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This supplement to the Warmaster game contains all of the armylists fo This supplement to the Warmaster game contains all of the armylists fo

This supplement to the Warmaster game contains all of the armylists fo - PDF document

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This supplement to the Warmaster game contains all of the armylists fo - PPT Presentation

ARMIES Introduction This section of the Warmaster Armies book explains how tonotionally at least the same fighting value To facilitate this allchoices available to the player Army lists and rules ID: 473132

ARMIES Introduction This section the Warmaster

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ARMIES This supplement to the Warmaster game contains all of the armylists for all of the supported races at the time of writing in 2005.Since the publication of Warmaster in 2000 the number of armiesthe way. To complicate matters further, some of the additionalFORMATgiven in the Warmaster rulebook. To avoid splitting thebeen reworded somewhat to aid clarity. Illustrated descriptionsof the different troop types have been included in each list;added to the army list itself. Relevant magic rules pertaining tocharacters have been incorporated into the special rules for thehave been included as part of the special rules for that army.Author's Note.in the 2002 Annual and also on the Warmaster web-site).ALTERNATIVE UNITSSince Warmaster was written we have produced a variety of newsubstitute for existing entries in the army lists. For exampleEmpire Knights of the White Wolf count as Empire Knights, Highsimply adding variety this is a useful way of identifying units withFURTHER ARMIESWe have not included in this book any of the variant or convertedarmies that have previously been featured in Warmastermagazine or Fanatic magazine. However, whilst Warmasterthe Warmaster website as downloads for players to use as they Introduction This section of the Warmaster Armies book explains how tonotionally at least, the same fighting value. To facilitate this, allchoices available to the player. Army lists and rules are provided for 13 official Warmastervalues, can also be arranged as discussed later. Small battle1000 points per sideMedium battle2000 points per sideLarge battle3000 points per sidemore susceptible to the fortunes of dice rolling than are largebattles into a single day. Large battles require more leisure butoffer a varied game that better reflects the subtleties of theWith very large armies it helps to have additional players to helpthousands of points (1000, 2000, 3000, etc). However, it is alsoexplained under Selecting the Army. Begin with the army list for your chosen army. The different listsafter the army list itself. Stat lines are presented as follows: Picking the ArmyTroopType Points per unit Halberdiers Infantry 3 3 6+ Ð 3452/ÐÐ Type.Infantry, Cavalry, Monster, Artillery, Machine, Chariot, General,Wizard or Hero. Mounts for characters are sometimes optionalArmour.The Command value of a character.Points per Unit.This defines the minimum and maximum number ofChoose units and characters to make up the army. You cangame. For example, High Elf Spearmen are 60 points per unit soof army size. For example, in a Bretonnian army, Squires are min/max 1/4. This1 unit but cannot include more than 4. In a 2000 point army thearmy minimum 3 maximum 12, and so on.the points available. For example, Ð/2 means that in a 1000 points You may have decided your armies will be chosen to 1500 pointsor some other odd number. In this case determine min/maxand maximums for a 1000 point army, a 2250 point army is the1000 point maximums but ignore the minimums. Very smallunit or character that carries them. Magic items must be allocatedincrease the points value of the unit or character appropriately,victory points. See Magic p72 of the Warmaster rulebook. nations of the Old World. It stretches from the Grey Mountainsin the west to the Worlds Edge Mountains and the borders ofKislev in the