Characters

 

 

 

 

The Good – Malathar, Valin, Feudraug, Regulus, Madeline, Ilthay, Tydas, Talon, Terian, Verionous, Baron Yvain

The EvilBahl’al, Asmodeus, Amon Chakai, SlythRa, Shaantitus, Nurghleth, Ozdal, Zegroth, Khallon, Leon Caedes, The Shade, Grey Seer Kritch,

 

 

 

The Good

 

 

 

Malathar the Swordmaster Captain



M WS BS S T W I A Ld
5 8 6 4(6) 3 3 8 4 10

Malathar is one of the greatest students of the Swordmaster order, and a living legend across much of Ulthuan. Some say his skill is second only to Tyrion''s, though if you ask Malathar, even that description sells his abilities short. He is arrogant even by Elven standards, and time and time again, Elven nobles have tried to silence his boasting, only to be humiliated by his dueling theatrics. Malathar also has a bad reputation as being a "ladies'' elf," another quality that tends to rub nobles the wrong way. Despite these excentricities, Malathar is unwaveringly dedicated to his duties, hunting down the Cult of Pleasure wherever it may be hidden, and always defending Ulthuan with his life. He is a charasmatic leader, loved by his troops, and a valorous fighter even when things look grim.

Save: 5+ armour, 5+ Ward save

Weapons/Equipment: Elven Greatsword, Heavy Armour, Sword Medallion, Gaurdian Phoenix.

Special Rules:

Swordmaster Champion: As a member of the Swordmaster order, Malathar has honed his fighting skills over hundreds of years of training. His combat prowess is dazzling even by Swordmaster standards. Malathar gains +1WS (reflected in profile), and is -1 to hit in hand-to-hand combat. Malathar also has the killing Blow special ability. Although Malathar has a great weapon, he doesn’t suffer the ‘strike last’ penalty.

Magic Items

Sword Medalion, 30pts: Symbolic pendant of the Swordmaster order, blessed by a powerful mage to protect the bearer. Gives the bearer a 5+ ward save).

Pure of Heart: Malathar''s nobility is an inspiration to all around him. The army draws courage from his example, but his loss will be felt all the more if he is slain. Bearer and any unit he leads is immune to panic. If he is a slain or flees off the table, the opponent gains an additional 100 VP.

 

 

Valin Marquis Silverspear

Origin: Valin Marquis Silverspear is the first and only son of Tyranoc Silverspear and the Reiksmarshall’s daughter, the maiden Evelyn. Since the hero’s death at the plains of anguish, off the coast of Ulthuan(DW4), Evelyn was forced to except marriage with a Brettonian Paladin, Jean Marquis. Taking her newborn child, she moved to a Brettonian court. Though she grew to love the Paladin, her heart waned for the return of her true love. But Tyranoc never came. Days passed into weeks, weeks rolled into months, months shifted unto years, until her dream grew far, a distant memory of lost love. Soon she turned to her son, shaping him to be an image of Tyranoc. Jean Marquis watched closely, for although he had treated the 6year old as his own, his heart would never accept him as his heir. Subsequently, Evelyn gave birth to two more children, Pierre Marquis and his younger sister Thalia Marquis.

17 years had passed since then. Valin Marquis Silverspear in this time had arisen to become a noble warrior. His physique showed no sign of elven decent, but his mind is another matter entirely. He had inherited his mother’s dark skin and ebony black hair, and his father’s compassion, intellect and sense of purpose. Amongst his family, Valin was revered. Pierre and Thalia looked up to their stepbrother as a guardian, much to the disgust of Jean. Pierre Marquis ascended through the ranks of his father’s armies until he was second in command, next to Valin. The paladin conspired with a shadowy advisor, to banish the young noble once and forever, so that his own son would be the heir of his estate. Together they drew Valin into a trap, using Evelyn as bait. As expected, the warrior smashed the barricade set up and hurtled head first into the trap; the sight of his mother hanging from the tower too much to bare. Upon reaching the tower top, Valin stood aghast. Evelyn’s body hung lifelessly from the wooden frame, blood slowly dripping down from the wound to her throat. Cackling madly, the shadowy figure that had counselled Jean Marquis erupted into a towering horned daemon. At his side, Jean Marquis stood with a smile, the runes of chaos etched onto his forehead. What ensued was a titanic battle where the Son of Tyranoc battled against the gibbering murderer of the eternal abyss. Lightning arced through the sky as rain poured down. The two fought for a full hour until Valin’s impetous gave way. The warrior watched in vain anger as the daemon proceed to him. Closing his eyes, the warrior waited for the final blow, but it never came. Opening his eyes, he saw Pierre pulling his sword from the monsters body. With a hellish scream, the daemon melted away into the night. Jean Marquis watched and his anger rose, screaming to his son to drive the sword into Valin. Pierre hesitated, such was his reverie for his brother that he couldn’t bring himself to do it, but to disobey a father’s orders was to send oneself down the road of public execution. The eyes of the brothers locked for a moment. It was then that Pierre knew. Using the ancient sword of his house, Pierre drove the sword into his father’s body, ending the Brettonian’s life in an instant.

The aftermath of the battle was one of great debate and gossip. The death of Evelyn and Jean left the heir to the throne to Valin. Pierre initially bowed to the idea, supported by his sister, but Valin had other plans. Abdicating the throne to Pierre, Valin Marquis Silverspear accepted a part of himself that he had long neglected, his elvish descent. Embracing his siblings and vowing to return, Valin left Brettonia; Searching for some lead to his father’s whereabouts…


Stats
M 5
WS 6
BS 4
S 5
T 4
W 3
I 7
A 4
LD10

Weapons/Euipment:  The Paladin’s Plate, Warhorse, Greatsword of the Marquis, and the Pendant of the Seven Hearts

Save: 4+ ward save

Magic Items:

Pendant Of The Seven Hearts - A present to Valin from Thalia, his sister, this pendant has mystical enchantments placed on it to prevent the wearer from succumbing to evil. The bearer gains a magic resistance of 1.
Greatsword Of The Marquis - Gifted to Valin by his brother Pierre, this weapon confers additional +1 to his strength

The Paladin’s Plate - This armour marks out the bearer as the Paladin, refered to in the Prophecy Of Eablis. It Confers a 4+ Save and reduces the enemies attacks by 1

Special Rules:

Elven Agility: as his father, Valin is extraordinarily fast. He receives a 4+ ward save.
 
Tyranocs Vengeance: As the son of Tyranoc, Valin is watched over by his sire. In times of dire need, the spirit of the hero will descend into Valin’s being, infusing him with the skill of one of the best warriors in the world. With each lost wound Valin receives an additional +1 to hit.
 Journey Valin is on a quest to discover his heritage, and as such as time goes on, he will inherit new weaponry and armour:

The Senlui Marquis - REPLACES THE "Greatsword Of The Marquis". This Sword melds together both the Great Sword of the Marquis, and the Senlui Cynath, the spear of Tyranoc. It confers D3 Extra attacks each turn, +1 Strength and Always Strikes first. At the start of each round, Tyrannoc must declare which weapon he wishes to use.


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Feadraug Windshaper, Daemon Hunter


Long ago, during the saga of the Stone of Eablis, there lived a noble named Ilris, a great warrior and wise politician. Ilris had been unfortunate to stumble upon a shard of the Stone of Eablis. As he was soon to find out, the Daemon of Tzeentch, Amon Chakai, was craving after this shard. At the summit of Dol Ivles, they duelled, and although Ilris was a powerful elf, he was cast down and the shard taken from him.
He was last seen, however, holding up the daemon Asmodeus Shadowen so the people of the city Tor Ivlesse could escape. Inevitably, he has killed outright in this heroic act, and his body, encluding the fabled Storm Sword and the Armour of the Windshapers was never found…

…Many years later, his adopted son took up an oath. It was the oath of the Daemon-Hunter. His name was Feadraug, and after he heard of his adoptive father’s fate he immediately requested training to take up the task he now pursues. Taught by his uncle, Isalliach an arch-mage of considerable power, he studied the Magic Arts, while at the same time he was taught the way of the warrior by his other uncle, Isfial, a warrior knight of great fame. Now, thirty years later, he has emerged from the secluded realm in which he concentrated his entire being on learning the ways of the warrior and mage, to join the Daemon-Hunters cult and search for his father’s remains and the fabled Storm sword and Armour of the Windshapers, and also to reap vengeance of the Daemon Kin. Now, his travels take him all over the world in pursuit of rumours of Daemons and evil happenings…


 

M: 5
WS: 7
BS: 6
S: 4(5)
T: 3
W: 3
I: 9
A: 4(5)
Ld: 10

Equipment: Storm Glaive, Terran Armour, Short Sword (Handweapon), Cloak of Sirus, Talisman of the Shrine,

Special Rules: Level 2 Mage (High Magic/Heavens Magic), Daemon Hunter, Oath of Vengeance (N.B: These rules cannot be nullified by any spell, item or rule that nullifies items, etc. on account of them being 'talents', not items).

Rules

Storm Glaive:
Feadraug trains with a glaive, having borne a love of the oriental weapon from a young age. He eventual had his own glaive crafted to take on the great beasts that haunted his training realm of Anrél. He named it after the fabled Storm Sword he is questing after.
This two-handed magical glaive grants the wielder +1 Weapon Skill, +1 Strength, +1 attack.

Terran Armour
His Uncle, Isfíal, gave this armour to Feadraug to aid him on his quest. It was forged during the first war to repel Daemonic Attacks. Who the armour was forged for is still a secret scholars research to this day.
In gaming terms, the armour grants a 3+ Armour Save, but against Daemons it also grants him a 4+ Ward Save (this replaces the Talisman of the Shrine ability).

