gnolls

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Warhammer Armies: Gnolls Between the cursed sands of the Land of the Dead and the exotic humid jungles of the Southlands there lays the vast grasslands known by many explorers as the Plain of Tuskers. Inhabited by a versatility of fauna such as grunting boars and prowling giant leopards as well as massive scorpions and crackling hyenas to the herds of roaming wildebeest and the lumbering elephants that grant the region its name, this sea of grass is both a majestic though dangerous route to travel as much of its wildlife are feral and fierce to all. However, the beasts of the brush are not the only thing to beware for wary travelers for the Plain is also the native realm of the Gnolls; fierce canine-like beings with mangled fur and bladed fangs and claws who stalk the grassland in search of either prey or foolish trespassers to slay. Trained at an early age by tribal customs, every Gnoll is a capable hunter to be feared when armed with his speed and keen senses of sight, smell, and hearing and such traits are worsened for the prey as all Gnolls bear a sense of relentless. No living thing can escape once a Gnoll hunting party has picked up the scent and will never cease until either they or their quarry are slain. The Gnolls are also a superstitious lot; worshipping their many ancestral spirits in times of need and conflict, calling upon beings such as the spider trickster Ananze and the first Gnoll Gnnol to Nyame the supreme ancestor and lord of the sky. But it is their ultimate belief that once they pass on from this world that they will partake in the Great Hunt in the spirit world alongside Gnnol himself that drives them to prove themselves as skilled hunters and trackers in life. To an end, the skills earned from each successful hunt also come in handy in battle when engaged with the likes of savage greenskins, restless Undead, and even caravans from the lands of Araby and Bretonnia and those of the Chaos Dwarfs. In battle, the Gnolls arm themselves with crude iron weapons and wooden shields layered by animal skin as well as other primitive things. But it is foolish to think them as nothing compared to the other races as they can call upon all resources at their disposal; ranging from the mystical powers of the shamanic Spirit Barkers and the quiet stealth of the Prowlers to the maddened Laughing Riders and the stubbornness of the elite Tuskerfang sect. At the head of this predatorily force are the Huntmasters and Huntchiefs who command their troops upon foot or mounted on the back of a hyena or War Leopard with savage might and primal cunning. Faced with such ferocity and skill, it would perhaps take a miracle or the will of the gods themselves for any one to survive battle against the Gnolls. Army Special Rules Thrill of the Hunt: As in their hunting nature, Gnolls revel for the chase and the sight of a fleeing foe easily sets off that primal instinct. Once the chase is on, the unfortunate souls will discover that Gnolls are not ones to give up the pursue easily…Any Gnoll unit may roll another pursue roll if the 1 st roll fails. ARMY ALIGNMENT Gnolls view all who enter the Plain as spiteful intruders who show no respect towards the will of the ancestors and the ways of the tribes, as such the Gnolls believe themselves to take justice upon the trespassers. Gnolls are a non-aligned army and may not be allied with Forces of Order and Chaos as they care not for the world outside the grasslands.

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Warhammer Armies: GnollsBetween the cursed sands of the Land of the Dead and the exotic humid jungles of the Southlands there lays the vast grasslands known by many explorers as the Plain of Tuskers. Inhabited by a versatility of fauna such as grunting boars and prowling giant leopards as well as massive scorpions and crackling hyenas to the herds of roaming wildebeest and the lumbering elephants that grant the region its name, this sea of grass is both a majestic though dangerous route to travel as much of its wildlife are feral and fierce to all. However, the beasts of the brush are not the only thing to beware for wary travelers for the Plain is also the native realm of the Gnolls; fierce canine-like beings with mangled fur and bladed fangs and claws who stalk the grassland in search of either prey or foolish trespassers to slay. Trained at an early age by tribal customs, every Gnoll is a capable hunter to be feared when armed with his speed and keen senses of sight, smell, and hearing and such traits are worsened for the prey as all Gnolls bear a sense of relentless. No living thing can escape once a Gnoll hunting party has picked up the scent and will never cease until either they or their quarry are slain. The Gnolls are also a superstitious lot; worshipping their many ancestral spirits in times of need and conflict, calling upon beings such as the spider trickster Ananze and the first Gnoll Gnnol to Nyame the supreme ancestor and lord of the sky. But it is their ultimate belief that once they pass on from this world that they will partake in the Great Hunt in the spirit world alongside Gnnol himself that drives them to prove themselves as skilled hunters and trackers in life. To an end, the skills earned from each successful hunt also come in handy in battle when engaged with the likes of savage greenskins, restless Undead, and even caravans from the lands of Araby and Bretonnia and those of the Chaos Dwarfs. In battle, the Gnolls arm themselves with crude iron weapons and wooden shields layered by animal skin as well as other primitive things. But it is foolish to think them as nothing compared to the other races as they can call upon all resources at their disposal; ranging from the mystical powers of the shamanic Spirit Barkers and the quiet stealth of the Prowlers to the maddened Laughing Riders and the stubbornness of the elite Tuskerfang sect. At the head of this predatorily force are the Huntmasters and Huntchiefs who command their troops upon foot or mounted on the back of a hyena or War Leopard with savage might and primal cunning. Faced with such ferocity and skill, it would perhaps take a miracle or the will of the gods themselves for any one to survive battle against the Gnolls.