east. This vast nation is divided into many separatethemselves. Rival dynasties have vied for power, alliances havewholly united under the Prince of Altdorf the Elector of theReikland. Only the great sea-port of Marienburg in the Wastelandwealthy mercantile community. and best equipped army. states choose the Emperor from amongst their own number. TheEmperor can, in theory, call upon the other Electors to supplystates to send reinforcements in times of war. Jealousy, rivalryaccess rights often lead to direct confrontation even with theaffect the types of troops raised, their equipment, and tactics.Reiksguard, the Knights of the White Wolf, and the KnightsPanther, whose ranks are usually drawn from the nobility of aReikland, Middenland and Nordland are generally muchworn white, for example whilst the troops of Altdorf - the capitaland upper body. them with sufficient quantities of black powder. The weaponsbe equipped in this way. In the east it is more usual for troops tomissile capability in the Empire army. The most unusual missileof greenskins are an ever-present menace. It is perhaps notto provide extra back up for the close fighting infantry. They arePistoliersminor nobility, merchants, and clergy. They usually wear somearmour - the amount and quality varying a great deal from regiondistance and close up and often make up patrols, scoutingthe same way. and all Electors aim to be the patron of at least one of theseinstitutions within their own borders. Some orders are tiny andcarry lances - the Knights of the White Wolf notoriously carryof their local Elector, the masters of the various orders are The Empire Army Attack modifier.3. Skirmishers. Si.e. 3 ordinary stands plus the skirmisher. Skirmishers alwaysarranged out of the unit's regular formation. As a result4. Pistoliers. Pistoliers have a shooting range of only 15cm,either front, side or rear. Pistoliers can shoot at enemy charging5. Helblaster. machine gun. It has a maximum range of 30cm. It's Attack valueRange01-10cm10-20cm20-30cm842Targets struck by a Helblaster count their Armour value as one1s are rolled count them up and resolve the effect beforeTypePoints per unit HalberdiersInfantry336+Ð3452/ÐÐHandgunnersInfantry3/130Ð365Ð/3*1CrossbowmenInfantry3/130Ð3552/ÐÐFlagellantsInfantry530Ð370Ð/1*2SkirmishersInfantry430 or 6+Ð125Ð/Ð*3KnightsCavalry334+Ð3110Ð/ÐÐPistoliersCavalry3/135+Ð395Ð/4*4HelblasterArtillery1/ 8-4-220Ð150Ð/1*5CannonArtillery1/2 + bounce20Ð285Ð/1ÐSteam TankMachine3/343+Ð1130Ð/1*6GeneralGeneral+2ÐÐ911251ÐHeroHero+1ÐÐ8180Ð/2ÐWizardWizard+0ÐÐ7145Ð/1ÐGriffonMonstrous Mount+2ÐÐÐ1+80Ð/1*7War AltarChariot Mount+1ÐÐÐ1+15Ð/1*8 Special RulesNo of 1sResult1, 2Dud Ammunition. Deduct any 1s from the successful hits. For instance;3Misfire.4+Ka-boom! surprising its crew. The Helblaster stand is removed as a casualty. No target. Note: in the event of the Helblaster exploding 6 hits are6. Steam Tank. The Steam Tank forms a unit on its own, it movesup to 20cm, and must be given its own orders. The Steam Tankother Steams Tanks. A character cannot join with a Steam Tank.A Steam Tank can shoot from any edge of a stand: side or rear aswell as the front like other units. Steam Tanks weapons have arange of 30cm. A Steam Tank therefore shoots to its front, side orrear against the closest enemy target. Targets suffering hits froma Steam Tank count their Armour value as one worse than normalÐ so 3+ counts as 4+, 4+ as 5+, whilst 6+ is ignored. A SteamTank can shoot at charging enemy.Because of its exceptionally heavy armour plating, a Steam Tankinflict a hit from shooting or in combat. The Steam Tank fightsSteam Tanks cannot be driven back or routed by shooting.determine if the Steam Tank becomes Confused on a roll of a 6. If the player attempts to issue an order to a Steam Tank and rollsthat although a General cannot blunder he must still roll for Steam Tank Malfunction ChartD6Result1.Destroyed. The Steam Tank grinds to a halt rupturing steam and noxious gasses. Remove the Steam Tank as a casualty.2.Broken Down.The Steam Tank's drive