caused by the slayer counts as double forCombat resolution. +25pts

Skavenslayer: The number of attacks is multiplied by the number of modelsin contact with the bearer to a maximum of 10.Daemonslayer: +60ptsTrollslayer: +80pts

Vampireslayer: Any unsaved wounds against a target with T5 or higher Causes D6 wounds. +45pts

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The Slayers Of Karak Kadrin

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Ungrim IronfistM WS BS ST T W I A Ld

3 7 4 4 5 3(4) 5 4 10

Points: 465

Weapons & Equipment: Ungrim is armed with the axe of Dargo, wears the Dragon Cloak over Gromril Armour, and wears the Slayer Crown.

Dragon Cloak – The Dragon Claok provides the bearer with a 4+ ward save, immune to flame attacks and 1 re-roll per battle.

Axe Of Dargo – The axe confers D6 wounds to each unsaved wound and 1 model in based contact with Ungrim loses an attack due to his parrying abilities.

The Slayer Crown – The Crown increases the bearer‟s wounds by 1 (included in profile) and provides an armour save of 3+.

Special Rules:Slayer King – As slayer king , Ungrim is bound by the slayer oath. He benefits from the slayer special rule as explained in Warhammer Armies Dwarfs.

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The Slayers Of Karak Kadrin

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Garagrim IronfistM WS BS ST T W I A Ld

3 6 3 4 5 3 3 4(5) 10

Points: 275

Weapons & Equipment: The Axe Of Kadrin

Slayer Skills: Beastslayer, deathblow, Vampireslayer

Special Rules:Slayer – Garagrim follows all rules for slayers

Axe Of Kadrin – On the charge, in lieu of his attacks, Garagrim can make a charge like a Doomseeker and the axe provides the bearer with +1attack (included in profile).

Slayer DoomseekersM WS BS ST T W I A Ld

3 5 1 5 4 2 2 Special 10

Points: 65

Equipment: Whirling Blades Of Death

Special Rules:Single Model – Doomseekers are independent Models and cannot join units.

Hate Greenskins – Doomseekers hate Orcs &Goblins and are immune to psychology.

Unbreakable: See Warhammer rulebook

Whirlwind Of Death: Before any blows are struck including always strikes first models and impact hits, a Doomseeker hits every model in base contact on a roll of 4+ (resolve wounds as normal). Against models with multiple wounds the Doomseeker causes D3 wounds and models striking after these blows are at -1 to hit the Doomseeker.

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High Elf Sea Patrol

The High Elf Sea Patrol is a High Elf variant army list which introduces two new units:

•Merwyrm (Rare)•Ship's Company (Core)

The army list also introduced two new spells: The Writhing Mists, and Mistress of the Deep.

A High Elf Sea Patrol cannot take the following:-

Dragons, Special Characters Phoenix Guard White Lions Dragon Princes Sword masters

In addition Shadow Warriors are a core choice and all High Elf units benefit from the core rules as detailed for the Speed Of Asur in Warhammer Armies High Elves.

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High Elf Sea Patrol

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Ship‟s Company.............................................................................9pts/model

MarinerChampion

M WS BS ST T W I A Ld

5 4 4 3 3 1 5 1 8

5 4 4 3 3 1 5 2 8

Options: •Any unit may be equipped with light armour for +1pt/model.•Any unit may be equipped with spears for +1pts/model.•Any unit may be equipped with bows for +2pts/model.•Upgrade one mariner to a musician for +6pts.•Upgrade one mariner to a champion for +12pts.

Unit Size: 10+

Equipment: Hand Weapon, Shield.

Merwyrm....................................................................................200pts/model

MerwyrmM WS BS ST T W I A Ld

6 6 5 5 5 3 3 5 7

Special RulesTerror, Large Target, Scaly Skin (3+), Regenerate.

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HIgh Elf Sea Patrol

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The Writhing Mist..........................................Cast on 7+Remains In Play

A salt-scented mist rolls in across the battlefield,shrouding the Asur with its ethereal caress.

This spell has a range of 24” and can be cast on anyfriendly unit visible to the caster, even those engaged in hand-to-hand combat.

Any enemy shooting or hand-to-hand attacks targeted at the unit will suffer a -1 to hit penalty. The Mist does not affect the attacks of the unit it protects.

Mistress Of The Deep..............................Cast on 6+Remains in Play

Even the clamour of pitched battle, the enemiesof the Elves are distracted by the mind-twistinglyhaunting tones of the Oceanids‟s song, and beguiled by a vision of ominous beauty unique to each beholder.

Place an appropriate (man-sized) model to represent the Oceanid within 6” of the Wizard. This model may not move or perform any actions at all; It is to all intents and purposes an item of sorcery.

Whenever the enemy unit wishes to fire upon or declare a charge against a unit in the Lothern army, it must first pass a panic Ld check or not fire or charge this turn as the unit is bewildered by the beauty of the Mistress.

