first war against chaos: desperate times

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    The First WarAgainst Chaos:

    Desperate Times

    By Andrew Green

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    Contents Page

    Timeline Pg 4

    General Rules Pg 5

    Army Lists and Units Pg 6Elves Pg 6

    Nagaraythe Pg 6Caledor Pg 7

    Avelorn Pg 7 Elven Units Pg 8

    Aenarion Pg 8Eorlan Anar Pg 9

    Morathi Pg 9Malekith Pg 10Elthyrior Pg 10Telriarnir Pg 11Raven Heralds Pg 11Knights of Anlec Pg 12Royal Guard of Anlec Pg 12Caledor Pg 13Hunters of Chrace Pg 13

    Dragon Prince Pg 14Oakheart Pg 14Mistress Pg 15Maiden Guard Pg 15Wolf Pack Pg 16Handmaidens Pg 16

    Dwarfs Pg 17Warriors of Grimnir Pg 17

    Defenders of Karaz-Ankor Pg 18Dwarven Units Pg 19Grimnir Pg 19Doomseekers Pg 20Brotherhood of Grimnir Pg 20Hurlers Pg 21Grudge Pony Pg 21

    Snorri Whitebeard Pg 22

    Lizardmen Pg 23Lizardmen Units Pg 23

    Nakai Pg 23 Arcane Engine of the Old Ones Pg 24

    Tribes of Man Pg 25Tribes of Man Units Pg 25

    Chieftain Pg 25Kinsman Pg 26Tribesman Pg 26Slingers Pg 27 Chariot Pg 27 Hunting Dogs Pg 27 Fanatics Pg 28

    Chaos Pg 29Tribes of the North Pg 29Creatures of Chaos Pg 29Daemons of Chaos Pg 30

    Beastmen Pg 30Chaos Units Pg 31

    Ehrenlish Pg 31Eradorius Pg 32Marauder Jarl Pg 33Shaman Pg 34Marauder Chariot Pg 35Hunters Pg 35Shaggoth Stormcaller Pg 36

    Troll King Pg 36Dragon Ogre Bull Pg 36Nkari Pg 37 Belakor Pg 38Praan Pg 40

    Orcs and Goblins Pg 41

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    Savage Orcs Pg 41Orc and Goblin Units Pg 42

    Effigy Pg 42

    Undead Pg 43Unquiet Dead Pg 43

    Undead Units Pg 43Fallen General Pg 43Undead Druid Pg 44Skeletal Warriors Pg 44Skeletal Raiders Pg 45Revenant Monstrosities Pg 45Skeletal Chariot Pg 46

    Undead Titan Pg 46

    Credits Pg 47

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    Timeline

    Only uncertain and fragmentary records exist of this time, now many thousands of years in the past. As such any attempt at providing a perfectly accurate chronology are doomed to fail,however what follows is this humble authors attempt at creating a basic outline of the events of the age.

    -4470 Beset by grief and rage Aenarion draws the Widowmaker.

    -4470 to Chiccota of Zlatlan purges the Southlands. The Slaan manipulate the-4460 human tribes of Albion into erecting the Ogham Stones.

    -4460 Grimnir shaves his head to become the first Slayer and leaves Karaz-aKarak to travel north with a group of faithful companions who havesworn to accompany Grimnir until death takes them.

    -4461 Aenarion rescues the seeress Morathi from an army of Daemons.

    Together they establish their court in the fortress of Anlec to createthe Kingdom of Nagaraythe.

    -4460 Disgusted by Nagarythes obses sion with war and death Caledordeparts Anlec to found a new kingdom in the south, much toAenarions ire. He concludes that the only way to stop Chaos is todrain the Winds of Magic from the world, to this end he begins torepair and expand Ulthuans ancient network of standing stones.

    -4458 Malekith, child of Aenarion and Morathi, is born.

    -4450 to War without End. The Daemonic assault continues unabated and-4420 daily battles are fought in Nagarythe. Under the tutelage of his

    mother and father Malekith quickly becomes a peerless warrior andskilled mage and rises to be appointed Commander of Nagaraythe.Grimnir and his companions travel ever further north, cutting theirway through Daemons without number and great hordes of chaoticmonsters. They also encounter tribes of men who remain pure anduncorrupted, frantically trying to survive in the face of the greatincursion.

    -4419 Despite Aenarions protests Caledo r Dragontamer travels to the Isle of the Dead to begin the ritual to create the Vortex. As the Chaos Godsrespond in force Aenarion is forced to travel to the Isle of the Deadwith his army and protect the mages. A great battle is fought in whichAenarion and his dragon Indraugnir suffer mortal wounds whenfighting against four Greater Daemons, nonetheless they live longenough to see the Vortex completed and return the Widowmaker tothe Shrine of Khaine. Unknown to the Elves the amount of Daemonsassaulting the Isle of the Dead was greatly reduced by the actions of Grimnir and his last companions who fell battling at foot of the Gateto the Realm of Chaos itself.

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    Army Lists

    Elves

    Weapons of the Age: The White Sword of Hoeth, Shadow Armour, Mask of theMerlord and the Book of Hoeth may not be used.

    Magical Mounts: Elven Nobles may select a Sun Dragon as a mount for 220pts.Elven Mages and Archmages may select a Pegasus as a mountfor 50pts.

    Nagaraythe

    Army Rules (High Elves):

    Warriors of Nagaraythe: Speed of Asuryan is replaced by hatred and the ability to re-rollfailed psychology checks

    Anvil of Vaul: Nagaraythe lords and heroes can spend 25pts more on MagicItems than specified in Warhammer Armies: High Elves

    Lords: Aenarion the Destroyer*, Eoloran Anar*, Morathi*, Prince, Archmage

    Heroes: Malekith*, Elthyrior*, Telriarnir*, Mage, Noble

    Core: Spearmen, Archers, Silver Helms

    Special: Raven Heralds*, Knights of Anlec*, Royal Guard of Anlec*, Shadow Warriors

    Rare: Repeater Bolt Thrower, Dragon Prince*

    M WS BS S T W I A Ld Type Special RulesPegasus 5 7 7 4 3 3 7 4 10 MB Fly

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    Caledor

    Army Rules (High Elves):

    Stoic: Speed of Asuryan is replaced by Immune to Psychology

    Master Smiths: Any model wearing heavy armour has it upgraded to DragonArmour for free. Additionally Caledor lords and heroes canspend 25pts more on Magic Items than specified in WarhammerArmies: High Elves

    Lords: Caledor Dragon Tamer*, Prince, Archmage

    Heroes: Mage, Noble, Dragon Mage

    Core: Spearmen, Archers, Silver Helms, Lothern Sea Guard

    Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots,Tiranoc Chariots

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

    Avelorn

    Army Rules (Wood Elves):

    Forest Dwellers: Every model in the army has the Forest Strider special rule, additionallyunits still benefit from their rank bonus while in woods.