Army Special Rules

Thrill of the Hunt: As in their hunting nature, Gnolls revel for the chase and the sight of a fleeing foe easily sets off that primal instinct. Once the chase is on, the unfortunate souls will discover that Gnolls are not ones to give up the pursue easily…Any Gnoll unit may roll another pursue roll if the 1st roll fails.

ARMY ALIGNMENTGnolls view all who enter the Plain as spiteful intruders who show no respect towards the will of the ancestors and the ways of the tribes, as such the Gnolls believe themselves to take justice upon the trespassers. Gnolls are a non-aligned army and may not be allied with Forces of Order and Chaos as they care not for the world outside the grasslands.

Characters – Lords

Gnoll Huntmaster…………………………………………115 pointsThe greatest of Gnoll warlords, Huntmasters embody both mighty warrior and skilled hunter and act at the veryfront of their assembled force. The origins of any Huntmaster always vary as they may be either a great chieftain or a simple hunter believing himself to be an avatar of Gnnol and able to gather followers. Even rarer of origin for a Huntmaster is a mentally stable Ravener who still is plagued by visions the spirit world though he sees more of reality. But no matter the reason, a Huntmaster will bear awesome strength in the face of conflict and that’s enough for the Gnolls to be led by this individual. Generally Huntmasters will govern armies crafted from the unity of one or more tribes though there are cases where the Huntmaster will only command his tribe for war. As a privilege, Huntmasters are allowed to ride into battle upon the back of fearsome beastsbesides the common hyena such as the brutal War Leopard and colossal Titan Scorpions and even be driven in a crafted chariot.

Unit Type: Infantry

Wargear: Hand weapon.

Special Rules: Thrill of the Hunt

Options:Weapons (one choice only):

• Great weapon…………………...4 pts• Additional hand weapon……….4 pts• Morning star……………………..3 pts• Spear……………………………..3 pts (Mounted only)

Missile weapons (one choice only):• Throwing spear…………2 pts (treat as javelin)• Throwing knives………..2 pts

Magic items:• Any, up to total of…….100 pts

Mount (one choice only):• Titan Scorpion…………………..100 pts• War Leopard…………………….60 pts• Hyena……………………………25 pts• Chariot…………………………...75 pts (Chosen as normal from the army list replacing

one of the crew)

Additional equipment:• Light armour…………………...3 pts• Shield………………….……….3 pts

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

Gnoll Spirit Howler…………………………………………140 pointsSpirit Howlers are elder Spirit Barkers, having many years to master deep communication with the ancestral spirits as well as their magical power. No Huntmaster or Huntchief has ever turned down the offer of a Spirit Howler to assist as their abilities can provide ideal support for the army against the enchantments of enemy Wizards. As with the rest of their kin, Spirit Howlers are nomadic and only stay among tribes for a short time. These highly-shamanistic characters even claim to have the power to the very voices of the spirits from the blow of the wind and the boom of thunder to the single drop of water. Such feats are unheard of among Wizards of other races and if such a thing is true, the Spirit Howlers could be known as one of the most powerfulElementalists in the Old World.

