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Regiments of Renown – The Sad Muppet Society

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Warhammer Regiments of Renown Tier List

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Warhammer Expansion – Classic Regiments of Renown

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Regiments of Renown

1

2 REGIMENTS OF RENOWN

3 CONTENTS INTRODUCTION ………………………………….. 4 Army Special Rules …………………………………… 5 The Alcatani Fellowship …………………………….. 6 Al Muktar’s Desert Dogs …………………………….. 8 Anakonda’s Amazons ……………………………….. 10 Asarnil the Dragonlord ……………………………… 12 Beorg Bearstruck and the Bearmen of Urslo ….. 14 The Birdmen of Catrazza ………………………….. 16 Braganza’s Besiegers………………………………… 18 Bronzino’s Galloper Guns………………………….. 19 The Cursed Company ………………………………. 22 The Giants of Albion ……………………………….. 25 Golgfag’s Mercenary Ogres ……………………….. 29 Gotrex and Felix ……………………………………… 31 Leopold’s Leopard Company ……………………… 34 Long Drong’s Slayer Pirates ………………………. 36 Lumpin Croop’s Fighting Cocks …………………. 38 Malakai Makaisson’s Goblin-Hewer ……………. 40 Marksmen of Miragliano…………………………… 42 Mengil Manhide’s Manflayers ……………………. 44 Oglah Khan’s Wolfboyz ……………………………. 47 Pirazzo’s Lost Legion ……………………………….. 49 Ricco’s Republican Guard …………………………. 51 Ruglud’s Armoured Orcs …………………………… 53 Tichi-Huichi’s Raiders ……………………………… 56 Vespero’s Vendetta ………………………………….. 59 Voland’s Venators …………………………………… 61 The Witch hunters …………………………………… 63 FOR HIRE ……………………………………………. 65 PRODUCED BY DOGS OF WAR ONLINE Updated by: Mathias Eliasson, Mathew Weiss and Bill J. Wilson. Cover Art: Karl Kopinski. Art: John Blanche, Alex Boyd, Wayne England, Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith, John Wigley, Winona Nelson, Daarken, Warhammer Online. Book Design: Mathias Eliasson. Editing: Mathias Eliasson. Original Book: Nigel Stillman, Anthony Reynolds, Andy Hoare, Gav Thorpe, Tuomas Pirinen, Rick Priestley. Feedback and Playtesting: Damian Caulfield, Matthew Trindall, Baumann, Zark the Damned, EdSteiner, tarastop, Akbar, number9, KingGarland, Grim Squeaker, Stefan Wolf. Special Thanks To: Stefan Wolf, Joseph Kagann, 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 challenge to their status intended. All Rights Reserved to their respective owners.

4 INTRODUCTION Famous mercenary regiments acquire a certain notoriety because they are remarkably successful, brutal, adventurous, or for some other reason that brings them to the attention of the world. We call them Regiments of Renown and these units can often be found fighting for many different armies, as long as the pay is good! Individual Regiments of Renown are led by famous characters, and indeed are frequently named after these leaders. For example, the notorious Ogre Captain Golgfag, whose Ogre mercenaries have, at one time or another, looted and despoiled most civilised parts Old World… and some not so civilised ones too. Regiments of Renown do not necessarily have ties to a particular country, nor are they a whole new race. They are bands of warriors and adventurers who live by fighting for glory and more importantly for gold! The Regiments of Renown are made up of skilled pikemen, deadly marksmen, Hobgoblin cavalry from the eastern steppes, Halfling scouts, drunken Dwarf pirates, Ogres from the Badlands and Giants from the misty shores of Albion. Together they ply their trade to every point of the compass in the Old and New Worlds, fighting for anybody, any time, any place, anywhere Although the Regiments of Renown have no common heritage, many find employment in that most notorious of mercenary breeding grounds, the land of Tilea. Tilea is an anarchic land and is in an almost constant state of upheaval, as the wealthy merchant princes of the independent city states plot against each other. All this anarchy means mercenaries who travel there can be assured of profitable employment. Just as there are regiments of mercenaries to hire, there are just as many lone freelancers. These individuals wander the Old World, selling their skills to the highest bidder. Many are thieves and brigands, and some are hard bitten mercenaries who will not (or cannot) join one of the many mercenary regiments. There are thrill- seeking Imperial nobles, fanatical Witch Hunters and even specialists such as siege engineers, wizards or assassins. In this book, you will find rules and background for including these most famous of mercenary units, as well as options for including them into your Warhammer army. FIND OUT MORE While the Warhammer Expansion: Regiments of Renown contains everything you need to play the game with these units, there are always more tactics to use, different battles to fight and painting ideas to try out. You can find articles specific to the Dogs of War on our website: www.dogsofwaronline.com

Warhammer Regiments of Renown

Warhammer Regiments of Renown

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Content

1

REGIMENTS OF RENOWN

2

CONTENTS

Leopold’s Leopard Company ……………………… 34

INTRODUCTION …………………………………..4

Army Special Rules …………………………………… 5

The Alcatani Fellowship …………………………….. 6

Al Muktar’s Desert Dogs …………………………….. 8

Anakonda’s Amazons ……………………………….. 10

Asarnil the Dragonlord ……………………………… 12

Beorg Bearstruck and the Bearmen of Urslo ….. 14

The Birdmen of Catrazza ………………………….. 16

Braganza’s Besiegers………………………………… 18

Bronzino’s Galloper Guns………………………….. 20

The Cursed Company ………………………………. 22

The Giants of Albion ……………………………….. 25

Golgfag’s Mercenary Ogres ……………………….. 29

Gotrex and Felix ……………………………………… 31

Long Drong’s Slayer Pirates ………………………. 36

Lumpin Croop’s Fighting Cocks …………………. 38

Malakai Makaisson’s Goblin-Hewer ……………. 40

Marksmen of Miragliano…………………………… 42

Mengil Manhide’s Manflayers ……………………. 44

Oglah Khan’s Wolfboyz ……………………………. 47

Pirazzo’s Lost Legion……………………………….. 49

Ricco’s Republican Guard …………………………. 51

Ruglud’s Armoured Orcs …………………………… 53

Tichi-Huichi’s Raiders ……………………………… 56

Vespero’s Vendetta ………………………………….. 59

Voland’s Venators …………………………………… 61

The Witch hunters …………………………………… 63

FOR HIRE ……………………………………………. 65

PRODUCED BY DOGS OF WAR ONLINE

Updated by: Mathias Eliasson, Mathew

Weiss and Bill J. Wilson.

Cover Art: Karl Kopinski.

Art: John Blanche, Alex Boyd, Wayne England, Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith, John Wigley, Winona Nelson, Daarken,

Warhammer Online. Book Design: Mathias Eliasson. Editing: Mathias Eliasson. Original Book: Nigel Stillman, Anthony Reynolds, Andy Hoare,

Gav Thorpe, Tuomas Pirinen, Rick Priestley. Feedback and Playtesting: Damian Caulfield, Matthew Trindall, Baumann, Zark the Damned,

EdSteiner, tarastop, Akbar, number9, KingGarland, Grim Squeaker, Stefan Wolf.

Special Thanks To: Stefan Wolf, Joseph Kagann, 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 20002010, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights

Reserved to their respective owners.

3

INTRODUCTION

Famous mercenary regiments acquire a certain

notoriety because they are remarkably successful,

brutal, adventurous, or for some other reason that

brings them to the attention of the world. We call them

Regiments of Renown and these units can often be

found fighting for many different armies, as long as the

pay is good!

Just as there are regiments of mercenaries to hire, there

are just as many lone freelancers. These individuals

wander the Old World, selling their skills to the highest

bidder. Many are thieves and brigands, and some are

hard bitten mercenaries who will not (or cannot) join

one of the many mercenary regiments. There are thrillseeking Imperial nobles, fanatical Witch Hunters and

even specialists such as siege engineers, wizards or

assassins.

Individual Regiments of Renown are led by famous

characters, and indeed are frequently named after these

leaders. For example, the notorious Ogre Captain

Golgfag, whose Ogre mercenaries have, at one time or

another, looted and despoiled most civilised parts Old

World… and some not so civilised ones too.

In this book, you will find rules and background for

including these most famous of mercenary units, as

well as options for including them into your

Warhammer army.

Regiments of Renown do not necessarily have ties to a

particular country, nor are they a whole new race.

They are bands of warriors and adventurers who live

by fighting – for glory and more importantly for gold!

The Regiments of Renown are made up of skilled

pikemen, deadly marksmen, Hobgoblin cavalry from

the eastern steppes, Halfling scouts, drunken Dwarf

pirates, Ogres from the Badlands and Giants from the

misty shores of Albion. Together they ply their trade to

every point of the compass in the Old and New Worlds,

fighting for anybody, any time, any place, anywhere…

FIND OUT MORE

Although the Regiments of Renown have no common

heritage, many find employment in that most notorious

of mercenary breeding grounds, the land of Tilea. Tilea

is an anarchic land and is in an almost constant state of

upheaval, as the wealthy merchant princes of the

independent city states plot against each other. All this

anarchy means mercenaries who travel there can be

assured of profitable employment.

While the Warhammer Expansion: Regiments of

Renown contains everything you need to play the game

with these units, there are always more tactics to use,

different battles to fight and painting ideas to try out.

You can find articles specific to the Dogs of War on

our website:

www.dogsofwaronline.com

4

ARMY SPECIAL RULES

THE MERCENARY ARMOURY

All named models (except for Standard Bearers, and

Musicians) in a Regiment of Renown follow the rules

for Characters in the game, with the following

exceptions. These characters cannot leave their unit

(unless specified), but they do not use up any of the

character percentage from the army lists (unless

specified).

PIKE

Pikes are the infantry weapon of choice in Tilea. Twice

as long as a normal spear and longer than a

cavalryman‟s lance, the front of a unit of pikes is an

impenetrable wall of steel.

If the characters have different equipment than the rest

of the rank and file, this is clearly listed in the

Equipment list. Note that, regardless of their

Leadership value, these characters can never be an

army‘s General.

Range

Combat

Strength

As user

Special Rules

Requires Two Hands,

Fight in Extra Ranks (3)

When being charged to the front by Cavalry,

Monstrous Cavalry, Monsters or models that cause

Impact Hits, models armed with pikes gains +1 to their

Strength against said troop types in the following Close

Combat phase.

Some of these named models are Standard Bearers and

Musicians; these are treated just like normal Standard

Bearers and Musicians, and as such may not be

attacked separately.

LIGHT CROSSBOW

All of these units and characters are unique – you may

only field one of each in your army, unless specified.

When fielding Regiments of Renown in any army other

than Dogs of War, they follow the rules for nonaligned allies.

Essentially a hand held version of the crossbow, this

weapon’s exquisite construction increases the tension

in the cord when cranked, thus making it a worthwhile

addition to any warrior’s arsenal. Better still, given its

small size, it’s an ideal weapon for horsemen, who can

keep one hand on the reigns of their mount while firing

at enemies.

REGIMENTS FOR HIRE

In the next few pages, you will find all the information

you need to field Regiments of Renown in your

Warhammer battles.

Range

16″

POINTS

PAVISE

Each regiment has a basic cost, which includes all the

equipment, characters and their magic items. These

cannot be modified in any way.

Used heavily by Braganza’s Besiegers, a Free

Company operating in Tilea, these special shields are

designed to protect crossbowmen from ranged attacks

while reloading. Unlike normal shields, the pavise

provides a good amount of cover. To use it, the

crossbowman props the shield in front of him.

PROFILES

The characteristic profiles for the troops and characters

in each unit are given here.

Strength

4

Special Rules

The Pavise grants a 5+ armour save against ranged

attacks to the unit‘s front, which may be combined

with other armour as normal.

UNIT SIZES

Each entry specifies the minimum size for each unit.

Normally the unit‘s size can be increased by buying

extra models at the cost given, but in some cases units

also have a maximum size.

FULL PLATE ARMOUR

The Tileans learned the techniques for forging plate

armour from the Dwarfs, and though it’s not as high in

quality as Dwarf-forged armour, it is serviceable

enough for Tilean nobles. Normally, only the

mercenary lords can afford these full plate armours,

and even then, they often have a haphazard

appearance.

EQUIPMENT

This entry lists the weapons and armour for that

regiment. The value of these items is included in the

points value.

SPECIAL RULES

Full plate armour gives the wearer a 4+ armour save.

Many troops have special rules which are described in

this section.

MAGIC ITEMS

Some characters carry magic items and their rules are

given here. Note that the player cannot buy new magic

items for the characters of the Regiments of Renown.

5

THE ALCATANI FELLOWSHIP

Miserable do-gooding, no-account, back-stabbing, underhand… „s getting‟ so an honest landlord

can‟t even relieve a bunch of farmers of their crops without someone stickin‟ their ugly noses in.