Cloak of Sirus
While in his infancy, Feadraug was found in the wilderness by a group of Shadow Warriors. They wrapped him in a deep blue cloak for a blanket and brought him to Ilris, the local Lord. Little did the child or Ilris know that the cloak was magical, and there is still speculation about whether the Shadow Warriors meant to pass away this powerful cloak or not.
It grants Feadraug +1 Dispel die. Only he may use this die.

Talisman of the Shrine
The Talisman’s of the shrine were heirlooms of the House of Windshaper. In the beginning there were Five Talismans. Each Talisman granted its wearer a special protecting aura. But as two were lost in mysterious circumstances, the rest of the Talismans weakened. It was suspected that their power is directly dependant on the existence of each other. Since Ilris’ Talisman disappeared with his body and sacred equipment in the duel with Asmodeus, the remaining Talisman’s protecting power has weakened yet again. Feadraug was given his Talisman by Isalliach, his mage uncle.
It grants a 5+ Ward Save

Level 2 Mage
For thirty years, nearly all of all of Feadraug’s being was focused on learning the magical arts. Normally this is not enough time t even become a basic battle mage by High Elf standard, but Feadraug showed surprising adeptness at mastering the magical arts. Istalliach, his tutor and uncle, suspected Feadraug’s Sirus Cloak had helped him in some way or another…
Feadraug may only use High Magic, Heaven’s magic, Life magic, or Light magic.

Daemon Hunter:
Feadraug has taken the oath of the Daemon Hunter, passing the mysterious initiation trial for the cult. Now, he bears a flaming phoenix tattooed up the right hand side of his face as the mark of a Daemon Hunter.
Feadraug hates daemons and is Immune to Psychology when fighting them. He is unbreakable (But the unit he is with will break around him if they fail their combat resolution roll) when fighting Daemons.

Oath of Vengeance
Feadraug has taken the oath to avenge his father’s death and humiliation.
Therefore, he is frenzied (Note this means he is both frenzied and Immune to Psychology) and gains another wound when fighting the daemon Amon Chakai or Asmodeus Shadowen

 

Madeline Amalaric, Siren of the River Sol

History: Sired nearly two centuries ago by her sister, she is the beginning of many legends of murders and slaughters along the River Sol. Villagers, caravan travellers, even animals have disappeared along the river's length, only to re-appear as grisly spectacles of horror and death. As gruesome as it may be, most of the victims turn out to be wanted criminals. Guardsmen still fear the Siren of The River Sol, for any creature that can cause such viscera is not as just as would seem, nor human enough to trust.

As far as vampires go, the bloodline she belongs to (Von Hardtstoltd) is a fledgling faction, their blood weakened by many years of stagnation and isolation. As such, she possesses very few of the vampiric powers beyond limitless life. Through her travels, she had become an accomplished fighter, but never of a high-caliber to combat the elite swordsmen of even the local Imperial Garrisons. But after being sired, her vampiric blood increased her speed and strength to an amazing standard, allowing her to keep pace with even the most experienced of combatants.

She appears as a young woman, vampiric blood shaping and restoring her body to pristine quality, even after her hard years of travel. Her trademark weapons include a pair of cleavers, weapons carried from her first age of youth, kept sharp by almost constant tempering of their imbued Tilean Steel. She also wears a light, basket hilted sword on her back, rarely used but for the most skilled of fighters. It's copper-hued blade hasn't seen the light of day (fittingly enough) in three years.


Statistics:
M: 4
WS: 5
BS: 6
S: 5
T: 4
W: 3
I: 6
A: 4
Ld: 9

Weapons/Equipment: Madeline is armed with Tilean Cleavers, The Rose Blade, and The Hyena.

Save: 4+ dodge/ward save

Special Rules:

Street Rat: In her time as a human, she was known to be quick on her feet, with the balance cats would admire. Heightened to a point by vampirism, she may ignore the first successful "to hit" roll in close combat once per phase. This innate speed also provides her with her only means of defense, acrobatic dodging.

Proud Combatant: Madeline MUST accept all challenges, and in those challenges, MUST use the Rose Blade instead of her Tilean Cleavers. If she decides to decline a challenge, it must be for a good reason, and as such, she is removed from play as she retreats the field, and is declared "killed" for purposes of victory points.

Weak Blood: Her vampiric blood is thin, as such, she gains no abilities of a vampire beyond statistical improvements, but is still subject to vulnerabilities of the undead.

With Her Own Eyes: She has seen the worst denizens of her kin, as well as the daemonic hosts of the world, and the demons in her mind. As such, she harbors no fear nor terror of daemons or the undead, and as such is immune to psychology when facing psychology checks from these foes.. Due to the relationship between herself and her bloodline, she Hates all vampires.

Magic Items:

Tilean Cleavers: These large cleavers have been tempered and imbued with rudimentary magicks over the years by Madeline, and as such, are more than mere weapons. They are incredibly light and well-balanced, and carry a surprisingly sharp edge capable of slicing through bone and flesh alike.

--- The first hit caused in close combatt will always wound. Counts as Additional Hand Weapons, and are Magical.

The Rose Blade: A Tilean dueling blade, rarely used but in single combat. Engraved with the Thorned-Rose sigils of the long dead Duellist's Guild in old Tilea, it is renowned to be one of the best human-crafted types in existence, due to the combined skills of elven and human forges.

--- The blade confers +1 WS and +1 I, annd are not magical. (Note: The bonuses are NOT shown in her profile, add them on when she uses the blade.)

The Hyena: A ranged weapon of personal craft, a form of bola created from granite balls, and jagged chains of rusted iron. When thrown, the bolas ensnare the victim, lacerating tendons and arteries while pinning them down so Madeline can advance into close combat with the disabled victim.

--- 12" range, Strength: As User. AA successful wound on an enemy will not allow the victim to move in their next phase, though they may move magically. -1 to all "to hit" rolls for tthe next turn. No effect on war machines beyond the normal damage. ONE USE

 

Ilthay

Born on the outskirts of Saphery, Ilthay has always felt the winds of magic. As a child, Ilthay lived in the mountains, where the taint of chaos is ever present in the currents of magic. During his youth, his family encountered many of the warped chaos beasts that spawned from the twisted mountains. In time, Ilthay grew to hate Chaos, which in turn gave him the inspiration he needed to excel in the arts of killing. A new calling came to him however, on a peaceful walk through the woods that would forever change his life.
It is said that one does not find the White Tower of Hoeth, it finds you. And indeed it did find Ilthay, unexpectedly it accepted Ilthay into it's walls, where he would quickly learn the ways of magic.
During his studies, Ilthay slowly leaned toward the Lore of Ice, an ancient magic long abandoned by most of the elves in the White Tower. However, Ilthay was lucky enough to catch the attention of Teclis, High Loremaster of the White Tower. Under his teachings, Ilthay delved into the forgotten Lore, and eventually came to master it. Because of Ilthay's life in the mountains, Ilthay felt comfortable dealing with the frigid power of the Lore.Althought he would never admit it.
Throughout the years Ilthay continued to study magic. It was of second nature to the young elf, and a power grew within him that he would soon be able to use against his dreaded foe, the forces of Chaos. During his career, Ilthay had been aware of the many deamon wars, and had always yurned for a chance to proove his worth. Now, with the oncoming battle, Ilthay has gladly stepped forward among other heros, and is finally prepared to defend the light.

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

Save: 4+ ward save

Weapons/Equipment: Staff of Cynath, Senlui, Twin Rings of Thanan

Special Rules

High Mage: Ilthay gets +1 to both his dispel and casting roll

Ilthay is a lvl 4 Arch Mage with the Channeler Honour.
 
Magic items

Staff of Cynath
A plain silver staff lined with blue gems, the Staff of Cynath gives it's wielder incredible power, granting him many insights to the lost Lore of Ice.
The Staff of Cynath grants Ilthay +D3 power dice each turn. Ilthay also knows all six spells from the Lore of Ice.

Senlui
The Senlui is a small blade made of the finest of elven steel. Extremely light and sharp, the Senlui is extremely deadly in the hands of Ilthay.
Ilthay wields the Senlui in his offhand, and uses it to parry and unleash unexpected assaults on his enemies. All enemies attacking Ilthay are at a -1 attack and -1 to hit.

 
Twin Rings of Thanan
These rings were given to Ilthay by the High Loremaster Teclis himself. They date back to the time of Aenarion, and have protected powerful mages in the past.
The Twin Rings of Thanan grant Ilthay a 4+ ward save, and a Magical Resistance (1).


Tydas Eriksson

Tydas Eriksson was born on the Southern Kislev/Ostland Border a year after the Incursion of Archaon. He had a happy childhood and was not bothered with many concerns of poverty, famine, or plague. He grew to be a fine young lad, strong and tall. His only concern was the harvest on his father’s farm, and maybe the lass down in town. He was twenty when that changed. On that morning Tydas was out working the fields, when a peculiar carriage went down the narrow dirt path besides the farm. It was an entirely black and sad looking carriage, and Tydas couldn’t help but stare. He noticed movement out of the nearby woods, and within moments the carriage was under attack. Tydas rushed from the field as cloaked assailants attack the carriage, killing the driver and pulling bodyguards out into the lane to be slaughtered. Pitchfork swinging Tydas attacked the robed figures, who had nearly achieved their goals. With his crude polearm Tydas drove them off, but not after every member of the carriage was either dead or dying. The dying party belonged to a black robed figure who lay sprawled across the ground, his blood leaking into the soil. He was a high priest of Morr, and his dying act was to entrust Tydas with his amulet, ordering him to keep it safe from the bandits.