    Power of Avelorn: The Ward Save provided by the Tree Spirit special rule is no longernegated by magical attacks. Additionally Spellsingers must choose theirspells from either the Lore of Beasts or the Lore of Life.

    Lords: Treeman Ancient, Oakheart*

    Heroes: Spellsinger, Mistress of the Maiden Guard*

    Core: 0-1 Maiden Guard*, Dryads, Wolf Pack*, Handmaidens*

    Special: Treekin

    Rare: Great Eagles, Treemen

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    Campaign Units

    Aenarion the Destroyer 1000pts

    M WS BS S T W I A LdAenarion 5 10 10 5 4 4 9 5 10

    Indraugnir 6 8 0 8 6 8 2 7 10

    Unit Type: Infantry (Indraugnir is a monster on a 100x150mm base) Models in Unit: 1

    Mount: Indraugnir

    Equipment: Sword of Khaine, Dragon Armour of Aenarion, Phoenix Crown

    Special Rules: Aenarion: Warriors of NagaraytheIndraugnir: Scaly Skin 2+, Dragon Fire, Fly, Large Target

    Sword of Khaine: Magic Weapon. All hits wound automatically, noarmour saves may be taken, successful ward saves mustbe re-rolled, multiple wounds (D3), may not bedestroyed or negated.

    Dragon Armour of Aenarion: Magic Armour. 1+ armour save, 4+ ward save, 2+ wardsave against flaming attacks

    Phoenix Crown: Enchanted Item. Aenarion is unbreakable and anyfriendly unit within 6 is stubborn

    Dragon Fire: S 5 breath weapon, flaming, any unit taking a casualtymust take a panic check

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    Eorlan Anar 310pts

    M WS BS S T W I A LdEoloran 5 7 6 4 3 3 8 4 10

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points

    Equipment: Cyarith, Heavy Armour, Banner of Nagaraythe

    Special Rules: Warriors of Nagaraythe , Aenarions Banner Bearer

    Cyarith: Magic Weapon. Armour piercing, +1 Strength

    Banner of Nagaraythe: Magic Standard. This standard gives an additional +1 tothe combat resolution score of friendly units in combatwithin 12, and the unit containing the banner isunbreakable.

    Aenarions Banner Bearer : Eoloran counts as the army s battle standard bearer andfollows all the normal rules for a battle standard bearer.In addition he can also be the armys general but only if he has the highest leadership in the army.

    Morathi 350pts

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points

    Magic: Morathi is a level 4 wizard with Loremaster (Death or Shadow or Metal or Fire)

    Equipment: Hand WeaponMorathi may select a single item from the Arcane and/or Enchanted item lists ineither Warhammer Armies High Elves or the main Rulebook

    Special Rules: Warriors of Nagaraythe, Enchanting Beauty, A Hundred and One Blessings

    Enchanting Beauty: At the start of each close combat phase every model(friend or foe) in base contact with Morathi must pass aleadership test or be reduced to WS 1 for the durationof that phase.

    A Hundred and One Blessings: Morathi has a 5+ Ward Save and Magic Resistance (2).

    M WS BS S T W I A LdMorathi 5 5 4 3 3 3 6 3 10

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    Malekith 300pts

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points

    Magic: Malekith is a level 2 wizard who may choose spells from either High Magic or the Lore of Fire

    Equipment: Avanuir, Heavy Armour, Shield

    Special Rules: Warriors of Nagaraythe, Captain of Nagarythe

    Avanuir: Magic Weapon. Re-roll failed wounds, armour piercing,flaming attacks.

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

    Elthyrior 130pts

    M WS BS S T W I A LdElthyrior 5 6 7 4 3 2 7 3 9

    Elven Steed 9 3 0 3 3 1 4 1 5

    Unit Type: Cavalry Models in Unit: 1

    Mount: Elven Steed

    Equipment: Spear, Longbow, Hand Weapon

    Special Rules: Warriors of Nagaraythe, Masters of Shadow, Leader of the Raven Heralds, Fast Cavalry

    Masters of Shadow: If an enemy needs to draw line of sight to Elthyrior forwhatever reason then they must roll an artillery diceand multiply the result by 3. If the result is less than thedistance to Elthyrior or if a misfire was rolled then

    Elthyrior counts as being out of sight. Elthyrior lossesthis rule if he joins a unit other than Raven Heralds.

    Leader of the Raven Heralds: An army containing Elthyrior may take Raven Heralds asa core choice.

    M WS BS S T W I A LdMalekith 5 7 6 4 3 2 7 3 10

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    Knights of Anlec 30pts/model

    M WS BS S T W I A LdKnight 5 5 4 4 3 1 6 2 9

    Lordling 5 6 4 4 3 1 6 3 9

    Elven Steed 9 3 0 3 3 1 4 1 5

    Unit Type: Cavalry Models in Unit: 5+

    Mount: Barded Elven Steed

    Equipment: Lance, Heavy Armour, Shield, Hand Weapon

    Command: One Knight may be upgraded to a Lordling for 14ptsMay carry a magic item worth up to 25 pts

    One Knight may be upgraded to a musician for 14pts

    One Knight may be upgraded to a standard bearer for 14ptsMay carry a magic standard worth up to 50pts

    Special Rules: Warriors of Nagaraythe, Fear

    Royal Guard of Anlec 13pts

    M WS BS S T W I A LdRoyal Guard 5 5 5 3 3 1 6 2 9

    Castellan 5 5 5 3 3 1 6 3 9

    Unit Type: Infantry Models in Unit: 5+

    Equipment: Halberd, Heavy Armour

    Command: One Guard may be upgraded to a Castellan for 12ptsMay carry a magic item worth up to 25 pts

    One Guard may be upgraded to a musician for 12ptsOne Guard may be upgraded to a standard bearer for 12pts

    May carry a magic standard worth up to 50pts

    Special Rules: Warrior Elite, Immune to Psychology, Stubborn

    Warrior Elite: The Royal Guard of Anlec may re-roll all failed rolls to hit inclose combat.

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    Dragon Prince 250pts

    M WS BS S T W I A LdPrince 5 5 5 4 3 2 6 2 9Drake 6 5 0 5 5 5 3 4 7

    Unit Type: Infantry Models in Unit: 1

    Mount: Drake (Monster)

    Equipment: Lance, Dragon Armour, Shield, Hand WeaponMay carry a magic item worth up to 25 pts

    Special Rules: Dragon Prince: StoicDrake: Scaly Skin 4+, Dragon Fire, Fly, Large Target

    Dragon Fire: S 3 breath weapon, flaming, any unit taking a casualty must take a paniccheck

    Caledor Dragon Tamer 1000pts

    Unit Type: Infantry Models in Unit: 1

    Mount: Star Dragon

    Magic: Caledor is a Level 5 wizard with Loremaster: Fire and High Magic

    Equipment: Staff of Caledor, Talisman of Preservation, Dragonbane Helm

    Special Rules: Stubborn, Dragon Master, Magic Resistance 3, Mastery of Magic, StoicStaff of Caledor: Magic Weapon. +1 Strength, re-rolls failed rolls to

    wound against Daemons. Additionally the staff provides Caledor with an extra power and dispel diceeach turn.