M WS BS S T W I A LdSpirit Howler

5 5 3 5 4 3 5 2 8

Unit Type: Infantry

Wargear: Hand weapon.

Magic: A Spirit Howler is a Level 3 Wizard. He can use spells from the Lore of Life, Death or Beasts.

Options:Magic items:

• Any, up to total of…….100 pts

Mount (one choice only):• Titan Scorpion…………………..100 pts• Hyena……………………………25 pts• Chariot……………………………75 pts (Chosen as normal from the army list replacing

one of the crew)

Upgrade:• To a Level 4 Wizard…….35 pts

Characters – HeroesGnoll Huntchief*…………………………………………80 pointsIn Gnoll society, the theme of ‘might makes right’ is easily found among the ranks by curious observers although it is a bit more complicated than it seems. The whole concept of strength equals power and status is present in any Gnoll tribe; however it also takes great skill for any Gnoll to govern over his tribemates. Thus is the role of the Huntchief; to rule over both his tribe and also its hunting parties during both the wet and dry seasons of the Plain. Though it is the Huntchiefs who have power over their governed tribe, in war they serve as commanding officers to the Huntmaster. It can be said that a Huntchief privileged with the task to carry the Huntmaster’s personal standard to battle is highly marked for greatness and may be chosen to success the Huntmaster himself to continue the fight.

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

Unit Type: Infantry

Wargear: Hand weapon.

Special Rules: Thrill of the Hunt

Options:Weapons (one choice only):

• Great weapon…………………...2 pts• Additional hand weapon……….1 pt• Morning star……………………..2 pts• Spear……………………………..2 pts (Mounted only)

Missile weapons (one choice only):• Throwing spear…………1 pt (treat as javelin)• Throwing knives…………1 pt

Magic items:• Any, up to total of…….50 pts

Mount (one choice only):• War Leopard…………………….50 pts• Hyena……………………………20 pts• Chariot……………………………75 pts (Chosen as normal from the army list replacing

one of the crew)

Additional equipment:• Light armour…………………...1 pt• Shield………………….………..1 pt

*Army Battle StandardOne Huntchief in the army may carry a Battle Standard for +25 pts. If a Huntchief is carrying the Battle Standard, he can have any magic banner (no points limit), but if he carries a magic banner he cannot carry any other magic items.

Gnoll Spirit Barker*…………………………………………65 pointsThe Spirit Barkers are the wandering shamans of the Gnolls; travelling across the sea of grass and stopping to rest with a tribe only for a short time. Spirit Barkers are seen with much respect and admiration as they function as communicators to the ancestors from beyond this world and act to carry out their will. These nomadic spellcasters also act as healers and medicine men; using many herbs and other fauna from the land to produce many remedies and cures for the ill of Gnollkind. In times of conflict however, the Spirit Barkers will drive upon the spirits of nature and of the beasts around them and cast mystical power against the destined foes of the Gnolls and their ancestors.

M WS BS S T W I A LdSpirit Barker

5 3 3 4 3 2 4 1 7

*Spirit Barkers and Raveners cannot be the General if any other type of character is present

Unit Type: Infantry

Wargear: Hand weapon.

Magic: A Spirit Barker is a Level 1 Wizard. He can use spells from the Lore of Life, Death or Beasts.

Options:Magic items:

• Any, up to total of…….50 pts

Mount (one choice only):• Hyena……………………………20 pts• Chariot……………………………75 pts (Chosen as normal from the army list replacing

one of the crew)

Upgrade:• To a Level 2 Wizard…….35 pts

Gnoll Ravener*…………………………………………50 pointsThe Ravener is one of the fearsome forms of Gnoll to be encountered in battle; primal skull-masked berzerkers with incredible speed who must carry their weapons chained to their wrists lest they drop them and tear apart any foe with their bare claws and fangs. The very image of this frightful warrior brings forth fear and dread among the enemies of the Gnolls, but among their kind the Ravener is treated quite differently. To their kin, Raveners are a select few who are able to gaze into the spirit world and see the Great Hunt before them. Though such visions have driven these Gnolls mad as they now believe to be part of the Great Hunt, nonetheless they are still part of the tribe and can be called upon when war comes. Before the start of each battle, the chosen Ravener is adorned in select bits of armour believed to be blessed by the ancestors before receiving the sacred Skull Helm. The Skull Helm is an ancient and strange tradition to observers; the helm simply being theskull of a previous Ravener and enchanted by wards of protection by Spirit Barkers in the means of warpaint and runes. Bizarre as this is, nonetheless there have been tales of spells and enchantments cast that do nothing to a Ravener once it charges at the enemy.