Bunch of lousy, dog-breath… NO I HAVEN‟T ANY LAST WORDS.

Last words of Bernado „the rat‟

It was with some desperation that Roderigo

Delmonte surveyed the ruins of his crop.

Yesterday he had stood upon the same spot and

admired the unfolding acres of Alcatani ripening

in the hot Tilean sun. today, where once had

grown apples and citrus, vines and olive trees,

there was nothing but charred stumps smouldering

upon a ravaged landscape. The passage of El

Cadavo‘s rampaging army had left him an

impoverished and broken man. The agricultural

efforts of a long and hard life had proven utterly

and cruelly fruitless.

destitute he embarked upon the only course of

action that remained to him: he became a soldier.

His workforce, faced with the unappealing option

of starvation, signed up without question. In

Remas, Roderigo sold his last and favourite mule

and with the proceeds bought some shoddy

armour, a few second-hand helmets, and a batch

of slightly bent pikes. With a bit of elbow grease,

a few hammer blows, and the aid of a steaming

kettle, Roderigo‘s mean set about preparing

themselves for their first battle. By the time they

had finished they didn‘t look bad!

The life of a farmer, even a wealthy landowner,

was never an easy one in the war-torn land of

Tilea. When Roderigo Delmonte found himself

The Alcatani Fellowship‘s first job was not

particularly glamorous or lucrative – escorting a

consignment of dung to a rhubarb grower outside

Remas – but soon Roderigo began to gain a

reputation for reliability. The rich and successful

were prepared to pay top-prices for the best

troops… but for every rich merchant there were

ten small scale operators who couldn‘t afford the

services of the more expensive mercenaries. The

Alcatani Fellowship found a niche!

Alvarez: I don’t know why we keep fighting

for poor peasants who’ve got no money?

Roderigo: Ha! Rich Princes with plenty of

gold always say `I’ll pay you after the battle’.

Then after the battle they forget to pay us!

Alvarez: You mean just like poor peasants?

Despite its rather modest origin the Alcatani

Fellowship has proven itself on more than one

occasion. Their first battle more or less set the

trend. The villagers of Buccolia, a small vine

growing community in the lee of the Apuccini

Mountains, found themselves terrorized by a

particularly nasty gang of Orcs. These greenskins

had come to Tilea as mercenaries, but had proven

so unreliable and untrustworthy that no one would

employ them. So they became bandits instead,

raiding small farms and villages and generally

making life miserable for poor, hard-working

village folk. In Buccolia the villagers pooled all

their savings to hire mercenaries to help them, but

sadly no one was willing to work for seven ducats,

three farthings, and a goat. Even the money

lenders refused to deal with them.

Roderigo: No, not like poor peasants.

Remember last year when we fought for the

village of Scintio? They were honest

enough to say that they had no money to

pay us before the battle even started.

Alvarez: Yes, but we fought for them

anyway!

Roderigo: Well remember that scruffy

peasant who was hanging round my tent this

morning?

Alvarez: I can stiff smell hint! What did he

want? Another free battle?

Roderigo: He came to express the gratitude

of the villagers of Scintio.

Alvarez: Very nice, but how much breakfast

will that buy?

Roderigo: Not much, but he also left us two

sacks of goat cheese… and this sack of gold

pieces!

6

THE REGIMENT

Rod-rigo, Rod-rigo, marching through the

land

Rod-rigo, Rod-rigo, with his honest band

Feared by the greedy

Loved by the needy

Rod-rigo, Rod-rigo, Rod-rigo!

CAPTAIN: Roderigo Delmonte.

MOTTO: The Cut-price Cut-throats You Can

Afford!

BATTLE-CRY: Yes!

APPEARANCE: The Alcatani fellowship wear

When Roderigo Delmonte heard of their plight he

was angered and indignant! The villagers‘ story

was a familiar tale of honest hard-working folk

(rare enough in Tilea) unable to find justice

because they were poor and powerless. Roderigo

knew this tale very well indeed. Although he had

not exactly grown rich as a mercenary, what he

had was enough, and so he decided to help the

desperate villagers. The Alcatani Fellowship

arrived in the dead of night, after a long march in

the pouring rain. From the roadside they could see

the smouldering torches of the Orc raiders as they

climbed down the slopes behind the village. Tired

and hungry as they were, the valiant pikemen

prepared for battle. It was quite a surprise for the

Orcs. They had expected helpless grovelling

peasants. Instead they found themselves

confronted by grim faced men with steel-tipped

pikes, who fought with the determination of the

possessed! After a short struggle the Orc raiders

lay dead and scattered. Roderigo had triumphed.

In return he asked for no money – but only the

thanks of the villagers. This, the villagers were

more than willing to give!

simple, some might say cheap, armour and red crested

helmets of unfashionable design. Their clothing is

simple, practical, and somewhat threadbare. They carry

sturdy steel-tipped pikes.

POINTS: Roderigo Delmonte plus nine Pikemen,

including a Standard Bearer and Musician, cost a total

of 95 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Pikemen at a cost of 5 points each.

Roderigo

Pikeman

M WS BS S T W I A Ld

4 4

4 4 3 2 4 2 8

4 2

2 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Pike and light armour. Roderigo is

equipped with two hand weapons and heavy armour.

TROOP TYPE: Infantry.

Since that day, the Alcatani Fellowship has fought

many battles, for many masters, including many

of the richest and most famous mercenary

generals in Tilea. But even today they are willing

to fight for the poor and helpless at rates which

are far below those of most mercenaries. Although

he may never be rich himself, amongst the

common people of the countryside Roderigo

Delmonte is the most popular mercenary captain

in the land. He is cheered and greeted wherever he

goes and stories of his unselfish deeds are told

around the hearths of simple country folk

throughout all Tilea.

7

AL MUKTAR’S DESERT DOGS

We never had a chance, sir. They came out of nowhere. Before we could turn they were in among

us, shouting their chilling battle-cries as they cut us down. It‟s true we ran from them sir, but these

were not men – they were demons on horseback.

The mercenary Gunter Friesheim, explaining his part in the infamous Rout of Rifraffa

Young Werner

Glook was sent

by his parents to

an exclusive

school in

Marienburg – a

common fate for

children of rich

and famous

parents who

couldn‘t be

bothered to raise

their offspring for

themselves. As a

consequence,

childhood was a

lonely and deeply unhappy time for him. The school

masters beat him frequently and the older boys adopted

him as their personal slave. Werner lived in constant

anticipation of a sound thrashing. He learned to endure

things by immersing himself in dreams of foreign

travel and exotic lands.

until too late, and then ran in exactly the wrong

direction and was easily caught. Werner, being to

obstinate to flee, was capture after a fierce fight in

which he gave a fine display of fist fighting – a skill

learned by necessity in his school days.

The bandits‘ leader was Sheikh Ahmed Shufti, a

squint-eyed son of the sand, dressed, like his warriors,

in voluminous flowing robes. The Sheikh had never

seen an Old Worlder before, but was impressed by his

captive‘s pluck! The Sheikh decided to stake out

Werner in the desert and beat him to death slowly over

several days. Whilst they were entertained by his cries

and pitiful pleading, the bandits would roast one of the

camels.

After three days of torture and no water, Werner had

uttered not one cry of pain and the only words he had

spoken were to defy his captors and curse their closer

relatives. The Sheikh was impressed, and his men were

getting a bit nervous. Surely no ordinary man could

endure such pain. They were not to know that Werner

was used to beatings, having suffered far worse at the

hands of his fellow pupils at school. Once they had

hung him for three days in the flue of the great

chimney in the headmaster‘s study… he had not

uttered a word then either, not even when old

Meistergriek had lit the fire to warm his old bones.

Years later, Werner Glook stepped from a Tilean

merchant ship onto the harbor of Lashiek – City of the

Arabian Corsairs. His eagerness to travel the world had

brought him to the greatest city in Araby. Swarthyskinned boys dressed in rags scampered about his feet,

offering to carry his bags and attempting to pick his

pockets.

Werner could hear the bandits muttering about ‗Al

Muktar‘, but he had no idea that it meant ‗the Chosen

One‘. ‗Al Muktarrrr‘ he cried as loudly as he could.

The bandits, who were huddled around their camp fire,

had grown scared of the Old Worlder after Ibn had told

them about the legend and various wonderous things he

had supposedly done in Lashiek. Also, things had

begun to mysteriously disappear, mostly small valuable

possessions, and Ibn was careful to explain that this

was a sure sign that the bandits had fallen under Al

Muktar‘s curse. Consequently, when they heard

Werner‘s cry they threw themselves to the ground

wailing and crying, ‗Al Muktar… Al Muktar… forgive

us‘.

He sent them away with a single word of command.

The boys gawped in amazement and ran away quickly.

They did not expect a blond haired, blue-eyed stranger

to speak their language – let alone to be so familiar

with the coarse vernacular of Araby. Perhaps he was no

ordinary stranger at all, but the mysterious Al Muktar –

the Chosen One – whose coming was foretold that very

year!

Werner knew nothing of this old legend. He was

gratified to find the people of Araby friendly and

generous – at least once he had spoken to them after

which they generally stopped trying to steal his

belongings. The word began to spread through the city.

Werner remained oblivious to his growing fame.

Needless to say Werner did forgive them. In fact he

became one of them – the life of a desert warrior

sounded adventurous and exciting. He abandoned his

old name, clothes, and habits and became Al Muktar.

Soon the bandits were known and feared all along the

coast of Araby. They became renowned as the Desert

Dogs – horsemen of unparalleled ferocity wielding

mighty scimitars of gleaming steel. Their battle-cry of

‗Al Muktar‘ became feared throughout the land.

One day he decided to undertake a journey out into the

desert to see some famous ruins. He hired guides and

camels, and set out eastward. After three days the

caravan was attacked by bandits. Werner‘s guides ran

off as soon as the bandits attacked, except for blind Ibn

the beggar boy who didn‘t realize what was going on

8

Soon, the Desert Dogs became such a nuisance that the

Sheikh of Lashiek was compelled to hire them by

means of large bribes. At first he sent them eastwards

to fight the Undead. Al Muktar very much enjoyed

travelling the land of the Undead, but the Desert Dogs

grew restless, and soon he led them northwards through

the Badlands and into the Border Princes. The dashing

horsemen proved ideally suited to the fast, mobile kind

of warfare in the pioneer country, and Al Muktar was

soon as famous in the frontiers of the Old World as he

was in Araby!

Only the continued disappearance of small but valuable

items from the pockets and saddlebags of the Desert

Dogs continued to trouble the warriors. Plainly they

must fight harder and more loyally to end the curse that

their mistreatment of Al Muktar had invoked.

THE REGIMENT

CAPTAIN: Al Muktar – Son of the Desert.

MOTTO: The Desert Dogs have two famous mottos.

There is the official version favored by Al Muktar

himself, ‗Mighty are the Muktarhin!‘ and then there is

the less righteous version often employed by Sheikh

Ahmed Shufti, ‗Desert Dogs Run Faster Because the

Trees are Farther Apart.‘

TROOP TYPE: Cavalry.

SPECIAL RULES: Fast Cavalry, Ambushers.

Daemons on Horseback: The combination of the

Desert Dogs‘ surprise attacks and their chilling battlecries is enough to unnerve even the bravest of soldiers.

The Desert Dogs cause Fear on any turn in which they

charge.

BATTLE-CRY: Al Muktar!

APPEARANCE: The Desert Dogs ride white horses

and are swathed from head to foot in voluminous cloth

to protect them from the fierce desert sun. They insist

on wearing this clothing regardless of the climate they

find themselves in, or whatever time of day or night it

happens to be. All that can be seen are their eyes and

hands.

MAGIC ITEMS:

Scimitar of Dakisir (Magic Weapon)

This scimitar is an heirloom of the tribal sheikhs of the

Desert Dogs. It was forged centuries ago in the Kasbah

of Dakisir, long ago sacked and ruined by the Undead.

The blade is decorated with magical texts inlaid in

gold.

POINTS: Al Muktar, Sheikh Ahmed Shufti, Ibn the

Standard Bearer, a Musician and one Rider cost a total

of 190 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Riders at a cost of 12 points each.

Al Muktar

Shiekh Shufti

Ibn

Desert Dog

Warhorse

M WS BS S T

4 5

5 4 4

4 4

3 4 4

4 1

1 3 3

4 3

3 3 3

8 3

0 3 3

W

2

2

1

1

1

I

5

4

3

3

3

A

3

2

1

1

1

The Scimitar of Dakisir gives Sheikh Ahmed Shufti +1

Strength. When charging, this is increased to +2

Strength.