Tydas did as he was bid, though the black obsidian ring unsettled him. He and his father buried the dead, and in order to keep his family safe from the bandits seeking the amulet he went south. Tydas went south throughout the whole of the Empire, staying no place in particular for an extended period of time. He finally found himself on the other side of the World’s Edge mountains in Estalia, far from home. There he did very little. He gambled here and there, and it would be that vice which would change his destiny. In an epic streak of luck that would go down in gambler legend until the end of time Tydas defeated the Estalian Prince of Theives, who being a strict follower of Ranald graciously gave Tydas his cloak, making him the new Prince of Thieves. Tydas had little time to celebrate, for Morr was angered by Tydas’ revelry and apparent disregard for his duty. Morr appeared to Tydas in a dream and told him that he had been chosen by a random act of fate to receive the honor of the amulet. It was also no coincidence that Tydas had gambled his way to victory, that too was a sign that he was the chosen of the Gods of the Old World. That night Tydas saw many things, which aged him from a laughing, gambling drunkard into a weapon of the gods. He then put on the amulet for the first time, and entrusted his soul to Morr for safe keeping. He would later notice that he had ceased to age, as his soul was suspended in limbo so was his body. He studied swordsmanship for many years, and began to seek out and destroy the evils of Estalia and Tilea. He became something of a legend, who had been seen by grandfather and grandson alike. He eventually reunited the Amulet of Morr with the Jewel of Shallya, and as he did finished his preparation. After a lifetime of a man and more Tydas headed north, ready to confront the rising daemons.

Tydas, The Holy Roller: "My name is Tydas the Holy Roller. Why do they call me the holy roller? Well, in addition to being a good looking servant of the gods, I haven't lost a bet or a gamble in over a hundred years. So the question you have to ask yourself is, are you feeling lucky?"

M: 4
WS: 6
BS: 6
Str: 4
To: 4
In: 5
At: 3
Wo: 3
Ld: 9

Weapons/Equipment: Cloak of Ranald, Sword of Myrmidia, Amulet of Morr, Jewel of Shallya, Holy Pistol

Save: 6+ armour save, 4+ regenration

Magic Items

Cloak of Ranald: This dirty, dingy black cloak was given to Tydas after a legendary night of gambling and stealing, where by the grace of Ranald Tydas defeated the Estalian Prince of Thieves in a game of dice and won the Cloak of Ranald. This cloak makes the wearer as dark as shadows, though has little effect in plain sunlight. In addition to this, Tydas has never lost a bet since.
All attempts to hit Tydas in shooting and close combat are at a -1 modifier.

Sword of Myrmidia: Tydas retrieved this silver rapier from a shrine to Myrmidia in Estalia. During his studies of the sword in Estalia Tydas inevitably ran across the worship of Myrmidia. When his studies were nearly complete Tydas went to pray at a Myrmidia shrine which came under attack by goblins. During battle Tydas’ sword was broken, and during his search for another weapon he unwittingly picked up this blade and with the help of those who tended the shrine he drove the goblins back. Tydas was kicked out of the shrine, though tradition dictates that once a warrior has picked up the sword and used it, it is his until his death in battle.
Tydas always strikes first. In addition the Sword of Myrmidia wounds on a minimum of 4+.

Amulet of Morr: The amulet of Morr appears to be a ring of obsidian secured with a black chain. As a young farmer Tydas tried to save a passing carriage that traveled by his field, but failed to protect those inside with his pitchfork. Tydas drove off the possessed bandits, and for his courage the dying priest of Morr gave Tydas the amulet to keep safe. The amulet wards Tydas’ soul from those that would take it, in effect giving his soul to Morr so that he can hold onto it. The side effect of this has been to extend Tydas’ life indefinitely.
Tydas is protected from the Killing Blow special ability.

Jewel of Shallya: Remember the hole in the Amulet of Morr? It is filled by this rosy gemstone. Tydas found the jewel in the private ownership of an Imperial noble in Altdorf. Tydas stole the jewel and reunited it with the Amulet of Morr, unlocking the true powers of each.
As Shallya is the goddess of healing, Tydas has the Regeneration special rule. She is also the goddess of mercy, so Tydas cannot kill the non-daemonic or living. If during the course of combat an enemy’s wounds are reduced to zero, they are considered incapacitated.

Holy Pistol: This repeater pistol has been in Tydas’ family since the time of Magnus the Pious when it was given to his predecessor for bravery and devotion on the field of battle.
The pistol has a 12” range, fires as a repeater pistol, and always wounds Daemons, Chaos, Undead and Skaven on a 2+. Counts as magical.
 
Special Rules: None

 

 

 

High Prince Regulus of Caledor............................................................................600 Points
           

            M WS BS S T W I A Ld
Regulus 5 8 6 4 3 3 9 4 10
Rigel 6 5 0 5 5 4 5 4 7
Antares 9 3 0 3 3 1 4 1 5

Weapons/ Equipment: The Blade of the Pendragon, Amulet of Phoenixblade, Amour of Caledor

Save: 2+ Armour save, 4+ ward save

Mounts: Rigel, the Great Griffon of Saphery or Antares the White Steed of Caledor.
 
Magic Items

The Blade of the Pendragon
Forged upon the Anvil of Vaul, this magical great-sword empowers the Pendragon itself, the mightiest of Dragons, and gifts its bearer the strength and energy of the great fire drake in battle.

The Blade of the Pendragon grants Regulus +2 Strength in battle. In addition, this magical sword is used instead of the regular great-sword that comes with the Swordmaster Honor, and has the special rules granted with Magic Weapons, for example it can hit ethereal beings. The Blade of the Pendragon also does not suffer any penalties for striking last.

The Amulet of Phoenixblade
Gifted to Regulus by his great friend, Torias Phoenixblade, as a token of their eternal friendship from their crusades and journeys.
The Amulet of Phoenixblade grants the bearer a 4+ ward save.

Armor of Caledor
Taken from the body of his relative, High Prince Imrik upon his death battling upon the fields of Avelorn, Regulus bears this as a symbol of his heritage.
The Armor of Caledor gives the bearer a 2+ Armor Save with the same rules as the Dragon Armor applying as well.

Special Rules

Swordmaster
“Trained by the adepts at the Tower of Hoeth, the lethal skills of this warrior are justly fabled. “
Regulus is equipped with a great weapon, in this case, he uses the blade of the Pendragon, instead of the usual blade this honor grants its bearer. Regulus is equipped the Killing Blow ability against all man-sized opponents. Also, instead of striking last when he does not charge, he will strike in Initiative Order. This honor is only in effect whilst Regulus is fighting on foot.
 
The Word
The word is a spell that Regulus has come to know by means of his subconscious, which speaks to him, and tells him things of old. He has a direct link to the magic world, and because he bears no training, his mind tells him spells at random. Yet this one he has used several times, and to his aide as well.
For the purposes of casting power dice, Regulus counts as a level 1 mage. Note that he does NOT receive any of the bonuses or costs incurred by other normal mages and he does not generate additional dispel dice. At the beginning of each magic phase, Regulus may choose which power level he wishes to use.
 

Level 1: Casting Value 6+
The word has the power to send any enemy within 6" of Regulus backwards 1". He may use this in each Hand to Hand combat once. A sudden wind gusts out in  all directions around Regulus. Enemies are caught off guard and some blown backwards. If successfully cast, Regulus may strike first with +1 to hit, in that round of combat (regardless of initiative order or who won the last round of combat).


Level 2: Casting Value 8+
The word does the same actions as before, except now Regulus utters another phrase which causes a burst of white and blue flame to also engulf the unit or regiment it as aimed at. The flames count as 1 S4 hit. Use flame template to determine which models are engulfed. However, measure before you send the unit back the 6 inches, as it is assumed that when the flame hits the model/s so does the powers that send them back.


Chosen of Avadorn
Regulus, like his descendants, has the ability to communicate and wake the great fire drakes. Yet not only can he use this power to summon dragons, but several other animals will flock to him when he beckons because of the blood of Avadorn that runs freely in his veins...

Regulus may choose which creature he rides. He may use Rigel his ancient griffon, or Antares, his noble steed. Points are added according to the animals point value. Note he may also go on foot.

Antares (Barded) - 26 Points
Rigel - 200 Points

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Verionous Silverstar of Caledor, The Revenant

Verionous Silverstar is the last of the line of Silverstar. In the last Demon War he proved his bravery and ability to overcome the trials and lusts of being a vampire while saving his friends and kindred. Alas during the last battle for the Eablis stone he fell while dueling the putrid greater demon of Nurgle SlythRa. Since his temporary death at the hands of the demon he has become a shadow in the world, watching his enemies and friends age and mature while honing his own skills to new pinnacles. Since the last Demon War he has thrown off his old hatred of necromancy and now uses it to greater affect in his quest to slay SlythRa and rid the world of all demons. He has also been watching the son of his Lord Tyranoc become a mighty warrior in his own right, and hopes to someday approach thew youth and help him become as great as his father.

M6 WS9 BS5 S5(7) T5 W3 I7 A4(5) LD9

Save: 3+ armour save, 4+ ward save

Weapons/Equipment: Ishtar, Amulet of death, Arcanus Draco Armour.