M WS BS S T W I A LdRavener 7 5 1 4 4 2 2 4 7*Spirit Barkers and Raveners cannot be the General if any other type of character is present

Unit Type: Infantry

Wargear: Hand weapon and Skull Mask (4+ ward save).

Special Rules: Cause Fear; Thrill of the Hunt; Frenzy; Madness Leading Madness (Raveners may not join any unit, however if mounted they may only join a unit of Laughing Riders. If so, no other character may join that unit).

Options:Weapons (one choice only):

• Great weapon…………………...2 pts• Additional hand weapon……….1 pt• Flail……………………………….2 pts• Spear……………………………..1 pt (Mounted only)

Magic items:• Any, up to total of…….50 pts

Mount:• Hyena……………………………15 pts

Additional equipment:• Light armour…………………...1 pt

Character Mounts

M WS BS S T W I A LdHyena 8 3 0 3 3 1 3 1 5Titan Scorpion

6 5 0 6 6 5 3 5 5

War Leopard

7 4 0 4 4 1 4 2 7

HYENAUnit Type: Cavalry

TITAN SCORPIONUnit Type: Monstrous CavalrySpecial Rules: Terror; Large Target; Poisonous Attacks; Scaly Skin (4+); Strider

WAR LEOPARDUnit Type: CavalrySpecial Rules: May not join units; Swiftstride

Core UnitsGnoll Hunters…………………………………………Points/model: 6The aspect of hunting is one of the most important among the Gnolls; for if one cannot hunt, how can one feed his tribe lest partake in the Great Hunt in death? Thus has been the way for the Gnolls – to hunt in life in order to hunt beyond this world. However, hunting is only seconded by the need for warriors as conflict is common nowadays for the tribes and those who can hunt are deemed to be able to fight. As long as a Gnoll hunts, fights, and lives, he is always an important part of tribe life and no hunter-warriors are greater than the Oldfangs –seasoned hunter-warriors who have slain countless beasts and warriors alike. Huntmasters and Huntchiefs are always welcoming toward Oldfangs; as their skills and knowledge will be passed down to the younger ranks and hopefully craft them into better fighters for their race.

M WS BS S T W I A LdHunter 5 4 3 3 4 1 4 1 7Oldfang 5 5 4 4 4 1 4 2 7Trapper 5 4 4 4 4 1 4 1 7

Unit Type: Infantry

Unit Size: 10+

Wargear: Hand weapon and light armor

Special Rules: Thrill of the Hunt

Options:Command:

• Upgrade one Hunter to a Trapper for +12 pts• Upgrade one Hunter to a Musician for +6 pts• Upgrade one Hunter to a Standard Bearer for +12 pts• May have a magic standard worth up to 50 pts

Weapons (One choice only, points cost per model):• Spear……………………………………1 pt• Additional hand weapon……………….1 pt

Missile weapons (Points cost per model):• Throwing spear…………2 pts (treat as javelins)

Additional equipment (Points cost per model):• Shield…………1 pt

Upgrade:• One unit of Hunters in the army can be upgraded to a unit of Oldfangs (+6 points per

model).

Jackals……………………………………………….Points/model: 5Distant cousins to the giant wolves that roam the mountains and forests of the north, Jackals are quick-footedwiry hounds who prowl the savannah in the role of mangy scavengers; devouring the left-over kills of other predators once given the chance. As such, Jackals packs will follow a Gnoll hunting party from behind for a chance to gain a quick meal once the party’s prey has been slain. Jackal packs are governed always a dominant alpha female; nicknamed by enemies of the Gnolls as ‘Witch-hounds’ for the tales of malicious witches taking the form of a jackal to stalk through the night. However when a Gnoll tribe goes to war, Jackals will join in the fray of battle, eager to sample the rare delicacy of living prey and using their endurance to earn such treats. What the Gnolls think of this will never be known, although they don’t seem to mind or care for the matter as long as the hounds tear apart their foes.

