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8/6/2019 First War Against Chaos Second Draft
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First War Against Chaos
General Rules
A Time of Heroes
The desperate times after the collapse of the Old Ones Polar Gates gave rise to heroes and villains of a
calibre never to be seen again.
In order to allow these mighty individuals to be fielded the 25% points allowance for both Lords and
Heroes are combined during games set in this era. This means for example that in a 2000pt game you
would be able to spend 1000pts on either Lords of Heroes or any mix thereof.
Winds of Magic
Unhindered by the Vortex the Winds of Magic blew much stronger in this age then they do in the later
ages of the world.
To represent the increased strength of the Winds of Magic whenever a player rolls for them they roll
2d6 per 3000pts or part thereof. For instance in a 4500pt game the Winds of Magic would be rolled for
using 4d6, the dispel dice total is equal to the sum of the highest two dice. The maximum amount of
power dice which may be generated is equal to the highest possible roll for winds of magic at that points
value. So in a 4500pt game the maximum amount of power dice a player can hold at any one time is 24.
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Army Lists
Elves
The White Sword of Hoeth, Shadow Armour, Mask of the Merlord and the Book of Hoeth may not be used
Nagaraythe
Army Rules (High Elves):
Warriors of Nagaraythe: Speed of Asuryan is replaced by hatred and the ability to re-roll
failed psychology checks
Lords: Aenarion*, Eoloran Anar*, Morathi (see Warhammer Armies: Dark Elves, replace Eternal Hatred
with Warriors of Nagaraythe, may take any one Arcane Item and/or enchanted item from Warhammer
Armies High Elves or the Warhammer Rulebook), Prince, Archmage
Heroes: Malekith*, Mage, Noble (may take Sun Dragons as a mount)
Core: Spearmen, Archers, Shadow Warriors
Special: Raven Heralds*, Knights of Anlec*, Phoenix Guard (retain Speed of Asuryan), Tiranoc Chariots
Rare: Repeater Bolt Thrower, War Hydra (see Warhammer Armies: Dark Elves, replace Eternal Hatred
with Warriors of Nagaraythe)
Caledor
Army Rules (High Elves):
Indomitable Spirit: Speed of Asuryan is replaced by Stubborn
Master Smiths: Any model wearing heavy armour has it upgraded to Dragon
Armour for free
Lords: Caledor Dragon Tamer*, Prince, Archmage
Heroes: Mage, Noble, Dragon Mage
Core: Spearmen, Archers, Silver Helms, Lothern Sea Guard
Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots
Rare: Repeater Bolt Thrower, Great Eagles, Dragon Prince*
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Averlorn
Army Rules (Wood Elves):
Forest Dwellers: Every model in the army has the Forest Strider special rule
Power of Averlorn: The Ward Save provided by the Tree Spirit special rule is no longer
negated by magical attacks. Additionally the lore of Athel Loren may
not be used, instead Spellsingers may choose either the Lore of Beasts
or the Lore of Life.
Lords: Treeman Ancient, Oakheart*
Heroes: Spellsinger, Mistress of the Maiden Guard*
Core: 0-1 Maiden Guard*, Dryads, Wolf Pack*
Special: Treekin
Rare: Great Eagles, Treemen
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Campaign Units
Aenarion 1000pts
M WS BS S T W I A Ld
Aenarion 5 10 10 5 4 4 9 5 10
Indraugnir 6 8 0 8 6 8 2 7 10
Unit Type: Infantry (Indraugnir is a monster on a 100x150mm base) Models in Unit: 1
Mount: Indraugnir
Equipment: Sword of Khaine, Dragon Armour of Aenarion, Phoenix Crown
Special Rules: Aenarion: Warriors of Nagaraythe
Indraugnir: Scaly Skin 2+, Dragon Fire, Fly, Large Target
Sword of Khaine: Magic Weapon. All hits wound automatically, no
armour saves may be taken, successful ward saves must
be re-rolled, multiple wounds (D3)
Dragon Armour of Aenarion: Magic Armour. 1+ armour save, 4+ ward save, 2+ ward
save against flaming attacks
Phoenix Crown: Enchanted Item. Aenarion is unbreakable and any
friendly unit within 6 is stubborn
Dragon Fire: S 5 breath weapon, flaming, any unit taking a casualty
must take a panic check
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Eorlan Anar 310pts
M WS BS S T W I A Ld
Eoloran 5 7 6 4 3 3 8 4 10
Unit Type: Infantry Models in Unit: 1
Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points
Equipment: Cyarith, Heavy Armour, Banner of Nagaraythe
Special Rules: Warriors of Nagaraythe, Aenarions Banner Bearer
Cyarith: Magic Weapon. Armour piercing, +1 Strength
Aenarions Banner Bearer: Eoloran counts as the armies battle standard bearer and
follows all the normal rules for a battle standard bearer.