Special Rules
Parry. One model in base to base loses attack
Hatred of Undead,
Honours: sword master: he is treated as if he has learned enough over the centuries to have the equivalent of sword master
Blood Powers:
Strength of Steel: +1 strength on charging
Rage of Unlife: +1 attack

Magic items

Ishtar: This is the sword of his family said to be enchanted with spells of strength and the ability to wound a demon permanently (as in they can regenerate it like normal but it is even more painful and takes longer to heal). It is treated as a with the sword master abilities applying to it Strength +2. Against demons all wounds are doubled

Arcanus Draco Armor: This armour has been in the line of Silverstar as long as the sword Ishtar. It is a suit of Caledorian dragon plate with special wards and enchantments imbued upon it. Arcanus Draco Armor grants a 3+ armor save and a 4+ ward save, it also makes the wearer immune to dragon breath and fire attacks

Amulet of Death: This is a vile relic Verionous snatched from the body of his master when he slew him permanently. The obsidian stone in the center is a magical black hole creating a virtual magical dead zone around Verionous making it very difficult for spells to target him. The amulet grants Magic Resistance 3

 

Baron Yvain de Verbois, wandering knight of Bretonnia

 

The baron Yvain de Verbois, noble of Bretonnia illustrated at young age into battle and was soon asked by his overlord follow him close in battle. The duke and him fought along for a few years, protecting the borders of Bretonnia. Finally battleing agaisnt the Skaven at the Empire’s Border, the duke, along with most of the knight accompaining him fell victim, to the skavens corrupted warchines. As one of the few survivors, the baron felt as the death of the duke, and chose to wander througout, fightign evil where he finds it in order to avange his honour. The traumatism of the defeat agaisnt te skaven provided them with an avenging zeal that he sometimes apply too brutally, and can sometimes lead him to find evil where there is not or to ally with dangerous friends.

Save: 2+ with a 4+ ward

Weapons/Equipment: Sword of heroes, Oaken Shield, heavy armour, war horse

 Yvain de Verbois: M4 WS6 BS3 S4 T4 W3 I7 A4 LD9
Warhorse: M8 WS3 BS0 S3 T3 W1 I3 A1 LD5
François : M4 WS3 BS3 S3 T3 W1 I3 A1 LD7

Special rules:

Blood Anger : When he is threatened, or that events remind him the death of the duke, The baron is drawn in a bloody state of anger in order to avenge his honor, as he is worried that his will may slip, he’s trying to keep control as much as he can. His frenzied times is followed by

When he is hit (noit necessarily wounded), Verbois has to pass a Ld test, if he fails, he’s frenzied for the rest of the battle, if he passes it, the next time he is hit, he had to pass it with –1 ld , and so on, as the anger slowly takes on his will. After the batlle, if he has been frenzied, he is rejecting guilt for the death of the duke on himself and he is suffering a –2 Ld for one day.

François : This squire is trying to reason his master when he is giving in to his traumatism, when the baron has to take a Ld Test for Blood anger or is suffering the –2Ld, he does it with +1Ld if the squire is near him.

 

Magic Items:

Sword of heroes : When he learned of the path the baron de Verbois was taking, the king himself offered him this blade to fight the dangers he would meet on this perilious road.
Against T5+ +3S and D3

Oaken Shield : A legacy of the family, this shield provide the bearer with the fortitude of the oak, and even the most violent blows can’t throw the bearer off his horse.

Count as a shield, 4+ Ward Save.

 

Talon Windwalker

Rraised among the Wood Elves of Loren. From an incredibly young age, he was trained in preparation to wield the twin blades that were his birthright. He was taught the arts of war by the Wardancers and eventually became a Bladesinger at the relatively young age of 120. Still, his training did not abate. He continued to train whenever possible, learning to wield his twin blades with a skill unmatched by any of the Elves of Loren. So, he left the enchanted woods of his home to wander the world, seeking new moves and skilled opponents. He continues to harbor a love and respect for trees and often will meditate within the depths of the woods.

M - 5
WS - 8
BS - 4
S – 5
T - 3
W - 3
I - 10
A – 4(5)
Ld – 10

 

Weapons/Equipment: Twin enchanted longswords

Save: 4+ ward save

Magic Items:

Tempest
This elven longsword is light and nimble, yet streaked with lightning and glowing runes of enchantment.
No armor save allowed on all of Talon’s attacks

Reaper
This blue-bladed sword is the twin of Tempest.
+1 to all of his rolls to hit

Special Rules

Talismanic Tattoos
The winding, intricate tattoos covering the Wood Elf’s body are made with enchanted ink that sucks up the power of any spell targeted against the wearer.
Magic Resistance (1). In addition, the tattoos grant Talon a 4+ Ward save,

 
Code of Battle
Strict and binding is the code of battle that has been ingrained into Talon’s mind since birth.But it is the very same code that helps him fight so well.
Immune to Psychology; Talon will never wear armour, use a shield, a missile weapon, or poison; Must accept all challenges.

Pain-fuelled Fury:
Most warriors choose to ignore the pain of battle wounds, fearing that it will cause them to lose concentration and thus the fight. Still, there are a few who have learned to harness the pain to inspire them to new heights of martial prowess. Yet such abilities come at a price and the fighter will be unable to think clearly until he overcomes the pain, losing himself in a battle-lust.
For every wound Talon loses, he gains +1 Attack.

Wardances
The flowing movement of combat has long since been made into a dance for the Wardancers of the Wood Elves. However, Talon has altered them slightly to suit his style.

Storm of Blades (+1 Strength), Whirling Death (Killing Blow on 6+), The Shadows Coil (no attacks hit, but Talon may make no attacks), and Woven Mist (+1 Attack). No dance may be used twice in a row.

.
Terian Silvermane
 
M
4
WS 8
BS 8
S 5
T 4
W 3
I 9
A 4 (7)
LD 10

Shadow
M9
WS3
BS0
S3
T3
W1
I4
A1
LD5

Save: 5+ ward save

Weapons/Equipment: Meteorite Blade, Composite Bow, Poison arrows, poisoned throwing knives, assassin’s outfit, Shadow the elven steed.

Special Rules

Terian is immune to psychology having faced and defeated most of the evil the world has to offer in his time.

No Hate ~ Terian has mastered his mind, and has rose above dark elf propaganda, he no longer bears any hate towards his kin in Ulthuan, he may even work with them from time to time, but still has no qualms about spilling their blood.

Blessing of Khaine ~ an ornate tattoo covers Terian's back, a gift from Khaine to protect his warrior from enemy magics. The blessing gives Terian 3 dispel dice vs each enemy spell targeted at him, 5+ ward save vs attacks, immune to killing blow, this blessing is immune to vauls unmaking and similar spells & effects

Arielle's Scar ~ After the death of his love, Arielle, Terian cut a deep wound into his chest, reminding him forever of his pain & his love, it has hardened his heart so much Terian is now harder to strike down in battle, it bestows +1 toughness

Magic items

Meteorite blade ~ A blade of the pure black, light and nimble, yet indestructible. It grants Terian +3 attacks in hand to hand combat, the blade also carries the sting of poison, with any to hit roll of 6 inflicting a wound

Composite bow of the night ~ a bow of strong black forest yew, it delivers arrows as though they had been laid from Terians hand into his foe. Range 36", hits at strength 5

poison arrows ~ Terian carries a separate sheath of arrows dipped in black lotus poison. Any wound from one of these arrows takes away 1 point from each statistic except movement

Poisoned throwing knives ~ having a range of 6", striking at Terian’s strength of 5, any rolls of 6 automatically wound

Assassins outfit ~ A thick black bearskin cloak, with a light black suit underneath. The only visible parts of his body are hands, and eyes. When on foot, Terian may hide in shadows and may only be detected (charged, take fire from missiles, target for spells, etc) by a roll of 6 via a d6, if Terian makes an attack his cover is blown.

 

The Evil

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Bahl’al the Watcher, Chosen of Chaos

M6 WS6 BS6 S5 T5(6) W5 I8 A3 Ld10

Save: 3+ ward save

Weapons/Equipment: Grimdaka

Magic Items

Grimdaka. The Grimdaka is the weapon of Bahl’als own people, an ancient group of Elves long since extinct from this universe. It is carved from the front tooth of an Emperor Dragon, whispered words tell of how Bahl’al hunted down the great beast Illphatur the Gold and bounded the Emperor Dragon with mighty incantations. He took the tooth and then drained the dragon of its powers, a deed considered most foul by the Elves of Ulthuan.
The Grimdaka’s central bone is sanded and smooth, a hilt. Sprouting from this hilt are two long slim blades, sharp as a Dragons tooth.
In the hands of Bahl’al it is a whirlwind of destruction and counts as two hand weapons, thus adding +1 attack to his profile (already included).

Abyssal Armour. +1 Toughness (already included)

Special Rules

Arcane Arts
Bahl’al is possibly the most accomplished Sorceror of the day, his skills rival that of the mighty Slann and the magestic Teclis.
Long ago Bahl’al travelled to Lustria and sought out the a Council of Slann. They met to discuss the divinie prophecies of the Old Ones, instead they were drained completly of all their powers. Through this Bahl’als power increased greatly and he unlocked the secret to pure magic.
He is a level four mage with the ability to choose any spell deck he wishes.
He is also allowed one extra spell for his level due to his extensive millenia in training his arcane powers

God Killer
Bahl’als murder of the God Eablis was his ultimate victory. He has become a living persona of terror, his wide black eyes shine with the promise of Death, a long slow one.
As such, many a mortal has challenged Bahl’al only to stare into his eyes of Death and feel his courage evaperate.
At the beginning of a challenge the enemy character must take a Leadership Test before any blows are struck. If the test is failed the enemy character will re-consider his challenge and flee. If its passed the combat will continue as normal.
He is also Immune to Psychology having overcome the greatest force possible for any creature to face in the form of Eablis, the Devourer.

Favoured of the Gods
Bahl’al is the seeming successor of Archaeon, and as such is protected by the Chaos Gods.
He recieves a 3+ Ward Save.

