WARHAMMER

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WARHAMMERC H R O N I C L E SThis month’s Warhammer Chronicles is a voyage into themurky waters off the Lustrian Vampire Coast. At the helm areCaptains Hoare and Ward who, through many bold acts ofpiracy and bravado on the high seas, bring you pricelesstreasure in the form of a new variant for the Vampire Countsarmy list. Just don’t ask ’em what happened to the crew.THE ZOMBIE PIRATES OF THE VAMPIRE COASTndy: While writing WarhammerRealms: Lustria, I grew more andmore fascinated by the few, briefmentions of Luthor Harkon and theVampire Coast. These references appearedin the background as far back as the early90’s. However, aside from the occasionalreference, very little had been writtenabout him. This subject had to remain aninteresting sideline to the main eventdescribed in Warhammer Realms: Lustria,which was of course the epic war betweenthe Lizardmen and the Skaven.AWHAT ISWARHAMMERCHRONICLES?Warhammer Chronicles takes alook at the Warhammer FantasyBattle game; introduces newscenarios, rules, and army listentries of all types, frequentlystolen from Army books inprogress here at the Studio; andprovides occasional Questionand Answer forums. WarhammerChronicles also acts as a forumfor dedicated players ofWarhammer Fantasy Battle whohave produced inspired, wellthought out, and just plainbrilliant additions to the game.If you’ve got something good forWarhammer Chronicles, thenwrite to us at the addressgiven here.Please don’t include rulesqueries with your letters, as thevolume of mail we receiveprohibits us from sendingindividual replies.Warhammer ChroniclesGames WorkshopWillow Road, LentonNottinghamNG7 2WSUnited KingdomThough I knew I wouldn’t be able to domuch in the book on the Zombie Pirates, Iknew they’d be an ideal subject to explorefurther in White Dwarf. With Hollywoodshowing a resurgent (and perfectlylaudable) interest in all things piratical, wethought the time was right to dredge upthis neglected element of the Warhammerbackground. After all, everyone lovesZombie Pirates, right?EVERYTHINGBEGINS WITH AN “R”I recruited the aid of Mat Ward, an evilvillain known for his love of both piratesand the Undead, and we set about workingup a Zombie Pirate army list based on theRegiment of Renown we made for theConquest of the New World campaign.Knowing that this list would appeal to thetype of player who enjoys modeling everysingle miniature in his army and comingup with all manner of crazy conversions, Iapproached the guys in the U.S. Studio,asked them to produce some interestingtroop types that would work on a visuallevel, and then integrated them into thearmy list. Almost everything the guys cameup with made it into the list (we’ll save theexploding pony for later lads!), and Mathas included a few more units that will,I’m sure, provide endless hours ofconverting pleasure for the madder peopleout there. When it comes to the list itself,you’ll notice that, like a number of variantlists we’ve produced lately, it relies onthe presence of a special character –in this case the Vampire LordLuthor Harkon. Although thischaracter may at first glanceappear restrictive,particularly if you plan ontaking the army to atournament, includingsuch characters actuallyallows us to producemore army list variantswithout losing controlof the massive numberof different lists we nowhave in the game. Thus,the army list is mostcertainly “official” but mayor may not be usable in agiven tournament, dependingon whether Special Charactersare allowed.Anyway, enough of my waffle, mehearties – on with the Zombie Pirates!