In addition he can also be the armys general but only ifhe has the highest leadership in the army.
Banner of Nagaraythe: Magic Standard. This standard gives an additional +1 to
the combat resolution score of friendly units in combat
within 12, and the unit containing the banner is
unbreakable.
Malekith 300pts
Unit Type: Infantry Models in Unit: 1
Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points
Magic: Malekith is a level 2 wizard who may choose spells from either High Magic or the Lore of
Fire
Equipment: Avanuir, Heavy Armour, Shield
Special Rules: Warriors of Nagaraythe
Avanuir: Magic Weapon. Re-roll failed wounds, armour piercing,
flaming attacks
M WS BS S T W I A Ld
Malekith 5 7 6 4 3 2 7 3 10
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Raven Heralds 30pts/model
M WS BS S T W I A Ld
Raven Herald 5 4 4 3 3 1 6 1 9
Crow Master 5 4 5 3 3 1 6 2 9
Elven Steed 9 3 0 3 3 1 4 1 5
Unit Type: Cavalry Models in Unit: 5+
Mount: Elven Steed
Equipment: Spear, Longbow, Hand Weapon
Command: One Herald may be upgraded to a Crow Master for 14pts
One Herald may be upgraded to a musician for 7pts
Special Rules: Warriors of Nagaraythe, Masters of Shadow, Fast Cavalry
Masters of Shadow: If an enemy needs to draw line of sight to a unit of
raven heralds for whatever reason then they must roll
an artillery dice and multiply the result by 3. If the
result is less than the distance to the Raven Herald unit
or if a misfire was rolled then the Raven Herald unit
counts as being out of sight.
Knights of Anlec 30pts/model
M WS BS S T W I A Ld
Knight 5 5 4 4 3 1 6 2 9
Lordling 5 6 4 4 3 1 6 3 9
Elven Steed 9 3 0 3 3 1 4 1 5
Unit Type: Cavalry Models in Unit: 5+
Mount: Barded Elven Steed
Equipment: Lance, Heavy Armour, Shield, Hand Weapon
Command: One Knight may be upgraded to a Lordling for 14pts
May carry a magic item worth up to 25 pts
One Knight may be upgraded to a musician for 14pts
One Knight may be upgraded to a standard bearer for 14pts
May carry a magic standard worth up to 50pts
Special Rules: Warriors of Nagaraythe, Fear
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Caledor Dragon Tamer 1000pts
Unit Type: Infantry Models in Unit: 1
Mount: Star Dragon
Magic: Caledor is a Level 5 wizard with Loremaster: Fire and High Magic
Equipment: Lathrain, Talisman of Preservation, Dragonbane Helm
Special Rules: Stubborn, Dragon Master, Magic Resistance 3, Mastery of Magic
Lathrain: Magic Weapon. Ignores armour saves, re-rolls failed
rolls to wound
Dragon Master: No Dragon may attack Caledor, if a Dragon is only in
combat with Caledor it may not attack, this does not
prevent the Dragon from attacking Caledors mount.
Additionally all friendly Dragons automatically pass
monster reaction tests while Caledor still lives.
Mastery of Magic: Caledor may re-roll a single power dice every time he
casts a spell, this can be used to prevent or cause a spell
to be cast on irresistible force.