Ld

8

8

6

7

5

Black Banner of the Muktarhin (Magic Standard)

Carried by Blind Ibn the beggar boy, this banner is an

heirloom of Al Muktar‟s family.

The Desert Dogs add +D3 to their combat resolution.

Roll at the end of each close combat.

UNIT SIZE: 5+

EQUIPMENT: Hand weapon & shield. The Sheikh

carries the Scimitar of Dakisir – heirloom of his tribe.

The Black Banner is carried aloft by Blind Ibn the

beggar boy, who cannot see the peril he is in and so is

always at the forefront of battle.

9

ANAKONDA’S AMAZONS

“The jungle seemed to have come to life, raining arrows on us. Those, who didn’t die instantly, soon

sank screaming to the ground, having heavy convulsions and foamy mouths. In my desperate

situation I seemed to see things which didn’t belong to that place. Suddenly a beautiful woman was

standing right in front of me. She smiled gently, only to draw a dim glowing dagger from beneath

her belt. This wasn’t a dream!”

Marcello Bertolucci in the lunatic asylum of Remas, telling about his travels to Lustria

The jungles of Lustria hold many secrets. Explorers

maintain dubious tales of ancient weapons of power

and tribes of the deadly warrior women known as

Amazons. Such stories, however mocked by the

academics of the Old World, are not without truth.

Some are so old they pass into legend, becoming part

of jungle lore, like Anakonda and her Amazons.

theorised that totemic identities are granted after a

physical trial akin to a rite of passage. Anakonda, their

leader, is known as such after she wrestled a huge

snake, slew it and flayed its skin to wear as a trophy

and record of her deed. Other warriors in the warband

have performed similar feats and are named

accordingly.

Anakonda and her Amazons are warrior women of the

savage, yet noble Amazonian Sisterhood. The origins

of the warband and how many of these warriors exist is

unknown for they have remained hidden for many

years in Lustria’s jungles.

Humming Bird has the honour of bearing the standard

of the Amazons, an unusual banner adorned with

plucked feathers. These decorations are taken from

exotic birds held sacred by the Lizardmen. While no

single deed distinguishes Humming Bird, her general

prowess is second only to Anakonda herself and the

special banner she carries is a proclamation of this.

What is known from the collected journals and

rambling testimonies of various explorers lucky

enough to have survived prolonged contact with them,

is scant. It is believed they take their names from the

jungle beasts with which they share their lands. These

names are tied into strict ritual and one scholar has

Pirrana, another of Anakonda’s closest sword-sisters,

was so named after she was captured by a band of

Skinks. The diminutive Lizardmen planned to sacrifice

the brave Amazonian in a pond in which a giant

piranha fish dwelled. A furious battle ensued in which

the water in the pond ran red with the giant fish’s

blood. Like her leader, Pirrana took the skin of the

dead fish as a trophy and now wears it like armour. She

also gutted the beast as a warning to the other denizens

of the jungle. In so doing she found a large conch shell

in its stomach. This giant conch shell now acts as

Anakonda’s Amazons’ war horn, which Pirrana, as the

band’s musician, blows in battle to warn her sisters of

the approach of enemies.

Tales of Anakonda first reached Old Worlders on

Lustria when a band of Tilean explorers became lost in

the depths of the jungle and were set upon by Skinks.

Deadly poison darts spat out of the trees, taking a

heavy toll upon the hapless men, but when death

seemed assured, the Skinks scattered. Out of the

darkness the Amazons emerged.

As a charged calm descended, it wasn’t clear whether

the Tileans had been saved or were destined for a much

worse fate. The quick-witted leader of the band, Enrico

Baggio, recognised the delicacy of their predicament

and persuaded the Amazons to help them out of the

jungle with the promise of gold and some cheap beads!

It cost Enrico and his band their entire haul of loot for

their safe passage. They got to their boats and Enrico

vowed never to return.

Recently, the Tilean captain El Baddo claimed to have

procured the services of Anakonda and her Amazons to

ambush a band of Dwarf adventurers. The

10

POINTS: Anakonda and 4 Amazons, including

unscrupulous Tilean wanted to prevent the Dwarfs

reaching the lost temple of Toca before he did. This

required much gold, and was a mere taster of the true

cost. For after the Dwarfs were betrayed and

ambushed, the Amazons treacherously attacked El

Baddo. Although he miraculously survived, the price of

Amazonian help was dear in both coin and blood.

Humming Bird the standard bearer and Pirrana the

musician, cost a total of 140 points. This is the

minimum unit you can hire. The regiment may be

increased by adding more Amazons at 10 points each.

Anakonda

Humming Bird

Pirrana

Amazon

It seems that the Amazons have not quite grasped the

idea of being mercenaries. They fight for themselves

and care little for anyone else. If anyone pays them

gold to fight, it just shows the Amazons how weak they

are! So be warned, if the Amazons accept your gold, it

doesn’t mean that they won’t come back and sacrifice

you later…

M WS BS S T

4 5

5 4 4

4 4

3 3 3

4 4

3 3 3

4 3

3 3 3

W

2

1

1

1

I

5

3

3

3

A

3

2

2

1

Ld

8

8

6

7

UNIT SIZE: 5+

EQUIPMENT: Blades of the Ancients and Skink

THE REGIMENT

hide (counts as light armour).

CAPTAIN: Anakonda.

TROOP TYPE: Infantry.

MOTTO: The Old Ones left us the sacred places in

SPECIAL RULES: Skirmishers, Scouts, Forest

the jungle, and we know how to preserve and defend

them!

Striders.

BATTLE-CRY: Men are no match for us!

BLADES OF THE ANCIENTS

The Amazons carry a special kind of weapon of

unknown origin, which they call the Blades of the

Ancients. These weapons are rumoured to be rare and

much sought after High Age artefacts. Despite their

vast age they are still powerful, the gems set within

them said to blaze with the captured fires of a falling

star. They project a shield of arcane energy around the

wearer, and the Amazons can point the Blades at the

enemy and unleash the very flames of the sun itself.

APPEARANCE: Amazons are fierce fighters.

Clothed in the flayed hides of Skinks, many bearing

animal-headed masks, they are a fearsome sight. Some

dye their hair in myriad colours reminiscent of the

exotic birds of the jungle, and raise it with resin and

sap to mimic a Skink’s crest. The Amazons’ skin is

tanned from the tropical sun, and they wear animal tails

and the long feathers of tropical birds from waist belts.

Awarded for feats of valour in battle, the more

magnificent the tail, the higher the status of the warrior.

Amazons are adorned with all manner of gold, bangles,

anklets, rings and other trinkets that they have claimed

from their enemies as battle trophies. Understandably,

most of these are Lizardman in origin.

Range

Combat

12″

Strength

+1

4

Special Rules

6+ Ward save,

Quick to Fire

HIGH AGE ARTEFACTS

The sacred places of the Lustrian jungles hide many strange and valuable artefacts. Invaders

seek such items because they are made from gold or gemstones, others because they hold

power that mages may draw upon. Some are covered in mysterious texts said to be the script

of the gods themselves, and scholars covet these above all others. Of the utmost rarity are

the weapons of the so-called High Age. These can be staffs, rods, blades and various other

shapes, and many are more deadly than any other weapon known to the world. Some High

Age weapons project shimmering bolts of light, others propel small missiles many hundreds

of metres that bury themselves within the flesh of their targets, only to explode, ripping it

apart in a shower of gore. Such items are highly valued, more than the most potent of

magical artefacts, and are the subject of legend among scholars. Entire armies have been

raised at the mere hint that such a weapon may be found, and any cost will be paid just for

the chance of acquiring one. To date, only the Amazons have been witnessed bearing such

weapons, and it can only be hoped that no invader gains the power of a High Age artefact.

11

ASARNIL THE DRAGONLORD

Victory was finally within our grasp. Then, without warning, a vast green Dragon fell from the skies

to bar our way. Its teeth were like scythes, bilious green fumes leaked from its nostrils, and on its

back rode a proud warrior. This was the first we saw of Asarnil.

Extract from „The glorious adventures of Gunter Friesheim‟

The Legend of Asarnil the Dragonlord is known

throughout Ulthuan. Asarnil was the son of Aserion,

the hero of a thousand battles. From his earliest years

Asarnil was brought up in the martial traditions of

Caledor. He became a great warrior and one of the few

Elves still able to rouse the Dragons who slept beneath

the mountains of the High Elf realm.

of Caledor swept the Dark Elves to the sea, and

Caledor was saved. Triumphant, Asarnil headed back

towards the rendezvous with the Phoenix King,

confident that great rewards and honour awaited him

upon his arrival.

On hearing that his orders had been disobeyed, Phoenix

King Finubar became angry. If his troops had come

under attack without the support of the Dragon Princes,

they would have faced destruction. When Asarnil and

his fellow Dragonriders arrived at the Phoenix King‘s

camp, no parade awaited them. Instead, Asarnil was

summoned before the Phoenix King himself. Enraged,

Asarnil declined and swore that he was no longer a

subject of the crown of Ulthuan. The response of

Finubar the Seafarer was quick and harsh. Asarnil

would be stripped of his title and lands and banished

from Ulthuan, unless he would face the Phoenix King‘s

justice. Proud to the last, Asarnil declined.

His companion, Deathfang, was one of the greatest

Dragons that the Princes of Caledor could still wake

from their deep slumber. Together they were all but

invincible, and their fame reached far beyond the

boundaries of Caledor.

During the Great War Against Chaos, Asarnil fought

with distinction alongside his brother Dragon Princes.

Asarnil commanded them in battle, and it was because

of him that Caledor was not overrun during those dark

times.

After the Battle of the Finuval Plains, Asarnil had been

ordered to link up with the High Elf forces marching

from Lothern. Once the Dragon Princes arrived, the

combined forces of Lothern and Caledor could destroy

the last major Dark Elf force in Ulthuan.

Asarnil was now a Prince without a domain, a lord in

exile. He gathered his weapons and armour, mounted

Deathfang, and left the blessed island of Ulthuan.

Asarnil headed towards the old ruins of an Elf city in

the south of the Old World. He found that humans now

inhabited the land. His Dragon descended in the city of

Remas in the land of Tilea, much to the dismay of the

citizens. However, the Prince of Remas realized that

such a mighty ally would give them the advantage they

needed in their war. He immediately hired the services

of Asarnil for the war Remas was waging against the

city of Miragliano.

But before Asarnil could fly to the Phoenix King‘s aid,

word came that Caledor itself was under attack. Under

the command of Asarnil, an entire flight of the

Dragonriders sped back through the skies to protect

their homeland. In a brilliant assault the Dragonriders

With the help of Asarnil and the awesome might of

Deathfang, Remas decisively defeated their rivals and

brought the war to a successful conclusion. Indeed,

such was the terror inspired by Deathfang that most of

the men of Miragliano threw down their arms and fled

from the field without a battle! In the naval battle of the

Siren‘s Rocks, Asarnil and Deathfang destroyed

Miragliano‘s entire fleet, and ended the city‘s

supremacy at sea.

Since those days the proud banner of Asarnil has flown

over countless battlefields in the Old World. Only the

greatest Princes can afford the exorbitant fee of the

Dragonlord, but a general calling upon Asarnil is

almost guaranteed to be victorious.

In his heart of hearts Asarnil still dreams of returning

to Caledor in triumph with the riches he has won, but

for now his lance and sword are for hire.

12

SPECIAL RULES (Asarnil): Always Strikes First.

Valour of the Ages: Asarnil is a High Elf and can reroll failed Psychology tests against Dark Elves.

SPECIAL RULES (Deathfang): Fly, Terror, Large

Target, Scaly Skin (3+), Breath Weapon (Strength

4, Flaming Attacks).

Dragon Tamer: The Elves of Caledor have a natural

empathy for dragon-kind that is recognised by all. If

Asarnil is fighting in close combat against another

Dragon then the enemy Dragon must take a Leadership

test before it attacks. If the test if failed, the Dragon

may not attack this turn. However, a Dragon will only

refuse to fight so long as it is not attacked itself. Should

the Dragon be attacked it will always fight back.

Dragonrage: Deathfang is Asarnil‘s loyal companion.

Should Asarnil be slain, Deathfang counts as having

rolled a 5-6 on the Monster Reaction table.

MAGIC ITEMS:

Dragon Armour (Magic Armour)

Asarnil wears an ancient suit of Ithilmar armour and

which has powerful enchants to protect its wearer from

harm.

ASARNIL AND DEATHFANG

Heavy armour. The Dragon Armour allows Asarnil to

re-roll failed armour saves. In addition, he gains a 2+

Ward save to all fire-based attacks.

CAPTAIN: Asarnil the Dragonlord.

MOTTO: Victory is a foregone conclusion.