WARHAMMER CHRONICLES – ZOMBIE PIRATESLUTHOR HARKONLuthor HarkonM6260 PTSWS7BS6S5T5W4I8A5Ld9Equipment: Hand weapon and brace of pistols. (Harkon must be used exactly aspresented here and may not take additional magic items or equipment.)SPECIAL RULESMagical Void. The catastrophic results of Luthor’s great experiment severed him fromthe Winds of Magic. As such, and unlike other Vampires, he has no magical abilities,beyond the power to control his Undead hordes. He does not generate Power Dice.However, Luthor’s unusual condition means that he emanates a peculiar anti-magicfield. As a result, he has Magic Resistance (3) and generates four Dispel Dice.LUTHOR HARKONThe stretch of Lustrian shoreline known asthe Vampire Coast owes its name to aluckless Norscan raiding party which, as isthe way of their kind, attacked an EmpireMerchant ship and took everything of valuefrom its holds. Unfortunately for theraiders, their plunder included thesarcophagus of Luthor Harkon, a Vampireof unknown heritage. By the time thelongship broke apart on the shores ofLustria, all its crew had undergone amarked change in both allegiance andvital signs.Though stranded many thousands of milesfrom home, Luthor never looked back andtook his newly indentured vassals on amarch of conquest. He carved out a realmfor himself on the eastern coast of thesouthern continent. The winds andcurrents along that stretch of coast provedto be incredibly treacherous to unwaryvessels. Over time, Luthor’s army becameswollen with the lifeless corpses of allmanner of unfortunate mariners. Beforelong, the Vampire Coast had its own piratefleet, crewed by the dead and the damned.It is possible that Harkon might havebecome a great power in the world but forhis colossal pride and greed. Determinedto augment his magical abilities, Luthortook an expedition to the ruined city ofHuatl, where he hoped to find some secretthat would increase his might. It was onthe third week of his excavations that hisservants uncovered an undisturbedchamber, sealed tight with ancient andpowerful glyphs. Convinced that this vaultconcealed great secrets from him, Luthorcommanded his servants to break downthe doors, but the power of the glyphsthwarted him. Each time Luthor’s Zombiesassailed the portal, the witchfires in theireyes dimmed and extinguished as themagic that animated them was drainedaway by the glyphs. Enraged, Luthorassailed the vault with his own dark magic,but the seals had been placed to defeateven the greatest of sorcerers. Faced with adirect assault, the wards responded inkind. As the chamber began to collapsearound him, Harkon found that he couldSplit Personality. Luthor’s many personalities continually bicker and rage within thewalls of his psyche, and his actions are guided by whichever of the many voices iscurrently dominant. If no single personality prevails, Harkon remains almostmotionless as the battle in his mind rages. These periods of apparent calm can end inlucid moments or, more often, result in his more extreme characteristics coming to thefore. At the start of each of the Vampire Coast player’s turns and whenever Luthorsuffers a Wound, roll a D6 to determine which personality is in control.D61-3456ResultBrainlock. Luthor’s personalities fight among themselves, leaving him dazedand confused. He must pass a Leadership test or suffer from the rules forStupidity (even though he would normally be Immune to Psychology) until anew result is generated from this table.Mad. A completely unhinged character from the deepest depths of Luthor’smind has surfaced and gained control of his actions. He suffers from the rulesfor Frenzy (even though he would normally be Immune to Psychology) until anew result is generated from this table.Bad. Luthor’s “core” personality comes to the fore. Though thoroughly evil,Luthor’s primary personality is at least fairly rational. He may act normallyuntil a new result is generated from this table.Dangerous to Know. A steely, determined, and ruthless portion of Luthor’ssoul has clawed its way into the light of day. He follows the rules for Hatred(even though he would normally be Immune to Psychology) until a new resultis generated from this table.When Luthor is badly wounded and the strain is too much for the dominantpersonality, a stronger facet of himself takes over and continues the fight. Thus, whenhe loses his last Wound, Luthor gains the ability to Regenerate until the end of the turn.not break the magical conduit betweenhimself and the glyphs – worse, he realizedthat they were draining not only hismagical energies, but his very life forceas well.With a supreme effort, Harkon managed tobreak free from the glyphs and staggeredoutside just as the passageway collapsed.The vault was swallowed once more. Themagical backlash shattered his mind andsevered his connection to the Winds ofMagic. Now Luthor teeters on the brink ofinsanity – his personality fractured in adozen different facets that battle fordominance in his mind. In the years since,the only common goal that Harkon’svarious personalities have been able towork toward is that of finding a cure forhis condition. To this end, he has bent hisobsessions to seizing Slann artifacts,hoping that their power can undo thedamage wrought upon him.Gabrio Tolentino converted this model torepresent Luthor Harkon. The conversionuses the Kislev Kossar Champion, thehead from a Vampire Count Necrarch, andthe sword from the Uli and Marquandweapon sprue from the FanaticMordheim range.WWW.GAMES-WORKSHOP.COM 19

