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CONTENTS

BRETONNIA

Sir Amalric of Gaudaron Gilon

Sir Richmont Iselda

The Holy Knight Gravain the Fair Gullaume of Grenoullie Aloys of Montjoie Elanor of Quenelles Bagrain

DAEMONS OF CHAOS

Be’lakor Amon ‘Chakai Azazel

DARK ELVES

Rakarth

Kaldor the Cruel Malida

Caldath the Black Mortharor

DWARFS

Grombrindal Alfrik Ranulfsson

King Kazador of Karak Azuk Kragg the Grim

Burlok Damminson Umgrim Ironfist Garagrim Ironfist Byrrmoth Grundadrakk Brok Stonefist Crazed Khargrim Krudd Mad-Mattock Grung Grudge-Bringer Skag the Stealthy Drong the Hard

Queen Helgar Longplaits Loki Whitebeard Bazrak Bolgan Skeggi Threkkson

Grim ”Dead Eye” Grunnson Durzak Dragonback Grombold Kruddson

THE EMPIRE

Magnus the Pious Thyrus Gormann Aldebrand Ludenhof

Valmir von Raukov Valten, Champion of Sigmar Valten, Chosen of Sigmar Valten, Exalted of Sigmar Rutgar

Manfred von Bock Konrad Ulrich Magister Zorn

HIGH ELVES

Alarielle Imrik Belannaer

Eltharion the Swordmaster Sea Lord Aislinn

Selafyn of the Annulii Gilead and Fithvael Salendor Liandra Athinol Fendar Tethan Ardath Eldroth Calaidan Imrallion Alatar Kelendar

LIZARDMEN

Nakai the Wanderer Lotl-Botl Inxi-Huinzi Ten-zlati

OGRE KINGDOMS

Ghark Ironskin Braugh Slavelord

ORCS & GOBLINS

Borgut Facebeater Gorfang Rotgut Morglum Necksnapper Oglok the ‘Orrible Badruk ‘Eadsplitta Git Guzzler

Kap’n Skabend & Slygit Grabnatz Sourbelly & Gulag Grotsnag Durkol Eye-gouger Grotfang Uzguz Nazgob Snagga Oddgit

SKAVEN

Nurglitch Ghoritch Klawmunkast Morbus Sanguis

TOMB KINGS

Nagash the Immortal Sehenesmet

VAMPIRE COUNT

Zacharias the Everliving Neferata

Melkhior the Ancient Sethep the Merciless Dieter Helsnicht Walach Harkon Luthor Harkon The Red Duke The Dark Knight The Banshee

Renar the Necromancer

WARRIORS OF CHAOS

Vardek Crom

Arbaal the Undefeated Egrimm van Horstmann Count Mordrek the Damned Valnir the Reaper

Aekold Helbrass Dechala

Harald Hammerstorm

WOOD ELVES

Ariel

Naieth the Prophetess Thalandor

Lothlann the Brave Durthu the Treeman Wychwethyl the Wild Sceolan

Scaw the Falconer Gruath the Beastmaster Athelwyn of Athel Loren Elthryn

Gwercus the Treeman Yolath the Terrible

Compiled & Edited by: Mathias Eliasson Cover Art: Games-Workshop

Art: Games-Workshop, WarCry, Warhammer Invasion, Warhammer Fantasy Roleplay, Warhammer Online, Black Library, Adrian Smith, Ralph Horsley, David Sondered, Chammadai, mysticaldonkey, jbcasacop, tenebraestudios, mrkamehameha. Book Design: Mathias Eliasson. Rules Updates: Mathias Eliasson. Original

Material: Games-Workshop, by various authors.

Special Thanks To: Stefan Wolf, and all the players that have contributed with feedback and ideas. This book is completely unofficial and in no way endorsed by Games Workshop Limited.

The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven

symbol devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2010, variably registered in the UK and other countries around the world. Used without permission. No

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SIR AMALRIC OF GAUDARON

Of all the Grail Knights in the service of Bretonnia,

few are so famed as Sir Amalric of Gaudaron Keep, scourge of the undying and blessed champion of the Lady of the Lake. As a young knight. Amalric passed his early years in the service of Baron Prithard of Carcassonne, one warrior amongst many in the Baron's service. Prithard, whilst a noble and just lord, needed the support of worthy knights if he were to defend his domains, for though well schooled in the courtly arts, the skills of diplomacy forever eluded him. As such, he often found himself at odds with his peers and could rely on little support from them. Though young, Amalric swiftly proved to be great skill at arms, and he was soon confirmed as a full Knight of the Realm and appointed master of Gaudaron Keep. an old but serviceable castle on the foothills of the Vaults. It was shortly after the young knight was installed in his domains, that the accursed fiche, Hardakh, rose from his crypt deep within the Vaults, and led an army of mouldering corpses into the southern Carcassonne territories. Amalric was one of many bold knits who met with Hardakh upon the field of battle. It seemed that the blessing of the Lady flowed through Amalric with unprecedented vigour for the Undead warriors could not stand before him.

Wherever Amalric rode, the Necromancer's evil magics seemed to ebb and fade. Skeletal warriors collapsed into dust and spectral hosts dispersed in the wind at his coming.

Even the vampiric echo of Sir Morten the Black, scourge upon the lands about Gaudaron for some two hundred years, aged and died even as he offered challenge to Amine. With his army crumbling about him and the men of Bretonnia emboldened, Hardakh had no choice but to retreat from battle (though within a league, his unclad form suffered a short but pointed encounter with Baron Prithard's favorite hippogryph, Dagonct). Recognising the instrumental role that Amalric had played in the victory, the Baron offered him rank and great wealth. Such a reward would have brought a new age of comfort on Amalrk's

impoverished family yet. spurred on by visions and faith, the young knight chose instead to commit himself to the path of the Lady.

To this day, ballads are still sung of the Quest of Sir Amalric - largely on the insistence of his family who benefited greatly from his fame. Though some of the claims made of Amalnc's travails arc mythical - he did

not engage in a game of riddles with one of the fey folk - or embellished - the Chaos Champion Karnak had merely three heads, not five – he performed many great deeds. On the slopes of the Grey Mountains, Amalric beheaded the ferocious Beastlord Shadeflench and scattered his followers.

It was Amalric who single-handedly defended the Tower Perilous from Goblin raiders, and he who twice defeated and slew the Barrow King, Bracht the Eternal. Ultimately, with the blessing , of the Lady as his guide and companion. Amalric’s quest was a successful one. On the banks of the Brienne, Amalric supped from the Grail and truly became the chosen of the Lady of the Lake. Little was he to know that the greatest trial of his life was yet to await him for, shortly after, the Lady bade him ride deep into the fey and dangerous forest of Athel Loren where he would confront one of the most powerful Necromancers to ever walk the Old World.

M WS BS S T W I A Ld

Amalric 4 6 3 4 4 2 5 3 8

Warhorse 8 3 0 3 3 1 3 1 5

POINTS:

160

TROOP TYPE:

Cavalry (Special Character, Hero).

EQUIPMENT:

Morning star, heavy armour, shield, barding.

SPECIAL RULES:

The Grail Vow, Virtue of Stoicism.

Bane of the Undead: Amalric's presence is deadly to

all manner of unliving creatures, dispelling the unholy magics that bind them together.

Any Undead units in base contact with Amalric at the start of the Combat phase automatically suffer D6 wounds, with no Armour Save possible. These wounds are distributed as combat casualties and count towards combat resolution.

MAGIC ITEMS:

The Icon of the Lady

This holy relic protects Amalric from the gravest of harm, shielding him from the blows of his enemies.

Talisman. The Icon bestows a 5+ Ward Save upon Amalric and grants him Magic Resistance (1).