Amulet of Dragonheart (Talisman)

This amulet was one of the potent artefacts made by

Caledor the Dragontamer for the Elven Dragon

Princes. It is said that the gleaming gem hanging

around Asarnil‟s neck is a stone found at the heart of a

mountain, blessed by Caledor the Dragontamer

himself. The dazzling light of the Amulet of

Dragonheart makes the shape of Asarnil and his

Dragon appears blurry and vague, as if glanced

through a haze.

BATTLE-CRY: ―Wahnil, wahnil!‖ is the battle-cry

of the Caledorians, calling for Vengeance and Death.

APPEARANCE: Attired in all the splendour of the

Dragon Princes of old, Asarnil and his Dragon are a

truly magnificent sight on the battlefield. Glittering

ithilmar armour and shining gems combined with the

sheer presence of the Great Dragon Deathfang are

unforgettable – if you survive to tell the tale.

All missile attacks against Asarnil and his Dragon

suffer a -1 to hit penalty.

POINTS: Asarnil and his mighty Dragon Deathfang

cost a total of 535 points. Asarnil is worth 145 pts

Deathfang is worth 390 pts.

Asarnil

Deathfang

M WS BS S T W I A Ld

5 7

6 4 3 2 7 4 9

6 7

0 7 7 7 2 6 9

UNIT SIZE: Massive!

EQUIPMENT: Hand weapon, lance, Dragon armour

and shield.

TROOP TYPE: Infantry (Character).

Deathfang: (Monster). Asarnil rides Deathfang, the

Dragon.

13

BEORG BEARSTRUCK AND THE

BEARMEN OF URSLO

Lock your doors, bar your windows and hide your goats – the Bearmen are coming! If you have a

horse then flee, but don‟t try and run. They can smell your fear and they‟ll hunt you down like dogs.

Ever see what an angry bear does to a dog?

The village elder‟s final advice

In Ursfjord in the

frozen north the

great hall of Urslo

is to be found. It is

built of great

timbers hewn from

mighty trees. In this

hall resides Beorg,

chieftain of the

Bermen of Urslo –

that is when he is

not raiding or

fighting!

size. This is a great and marvellous thing even amongst

the tribes of the north, many of whose people

spontaneously develop were-shapes in battle. Amongst

Beorg‘s folk, the tribe of the Bear, it is common for

warriors to sprout claws, snarling teeth, mane-like fur,

and bear-shaped muzzles. But alone of all his people,

Beorg carries the full shape of the Bear within him.

Only he is Bearstruck – the mark of lordship amongst

his people! Beorg was soon acknowledged as the

chieftain of his tribe, the Ursfjordings or Bearmen.

Like all savages of the northlands, Beorg despises the

weakness of lesser men! He cares nothing for the socalled civilized lands that lie to the south. When the

Chaos armies of Warlord Archaon marched upon the

lands of the Empire Beorg gladly joined them. His

warriors had grown tired of easy conquests amongst

the tribes of the north! At the Battle of the Monoliths,

Beorg led his warriors against the army of Arch-Lector

Mannfeld of Nuln. The soldiers of the Empire were

horrified to find themselves confronted by men in halfbear shape, snarling and tearing like the savages they

were! Amongst them all was the towering shape of

Beorg casting aside his foes with great swipes of his

claws, knocking heads from shoulders and tearing arms

from their sockets.

When Beorg, son of Bran, cracked the skulls of

Uldsdau and Graill, twin sons of Huern, chieftain of the

tribe of the Wolf, the gods chose to show their

considerable favour. As Beorg threw himself upon his

enemies his back arched and split, his ribs cracked and

turned in upon his body, his face was consumed from

within by a snarling black muzzle. The gift of the werebear was upon him… the gift of the gods to the people

of Norsca he was Bearstruck.

Beorg is a were-bear of extraordinary power. When he

enters battle he turns into a savage bear of immense

14

After the battle Beorg realized that the lands of the

south offered plenty of opportunity for bloodletting and

savagery. His warriors fought their way through the

Empire, occasionally finding employment, but more

often living by pillage and robbery. Eventually the

Bearmen crossed the mountains and found themselves

in the Border Princes. This was a time of great battles

and much plundering – and Beorg‘s fame grew rapidly.

At night the Bearmen would sit around their camp

drinking as only the northmen can, and singing rousing

songs of their great adventures!

It was during one such session of drunken revelry that

the Bearmen were ambushed by Goblin bandits. Many

were shot with black arrows before Beorg strode

forward to snap the Goblin chief‘s neck like a twig.

During this battle Oerl the Young was struck by an

arrow which took out an eye and left a scar running

across his face. Despite his injuries Oerl held onto the

tribe‘s banner, the Bear of Urslo, an immense bearskin

slain by Bran to celebrate the birth of his son Beorg.

Beorg rewarded the young warrior with gold and the

honoured place in battle – by his side.

THE REGIMENT

Beorg

Oerl the Young

Bearrnan

CAPTAIN: Beorg Bearstruck.

MOTTO: The Dark Gods Bless Us.

M WS BS S T

4 6

0 5 5

4 4

3 4 3

4 4

3 4 3

W

3

1

1

I

3

4

4

A

4

2

1

Ld

8

7

7

UNIT SIZE: 10+

BATTLE-CRY: Beorg and his men launch

EQUIPMENT: Hand weapon, light armour and

themselves upon the foe with a mighty bear-like

growl… ‗Grrrrowwwwwww.‘

shield. Beorg is a were-bear – he wears no armour and

fights with his claws and teeth!

APPEARANCE: The Bearmen, like many of the

TROOP TYPE: Infantry.

tribes of Norsca, are affected by the dark power of

Chaos. This has made them as much beasts as men and

all are touched with the mark of the were-bear to some

extent with shaggy hair, brutal ursine faces, massive

teeth, and slashing claws. They wear barbaric clothing

made of furs and held together with leather straps, and

they have wild, unkempt hair. Their iron helmets have

horns which make them look especially ferocious, and

many wear long shaggy cloaks made from wild bears –

often with the head or claws left on.

SPECIAL RULES: Frenzy.

MAGIC ITEMS:

Bear Fang (Talisman)

This gigantic and ancient yellowed canine tooth is the

sacred talisman of lordship amongst Beorg‟s tribe.

Beorg wears it about his neck. The talisman wards of

blows that would otherwise harm its wearer.

POINTS: Beorg and nine Bearmen, including Oerl

The Bear Fang gives Beorg a 4+ Ward save.

the Young (the Banner Bearer) and a Horn Blower,

cost a total of 275 points. This is the minimum size of

unit you can hire. The regiment may be enlarged by

adding extra models at a cost of 10 points each.

Bear Banner (Magic Standard)

Oerl carries the tribe‟s totem into battle – an entire

bear skin whose grizzly head leers out from the top.

The skin‟s power is immense, driving the warriors into

a fury that is almost impossible to stop.

Beorg and the Bearmen of Urslo gains +1 to Hit in the

first round of close combat. This does not apply to any

other character joining the unit.

15

THE BIRDMEN OF CATRAZZA

They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we

could react they‟d flown off only to return from a different angle, emptying their quivers into our

unprotected backs once more. Of course we surrendered.

The mercenary Gunter-Friesheim, in his account of the Crookback Pass fiasco.

Daddallo‘s early attempts to fly met with no success.

His efforts caused much amusement among the

citizens who gathered in the piazza to watch him

jumping off various towers. Fortunately for him,

Daddallo‘s version of Leonardo‘s parachute was one

thing that did work!

Daddallo was a well-known craftsman and windmill

builder in the city of Verezzo. He became obsessed

with trying to fly like a bird after he acquired some

lost manuscripts of Leonardo da Miragliano.

Inspired by the ideas these contained, he began

experimenting with flying devices. Only later did it

emerge that these manuscripts were clever forgeries.

However, by then it was far too late; Daddallo‘s

obsession had quite taken over his life, ousting any

vestige of common sense from his fevered brain.

Daddallo fell afoul of the powerful Batta family of

Verezzo when he plunged through the roof of their

country villa and landed in the marble bath of the

mistress of the house while she was bathing in it.

Quite apart from this impolite intrusion, Daddallo

landed on top of the captain of her bodyguard (who

for some reason or other was also in the same bath),

killing him outright. Daddallo was immediately

imprisoned in the leaning tower of Verezzo, to avoid

further embarrassment to the Republic.

Merchant Prince: They tell me t the

Birdmen of Catrazza can

capture any tower in Tilea,

or for that matter the

world. So if you can

convince me that you can

snatch the Orb of the

Ancients from the Dread

Tower of Dumio, you’re

hired!

Daddallo: ‘Tis simple, my for& I have

a cunning plan! First we

buzz in low, hedgehopping

for good measure. Then it’s

‘up and under’ and in from

the sun. Keeping an eye out

for Archie’ of course.

Corkscrew and puff out,

trying not to prang. Then

the wingies will strafe. My

number two is in and out

and we’re away!

Merchant Prince: Can yon say that

again, more slowly?

Biggolo: (Whispers to Daddaffo) I

don’t think he understands

our banter, old boy!

Determined to escape, Daddallo whiled away the

days by ingeniously constructing a pair of wings

using bed sheets stretched over a framework of

wooden spindles cut from the furniture. Soon he was

ready to jump from his prison window, which had

no bars since it was so high up that it was thought no

one could escape! Daddallo‘s exit was rather

spectacular. Miraculously, he swooped over the

rooftops to freedom instead of plummeting to his

death in the piazza!

Flying into exile, Daddallo spent the whole of the

following year training a mercenary band of his

‗Birdmen‘. Only the best and thinnest marksmen

were chosen. This was so that the Birdmen could

shoot at enemy flyers even whilst they were flying

high in the air.

The Birdmen went into action for the first time at the

battle of Motta Zorella and snatched victory by

descending on the enemy general and carrying him

off into captivity. Daddallo‘s Birdmen were

immediately hired by Alfeo Romeo of Remas. Alfeo

was determined to rescue the beautiful Isabella

Dellecta from the bent tower of Catrazza, where she

had been shut up by here family until she agreed to

an arranged marriage to Grobbo, a rich, ugly, and

cruel merchant from Miragliano. Daddallo‘s

Birdmen succeed in this dangerous task despite a

number of marksmen guarding the tower.

Henceforth, the regiment took the name ‗Birdmen of

Catrazza‘, and is much in demand.

16

THE REGIMENT

CAPTAIN: Daddallo

Daddallo

Birdman

MOTTO: Those Magnificent Men in their Flying

UNIT SIZE: 5+

M WS BS S T W I A Ld

4 4

5 4 3 2 4 2 8

4 3

4 3 3 1 3 1 7

Machines.

EQUIPMENT: Hand weapon and light crossbow.

BATTLE-CRY: Tally Ho!

TROOP TYPE: Infantry.

APPEARANCE: All the Birdmen are equipped with

SPECIAL RULES: Fly, Ambushers.

wings made of canvas stretched over a light wooden

frame. This is strapped to their shoulders by means of a

harness that leaves both hands free to shoot the

crossbow.

Shoot on the Wing: The wings of the Birdmen are

flapped by means of stirrups on their feet. This means

that they have both hands free to load and shoot their

crossbows while flying. This in turn means that the

Birdmen can shoot while flying, and suffer no penalty

for shooting on the move unless they move on foot.

In flight, the wings can be ‗flapped‘ by means of

stirrups attached to the feet. The Birdmen not only

glide through the air but can flap their wings to regain

height and vary their airspeed.

The Birdmen also wear grotesque masks with long

bird-like beaks instead of noses, much like those worn

for Tilean carnivals.

POINTS: Daddallo and four Birdmen cost a total of

100 points. This is the minimum size of unit you can

hire. The regiment may be increased by adding extra

Birdman models at a cost of +15 points each.

17

BRAGANZA’S BESIEGERS

As they approached the castle our hearts sank. Braganza‟s men never lost or fled and we knew we

were doomed. Our captain began to explain how safe we were behind the walls, but a crossbow bolt

cut him short. No one wanted to be the next victim.

The mercenary Gunter Friesheim, in his report on the capture of the „impregnable‟ Schloss Adlerberg

The ingenious Borgio “The Besieger”, the Prince of

Miragliano, originally employed the famous regiment

of Besiegers, as a special siege unit on crossbowmen.

Borgio wanted marksmen who could pick off defenders

on the walls at close range in the face of hail of enemy

missiles, hold ramparts against assault, provide missile

support for sappers and miners, man siege towers and,

if need be, stand their ground against enemy units

sallying out of besieged fortresses. Braganza’s troops

soon proved their worth in Borgio’s many sieges and

turned out to be equally good as a rearguard in open

battle.

Dwarfs to help recapture a very strong Dwarf outpost

in the Badlands, which had been captured by Orcs.