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Errantry War Crusade

The Errantry War Crusade is a Bretonnian variant army list with characters/units shown below:

•Unsurprisingly, Errantry War army consists mainly of young Knights Errant. Knights Errant are the only unit that counts for the minimum of Core % in the army – ie, in a 2,000 points army, the army must include a minimum of 500 points of Knights Errant.

•Grail Knights will often join the ranks of the young Knights Errant to give them some inspirational leadership – an ideal for them to aim for. Instead of taking a normal unit Champion, Knights Errant may take a Grail Knights as their Champion for +22pts.

•All Knights Errant units must take a Standard Bearer. All these Standard Bearers count as having the Errantry Banner (and so may not choose another magical banner),

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Army Of Sylvania

The Army Of Sylvania is a variant of a Vampire Counts army list with characters/units below:

•An Army Of Sylvania can only includeMannfred Von Carstein and no other Named characters. If Mannfred is chosen then no you cannot select a further vampire lord, however all other choices remain available.

•At the beginning of the game the controlling vampire player must place D3 + 2 markers not within 6” of another marker and a minimum of 50% must be placed within controlling player‟s deployment zone.

•During the game these markers represent grave stones or graveyards and the controlling player can „Raise Dead‟ or „Summon Undead Horde‟ from these locations.

•Skeletons can take crossbows +1pt, however cannot be combined with shields or spears.

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Cult Of Slaanesh

A Cult Of Slaanesh is a Dark Elf army list with the inclusion of the following characters/units: Devoted Of Slaanesh (Core)

•Morathi is the only named character, which you can take from Warhammer Armies: Dark Elves.

•Any Character or Unit may take the Mark Of Slaanesh for 10pts•General must be Morathi or a Supreme Sorceress or a Sorceress.•General must have mark of Slaanesh •Sorceress with Mark of Slaanesh may use Daemon Lore of Slaanesh

A Cult Of Slaanesh cannot take the following units:-• Dragons or Manticores•Khainite Units•Black Guard

•May select Slaaneshi Daemons from Warhammer armies: Daemons of Chaos, do not count towards minimum core.

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Cult Of Slaanesh

1+ Devoted Of Slaanesh..........................................................................Points/Model: 15

M WS BS ST T W I A Ld

5 5 4 3 3 1 6 2 8

5 5 4 3 3 1 6 3 8DevotedMistress

Unit Size: 10+ Weapons: Two Hand Weapons

Armour: None

Options: Upgrade one Devoted to a Musician for +6pts

Upgrade one Devoted to a Standard Bearer for + 12pts

Standard Bearer may take a magical standard up to 50pts

Upgrade one Devoted to a Mistress for +12pts

A Mistress may take Speed Of Slaanesh (Allowing her to always strike first) for +10pts

Special Rules: Eternal Hatred allows the unit to re-roll attacks for every round of combat

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Clan Eshin

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A Clan Eshin army uses the Warhammer Armies Skaven as well as the additions detailed below:

Clan Eshin Special Rules:

•The Eshin army is principally employed to collapse command structures and hence gets +100 Victory Points for each enemy character killed in addition to the usual bonuses.

•The elite Eshin Sorcerers have perfected their abilities to teleport their brethren into the desired place on the battlefield. When casting Skitterleap, the teleported model may even be placed in base contact with any enemy that is not fleeing, and counts as pursuing into fresh enemy models.

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Clan Eshin

Lords: Master Assassin, Deathmaster Snikch, Grey Seer

Heroes: Chieftain, Assassin,, Warlock Engineer

Core Units: Night Runners, Clanrats, Clanrats, 0-1 Stormvermin, 0-1 Rat Swarm

Special Units: Gutter Runners, Giant Rats, Warplock Jezzails, Doomwheel

Rare Units: Plague Monks, Plague Censer Bearers, Poisoned Wind Globadiers, Eshin Triad

Eshin TriadM WS BS ST T W I A Ld

6 6 5 4 4 2 8 3 8

Unit Size: 3 Assassins

Points: 210pts

Weapons: 2 Hand Weapons, Throwing Stars

Options: May be equipped with smoke bombs (+30pts for the unit)

Special Rules:

Poisoned Attacks

Scout

Skirmish

5+ Ward Save

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Lizardmen

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A Lizardmen army includes the following upgrades as well as units/characters mentioned in Warhammer Armies Lizardmen:-

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Beastman

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The army of Beastmen use the Warhammer Armies Beastmen book as well as the following:-

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Guardians Of Athel Loren

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The Guardians Of Athel Loren follow units in Warhammer Armies Wood Elves as well as the following units/characters:

Ariel Queen Of Athel Loren (Lord)

While protected by the forest of Athel Lorenall Wood Elf models/units/characters benefit from the Forest Sprit rule and cause fear in Beastmen.