M WS BS S T W I A LdJackal 9 3 0 3 3 1 3 1 5Witch-hound

9 3 0 3 3 1 3 2 5

Unit Type: War Beasts

Unit Size: 5+

Wargear: None

Special Rules: Swift (Jackals are treated as Fast Cavalry)

Options:Command:

• Upgrade one Jackal to a Witch-Hound for +10 pts

Gnoll Trackers…………………………………………Points/model: 8While all Gnolls are known for their skill for tracking prey, there are some who truly exceed at it, and thus are known as the pride of any hunting party. While huting, Gnoll Trackers make good sure of the knowledge of the landscape around them and know easily the hazardous areas to avoid and the easy spots to hide and strike quickly. However, unlike Hunters, Trackers prefer to work in smaller teams in order to avoid attention from their quarry. In the midst of war, Huntmasters use Trackers as scouts; to follow in the footsteps of the enemy and report back through the use of runners. There have known cases of there being Tracker Oldfangs whose talent in tracking are far-better than those of their younger versions.

M WS BS S T W I A LdTracker 6 4 3 3 4 1 4 1 7Oldfang 6 5 4 4 4 1 4 2 7Pathfinder 6 4 3 4 4 1 4 2 7

Unit Type: Infantry

Unit Size: 5-10

Wargear: Hand weapon

Special Rules: Thrill of the Hunt; Scouts; Strider

Options:Command:

• Upgrade one Hunter to a Pathfinder for +16 pts

Weapons (Points cost per model):• Additional hand weapon……………….3 pts

Missile weapons (One choice only, points cost per model):• Throwing spear…………2 pts (treat as javelins)• Sling……………………..1 pt

Additional equipment (Points cost per model):• Light armour…………1 pt

Upgrade:• One unit of Trackers in the army can be upgraded to a unit of Oldfangs (+4 points per

model).

Special Units

Gnoll Laughing Riders…………………………………………Points/model: 17The concept of cavalry is quite different compared to that of the other races; while usually cavalry troops are made of seasoned veterans and young lordlings, the riders of Gnollkind come from instead the mentally unstable and deranged of the tribe. Laughing Riders are twisted Gnolls of any tribe with a wicked sense of humor and express deep sadism towards others, believing themselves to be superior in all ways. In the face of any conflict, this madness only increases tenfold as the rider’s unstable mind soon allows the thirst for blood to run its course, much to the terror of the enemy. The thing that can match a Laughing Rider’s madness is the mount he rides upon into battle – a crackling war hyena whose own bloodlust can compare to that of its rider.

M WS BS S T W I A LdLaughing Rider

5 4 3 3 4 1 4 1 6

Crackler 5 4 3 4 4 1 4 1 6Hyena 8 4 0 3 3 1 3 1 5

Unit Type: Cavalry

Unit Size: 5+

Wargear: Hand weapon, light armor, and shield

Special Rules: Fear; Thrill of the Hunt; Frenzy; Maniacal (Laughing Riders may re-roll missed to hit rolls during the first round of each combat.); Lesser Carapace Shield (grants Scaly Skin (6+).)

Options:Command:

• Upgrade one Hunter to a Crackler for +15 pts• Upgrade one Hunter to a Musician for +5 pts• Upgrade one Hunter to a Standard Bearer for +15 pts• May have a magic standard worth up to 50 pts

Weapons (One choice only, points cost per model):• Spear……………………………………1 pt• Flail………………………………………3 pts

Missile weapons (One choice only, points cost per model):• Throwing spear…………3 pts (treat as javelins)• Throwing knives…………2 pts

Upgrade:• One unit of Laughing Riders in the army may upgrade their shields to Lesser Carapace

shields for +2 points per model.

Gnoll Hyena Chariot…………………………………………Points/model: 75The chariots crafted by Gnolls are equally crude and primitive as those made by Beastmen or greenskins, although the Hyena Chariot is far more stable in design. As such, Gnolls use these simply as shock weapons; intended to be fast while building up the fear within enemy forces. In addition, the Gnolls use their chariots as mobile firing platforms as the crew hurls long spears into the ranks of any foe foolish enough to be within rangeof the speeding craft. Some chariots are adorned with sacred totems, trophies, and whatever can be found to mark them of greatness for some chariots are honored as the mounts of great Huntmasters who have charged the enemy on board in ages past.