Ancient and New Hatred
As the instigator of the Myrmidons corruption Bahl’al inspired the hatred of the generation of Elves.
After the slaughter of Tor Ivelesse in the previous Daemon Wars, where he sacrificed an entire city of elves to Eablis, he has inspired this hatred once more in the hearts of the Elven nations.
All Elves hate Bahl’al.
The Asur, having befallen foul of Bahl’al several times in the slaughter of Illphatur the Gold, the sacrifice of Tor Ivelesse and the Birth of the Myrmidons regard Bahl’al as one of the greatest threats to the world. They will do anything, and everything, to ensure his death. As such, any Asur that faces Bahl’al is immune to all Psychology.

The Summoner
Bahl’al is particularly adept at summoning daemons and other chaotic creatures to his aid.
The ancient Myrmidons, relics from a by-gone era. These creatures are simillar to the undead, having given up their souls for life eternal. Their bodys have long since degenerated, their bones are hideously bleached and covered in black runes with which to continue their foul life. Once they were Elves, now they are but pawns of the Watcher.
The summoning spell has a difficulty rating of 4+. Bahl’al always has this spell, regardless of what Lore of magic he chooses
 If successfully cast, Bahl’al summons D3 Myrmidons to his aid.

_________________________________________________________________

Mymidons

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

Save: none

Weapons/Equipment: Grimdaka

Magic Items

Grimdakas
The fearsome Myrmidons wield Grimdakas akin to Bahl’als own weapon though their own are smaller and slimer to Bahl’als, they however have not the same skill as the Watcher. However, to make up for their lack of skill they wield a Grimdaka in either hand and thus count as two hand weapons adding +1 attack to their profiles (note: Included in profile)

Special Rules

Undead
The Myrmidon are technically Undead and thus follow the rules of Undeath.
They are immune to psychology, cause fear, cannot march unless they are within 12” of Bahl’al (who counts as their general), may only react to charges with by holding their grounds and if Bahl’al dies they crumble to the earth lost of the magics that Bahl’al brought them to life with.

Ancient Hatred
Due to their ancient history as vain elves who threw away their own kin for immortality, all other Elven characters of any race hate the Myrmidons.

Bodyguard
The Myrmidons are Bahl’als creation and will give their lives to protect their master. As such, all attacks in combat must be first directed at the Myrmidons. It is only when these creatures die that attacks may be landed on the Watcher.

_______________________________________________________________________

 

The Dread Lord
Bahl’al has long since been one of the Seven Chosen of Undivided, one of the few gifted with the power to transfom himself into the creature known by the Daemonlogists as a Dread Lord. He may transform himself into the beast at any time, before or during combat. To transform he must pass a leadership test at -2 Leadership to transform himself having found it more difficult to transform after his escape from Eablis.
After he has turned into in the Dread Lord he can turn back into his original form at any time. But if he chooses to remain in the form of the Dread Lord he must pass the same leadership test(-2 modifier) at the start of each turn. If he fails he is turned back into his normal form.
The Dread Lord is treated as a different character for the purposes of magic items and special rules.

M6 W 8 BS0 S5 T5 W5 I8 A5(6) Ld10

Equipment/Weapons: Grimdaka

Daemonic Save: 5+ ward save

Magic Items:

Grimdaka - +1 Attack (already included in profile).

Special Rules

Large target

Daemonic. The Dread Lord is immune to psychology, causes terror, his attacks count as magical (for the purposes of wounding ethereal creatures).

Creature of the Un-named beast. This a a creaure of infinite dread, of eternal darkness, a nightmare in purest form. It Invokes such terror into the minds of all those who oppose it, that often the dread Lord encounters no resistance at all, its enemies reduced to mindless, gibbering wrecks.                                                                                                                                                                                                           At the start of each turn,.those fighting the Dread Lord must take a leadership test. If failed, they may not fight the Dread Lord in hand to hand combat. Note, however, that they may still use any magic, ballistic attacks that they may have. Daemons and Undead are unaffected.

Undivided’s chosen. At the start of each turn, the Dread Lord must roll a D6 to determine which God’s essence he will fight with

1-2. Slaanesh - always strikes first, poinsoned attacks

3-4. Nurgle  - +2T, cloud of flies (-1 to hit)

5. Khorne - +1WS, +1 S, +1 A

6. Tzeentch - Level 4 sorcerer, +1 to all rolls to cast (must use Lore of Tzeentch).

 

 

Asmodeus Shadowen

M6 WS9 BS1 S6 T5 W 5 I 9 A6 Ld 9

Weapons/Equipment: Doomsword of Angelfirith, Chassis of Damnation, Sigil of Drakyr.

Save: 3+ armour save, 4+ ward save.

Magic Items

Doomsword of Angelfirith:
Before the dawning of creation, Gabriel, mightiest of the Angelfirith, was gifted one of the most awesome artefacts throughout the havens. It was with this, awesome item of power, that Gabriel rose to power as the Ark Angelfirith. Now, hundreds of Millennia later, Asmodeus, free from the binds of the God of Destruction, Eablis, has uncovered the ancient weapon, and tainted it to the unholy darkness of the Drakyr.
The Doomsword of the Angelfirith is a massive blade, crackling with the might of the havens. Once, it was the pure white of Gabriel, but now, its once holy essence has been corrupted by the influence of Drakyr, the Dark Angel taint of evil. The sword ripples with flaming energy, and is truly a frightening weapon to behold. The core of the massive blade is a black core nexus of unimaginable power, that contracts and expands with Stellar force.
When wielding the Doomsword, Asmodeus rerolls all failed "To wound" rolls

Sigil of Drakyr:
During the Titanic Haven war in which there Keeper turned upon the Holy Creator, nearly half the Angelfirith also turned to darkness. It was at this time that the order of the Drakyr Angelfirith (Dark Angels) was created.
The Sigil of Drakyr is a twisted, dark symbol, which represents the essence of unholy evil that every Drakyr Angelfirith stands for. It is a symbol of awesome power, and terrible consequence.
The Sigil of Drakyr is engraved in flame on the left breast of Asmodeus's obsidian armour. It is a symbol that eminates terror, and massive energy, and any mortal whose gaze falls upon it, will never retain their sanity.
Any model who attacks Asmodeus must reroll all successful hits. The sigil also offers Asmodeus his 4+ ward save.

Chassis of Damnation:
This chest plate of obsidian black armour is engraved will thousands of ancient symbols. Coursing with pale blue and fiery energies. These symbols are intensely intricate, and represent the hundred deadly sins. And the evil that is the Drakyr. The symbols themselves echo with the eternal screams, and moans of all the souls who have been ripped from their bliss, to forever lie trapped within it. The cries of these lost souls eminates over the battlefield, whenever Asmodeus enters combat, and is a truly terrifying sound, that often leaves mortals gibbering with panic and dismay. Causing them to turn frantic, and mad with terror. Any model attacking Asmodeus must pass a Ld test on a 2D6. If passed, the opponent may fight as normal. If failed, the opponent loses D3 attacks (if attacks go to 0 or below then no attack rolls can be made).  Undead and Daemons are not affected.


Special Rules:

Asmodeus is a large target, causes terror, and may fly

Drakyr Angelfirith: Created from the essence of darkness, Asmodeus’ physical form buzzes with dark energy that suck’s the life force from those who come too close or stumble in combat with him. For every 2 ones rolled when rolling to hit, one opponent in base contact, chosen by Asmodeus,, sustains 1 S6 hit.

 

 

Amon Chakai

Despite being perhaps the greatest daemon of his kind, Amon Chakai could not run from his fate at the end of the last Daemon war. Defeated by his arch nemesis, SlythRa, Amon was renounced by his patron God Tzeentch and thrown into the realm of Nurgle as punishment. Amon’s eventual demise is a tale of bitter treachery and blind lust for power. His fall from grace, seemingly a recurrence of the last time he gambled all he had and lost. Yet, Amon is an immortal greater Daemon of Tzeentch. Each time he has fallen he has risen again more powerful than ever. No prison has bars strong enough to contain the will of Amon Chakai for long and when he did finally return to the material realm, a new madness glimmered in his diamond like eyes. It is a madness fuelled by rage and lust for revenge, but more so, madness fuelled by his unquenchable thirst for power. By any standards other than his own, Amon is undeniably insane. But make no mistake; behind those eyes lurks a terrible cunning and cold logic, an evil genius that will stop at nothing to attain the power he believes is rightfully his. It is the child like charm and silvery voice that makes this Daemon so deceptive and dangerous, but his real power lies in his un-rivalled control over the winds of chaos.
Amon lost all of his magical items when he was thrown into the realm of Nurgle, so when he did finally escape his prison half a century after his fall, his first journey was to his castle in the Chaos wastes. He was met by no other than Pantaphrak, his apprentice who has betrayed him in the last war. Over the years, Pantaphrak had grown powerful indeed having ventured through all of Amon’s arcane lore and weapons in the castle. With the favour of Tzeentch behind him, Pantaphrak became known simply as the Daemon Lord with powers un-matched by any other Daemon Prince. The two Daemons spoke little upon their reunion and combat inevitably erupted. The titanic duel lasted for three days and nights, but in the end, haggard and worn down, Amon Chakai stood victorious upon the broken body of his apprentice. Ripping Pantaphrak’s chest open, Amon lifted out the Daemon’s heart and held it up to the heavens in his defiance. With a Heart of a Destined in his hands, he was one step closer to ultimate power.
Amon Chakai is a giant of a Daemon with long, gangly limbs, but his exact size is somewhat impossible to say. It is commonly believed that the Daemon can change his size to a small extent, but in battle he rears himself up to his full size with his huge wings spread wide, a sight that drives away screaming all but the bravest of mortals. Amon Chakai dresses in the finest white robes, laced with gold and silver. He wears no armour, but that is perhaps the most deceiving aspect of his appearance as many a hero have underestimated the fragile looking Daemon, only for their lances and swords to shatter against his immortal skin, leaving them powerless. In his left hand he carries a corrupted Staff a Change, a blasphemous tool through which he manipulates the Winds of Chaos to his will. And fastened to a chain around his neck, hangs the shard of Eablis, a piece of crystal which emanates a dark and disturbing aura of power. So it is in this form that Amon Chakai stalks the land of mortals once again.