Braganza was paid handsomely with a massive chest of

jewels and the regiment began the long trek back to

Miragliano through hostile territory to deliver Borgio’s

agreed share of the loot (no one ever double-crossed

Borgio and lived!). They battled their way across the

Apuccinis in winter fought off Dwarf bandits, Orcs,

Beastmen, Empire robber knights, Tilean outlaw band,

renegade Bretonnian commoners who had

treacherously slain their lord, staving and extremely

desperate Halflings, even more hungry and desperate

Ogres, the notorious Red Company of Remas (whose

captain had a vendetta against Braganza) and various

others winning by forming a hollow square and

shooting them all down as they came.

Having stormed, starved out or received the surrender

of pretty well every city and fortress that he ever

besieged, Borgio was well pleased with Braganza’s

Besiegers and offered to find them work in return for a

cut of the profits. Braganza accepted Borgio’s offer at

once, knowing full well that to refuse Borgio’s kindness

was not only impolite but also a terminal course of

action.

On entering Tilea, they heard news that Borgio had

been treacherously assassinated and his mighty Dogs of

War army had either disbanded or split into factions

fighting in the streets of Miragliano. Braganza decided

to do the obvious thing and share out the jewels and

continue his career as one of the best mercenary

regiments to come out of Tilea. The Besiegers were

soon hired by Lorenzo Lupo, the Prince of Luccini and

sent to Sartosa where the waging war against on of the

many pirate chiefs on the island. Since then, the

Besiegers have fought for many masters in sieges and

open battles, always standing like a wall of steel and

adding to their legendary reputation.

Soon the Besiegers took ship for Tobaro where they

took part in the siege of the pirate stronghold on the

island of Cera-Scuro. Then they were hired by the

18

THE REGIMENT

CAPTAIN: Luka Braganza

MOTTO: Invincibility at No Extra Charge!

BATTLE-CRY: Borgio!

APPEARANCE: The Besiegers wear full-plate

armour in the exotic Miragliano style, and carry a large

pavise on a back-strap.

POINTS: Braganza and nine Besiegers cost a total of

190 points including Standard Bearer and Musician.

This is the minimum size of unit you can hire. The

regiment may be enlarged by adding extra models at a

cost of +12 points each.

Braganza

Besieger

M WS BS S T W I A Ld

4 5

5 4 4 2 5 3 8

4 3

3 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, crossbow, full plate

armour and pavise. Luca Braganza is equipped with a

hand weapon, pistol, crossbow and full plate armour.

TROOP TYPE: Infantry.

19

BRONZINO’S GALLOPER GUNS

Never seen anything like it in all my years. It ain‟t right, that‟s what. Guns are supposed to stay put,

not gallop off whenever you get anywhere near them. And firing while they‟re doing it is

outrageous! I‟m gonna file a complaint, that‟s what. It ain‟t right.

Burkil Burkilsson after the battle of Dead Man‟s Hill

Bronzino‘s Gallopers were first employed at the Battle

of Pattio. These were, in fact, lightweight cannons

removed from their mountings on the galleys of Remas

and fixed to specially made carriages. This was done

on the instructions of Master Gunner Bronzino who

had been hired by Borgio the Besieger, Prince of

Miragliano. This innovation contributed in no small

measure to the victory and Bronzino proceeded to raise

a battery of specially designed guns forged in the very

same foundry as that used by Leonardo da Miragliano

to cast his colossal brass statues.

the guns to fight a heroic rearguard action through the

jungle to the beach, felling pursuing Saurus warriors in

droves as they went. Indeed the guns were still firing

from the longboats as they were pushed out to sea,

sweeping the beach clear of the enemy until they were

safely in open water.

The battery subsequently turned up in Araby and took

part in the Sultan‘s war against the Undead, where the

speed and mobility of the guns proved decisive in the

open expanses of parched sand. Greatly enriched by his

efforts, Bronzino brought his battery back to Tilea

where he has been reforging and refitting the guns and

considering numerous and very generous offers

arriving every day from rival Merchant Princes plotting

to make war on each other.

Bronzino served Borgio well in many more battles but

following the Prince‘s assassination, and the uncertain

state of affairs in Miragliano, Bronzino sought other

employment. Since then the battery has turned up in

the armies of several notorious mercenary generals,

bringing them victory and earning Bronzino enough

gold to forge more and improved designs of

lightweight cannon.

THE BATTERY

CAPTAIN: Bronzino.

The gunners bring the cannons into action rapidly and

fire at close range. This can have a devastating effect

on the enemy in an open battle. As soon as the enemy

moves near enough to threaten the guns, the gunners

hitch them up and gallop off at speed, finding a new

position further back. If the battle goes badly and it is

necessary to retreat, the precious cannons can be

removed from the battlefield without delay. This not

only saves the guns for use again, but makes it unlikely

that the enemy will capture them. Nor do the guns have

to be abandoned in a hasty retreat like other, more

cumbersome artillery.

MOTTO: The biggest bang for your bucks!

Having earned an awesome reputation in Tilea, and

incurred the undying hatred of the survivors of many a

pike company, Bronzino‘s battery was shipped across

the ocean to take action against the Lizardmen in a

doomed treasure hunting expedition led by the Dwarf

pirate, Kugar Halfbeard. Bronzino used the speed of

Gun team cost a total of 155 points. This is the

minimum size of unit you can hire. You may buy extra

Galloper Gun teams at a cost of +90 points per gun

team. Each extra team counts as an extra Rare choice.

BATTLE-CRY: Ready! Aim! Fire!

APPEARANCE: Small, lightweight bronze or brass

cannons harnessed to light limbers drawn by one horse.

One of the gunners rides the horse, the others run

beside the gun carrying the ramrods and other

equipment. Bronzino is a big man riding his own horse

and wearing ornate armour.

POINTS: Master Gunner Bronzino and one Galloper

Bronzino

Crew

Galloper Gun

Warhorse

Just put down your swords and

surrender,

It’s worse if you fights or you runs,

You can do what you please,

You can climb up the trees,

But you can’t get away from the guns!

M WS BS S T

4 5

5 4 4

4 3

3 3 3

– – – 6

8 3

0 3 3

W

2

1

3

1

I

5

3

3

A

3

1

1

Ld

8

7

5

UNIT SIZE: Each Gun has a crew of three, and one

crewman rides a warhorse.

EQUIPMENT: Hand weapon. Bronzino is equipped

with a hand weapon and heavy armour. He rides a

warhorse.

20

TROOP TYPE: War Machine (Cannon), Cavalry

remaining crew members are assumed to jump on the

harness and hitch a lift. As such, the Galloper Guns

may march move.

(Bronzino only).

SPECIAL RULES: Vanguard, Swift-stride

When you move one of Bronzino’s guns, simply

measure the distance and make your move. There is

no need to turn or wheel as the galloper guns can turn

freely to face any direction they wish.

Master Gunner: Bronzino has a wealth of experience

as a gunner aboard various Reman galleys and knows

all aspects of employing cannons in warfare.

Bronzino may lend his expertise to one gun crew per

turn, ensuring that the crew will hit their target.

Bronzino will make corrections to the cannon‘s

elevation etc. Nominate one Galloper Gun team within

6″ of Bronzino in the Shooting Phase. A cannon crew

following Bronzino‘s instructions is far less likely to

improperly load their cannon, and so may re-roll the

Artillery Dice to determine the distance the cannon ball

bounces.

If the galloper gun is charged, the crew may hold or

flee. If they flee, the gun is assumed to be limbered

up immediately without any movement penalty.

The crew fights in hand-to-hand combat as normal,

the mounted gunner dismounting to fight. The horse

and limber are removed when the gun is destroyed.

 Deployment: Each gun and its crew operate as an

independent unit. If so, Bronzino may ride from one

team to another and any team he is with can test

against his Leadership while he is with it. If the

teams are deployed as a single battery, then each gun

team must remain within 6″ of Bronzino if they wish

to test against his Leadership.

Cannon: The Galloper Guns follow the rules for

Cannons in the Warhammer Rulebook, with the

following exceptions:

 Small Calibre: The Galloper Guns fire uses the

following profile:

Range

36″

Strength

7

Special Rules

Multiple Wounds (D3),

Ignores armour saves

 Rapid Movement: The Galloper Gun is harnessed to

a warhorse ridden by one of the gunners. This

enables the Gun and its entire crew to move 8″ as the

21

THE CURSED COMPANY

“Shortly before the arrival of the night, I saw how my brave comrade Alfonzo was killed by the

cursed blade of the leader of this dire party, consisting of immemorial parts of armour and dull

blades, worn by tattered skeletons. The next day during the fight against these cursed I recognized

the award with which our sergeant rewarded us after our last victory on one of these skeletal

horrors. In front of me stood Alfonzo, a half-rotten servant of death! I threw away my sword and

ran for my life, horror-stricken!”

Report from Guiseppe Mancini after the battle in Libtita’s Valley

The dark legend of Richter Kreugar the Damned and

his Cursed Company has been told for countless years

across the Empire. A tragic tale of betrayal, greed and

revenge, the details and truth behind the stories have

long become hazy and unclear as the story has been

told and retold for generations.

As a result, Richter stalks the Old World and beyond.

Hundreds of years since his death he is still seeking

oblivion and peace, yet he is never able to achieve his

final rest. Countless times he has been cut down, only

to wake the following night to his never-ending, hellish

torment. A terrible element of the curse is evoked each

time he slays an enemy, for his defeated foes rise

immediately to serve him in undeath, slave to his will.

He travels the world; living out a tragic parody of his

former mercenary career, fighting whatever he finds

battle. His anger and despair momentarily lost in the

bloodshed, he continues his doomed existence in the

desperate hope that one time when his skeletal body is

slain, he will finally know the relief of true death.

The most common tales revolving around Richter

Kreugar’s tragic curse tell of a young mercenary

captain, proud, talented, and ruthless. He hired out his

services freely, uncaring whom he fought for as long as

the price was right. Centuries ago in the history of the

Old World, richer was said to have allied with a

powerful Necromancer, aiding him in his diabolical

campaign against the Empire, terrorizing the heavy

forested area around Wolfenburg.

THE REGIMENT

With the leather bound annals of the Historiata

Imperiatus, it is said that the Empire army of

Wolfenburg was suffering horrendous casualties in a

war of attrition that they could not hope to win.

However, they struggled on regardless and began to

wear down the Necromancer, taking the offensive and

pushing him deeper into the forest, denying him the

time needed to strengthen his undead forces. Seeing the

Necromancer faltering, Richter accepted the bribes of

an Empire agent, the calculating young mercenary

seeing a chance to make some easy money and be on

the winning side. As the titanic battle hung in the

balance, Richter played his hand, striking out at the

foul Necromancer, who fell beneath his blade.

However, with his dying breath the unholy sorcerer

gasped a curse that was to be the eternal undoing of the

enterprising sell-sword.

CAPTAIN: Richter Kreugar the Damned.

MOTTO: Dust to dust and bones back in the sand!

BATTLE-CRY: The battle-cry of Richter Kreugar

has long been forgotten by the people of the Old

World. The silence of the grave hangs over the Cursed

Company as it traverses the land, marching to war

accompanied only by the sound of creaking ancient

leather and the scrape of rusted metal.

POINTS: Richter Kreugar and nine of the Cursed

Company including a standard bearer and musician

cost a total of 210 points. This is the minimum size

regiment you can hire. The size of the regiment may be

increased at the cost of 5 points per model.

Before his horrified eyes, Richter’s skin began to wither

and within moments he collapsed to the ground, a

lifeless pile of bones and armor. The day was won for

the Empire forces, the tale of Richter’s betrayal may

well have been forgotten, had his death not been

accompanied by a tragic twist.

Richter Kreugar

Skeleton

M WS BS S T W I A Ld

4 5

3 4 4 2 5 3 9

4 2

2 3 3 1 2 1 3

UNIT SIZE: 10+

EQUIPMENT: Richter Kreugar is armed with a

The very next night, Richter rose from the ground. He

stared at the world with his hollow eyes, and all he

surveyed appeared in shades of grey. In anguish and

despair, Richter saw his own skeletal limbs, and the

full horror of the Necromancer’s incantation began to

dawn on him.

shield, heavy armour, the Dark Gem of the Cursed and

his unholy sword, Blight. The Skeletons of the Cursed

Company are equipped with hand weapons, shields and

light armour, and the standard bearer carries the Banner

of Malediction.

22

SPECIAL RULES: Fear, Unbreakable, Unstable,

take a Leadership test. If the test is failed, the unit

suffers a number of wounds equal to the number they

failed the Leadership test by. No saves of any kind

are allowed against these wounds.

Hate Undead (Richter only).