M WS BS S T W I A LdChariot - - - 5 5 4 - - -Gnoll - 4 3 3 - - 4 1 7Hyena 8 4 - 3 - - 3 1 -

Unit Type: Chariot

Unit Size: 1

Wargear: The crew are armed with hand weapons and throwing spears. The Chariot has scythed wheels.

Crew: 2 Gnolls

Drawn by: 2 Hyenas

Armour Save: 5+

Options:Upgrade:

• Any Chariot may include an extra Gnoll crew model for +5 pts

Gnoll Prowlers…………………………………..Points/model: 14The secretive sect of Prowlers has been always an important, if not untrustworthy, part of Gnoll society as they serve as silent messengers and at times assassins-for-hire. Not much is known on the mysterious traditions of the Prowler sects and nor is the knowledge of how they recruit members, but nonetheless Prowlers have remained vital for every tribe for the most. During war, Huntmasters (with deep suspicion) may call upon a Prowler sect to serve as outriders to the army and this is where the Prowlers’ legendary stealth comes to blossomas they can sneak behind enemy lines and watch until the moment for them to strike is nigh. In recent years, in battles against the likes of Bretonnian caravans, some Prowler sects have adopted techniques to remove the rider from his mount through careful ambushes and deceitful traps, rendering him easy prey for a swift death-blow.

M WS BS S T W I A LdProwler 6 4 4 3 4 1 4 2 8Claw Miser 6 4 4 4 4 1 4 2 8

Unit Type: Infantry

Unit Size: 5-10

Wargear: Hand weapon and throwing knives.

Special Rules: Skirmishers; Ambushers; Thrill of the Hunt; Rider-Hunters (Against cavalry, ridden monsters, and chariots, Prowlers inflict D3 wounds rather than 1.)

Options:Command:

• Upgrade one Prowler to a Claw Miser for +7 pts

Weapons (Points cost per model):• Additional hand weapon……………………………………2 pts

Additional equipment (Points cost per model):• Light armour……………………………………1 pt

Upgrade:• One unit of Prowlers in the army may upgrade their hand weapons to poisoned hand

weapons for +2 points per model.

Gnoll Tuskerfangs…………………………………..Points/model: 15One of the many sacred rites for a young Gnoll to prove himself a hunter worthy of the tribe is a fierce, if not difficult; labour ever though of - the slaying of a bull elephant single-handedly without aid from any of the tribe. Usually one can expect many to fail and be trampled or gorged to death by the towering beast as it is in several cases, but Gnolls are quick-witted creatures by nature and will set up traps to outcome their catch. However it is a rare case that a single Gnoll will manage an elephant with only his bare claws and for those succeed the rite by this mean, they will be selected to join the elite sect of warriors known as the Tuskerfangs. Tuskerfangs are named for their helmets shaped in the crude form of an elephant’s skull and bear their totem animal’s stubborn nature as well. In tribal life, Tuskerfangs function as the bodyguard to the rulers of the tribe, taking the most armour and weaponry for the defense of the Huntchief. In war, the Tuskerfangs continue that role though they may be also used as rank breakers if commanded.

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

Unit Type: Infantry

Unit Size: 10+

Wargear: Hand weapon and great weapon

Special Rules: Stubborn; Killing Blow; Thrill of the Hunt

Options:Command:

• Upgrade one Tuskerfang to a Tuskerseer for +20 pts• Upgrade one Tuskerfang to a Musician for +10 pts• Upgrade one Tuskerfang to a Standard Bearer for +20 pts• May have a magic banner worth up to 50 pts• The Tuskerseer may carry a magic item worth up to 25 pts

Additional equipment (Points cost per model):• Light armour……………………………………2 pts• Shield……………………………………………2 pts