has broken. It does not move to move for any reason it is destroyed. Otherwise, the Steam Tank can 3.Stuck.4.Commander Slain. The Steam Tank does not move further this turn. Itremainder of the game. The Steam Tank can shoot as normal.5.Momentary Halt. The Steam Tank cannot move further this turn but is6.Steam Overload. The Steam Tank cannot move further this turn but can shoot with double the usual number of Attacks (6) to represent steam being uncontrollably diverted into weaponry.Generals, Wizards and Heroes can ride Griffons. The100cm. It adds +2 Attacks to those of its rider. A unit that8. War Altar. There is only one War Altar of Sigmar.Consequently an army, no matter how large, can only everinclude one. A War Altar can only be included as a mount for aWizard, in which case he is assumed to be the Grand Theogonist.The presence of the War Altar adds +1 Attack and enables theonce during the battle. The player must announce that he isusing the power of the War Altar before rolling the dice for the Empire Spells BALL OF FLAMERange 30cmA ball of flame shoots from the Wizard's outstretched armDraw an imaginary line 30cm long from the Wizard's stand in anyshot, e.g. over the crest of a hill, more than 2cm of woodland,in the usual way. Note that this spell can easily affect several unitsand will affect all units that fall beneath the line (including yourhaving been struck in the combat itself. VOICE OF COMMANDRange 30cmThe Wizard's voice booms out across the battlefield directingtroops above the tumult of combat with the magical Voice ofrange regardless of whether the Wizard can see it or not. The Range 30cmof whether the Wizard can see it or not. for example. The unit counts all enemies as terrifying (-1 Attackelse. However, if the target is Undead it will not count enemiesTELEPORTRange N/AWith a swirl of his cloak, a crack of thunder and just a hint ofmaniacal laughter the Wizard vanishes to reappear anywhere onThe Wizard is moved to a new position anywhere on the table.He can leave or join a unit if he wishes, enabling a Wizard tomove into or out of combat for example. Once the Wizard hasdifferent spell and not a further Teleport! Roll to cast the secondspell as normal. A Wizard that Teleports successfully can as with all races that are exposed to the A selection of Chaos forces Daemon PrinceChaos Warriors Chaos Hounds TypePoints per unit Chaos WarriorsInfantry444+Ð31501/ÐÐChaos MaraudersInfantry335+Ð3601/ÐÐOgresInfantry445+Ð3105Ð/1*1TrollsInfantry535+Ð3110Ð/3*2Marauder HorsemenCavalry335+Ð390Ð/4ÐChaos KnightsCavalry444+Ð3200Ð/4ÐChaos HoundsCavalry330Ð330Ð/2ÐChaos ChariotsChariot335+Ð395Ð/3ÐHarpiesMonster236+Ð365Ð/1*3Dragon OgresMonster645+Ð3250Ð/1ÐChaos SpawnMonster3/343+Ð1110Ð/2*4GeneralGeneral+2ÐÐ911251ÐHeroHero+1ÐÐ8180Ð/1ÐSorcererWizard+1ÐÐ8190Ð/1ÐChaos DragonMonstrous Mount+3ÐÐÐ1+100Ð/1*5 Special Rulesnothing about it. 'Humans' encompasses all 'men' includingChaos Warriors and Marauders, but not Dwarfs, Elves etc.2. Trolls. When trying to issue an order to a unit of Trolls or to abrigade that contains a unit of Trolls, there is always a -1Command penalty. Trolls can regenerate wounds - in each roundafter whole stands have been removed Trollsautomatically regenerate one outstanding hit. If no hits are leftthe same way as infantry, rather than the short edge like othermonsters. Harpies can fly. A unit of harpies cannot be joined by acharacter. 4. Spawn. to a maximum of one Spawn per non-Spawn unit. For example,4 Chaos Warriors plus 4 Spawn counts as a brigade of 4 units - the TypePoints per unit Orc WarriorsInfantry436+Ð3602/ÐÐBlack OrcsInfantry445+Ð3110Ð/1ÐGoblinsInfantry2/130Ð3302/Ð*1TrollsInfantry535+Ð3110Ð/3*2OgresInfantry445+Ð3105Ð/1*3Boar RidersCavalry435+Ð3110Ð/ÐÐWolf RidersCavalry2/136+Ð360Ð/Ð*4Wolf ChariotsChariots336+Ð380Ð/3ÐGiantMonster885+Ð1150Ð/1*5Rock LobberArtillery1/330Ð175Ð/1*6Orc GeneralGeneral+2ÐÐ81951ÐOrc HeroHero+1ÐÐ8180Ð/2ÐOrc ShamanWizard+0ÐÐ7145Ð/1ÐGoblin HeroHero+1ÐÐ7145Ð/2ÐGoblin ShamanWizard+0ÐÐ6130Ð/1ÐWyvernMonstrous Mount+2ÐÐÐÐ+80Ð/1*7ChariotChariot Mount+1ÐÐÐÐ+10Ð/1*8 2. Trolls. When trying to issue an order to a unit of Trolls or toa brigade that contains a unit of Trolls, there is always a -1Command penalty. Trolls can regenerate wounds - in each roundof combat after whole stands have been removed Trollsautomatically regenerate one outstanding hit. If no hits are leftnothing about it. 