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Duke Gilon is the ageing Duke of Aquitaine. He is a great leader of men and an able warrior. In a de bid to save his dukedom, he has led his men to fight against the Undead horde. This is a great gamble, for if the Bretonnians don't win here, there will be no one lef to defy the Undead in all of Aquitaine. The

responsibility weighs heavily on his shoulders and he knows that he can show no fear or anxiety in front of his men. M WS BS S T Gilon 4 6 3 4 4 Fulminer 8 3 0 4 4

POINTS:

280

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GILON

Duke of Aquitaine

ageing Duke of Aquitaine. He is a great leader of men and an able warrior. In a desperate

he has led his men to fight against the Undead horde. This is a great gamble, for if the Bretonnians don't win here, there will be no one left to defy the Undead in all of Aquitaine. The

responsibility weighs heavily on his shoulders and he knows that he can show no fear or anxiety in front of

T W I A Ld

4 3 6 4 9 4 3 4 2 5

TROOP TYPE:

Monstrous Cavalry (Special Character, Lord).

EQUIPMENT:

Giant Blade, heavy armour, shield.

SPECIAL RULES:

The Grail Vow. Virtue of Devotion

The Knight is so utterly devoted to the Lady of the Lake that be enjoys her special favour, protecting h

the magic of his foes.

The Knight is completely immune to hostile magic spells. A spell simply does not affect him. Note that the spell is not dispelled as such, and can affect other troops even though the Knight remains unharmed.

Commander: Gilon is a veteran of a dozen campaigns,

and knows precisely how to command his men under pressure. He is also ageing and grey

men will feel ashamed if they flee while he is still fighting.

Any fleeing unit within 12" of Duke Gilon at the beginning of the Bretonnian player's turn will rally automatically.

MAGIC ITEMS:

Giant Blade

Duke Gilon has brought his most potent artefact to this battle, an ancient heirloom of his house that bestows its wielder with the strength of a giant.

Magic Weapon. Duke Gilon gains +3 to his Strength when using this enchanted broadsword

Monstrous Cavalry (Special

Giant Blade, heavy armour, shield.

The Grail Vow.

The Knight is so utterly devoted to the Lady of the Lake that be enjoys her special favour, protecting him from

The Knight is completely immune to hostile magic spells. A spell simply does not affect him. Note that the spell is not dispelled as such, and can affect other troops even though the Knight remains unharmed.

n is a veteran of a dozen campaigns, and knows precisely how to command his men under pressure. He is also ageing and grey-bearded, so his men will feel ashamed if they flee while he is still Any fleeing unit within 12" of Duke Gilon at the

nning of the Bretonnian player's turn will rally

Duke Gilon has brought his most potent artefact to this battle, an ancient heirloom of his house that bestows its wielder with the strength of a giant.

Duke Gilon gains +3 to his Strength using this enchanted broadsword.

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SIR RICHEMONT

Sir Richemont is the son of Duke Gilon He decided to

ride against the Undead host. hoping to desArti the bridge over the river Morceaux to win more time fur his father to gather his forces.

Sir Richemont is young, brave, some would say reckless, and a mighty knight. undefeated in tournament. His devotion to the Lady of the Lake deep as his belief that Bretonnia is a sacred land that must be protected at any cost.

Duke Gilon is concerned about his son, for he knows that a ruler must have other qualities apart from bravery and devotion. He hopes that time will nurture Sir Richemont's wisdom and that one day he will be a wise ruler of Aquitaine.

M WS BS S T

Sir Richemont 4 5 3 4 4

Warhorse 8 3 0 3 3

POINTS:

160

TROOP TYPE:

Cavalry (Special Character, Hero).

EQUIPMENT:

Hand weapon, lance, Protection, shield, barding.

SPECIAL RULES:

The Knight’s Vow the Joust.

Vive Bretonnia! Sir Richemont is determined to win

glory in the battlefield and will not be put off by a bunch of walking bones.

Once per game, at the beginning of the Bretonnian

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SIR RICHEMONT

Sir Richemont is the son of Duke Gilon He decided to

ride against the Undead host. hoping to desArti the bridge over the river Morceaux to win more time fur

Sir Richemont is young, brave, some would say reckless, and a mighty knight. undefeated in

tournament. His devotion to the Lady of the Lake is as deep as his belief that Bretonnia is a sacred land that

Duke Gilon is concerned about his son, for he knows that a ruler must have other qualities apart from bravery and devotion. He hopes that time will nurture Sir Richemont's wisdom and that one day he will be a

T W I A Ld

4 2 5 4 8 3 1 3 1 5

Cavalry (Special Character, Hero). , Armour of

Vow, Virtue of

determined to win battlefield and will not be put off by a

the Bretonnian

player's turn, you may declare that Sir Richemont is yelling his battle cry and will charge against his enemy. Sir Richemont, and any unit he is with, can roll an additional dice when determining their charge distance, In addition, they are immune to

rest of the turn.

MAGIC ITEMS:

Armour of Protection

Sir Richemont wears the traditional a

heirs of Aquitaine – the Armour of Protection.

Magic Armour. Heavy armour. The wearer gains a 4+ Ward save.

player's turn, you may declare that Sir Richemont is le cry and will charge against his enemy. Sir Richemont, and any unit he is with, can roll an additional dice when determining their charge distance, In addition, they are immune to Fear and Terror for the

Sir Richemont wears the traditional armour of the Armour of Protection.

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ISELDA

Keeper of the Tower

Lady Iselda is a magician of considerable power. As the only child of the Baron Artrange, she was sent to Altdorf as a child to study magic. When she returned, she decided not to marry but to devote her life to magic and assisting the inhabitants of Aquitaine. She is the

most powerful mage in Aquitaine, and she ranks as one of the advisors of Duke Gilon in his council.

M WS BS S T W I A Ld

Iselda 4 3 3 3 3 3 3 1 8

POINTS:

245

TROOP TYPE:

Infantry (Special Character, Lord).

EQUIPMENT:

Hand weapon, Dispel Scroll.

MAGIC:

Iselda is a Level 3 Wizard. She may use spells from the Lore of Life, Lore of Beasts or Lore of the Heavens.

SPECIAL RULES:

Aura of the Lady.

Favour of the Lady: Before the battle Lady Iselda

may bestow her favour on one character by giving her veil to the fortunate Knight. This Knight will be able to re-roll any failed armour save once.

MAGIC ITEMS:

Amber Amulet

This talisman of protection is charged with the power of the Lady of the Lake.

Talisman. At the start of the Bretonnian player's turn, Iselda recovers 1 wound she has suffered. If Iselda is slain outright the Amber Amulet is powerless to save her.

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THE HOLY KNIGHT

The Holy Knight is the last of his order,

thousand years ago by the Keeper of the Tower of Wizardry. He has abandoned his name and all his worldly possessions, save for his weapons and armour. Revered by the villagers of Mercal, he fives alone, devoting his time to prayer and tending to the chapel Sereine. It is his duty to watch over the graves of the Knights who once served the Red Duke. There h

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THE HOLY KNIGHT

ast of his order, established a thousand years ago by the Keeper of the Tower of Wizardry. He has abandoned his name and all his

ly possessions, save for his weapons and armour. Revered by the villagers of Mercal, he fives alone, devoting his time to prayer and tending to the chapel Sereine. It is his duty to watch over the graves of the Knights who once served the Red Duke. There he sings

the chansons of the Lady of the Lake so that they may rest peacefully and undisturbed.

Now the time of his trial has arrived, for the Red Duke has returned. The Holy Knight must fight against the Duke's vile servants to protect the sleep of the de that they will not become instruments of evil once again.

M WS

The Holy Knight 4 5

POINTS:

120

TROOP TYPE:

Infantry (Special Character, Hero).

EQUIPMENT:

Righteous Fury shield.