ARCH GRAND COMMODORELUTHOR HARKONA Vampire Coast army can be led only byLuthor Harkon. If he is destroyed, theUndead in the army will slowly start tocrumble to dust. As such, at the end of thephase when the General is killed and at thebeginning of every Undead turn thereafter,all Undead units on the battlefield musttake a Leadership test. If the test is failed,the unit suffers a number of Wounds equalto the number by which they failed theLeadership test. No saves of any kind (noteven ward saves) are allowed against suchWounds. For instance, a Pirate Mob (Ld2)takes the test and rolls a 7; thus, the unitsuffers 5 Wounds (7 – 2 5). Charactersnever suffer Wounds because of adestroyed General. Units can use theLeadership of a character leading the unitfor this test as normal. Note that if theGeneral is taken below 1 Wound butmanages to Regenerate enough Wounds tocome back, this rule does not apply. The20 WHITE DWARFGeneral has to be dead (i.e., removed fromthe table) for this rule to take effect.AQUATICHaving risen from all manner of waterygraves, all models in the army can move overmarshes, rivers, lakes, or any other waterfeatures without penalty and will benefitfrom soft cover while in such terrain.BRAINDEADAll models in the Vampire Coast army,excluding characters, are Zombies. Theyare so slow that their opponents alwaysanticipate their clumsy attacks. As such,Zombies always strike last in close combat(even when they charge, even afteropponents armed with great weapons, andso on, always!). If Zombies are fightingother Zombies, roll a die every turn todetermine which unit attacks first.UNDEADAll units in the Vampire Coast army areUndead and use the following rules.BREAK TESTSUndead cannot be broken, but Undeadunits beaten in combat suffer 1 additionalWound for every point by which they losethe combat (no saves of any kind, not evenRegeneration or ward saves, are allowedagainst such Wounds). If characters arepresent in the unit or if they are riding amonster, the controlling player can decidehow to allocate the Wounds among theunit, the monster, and the characters. Inmultiple combats, each Undead unit on thelosing side suffers 1 additional Wound forevery point by which its side has lost thecombat. If an Undead unit is wiped out bycombat resolution in the 1st turn of acombat, the enemy gets the option tomake an Overrun move as normal.IMMUNE TO PSYCHOLOGYUndead are Immune to Psychology (seethe Special Rules section of theWarhammer rulebook).

WARHAMMER CHRONICLES – ZOMBIE PIRATESBLACK POWDER WEAPONSThe pirates of the Vampire Coast carrya large assortment of black powderweapons, ranging from pistols to GreatCannon – not a normal sight in theretinues of more traditionally minded(and less clinically insane) VampireCounts. Though Zombies are notnormally known for their ability toshoot straight (or at all), Harkon longago wove an enchantment that allowsthem to do just that. However, eventhe misused magics of the Slann have ahard time making soggy andwaterlogged black powder weaponsdischarge with any reliability. All blackpowder weapons that require a roll tohit will always hit on a roll of 6 if thefirer has Ballistic Skill 0, regardless ofany modifiers. However, any rolls of 1will result in the gun misfiring –resolve the hit against the firing unitinstead of the target.CHARGE REACTIONSUndead can react to charges only byholding their ground.MARCHINGUndead models cannot make a marchmove unless they are characters or arewithin 12" of the General at the start oftheir Movement Phase. Note that all thenormal rules for marching will apply (e.g.,the presence of the enemy within 8" stillstops them from marching).Sword of MightWeapon: 1 Strength20 pointsBiting BladeWeapon: -1 Armor Save10 pointsEnchanted ShieldArmor: 5 Armor Save10 pointsTalisman of ProtectionTalisman: 6 Ward Save15 pointsMAGIC WEAPONSBloody Nora50 pointsThis vicious Cat o’ Nine Tails lashes out atthe pirate’s enemies, gives him D3 2 extraAttacks on the turn he charges, andgives him 2 extra Attacks onsubsequent rounds.Dirty Serpent50 pointsThis blade drips with brine and is coveredin rust but is capable of slicing through thethickest of armor. No armor saves arepossible against it.Sloppy Cruickshank’sLong-Lost Cutlass25 pointsSloppy Cruickshank’s favorite weapon isthe cutlass that made the pirate captain thetoast of a hundred drinking dens. Thecutlass grants the bearer Killing Blow.Lucky Levi’s Hook Hand35 pointsThis crude but effective piratical prostheticgrants the user 2 Strength, but he maynot use any weapons or items that requiretwo (or more) hands.Wharf Rats25 pointsA swarm of scabrous rodents surroundsthe character and grants him an additionalD6 S2 Poisoned Attacks at