Hunters of Chrace 17pts/model
M WS BS S T W I A Ld
Hunter 5 5 4 4 3 1 5 1 8
Hunt Master 5 5 4 4 3 1 5 2 8
Unit Type: Infantry Models in Unit: 5-20
Equipment: Great Weapon, Throwing Axe, Heavy Armour, Lion Cloak
Command: One Hunter may be upgraded to a Hunt Master for 12pts
May carry a magic item worth up to 25 pts
One Hunter may be upgraded to a musician for 12pts
Special Rules: Stubborn, Immune to Psychology, Skirmish, Woodsmen
M WS BS S T W I A Ld
Caledor 5 7 7 4 3 3 7 4 10
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Dragon Prince 250pts
M WS BS S T W I A Ld
Prince 5 5 5 4 3 2 6 2 9
Drake 6 5 0 5 5 5 3 4 7
Unit Type: Infantry Models in Unit: 1
Mount: Drake (Monster)
Equipment: Lance, Dragon Armour, Shield, Hand Weapon
May carry a magic item worth up to 25 pts
Special Rules: Dragon Prince: Stubborn
Drake: Scaly Skin 4+, Dragon Fire, Fly, Large Target
Dragon Fire: S 3 breath weapon, flaming, any unit taking a casualtymust take a panic check
Oakheart 450pts
M WS BS S T W I A Ld
Oakheart 5 6 0 6 6 6 1 5 8
Unit Type: Monster Models in Unit: 1
Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack,
Magic Resistance 2
Tough Hide: Oakheart has a scaly skin save of 3+, whenever Durthu is wounded, he
treats the armour save modifier of the attack as one less then it would
normally be ( ie; , a Strength 5 attack would only confer a -1 save
modifier).
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Mistress of the Maiden Guard 85pts
M WS BS S T W I A Ld
Mistress 5 6 6 4 3 2 8 3 9
Unit Type: Infantry Models in Unit: 1
Equipment: Heavy Armour, Hand Weapon, Longbow
May carry a shield for 2pts
May carry magic items worth up to 50 pts chosen from Warhammer Armies:
High Elves or the Warhammer Rulebook
One Mistress may be upgraded to the Battle Standard Bearer for 25pts
May carry a magic standard of any value chosen from Warhammer
Armies: High Elves or the Warhammer Rulebook, but may not take
further magic items
Special Rules: Immune to Psychology
Maiden Guard 250pts + 15pts/additional model
M WS BS S T W I A Ld
Handmaiden 5 5 5 3 3 1 6 1 8
Champion 5 5 5 3 3 1 6 2 8
Unit Type: Infantry Models in Unit: 10+
Equipment: Spear, Longbow, Heavy Armour
Command: The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer withthe Banner of Averlorn
Special Rules: Fight in an Additional Rank, Immune to Psychology
The Banner of Averlorn: Magic Standard. Any enemy wishing to charge the
Handmaidens must first pass a Leadership test. If the
test is failed the chargers stand in their place, transfixed
by the magic. The Handmaidens must declare their
charge reaction before the test is made. Note that the
banner has no effect on troops that are immune to
psychology.
Horn of Isha: Enchanted Item. Once per battle, at the beginning of
any High Elf Shooting phase or of any Close Combat
phase (own or enemys), the Averlorn player may
declare that the Musician will blow the Horn of Isha.
This will allow the Handmaidens to either fight with 2
Attacks (in the Close Combat phase) or shoot twice (in
the Shooting phase).
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Wolf Pack 6pts per model
M WS BS S T W I A Ld
Wolf 9 4 0 4 3 1 6 1 5
Alpha male 9 4 0 4 3 1 6 2 5
Unit Type: Warbeasts Models in Unit: 5+
Command: One Wolf may be upgraded to an Alpha Wolf for 6pts
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Dwarfs
May not take the Master Rune of Alric the Mad
Warriors of Grimnir
Army Rules (Dwarfs):
Look Snorri Trolls: Every unit and character in the army moves directly forward 2d6 prior
to the game, this move takes place immediately after deployment but
before vanguard moves
First Amongst Slayers: One slayer character must be nominated General, this must be Grimnir
if he is chosen
A Glorious Death: Keep a note of slayers killed in combat by an enemy with an unmodified
strength or toughness of 5 or more. Each slayer which died in this way
gives the Warriors of Grimnir player 5 victory points.