SPECIAL RULES:

The G

Virtue of utter Serenity: Only a Knight of the Holy

Order may have this Virtue, and since the Holy Knight is the last of them, this Virtue is unique to him. As long as the Holy Knight is alive, no Necromantic spells may be cast against him or a

MAGIC ITEMS:

Righteous Fury

The Holy Knight uses a magical hammer named Righteous Fury, which is charged with celestial power.

Magic Weapon. Any Undead model struck with this will be wounded automatically. Against living opponents, Righteous Fury has no special effects but functions exactly like a normal hand weapon.

the chansons of the Lady of the Lake so that they may rest peacefully and undisturbed.

Now the time of his trial has arrived, for the Red Duke has returned. The Holy Knight must fight against the Duke's vile servants to protect the sleep of the dead so that they will not become instruments of evil once

BS S T W I A Ld

3 4 4 2 5 3 9

Infantry (Special Character, Hero). Righteous Fury, heavy armour,

The Grail Vow.

Only a Knight of the Holy Order may have this Virtue, and since the Holy Knight

last of them, this Virtue is unique to him. As long as the Holy Knight is alive, no Necromantic spells may be cast against him or any unit within 6”.

The Holy Knight uses a magical hammer named which is charged with celestial power.

Any Undead model struck with this will be wounded automatically. Against living

has no special effects but functions exactly like a normal hand weapon.

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GRAVAIN THE FAIR

Gravain of Beaumarachais, being the son of the Duke

de Beaumarchais who died in the battle of Malmerre, did not inherit his father's land. A rival errant knight acquired them instead, together with the hand of Isabelle, Gravain's sister. Gravain, however, turned out an honourable knight and committed himself to the Grail quest. This noble vow of devotion towards the Lady of the Lake caused Isabelle to knight him as Gravain de Fair.

Gravain has already been called to find the lost chapel of the Lady of Challote through visions. If he succeeds in his quest, he will probably be one of the very few knights who have seen the Grail with their very own eyes.

M WS BS S T W I A Ld

Gravain 4 5 3 4 4 2 5 4 8

Warhorse 8 3 0 3 3 1 3 1 5

POINTS:

130.

TROOP TYPE:

Cavalry (Special Character, Hero).

EQUIPMENT:

Hand weapon, great weapon, heavy armour, shield, barding.

SPECIAL RULES:

The Questing Vow, Virtue of Purity.

MAGIC ITEMS:

Mantel of Damsel Elena

This coat was a fare-well present from Gravain’s sisters.

Talisman. The wearer is immune to Poisoned Attacks and Killing Blow.

GUILLAUME OF GRENOULLIE

Castellan of Quenelles

Guillaume of Grenoullie is a giant of a man with a huge scar across his face. He is infamous for his uncontrolled outbursts of fury. His duty is to watch over the castle, gates and walls of Quenelles – a task which he performs with excellence and loyalty. Under his command is a large retinue of men-at-arms, archers and squires who fear their master more than the enemy!

M WS BS S T W I A Ld

Guillaume 4 5 3 4 4 2 5 4 8 Warhorse 8 3 0 3 3 1 3 1 5

POINTS:

125.

TROOP TYPE:

Cavalry (Special Character, Hero).

EQUIPMENT:

Hand weapon, morning star, heavy armour, shield, barding.

SPECIAL RULES:

The Questing Vow, Virtue of the Knightly Temper.

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ALOYS OF MONTJOIE

Baron of Quenelles

The Duke de Montjoie is the most arrogant and impetuous baron in the whole dukedom of Quenelles. Adding to that, he is extremely religious and display an excess of bravery, which almost can be seen as foolhardiness. It requires no saying that he is therefore regarded as the embodiment of Bretonnian virtue in Quenelles and that he is highly honoured.

Aloys is a great benefactor to the grail chapel of Quenelles. A few years earlier he dispensed his possessions and set off for the Grail Quest. Later he returned with many relics he had taken from various enemies. Today he watches over and protects the Grail chapel of Quenelles. It is not very surprising that he joined the pilgrims and became their leader.

M WS BS S T W I A Ld

Aloys 4 5 3 4 4 2 5 4 8

Warhorse 8 3 0 3 3 1 3 1 5

POINTS:

170.

TROOP TYPE:

Cavalry (Special Character, Hero).

EQUIPMENT:

Hand weapon, great weapon, heavy armour, shield, barding.

SPECIAL RULES:

The Grail Vow, Virtue of the Impetuous Knight.

ELANOR OF QUENELLES

Damsel of the Lady

As the youngest daughter of the duke of Quenelles, she is not allowed to inherit his estates and she will therefore not marry an errant knight, which then would inherit her father's realm. Therefore she decided for the holy service in the grail chapel of Quenelles, as a virgin. There she became famous for having healed many knights and she even brought some back from the doorstep of death. These deeds of a bretonian damsel can be compared to the achievements of a knight on the battlefield.

M WS BS S T W I A Ld

Iselda 4 3 3 3 3 3 3 1 8

Warhorse 8 3 0 3 3 1 3 1 5

POINTS:

155.

TROOP TYPE:

Cavalry (Special Character, Hero).

EQUIPMENT:

Hand weapon, barding.

MAGIC:

Iselda is a Level 2 Wizard. She may use spells from the Lore of Life.

SPECIAL RULES:

Aura of the Lady.

MAGIC ITEMS:

Potion Sacre

Like all grail damsels, Eleanor knows how to brew magic potions.

Arcane Item. One use only. Before rolling to cast a spell, Elanor may drink the potion. If she does so, she may add +1 to the result of one Power dice.

Icon of Quenelles

Arcane Item. One use only. Eleanor can open this casket at any time during the game. She and the unit she is with immediately gains the Blessing of the Lady.

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BAGRIAN

Abbot of la Maisontaal

Bagrian is a unique character. Under the superficial appearance of an old, learned scholar, he hides the great powers of an incarnation of the wildest forces of nature. His obsession with fighting against all forces that can upset the balance of nature has recently led him to the capture of one of the vile Skaven artefacts known as the Black Arcs of the Horned One. Now, he and his monks will pay the price for such a daring act.

M WS BS S T W I A Ld

Bagrian 4 4 3 4 4 2 4 2 8

POINTS:

250

TROOP TYPE:

Infantry (Special Character, Lord).

EQUIPMENT:

Hand weapon.

MAGIC:

Bagrian is a Level 4 Wizard. He uses spells from the Lore of Beasts.

MAGIC ITEMS:

Staff of the Owl: This oaken tool of magic channels

the forces of nature and infuses new strength into the bearer's spells.

The staff gives Bagrian +1 to cast spells.

Amber Periapt

The bearer of this statuette, which represents the god of nature himself, is surrounded by a golden halo that protects and refreshes him as long as his faith remains true.

Talisman. The periapt confers a 4+ Ward save on

Bagrian. In addition, once per battle, Bagrian can recover all the wounds he has lost up to that moment (though he needs to be alive to use the periapt's power!).

Parchment of Bark

The lore of Taal is recorded on sheets of bark ritually taken from the holiest of birches.

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13

BE'LAKOR

The Dark Master

Most fell of the creatures of Chaos are the Daemons. Spawned from the nightmares of mortals and given form by the raw Chaos that pours from the north, Daemons are often only fleetingly attached to the world. Random possession, fleeting visions and temporary incarnations are enough to make them a plague upon the world.

Yet when the Realm of Chaos yawns wide and magic spills across the land in invisible waves, the threat of the Daemon becomes terrible. Legions of unnatural beings break through from their otherworldly realm, their dread voices rising up in praise of their masters, the arcane battlecries and unholy screams and bellows turning men insane on simply hearing them.

Such was the force brought forth by Be'lakor, also known in recent times as the Dark Master, though he has been known by many names and titles through the centuries and in different lands. First Daemon Prince of Chaos, Be'lakor's hubris was turned against him and Tzeentch cursed him to millennia of insubstantial, maddening existence. Where once Be'lakor thought himself worthy to lead the legions of the gods in their final conquest of the world, now he was damned to crown the mortal champions of the gods, his heart seething with jealousy and betrayal.