    Dragon Master: No Dragon may attack Caledor, if a Dragon is only incombat with Caledor it may not attack, this does notprevent the Dragon from attacking Caledors mount.Additionally all friendly D ragons automatically passmonster reaction tests while Caledor still lives.

    Mastery of Magic: Caledor may re-roll a single power dice every time hecasts a spell, this can be used to prevent or cause a spellto be cast on irresistible force.

    M WS BS S T W I A LdCaledor 5 7 7 4 3 3 7 4 10

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    Hunters of Chrace 17pts/model

    M WS BS S T W I A LdHunter 5 5 4 4 3 1 5 1 8

    Hunt Master 5 5 4 4 3 1 5 2 8

    Unit Type: Infantry Models in Unit: 5-20

    Equipment: Great Weapon, Throwing Axe, Heavy Armour, Lion Cloak

    Command: One Hunter may be upgraded to a Hunt Master for 12ptsMay carry a magic item worth up to 25 pts

    One Hunter may be upgraded to a musician for 12pts

    Special Rules: Stubborn, Stoic, Skirmish, Forest Strider

    Oakheart 450pts

    M WS BS S T W I A LdOakheart 5 6 0 6 6 6 1 5 8

    Unit Type: Monster Models in Unit: 1

    Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack,Magic Resistance 2, Forest Dwellers, Power of Avelorn

    Tough Hide: Oakheart has a scaly skin save of 3+, whenever Oakheart is wounded, hetreats the armour save modifier of the attack as one less then it wouldnormally be ( ie; a Strength 5 attack would only confer a -1 savemodifier).

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    Mistress of the Maiden Guard 85pts

    M WS BS S T W I A LdMistress 5 6 6 4 3 2 8 3 9

    Unit Type: Infantry Models in Unit: 1Equipment: Heavy Armour, Hand Weapon, Longbow

    May carry a shield for 2ptsMay carry magic items worth up to 50 pts chosen from Warhammer Armies:High Elves or the Warhammer RulebookOne Mistress may be upgraded to the Battle Standard Bearer for 25pts

    May carry a magic standard of any value chosen from WarhammerArmies: High Elves or the Warhammer Rulebook, but may not takefurther magic items

    Special Rules: Stoic, Forest Dwellers

    Maiden Guard 250pts + 15pts/additional model

    M WS BS S T W I A LdHandmaiden 5 5 5 3 3 1 6 1 8

    Champion 5 5 5 3 3 1 6 2 8

    Unit Type: Infantry Models in Unit: 10+

    Equipment: Spear, Longbow, Heavy Armour

    Command: The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer withthe Banner of Avelorn

    Special Rules: Fight in an Additional Rank, Stoic, Forest Dwellers

    The Banner of Avelorn: Magic Standard. Any enemy wishing to charge theHandmaidens must first pass a Leadership test. If thetest is failed the chargers stand in their place, transfixedby the magic. The Handmaidens must declare theircharge reaction before the test is made. Note that thebanner has no effect on troops that are immune topsychology.

    Horn of Isha: Enchanted Item. Once per battle, at the beginning of any High Elf Shooting phase or of any Close Combatphase (own or enemys), the Avelorn player maydeclare that the Musician will blow the Horn of Isha.This will allow the Handmaidens to either fight with 2Attacks (in the Close Combat phase) or shoot twice (inthe Shooting phase).

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    Wolf Pack 6pts per model

    M WS BS S T W I A LdWolf 9 4 0 4 3 1 6 1 5

    Alpha Wolf 9 4 0 4 3 1 6 2 5

    Unit Type: Warbeasts Models in Unit: 5+

    Command: One Wolf may be upgraded to an Alpha Wolf for 6pts

    Special Rules: Forest Dwellers

    Handmaidens 5pts/model

    M WS BS S T W I A LdHandmaiden 5 4 4 3 3 1 5 1 8

    Attendant 5 4 4 3 3 1 5 1 8

    Equipment: Spear, HandweaponThe unit may replace spears with bows for no additional cost

    If the unit has bows it may skirmish for +2pts/model

    Command: One Handmaiden may be upgraded to an Attendant for 6pts

    One Handmaiden may be upgraded to a musician for 6ptsOne Handmaiden may be upgraded to a standard bearer for 6pts

    Special Rules: Forest Dwellers

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    Dwarfs

    May not take the Master Rune of Alric the Mad

    Warriors of Grimnir

    Army Rules (Dwarfs):

    Look Snorri Trolls: Every unit and character in the army moves directly forward 2d6 priorto the game, this move takes place immediately after deployment butbefore vanguard moves

    First Amongst Slayers: One slayer character must be nominated General, this must be Grimnirif he is in the army

    A Glorious Death: Keep a note of slayers killed in combat by an enemy with an unmodifiedstrength or toughness of 5 or more. Each slayer which died in this way

    gives the Warriors of Grimnir player 5 victory points.

    Slayer Skills: Daemonslayers may choose two of the following skills while a DragonSlayer may choose one:

    Deathblow: If the slayer is killed in close combat he immediatelymakes all of his attacks, even if he has already attackedthat round. 20pts

    Killing Blow: The slayer has the killing blow ability. 25pts

    Beastslayer: Each wound the slayer causes counts as two for combatresolution. 25pts

    Titanslayer: Against enemies of toughness 5 or more each woundthe slayer gains multiple wounds (d6) 45pts

    Lords: Grimnir*, Daemonslayers

    Heroes: Dragon Slayers

    Core: Slayers, Doomseekers*

    Special: Brotherhood of Grimnir*, Hurlers*

    Rare: Grudge Pony*

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    Defenders of Karaz-Ankor

    Army Rules (Dwarfs):

    Veteran Warriors: There is no limit on the amount of Warrior units which may beupgraded to Longbeards.

    Pre-Blackpowder: No pistols or handguns may be taken.

    Throne of Power: Dwarf Lords may choose to ride a Throne of Power for 65 pts. A Lord ona Throne of Power may not join a unit and should be modelled on a50mm x 100mm base. The Throne of Power is carried by four Dwarf Veterans which gives the Lord an additional 4 WS5, S5, I2 attacks whichdo not benefit from any Weapon Runes the Lord may carry. The Thronealso provides the Lord with Magic Resistance (2) and plus one armoursave for being mounted.

