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Regiments of Renown – The Sad Muppet Society
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Regiments of Renown – saws!
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Regiments of Renown – Blood And Glory
Warhammer, and the Regiments of Renown pack proves a set of rules for playing Warhammer on a smaller scale. Since a Regiment consists of 3-20 models, …
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Warhammer – Regiments of Renown – [PDF Document]
Warhammer army. FIND OUT MORE While the Warhammer Expansion: Regiments of. Renown contains everything you need to play the game.
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Warhammer: Classic Regiments of Renown – [PDF Document]
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WARHAMMER FANTASY REGIMENTS OF RENOWN
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Warhammer Expansion – Classic Regiments of Renown
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Fan made rules that someone made for the older Regiments of Renown for WHFB. usuable with 8th edition rules
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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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