'Humans' encompasses all 'men' includingChaos Warriors and Marauders, but not Dwarfs, Elves etc.4. Wolf Riders. The Wolf Riders' range is restricted to 15cm. Wolfmeasure the range from any stand edge, front, side or rear. TheyGiants must always be given a separate order. Theythe following rules. Roll a dice and consult the Giant Goes Wildseparately. Attacks are halved for the rest of the battle (to 4 Hits and 4Attacks). A Giant causes terror in its enemies. 6. Rock Lobber.7. Wyverns.Generals, Wizards and Heroes can ride Wyverns. AWyvern can fly, increasing its riders' move from 60 to 100cm, andit adds +2 Attacks to those of its rider. A unit that includes aWyvern rider causes terror in its enemies. A General, Wizard or Hero can ride a Chariot. Acharacter in a chariot adds +1 to his Attacks. Giant Goes Wild ChartD6On no! What's he doing now!1The Giant will neither move nor fight this turn butsimply stands rooted to the spot looking dopey.2Move the Giant directly towards the nearest table edge. If he moves into another unit he will attack 3The Giant picks up a rock, tree, abandoned cart, it at the closest unit - friend or foe - that he can see.The object travels 5xD6cm and, if it travels far enough to hit its target, strikes with 3 Attacks worked out in the usual way.4The Giant moves straight forward at full pace in the direction he is facing in. If he reaches an enemy unit he will attack as normal. If he reachesceases to be confused at the end of the Command5The Giant moves towards the nearest enemy unit foe he will attack as normal. If friends are in the 6The Giant gives a mighty bellow and rushes straight at the nearest enemy unit that he can see.doubling his Attacks value in the first round of Special Rules TypePoints per unit WarriorsInfantry344+Ð31102/ÐÐHandgunnersInfantry3/146+Ð390Ð/Ð*1RangersInfantry3/145+Ð3110Ð/2*2Troll SlayersInfantry540Ð380Ð/2*3CannonArtillery1/226+Ð290Ð/1*4Flame CannonArtillery1/2D6 + bounce26+Ð150Ð/1*4GyrocopterMachine1/335+Ð175Ð/1*4General General+2ÐÐ1011551ÐHeroHero+1ÐÐ8180Ð/1ÐRunesmithHero+1ÐÐ8190Ð/1*5AnvilSpecial+1ÐÐÐÐ+50Ð/1*6 2. Rangers. of Dwarf Rangers means that they can pursue any type ofretreating enemy in the same way as, for example, cavalry. 3. Troll Slayers.A Troll Slayer unit will always use its initiative toThey will never use their initiative to evade. Two or more Trollsingle Troll Slayer unit can ever be included in a brigade. Trolldrive backs. Troll Slayers must pursue or advance if victorious incombat where they are permitted to do so. Troll Slayers aresuffer the -1 Attack modifier. Troll Slayers positively enjoyAttack when fighting against a Monster stand. Troll Slayer units earn victory points differently to other units asIf a Troll Slayer unit has any stands remaining at the end ofIf a Troll Slayer unit is destroyed no victory points are scoredFull rules forattacks on the target before it explodes and destroys itself.attacks caused by all further shooting is reduced from 2D6 to 1D6.smoke and hot coals. Ten attacks are inflicted this turn Ð otherwise the FlameCannon is unaffected.their enemies. If an enemy Wizard who is within 50cm of thethe Runesmith can 'anti-magic' it so long as the caster is with50cm. To determine if this works roll a D6 - on the score of 4, 5or 6 the Runesmith has succeeded and the spell doesn't work, itRunesmith's efforts come to nothing and the spell works asRunesmith and several are in range of the enemy Wizard. stand includes the Anvil, once per battle he can add +1 to hisdice roll when he attempts to dispel enemy magic spells usingeven greater resolve! Roll a D6. On the score of a 4, 5 or 6 allTerror for the rest of the Dwarf player's turn. On a roll of less Special Rules Vermintide. pursue regardless of enemy troop type, Skaven are stillUnder the Lash. of 20cm whether General, Heroes or Wizards. Even Skavenclose at hand. We call it 'under the lash'. 