That curse was lifted upon the crowning of Archaon, and Be'lakor rejoiced in his freedom. A thing of shadow and terror, the Dark Master conjured up a great portal for his ancient armies to march through,

accompanied by raucous blaring of horns and guttural shouts of triumph. In the wake of Archaon's advance, Be'lakor drove his legions southwards towards the lands of men.

It was in the cold, frozen lands north of Kislev that Be'lakor was drawn to a certain place, and upon arriving

recognised it as the battlefield upon which Volkmar the Grim had faced down the Everchosen. Frozen corpses littered the bloodied field, half-eaten by crows and vermin.

And in the midst of that deathly, immobile scene he spied the ruins of the Grand Theogonist's war altar, its trapping broken and its images of Sigmar cast into the bloodied, frozen mud. Amongst the ruin of the battle chariot lay the body of Volkmar himself, frozen in his final agonising death throes, a sparkling gash of blood across his chest, and the broken remnants of the Jade Griffon amulet lying at his feet.

Sensing a means to assert his superiority over Archaon, Be'lakor drew forth his most ancient magics and laid his hand upon the chest of the Grand Theogonist's body.

Dark energies coursed from the Daemon Prince into Volkmar, and with a shuddering scream the Grand Theogonist's soul was dragged back into its body. Pain flaring through him, Volkmar breathed again, and his eyelids fluttered open. Even the faith of the mighty Volkmar was sorely tested as he looked upon the terrifying apparition that stood before him. He could feel the taint of Chaos magic seeping through his limbs, his heart and his mind.

Be'lakor had the Theogionist taken up and chained to the battle standard of his legion, from where the agonised cursing and wailing of the priest could be heard, and his writhing body seen. While Archaon had merely slain the leader of the Church of Sigmar, Be'lakor sought to inflict a lifetime of physical and mental torture upon Volkmar. He would see him broken and weeping and pleading for the forgiveness of the gods for his false ways. Already he owed his life to the dark powers of Chaos, and it pleased Be'lakor to ponder the tormented thoughts that would plague the priest until his mind was finally broken by it. With his unholy standard marching at the head of the legion, Be'lakor headed south once more, pleased with this small victory over his rival. When Middenheim

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14

fell, he was sure that it would not be at the hand of the upstart Archaon, but by his own mighty deeds. He would become the true champion of the gods and be restored in their favour, as he was destined to be for the last three thousand years.

Under Be'lakor, the daemon hordes slaughtered the bulk of Karl Franz's army. However, the High Elves under the banner of Teclis, the emissary of the Phoenix King, arrived on the field. Teclis was accompanied by three hundred of the vaunted Swordmasters of Hoeth and several magical relics designed for fighting the forces of Chaos. Be'lakor turned his forces against the Swordmasters, allowing Karl Franz to march on to Archaon's forces and usher the end of the Everchosen's campaign. Be'lakor at first gained the upper hand, losing many daemons but inflicting far grueler casualties against the High Elves.

Teclis saw this plight and decided to use one of his most potent spells. He whispered incantations into a sphere in his hands, and an ethereal flame spread from his form, engulfing everything daemonic on the battlefield. While no daemons were killed, everything bearing the Mark of Chaos, including Be'lakor himself, was sent back into the Realm of Chaos.

M WS BS S T W I A Ld

Be’lakor 6 9 0 5 5 5 9 5 10

POINTS:

675

TROOP TYPE:

Monster (Special Character, Lord).

EQUIPMENT:

Hand weapon.

MAGIC:

Be’lakor is a Level 4 Wizard. He knows all the spells to the right.

SPECIAL RULES:

Daemonic, Fly.

Whispers in the Darkness: All enemies suffer -1 on

all attempts to rally. Enemies within 6" of Be'lakor suffer -1 to any Leadership-based tests they take (so an enemy within 6" of Be'lakor suffers -2 to rally!).

Night Wards: Any spells directed at Be'lakor will be

Miscast on the roll of any double (if a spell is cast at him with Irresistible Force, it will be cast with Irresistible Force, then the wizard will suffer an immediate Miscast).

Eternal Terror: Be'lakor causes Terror. However, so

terrifying is he that a unit must take a Terror test every time they are charged or wish to charge Be'lakor, or if he is within 6" of them at the start of their turn, even if

they have already passed a Terror test earlier in the game.

Shadow-shroud: All enemy shooting aimed at

Be'lakor, or any friendly unit within 12” of him, suffer -1 to hit.

Insurmountable Rage: At the start of each turn,

Be'lakor must take a Leadership test. If this is failed, then he must charge an enemy if there is one in range that he can see. If there are no valid enemies for him to charge, he must move towards the closest enemy model, stopping 1" away from them if his movement would take him further.

Be'lakor may re-roll all his failed rolls to hit, but must always pursue fleeing enemies that he breaks in combat.

MASTER OF THE SHADOWS

Bolt of Dark Light Cast on 6+

The Bolt of Dark Light is a magic missile with a range of up to 18". If successfully cast, it hits its target and causes D6 Strength 5 hits.

Nightmare Cast on 6+

Nightmare is a hex spell with a range of 24”. If successfully cast, the unit immediately takes a Panic test.

Curse of the Dark Master Cast on 7+

Curse of the Dark Master is a hex spell that can be cast on an enemy unit anywhere on the battlefield. If successfully cast, all models in the unit suffer a penalty of -1 to all their rolls to hit (both shooting and close combat attacks). Remains in play.

Fog of Death Cast on 9+

Fog of Death is a direct damage spell. Each enemy unit on the table suffers D6 Strength 3 hits, randomised as shooting.

Be'lakor has only a limited control over the

nightmarish creatures he has summoned, so the casting player must roll a dice for each of his own units (excluding Be'lakor himself or the unit he is with). On a 1-3 nothing happens, on a 4-6 the unit is affected by the spell exactly like an enemy unit.

Coils of the Serpent Cast on 12+

Coils of the Serpent is a direct damage spell with a range of 12". This can be cast on a single unengaged enemy model.

The victim must immediately take a Toughness test. If failed, the model is crushed to death and is removed from play, with no saves allowed.

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15

AMON 'CHAKAI

Lord of Change

Amon 'Chakai is the wisest and oldest of all the Lords of Change. While others of his kind are intelligent beyond human comprehension, Amon 'Chakai alone holds ultimate knowledge over fate and destiny. This great Lord of Change despises civilisation and order, and delights in bringing the world into ruin and Chaos. He can impose his omnipotent will upon hapless mortals, twisting the natural flow of their destiny and bringing misery and ruination to their lives. Nothing pleases him more than seeing the world broken and made anew, in the endless flow of change.

Amon 'Chakai can see the threads of destiny as clearly as a mortal man can see the path ahead of him. He can destroy or elevate both his followers and his enemies by what appears to be a mere whim, for the motives behind the actions of Daemons are not for mortals to comprehend.

For a thousand years Amon 'Chakai has sat immovable on his throne in the Impossible Fortress, studying the antics of mortals in fascination. Now he has been roused from this state, perhaps by the whim of Tzeentch or maybe by his own design. He has summoned his Daemonic minions to battle, and now commands the greatest Daemonic army ever assembled in the Realm of Chaos. His ambition does not end there for he has now turned his diamond-like eyes upon the

mortal realm. Madmen locked away in the sanatoriums of the Old World see visions of the Great Winged Daemon, and scream that the end of the world is coming. In the far north of the Dark Elf realm of Naggaroth, the Sorcerers of the Witch King studying the Realm of Chaos read their auguries and omens and shudder in terror, for they show a promise of the entropy and destruction brought about by Amon 'Chakai.

M WS BS S T W I A Ld

Amon 'Chakai 8 9 9 7 7 8 9 6 10

POINTS:

760

TROOP TYPE:

Monster (Special Character, Lord).