M-6
WS - 6
BS-6
S-5
T-5
W-5
I-10
A-5
Ld-10

Save: 5+ ward save

Weapons/Equipment: Amon carries the Staff of Change, the shard of Eablis, wears Daemonic Robes

Special Rules

Wings: Amon Chakai has a pair of huge swan-like wings and can fly
Large Target: In battle, Amon raises himself up to his full height in display of terror, and therefore counts as a large target.
Terror: Being a creature of pure chaos Amon Chakai inspires terror into the minds of all mortals.
Daemonic Save: 5+ ward save
Lord of Sorcery: Amon Chakai is a level 4 mage and may pick spells from any lore in the Warhammer rulebook, but from the Lore of Tzeentch he may pick one extra spell than is normally allowed for his level.   So great is Amon’s cunning and wisdom in the magical arts that he may add 1 dice to both his power and dispel dice pool.
Spell Destroyer: The Daemon can wrench magical power from its foes, using its own Chaos essence to attack the minds of enemy wizards. Once per battle, Amon may automatically dispel one enemy spell, except one which has been cast with irresistible force. In addition, roll a D6. On a roll of 4+, the enemy Wizard loses knowledge of that spell and may not cast it for the rest of the battle.
Curse of the Void: Amon Chakai never fully escaped the void and part of his essence still beckons to him from the darkness. For every wound lost in combat, Amon must take a leadership test. If failed he loses a further wound. Note, this test need not be taken for those extra wounds suffered in this way.
Hates Nurgle: Amon Chakai sees SlythRa almost as the sole cause of his struggles, and hates him and his kin alike. Amon hates all those bearing the mark of Nurgle.

Magic Items:

Shard of Eablis. After the fourth Daemon War, It was Pantaphrak who kept the surviving piece of the stone of Eablis and brought it back to the chaos wastes. But he did not have it in his possession for long. Amon Chakai returned and the shard was the first item he reclaimed after slaying his treacherous apprentice. The Stone of Eablis was an item of godly might, its power fuelled by the insane rage of the God trapped within. The Shard itself was only a tenth the size of the original stone and contained a proportionate amount of the power. Eablis’ essence was scattered in the realm of Chaos, but that part of his essence still remaining in the shard has a bond to those scattered energies in the realm of chaos and thus serves as a gateway thru which magical energy can reach the material world.
The shard adds D3 to all casting rolls. Roll the D3 at the start of each of Amon’s turns. In addition, if Amon Chakai is killed the shard will bring him back to life with one wound, but the shard will cease to serve any other purpose for the remainder of the battle

Staff of Change – Spell Weaver
The staff was another item reclaimed by Amon when he returned to his castle, and it did not take him long to work his powers on it and turn in into instrument through which he could almost fully control the winds of chaos. The staff of change is typically a less powerful item given to favoured sorcerers by Tzeentch. But by perverting the staff’s power to such an extent, all other followers of Tzeentch will see it as a blasphemy to their god, and Amon Chakai is proudly aware of that.
For casting and dispelling, dice with a natural score of 2 or less must always be re-rolled. Dice need not be re-rolled if the spell or dispel has been cast with irresistible force. If both miscast and irresistible force occur in the same roll, the spell or dispel has simply failed. The second result(s) always stands.

Daemonic robes
Often a gift granted by the gods to magic-using Daemons who dislike wearing heavy armour, the Daemonic robes bare powerful protective enchantments. The robes twist and alters reality, bending swords raised against Amon, deflecting arrows and robbing strength of power. All attacks made against Amon Chakai (be they magic, hand to hand or shooting) are at half strength, rounding up.

 

SlythRa, Great Unclean one of Nurgle:

M---WS---BS---S----T----W---I----A----Ld
4-----8------0----6----6---10----4----6-----9

Daemonic Save: 4+ regeneration (nullified if burnt)

Weapons/Equipment: Reapers Flial

Special Rules

Level 4 Nurgle Lore,
Terror and Large Target,

Cloud of Flies:
SlythRa is constantly surrounded by a droning swarm of blood-sucking filthy flies. When fighting an enemy, these bloated parasites swarm over his enemies spreading sickly mucus all over their skin and clogging up their noses and mouths. This extremely irritating and disgusting distraction means all enemies in hth with SlythRa
suffer -1 to hit the daemon.

Stream of Corruption: Breath weapon if he chooses to use it. See Realm of Chaos book for details.

Flesh of Nurgle: Since the victory of the last wars, SlythRa has risen in rank and favour almost to the right hand of Father Nurgle himself. In this ascension, his body and mind have become more and more in resemblance to his Father, his flesh has bloated even more greatly and daemonic creatures writhe in his guys, knitting his flesh together when he suffers a wound.
SlythRa has the Regeneration special ability.
(Each wound suffered is regenerated on a 4+ regardless of strength. If burned however, his regeneration ability is halted for that combat until it can recover.)

Magic Items
The Reapers Flail:
After defeating Amon Chakai 50 years ago in the war for the Eablis Stone, Father Nurgle granted this award to his favoured son in order to reap more souls in his name.
This unholy weapon, forged out of the possessed rotting souls in Father Nurgle’s belly in spluttering daemon fires fed on raw magic, SlythRa wields this immense rusted flail with deadly rage and hunger to reap souls in Father Nurgle's name. Its slightest touch infects and bloats an enemy and its power fills its wielder with a desire to reap souls.
Combines Plague Flail (poisoned attacks)
with Soul Hunger (re-rolled failed attacks in first round of combat.)

 

Lord Shaantitus Maggotkin of Nurgle

Profile: Chaos Lord

M-----WS----BS----S----T----W----I-----A----Ld
4-------8------3------5---(6)---(4)---8----5-----9

Mark of Nurgle (causes fear +1W)( in profile)
Armour Save: Armour of Damnation counts as Chaos armour 4+
Weapon: Great Weapon

Items: (100 points worth)

Helm of Many Eyes - forged in the shape of a brazen flies head that constantly dribbles pus and toxic slime, Lord Shaantitus Maggotkin has been bestowed the reflexes of a bloated fly from Father Nurgle, and sees every beat of a wing, every sweep of a blade and every raise of a sheild in slow motion, easilly surpassing the reflexes of even the fastest elf.
Effect:This item means Shaantitus Always strikes first, but also suffers from Stupidity.

Armour of Damnation - Lord Shaantitus' body is covered in a shell of ancient chaos armour that crawls with worms and seeths with bloated maggots. Filthy flies constantly buzz around the unholy armour and its corrupted runes glow with the grace and favour of Father Nurgle, protecting his champion from harm.
Effect: It counts as Chaos armour (4+) and any sucessful to hit rolls against him by the enemy must be re-rolled.

Gaze of the Gods- After felling the mighty Tzeentch daemon Tsunoi 'tzaan in battle, Father Nurgle blessed his champion with a large pulsating boil in the middle of his breast plate which glistens and dribbles slime. Inside the boil giggling Nurglings swim in the puss like tadpoles, granting Lord Shaantitus a daemons luck to protect him from blows at the last moment. The daemons within always watch their champion with interest taking pride in his slayings and the souls he reaps. However should he ever fleee, the wrath of the watchful Gods shall fall upon him instantly...
Effect: It provides a 4+ ward save. If he is ever fleeing from combat at the start of a chaos magic phase, he turned into a chaos spawn! (Which should be funny!)

Special Rules:
Posession: - When the Gods of Chaos decided in their fickle ways to change the course of time and reality, they turned SlythRa the victor into the slain and rose Zegroth to his cloven hooves over the corpse of SlythRa. So surprised was the Slaanesh Daemon, that the soul of SlythRa was able to flee from the underground Plague Dungeon into the wastes before the Slaaneshi daemon could swallow his soul. Leaving his rotting heart behind as a glorious prize for Zegroth, the soul of SlythRa fled screaming with rage into the wastes. But Nurgle had not deserted him, only set a challenge to prove his worth at Fathers side...
Sensing a strong power of loyalty to the lord of Flies, SlythRas soul enterred the body of Lord Shaantitus who was busy gathering the troops for Lord SlythRa, unaware of hsi lords unnatural defeat.
When the soul of SlythRa entered Lord Shaantitus, he became aware of everything that had happened, and immediately sent orders for the amassed troops to wait no longer for SlythRa and march south - to Naggaroth or the Empire? Only time would tell.The Plague Lord now became more than he ever thought possible in the eyes of his God. Plagues were visited upon his tenfold, bloating his flesh and toughenning his skin. New knowledge entered his head of the powers of Plague, the whisperrings of this knoweldge coming from the daemons soul that now lurked in his body.
Lord Shaantitus has now become
a level 2 sorcerer using the Lore of Plague from the knowledge of SlythRa. He also has +1T (already in profile)and causes Terror[b/] from the immensly powerful arua that has posessed his flesh and soul.