2. Plague Monks.combat, they do not suffer the usual -1 Attack modifier. 3. Rat Swarms.Rat Swarms cannot be driven back by shootingand do not roll for drive backs. A Rat Swarm stand cannot besupported by other kinds of infantry - only by other Ratswarmstands. Note, however, that Rat Swarms can support other kindsof infantry as normal. A Rat Swarm cannot be given magic items. bows, but their range is reduced to 15cm. However, they maybegun. To infiltrate a unit, the Skaven player nominates the point'infiltration' order from any character. The character does notorder. Treat the order as issued to the nominated point, andapply any modifiers for distance and proximity of enemy, butunit is considered to have used its first order to deploy. If theinfiltrate that turn, it can attempt to infiltrate in a subsequentturn at the same or a different place. 5. Warp Lightning Cannon. The Warp Lightning Cannon has arange of 40cm. It has D6 Attacks - generate the number of Attacksand then roll for each Attack as usual. However, if the number ofAttacks is 1 this indicates something has gone wrong. Roll the D6again and work out this many Attacks against the Warp LightningCannon itself.Units that take casualties from the Warp Lightning Cannon areUnits that take one or more casualties from a Warp Lightninga Warp Lightning Cannon can also potentially become confused.Roll a D6 for each unit that is touching the target unit. On a rollSkaven units to become confused if they are touching the Warpupon itself.in the open it receives D6 bonus Attacks in addition to thenormal +1 Attack for charging. Note that this bonus applies onlyWheel is charged itself. 7. Grey Seer.Skaven magic in the same manner as a Warlock. Skaven Army SelectorTypePoints per unit ClanratsInfantry336+Ð3402/ÐÐStormverminInfantry335+Ð355Ð/2ÐJezzailsInfantry3/136+Ð370Ð/2*1Plague MonksInfantry530Ð370Ð/2*2Rat SwarmsInfantry230Ð3252/Ð*3Gutter RunnersInfantry3/136+Ð370Ð/4*4Rat OgresInfantry445+Ð3110Ð/2ÐWarp LightCannonArtillery1/D620Ð150Ð/2*5Doom WheelMachine544+Ð1125Ð/1*6Grey SeerGeneral+1ÐÐ911301*7HeroHero+1ÐÐ8170Ð/2ÐWarlockWizard+0ÐÐ6130Ð/1ÐScreaming BellMachine044+Ð1125Ð/1*8 Special Rules forgotten age - the Age of the Old Ones. This far-off time liesthe stars in their silver ships by means of immense inter-master-race of Slann to fulfil their ambitions and rule over thedimensional gateway through the axis of the planet. Portals overthe poles allowed the Old Ones to transport huge fleets fromcontemplated the inner secrets of the multiverse. Their greatcollapse of the mighty warp gates. Being creatures of greatThe coming of Chaos to the world was the ultimate test of thethe world and altered it forever. But as the Slann had planned allSlann. But the world was changed. The efforts of the Slann hadremaining Slann Mages fell into a centuries long sleep fromblooded servants continued as ever, guarding the pyramid citiesand star-temples of the Slann, awaiting the instructions of theirgaze of the Slann Mages. In battle they carry a mixture of bows,spawning to the next. They are sometimes accompanied to battleby warriors of the Pygmy tribes that trade (and sometimes fightSaurus Ð hurt or danger. They are hatched in caverns far below the groundTemple Guards Ð these are the Saurus Guardians of the Star-Temples of the Slann - they wear distinctive costumes withhelmets made from the skulls of strange reptilian beasts. Suchto mark their good fortune - their helmets often take the formsalthough they are the largest lizardmen of all theyscaly blue-grey. Cold One Riders Ð Terradons Ð Terradons are flying reptiles used both as scouts,Terradon whilst the other wields a bow or spear. enemy unwise enough to approach near. Most enemies are notso lucky Ð they will have been trampled beneath the Stegadon'sPalanquin borne aloft by a guard of Kroxigor or propelled byofficials of the