    Rune Forging: Dwarf lords and heroes can spend 25pts more on Runes than specifiedin Warhammer Armies: Dwarfs

    Lords: Snorri Youngbeard*, Dwarf Lord, Runelord

    Heroes: Thane, Runesmith, Master Engineer

    Core: Warriors, Quarrellers

    Special: Miners (may not take blasting charges or a steam drill), Bolt Thrower, Hammerers

    Rare: Grudge Thrower, Grudge Pony*

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    Campaign Units

    Grimnir 750pts

    M WS BS S T W I A LdGrimnir 3 10 5 6 6 5 6 6 10

    Unit Type: Infantry Models in Unit: 1

    Equipment: Rune Axe of Grimnir, Throwing Axes

    Special Rules: Loner, Unbreakable, Ancestor God, Regenerate (3+), Unstoppable, Hates Greenskins

    Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allowshim to re-roll any failed rolls to hit and any failed rolls to wound.In addition, models wounded by the Rune Axe of Grimnir mustre-roll any successful armour saves.

    Ancestor God: Grimnir is immune to the effects of killing blow and heroickilling blow, note this means his regenerate save is onlybypassed by flaming attacks. Additionally no spell may be castat Grimnir and if a magical vortex contacts him it endsimmediately and has no effect on Grimnir. He also generates 2dispel dice.

    Unstoppable: Grimnir and any unit he joins have the swiftstride rule

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    Doomseeker 50pts

    M WS BS S T W I A LdDoomseeker 3 5 1 5 4 2 2 special 10

    Unit Type: Infantry Models in Unit: 1

    Equipment: Whirling Blades of Death

    Special Rules: Slayer, Single Model, Hate Greenskins, Magic Resistance (1), Whirlwind of Death,Unbreakable

    Single Model: A Doomseeker may never join a unit.

    Whirlwind of Death: Doomseekers do not attack normally in close combat. Insteadbefore any attacks are made (including impact hits and models

    with Always Strike First) any enemy model in base contact withthe Doomseeker takes an automatic hit. Any enemy model inbase contact with an enemy model touching the Doomseekertakes a hit on a roll of 4+. Once this has been resolved work outthe rest of the combat as normal. Models attacking theDoomseeker suffer a -1 penalty to hit.

    Brotherhood of Grimnir 14pts/model

    M WS BS S T W I A LdBrother 3 4 3 4 4 1 3 1 10

    Giant Slayer 3 5 3 4 4 1 3 2 10

    Unit Type: Infantry Models in Unit: 5+

    Equipment: Slayer Axes

    Command: Any number of Brothers may be upgraded to Giant Slayers for 13pts/modelOne Brother may be upgraded to a musician for 12ptsOne Brother may be upgraded to a standard bearer for 12pts

    May carry a runic standard worth up to 50pts

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

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    Hurlers 16pts/model

    M WS BS S T W I A LdHurler 3 4 3 3 4 1 2 1 10

    Giant Slayer 3 5 3 4 4 1 3 2 10

    Unit Type: Infantry Models in Unit: 5+

    Equipment: Slayer Axes, Throwing Axes

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

    Special Rules: Slayer, Unbreakable, Slayer Axes, Skirmishers

    Grudge Pony 100pts

    M WS BS S T W I A LdGrudge Pony 6 4 3 3 5 4 2 2 10

    Unit Type: Monster Models in Unit: 1

    Equipment: Hand Weapon

    Special Rules: Unbreakable, A Pony not a Monster, Refreshing Brew

    A Pony not a Monster: Ponys are generally peaceful animals. As such theGrudge Pony may not make thunderstomp attacks normay it charge into combat.

    Refreshing Brew: Any friendly unit within 12 of the Grudge Pony gainsRegeneration (6+) and Immune to Psychology

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    Snorri Youngbeard 400pts

    M WS BS S T W I A LdSnorri 3 7 4 4 5 4 4 4 10

    Unit Type: Infantry Models in Unit: 1

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

    Special Rules: Royal Blood

    Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength andallows him to re-roll any failed rolls to hit and any failedrolls to wound. In addition, models wounded by theRune Axe of Grimnir must re-roll any successful armoursaves.

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

    Dragon Crown of Karaz: Enchanted Item. Bears the Master Rune of Kingship.

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    Lizardmen

    Army Rules (Lizardmen):

    Ancient Times: No special characters other than Mazdamundi and Kroq-Gar may beselected from the Lizardmen Army Book. The Dagger of Sotek andSkavenpelt Banner may not be taken.

    First Generation Slann: Slaan can be upgraded to First Generation Spawnings for 100pts. Slaanof the First Generation gain an additional Discipline of the Ancients forfree and must purchase between one and four additional Disciplines asnormal. First Generation Slaan also gain an increased ward save of 3+and may cast the same spell multiple times in one magic phase.

    Failing Science: Arcane Engines of the Old Ones may be taken as rare choices.

    Lizards of Legend: The Lizardmen army can select the campaign unit Nakai as a herochoice. Additionally Dread Saurians from Monstrous Arcanum may betaken as rare choices.

    Campaign Units:

    Nakai 250pts

    M WS BS S T W I A LdNakai 6 6 0 5 5 4 2 5 8

    Unit Type: Monstrous Infantry Models in Unit: 1

    Equipment: Great Weapon, Light Armour

    Special Rules: Cold Blooded, Aquatic, Fear, 3+ Scaly Skin, Great Reach, Great White Hope, Wanderer

    Great White Hope: Nakai must always issue a challenge and may neverrefuse one. When fighting in a challenge Nakai gains a4+ ward save and must re-roll any failed to hit rolls.

    Nakai and any unit he is with are unbreakable, shouldNakai die then his unit loses unbreakable and gainsFrenzy.

    Wanderer: Nakai and any unit he is deployed with gain the scoutrule.

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    Arcane Engine of the Old Ones 180pts

    M WS BS S T W I A LdArcanodon 6 2 0 5 6 5 1 3 5

    Unit Type: Monster Models in Unit: 1

    Equipment: Failing Engine of the Old Ones

    Special Rules: Cold Blooded, Terror, 4+ Scaly Skin, Immune to Panic, Large Target, Stubborn,Lumbering Charge

    Failing Engine of the Old Ones: The Arcanodon bears a Failing Engine of the Old Ones

    on its back. When you wish to fire the Failing Engine of the Old Ones roll a D6, on a 4+ it functions as a stonethrower with a 360 o arc of fire which has the magicalattacks and flaming specials rules, on a 3 or less it failsto fire. The Arcanodon may attempt to fire the Engineof the Old Ones on a turn in which it has moved but notone in which it has marched or attempted to charge anenemy. If a 1 is rolled on the misfire chart the entiremodel is removed.

    Lumbering Charge: The Arcanodon inflicts D6 impact hits when it charges.

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    Tribes of Men

    Army Rules:

    Undisciplined: Units with this rule may only claim a maximum of +1 combat resolutiondue to ranks. They may claim steadfast as normal.