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Nurgh’leth

 

Nurgh'leth, Prince of Plagues
 
M WS BS S T W I A LD
4     0  6 6   6 2 5  10
 
Special Rules: Daemonic, Mark of Nurgle (already
included in stats), Steam of corruption, Cloud of
Flies, Soul hunger, and the thing that makes my
daemonic ward save effective against all weapons (i
forget whats its called, i lost the army book) large
target, level 4 wizard of Nurgle, terror, fly
 
Due to thick leathery skin, nurgh'leth has a 5+ armor
save
 
Weapons:
 
Great Scepter of Plagues
This gigantic mace is so massive that it requires two
hands, even for nurgh'leth. It is a symbol of his
title and power, given to him by Nurgle himself, it
anounces that Nurghleth is the Prince of Plagues,
favored son of Nurgle. It oozes with all kinds of foul
pus and disease.
 
It counts as a great weapon, poisioned attacks, if
Nurgh'leth sucsessfully wounds an enemy in combat the
enemie's WS, S, and T are -1 due to infection (this
does not stack)

 

 

Ozdal Shadowbane the Forlorn

 

M   WS  BS   S   T   W  I    A    Ld

6     9     4    6   5    5   9  6(7) 10

 

Save: 4+ armour save, regenerate on a 4+.

 

Weapons/Equipment: Soulreaver, Plate mail of Zeygrim.

 

Special rules

 

Oz causes terror and is a large target

Oz has a pair of huge bat like wings and may fly.

Mark of the Forlorn. Abandoned by Khorne, Oz is no longer affected by frenzy.

He still, however, has a small degree of Khorne’s essence within him and this combined with the gift from his new mark, gives a far greater effect than before. At the beginning of each turn, Oz gains +D3 dispel dice.

 

Magic Items

Magic Items

 

SoulReaver, This legendary weapon lost much of its power when Oz was abandoned by Khorne. In his spite, Khorne cursed the weapon, but he underestimated the power of his former servant.  Oz was still able to wield the weapon, but in battle it took superhuman effort and strength of will to control the axe’s blood lust. If for one moment Oz lost concentration, the axe would bite back with full intention of killing him.

The axe gives +1 attack (total of 7). Oz may re-roll failed to hit and wound rolls.  For every one rolled, however, Oz takes one S6 hit.

 

Plate Mail of Zeygrim, While in the service of Khorne, Oz was sent on numerous quests to prove his worth to the Blood God. One of these quests came about during the rise of the Necromancer Zeygrim. The Necromancer had spread a reign of terror all over the south lands in Araby and Khorne saw this as a perfect opportunity to test his servant. Legends tell of how Oz battled an entire army of undead single handed before reaching the tower of the mad Necromancer. When Oz emerged from the tower he wore the fabled armour of Zeygrim, a plate mail with the powers of regeneration amongst other things

Armour save of 4+. While wearing the armour, Oz can regenerate on a 4+. All non-planar beings (Undead or Daemons) suffer a –1 to hit penalty against Oz.

 

 

 

Zegroth

 

M6 WS7 BS0 S5(6) T5 W5 I10 A5(6) Ld10

 

Daemonic Save: 5+ ward save

Daemonic save: 5+ ward save

Weapons/Equipment: Weeping Blade

 

Special Rules

 

Zegroth causes terror and counts as a large target

 

.Soporific Musk. Any models in base contact with Zegroth have their WS and I reduced by D3. Roll the D3 at the start of the battle.

 

Gaze of Slaanesh. At the start of every turn, any models in base contact with Zegroth must take a leadership test. If they fail, they may not make any attacks in the close combat phase as they become transfixed by Zegroth’s captivating stare, a stare yielding both hope and despair. Hope to his enemy if they lay down their weapons and bow down to Zegroth’s will. Despair if they dare stand against him.

 

Gigantic claws. The claws confer a +1 strength bonus to all of Zegroth’s normal attacks (as shown in profile).

 

Sorcerer. Zegroth is a level 4 sorcerer and may use spells only from the Lore of Slaanesh.

 

Lashing tongue. Zegroth may make one extra speical attack with his barbed tongue, lashing it around the limbs of his foes and rending off flesh and bone as he reels his tongue back in his mouth. The attack is Strength 5 and is rolled using Zegroth’s weapon skill. The attack causes D3 wounds. Saves may be made as normal.

 

Magic Items

 

Weeping Blade. Forged in the darkest part of slaanesh’s realm, the Dark Prince’s ninth pit, a place where no mortal can ever comprehend the level of suffering and depravity inflicted upon those damned souls that are trapped therein. During his time in the warp, Zegroth was one of the many daemons Slaanesh sent to this foul place, acting as an instrument of hideous torture and agony.  He became, if possible, even more sadicstic and cruel as he laboured, for what seemed an eternity, in bringing pain too the damned souls. Slaanesh grew pleased with his servant’s work and gifted him with a magical blade, the weeping blade, a gargantuan sword that was used by N’kari to kill countless elves during the first Chaos incursion upon Ulthuan, so legends claim. The sword drips endlessly with the tears of anguish of those slain by its evil touch, and with each swipe it wails with the voice of a thousand tormented souls.

Against Elves of any kind, Zegroth may re-roll all failed ‘to wound’ rolls. For each wound inflicted upon an enemy, that character or regiment has its leadership value lowered by 1 (to a minimum of 2).

 

Khallon Na'shes'baernon

Khallon is the firstborn son of the fifteeenth house to the council of Naggarond, the capital of the dark elves, he is a typical dark elf in almost all aspects, he is ruthless, cuning and in his own eyes good looking.

He was born year 1956 imperial reckoning, and was brought up the usual way a young noble is brought up, he was taught from a young age to respect the witch king and to seek power, he was brutally beaten every time he made a mistake and was being taught about dark elven society from the age of ten, as he became twentyfive he started being taught the use of weapons, at the age of fifty he was forced to join the guard regiments to learn about the practical millitary and hone his skills, at the age of one hundred he was released from that and brought back to his home wich he had'nt seen for the last fifty years, here his harsh education continued, he was taught the more intricate parts of elven politics, he was further taught in the arts of war, this education lasted the next one hundred and fifty years.

When the time came he was at the battle of Finuval plain fighting from the back of a dark steed, he baredly escaped with his life that day, his parents did not.
He returned to naggaroth as the lord of his house and has continued to rule it to this day.

 
M 5
WS 7
BS 6
S 4
T 3
W 3
I 8
A 4 (5)
LD 10

Save: 3+ armour save, which can not be modified to lower than a 4+ armour save

 Weapon/Equipment: Blade of Cold, Dagger of Khiane, Khallon’s Armour

Special Rules : None

Magic Items

Blade of cold:
Shimmering with blue energy this magical blade is suprisingly warm to touch, once it strikes it releases an energy in the form of a paralyzing cold

If Khallon causes any wounds with the Sword of Cold, all attacks in the next round of combat will automatically hit.

Dagger of Khaine
Made out of an unknown material this dagger is looking like a plain normal dagger, it is unknown where Khallon got the dagger from, but one of the theories are that he got it at the battle at Finuval plain, or at his mysterious journey to the alter of ultimate darkness

 The dagger gives Khalln an extra attack. This attack always wounds on 4+. In addition, for each wound caused by this attack, Khallon gains 1 wound (to a max. of double his original wounds).

.Khallon’s Armour
A plain looking chainmail completed with plate protection around the torse and legs for ekstra protection, Khallons armour looks completly ordinary save for a few streaks of darkness wich runs across it at times, it is not known how Khallons armour got to be magical, but a theory is that it has something to do about the alter of ultimate darkness

This armour has an armour save of 4+ which cannot be modified by strength, in addition to this when fighting beings with a strength of 5 or more it's defence if activated giving the opponent a -1 to hit and a -1 to wound

Enchanced cloak
fluttering heroically from behind Khallon this dark cloak is known to protect him far more than a piece of cloth should

Counts as a sea dragon cloak (+1 save in hth, and +2 vs shooting). Khallon is immune to the killing blow ability.

 

 

The Shade, Master Assassin

M5 WS9 BS9 S4 T3 W4 I10 A4 Ld8

Save : 4+ ward save

Weapons/Equipment: Vampiric Ninja-to

Special Rules

Ninjitsu. The Shade has trained for many centuries in Cathay is the shadowy martial art of Ninjitsu He is a master Assassin and he can perform feats that any mortal  wound find impossible. His agility is second to none, and as well as parrying blows from his enemies, he can easily avoid blows by jumping, spinning, flipping and ducking all around his enemy, using walls and roofs and anything in his immediate environment to his advantage. The Shade is at –D3 to hit from all shooting or close combat attacks. Roll a D3 at the start of each turn. A natural 6 always hits.

Kendo. The Shade is as skilled in hand to hand combat as he is in using the weapons of his trade. This includes his masterful use of all ninja swords, including Katanas and Wakasashis. When using the Ninja-to, every 6 the Shade rolls ‘to hit’, wounds automatically.

Ethereal. The Shade is creature of the nether planes, never fully existing in the real world. In the midst of combat, he shifts in and out of reality and blows that are lucky enough to strike him in the first place, can often simply slice through thin air, before the Shade returns a split second later. The Shade has a 4+ ward save. In addition, he has magic resistance (1)

Magic Items

Vampiric Ninja-to. When the blade tastes blood, it glows with an eerie inner light as it invigorates its wielder with its victim’s life force.

For every 2 successful wounds the blade inflicts (past all saves), the Shade gains +1 Strength (to a max. of 10).

 

Leon Caedes of the Order of the Blood Dragon.

Leon Dietrich Caedes II was born long ago, beyond the memory of any living man, near Marienburg in the village of Volgendes. Raised in a lowly, but still noble, house Leon was raised a squire. Knight’s and chivalry played a far less important role in Imperial life than they did in the west, in Bretonnia. But still his father, Dietrich Caedes, like his grandfather, the original Leon Dietrich Caedes, Leon the Second was destined to ride to battle in full plate mail, atop a mighty charger, and in the name of the Emperor to strike down all those who stood against mankind. After his father thought he was ready, Leon was trained to use a lance with precision, to strike to kill and to always seek Honour and Glory.