temple bureaucracy and trusted agents of thecommanders but they are good fighters. These leaderssuch as the rare but much feared Carnosaur. Skink Shamanscome from the Temples or may belong to one of the strange The Lizardmen Army GAZE OF SOTEKRange 30cmThis spell can be cast on an enemy unit. The Wizard must be ableMAZDAMUNDI'S REVENGERange 60cmof whether the Wizard can see it or not. WINGS IN THE JUNGLERange N/AAn eerie aura surrounds the Wizard and his companions liftingplace to another. The spell can be cast on any unengaged friendly unit that theWizard has joined. The spell affects only a single unit, never aCommand phase. The Wizard is moved together with the unitRange 30cmcombat and which is within range. The Wizard does not have to Lizardmen Spells A selection of Lizardmen forces SaurusCarnasaurs TypePoints per unit BowmenInfantry3/130Ð355Ð/ÐÐMen-at-armsInfantry336+Ð3451/ÐÐPeasantsInfantry330Ð330Ð/4*1SquiresCavalry3/136+Ð3901/4ÐKnightsCavalry334+Ð31101/Ð*2Grail KnightsCavalry334+Ð3120Ð/1*3TrebuchetArtillery1/630Ð11501*4GeneralGeneral+2ÐÐ911251ÐHeroHero+1ÐÐ8180Ð/2ÐEnchantressWizard+0ÐÐ7145Ð/1ÐPegasusMonstrous Mount+1ÐÐÐÐ+15Ð/1*5UnicornMonstrous Mount+1ÐÐÐÐ+15Ð/1*6 Special Rules the Knights' contribution to the battle that counts - never mindthe pot-washers and clod-breakers. To represent this, theof its units at the start of the game, count only the number ofor more of its units of Knights/Grail Knights it must withdraw. 1. Peasants. penalty when given an order. However, this penalty is waived ifnon-peasant unit. Peasants cannot use initiative to charge -2. Knights. Attack modifier. 3. Grail Knights.enemy in the open it receives an additional +1 Attack modifier in4. Trebuchet. standard sized Warmaster bases glued together.high trajectory that it cannot shoot at a charging target or at anyartillery, and it can shoot over the heads of obstacles and friendson lower ground just as can other artillery. In addition it can'shoot blind' - which is to say it can shoot at a target that it cannotsee. This blind shooting is directed by observers who form partof the trebuchet's operational team, but who are not directlyD6 to test if the shot is on target - a score of a 6 indicates that thisno further account is made of it. If the shot is deemed to be onLike all artillery it must shoot at the nearest target. Targets underanyway.The Trebuchet is so large and heavy that it cannot move. It isdeployed on the table at the start of the game and remains staticthereafter. It cannot move of its own volition or otherwise. rolled it is considered destroyed. The crew have run off. All otherdice rolls are ignored and the Trebuchet can carry on as normal.If obliged to move off table by a Gerroff spell then roll 1 X D6. IfTrebuchet is is not counted towards the army's units for5. Pegasus. Enchantress and adds +1 Attack to the rider as well as allowingthe character to fly.6. Unicorn. unicorn adds +1 to the Enchantress's Attacks. Once per battlethe unicorn's magical power adds +1 to the dice when casting aspell. The player must announce that he is using the unicorn'smagic before rolling to see if the spell works. Range Ð affects friends within 15cmArmour rolls whether from ordinary missile fire, dragon breath,many Enchantresses are within range or what other factors apply.SHIELD OF COMBATRange n/aother factors apply. It is never permitted to re-roll a re-roll in anyRange 30cmThe spell lasts until the end of the opposing player's followingto any brigade of which it is a part, suffers a -1 Command penalty. LADY'S FAVOURRange 30cmmidst of battle or away from danger.range regardless of whether the Enchantress can see it or not. Bretonnian Spells A selection of Bretonnian forces Pegasus Rider and Bretonnian General World between towering mountains to the east, the barrenwastes of the Troll Country to the west and the borders of theenemies are never far away. the lands are home to savage marauder tribes. To the north-westbetween the forces of darkness and the lands to the south. WithKislev are an admixture of native