EQUIPMENT:

Hand weapon.

MAGIC:

Amon 'Chakai is a Level 4 Wizard. He knows all the spells from the Daemon Lore of Tzeentch.

SPECIAL RULES:

Daemonic, Large Target, Terror, Fly, Flaming Attacks.

Hates Nurgle: Amon 'Chakai Hates all Nurgle

Daemons, and any models with the Mark of Nurgle.

DAEMONIC GIFTS:

Master of Sorcery. The Hand of Destiny

Amon 'Chakai can doom any mortal to die in combat. The doomed one is almost certain to perish, such is the power of Amon 'Chakai.

One enemy model, chosen by the Daemon player, is doomed to perish by Amon 'Chakai. All close combat and shooting attacks against this model will

automatically hit. This lasts until the end of the battle, even if Amon 'Chakai is killed.

All Seeing Eye

The baleful gaze of Amon 'Chakai reveals the innermost hopes and fears of any who fall under it.

At the start of the game, after both sides have deployed, you may nominate any one model in the enemy army. Your opponent must then reveal all equipment, magic items, special abilities and spells that the model has. In addition, if the model is a wizard he loses one of his spells (randomly selected) which he may not use for the rest of the battle.

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The last door opened before Witch

Hunter-General Gunther Munz. Now he

finally stood atop the Impossible

Fortress, his quest to slay Amon

'Chakai was near its end. He stepped into

the Chamber of Glass and saw the

Greater Daemon sitting upon his throne

deep in meditation, its omnipotent will

travelling the vastness of the multiverse.

Taking a deep breath Gunther raised his

enchanted sword and prepared to strike

down the foul Daemon.

Suddenly its eyes snapped open, shinin.g

with amusement as it studied the man

before it. Gunther knew he should strike

now, but could only stare into those

facinating eyes. Amon 'Chakai spoke.

"I have watched you since your birth,

Gunther Munz and I have watched the

birth of your father, his father, and all

your ancestors from the time when they

still roamed the Plains of the Sun in the

Southlands. I have watched you grow

16

The last door opened before Witch

General Gunther Munz. Now he

finally stood atop the Impossible

Fortress, his quest to slay Amon

'Chakai was near its end. He stepped into

the Chamber of Glass and saw the

Greater Daemon sitting upon his throne

deep in meditation, its omnipotent will

ling the vastness of the multiverse.

Taking a deep breath Gunther raised his

enchanted sword and prepared to strike

Suddenly its eyes snapped open, shinin.g

with amusement as it studied the man

before it. Gunther knew he should strike

now, but could only stare into those

facinating eyes. Amon 'Chakai spoke.

"I have watched you since your birth,

Gunther Munz and I have watched the

birth of your father, his father, and all

your ancestors from the time when they

f the Sun in the

Southlands. I have watched you grow

and I have watched your studies. I saw

how your plans to destroy me came to

fruition. I have seen every footstep you

have taken to come before me. There is

nothing I do not know. You are here

because I wished it. Did you not know

that!

For a fleeting moment the Daemon held

the gaze of the Witch Hunter

Then released him and he collapsed to

the floor. Gunther struggled to his feet,

but lacked the strength. In the glassy

surface of the floor he saw

reflection.

His arms were thin and feeble, his hair

white, his face ancient and withered. It

seemed as if fifty years had passed him

by, though it had been but a moment.

He had been a man in his prime, now he

was old and weak.

The mocking laughter of

rang in his ears as it rose from its throne

and moved towards him.

and I have watched your studies. I saw

how your plans to destroy me came to

fruition. I have seen every footstep you

have taken to come before me. There is

nothing I do not know. You are here

ished it. Did you not know

For a fleeting moment the Daemon held

the gaze of the Witch Hunter-General.

Then released him and he collapsed to

the floor. Gunther struggled to his feet,

but lacked the strength. In the glassy

surface of the floor he saw his

His arms were thin and feeble, his hair

white, his face ancient and withered. It

seemed as if fifty years had passed him

by, though it had been but a moment.

He had been a man in his prime, now he

The mocking laughter of Amon 'Chakai

rang in his ears as it rose from its throne

and moved towards him.

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17

AZAZEL

Prince of Damnation

When Azazel abandoned humanity and pledged his mortal soul to the service of Slaanesh none can say, but it is rumoured that in the distant past he was the leader of the Gerreon tribe, one of the twelve great peoples that followed Sigmar, the first Emperor. The legend says that he betrayed his liege lord and escaped to the Northern Wastes, pledging loyalty to Slaanesh, the young Prince of Chaos.

Azazel was greatly favoured by his master, and rose quickly in his esteem. After slaying Arthar, the exalted Champion of Khorne in single combat, Slaanesh turned his eyes upon Azazel and elevated him to

Daemonhood, making him commander of the Prince of Chaos' daemonic legions.

It is said that the beauty of Azazel is second only to his patron. But as irresistible as his beauty is, there is a deadly edge to it. Those who have gazed upon him never forget the sensual temptation his presence arouses. It is a beauty which evokes loathing and a temptation that sickens the soul.

Azazel's hair is long, jet-black, and as fine as flax. Two great lacquered horns crown his handsome brow. His eyes are full of innocence and yet they are cruel, calculating and without pity. His smooth skin is white, the colour of the finest porcelain, and his movements are graceful, his limbs long and delicate. In his right hand he carries an enchanted blade that writhes as if alive, and his left hand is a long, chitinous claw, delicate and yet deadly.

His wings are of the purest white, their beauty unmatched by swans or other creations of nature. He soars over the battlefield, sometimes sweeping low to strike his foes, and yet his feet never touch the ground. Azazel dresses in robes made of the finest silks, and his body is bedecked with gorgeous jewels and shining gems.

Azazel commands a legion of Daemons of his master, and under his command the armies of the Prince of Chaos have enjoyed one blissful triumph after another. Most of their opponents give up the fight before it even begins, for few can bring themselves tnharm such an enchanting and wondrous being as Azazel.

Azazel, on the other hand, has no such qualms... Azazel sees into the very hearts and souls of men, and even their deepest desires and hidden passions are plain to him. With his silvery voice Azazel whispers to his opponents, promising them all they have ever desired if they abandon the folly of opposing Slaanesh and embrace the Prince of Chaos instead.

And there are very few that can resist his temptations. All who know of him dread to face him in battle, for the cost of losing to Azazel is not only the death of the body, but the damnation of the soul as well.

At the Battle of the Moors a force of zealous Templars of Ulric had made vows before the Flame of Ulric in Middenheim that they would banish Azazel or perish trying. But before the battle ended the Templars had been reduced to gibbering imbeciles, slaves to the slightest whim of Azazel. He set collars around their necks and made them walk on all fours like dogs to amuse his patron Slaanesh. The Questing Knight, Guido de Brionne, sought out Azazel, intending to challenge him to single combat to fulfil his grail quest, but instead he kneeled before the Daemon Prince, begging him to accept his undying devotion. Laughing, Azazel severed the head of the Bretonnian Knight, who stood unmoving, convinced in the justification of the act. Woe to those who face Azazel, the right hand of Slaanesh.

M WS BS S T W I A Ld

Azazel 6 7 7 6 5 5 9 6 10

POINTS:

665

TROOP TYPE:

Monster (Special Character, Lord).

EQUIPMENT:

Hand weapon.

MAGIC:

Azazel is a Level 2 Wizard. He knows spells from the Daemon Lore of Slaanesh.

SPECIAL RULES:

Daemonic, Terror, Fly. Aura of Slaanesh: The Daemon is surrounded by a

mild-altering aura that befuddles the enemy.

Any enemy unit in base contact with Azazel reduces its Leadership by -1.

Temptator: Those who come face-to-face with the

awesome presence of Azazel risk gambling with their very souls. Many who see him lose their free will and become incapable of opposing him. They are used as playthings by Azazel until he grows bored of them and disposes of them as he sees fit.

