| Treasures of the Ash Lands | |||||||||||||||
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| 1. The Skinned Preacher - three years ago, a great and powerful priest of Sigmar took it upon hiomself to spread the holy word into the accursed east. Ignoring the words of warning from the Dwarfs of the middle mountains, he past across into the dark lands to convert the hobgoblin tribes of the region to the worship of Sigmar... for his troubles he was skinned alive, and th protective power of his faith now hangs as a shroud over the Hobgoblin Chief of the two skulls tribe. ---DECEASED--- Effect: DARK SIDE ONLY. This hideous cloak confers a 5+ ward save over its wearer. In addition, the flailing skins of the Priests arms slap and hinder the enemy in combat while its moaning mouth of the magical-infused skin makes the enemy shrink back in disgust, reducing the enemies attacks by 1. Location: The Wolf Lands, NE from Mount Grimfang, (formerly known as Mount Silverspear) Guardian: M WS BS S T W I A Ld Hobgoblin warchief 4 6 0 4 4 3 6 3 7 wolf 9 3 0 3 3 1 5 1 5 armed with a poisoned spear and shield on the turn of charge, and two poisoned scimitars in subsequent turns Wears heavy armour. Special rules: He rides around the retinue to attack the bodyguard directly. M WS BS S T W I A Ld 5 sneaky gitz 4 4 0 3 3 1 5 1 6 armed with 2 poisoned daggers each. always strike first in the first round of combat due to snaking from behind. special rule: they can sneak around the retinue to strike directly at the bodygaurd. |
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| 2. Wyrvern Bone Horn. The bones of a mighty Wyvern were gnawed by hungry goblins and hollowed out by a cunning goblin shaman who uses the terrifying noise the horn makes to frighten away bigger orcs that may want to eat him and dominate the goblin around him with fear. ---DECEASED--- Effect: This can be used at the start of each battle. The opposing player immedaitely looses D6+1 of his retinue chosen randomly as they flee from the horrible noise of the horn. If the enemy player has no suriving retinue, he looses D3 bodyguard instead. Location: Slave Camp on the slopes of Mount Greyhag M WS BS S T W I A Ld Guardian: Snagrat the Loopy 4 3 0 3 3 2 4 2 6 Level 2 shaman. He has a store of magic mushrooms that can be used once per battle to boost his spells by giving an extra D3 power dice M WS BS S T W I A Ld Retinue: 6 goblin archers 4 3 3 3 3 1 4 1 5 8 goblin spearmen 4 3 3 3 3 1 4 1 5 1 Ashland troll 5 3 0 5 5 3 4 3 5 Troll has poisonous attacks, regeneration, troll vommit, 5+ scaly skin |
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| 3. Obsidian armour. Taken from the battered body of their slave master after a slave revolt, a pack of Black Orcs fought among themseles until the strongest laimed the armou for himself. Though a little too small, the Black Orc chieftain now wears it strapped to his chest to nullify enemy magic in battle. ---DECEASED--- Effect: SORCERERS CANNOT WEAR THIS ITEM! Counts as magical armour giving a 4+ armour save. In addition no enemy magical attacks or spells can effects the wearer, and weapons count simply as normal hand weapons. Location: The Tower of Gorgoth (old chaos dwarf mine taken over by Black Orc former Slaves.) M WS BS S T W I A Ld Guardian: Big Boss Morglum Necksnapper 4 6 0 5 5 3 6 4 9 Armed with two battle axes. M WS BS S T W I A Ld Retinue: 9 Black Orcs 4 5 0 4 4 1 5 2 8 Wear heavy armour and carry two battle axes each (total 3 attacks each). |
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| 4. Stone Golem of Hashut. This mighty evil construct was once a chaos dwarf sorcerer who was tuned to stone over the centuries from using the corrupting black fire magic of Hashut. Where once the crack of his barbed whip commanded countless slaves and underlings, now he is at the magical command of his master who wears a ring of command.Any who claim the ring can control the Stone Golem. Effect: The Golem is a slave at the command of his master - any who wear the ring of command, and is a virtually indestructable half living war machine in battle. Any side owning ther Golem adds him to the characters body guard. M WS BS S T W I A Ld Stone Golem of Hashut: 3 4 0 6 6 4 3 special 10 Special attacks. In each turn of combat, the Golem protects its master from harm by grabbing and crushing attacking enemies between it vast stone claws. In each turn every model trying to attack the character must make an Initiative test on D6. (A 6 is always a fail) If they fail, they take an immedaite S6 crushing hit, causing D3 wounds. Golems stone hide gives it a 3+ armour save and a 5+ magical ward save. Location: Uzkulak - Fortress of Skulls, chaos Dwarfs. Though it is a fortress on the high pass, it is only garrisoned by a small number of dark Dawi for it has been many centuries since the last foolish westerners tried to pass east. Garrison: M WS BS S T W I A Ld Chaos Dwarf Whip Master 3 6 0 4 4 3 4 4 9 Armed with a long barbed whip that enables him to always strike first with armour-penetrating metal thorns. Attacks are poisoned. Carries the ring of command so controls the Golem. Wears heavy armour and carries a shield. He will never accept a challenge. M WS BS S T W I A Ld 10 Chaos Dwarf Blunderbus warriors 3 4 3 3 4 1 3 1 9 All have heavy armour and are armed with Blunerbus guns. Any model in your retinue, body guard or your character wishing to attack suffers an automatic S3 hit from blunderbus fire. then in combat the attacker strikes first and the chaos dwarfs use their guns as clubbing hand weapons. If you slay the Whip Master you become the Golems new master and he will join your BODYGUARD |
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| 5. Gourd of Blood. This magical gourd, baked in the volcanic fires of the ash lands from the powdered bones of captive Dwarfs from the west sacrificed to Hashut, constantly flows with rich Dwarf blood. Effect DARK SIDE PLAYERS ONLY. To Dwarfs you now cause fear. After each turn of combat against any race, you may drink from the Gourd of Blood and regain a wound upto your starting wounds. Location: The Mines of Zhorrvan M WS BS S T W I A ld Guardian: Zhorrvan the Drill master 3 6 4 4 4 3 4 4 10 This chaos dwarf lord is a thoroughly madslave master of the mines, and spends his days experimenting on his laves and designing new and more powerful tools of destruction and torture. One arm was lost to an ash land troll when th beast vommited over Zhorrvan during his hunting. He has replaced it with a huge mechanical arm that ends in a diamond drill. All his attacks are at +3 S causing D3 wounds and allow no armour save, but he always strikes last due to the heaviness of the drill. Hand rocket: in his other hand he carries a self-designed hand rocket laucnher,a miniature version of the death rocket. He shoots this at the start of combat using his BS. If it hits he causes D6 S5 flaming his against the enmies retinue. He wears heavy armour. |
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