warhammer - regiments of renown
Post on 16-Oct-2015
370 Views
Preview:
DESCRIPTION
TRANSCRIPT
-
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
-
5
ARMY SPECIAL RULES
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).
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 non-
aligned allies.
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.
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.
THE MERCENARY ARMOURY
PIKE Pikes are the infantry weapon of choice in Tilea. Twice
as long as a normal spear and longer than a
cavalrymans lance, the front of a unit of pikes is an impenetrable wall of steel.
Range Strength Special Rules
Combat As user 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.
LIGHT CROSSBOW 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.
Range Strength Special Rules
16" 4 -
PAVISE 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.
The Pavise grants a 5+ armour save against ranged
attacks to the units front, which may be combined with other armour as normal.
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.
Full plate armour gives the wearer a 4+ armour save.
-
6
THE ALCATANI FELLOWSHIP
Miserable do-gooding, no-account, back-stabbing, underhand s getting so an honest landlord cant even relieve a bunch of farmers of their crops without someone stickin their ugly noses in.
Bunch of lousy, dog-breath NO I HAVENT 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
Cadavos 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.
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
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?
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!
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, Roderigos mean set about preparing themselves for their first battle. By the time they
had finished they didnt look bad!
The Alcatani Fellowships 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 couldnt afford the services of the more expensive mercenaries. The
Alcatani Fellowship found a niche!
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.
-
7
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!
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!
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.
THE REGIMENT CAPTAIN: Roderigo Delmonte.
MOTTO: The Cut-price Cut-throats You Can Afford!
BATTLE-CRY: Yes!
APPEARANCE: The Alcatani fellowship wear 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 85 points. This is the minimum size of unit you can
hire. The regiment may be enlarged by adding extra
Pikemen at a cost of 4 points each.
M WS BS S T W I A Ld
Roderigo 4 4 4 4 3 2 4 2 8
Pikeman 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.
-
8
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. Its 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
couldnt 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.
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. Swarthy-
skinned boys dressed in rags scampered about his feet,
offering to carry his bags and attempting to pick his
pockets.
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.
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. Werners guides ran off as soon as the bandits attacked, except for blind Ibn
the beggar boy who didnt realize what was going on
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
captives 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 headmasters study he had not uttered a word then either, not even when old
Meistergriek had lit the fire to warm his old bones.
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
Muktars curse. Consequently, when they heard Werners cry they threw themselves to the ground wailing and crying, Al Muktar Al Muktar forgive us.
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.
-
9
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.
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.
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.
M WS BS S T W I A Ld
Al Muktar 4 5 5 4 4 2 5 3 8
Shiekh Shufti 4 4 3 4 4 2 4 2 8
Ibn 4 1 1 3 3 1 3 1 6
Desert Dog 4 3 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5
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.
TROOP TYPE: Cavalry.
SPECIAL RULES: Fast Cavalry, Ambushers.
Daemons on Horseback: The combination of the
Desert Dogs surprise attacks and their chilling battle-cries is enough to unnerve even the bravest of soldiers.
The Desert Dogs cause Fear on any turn in which they
charge.
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.
The Scimitar of Dakisir gives Sheikh Ahmed Shufti +1
Strength. When charging, this is increased to +2
Strength.
Black Banner of the Muktarhin (Magic Standard)
Carried by Blind Ibn the beggar boy, this banner is an
heirloom of Al Muktars family.
The Desert Dogs add +D3 to their combat resolution.
Roll at the end of each close combat.
-
10
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.
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.
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
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.
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.
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
-
11
ambush a band of Dwarf adventurers. The
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.
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...
THE REGIMENT
CAPTAIN: Anakonda.
MOTTO: The Old Ones left us the sacred places in the jungle, and we know how to preserve and defend
them!
BATTLE-CRY: Men are no match for us!
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.
POINTS: Anakonda and 4 Amazons, including 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.
M WS BS S T W I A Ld
Anakonda 4 5 5 4 4 2 5 3 8
Humming Bird 4 4 3 3 3 1 3 2 8
Pirrana 4 4 3 3 3 1 3 2 6
Amazon 4 3 3 3 3 1 3 1 7
UNIT SIZE: 5+
EQUIPMENT: Blades of the Ancients and Skink hide (counts as light armour).
TROOP TYPE: Infantry.
SPECIAL RULES: Skirmishers, Scouts, Forest Striders.
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.
Range Strength Special Rules
Combat
12"
+1
4
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.
-
12
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.
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.
But before Asarnil could fly to the Phoenix Kings 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
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 Kings 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 Kings justice. Proud to the last, Asarnil declined.
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.
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
Sirens Rocks, Asarnil and Deathfang destroyed Miraglianos entire fleet, and ended the citys 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.
-
13
ASARNIL AND DEATHFANG
CAPTAIN: Asarnil the Dragonlord.
MOTTO: Victory is a foregone conclusion.
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.
POINTS: Asarnil and his mighty Dragon Deathfang cost a total of 535 points. Asarnil is worth 145 points
and Deathfang is worth 390 points.
M WS BS S T W I A Ld
Asarnil 5 7 6 4 3 2 7 4 9
Deathfang 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.
SPECIAL RULES (Asarnil): Always Strikes First.
Valour of the Ages: Asarnil is a High Elf and can re-
roll 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 Asarnils 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.
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.
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 Asarnils 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.
All missile attacks against Asarnil and his Dragon
suffer a -1 to hit penalty.
-
14
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 dont try and run. They can smell your fear and theyll hunt you down like dogs.
Ever see what an angry bear does to a dog? The village elders 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!