At the beginning of the Close Combat phase select one model is base contact with Azazel. The selected model must take a Leadership test. If the test is failed, the victim is controlled by the Daemon player in that Close Combat phase. The model will direct its attacks against his own side. The model cannot be attacked by either side during that Close Combat phase but after combat resolution has been worked out, he reverts immediately to the original player’s control and can therefore use his Leadership for any Break tests and can be broken and pursued as normal. If the model has no friendly

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18

models in base contact, it will not attack that round and attacks can be directed against it, hitting automatically.

DAEMONIC GIFTS:

Soporific Musk. Weapon: Daemonblade.

Great Claw

Azazel's left arm ends in a gigantic, lustrous claw.

Azazel may make an additional attack at Strength 8 with the Multiple Wounds (D3) special rule.

Dark Halo

Azazel is crowned by the Dark Halo of Slaanesh, marking him as the favoured one of the Prince Chaos.

This halo gives Azazel a 4+ Ward save.

Striking Tail

Azazel has a huge double-headed tail. In battle he uses it to fend off the blows of his opponents.

One model in base contact with Azazel (chosen by the Daemon player) will lose one attack. Declare which model will lose the attack before making any dice rolls.

MAGIC ITEMS:

Daemonblade

Azazel wields a mighty enchanted blade, a deadly living weapon against which mortal armour is no proof.

Magic Weapon. No armour saves are allowed against attack made with the Daemonblade.

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20

RAKARTH

Beastlord of Karond Kar

The Dark Elves have always made use of enslaved monsters, both for their fleets and for their land armies, but although there have been many famous

Beastmasters in the past, none have approached Rakarth's consummate skill or expertise. It is said that the dungeons of Karond Kar are filled with creatures that Rakarth has tamed, and that amoungst them can be found one or more of all the creatures known in the Warhammer World.

Even as a child Rakarth had an almost supernatural ability to subdue wild creatures. When Rakarth was only eight years old his father had been gifted with a particularly fine Dark Steed. The beast was called Bracchus and was faster and stronger than any other in the Rakarth stables, but it had a vicious temperament and would buck and rear uncontrollably if anyone tried to ride it.

Rakarth's father attempted to break Bracchus, and was quickly hurled to the ground and almost trampled to death under the creature's hooves. Wild with fury,

Rakarth's father ordered Bracchus destroyed, but Rakarth strode forward and asked if he might have one attempt to ride the creature, and that if he succeeded he might keep Bracchus for himself. Rakarth's father readily agreed, for Dark Elves love all forms of gambling, even above the safety of their own children. Rakarth slowly walked towards Bracchus, fixing the steed with his steely gaze. Bracchus was visibly shaken at the young child's ice-cold stare, recognizing

instinctively that here was a being that out-matched it in sheer cruelty and ability to inflict pain. Lowering his head, Bracchus allowed Rakarth to jump easily on to his back, and meekly obeyed Rakarth's every command. From that day on Bracchus was Rakarth's faithful mount, serving him well until he was slain at the battle of Finuval Plain some 30 years later. The Black Dragon that Rakarth rides into battle now is named Bracchus in honour of the steed that he rode as a youth.

M WS BS S T W I A Ld

Rakarth 5 6 5 4 3 2 7 3 9

Bracchus 6 6 0 6 6 6 3 5 8

POINTS:

475 (155 for Rakarth, 320 for Bracchus).

TROOP TYPE:

Infantry (Special Character, Hero).

Bracchus: Monster.

EQUIPMENT:

Whip of Agony, lance, Beast Armour of Karond Kar.

SPECIAL RULES

(Rakarth):Eternal Hatred. Beastlord: Any friendly monster taking a Monster

Reaction test within 12" of Rakarth will always pass the required Leadership test. If the Beastlord is slain whilst riding his black dragon Bracchus, the dragon does not need to take a Monster Reaction test and will fight on as normal.

In addition, a monster that is defeated in close combat by Rakarth becomes dominated by the Beastlord and will come under his control. This only applies to ridden monsters, and only once the rider is killed. The monster does not flee, but rather is moved back from Rakarth an inch, and is considered to be a part of the Dark Elf player's army immediately. The monster will remain under Rakarth's control for the remainder of the game. If Rakarth is killed then any monsters under his control revert to the control of their original owner. If Rakarth survives the battle, then any monsters under his control are assumed to be destroyed in regards for working out victory points. Note that an enemy does not get any victory points for killing a monster enslaved in such a way by Rakarth.

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21

SPECIAL RULES

(Bracchus):

Fly, Terror, Large Target, Scaly Skin (3+), Noxious Breath.

MAGIC ITEMS:

Whip of Agony

Belonging to the feared Beastlord Rakarth, the Whip of Agony inflicts damage that even the most thick-skinned and mindless creature can feel.

Magic Weapon. Beastmaster’s Scourge. When wielding the Whip of Agony, Rakarth strikes with Strength 5. No other modifiers can ever modify this. In addition, at the beginning of any close combat phase, Rakarth may make a special attack with the Always Strikes First rule. Roll to hit as normal. If the attack hits, do not roll to wound like normal. Rather, the enemy model must take an immediate Ld test. Ridden monsters must test on their own Ld value. If that test is failed, they are overcome with pain, and must roll 6's to Hit in that round of close combat. After this special attack has been made, the combat continues as normal, and Rakarth may attack with his normal attacks.

Beast Armour of Karond Kar: 1+ armour save. This

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22

KALDOR THE CRUEL

Kaldor the Cruel is the mastermind behind the Dark Elf attack against House Coraith, intent on seeking

vengeance against his twin brother Calaidan. Their father chose Calaidan to take over as Lord of House Coraith, and ever after Kaldor has brooded and plotted his vengeance. He finally fell so low that he betrayed his family and joined the Dark Elves of Naggaroth to carry out his wicked plans.

M WS BS S T W I A Ld

Kaldor 5 8 6 4 3 3 9 4 10

Dark Steed 9 3 0 3 3 3 4 1 5

POINTS:

250.

TROOP TYPE:

Cavalry (Special Character, Lord).

EQUIPMENT:

Doomsinger, heavy armour, shield.

SPECIAL RULES:

Eternal Hatred. Bitter Hatred: Kaldor truly hates his High Elf

kinsman for robbing him of his hereditary title and lands. Such is the hatred Kaldor feels towards his brother that he will always accept the challenge of single combat against him, and he will always issue it if Calaidan does not.

Destiny: As said in the prophesy of the oracles of Isha,

Kaldor can only perish in battle if he is slain by his brother. Kaldor may never lose his last wound or be slain by spells or magic items. The only exception is if he is in combat with Calaidan in which case he may be slain as normal. He may be broken in battle and caught in pursuit by an enemy apart from Calaidan as normal.

MAGIC ITEMS:

Doomsinger

This is the twin sword of Deathsinger, Calaidan`s sword. It is decorated with one of the jewels called the Tears of Isha.

Magic Weapon. At the beginning of each close combat phase, roll a D3. Kaldor may add the result of this to his Strength, Weapon Skill or Attacks value.

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23

MALIDA

Hag Queen of Karond Kar

Malida is one of the ancient Hag Queens, the mistress of all the Witch Elves of Karond Kar. She demanded the right to cleanse Eagle Pass of defenders, knowing that ther wll not retreat, and will have to give their blood to Khaine, the Lord of Murder.

She is one of the youngest Witch Elves ever to have risen to the status of Hag Queen. Though she is thousands of years old, Malida is still young compared to many of her sisters. In battle her thirst for blood has

made her one of the deadliest servants of the Witch King, for she wishes to become the greatest of the Hag Queens ever to have ruled over the Sisterhood. Malida sees the campaign in the Shadowlands as a perfect opportunity to spill blood in the name of Khaine, and dreams of restoring the Great Temple of the Bloody-handed God in the ruins of Anlec to its former glory.