‘Join us in damnation…’: As part of Kreugar’s curse,

any foe slain by him or one of his company are

withered by dark magic, their flesh aging as if decades

had passed in the blink of an eye. The lifeless victim is

instantly enslaved to the will of Richter, rising to

accompany him in his eternal curse.

If any model within the Cursed Company (including

Kreugar himself) slays an Infantry or Cavalry model,

then one Skeleton is created in its place.

Models created in this way are added to the Cursed

Company, and are armed in the same manner as the

Company. The Victory Points value of the unit is

unaffected. This rule counts only for models that are

killed in close combat, and not for models killed in any

other way (for example, running down fleeing troops).

 The Cursed Company can march as long as Richter is

still alive. If Richter dies, the Cursed Company

cannot make march moves.

MAGIC ITEMS:

Blight (Magic Weapon)

Blight is a darkly powerful blade, centuries old and

suffused with unholy magic.

Blight confers +1 Strength to all close combat attacks

made by Richter. In addition, the weapon has the

Killing Blow special rule.

Dark Gem of the Cursed (Talisman)

The Dark Gem of the Cursed glows a blood-red shade

that intensifies when a blow is directed towards

Richter, protecting him from harm.

Independent: The Cursed Company is a completely

independently acting unit. Richter and the Cursed

Company will never use the Leadership of the General,

even if it is better than his own. Additionally, the

Cursed Company cannot be joined by any characters.

The Dark gem gives Richter a 4+ Ward Save.

Hate Undead: Richter Kreugar hates all other Undead.

This applies to Richter only.

The Banner of Malediction (Magic Standard)

The sinister banner of the Cursed Company has been

carried for centuries by various enslaved warriors of

Richter. It is a dark parody of his original, disgraced

mercenary company banner.

Undead: The Cursed Company is Undead, and as such

the following rules apply to them:

 If Richter is killed, the Cursed Company will quickly

begin to crumble to dust. At the end of the phase

when Richter is killed, and at the beginning of each

of their turns thereafter, the Cursed Company must

The Cursed Company suffers one less wound than they

normally would when defeated in combat. In example,

if the Cursed Company loses a combat by 3, they

should lose 3 extra models, but because of the Banner

of Malediction, they lose only 2 models.

23

The near-naked, savagely painted warriors hurtled over the frozen

ground, huge weapons gripped tightly. Their hair was matted into

spikes, their eyes wild with the fury of battle. Nightmarish

drumming filled the air, joined by harsh war horns that blared their

challenge. The Undead legion stood statue-still as the wild roar

rising from hundreds of throats rolled over them. The ancient

figure of Richter Kreugar stood unmoving at the head of the

Undead legion, the empty sockets of his skull lit with a baleful.

menacing glow as the marauders of Chaos charged.

frozen earth. The Knights of Chaos thundered down the hill, and

terror touched its cold hand to Siegfrid’s heart. At the head of the

dark knights rode a figure that exuded raw power. A great doubleheaded axe held aloft in his mailed hand. Wisps of steam rose from

the weapon into the cold air.

The knights thundered into the side of the Cursed Company,

smashing skulls and shattering bones with their immense axes and

spiked maces, their fearsome steeds trampling others to dust

beneath their black hooves. The lord roared a challenge, his voice

echoing from within his enclosed helmet. His unholy red eyes

matched those of his steed, burning deep within the darkness of his

helm.

The brutal weapons of the ferocious warriors carved through the

Skeleton legion. Chips of bone filled the air as skulls and ribs were

smashed with savage force before the Undead reacted. Richter

stood unmovable. swinging his ancient sword, Blight, as the

marauders swept around him. Glowing with an unholy. red light,

the dark weapon cleaved through one warrior, whose painted chest

erupted in a shower of crimson blood. Reversing his swing, Richter

sliced the magical blade in a vicious arc that severed the head from

another. Even as the bodies fell to the ground, their skin began to

wither, tightening over their skeleton frames.

Richter casually chopped down on the shoulder of a Marauder,

blood spraying before the flesh withered from the savage’s body.

He turned to face the challenge of the Knight of Chaos, his cursed

minions opening a corridor between the two powerful beings.

The hellish steed of Chaos stamped its hooves impatiently as

Richter made his way towards the towering armored figure.

Without delay, the Lord struck downwards with a mighty swing of

his steaming, double-headed axe. The blow was met with Richter’s

blade and there was a crackling sound that Sicgfrid could hear,

despite the distance, as the dark energies of the two sorcerous

weapons met. A series of deadly blows rained down on the Undead

warrior, and dark hooves flashed towards him. The Champion of

the Dark Cods feinted a strike to the left, turning his axe in mid-air

and striking a sweeping blow towards the right side of Kreugar’s

skull. The ruby-red gemstone hanging around the skeletal neck of

the Undead figure glowed brightly for an instant, and the axe

rebounded scant inches from its target as if it had hit a stone wall.

Hair fell from their heads and eyes rotted in their sockets. Screams

died in throats that disintegrated into dust. Hardly a moment

passed, and the first fallen marauder was rising again to its feet.

flesh completely absent from its now skeletal body, followed in an

instant by his headless companion.

Hefting weapons in fleshless fingers, the newly risen Undead

warriors turned on their former comrades. Master Engineer

Siegfrid stared in horrified fascination as the ranks of the Undead

grew. The powerful charge of the foul Chaos raiders had faltered,

stopped in its tracks by the relentless Skeletons. Fighting next to

the Undead, the Halberdiers were faring badly. being pushed

steadily backwards by the savage attack of the marauders.

The Knight of Chaos reeled backwards off balance at the

unexpected resistance.

Kreugar stepped in close to the chaotic steed, sweeping his weapon

towards the dark beast as it reared above him. His sword slashed

across the creature’s chest, and it screamed in torment, midnight

skin shrinking back to bare pale bone. Muscles and flesh withered

from the beast’s body, and it toppled to the ground, leaving a pile

of bones and dark barding. The champion of Chaos staggered to his

feet, raising his axe defensively before him as Blight swept towards

his face.

Raising his long-barrelled Hochland rifle, Siegfrid squinted

through its crystal eyeglass. He sighted a daemonic-looking

barbarian, covered with swirling blood-tattoos and screaming

incoherently as he raced towards the battle. Pulling the trigger,

Siegfrid was satisfied to see the figure fall, kicked from his feet as

the lead bullet struck home.

His gaze returning to the battle that raged on the plains below,

Siegfrid saw that the Undead ranks continued to swell as Richter

hacked his way through the unarmoured, blood-hungry warriors.

He had heard stories of the cursed Richter Kreugar – who in the

Empire had not? – but he had never really believed them. Stories

told to frighten children, fantasies exaggerated beyond any shred of

truth, he had thought. And yet here he was, a nightmarish fairy tale

brought to life. Brought to unlife, he corrected himself.

The first blow knocked the axe to the side, the knight still

struggling to regain his feet. The second blow arced down onto the

black armored helmet. With a sickening sound, the helmet was

cleaved in two. In an instant, the visible pale flesh withered away to

nothing, leaving only an empty skull and a suit of lifeless black

armor where the mighty champion stood scant moments before. A

spark of awareness shone briefly in the hollow eyes of Richter: the

deep yearning pain of a soul trapped for all eternity.

The Ostermark scouts had spotted the raiders from the north, and

Baron Duchcnoff had decided that this was the best place to stand

against them.

While the Empire army were readying their defensive lines to face

the approaching Chaos force, the Undead legion had emerged from

the forest and panic spread. Turning to face this unexpected threat,

the Ostermark Knights of Sigmar were readying themselves to

charge when the Baron called for them to halt, for the Undead had

appeared unconcerned with the humans before them. The figure

leading them wore ancient and battle worn Imperial styled armor.

As the skeletal legion had marched into position alongside the

Ostermark formations, word had quickly spread through the ranks

that this was the legendary Cursed Company of Richter Kreugar,

damned in an age long past to stalk the world for all eternity.

Siegfrid stood at the edge of the trees overlooking the carnage that

was the aftermath of battle. The field was strewn with countless

bodies. and the sinister black shapes of crows were already fighting

over the pickings. The Chaos raiders had fled back towards their

frozen wastes. He raised his telescopic eyeglass to watch the last

ranks of the skeletal Cursed Company disappear into the trees. The

regiment had stood motionless for hours after the battle had

concluded, until on an unspoken signal the regiment, larger now

than it had been at the start of the battle, turned towards the south.

It was a strangely sedated mood Siegfrid found when he returned to

the Ostermark camp. The Empire had won a great victory, and yet

they did not celebrate. Siegfrid found himself thinking of Richter

Kreugar, the cursed one. No word had been spoken amongst the

Empire ranks of the mysterious, terrifying Undead warrior.

It was an unspoken fact that the day would certainly have been lost

had it not been for the timely arrival of Kreugar’s Cursed

Company.

A deep rumbling sound echoed over the battlefield, and Siegfrid

turned to see a troop of hellish black-armored knights appear over

the hill to the coast. Their midnight-black mounts snorted and

tossed their armored heads, their hooves kicking up great clods of

24

THE GIANTS OF ALBION

I say! It was most unsporting. My fellows and I harried Ranoldo and his band of ruffians all the

way to the Trantine hills. Then Ranoldo unleashed those horrid Albion Giants upon us, led by a

rather hairy looking fellow. They smashed our line, squashed poor old Hoskins Hotshot, whilst

shouting the loudest uncouth word I have ever heard. If those Giants are typical of that island, I for

one am glad it remains unexplored.

High Elf Lord Daverion, Gentleman Mercenary General

The Druids of Albion say that the race of mighty

Giants that inhabit their island were put there by the

Old Ones to guard the island from invaders. Whether

this is true, who can say? Yet the Giants prowl the

rugged coasts to this day. They wander along the fog

shrouded cliffs and hurl boulders down onto hapless

ships which come too close to the shore, taking a

childlike joy in watching them splinter into matchsticks

and the doomed crew struggling in the fierce waves.

The Druids have a strange power over the Giants and

can goad them into lifting up and carrying huge

boulders and monoliths. With the help of the great

strength of the Giants, these huge stones are arranged

in rows or circles in order to measure the sun, moons,

and stars.

Elves upon the shore far below. They also saw the

Giant towering above them on the cliff top. The leader

of the Elves shouted up to him in the tongue of the

Druids of Albion, “We come in peace! We seek only

trade!” On hearing the words he could not understand,

the Giant grinned and replied “BOLOGS!” Then he

hurled down a great boulder, which flattened all the

Elves as it embedded itself in the shingle.

The next greatest Giant in Albion is Cachtorr, twin of

the mighty Bologs. He is slightly more intelligent than

Bologs and is able to understand the speech of the

Druids. It was Cachtorr who fought against the mighty

Dong and, his mate, Mea-Dong, two terrible Giants

from the far north of the Albion. This legendary fight

lasted for several hundred years and involved hurling

huge boulders whenever the mist cleared long enough

for one Giant to see the other. Most of these missed,

but wherever they landed, they stuck into the ground to

remain their forever as menhirs, marking out the

territories of the feuding Giants.

Greatest of all the Giants is Bologs. He is worshiped as

a god by some of the primitive, cave-dwelling tribes of

Albion, who have carved his image into the chalk hills

of their land, brandishing his mighty chopper.

Awesome though he is, Bologs’ intellect is dim, even

for a Giant of Albion. The only thing that he can say is

his own name. One day he was roaming the cliff tops

when the mist for a moment to reveal the murky gray

sea and pebbly beach. Bologs spied a landing party of

Albion remained shrouded in the dark mists of legend

until the renowned Tilean General, Curious Geasar,

first citizen of Remas, set foot on the island, leading his

invincible army. Geasar sought fame and power in

Remas and how better to win it than to conquer misty

and mysterious Albion, rumoured to be full of gold and

pearls and the treasure of the legendary Triton himself.

As the galleys ploughed through the surging surf onto

the shingle on the beach, Cachtorr and Bologs stood on

the cliffs, hurling rocks down onto the ships, smashing

them to pieces. The men were filled with horror and

were scared to wade ashore. So Geasar heaved the

army’s pay chest over the side of the ship in to the surf,

scattering the gold among toe pebbles and jumped

ashore after it. Seeing this, the entire army did likewise

until the pay chest was safe behind their battle line.

Ignoring the boulders of the Giants and stepping over

the fallen, Geasar and his army marched up the beach.

Soon they found themselves confronted by all the

savage tribes of Albion, a number of Giants, and

demented Druids uttering dire curses, formed up in

battle array on the cliffs, and then it rained. The

mercenaries stubbornly refused to go any further!

Curious Geasar was enraged. How could he return to

Remas in triumph now? What exotic booty could he

bring back to awe the multitudes? How could he boast

his conquest of distant and mysterious Albion?