Slayer Skills: Daemonslayers may choose two of the following skills while a Dragon
Slayer may choose one:
Deathblow: If the slayer is killed in close combat he immediately
makes all of his attacks, even if he has already attacked
that round. 20pts
Killing Blow: The slayer has the killing blow ability. 25pts
Beastslayer: Each wound the slayer causes counts as two for combatresolution. 25pts
Titanslayer: Against enemies of toughness 5 or more each wound
the slayer gains multiple wounds (d6) 45pts
Lords: Grimnir*, Daemonslayers
Heroes: Dragon Slayers
Core: Slayers, Doomseekers*
Special: Brotherhood of Grimnir*, Hurlers*
Rare: Grudge Pony*
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Defenders of Karaz-Ankor
Army Rules (Dwarfs):
Veteran Warriors: There is no limit on the amount of Warrior units which may be
upgraded to Longbeards.
Pre-Blackpowder: No pistols or handguns may be taken.
Lords: Snorri Whitebeard*, Dwarf Lord, Runelord
Heroes: Thane, Runesmith, Master Engineer
Core: Warriors, Quarrellers
Special: Miners (may not take blasting charges or a steam drill), Bolt Thrower, Hammerers
Rare: Grudge Thrower, Grudge Pony*
Campaign Units
Grimnir 750pts
M WS BS S T W I A Ld
Grimnir 3 10 5 6 6 5 6 6 10
Unit Type: Infantry Models in Unit: 1
Equipment: Rune Axe of Grimnir, Throwing Axes
Special Rules: Loner, Unbreakable, Ancestor God, Regenerate (2+), Swiftstride, Hates Greenskins
Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and allows
him to re-roll any failed rolls to hit and any failed rolls to wound.
In addition, models wounded by the Rune Axe of Grimnir must
re-roll any successful armour saves.
Ancestor God: Grimnir is immune to the effects of killing blow and heroic
killing blow, note this means his regenerate save is only
bypassed by flaming attacks. Additionally no spell may be cast
at Grimnir and if a magical vortex contacts him it ends
immediately and has no effect on Grimnir. He also generates 2
dispel dice.
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Doomseeker 50pts
M WS BS S T W I A Ld
Doomseeker 3 5 1 5 4 2 2 special 10
Unit Type: Infantry Models in Unit: 1
Equipment: Whirling Blades of Death
Special Rules: Slayer, Single Model, Hate Greenskins, Magic Resistance (1), Whirlwind of Death,
Unbreakable
Single Model: A Doomseeker may never join a unit.
Whirlwind of Death: Doomseekers do not attack normally in close combat. Instead
before any attacks are made (including impact hits and models
with Always Strike First) any enemy model in base contact withthe Doomseeker takes an automatic hit. Any enemy model in
base contact with an enemy model touching the Doomseeker
takes a hit on a roll of 4+. Once this has been resolved work out
the rest of the combat as normal. Models attacking the
Doomseeker suffer a -1 penalty to hit.
Brotherhood of Grimnir 14pts/model
M WS BS S T W I A Ld
Brother 3 4 3 4 4 1 3 1 10
Giant Slayer 3 5 3 4 4 1 3 2 10
Unit Type: Infantry Models in Unit: 5+
Equipment: Slayer Axes
Command: Any number of Brothers may be upgraded to Giant Slayers for 13pts/model
One Brother may be upgraded to a musician for 12pts
One Brother may be upgraded to a standard bearer for 12pts
May carry a runic standard worth up to 50pts
Special Rules: Slayer, Unbreakable, Slayer Axes, Magic Resistance (2)
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Hurlers 16pts/model
M WS BS S T W I A Ld
Hurler 3 4 3 3 4 1 2 1 10
Giant Slayer 3 5 3 4 4 1 3 2 10
Unit Type: Infantry Models in Unit: 5+
Equipment: Slayer Axes, Throwing Axes
Command: Any number of Brothers may be upgraded to Giant Slayers for 13pts/model
Special Rules: Slayer, Unbreakable, Slayer Axes, Skirmishers
Grudge Pony 100pts
M WS BS S T W I A Ld
Grudge Pony 6 4 3 3 5 4 2 2 10
Unit Type: Monster Models in Unit: 1
Equipment: Hand Weapon
Special Rules: Unbreakable, A Pony not a Monster, Refreshing Brew
A Pony not a Monster: Ponys are generally peaceful animals. As such the
Grudge Pony may not make thunderstomp attacks nor
may it charge into combat.