M WS BS S T W I A Ld

Malida 5 6 5 4 3 2 7 3 9

POINTS:

170.

TROOP TYPE:

Infantry (Special Character, Hero).

EQUIPMENT:

Blood Blades.

SPECIAL RULES:

Eternal Hatred, Frenzy. Blood Dance: Malida is swift and has unique style of

fighting which gives her a 5+ Ward save.

Devotee of Khaine: Malida may join units of Witch

Elves only.

MAGIC ITEMS:

Blood Blades

Malida is armed with two magic swords which eternally drip poisoned blood.

Magic Weapon. Paired weapons. The Blood Blades have give Malida Strength of 5 and the Multiple Wounds (D3) special rule.

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24

CALDATH THE BLACK

Caldath is the confident and arrogant Master Assassin of Karond Kar. He volunteered to destroy the Shadow Warrior camp, for he wishes to find his equal in combat, and the fame of the Shadow Prince is well

known in the bleak land of Naggaroth. If he can slay Alatar then he will prove himself to be the superior sword master.

M WS BS S T W I A Ld

Caldath 6 9 9 4 3 2 10 3 10

POINTS:

150.

TROOP TYPE:

Infantry (Special Character, Hero).

EQUIPMENT:

Two hand weapons.

SPECIAL RULES:

Eternal Hatred, Khainite, Always Strikes First, Poisoned Attacks, Scout. Arrogance: Caldath the Black's arrogance is legendary

and knows no bounds. He is always ready to accept any challenge to personal combat made by an opponent. He must always initiate and accept all challenges. When fighting in challenges, he gains +1 to Hit.

Dodge: Caldath is one of the greatest ever Assassins of

Karond Kar. His inhuman swiftness and lighting reflexes allow him to dodge attacks that would kill a normal man. As such, Caldath has a 4+ Ward save.

General: Caldath is the leader of his own flock of

Assassins. As such, he can be army General, and units in this army can use his Leadership value.

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25

MORTHAROR

Captain of the Harbringer of Pain

Mortharor the Cruel is the captain of the Black Ark Harbinger of Pain. He is a merciless warrior and his name is feared in many coastal towns of the

Warhammer world. He is utterly determined to cany out Kaldor's plan by destroying the High Elf Beacon of Pearls.

M WS BS S T W I A Ld

Mortharor 5 6 6 4 3 2 8 3 9

POINTS:

250.

TROOP TYPE:

Infantry (Special Character, Hero).

EQUIPMENT:

Dragon’s Claw, light armour, Sea Dragon cloak.

SPECIAL RULES:

Eternal Hatred, Slaver. Cruel: Mortharor's cruelty is legendary even amongst

his own kind, and the Dark Elves are the cruellest of all the inhabitants of the Warhammer world. A unit that loses a round of combat against Mortharor suffer an additional -1 to their Leadership for the Break test taken that round.

MAGIC ITEMS:

Dragon's claw

Mortharor uses a razor-sharp Dragon's claw in combat. The claw can rip any armour apart. Magic Weapon. The Dragon’s Claw gives Mortharor +1 to his Strength, has a -3 armour save penalty and the Multiple Wounds (D3 special rule).

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27

GROMBRINDAL

The White Dwarf

Every Dwarf, from the youngest beardling to the most wizened Longbeard, can recite the Saga of

Grombrindal from memory. An epic tale that runs into many hundreds of verses, the Saga of Grombrindal tells how this Dwarf of legend strides the mountainous paths known only to the Dwarfs, appearing

unannounced at times when his help is needed most. Quite who the White Dwarf truly is none know for sure. Some claim he is none other than Snorri

Whitebeard of Karaz-a-Karak, the only Dwarf King to receive due honour and respect from the Phoenix King of the Elves. Others claim that he was once the paramour of Valaya and beloved of all the Dwarf gods. Whatever the truth, the Saga of Grombrindal contains these and no less than forty-three other suggestions. The White Dwarf is a hero from the time of legends and the knowledge that he walks the world today fills every Dwarfen heart with hope and pride.

Many are the times when a solitary Dwarf, cloaked and hooded, has joined with a Dwarf army on the eve of a great and terrible battle. Solitary and stern, this mysterious figure keeps his own company, nursing his ale and stroking his lustrous white beard in silent contemplation. It is only when battle is joined that the true nature of this mysterious visitor is revealed, as the worn grey cloak is cast aside and, with ancient fire blazing in his eyes, Grombrindal reaps a bloody toll upon the hated foe.

So it was at the battle of Whale Bridge, when Grombrindal held the causeway against the horde of An-Cas the Boastful, and the arrogant Goblin Boss was decapitated with a single blow. So it was at Bitter Peak, when the numberless ratmen were put to flight by the woefully outnumbered Miners from Barak-Varr, a white-bearded ancient holding their tattered ranks together with shouts of encouragement. So, too, it was at Cragmere, when the mightiest Dwarf heroes of the age crushed the advance of an army of Beastmen, Orcs and Goblins, and stood atop a mound of the fallen fully ten corpses deep. These tales and a thousand more besides all bear testament to Grombrindal's heroism and the miraculous nature of his arrival - always appearing when the flame of hope is guttering and the spirits of the Dwarfs are at their lowest ebb.

On the eve of a battle, when dread looms over the hearts of the Dwarf host like a dark shadow, beardlings and Longbeards alike stoke the watchfires a little brighter and keep a tankard of ale aside in case a grey-cloaked stranger seeks to join the throng...

This legendary Dwarf is known in Khazalid - the Dwarfish tongue – as Grombrindal, which roughly translates as 'The White-bearded Ancestor'. He has been given many names over the centuries, but this is the one by which he is moat widely known.

No one knows where thy White Dwarf will appear. He turns up wherever and whenever his folk are hard pressed. When the odds are against the Dwarfs, he comes. He has been seen many times throughout the long history of the

Dwarfs, his strange and unexpected appearance In the darkest hour of battle is recorded in many sagas. Each time he appears, the tide has turned back in the Dwarfs' favour. There was the rime when Umthi the Doomed and his folk were surrounded by Goblins. When all seemed lost, the Goblin horde shrank back in dismay Umthi's clan warriors were heard to whisper in awe "the White Dwarf".

Deep in the midst of the foe the white, bearded one could be seen swinging his mighty axe, cutting a swathe through the ranks of the enemy. Inspired by the sight, Umthi's folk, though bleeding and exhausted, took heart and surged forward one last time in a desperate effort to reach the White Dwarf, who stood alone amid the Goblins. When the victory was won, and Umthi gazed across the stricken field, the White Dwarf was gone and no trace of hint was found,

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28

except- for the heaps of slain enemies. A shrine to

Grombrindal now stands In this place, one of many throughout the Dwarf realms.

Some say that the White Dwarf is none other than Snorri Whitebeard. the Dwarf King of Karat--a-Karak, who was the only Dwarf to receive the due and proper respect of the High Elf Phoenix King of Ulthuan. That was a long, long linty ago though - before the War of the Beard - and ilk is true, then the White Dwarf is truly an Ancestor, and in some uncanny way must surely have crossed the bounds of mortality.

In the Saga of Grombrindal it says that he wanders the Worlds Edge Mountains, following the old Dwarf roads disguised as an aged prospector, swathed in it great cloak. He accepts a swig of good Dwarf ale from any traveller he meets and in return offers them a prophecy. Many are the times when a strange lone Dwarf of this wry description has been seen in the Dwarf camp on the eve of a great battle, keeping his own company.

Sometimes such a figure has been seen walking the ramparts of a besieged stronghold and this is held as an omen of victory and hope. In the bank the following day the White Dwarf has appeared, bedecked in all his regal panoply of war, like some ancient king of legend, a true Ancestor, a figure come to life from the old Dwarf carvings.