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 were-
bear 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
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
Beorgs 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 so-
called 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 half-
bear 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.
-
15
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 Beorgs 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 chiefs 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
tribes 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
CAPTAIN: Beorg Bearstruck.
MOTTO: The Dark Gods Bless Us.
BATTLE-CRY: Beorg and his men launch themselves upon the foe with a mighty bear-like
growl Grrrrowwwwwww.
APPEARANCE: The Bearmen, like many of the 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.
POINTS: Beorg and nine Bearmen, including Oerl 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.
M WS BS S T W I A Ld
Beorg 4 6 0 5 5 3 3 4 8
Oerl the Young 4 4 3 4 3 1 4 2 7
Bearrnan 4 4 3 4 3 1 4 1 7
UNIT SIZE: 10+
EQUIPMENT: Hand weapon, light armour and shield. Beorg is a were-bear he wears no armour and fights with his claws and teeth!
TROOP TYPE: Infantry.
SPECIAL RULES: Frenzy.
MAGIC ITEMS: Bear Fang (Talisman)
This gigantic and ancient yellowed canine tooth is the
sacred talisman of lordship amongst Beorgs tribe. Beorg wears it about his neck. The talisman wards of
blows that would otherwise harm its wearer.
The Bear Fang gives Beorg a 4+ Ward save.
Bear Banner (Magic Standard)
Oerl carries the tribes totem into battle an entire bear skin whose grizzly head leers out from the top.
The skins 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.
-
16
THE BIRDMEN OF CATRAZZA
They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we
could react theyd 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 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; Daddallos obsession had quite taken over his life, ousting any
vestige of common sense from his fevered brain.
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!
Daddallos 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,
Daddallos version of Leonardos parachute was one thing that did work!
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.
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! Daddallos 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. Daddallos 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. Daddallos 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.
-
17
THE REGIMENT
CAPTAIN: Daddallo
MOTTO: Those Magnificent Men in their Flying Machines.
BATTLE-CRY: Tally Ho!
APPEARANCE: All the Birdmen are equipped with 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.
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.
M WS BS S T W I A Ld
Daddallo 4 4 5 4 3 2 4 2 8
Birdman 4 3 4 3 3 1 3 1 7
UNIT SIZE: 5+
EQUIPMENT: Hand weapon and light crossbow. TROOP TYPE: Infantry.
SPECIAL RULES: Fly, Ambushers.
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.
-
18
BRAGANZA'S BESIEGERS
As they approached the castle our hearts sank. Braganzas 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.
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.
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
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.
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.
-
19
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.
M WS BS S T W I A Ld
Braganza 4 5 5 4 4 2 5 3 8
Besieger 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.
-
20
BRONZINO'S GALLOPER GUNS
Never seen anything like it in all my years. It aint right, thats what. Guns are supposed to stay put, not gallop off whenever you get anywhere near them. And firing while theyre doing it is
outrageous! Im gonna file a complaint, thats what. It aint right. Burkil Burkilsson after the battle of Dead Mans Hill
Bronzinos 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.
Bronzino served Borgio well in many more battles but
following the Princes 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 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.
Having earned an awesome reputation in Tilea, and
incurred the undying hatred of the survivors of many a
pike company, Bronzinos 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
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!
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 Sultans 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.
THE BATTERY
CAPTAIN: Bronzino.
MOTTO: The biggest bang for your bucks!
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 Gun team cost a total of 155 points. This is the
minimum size of unit you can hire. You may buy one
extra Galloper Gun team at a cost of 90 points per gun
team in your army, or two extra in a Grand Army.
M WS BS S T W I A Ld
Bronzino 4 5 5 4 4 2 5 3 8
Crew 4 3 3 3 3 1 3 1 7
Galloper Gun - - - - 6 3 - - -
Warhorse 8 3 0 3 3 1 3 1 5
-
21
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.
TROOP TYPE: War Machine (Cannon), Cavalry (Bronzino only).
SPECIAL RULES: Vanguard.
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 cannons elevation etc.
Nominate one Galloper Gun team within 3" of
Bronzino in the Shooting Phase. A cannon crew
following Bronzinos 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.
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 Strength Special Rules
36" 7 Multiple Wounds (D3),
Ignores armour saves
Due to their small size, Galloper Guns cannot fire
Grape Shots.
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
remaining crew members are assumed to jump on the
harness and hitch a lift.
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.
Deployment: Each gun and its crew operate as an independent unit. Bronzino may lend his Leadership
to each gun as long as he is within 3" of it.
-
22
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.
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.
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.
Before his horrified eyes, Richter's skin began to wither
and within moments he collapsed to the ground, a
lifeless pile of bones and armour. 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.
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.
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 REGIMENT
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.
M WS BS S T W I A Ld
Richter Kreugar 4 5 3 4 4 2 5 3 9
Skeleton 4 2 2 3 3 1 2 1 3
UNIT SIZE: 10+
EQUIPMENT: Richter Kreugar is armed with a 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.
-
23
SPECIAL RULES: Fear, Unbreakable, Unstable, 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).
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.
Hate Undead: Richter Kreugar hates all other Undead.
This applies to Richter only.
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
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.
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.
The Dark gem gives Richter a 4+ Ward Save.
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.
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.
-
24
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. 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. 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. 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 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. 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
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 double-headed 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. 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. 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. 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. 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.
-
25
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.
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
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.
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?
-
26
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 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 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'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.
-
27
THE REGIMENT
CAPTAIN: Hengus the Druid.
MOTTO: We've got the Bologs to beat an
top related