„The malicious and ever nurturing race of Athel Lorenprotect their King & Queen until death take them‟

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Guardians Of Athel Loren

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Ariel Queen Of Athel Loren

M WS BS ST T W I A Ld

5 7 5 5 4 4 7 4 10

Points: 450

Weapons & Equipment: The Heartstone Of Athel Loren

Magic: Ariel is a level 4 wizard and knows spell from either Athel Loren, Lore Of Light, Lore Of Beasts or Lore Of Life.

The Heartstone Of Athel Loren: This provides Ariel and the unit she is with magic resistance (2), in addition should Ariel resist an enemy spell then the enemy caster takes a leadership, should he/she/it fail then they lose one wizard level and the spell they attempted to cast for the remainder of the game.

Special Rules: Forest Spirit – See Warhammer Armies Wood Elves

Aura Of The Fey Queen – All friendly models within 12” of Ariel are immune to psychology.

Ariel also has the following rules –Terror, Forest Spirit

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Ogres & Mercenaries

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Ogres and Mercenaries follows Warhammer Armies Ogre Kingdoms as well as the following:-

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Norse

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The Norse army includes the following units/characters and cannot take units, characters or allies from any other army:-

Lords: Kurrgan – The WarmasterTribal Warlord, Voodoo Master

Heroes: Tribal Chieftain, Shaman

Core Units: Marauders & Marauder Horseman ( See Warhammer Armies Warriors Of Chaos) Marauder Archers

Special Units: Huscarls, Marauder Heavy Cavalry, Werewolves

Rare Units: Infusion Of Skoll, War Alter, Barbarians

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Norse

Kurrgan – The WarmasterM WS BS ST T W I A Ld

4 7 5 4(5) 4 3 6 4 10

Points: 300

Weapons & Equipment: Skajld, Armour Of Odin, The Amulet Of Skoll

Skajld – Kurrgan‟s axe is a mighty weapon, which bestowes the bestowes the bearer with the killing blow special rule and so great is the axe that Kurrgan benefits from +1 strength (already included in his profile).

Armour Of Odin – This armour is said to have been worn by the God Odin and so powerful is it that the wearer gains a 1+ save and a 4+ ward save.

Amulet Of Skoll – The great God Skoll, Daemon of Norse transmits great energy in to this amulet. So much so that the Warmaster gains always strike first even against foes with the same rule as they are blinded by it‟s energy.

Special Rules:

Immune to psychology (See Warhammerrulebook)

Know Thy Foe – Kurrgan is an exceptional warrior and has proved this throughout countless campaigns being the reason his troops trust his judgement of the enemy. At the beginning of the combat phase all friendly models in base contact with Kurrgan must pass an initiative test, if passed then they gain Hatred and Frenzy for that round of combat.

The Gods Protect – Kurrgan is favoured by the Gods and is granted magical resistance (3)

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Norse

Tribal WarlordTribal ChieftainWarhorse

M WS BS ST T W I A Ld

4 6 5 4 4 3 5 3 10

4 6 5 4 4 2 5 2 9

Points: 75/100

Equipment: Hand Weapon

Options: Weapons - May take a great weapon +8pts, flail +4ptsSpear +6pts

Armour – Light armour +10pts, heavy armour +15pts,Chaos armour +20pts and/or shield +1pt

Mount: May ride either a warhorse +10pts and/or barding +5pts

Magical Items: Chieftain may take up to 50pts of magical items and a Warlord may take up to 100 pts of magical items selected from Warhammer Armies Warriors Of Chaos.

9 3 0 3 3 1 3 1 5

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Norse

Marauder Archer

Points: 10pts/model

Unit Size: 5+

Weapons & Equipment: Bows

Options: Upgrade one archer to a Musician for +6pts

Upgrade one archer to a Standard Bearer for + 12pts

Upgrade one archer to a champion for +12pts

M WS BS ST T W I A Ld

4 3 4 3 3 1 3 1 8

4 3 5 3 3 1 3 1 8Champion

HuscarlsWS WS BS S T W I A Ld

4 5 3 4 4 1 4 1 9

Points: 16pts/model

Units Size: 5-20

Weapons & Equipment: Sabres & Heavy Armour

Sabres – These weapons are made with the teeth of a land shark, in game terms the bearer receives +1 str.

Special Rules: Unbreakable (See Warhammer Rule Book)

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Norse

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Marauder Heavy CavalryChampionWarhorse

M WS BS ST T W I A Ld

4 4 3 4 3 1 4 1 8

4 4 3 4 3 1 4 2 8

9 3 0 3 3 1 3 1 5

Points: 24pts/model

Unit Size: 5+

Weapons & Equipment: Spears, heavy armour, hand weapon and shield

Options: Upgrade one archer to a Musician for +12pts

Upgrade one archer to a Standard Bearer for + 18pts

Upgrade one archer to a champion for +18pts

WerewolvesM WS BS ST T W I A Ld

9 5 3 5 5 2 4 2 9

Points: 35pts/model

Unit Size: 3-10

Weapons & Equipment: Sharp Teeth (hand weapon)Tough Hide (3+ armour save)

Special Rules:

Hatred & Frenzy

Immune to Psychology