    Kindred Loyalty: If multiple units with this rule lose combat they will only flee if everyunit with this rule fails their break test.

    Lords: Chieftain*, Truthsayer 1

    Heroes: Kinsman*

    Core: Tribesmen*, Slingers*

    Special: Chariots*, Hunting Dogs*

    Rare: Fanatics*, Fenbeasts 1, Giant 1

    1These units are taken according to the rules and points costs shown on the relevant scrolls of binding inthe Storm of Magic Expansion

    Campaign Units

    Chieftain 100pts

    M WS BS S T W I A LdChieftain 4 6 5 4 4 3 5 4 9

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride a Chariot for 70pts

    Equipment: Hand WeaponMay carry an additional hand weapon or great weapon for 6ptsIf mounted may carry a spear for 6ptsMay carry a sling for 4pts or a Javelin for 2ptsMay carry a shield for 4ptsMay wear light armour for 4ptsMay carry magic items worth up to 100 pts chosen from the WarhammerRulebook

    Special Rules: Kindred Loyalty, Hill Strider

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    Kinsman 65pts

    M WS BS S T W I A LdKinsman 4 5 5 4 4 2 5 3 8

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride a Chariot for 70pts

    Equipment: Hand WeaponMay carry an additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a sling for 4pts or a Javelin for 2ptsMay carry a shield for 2ptsMay wear light armour for 2ptsMay carry magic items worth up to 50 pts chosen from the Warhammer

    RulebookOne Kinsman may be upgraded to the Battle Standard Bearer for 25pts

    May carry a magic standard of any value chosen from the WarhammerRulebook, but may not take further magic items

    Special Rules: Kindred Loyalty, Hill Strider

    Tribesmen 5pts per model

    M WS BS S T W I A Ld

    Tribesman 4 4 3 3 3 1 3 1 7Noble 4 4 3 3 3 1 3 2 7

    Unit Type: Infantry Models in Unit: 10+

    Equipment: Hand Weapon, ShieldMay replace hand weapons with spears for freeMay take Javelins for 1pt per model

    Command: One Tribesman may be upgraded to a Noble for 10pts/modelOne Tribesman may be upgraded to a musician for 5ptsOne Tribesman may be upgraded to a standard bearer for 10pts

    Special Rules: Undisciplined, Kindred Loyalty, Hill Strider

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    Slinger 8pts per model

    M WS BS S T W I A LdSlinger 4 3 4 3 3 1 3 1 7Hunter 4 3 5 3 3 1 3 2 7

    Unit Type: Infantry Models in Unit: 5+

    Equipment: Hand Weapon, Sling

    Command: One Slinger may be upgraded to a Hunter for 10pts/modelOne Slinger may be upgraded to a musician for 5ptsOne Slinger may be upgraded to a standard bearer for 10pts

    Special Rules: Skirmish, Kindred Loyalty, Hill Strider

    Chariot 70pts

    M WS BS S T W I A LdChariot - - - 4 4 4 - - -

    Driver - 4 3 3 - - 4 1 7Champion - 4 3 3 - - 4 2 7Warhorse 8 3 3 3 - - 3 1 -

    Unit Type: Chariot

    Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character if taken as a mount.

    Armour Save: 4+

    Equipment: Driver has hand weaponChampion has an additional hand weapon and sling

    Special Rules: Kindred Loyalty

    Hunting Dogs 4pts per model

    M WS BS S T W I A Ld

    Hunting Dog 9 3 0 3 3 1 5 1 5Alpha Male 9 3 0 4 3 1 5 2 5

    Unit Type: Warbeasts Models in Unit: 5+

    Command: One Dog may be upgraded to an Alpha Male for 6pts

    Special Rules: Forest Strider, Hill Strider

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    Fanatics 10pts per model

    M WS BS S T W I A LdFanatic 5 3 0 4 3 1 4 1 10Druid 5 4 0 3 3 2 4 2 10

    Unit Type: Infantry Models in Unit: 5+

    Equipment: Hand WeaponMay take shields for 1pt/model

    Command: One Fanatic may be upgraded to a Druid for 20pts

    Special Rules: Undisciplined, Unbreakable, Frenzy, Talismanic Charms, Kindred Loyalty

    Talismanic Charms: While the unit contains a Druid it has a 6+ Ward Save and MagicResistance (1)

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    Chaos

    The Great Host of Chaos

    Army Rules (Tamurkhan pp. 142-145.):

    Forces of the Chaos Host: The following army lists can be used as part of a Chaos Host,and a Chaos Host must take units from at least two of thesearmy lists as part of its composition and may choose units fromall four:

    Tribes of the North Creatures of Chaos Daemons of Chaos Beastmen

    Paragons of the Host: Paragons are selected from the following lists rather than those

    in Tamurkhan.

    Paragon of Slaughter:Tribes of the North: Chaos Lord (Mark of Khorne only) andDaemon Prince (Mark of Khorne only)Creatures of Chaos: NoneDaemons of Chaos: Daemon Prince (dedicated to Khorneonly), Bloodthirster of Khorne and Exalted Bloodthirster of KhorneBeastmen: None

    Paragon of Change:Tribes of the North: Chaos Lord (Mark of Tzeentch only),Sorcerer Lord (Mark of Tzeentch only) and Daemon Prince(Mark of Tzeentch only)Creatures of Chaos: GalrauchDaemons of Chaos: Daemon Prince (dedicated to Tzeentchonly), Lord of Change and Exalted Lord of ChangeBeastmen: None

    Paragon of Excess:Tribes of the North: Chaos Lord (Mark of Slaanesh only),Sorcerer Lord (Mark of Slaanesh only), Daemon Prince (Mark of Slaanesh only), Ehrenlish and EradoriusCreatures of Chaos: NoneDaemons of Chaos: Daemon Prince (dedicated to Slaaneshonly), Keeper of Secrets, Exalted Keeper of Secrets and Nkari Beastmen: Praan

    Paragon of Decay:

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    Tribes of the North: Chaos Lord (Mark of Nurgle only),Sorcerer Lord (Mark of Nurgle only) and Daemon Prince (Markof Nurgle only)Creatures of Chaos: NoneDaemons of Chaos: Daemon Prince (undedicated), GreatUnclean One and Exalted Great Unclean OneBeastmen: None

    Paragon of Ruin:Tribes of the North: Chaos Lord (Unmarked), Sorcerer Lord(Unmarked), Daemon Prince (Unmarked), MorkarCreatures of Chaos: Shaggoth Stormcaller, Kholek SuneaterDaemons of Chaos: Daemon Princ e (undedicated), Belakor Beastmen: Beastlord, Doombull and Great Bray-Shaman

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    Tribes of the North

    Army rules (Warriors of Chaos + Daemons of Chaos):

    Daemonic Allies: Tribes of the North armies may take Heralds as Hero choices, these maynever be the armys general. Additionally selecting a Herald allows youto choose the corresponding unit of lesser daemons as a core choice.Heralds may only join daemonic units and daemon units may only be joined by Heralds.