Old Worlders like the people ofthe Empire and a marauding Kurgan tribe called the Gospodars.Sorceress Khan-Queens of the Gospodars. Female members ofbuildings constructed from masonry. Gilded domes distinguishthe temples of the strange Kislevite gods from those of theFor many years the Tzars of Kislev have enjoyed the friendship ofOld World as the Ice Queen of Kislev. In her the old powers ofKnights come from the nobility of both the cities and thenomadic tribes that make up much of their population. Afrom horseback. Over the centuries insurgent Kurgan tribes havepart of the town levy - usually wearing their own clothes - otherskeepers drive the bears out to fight the enemies of Kislev.War Wagon ÐFrom this tradition the Kislevites have developed a militarythe ruling class of Kislev comes mostly ofGospodar blood and provides military as well as civil leaders. Inpast times armies were often led by the Tzar himself, or by oneKislevite gods provide sorcerous support for the army. in the Kingdom, and their status as warrior-nobles means thattheir abilities are often put to practical use in war. Suchprincesses of the royal blood may be many, but most adept of allis the Tzarina Katrina herself, inheritor of both the Kingdom and The Kislev Army TypePoints per unit KnightsCavalry334+Ð3110Ð/4ÐHorse ArchersCavalry3/136+Ð3802/Ð*1BowmenInfantry3/130Ð355Ð/ÐÐAxemenInfantry336+Ð3452/ÐÐBearsInfantry530Ð385Ð/1*2War WagonArtillery4/454+/-Ð2140Ð/1*3GeneralGeneral+2ÐÐ911251ÐHeroHero+1ÐÐ8180Ð/2ÐShamanWizard+0ÐÐ7145Ð/1ÐBearMonstrous Mount+1ÐÐÐÐ+10Ð/1*4TzarinaSpecial+0ÐÐÐÐ+25Ð/1*5 Special Rules 1. Horse Archers. any stand edge, front, side or rear. attack when they charge an enemy in the open in the same wayof a combat will automatically strike one more Attack per standbefore the combat result is worked out. Resolve these Attacks as3. War Wagon.The War Wagon unit consists of two separateWhen a war wagon moves it must always finish its move in aother unit of two stands. The wagon cannot charge an enemy. Itssame as infantry. A unit in wagon column at the start of the moveArtillery. to form a laager. A war wagon can also form a laager usingmeans of a single order - a separate order is required to form awagon laager. When a wagon forms a laager, either stand can becan shoot and fight. The team stand has '0' Attacks both forWar Wagon has an Armour rating of 4+ so long as the wagonremaining team stand has no Armour (no save).counts one worse than usual, for example 4+ counts as 5+, andArtillery (see p67 of the rulebook). Note that the wagon's AttacksWarmaster rulebook.counts as in the open. of fighting to the side or rear. (remember it is defended) to determine if the War Wagonbecomes Confused on a roll of a 6. The same applies to Gerroff.Note this is the standard rule for artillery. pursue nor retreat regardless of the combat result. The WarWagon is not destroyed in the same way as artillery if it loses acontinue to fight by 'pursuing' in the normal way, but no pursuitbonuses are gained for doing so. Wagon ColumnWagon Laager sorceress called Morathi. Many fair-minded Elves believed thatmighty father. provide her with the means to achieve power. She was preparedskilled in all the arts of magic and especially in the lore ofdaemons and all manner of necromancy. Unbeknown to theflocked to join the new cults. Young Elves found themselvesthe Lord of Murder. and the flame rejected her son. Malekith was not killed, but hisarmour that he wears to this day. Seriously weakened, blackenedof body, his mind warped by pain and resentment, Malekith gaveThe Sundering Ð for its result was to divide the Elf race. Fromthereon the High Elves of Ulthuan, the Wood Elves of theabandoned Elf colonies in the Old World, and the Dark Elves ofMalekith would develop separately. The Dark Elves weresupremacy. Nagarythe finally sank beneath the waves. Malekithand his supporters fled to the northern part of the New WorldNaggarond - Tower of Cold. From his icy realm Malekith broods over his lost kingdom andOld World, whilst his generals plan to