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