25

Angrily Geasar strode forward and harangued the

multitudes of savage tribesmen. “Oh foolish

barbarians! I offer you all the benefits of civilization:

roads, hot baths, money, public buildings and Tilean

poetry. Submit and all these things can be yours!” The

tribes of Albion just glowered at him. Then he heard a

single word bellowing back at him out of the fog and

driving rain: “BOLOGS!” All at once the Giant’s battle

cry was taken up by the tribesmen banging their clubs

and stone axes against their shields and the sides of

their chariots and chanting “Bologs, Bologs, Bologs!”

Geasar repaired half his fleet and sailed away with his

Giant hostages wading in the sea behind him, tied by

anchor chains. The moment Geasar’s fleet arrived in

Remas, word spread throughout the city. Geasar’s

political opponents had waited this very moment and

hastily made way to the harbor. They gathered around

the mighty conqueror as he came ashore and showered

him with the usual groveling praises. This was just to

put him off guard for instantly he was horribly done to

death with many daggers. Up came the cry “Geasar is

dead, long live the republic!”

Geasar was dismayed and ordered his men to charge.

The battle was fierce with victory going to neither side.

After a day’s fighting, with the mist-shrouded sun

descending into the sea, the two sides paused a few

yards apart, utterly exhausted. Geasar tried one last

gamble to save face. He could not return to Remas

humiliated, in order to win popularity with the mob.

Geasar strode forth and shouted: “Give me Giants as

hostages and I will go away.” The Druids who knew

Tilean from their occasional contacts with merchants

considered his offer. They knew that their stone axes

were no match for Tilean steel. At long last old Hengus

volunteered to go and chose two smaller Giants to go

with him. As they strode forward, Geasar shouted, “I

want the big ones!” and pointed to Cachtorr and

Bologs, greatest of Giants. Despite the protests of the

tribesmen, the Druids sent forth the two mighty Giants

to be hostages in Remas in order to save old Albion

from conquest and the tribes from enslavement or

worse, the decadence of luxury and civilization.

Geasar’s battered and seasick soldiers panicked and

scattered, seizing what gold they could in the

confusion. One of them, out of spite against the city

rather then pity for their plight, broke the chains that

bound the Giants and released Hengus from the hold.

Moments later Cachtorr and Bologs stormed ashore

and went on a rampage through the streets of Remas,

causing the citizens to flee in abject terror. Soon the

Giants were in open country, spreading fear and panic

throughout Tilea with Hengus close behind.

Since that day, Hengus and the Giants of Albion have

lurked in the landscape, lost and confused, seeking

shade from the hot sun and pining for the fog. Not

surprisingly, various mercenary generals have sought

them out to hire them as dogs of war. Hengus,

willingly agrees to fight in the hope that the campaign

will lead him near to the great ocean and ultimately to

Albion.

26

THE REGIMENT

Fall Over: Giants are ungainly and frequently

befuddled, as a consequence of which they often fall

down. They are especially prone to this if they’ve been

raiding the local breweries, which isn’t altogether

uncommon.

CAPTAIN: Hengus the Druid.

MOTTO: We’ve got the Bologs to beat anybody.

A Giant must test to see whether it falls over if any of

the following apply:

BATTLE-CRY: BOLOGS!

APPEARANCE: The Giants of Albion are many and

 If it is beaten in close combat. Test once results are

established but before taking a Break test.

 If it is fleeing at the start of the Movement phase.

 When it crosses an obstacle. Test when the obstacle

is reached.

 If the Giant decides to Jump Up and Down on an

enemy. Test immediately beforehand.

varied. Most have only one eye in the middle of their

foreheads, and some even have two heads. What little

clothing they have is made of the hides of huge beasts

such as mammoths, sabre tooth tigers, elks and cave

bears. They wear necklaces made from the tusks of

mammoths and wild boars.

POINTS: Hengus, Cachtorr and Bologs cost a total of

To see if a Giant falls over roll a D6. On a roll of 1, the

Giant falls over. A slain Giant falls over automatically.

630 points. Hengus is worth 130 points and each of the

Giants are worth 250 pts.

Hengus

Bologs

Cachtorr

M WS BS S T

4 3

3 3 3

6 3

3 7 6

6 3

3 7 6

W

2

6

6

I

3

3

3

A

1

S

S

To determine in which direction the Giant falls, roll a

scatter dice. Place the Fallen Giant template with its

feet at the model’s base and its head in the direction of

the fall — the Fallen Giant template is a special shaped

template, which otherwise uses all the template rules

from the Warhammer rulebook (so any models lying

completely or partially under it are automatically hit).

Ld

8

10

10

UNIT SIZE: Huge!

A model hit by a falling Giant takes a Strength 6 hit

that has the Multiple Wounds (D3) special rule. If the

unit is in combat and the Giant has fallen over whilst

attempting to Jump Up and Down, wounds inflicted by

a falling Giant count towards the combat result.

EQUIPMENT: Both Giants and Hengus are armed

with a hand weapon.

TROOP TYPE: Infantry (Character).

Bologs & Cachtorr: Monster.

A Giant that falls over automatically suffers 1 wound.

If the Giant is in combat then this wound counts

towards combat resolution.

MAGIC: Hengus is a Level 1 Wizard who use spells

from the Lore of Life or Beast‘s lists.

MAGIC ITEMS:

Once on the ground (you may lie the model down if

you wish) a Giant may get up in his following

Movement phase, but may not move that turn. Whilst

on the ground a Giant may not attack, but he can still

defend himself after a fashion so the enemy must still

roll to score hits on him. If forced to flee whilst on the

ground the Giant is slain — the enemy swarm over him

and cut him to pieces. If the Giant gets the opportunity

to pursue his foes whilst he’s on the ground he stands

up instead. A Giant may attack in close combat as

usual on the turn he stands up.

Oggum Staff (Arcane Item)

Hengus has an Oggum Staff, which is a special kind of

magic item made by the Druids of Albion. Not only do

the Oggum marks on the staff endow the bearer with

power over Giants to make them serve him, but they

also protect the owner from harm.

This staff gives Hengus +1 to Dispel and a 4+ Ward

save.

SPECIAL RULES:

Giant Special Attacks: Giants do not attack in the

same way as other creatures. They are far too large and

fractious to take orders and much too scatterbrained to

have any sort of coherent plan. To determine what

happens in each Close Combat phase, pick a unit in

base contact with the Giant and roll a D6 on one of the

following tables. Which table you use depends on the

size of the Giant’s victim. When fighting characters

who are riding monsters, decide whether to attack the

rider or mount before rolling on the table.

Independent Models: Hengus, Bologs, and Cachtorr

are individual models and move independently, though

they may not join regiments. In addition, as long as

Hengus is within 8″ the Giants, Bologs and Cachtorr

may re-roll failed Leadership Tests.

Giants of Albion: Bologs and Cachtorr are Large

Targets, cause Terror and are Stubborn. Note that,

although named, Bologs and Cachtorr do not count as

being characters. In combat, roll separately for each

giant.

27

will automatically do so in the following round if he is

able to, assuming that he did not fall over in the

previous round. A Giant that starts to Jump Up and

Down will therefore continue to do so on the same

target until he falls over, the target is destroyed, or the

combat ends.

Big Things Chart

Use this chart when fighting Monsters, Monstrous

Beasts, Monstrous Infantry, Monstrous Cavalry,

Chariots, War Machines, anything with the Large

Target special rule, and characters riding any of the

above.

D6

1

2-4

5-6

Pick Up and…: The Giant stoops down and grabs a

single model in base contact from the target unit (Giant

player’s choice). The target must make a single attack

to try to fend off the Giant’s clumsy hand. If this attack

causes an unsaved wound, the Giant’s attack fails.

Otherwise, the Giant grabs the model and the player

rolls a D6 to see what happens next:

Result

Yell and Bawl

Thump with Club

‘Eadbutt

Man-sized or Smaller Things Chart

Use this chart when fighting anything not covered

by the Big Things chart, above.

D6

1

2

3

4-5

6

Result

Yell and Bawl

Jump Up and Down

Pick Up and…

Swing with Club

BOLOGS!

Yell and Bawl: The Giant yells and bawls at the

enemy. This is not a pleasant experience, as Giants are

deafeningly loud and tend towards poor oral hygiene.

Neither the Giant nor models in contact with him

actually fight if they have not already done so this

round. The Giant’s side automatically wins the combat

by 2 points (if both sides have a Giant that Yells and

Bawls, the combat is a draw).

Thump with Club: The Giant brings down his club on

a single model from the target unit, that is in base

contact. The target may attempt to avoid the blow by

passing an Initiative test (use the lowest if the model

has several different values). If the test is failed, the

model takes 2D6 wounds with no armour save allowed.

If a double is rolled the Giant’s club embeds itself in

the ground and the Giant cannot attack at all in the

following round of the same combat whilst he recovers

his weapon.

‘Eadbutt: The Giant head-butts a single enemy model

from the target unit, automatically inflicting 1 wound

with no armour saves allowed. If the victim is wounded

but not slain, then he is dazed and loses all of his

following attacks. If the target has not yet attacked in

that combat round, he loses those attacks; if he has

already attacked, then he loses the next round’s attacks.

Jump Up and Down: The Giant jumps up and down

vigorously on top of the enemy. Before he starts, the

Giant must test to determine if he falls over (see

previous page). If he falls over, work out where he falls

and calculate damage as already described. Any

wounds caused by the fall (on either side) count

towards the combat result. If the Giant remains on his

none-too-nimble feet, the target unit sustains 2D6

Strength 6 hits. Work out damage and saves as usual.

Giants enjoy jumping up and down on their enemies so

much that a Giant that does so in one combat round

D6

1

Result

Stuff into Bag. The Giant stuffs the victim into

his bag along with sheep, cows and other

plunder. The model is removed as a casualty.

2

Throw Back into Combat. The victim is hurled

into his own unit like a living missile. The

victim is removed as a casualty, and D6 Strength

3 hits are inflicted on the unit (save as normal).

3

Hurl. The victim is hurled into an enemy unit

within 12″ of the Giant – randomly determine

which. The victim is removed as a casualty, and

the unit takes D6 Strength 3 hits (save as

normal). Unsaved Wounds from these hits count

towards the Giant’s combat result. If no enemy

units are in range, treat this as a Throw Back

into Combat result instead.

4

Squash. This doesn’t really bear thinking about.

Suffice to say the model is removed as a

casualty.

5

Eat. The Giant gobbles his victim up,

swallowing him whole. The model is removed

as a casualty.

6

Pick Another. The Giant hurriedly stuffs the

victim into his bag or under his shirt (or down

his trousers if they’re really unlucky). Treat the

attack as if the Giant had rolled the Stuff into

Bag result, above, and then choose another

victim. The second victim makes a single attack

as usual to avoid being picked up — if he fails,

roll again on this table to see what the Giant

does with him.

Swing with Club: The Giant swings his club across

the enemy’s ranks. The Giant inflicts D6 Strength 6 hits

on the target unit.

BOLOGS! The Giant picks up a boulder and hurls it

into the enemy unit causing massive damage. Place the

3″ template anywhere on the enemy unit. It will scatter

D3-1 inches. Resolve the attack just like a shot from a

Stone Thrower.

28

GOLGFAG’S MERCENARY OGRES

Who could forget the Ogres? Not anyone with a sense of smell, that‟s for sure. Worse than Trolls,

and that‟s saying something, but there are few troops you‟d rather have on your side in the heat of

battle.

Elodhir Seamane, Elven gentleman adventurer

Possibly one of the most successful Ogre mercenaries

of all time, Golgfag Maneater forged a reputation for

the Ogres as fearsome killers for hire long before they

became a relatively common sight in the mercenary

armies of the Old World. He soon found himself

leading a bunch of almost equally brutal Ogre warriors.

He quickly developed a taste for man-flesh and joined

forces with an Orc Warlord called Gnashrak Badtooth.

Gnashrak was busy fighting against the Dwarfs of

Karak Kadrin high up in the Worlds Edge Mountains.

Golgfag wasn‘t sure he liked the taste of Dwarf, but

was more than happy to find out.

hiring mercenaries on behalf of his master. Lorenzo

cheerfully fitted him up with the Ogres, took his fee,

and released Golgfag and his crew from captivity.

Golgfag was understandably annoyed, but faced with a

new offer of employment, a complimentary baggage

train of food and a firing squad of Tilean

crossbowmen, the Ogre decided to let matters lie for

the moment.

Golgfag‘s stay in the Border Princes proved a

successful and profitable one. The Ogres grew fat and

wealthy. They were kept very busy one side or another

and were given every chance to indulge their appetite

for fresh meat. Golgfag‘s only regret was the scarcity

of Halflings thereabouts. When he heard that trouble

was brewing between the Orcs and Dwarfs he headed

northwards once more. He fell in with a bunch of Orcs

and Goblins and was soon feasting upon Dwarf again.