Rare UnitsGiant Scorpions……………………………………………….Points/model: 50Large arachnids with a venom-tipped sting, sword-like pincers, and an evil temper to match, Giant Scorpions are one of the most feared creatures to be encountered in the Plain of Tuskers; having been known to prey upon all large beasts such as elephants, Southern Rhinox, and even their own kind in some cases. However, though feared by the Gnolls, Giant Scorpions do have their usefulness for the warring Huntmaster brilliant to see so. These warlords send out hunting teams to round up the fierce arachnids into a large wooden cage to be held infor perhaps two or more days. When time has past long enough for the beasts to become engulfed in deep rage and hunger, the Huntmaster will then have the cages deployed close enough to the enemy and then allow the cages to open. Once this happens, the monstrous arachnids will scuttle towards the nearest thing and began to rip them apart for the sake to fill their hunger. It is known that Huntmasters and other leaders will come upon the back of the largest scorpion captured – the creature still maintaining its foul rage though it doesn’t seem to mind have a rider upon it.

M WS BS S T W I A LdGiant Scorpion

6 3 0 5 5 3 3 3 5

Unit Size: Monstrous Beasts

Unit Size: 1+

Wargear: Snapping claw and poisonous stinger (these count as hand weapons).

Special Rules: Fear; Scaly Skin (5+); Poisonous Attacks; Strider

Gnoll Bone Thrower*…………………………………..Points/model: 45The Gnolls are still a developing race, not yet available to use black powder and other advanced sciences mastered by races such as Man and Dwarfs. However only a few observed tribes have shown slight progress by their production of large, if primitive, bolt throwers. As such, Huntmasters use these as artillery support for the troops and surprisingly enjoy the sight of an enemy being impaled by the spear-like missiles launched. However the ammunition fired by these rare war machines are not simple projectiles of wood or iron; instead the missiles are made from the bones of fallen beasts hence the name “Bone Thrower” among the Gnolls’ foes.

M WS BS S T W I A LdBone Thrower

- - - - 7 3 - - -

Gnoll 5 4 3 3 4 1 4 1 7*You may include up to 2 Bone Throwers as a single Rare unit.

Unit Type: War Machine

Unit Size: 1

Wargear: The crew are armed with hand weapons.

Special Rules: Bone Thrower (Bone Throwers are bolt throwers); Thrill of the Hunt

Gnoll Gliderfangs…………………………………..Points/model: 23While Laughing Riders are the most of mentally-broken Gnolls seen in the face of combat, there however exists a rarer breed of lunatic that live among the tribe. These are the Gliderfangs; maddened tirbesmates who share the sadist humor and belief of superiority of their Rider counterparts but ride instead the winds using makeshift wings of wood, bone, and whatever materials they can scavenge before battle. As expected, these aerial assailants simply glide through the air once they leap from a high distance - crackling insanely to themselves before they dive sharply upon an enemy without warning. Not too bright when it comes to strategy, Gliderfangs attend to be vulnerable to an enemy’s counterattack if they fail on their first (and only) attack dive. However Gliderfangs somehow manage to get the last laugh as some will attached dangerous enchanted totems to themselves before they swoop onto the battlefield. These same totems are beyond filled with unfocussed mystical energy and if its wearer is ever slain, the totem will self-destruct and unleash that held power in a devastating burst; rumoured to able to vaporize anyone or anything in contact of it. Though such a tactic is not preferred by most Gnoll war-leaders, they cannot argue against the seemingly effectiveness of it…

M WS BS S T W I A LdGliderfang 2D6 3 1 3 4 1 4 1 6

Unit Type: Unique

Unit Size: 1-5

Wargear: Hand weapon and light armour.

Special Rules: Thrill of the Hunt; Random Movement; Hover; Frenzy; Skirmishers; Burst-Totems (When a Gliderfang is killed, place a small circle template over where the model was slain. Any models under or in contact with the template suffer a Strength 5 hit.)

Options:Upgrade:• One unit of Gliderfangs in the army may take burst-totems for +6 points per model.

Tribal RelicsA Gnoll character may choose magic items from the common magic items list as described in the Warhammer rulebook and from the Gnoll magic items list, as noted in their entry.

MAGIC WEAPONSSky Sword of Nyame……………………….30 pointsThe wielder gains D3 + 1 Strength in the first round of combat.

Ananze’s Blade……………………………50 pointsThe wielder gains +1 Weapon Skill and +1 Attack. In addition, the wielder always strikes first in close combat.