    Lords: Chaos Lord, Chaos Sorcerer Lord, Daemon Prince, Ehrenlish*, Eradorius*

    Heroes: Marauder Jarl*, Shaman*, Herald of Khorne 1, Herald of Slaanesh 2, Herald of Nurgle 3, Herald of Tzeentch 4

    Core: Marauders, Marauder Horse, Warhounds, Bloodletters 1, Daemonettes 2, Plaugebearers 3,Horrors 4

    Special: Marauder Chariots*, Hunters*, Warriors of Chaos, Knights of Chaos, Skin Wolves ^

    Rare: Spawn of Chaos, Chosen, Chaos War Mammoth, War Shrine, Bloodcrushers of Khorne^This unit is taken according to the rules and points costs shown on the relevant scroll of binding in Monstrous Arcanum

    Creatures of Chaos

    Army rules (Warriors of Chaos):

    Force of Will: Creatures of Chaos are naturally independent beasts it is only the

    willpower of the strongest of their kind which holds them together.Therefore in the Blood and Glory mission the Creatures of Chaos armyreceives one fortitude point for every character in their army (thisresults in the general being worth three fortitude points).

    Lords: Kholek Suneater, Shaggoth Stormcaller*, Galrauch, Fimir Balefied 2

    Heroes: Troll King*, Dragon Ogre Bull* 1

    Core: Trolls, Fimir Warriors 2

    Special: Dragon Ogres, Spawn of Chaos, Bile Trolls

    Rare: Shaggoths, Chimeras 2, Manticores 2, Giant Spined Chaos Beast 2, Chaos Dragon 2, Chaos EmperorDragon 2

    1For every Dragon Ogre Bull in the army one unit of Dragon Ogres may be taken as a core choice2These units are taken according to the rules and points costs shown on the relevant scrolls of binding in Monstrous Arcanum or the Storm of Magic Expansion

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    Campaign Units:

    Ehrenlish 500pts

    M WS BS S T W I A LdEhrenlish 4 6 3 5 5 3 6 4 9

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride a Barded Chaos Steed for 24 pointsOr a Steed of Slaanesh for 25ptsOr a Marauder Chariot for 75ptsOr a Manticore for 200ptsOr a Chaos Dragon for 360pts

    Magic: Ehrenlish is a level 4 wizard with Loremaster (Lore of Slaanesh)

    Equipment: Ensorcelled Weapon, Chaos Armour, Shield, Mark of Slaanesh

    Special Rules: Eye of the Gods, Will of Chaos, Tzarkan, Regenerate

    Tzarkan: At the start of any of his turns Ehrenlish may unleash the power of theDaemon Tzarkan. The following apply to Ehrenlish for the rest of thebattle:

    Ehrenlish is subject to Frenzy

    Ehrenlish gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld

    If Ehrenlish is in base contact with a friendly model and not incontact with the enemy in any close combat phase, roll a D6.On a 1,2 or 3 Tzarkans murderous rage drives Ehrenlish toattack his allies. Make Ehrenlish normal attacks on a randomlydetermined model in base contact. His mount does not attack.The other model will strike back if he survives. No wounds carryover onto other models and no combat resolution is workedout.

    Ehrenlish gains Loremaster (Daemonic Lore of Slaanesh)

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    Eradorius 500pts

    M WS BS S T W I A LdEradorius 4 5 3 5 5 3 6 3 9

    Unit Type: Infantry Models in Unit: 1

    Magic: Eradorius is a level 4 wizard with Loremaster (Lore of Slaanesh)

    Equipment: Wizards Staff, Chaos Armour, Idol of Kolkuth, Mark of Slaanesh

    Special Rules: Eye of the Gods, Will of Chaos, Tzarkan, Regenerate

    Wizards Staff: Magic Weapon. Halberd. Allows Eradorius to channel on a 5+.

    Idol of Kolkuth: Enchanted Item. Instead of moving Eradorius may use the power of theIdol to magically transport himself and any unit he is with. If he choosesto use the power of the Idol place Eradorius and his unit anywhere onthe board in any facing and formation so long as they are not within aninch of any other units (friend or foe) or within impassable terrain. Theymay not do anything else in the movement phase nor may they shoot.

    Tzarkan: At the start of any of his turns Eradorius may unleash the power of theDaemon Tzarkan. The following apply to Eradorius for the rest of thebattle:

    Eradorius is subject to Frenzy

    Eradorius gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld

    If Eradorius is in base contact with a friendly model and not incontact with the enemy in any close combat phase, roll a D6.On a 1,2 or 3 Tzarkans murderous rage drives Eradorius toattack his allies. Make Eradorius normal attacks on a randomlydetermined model in base contact. His mount does not attack.The other model will strike back if he survives. No wounds carryover onto other models and no combat resolution is workedout.

    Eradorius gains Loremaster (Daemonic Lore of Slaanesh)

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    Shaman 80pts

    M WS BS S T W I A LdShaman 4 5 5 4 4 2 5 2 8

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride a Chaos Steed for 12ptsOr a Marauder Chariot for 75pts

    Magic: A Shaman is a level 1 Wizard who may choose his spells from the Lores of Death, Fire orif he has a Mark of Chaos must choose the law appropriate to the Mark.

    The Shaman may be upgraded to a level 2 wizard for 35 pts

    Equipment: Hand WeaponMay carry a flail, additional hand weapon or great weapon for 4pts

    If mounted may carry a spear for 4ptsMay carry a short bow for 4pts

    Mark of Chaos: May take one of the following MarksMark of Nurgle 20ptsMark of Tzeench 20ptsMark of Slaanesh 5pts

    Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)

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    Marauder Chariot 75pts

    M WS BS S T W I A LdChariot - - - 4 4 4 - - -

    Driver - 4 3 3 - - 4 1 7

    Champion - 4 3 3 - - 4 2 7Warhorse 8 3 3 3 - - 3 1 -

    Unit Type: Chariot

    Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character if taken as a mount.

    Armour Save: 4+

    Equipment: Scythed WheelsDriver has hand weapon

    Champion has a flail and short bow

    Mark of Chaos: May take one of the following Marks, however if chosen as a mount the chariot cannothave a different Mark to its rider

    Mark of Khorne 30ptsMark of Nurgle 30ptsMark of Tzeench 20ptsMark of Slaanesh 10pts

    Special Rules: Will of Chaos

    Hunters 10pts per model

    M WS BS S T W I A LdHunter 4 4 4 3 3 1 4 1 7

    Hunt Master 4 4 5 3 3 1 4 1 7

    Unit Type: Infantry Models in Unit: 5+

    Equipment: Spears, Short Bows

    Command: One Hunter may be upgraded to a Hunt Master for 5ptsOne Hunter may be upgraded to a musician for 5pts

    Special Rules: Will of Chaos, Skirmishers, Scouts

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    Shaggoth Storm Caller 460pts

    M WS BS S T W I A LdStormcaller 7 7 3 7 6 7 1 6 9

    Unit Type: Monster Models in Unit: 1

    Equipment: Hand Weapon, Light ArmourMay carry an Additional Hand Weapon for 15ptsMay carry a Great Weapon for 30ptsMay upgrade Light Armour to Heavy Armour for 10pts

    Special Rules: Large Target, Immune to Psychology, Scaly Skin (4+), Terror, Storm Rage, Ancient Pride,Herald of the Tempest

    Living Lightning: Lightning dances around the blades of and armour of aShaggoth Stormcaller, in combat its attacks count as magical.