M WS BS S T W I A Ld

The White Dwarf 3 7 4 4 5 4 5 4 10

POINTS:

500.

TROOP TYPE:

Infantry (Special Character, Lord).

EQUIPMENT:

Rune Axe of Grimnir, Rune Helm of Zhufbar, Armour of Glimril Scales.

SPECIAL RULES:

Ancestral Grudge, Resolute, Relentless.

Grombrindal has no Fear!

The White Dwarf is so ancient and battle-hardened that he is Unbreakable. So fearless is he that if his chosen unit breaks and flees, for any reason, he will always stand his ground. If the unit was engaged in combat, he will stand firm and continue to fight while his unit flees, denying the foe the chance to pursue.

Grombrindal can even join a unit that does not have the Unbreakable special rule - this is an exception to the normal Unbreakable rules.

Disguised

The White Dwarf wears a disguise until he is ready to reveal his true self. This disguise is usually in the form of a huge cloak he wraps around himself to conceal his enormous white beard, a clear sign of an Ancestor! If you wish, the White Dwarf may start the game hidden in the ranks of any Dwarf unit except a war machine and its crew.

If disguised, the White Dwarf is not placed on the table during deployment, but is assumed to move along with the unit within which he is hidden. At the start of the game, make a note of which unit he is concealed in. If the unit is wiped out or flees then the White Dwarf will be revealed, and will stand his ground even though the rest of the unit may be fleeing or slain.

The White Dwarf may reveal his true self at the start of any Close Combat phase. At this point he is

immediately placed in the front rank of his chosen unit, displacing one of the normal rank-and-file models. If there are no such models in the front rank, then he must be placed in the second rank.

Once revealed, the White Dwarf operates as any other character model.

Note that if the White Dwarf is the Army General, then units can only benefit from his Leadership after he has been revealed.

MAGIC ITEMS:

Rune Axe of Grimnir

The mighty axe wielded by the White Dwarf answers the description of the Rune Axe of Grimnir, mentioned in several sagas and legends. Perhaps Grimnir gave the legendary weapon to the White Dwarf?

Magic Weapon. This axe gives Grombrindal +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models

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29

wounded by the Rune Axe of Grimnir must re-roll any successful armour saves.

Rune Helm of Zhufbar

Those Dwarfs who have glimpsed the awesome helmet worn upon the White Dwarf's troubled brow have described the sight they beheld. Runesmiths have identified this magnificent helmet as the Lost Rune Helm of Zhufbar, which vanished many years ago when that particular stronghold was overrun by greenskins.

Magic Armour. Any fleeing unit of Dwarfs will pass Rally tests automatically if they are attempting to rally within 12" of the Rune Helm of Zhufbar.

Armour of Glimril Scales

After the Battle of Thraag, in which the White Dwarf slew 10,000 Warriors of Chaos to rescue the foolhardy Ungi No-Chance and his folk, a single scale of armour was found clenched in the teeth of the Lord of Chaos. It was forged from a metal totally unknown by the Dwarf folk. The Runesmiths were completely mystified and

called it Glimril, believing that it had been forged by the Ancestor Gods themselves!

Magic Armour. The Armour of Glimril Scales gives the White Dwarf a 1+ armour save, and also a 4+ ward save.

Rune Cloak of Valaya

The runes embroidered on the great cloak worn by the White Dwarf display, without doubt, that it was woven by Valaya herself. At least one saga relates that Valaya, the Dwarf Ancestor Goddess and protector of

the Dwarf folk, fell in love with the White Dwarf on account of his magnificent white beard and gave him the cloak as a token of her esteem.

Talisman. The White Dwarf has Magic Resistance (3) when wearing the Rune Cloak.

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ALFRIK RANULFSSON

Dwarf King of Karak

30

ALFRIK RANULFSSON

Dwarf King of Karak-Hirn

"Now if anyone could help soothe the parched throat of an old warrior I could continue. When I was a young 'un there was never any need for a battle-scarred

drink as his cup was always full. Nor was... oh, thank you." Durgrim drained the newly-filled flagon in a single long draught, wiping the foam from his moustache with the back of his hand as be banged the mug on the table to

again.

"Now where was I? Ob yes. The few noble Dwarfs left that keep the old ways. Thorek I've told you about, but there's also King Alrik Ranulfsson of Karak

Even though he has to deal with all the lesser races who come to trade with him, King A

old ways. The army of Karak-Hir

heart glad, with ranks of Clansmen and Ironbreakers backed up by loyal Dwarfs with crossbo

old days. None of your modern rubbish like fl and

Gyrocopters littering the place and stinking up the clean mountain air with their fumes. Don't know what those engineers were thinking. anyhow.

Karak-Hirn is one of the younger holds, founded after the Great Quakes. It was a tragic time an

were great leaders. The founder of

greatgreat- great-grandfatber, was one such Dwarf. Kurgaz was probably the tallest and stro

smite an Elf He stood bead and shoulders abo followers and could lift an entire ore wago As he fled the disasters of those dark times followers, he happened upon the

his new home: Karak-Hirn, the H camped with his kinsmen above ground in unusual and troubling practice but necess trembling earth is twisting even the finest tunnels. As dusk drew in, the deep blare of sounded across the valley Thinking his kind

Kurgaz rallied his bodyguard about him and set off towards the sound.

They climbed for hours, feeling for handholds as they approached the sound which still sounded eerily across the mountains. Just as dawn broke, they reached a larg stopped to rest.

Without warning, the wind blew through the entrance of the cure, down the passageways and all around them, causing deep roar that bad summoned them. Kurgaz roared in but this time with laughter, and soon the whole of h bad tears running down their cheeks. 'It is a sign from Grungni,' he said, 'To show us how to laugh even

times as these, and to show us a safe haven. ' And with that set about exploring his new domain.

Over the years the caverns have be

the winds still blow through the Hornhall of Karak Cleverly constructed doors, valves and hollows amplify the sound just so, and cunningly set fires draw the air through

ALFRIK RANULFSSON

Now if anyone could help soothe the parched throat of an arrior I could continue. When I was a young 'un there scarred veteran to ask for a drink as his cup was always full. Nor was... oh, thank you." filled flagon in a single long draught, wiping the foam from his moustache with the back of his hand as be banged the mug on the table to be filled

The few noble Dwarfs left that 've told you about, but there's also King Alrik Ranulfsson of Karak-Hirn.

l with all the lesser races who , King Alrik has stayed true to the

Hirn is a sight to make your smen and Ironbreakers backed by loyal Dwarfs with crossbows. Just like it was in the

days. None of your modern rubbish like flame cannons place and stinking up the clean ir fumes. Don't know what those engineers were thinking. anyhow.

ounger holds, founded after the ragic time and what were needed were great leaders. The founder of Karak-Hirn, Alrik's

was one such Dwarf. Kurgaz probably the tallest and strongest of our kind ever to

an Elf He stood bead and shoulders above his could lift an entire ore wagon single-banded.

disasters of those dark times with his army of happened upon the mountain which would be

Hirn, the Hornhold. Kurgaz was his kinsmen above ground in a small valley, an troubling practice but necessary when the

twisting even the finest Dwarf-wrought drew in, the deep blare of a Dwarf warborn the valley Thinking his kind were in danger, his bodyguard about him and set off towards

, feeling for handholds as they still sounded eerily across the mountains. Just as dawn broke, they reached a large cave and

lew through the entrance of the ys and all around them, causing the summoned them. Kurgaz roared in turn, but this time with laughter, and soon the whole of his guard

heir cheeks. 'It is a sign from Grungni,' he said, 'To show us how to laugh even in such

s a safe haven. ' And with that be set about exploring his new domain.

Over the years the caverns have been greatly enlarged, and ugh the Hornhall of Karak-Hirn. valves and hollows amplify the set fires draw the air through

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