return to their homelandand win the Elven Kingdoms for their dark master. In the land ofthirsty Daemons. Witch Elves roam the night searching forcoordinated body of armoured spearmen. There are some bodiesa particular part of Naggaroth - for example the Black Guard ofand is greatly favoured over the conventional bow. It fires aWitch Elves Ð When Witch Elves go to war they can bring the Cauldron ofbeing eaten. This causes the Dark Elf Knights to lose all sense ofWar Hydra Ð as part of the Dark Elves' death games. The Hydra are amongstamongst the enemy's ranks. The War Hydra has a multitude ofsimply regrows another! This makes the War Hydra especially The Dark Elf Army same way as you would for an evade move. If thecharging (see above). If the elephant contacts a friendlysame way as you would for an evade move. If theAStampeding Elephant unit that charges into an enemy orregular charging unit. The stampeding Elephant counts as'enemies' for the duration of the combat and thereforecontinue to cause 'terror' in opponents regardless of whichside they are on. The Elephants count as charging in the firstbecause they have insufficient movement distance. In the case6. Flying Carpet. unit of friendly cavalry. A unit joined by a character riding anElephant causes Terror.can only be used when the character joins a unit. If the Wizard isaccompanied by a Djinn then any unit he joins causes Terror. SAND STORM Range Ð affects enemy within 30cmturn. Command penalty. This penalty is applied when each order isMIRAGE Range 60cm warriors, bearing down inexorably upon his startled foes. To use this spell the player will need an additional unit chosenfrom the Araby list - this can be infantry, cavalry or monsters itfight - for it isn't really there! However, the illusionary unit isenemy unit charges into contact with it, touches it as anCommand penalties are suffered for proximity, and enemyWhilst the Mirage unit is on the battlefield the Wizard cannot castany other spells - if the player wishes the Wizard to cast a newspell the Mirage comes to an end and the Wizard can thenattempt a new spell as normal. Range 30cm scythe through all before him. Draw an imaginary line 30cm long from the Wizard's stand in anyhaving been struck in the combat itself. Range 30cm The sorcerer channels the immense power of the Djinn throughduration of the following close combat phase. casting this spell, and therefore casts successfully on a 5+. Araby Spells EntryModels availableBowmenBretonnian BowmenMen-at-ArmsBretonnian Men-at-ArmsPeasantsBretonnian PeasantsSquiresMounted SquiresKnightsBretonnian Knights,Grail KnightsBretonnian Grail KnightsKnightsKislev KnightsHorse ArchersKislev Horse ArchersBowmenKislev BowmenAxemenKislev AxemenBearsKislev BearsWar WagonKislev War WagonSpearmenDark Elf SpearmenCrossbowmenDark Elf CrossbowmenWitch ElvesDark Elf Witch ElvesDark RidersDark Elf Dark RidersCold One KnightsDark Elf Cold One KnightsHarpiesHarpiesWar HydraDark Elf War HydraBolt ThrowerRepeater Bolt ThrowerVampire CountsSkeletonsUndead SkeletonsZombiesVampire Counts ZombiesGhoulsVampire Counts GhoulsGrave GuardVampire Grave GuardEthereal HostEthereal HostBlack KnightsVampire Black KnightsDire WolvesVampire Counts Dire WolvesFell BatsVampire Counts Fell BatsDaemon HordesDaemon Horde of KhorneDaemon Horde of TzeentchDaemon SwarmDaemon NurglingsDaemon CavalryDaemon Cavalry of SlaaneshDaemon HoundsDaemon Hounds of KhorneDaemon ChariotsÐ Daemon BeastsDaemon Beasts of NurgleDaemon FlyersScreamers of TzeentchGreater DaemonGreater Daemon of Khorneeasily converted using Daemon Beasts or Daemon Cavalry.OTHER SUBSTITUTESbackground. For example, Daemon Horde can be used as ChaosWarriors in a Chaos list, and Kislev Knights could be use as(Knights for Knights for example). However, so long as playerstheir owner, then it is appropriate to use such a force only withthe consent of both players. Most players are happy to go alongbased upon whatever race or idea takes their fancy, but whichactually plays exactly like a regular army. One player of some