    Troll King 150pts

    M WS BS S T W I A LdTroll King 6 5 2 6 5 4 2 5 8

    Unit Type: Monstrous Infantry Models in Unit: 1

    Equipment: Hand Weapon

    Special Rules: The Will of Chaos, Eye of the Gods, Fear, Mutant Regeneration, Copious Vomit

    Captain of the Monstrous Horde: A Troll King counts as a Battle Standard Bearerto all Troll units within 12.

    Dragon Ogre Bull 170pts

    M WS BS S T W I A LdBull 7 5 2 5 5 5 2 5 9

    Unit Type: Monstrous Beast Models in Unit: 1

    Equipment: Hand Weapon, Light ArmourMay carry an Additional Hand Weapon for 10ptsMay carry a Great Weapon for 15ptsMay upgrade Light Armour to Heavy Armour for 5pts

    Special Rules: Scaly Skin (5+), Fear, Storm Rage

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    Nkari 1000pts

    M WS BS S T W I A LdNkari 10 10 0 7 7 7 10 9 10

    Unit Type: Monster Models in Unit: 1

    Magic: Nkari is a Level 4 Wizard with Loremaster Daemon Lore of Slaanesh

    Equipment: Torment Blade

    Special Rules: Large Target, Favoured of Slaanesh, Always Strikes First, Large Target, Terror,Unbreakable, Unstable, Sensual Barrage

    Torment Blade: Enemy models wounded by the Torment Blade must pass aLeadership Test. Otherwise they cannot attack for the rest of that Close Combat round.

    Favoured of Slaanesh: Nkari benefits from a 4+ Ward Save and has magical attacks.Furthermore any Daemonettes or Alluresses within 12 of Nkarigain the Always Strike First special rule.

    Sensual Barrage: Enemy units within 6 of Nkari suffer -1 WS and I

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    Belakor , The Dark Master 650pts

    M WS BS S T W I A LdBe'lakor 6 9 0 5 5 5 9 5 10

    Unit Type: Monster Models in Unit: 1

    Magic: Belakor is a Level 4 wizard who knows the following spells

    Bolt of Dark Light 6+: 18 range magic missile. Target unit suffers D6S5 hits. Belakor can instead choose for thespell to inflict 2D6 S5 hits. If he does so thecasting value is increased to 12+.

    Nightmare 6+: 24 range hex. Target unit must immediatelytake a panic test. Units which are immune topsychology or engaged in combat are immuneto this spell.

    Curse of the Dark Master 8+: Unlimited range hex. Remains in Play. Allmodels in the target unit suffer -1 to hit in bothshooting and combat for the duration of thespell.

    Fog of Death 10+: Direct Damage. Each enemy unit of thebattlefield suffers D6 S2 hits with no armoursaves allowed.

    Belakor only has limited control over thenightmarish creatures he has summoned so thecasting player must roll a dice for each of theirown units (excluding Belakor or the unit he iswith). On a 4+ the unit also suffers D6 S2 hitswith no armour saves allowed.

    Coils of the Serpent 12+: 12 range direc t damage. May be cast on asingle model (you can even pick a characterinside a unit or choose a character or thechariot/monster they are riding). That modelmust immediately pass a toughness test or becrushed to death with no armour or ward savesallowed.

    Equipment: Hand Weapon

    Special Rules: Fly, Daemonic, Large Target, Terror

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    Whisphers in the Darkness: All enemies suffer -1 leadership on all attempts to rally.Enemy units within 6 of Belakor are at -1 Ld.

    Night Wards: Any spells cast at Belakor will miscast on the roll of anydouble.

    Shadow Shroud: All enemy shooting aimed at Belakor or any unit in hisarmy is at -1 to hit.

    Insurmountable Rage: At the start of every turn Belakor must pass a

    leadership test or attempt to charge an enemy unit if there is one within his front arc and maximum chargedistance. If there are no valid enemies for him tocharge then he must move towards the closest enemymodel, stopping 1 away if his movement would carry

    him further.

    Belakor may re -roll all failed rolls to hit in combat butmust always choose to pursue a fleeing enemy hebreaks in combat.

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    Praan 500pts

    M WS BS S T W I A LdPraan 5 7 3 5 5 3 6 5 9

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride a Tuskgor Chariot for 85ptsOr a Razorgor Chariot for 145pts

    Magic: Praan is a level 4 wizard with Loremaster (Lore of Beasts)

    Equipment: Hand Weapon, Octagon of Praan

    Special Rules: Primal Fury, Tzarkan, Regenerate, Immune to Psychology

    Octagon of Praan: Talisman. Any spell successfully cast on Praan or theunit he is with is immediately dispelled on a roll of 3+, if a magical vortex contacts his unit on a roll of 3+ it endsimmediately and has no effect on Praan or his unit.

    Tzarkan: At the start of any of his turns Praan may unleash thepower of the Daemon Tzarkan. The following apply toPraan for the rest of the battle:

    Praan is subject to Frenzy

    Praan gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld

    If Praan is in base contact with a friendly modeland not in contact with the enemy in any closecombat phase, roll a D6. On a 1,2 or 3Tzarkans murderous rage drives Praan toattack his allies. Make Praan normal attacks ona randomly determined model in base contact.His mount does not attack. The other modelwill strike back if he survives. No wounds carryover onto other models and no combatresolution is worked out.

    Praan gains Loremaster (Daemonic Lore of Slaanesh)

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    Orcs and Goblins

    Savage Orcs

    Army rules (Orcs and Goblins):

    Constant Waaagh: There is no limit to the number of units which may be upgraded toBiguns in a Savage Orc army

    Lords: Savage Orc Warboss, Savage Great Shaman, Goblin Great Shaman (must ride an ArachnarokSpider), Goblin Warboss (must ride on either a Gigantic Spider or a Giant Spider)

    Heroes: Savage Orc Shamans, Savage Orc Big Boss, Goblin Big Boss (must ride on either a Gigantic Spideror a Giant Spider)

    Core: Savage Orcs, Spider Riders

    Special: Savage Orc Boar Boys, Trolls

    Rare: Arachnarock Spiders, River Trolls, Effigy *, Wyverns 1, Rogue Idol of Gork (or possibly Mork) 2

    1This unit is taken according to the rules and points costs shown on the relevant scroll of binding in theStorm of magic expansion

    2 This unit is taken according to the rules and points costs shown on the relevant scroll of binding in the

    Monstrous Arcanum

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    Campaign Units:

    Effigy 50pts

    Unit Type: Scenery Models in Unit: 1

    Special Rules: Immoveable, Gorks Blessing, Stop Messin Around, Gork likes a fight

    Immoveable: The Effigy is a piece of impassable terrain which should bemodelled on a base no larger than 50x50mm. It is placed in theOrc players deployment zone before the beginning of

    deployment.