Gnashrak thought the Ogres would prove just the kind

of troops he needed to sort out the Dwarfs. However,

he soon grew tired of the Ogres‘ appetite for Goblins,

booze, and raucous singing. After one particularly loud

drinking session Golgfag and Gnashrak got into a huge

fight. Soon all the Ogres and Orcs were scrapping.

Golgfag tore off the Orc‘s arm and used it to bash his

way out of the encampment before leading his lads to

safety. Gnashrak was completely enraged.

It was after a foray against the Dwarfs that Golgfag

was ambushed by none other than Ungrim Ironfist, his

former employer. The canny Dwarf Lord led the Orc

army into a trap using a supply convoy as bait. The

convoy consisted entirely of wagons full of cheap ale

which the greenskins duly captured and drained.

Golgfag and the Ogres courageously drank themselves

into oblivion along with the rest. When they awoke, the

Ogres found themselves in the dungeons deep below

Karak Kadrin, along with the remnants of the Orc

army. The Dwarfs no doubt expected Golgfag to die in

this cramped and crowded dungeon, and probably

thought this would be easier and safer than trying to

kill the Ogre in some other fashion.

Golgfag promptly offered his serviced to the Dwarf

leader Ungrim Ironfist. He showed Gnashrak‘s arm to

Ungrim as proof of his sincerity. In the face of such a

convincing offer, Ironfist was hardly able to refuse.

Golgfag led his Ogres and a party of Dwarfs along a

secret track the Orc‘s encampment in Broken Leg

Gully – so called because of its impossibly steep and

treacherous sides. The Orcs were trapped and horribly

slaughtered. Gnashrak was captured and subsequently

bound in chains and delivered to Ungrim Ironfist.

Pausing only to loot the Dwarf Lord‘s treasury during

the ensuing celebrations, Golgfag headed west into the

Empire. There he took employment in the ranks of the

Imperial army, and it was here that he discovered

Halflings were by far his favorite food. Shortly

afterwards he turned up in the lands of Tilea in the

employ of one Lorenzo Lupo. Lorenzo found the Ogres

to be excellent troops, but a considerable nuisance. The

citizens of Luccini were forever complaining of being

beaten, robbed, or bullied by the rowdy Ogres. One

night Golgfag decided to take rather more than his fair

share of wine, directly from Lorenzo‘s warehouses.

When the Ogres fell into a drunken stupor Lorenzo sent

a company of pikemen to arrest them and throw them

into his dungeons.

When the Dwarfs finally opened the dungeon some

months later, they were startled to find Golgfag still

alive. He had eaten every other inmate of the dungeon,

including the rest of the Ogres, apart from Skaff. Out

of respect for his oldest drinking buddy, Golgfag had

only, so far, eaten one of Skaff‘s legs. A great pile of

Orc, Goblin, and Ogre bones lay in one corner. When

he heard of this, Ungrim Ironfist was so impressed that

he ordered Golgfag to be taken a long way away and

released.

Golgfag soon gathered together some of his old lads

and other keen young Ogres flocked to join him. Skaff

decided to stick with Golgfag despite everything, and

gratefully accepted the position of standard bearer as

this gave him something to lean on. Before the summer

was out, Golgfag headed south over the Grey

Mountains in company of an Orc raiding party. It was

Fortunately for Lorenzo, an opportunity to be rid of the

Ogres altogether arrived in the form of a messenger

from one of the Border Princes. The messenger was

29

there that he fought his first battles against Bretonnians

and where he would ‗crack a few tinnies‘ and feast

upon man-flesh once more.

From that day to this, Golgfag has never looked back.

His reputation has, if anything, grown and grown. So

has his girth. But he still has a few scores to settle, not

least with the Dwarfs of Karak Kadrin and with the

treacherous Lorenzo Lupo. However, Ogres are

straightforward folk and such things take second place

to a good fight and a full belly!

Although he could be mistaken for a mere Bruiser,

Golgfag has been in active service for over sixty years,

and has considerable tactical acumen to go with his

lattice-like network of scar tissue. Golgfag‘s reputation

and wealth have grown so considerable that in recent

years he has begun to hire his own mercenary armies,

including more and more Ogres as the great migration

gathers speed. The term ‗Maneater‘ was first coined

when, after a drunken argument, Golgfag ate his

paymaster whole and left carrying his coffers. He

insists to this day that his name is misleading for, just

like the faithful band of violent thugs that travel with

him, Golgfag really0 isn‘t that fussy about what or who

he eats.

Golgfag

Skaff

Ogre

THE REGIMENT

M WS BS S T

6 5

2 5 5

6 3

2 4 4

6 3

2 4 4

W

4

3

3

I

3

2

2

A

5

4

3

Ld

8

7

7

UNIT SIZE: 4+

CAPTAIN: Golgfag

EQUIPMENT: Two hand weapons and heavy

MOTTO: You‘ve hired da rest, now try da best!

armour.

BATTLE-CRY: ―Gruugh agh agh waaagh‖ is a

TROOP TYPE: Monstrous Infantry.

reasonable rendering of Ogrish (a language little

understood by other races and hard going even for

Ogres). The meaning is obscure. It might mean

something like ―Feed me – feed me now!‖

SPECIAL RULES: Fear, Ogre Charge, Stubborn

(Golgfag only).

Maneater: Golgfag in his long mercenary career has

been given the nickname of Maneater, although as he

ins

Warhammer: Classic Regiments of Renown

Transcript:

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CONTENTSTHE KNIGHTS OF ORIGO ………………………………………………………………………………………………………………. 4 HARBOTH AND THE BLACK MOUNTAIN BOYS…………………………………………………………………………….. 5 MAD MULLAH AKLAN’D’S DEATH COMMANDOS…………………………………………………………………………. 7 THE BOWMEN OF WOOD ELF PRINCE OREON………………………………………………………………………………. 8 ELWING’S ELVEN GUARD CAVALRY ……………………………………………………………………………………………. 9 KARNAC’S LIZARDMEN RAIDERS…………………………………………………………………………………………………10 FLYING GARGOYLES OF BARDA ………………………………………………………………………………………………….12 NOTLOB’S ORCISH BOLT-THROWING ENGINES ……………………………………………………………………………13 THE MIGHTY THROG AND HIS HOBGOBLIN DESPOILERS OF THE DARK LANDS …………………………14 THE DISCIPLES OF THE RED REDEMPTION…………………………………………………………………………………..15 AVENGING KNIGHTS OF THE CLEANSING FLAME ……………………………………………………………………….17 EEZA UGEZOD’S MOTHER CRUSHERS ………………………………………………………………………………………….19 THE NIGHTMARE LEGION MORDINI’S DOOMED LEGION …………………………………………………………..20 SKARLOC’S WOOD ELF ARCHERS ………………………………………………………………………………………………..22 PRINCE ULTHERS IMPERIAL DWARFS THE DRAGON COMPANY ……………………………………………..25 FOR HIRE………………………………………………………………………………………………………………………………………27

Updated by: Mathias Eliasson.

Cover Art: Warhammer Online

Art: wittman80, daarken, Wiggers123, Feliche, hideki, Ralph Horsley, John Gravato, justaman78, Taidaishar, Mark of Chaos, Gadbury, Games-Workshop. Original Work: Games-Workshop Special Thanks To: Solegends and Red Orc for helping me finding the material, and Alfred Nunez Jr for his work. 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 2000-2013, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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INTRODUCTIONFamous mercenary regiments acquire a certain notoriety because they are remarkably successful, brutal, adventurous, or for some other reason that brings them to the attention of the world. We call them Regiments of Renown and it is these units which form the basis of the Dogs of War armies. Individual Regiments of Renown are led by famous characters, and indeed are frequently named after these leaders. For example, the notorious Ogre Captain Golgfag, whose Ogre mercenaries have, at one time or another, looted and despoiled most civilised parts Old World… and some not so civilised ones too. Dogs of War do not necessarily have ties to a particular country, nor are they a whole new race. They are bands of warriors and adventurers who live by fighting for glory and more importantly for gold! The Dogs of War are made up of skilled pikemen, deadly marksmen, Hobgoblin cavalry from the eastern steppes, Halfling scouts, drunken Dwarf pirates, Ogres from the Badlands and Giants from the misty shores of Albion. Together they ply their trade to every point of the compass in the Old and New Worlds, fighting for anybody, any time, any place, anywhere Although the Dogs of War regiments have no common heritage, many find employment in that most notorious of mercenary breeding grounds, the land of Tilea. Tilea is an anarchic land and is in an almost constant state of upheaval, as the wealthy merchant princes of the independent city states plot against each other. All this anarchy means mercenaries who travel there can be assured of profitable employment. Just as there are regiments of mercenaries to hire, there are just as many lone freelancers. These individuals wander the Old World, selling their skills to the highest bidder. Many are thieves and brigands, and some are hard bitten mercenaries who will not (or cannot) join one of the many mercenary regiments. There are thrillseeking Imperial nobles, fanatical Witch Hunters and even specialists such as siege engineers, wizards or assassins. If you wish to add Regiments of Renown to your existing Warhammer army, then you should check the Army List section of this book. You’ll see that each Regiment of Renown is available for hire to a limited selection of armies. This is not because the mercenaries are choosy who they fight for (far from it!), but because some armies would never hire certain races or individuals. No self-respecting Dwarf general is going to hire Morgrog the Dwarf Crusher now is he? All named models (except for Standard Bearers and Musicians) in a Regiments of Renown follow the rules for Characters in the game, with the following exceptions. These characters cannot leave their unit (unless specified), but they do not use up any of the character percentage from the army lists (unless specified). If the characters have different equipment than the rest of the rank and file, this is clearly listed in the Equipment list. Note that, regardless of their Leadership value, these characters can never be an armys General. Some of these named models are Standard Bearers and Musicians; these are treated just like normal Standard Bearers and Musicians, and as such may not be attacked separately. All of these units and characters are unique you may only field one of each in your army, unless specified. When fielding Regiments of Renown in any army other than Dogs of War, they follow the rules for nonaligned allies.

REGIMENTS FOR HIREIn the next few pages, you will find all the information you need to field Regiments of Renown in your Warhammer battles. Points. Each regiment has a basic cost, which includes all the equipment, characters and their magic items. These cannot be modified in any way. Profiles. The characteristic profiles for the troops and characters in each unit are given here. Unit Sizes. Each entry specifies the minimum size for each unit. Normally the units size can be increased by buying extra models at the cost given, but in some cases units also have a maximum size. Equipment. This entry lists the weapons and armour for that regiment. The value of these items is included in the points value. Special rules. Many troops have special rules which are described in this section. Magic Items. Some characters carry magic items and their rules are given here. Note that the player cannot buy new magic items for the characters of the Regiments of Renown.

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THE KNIGHTS OF ORIGOThe island outpost of Fyrus seemed a good place for the monks of the holy order of Saint Origo to build a monastery. True – Fyrus did lie but a dozen miles from the coasts of Araby, it was the birth place of the revered Mullah Aklan’d and its harbours did control the main east-west trade route; but the Brothers of the Holy Order of Saint Origo decided Fyrus would make an ideal place to rest and meditate. They started by kicking out all of the natives and building a huge fortress. This they decided to call the ‘Holy Monastery of the Divine Origo. When the good brothers found their prayer disturbed by Arabian pirates and the continued complaints of the disinherited they reacted in the only way they knew how. They built fleets, wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles. For the purposes of the crusade the Grand Master of the Order designed the special uniform and banner used. The Knights returned to a life of peace and contemplation, disturbed only by annual excursions burning, looting and destroying all along the coasts of heathendom. After a few years they were shaken from their solitude by vast armies of Easterners, who lay seige to, and eventually destroyed, the monastery. Many of the Knights were slain in this unprevoked attack but a large company escaped. Unde their new Grand Master, Sir John Tyrweld, and aided by the Order’s Champion Donna Don Domingio, the Order reformed in the West. From then on the company crusaded extensively against the enemies of all right thinking folk and gained a considerable reputation from their enemies. Amongst the Goblins they became renowned as ‘The Frothers’, whilst the Easterners dubbed Sir John ‘The Foaming One’.

POINTS: John Tyreweld plus nine Knights,including Don Domingio, a Standard Bearer and Musician, cost a total of 190 points. This is the minimum size of unit you can hire. The regiment may be enlarged by adding extra Knights at a cost of 10 points each. M WS BS S T W 4 6 3 4 4 2 4 5 3 4 3 1 4 4 3 3 3 1 I 6 4 3 A Ld 3 9 2 8 1 8

John Tyr

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