Refreshing Brew: Any friendly unit within 12 of the Grudge Pony gains
Regeneration (6+)
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Snorri Whitebeard 400pts
M WS BS S T W I A Ld
Snorri 3 7 4 4 5 4 4 4 10
Unit Type: Infantry Models in Unit: 1
Equipment: Rune Axe of Grimnir, Armour of Glimril Scales, Dragon Crown of Karaz
Special Rules: Royal Blood
Rune Axe of Grimnir: Magic Weapon. This axe gives Grimnir +2 Strength and
allows him to re-roll any failed rolls to hit and any failed
rolls to wound. In addition, models wounded by the
Rune Axe of Grimnir must re-roll any successful armour
saves.
Armour of Glimril Scales: Magic Armour. The Armour of Glimril Scales gives the
White Dwarf a 1+ armour save, and also a 4+ ward save.
Dragon Crown of Karaz: Enchanted Item. Bears the Master Rune of Kingship.
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Lizardmen
Army Rules (Lizardmen):
Ancient Times: No special characters other than Mazdamundi and Kroq-Gar may be
selected from the Lizardmen Army Book.
First Generation Slann: Slaan can purchase the First Generation Spawning special rule (pg 61)
for 35pts
Lord Kroak: The Lizardmen army can select the campaign unit Lord Kroak as a lord
choice.
Campaign Units:
Lord Kroak 1000pts
M WS BS S T W I A Ld
Kroak 4 2 3 3 4 5 2 1 9
Unit Type: Infantry Models in Unit: 1
Magic: Lord Kroak is a level 5 wizard with Loremaster (Master)
Equipment: None
Special Rules: Cold Blooded, Shield of the Old Ones, Guardians, Mightiest of the First Spawning
Lore Master (Master): Lord Kroak has Loremaster for each of the eight magic
lores in the main rulebook.
Mightiest of the First Spawning: Lord Kroak benefits from all eight of the disciplines of
the Ancients on page 43 of the Lizardmen Army Book
except for Focus of Mystery. In addition whenever Lord
Kroak casts a spell with irresistible force he may choose
instead for the spell to automatically fail in which case
he does not need to roll on the miscast table.
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Chaos
Tribes of the North
Army rules (Warriors of Chaos):
Lords: Chaos Lord, Chaos Sorcerer Lord, Ehrenlish
Heroes: Marauder Zar*, Shaman*
Core: Marauders, Marauder Horse, Warhounds
Special: Marauder Chariots*, Hunters*, Warriors of Chaos
Rare: Spawn of Chaos, Knights of Chaos, Chosen
Creatures of Chaos
Army rules (Warriors of Chaos):
Lords: Kholek Suneater, Shaggoth Stormcaller*
Heroes: Troll King, Dragon Ogre Bull
Core: Trolls
Special: Dragon Ogres, Spawn of Chaos
Rare: Shaggoths
Daemons of Chaos
Army Special Rules (Daemons of Chaos): Religious animosity (You must have a Core unit dedicated to a
certain god in order to use any Lord, Hero, Special or Rare choices dedicated to that same god)
May take the following additional characters: Nkari*, Belakor*
Beastmen
Army rules (Beastmen):
May take the following special character: Praan*
May take the following units exactly as they appear in Warhammer Armies: Warriors of Chaos: Dragon
Ogres, Dragon Ogre Shaggoths
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Orcs and Goblins
Savage Orcs
Army rules (Orcs and Goblins):
Lords: Savage Orc Warboss, Savage Great Shaman, Goblin Great Shaman (must ride an Arachnarok
Spider), Goblin Warboss (must ride on either a Gigantic Spider or a Giant Spider)
Heroes: Savage Orc Shamans, Savage Orc Big Boss, Goblin Big Boss (must ride on either a Gigantic Spider
or a Giant Spider)
Core: Savage Orcs, Spider Riders
Special: Savage Orc Boar Boys, Trolls
Rare: Arachnarock Spiders, Stone Trolls, River Trolls