    Gorks Blessing: Roll one dice for every Savage Orc unit with a standard in thearmy.

    1-2: That unit s standard carries the level four bound

    spell: The Hand of Gork

    3-4: That units standard carries the level four boundspell: Bash em Ladz

    5-6: That units standard carries the level four boundspell: Ere we Go

    Stop Messin Around: Any Orc unit within 24 of the Effigy which fails an animositytest can ignore the result if it can successfully declare a chargeon an enemy unit and does so.

    Gork likes a fight: For Every Savage Orc Big Boss or Warboss within 24 of theEffigy the Orc player may add one dice to their dispel pool.

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    Undead

    Unquiet Dead

    Army rules (Vampire Counts):

    Sustained by the winds: As they are animated by the winds of magic rather than a powerfulsorcerer The General segment of the Undead Special Rule is ignored .

    Lords: Fallen General*

    Heroes: Wight King (May ride a Zombie Dragon), Undead Druid*, Banshee, Wraith

    Core: Grave Guard, Skeletal Warriors*, Skeletal Raiders*, Dire Wolves

    Special: Black Knights, Spirit Host, Revenant Monstrosities*

    Rare: Skeletal Chariot*, Undead Titan*

    Campaign Units:

    Fallen General 125pts

    M WS BS S T W I A LdFallen General 4 5 0 4 5 4 5 4 9

    Unit Type: Infantry Models in Unit: 1

    Mount: May ride a Skeletal Steed for 15pts which may have barding for 5ptsOr a Skeletal Chariot for 100ptsOr an Abyssal Terror for 135ptsOr a Zombie Dragon for 275pts

    Equipment: Hand Weapon, Heavy Armour, ShieldMay carry a Great Weapon for 12ptsMay exchange Shield for an Additional Hand Weapon 10ptsIf mounted may carry a Lance for 15ptsMay carry magic items worth up to 100 points chosen from WarhammerArmies: Vampire Counts or the Warhammer Rulebook

    Special Rules: Undead, Killing Blow

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    Skeletal Raiders 13pts/model

    M WS BS S T W I A LdRaider 4 2 2 3 3 1 2 1 3Reaver 4 2 2 3 3 1 2 2 3

    Skeletal Steed 8 2 0 3 3 1 2 1 2

    Unit Type: Cavalry Models in Unit: 5+

    Mount: Skeletal Steed

    Equipment: Hand Weapon, BowMay replace Bows with Spears for freeMay replace Bows with Throwing Weapons for freeMay replace Bows with Throwing Axes for 0.5pts/per modelMay take Flails or Spears for 1pt/per modelMay take Light Armour for 1pt/per modelMay take Shields for 1pt/per model in which case they no longer count as FastCavalry

    Command: One Raider may be upgraded to a Reaver for 10ptsOne Raider may be upgraded to a Standard Bearer for 10ptsOne Raider may be upgraded to a musician for 10pts

    Special Rules: Undead, Fast Cavalry

    Revenant Monstrosities 50pts

    M WS BS S T W I A LdMonstrosity 5 2 0 4 5 4 1 2 2

    Unit Type: Monstrous Infantry Models in Unit: 3+

    Equipment: Bludgeoning Limbs and Rusted Blades (Hand Weapons)

    Special Rules: Undead, Unfeeling, Terror

    Unfeeling: Hulks of rotting flesh and bone these creatures are all but impervious todamage and can happily lose a limb or be run through withoutconsequence. As such they can never be wounded on a dice scorebetter than 3+.

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    Skeletal Chariot 100pts

    M WS BS S T W I A LdChariot - - - 4 4 4 - - -Wight - 3 0 4 - - 3 1 6

    Skeletal Steed 8 2 0 3 - - 2 1 -

    Unit Type: Chariot

    Models in Unit: 1 Chariot pulled by 2 Skeletal Steeds and ridden by two Wights or one character if taken as a mount.

    Armour Save: 4+

    Equipment: Scythed WheelsWights have Hand Weapons

    Special Rules: Undead, Insubstantial Steeds, Killing Blow (Wights only)

    Undead Titan 175pts

    M WS BS S T W I A LdTitan 5 2 0 6 6 6 1 4 2

    Unit Type: Monster Models in Unit: 1

    Equipment: Bludgeoning Limbs and Rusted Blade (Hand Weapon)

    Special Rules: Undead, Unfeeling, Terror

    Unfeeling: Hulks of rotting flesh and bone this creature is all but impervious todamage and can happily lose a limb or be run through withoutconsequence. As such they can never be wounded on a dice scorebetter than 3+.

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    DeploymentThe Elven Player sets up the Caledor force first. The Chaos player then deploys his entire army. TheNagaraythe force is not deployed at the start of the game. Units may be placed anywhere in their half of the table more than 12 from the centre line.

    Game LengthThe game ends at the end of the 10 th game turn or as soon as one side achieves its victory conditions.

    Victory ConditionsThe Chaos Player wins by moving one of the Paragons of the Host through the Gateway before the endof the game. The Elven player wins either by killing all of the Paragons or preventing them from moving

    through the gateway before the end of the game.

    Scenario Special Rules

    Last Stand: All the gathered Elves know the importance of this battle and that if they failtheir world will end. As a result all Elven units have the Unbreakable specialrule.

    Flight of the Dragons: The Nagarythe contingent arrives at the start of the Elven turn three. Theyenter from the Western Board Edge following the rules for reinforcements.

    Gateway

    Elven Deployment Zone

    Chaos Deployment Zone

    12

    12 WesternBoard Edge

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    Credits

    Writing and Layout

    Andrew Green

    Belakor and the Effigy rules

    Adapted from Storm of Chaos by Gav Thorpe

    Art

    Lord of Change (pg 4) taken from Warhammer Online concept artAenarion (pg 7) Jon SullivanSilver Helm (pg 9 ) Paul DaintonDwarf King (pg 20) D. ZellionMarauders (pg 31) Adrian SmithKeeper of Secrets (pg 3 4) Adrian SmithDaemons of Chaos (pg 36) Adrian SmithDwarf vs Orc (pg 3 8) taken from Warhammer Online concept art

    Playtesters