Green-Ripper……………………………….25 pointsConfers Killing Blow to the bearer’s close combat attacks. In addition, against any Orcs and Goblins, the Green-Ripper will cause a Killing Blow on 5+ instead of the normal 6.

Ivory Spear (Mounted models only)…………………15 pointsSpear. The wielder gains +1 Strength in the first round of combat if charged and +2 Strength if he charges.

Dagger of Mmoatia………………………………….55 pointsThe wielder gains +1 Attack. In addition, no ward or regeneration saves are allowed against attacks made by the Dagger of Mmoatia.

Chain of Totem-Skulls (Raveners only)……………25 pointsRequires two hands. When the bearer charges, it gains D3 Strength and Attack during the first round of combat.

Bone-Claw Gauntlets……………………………………….10 pointsPaired weapons. The wearer gains the Armour Piercing and Extra Attack special rule.

MAGIC ARMOURArmour of Nyame…………………….30 pointsThe wearer gains +1 Toughness.

Blessed Itulo Mask………………20 pointsThe wearer causes Fear to models with the Scaly Skin or Sea Creature special rule.

Scorpion Carapace Shield…………...15 pointsShield. The bearer gains Scaly Skin (5+).

TALISMANSLamp of the Sand Djinn……………….5 pointsIf the bearer with the Lamp of the Sand Djinn is not carrying any magic weapons, all attacks made by the bearer count as magical attacks.

Amulet of Ananze………………………30 pointsThe model gains a 5+ ward save.

Mamlambo Totem-Skull………………………25 pointsThe model and any unit within base contact gains the Sea Creature special rule.

Leopard Totem of Mnguni……………….30 pointsThe model is subjected to Frenzy and may not lose it during battle.

ARCANE ITEMSProphecy Skull (One use only)……………………………10 pointsAt the start of any player’s Magic phase, add one dice to either the bearer’s power dice or dispel dice pool (depending if the bearer is casting or dispelling a spell this phase).

Seal of Devouring Mmoboro (One use only)……………50 pointsAny enemy Wizard within 12’’ and sight of the bearer loses 1 dice while attempting to cast a spell.

Staff of the Rainbow Serpent…………………………….25 pointsAdds +1 to any dispelling attempts made by the bearer.

ENCHANTED ITEMSWitchweed Potion…………………………………………………..30 pointsThe model gains the Regenerate special rule. The character is also subjected to Stupidity.

Death-Mask of the Ancestors (Raveners only)…………………50 pointsThe model has Magic Resistance (2). This item replaces the Skull Helm if equipped.

Sky-Jewel of Nyame (Models on foot only)…………………….25 pointsThe model can now Hover.

Totem Fang……………………………………………………….25 pointsThe bearer may re-roll failed any ward saves in close combat.

Mgabe’s Bone Crown (Bound spell, Power level 3)…………..20 pointsMgabe’s Bone Crown contains the Spirit Leech spell from the Lore of Death as described in the Warhammer rulebook. Roll a D6 after each use. On a roll of a 1, the wearer suffers a Strength 4 hit with no armour saves allowed.

Phantom Black Leopard………………………………………………45 pointsWar Leopard. The bearer is treated as if has the Ethereal special rule. In addition, the bearer may immediately make a move using the Fly special rule as if it were the Remaining Moves sub-phase.

Chameleon Rod…………………………………………………20 pointsThe bearer is treated as a Level 2 Wizard and may choose spells from any Lore from the Warhammer rulebook. If the bearer is a Wizard, then they instead gain the Loremaster special rule.

MAGIC BANNERSElephant Spirit-Totem…………………………………..150 pointsFriendly units within 12’’ of this banner become Stubborn. If the unit is already Stubborn, it is now Unbreakable.

Scaled Banner……………………………………………50 pointsThe unit gains Scaly Skin (5+).

Royal Totem of Zulu……………………………………..25 pointsAll models in the unit may re-roll failed Leadership Tests.

Ananze’s Banner…………………………………………75 pointsAll models in the unit gain a 3+ ward save against all normal and magical missiles.

Icon of a Thousand Beasts……………………………..45 pointsA friendly Wizard that uses the Lore of Beasts within 6’’ of this banner gains 1 dice to cast any spell.