But, one dark night, when neither of the moons where visible in the murky gloom, a lone rider appeared at the watch house. This eerie figure dismounted at began to carve apart the garrison, mercilessly slaughtering any man who took up arms. Leon’s father donned his armour and drew his weapon for the last time, the malicious knight easily struck him down, moving beyond the abilities of any man wearing such bulky armour, but still he fought on. Until none of the Emperors Soldiers still drew breath. In disbelief and rage Leon took his blade and challenged the now gore coated figure. He, or it, stood unconcerned by Leon’s approach. Large fangs protruding from its smirking lips. Its pale complexion, fangs, unholy speed and vigor told Leon that this was one of the evil creatures of the night, a vampire. Caring not for his own life, Leon attacked, the hatred drove him and the vampire was hard pressed to keep the young warrior at bay. But eventually Leon cleaved the vampires head from its shoulders. He panted deeply, coughed uncontrollably and was slipping into darkness. The slow clap of gauntleted hands roused Leon back from the brink. Another Vampire, covered by the same armour, carrying a lance under arm, sat atop his undead steed and applauded his great victory. The Vampire told Leon how impressed he had been by his performance in the face of, what he considered, to be a fight that no mortal could triumph in. He offered Leon the gift and curse of life everlasting. In a haze, insanity, on the verge of what all men feared, Leon accepted. He drank of the Vampires blood and was reborn, his strength returned as did the hate. He grasped his weapon, and struck down the Vampire who had just saved his life, so to speak, and as hard as Leon tried, he could not use his blade against himself. He had been cowardly, rather than accepting death, he tried to run from it one last time. Cursed forever to walk the earth a servant of his own lust for the blood of the living.

But that was over 600 years ago, now Leon has accepted what he has become, he has changed and is now calm and not easily enraged, except by other Blood Dragons, now seeking atonement in the face of death for his cowardice against that now familiar face. His allegiance has been confirmed, he seeks worth foes to slay for vengeance and for the Blood Dragon.

Over the centuries since that terrible night he became of the undead, Leon has traveled from one end of the world to the next, from Bretonnia to far Cathay seeking worthy adversaries. Few have matched his abilities, while he does no longer seeks out his brother Blood Dragon’s he does search for other Vampires, for they are his greatest challenge.

But his hatred still lingers, his unbeating heart pains him still over what happened to his father and friends, he will never forgive the Order he now serves, but is compelled to uphold their ways, he fights alone, seeking solitude almost as much as combat. But his greatest desire drives him on, the search for a cure to the blight of vampirism, he never wanted to feed from the living, just wanting to stop and die in battle feeling that he had, in some small way, gained forgiveness for all he has done…

 

 

M 6
WS 10
BS 6
S 5 (7)
T 5
W 4
I 8
A 5 (6)
LD 10

Save: 4+armour save, 4+ ward save

Weapons/Equipment: Leon carries Occisor, wears Ornate Full Plate, the Crest of the Crimson Wyrm and the Skull Ring of the East.

Special Rules

Leon is a Level 2 Wizard and uses the Lore of Death.

Leon has the follow Bloodline abilities:-
Red Fury - +1 attack

Blademaster - Chooses enemy model in base contact who loses one (1) attack.

Heart Piercing - Re-roll missed To-Hit rolls in the first round of every combat

Master Strike - Killing Blow (6+)

Honour or Death - At the start of a challenge, the enemy character (unless immune to psychology) must pass a Leadership test, if failed, they refuse the challenge and proceed to the rear rank.

Price of Odium - Long has Leon detested the ones who slaughtered those dearest to him, as a result he Hates all Blood Dragon Vampires and in addition may Re-roll all failed to hit rolls against those of his Bloodline. He may never fight along side any other Blood Dragons.

Magic Items:

Occisor - Leon’s massive broad sword, this weapon is the only part of his arsenal and Leon Caedes is the only man who can wield it. It’s sheer size and weight leaves mortals straining to even lift the pommel. It’s hilt is decorated by elaborate runes and a Dragon was painstakingly engraved into the blade, it glows brightly when blood is spilt nearby.
The Occisor’s weight forces Leon to strike last in the first round of combat and then in initiative order for the rest of the fight.
The sheer weight behind the strikes crumples armour with ease. Thus No armour saves are permitted against damage caused by Occisor. Ward saves are taken as normal.

Ornate Full Plate - Like Full Plate, Leon’s armour provides a considerable amount of protection, with only the strongest hits being able to penetrate his crimson plate.
- The Ornate Full Plate Provides a 4+ arrmour save. It also provides at Magic Resistance (1)

The Crest of the Crimson Wyrm - This red dragon sits atop Leon’s helm, the peculiar statuette is made from dragon scales and the same metal as his Plate Armour, and has strange abilities, aiding in Leon’s ability to get into and survive combat.
- The Crest provides a 4+ ward save.
>
 Skull Ring of the East - A golden ring with a ruby shaped as a Vampires Skull. Which Leon took from a fallen warrior in Cathay. It radiates vampiric magic.
 It is a Bound Spell, with a power level of 5. It can be cast in Leon’s Magic Phase. If successfully cast, Leon’s target takes 1 S10 hit. If the target is wounded, Leon is restored 1 wound. After each use, roll a D6. On the roll of a 1, the ring’s power is exhausted for the remainer to the battle.
 

Grey Seer Kritch

 

MWS BS S T W I A Ld
5 3 3(4) 3 4 4 5 1 7

Spawned into Clan Moulder, Kritch showed an ability to work magic at an early age. His gift was put to good use in the infernal depts of the Hell Pit, where he was responsible for the creation of many a hellish abomination to nature. Unlike most of the Moulder scientists, he did not limit his experiments to flesh alone, and actually succeeded in spawning a breed of rat-daemons, hideous creatures not fully in the mortal world, nor in any other. However, despite the potential of this concept, in his mad quest to ever increase the fighting potential of his experiments, he overlooked the fact that mundane steel cannot bind a daemon.
Eventually, his creatures broke free of captivity and roamed the Hell Pit, slaying all who opposed them. Kritch himself was struck down by the claw of one of the unholy beings, charging his furry body with the uncontrollable energy of Tzeentch. Lesser beings would surely have been killed by such a mental overload, but against all odds, the young skaven managed to overcome the destructive forces rampaging through his system and survived the encounter. Taking advantage of the mayhem in Hell Pit, members of Clan Skryre seized the oppertunity to capture Kritch and incorporating him in the caste of Warlock Engineers. Yet again his flair for magic proved immensely useful, and he has helped Clan Skryre develop many powerful weapons, amongst others the Warp-lightening Cannon. It is even said that he has studied under Ikit Claw himself.
Since then he has grown immensely powerful, as well as becoming increasingly insane every day. The daemonic forces in his body has caused him to mutate a number of times, but so far, his skills with the mutating balms, as well as mechanical limbs and bodyparts, has kept it in check.
Eventually, he joined the ranks of the revered Grey Seers, and he has spent his time since then spreading the word of the Horned One, as well as increasing his already very extensive knowledge of magic. To this day he remains one of the most powerful individuals in the Council of Thirteen, mostly because of his abilities as a mage, but also because of his close ties with Clan Skryre.
Obviously, no skaven could grow as powerful as Kritch is without being cunning, ever aware of his surroundings and watching his back closely. He is always accompagnied by a bodyguard of Warlock Engineers, all equipped with the best of the best equipment that Clan Skryre has to offer. In exchange, the Grey Seer helps Skryre develop new and ever more powerful weapons, and so far, this arrangement has worked flawlessly, serving to make both parts involved increasingly powerful.



     Save: 4+ ward save

     Weapons/Equipment: Warp Tokens, Third Eye of Hell, Warplock Pistol

     Special rules

     Master Sorcerer - Kritch is a lvl. 4 wizard. He can use the Skaven, Dark, Death, Shadow and Tzeentch lores.

Pawn of Tzeentch - Any warriors of Tzeentch will normally not attack Kritch and his followers unless they have a reason. Being a Skaven, Kritch has no real problem with attacking allies if it could further his own agenda, but generally speaking, Kritch too will prefer to ally himself to followers of Tzeentch rather than attacking them. Kritch also has the Mark of Tzeentch.
 
Bodyguard - Grey Seer Kritch is accompagnied by 4 veteran Warlock Engineers of Clan Skryre. Together, they make a formidably powerful force on any battlefield. Enemies must kill all of the bodyguards before they can attack the Grey Seer himself.

Body Guard, equipped with light armour and halberds

M WS BS S T W I A Ld
5 3 3(4) 3 3 2 4 1 6

Magic Items

Bag of Warpstone Tokens
The Grey Seer may use One Token per turn to power his magicks. The token add 1 dice to his pool of power dice

Warplock Pistol
A warpstone powered handgun, more deadly than the regular handguns used by the empire. Because of the large quantity of warpstone in the bullets, it can even be used to take down etheral creatures. Daemons are also very vulnerable to this kind of weapon.
The pistol has a bound spell. Power level 5. The pistol grants the Warp Lightening spell and, in addition, it grants +1 to all casting rolls

Third Eye of Hell
4+ ward save
Taken from the body of a Tzeentch Champion after a battle in the outskirts of the Chaos Wastes, this item has protected Kritch countless times. Legends speak of the 5 Eyes of Hell, unholy talismans created by Tzeentch to protect his most powerful followers. It is said that should a single warriors ever accomplish to obtain all 5 Eyes of Hell, he would become infused with the power of Tzeentch and nigh unstoppable.

 

 

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