I2.FEARUndead cause Fear (see theWarhammer rulebook).MAGIC ARMORBloody Bill’s Buckler25 pointsThe character gains a ward save of 5 anda 6 armor save that can be combinedwith other equipment normally.BOOTY OF THEVAMPIRE COASTIn this section, the common magic itemsare listed first (see the Magic section of theWarhammer rulebook). They are followedby a list of Vampire Coast only magicitems. These items can be used only bymodels chosen from this list and must beselected within the points limitations set bythe army list. Note that all the rules formagic items presented in the Warhammerrulebook also apply to Vampire Coast onlymagic items.ENCHANTED ITEMSGentleman Jenkins’sTrusty Compass25 pointsGentleman Jenkins was said to havevoyaged the length (and depths) of the sixseas, thanks to his trusty compass. TheCompass grants the user the Scoutsspecial rule.Mad Mullet’s Spyin’ Glass10 pointsThe Spyin’ Glass allows the bearer to pickout characters from enemy units whentargeting them with a ranged weapon.COMMON MAGIC ITEMSSword of StrikingWeapon: 1 to Hit30 pointsSword of BattleWeapon: 1 Attack25 pointsBlack Buckthorn’sTreasure Map15 pointsYou may add 1 to the die rolledto determine who chooses hisDeployment Zone.Slann Gold35 pointsThe character bears a sacred Slann artifact,though he thinks it little more than apretty bauble. The Slann Gold turns thebearer into a Level 1 Wizard who uses theLore of Death.Firewater (one use only)15 pointsBy drinking this potent brew, the charactermay make a single S3 Breath Weaponattack, which counts as a Flaming attack,once per game. However, he must pass animmediate Toughness test or suffer a singleWound with no saves of any kind allowed.Hard Stuff (one use only)30 pointsBy drinking a drop of the hard stuff at thebeginning of the Close Combat Phase, thecharacter gains 2 Toughness until theend of that phase. However, he must passan immediate Toughness test or suffer asingle Wound with no saves of anykind allowed.Moonshine (one use only)15 pointsUpon drinking this bizarre concoction, thecharacter undergoes a temporary, thoughterrifying, physical transformation. Use atthe beginning of the character’s MovementPhase – he causes Terror for the remainderof the game turn. However, he must passan immediate Toughness test or suffer asingle Wound with no saves of anykind allowed.TALISMANSEx-Parrot30 pointsThis sad and disheveled but ever loyal birdsits on its master’s shoulder, granting ameasure of protection from hostile magic.The owner gains Magic Resistance (2).MAGIC BANNERSDead Man’s Chest35 pointsWho knows what treasures are locked awaywithin the Dead Man’s Chest? Presumablythe Zombie Pirates do, for they rally to itlike the Reiksguard to the Imperial colors.The Chest counts as a Magical Banner andgrants each model in the unit 1 Attack inthe 1st round of any hand-to-hand combat.Ship’s Colors50 pointsThe vessels of Harkon’s fleet fly abewildering array of flags, but piratesaren’t the most original of artists. Thus,each tends to display some variation on theskull and crossbones device. All models inthe unit cause Terror.WWW.GAMES-WORKSHOP.COM 21

ARMIES OF THE VAMPIRE COASTARMY LIST ORGANIZATIONThe army list is divided into four sections.CHARACTERSThe characters represent the VampireLord Luthor Harkon and the powerfulindividuals in his thrall. They form a vitaland potent part of your force.CORE UNITSIncluded in this category are the mostcommon forms of Undead Pirate –Deckhands and Gunnery Mobs.LORDSBoth players choose armies to the sameagreed points value. As you must fieldLuthor Harkon with the army, theminimum size for the army is 2,000 points,but it can certainly be a lot higher. Mostplayers find that 2,000 points per sideprovides a game that will last an evening.Whatever number you agree upon, thisvalue is the maximum number of pointsyou can spend on your army. You canspend less and will probably find it difficultto use up every last point. Most 2,000point armies therefore will includesomething like 1,998 or 1,999 points, butthey are still 2,000-point armies for ourpurposes. Once you have decided on atotal points value, it is time to chooseyour force.CHOOSING CHARACTERSCharacters are divided into two broadcategories: Lords (the most powerfulcharacters) and Heroes (the rest). Themaximum number of characters an armycan field is shown below. Note that thistable has been formatted to reflect the factthat there is only one (compulsory) Lordlevel character available to the army.MaximumCharacters2,000 or more0-43,000 or more0-64,000 or more0-8Each 1,000 2MaximumLords1111An army does not have to include themaximum number of heroes allowed; itcan always include fewer than indicated.However, an army must always include atleast one character: the General, who, inthe case of this army, is alwaysLuthor Harkon.ARMY BATTLE STANDARDOne Vampire Fleet Captain in the armymay carry the Battle Standard for 25 pts.The Hero carrying the Battle Standardcannot choose any extra weapons, norcan he use a shield.22 WHITE DWARFRARE UNITSSo called because they are scarcecompared to your ordinary troops. Theyrepresent uncommon or uniquecreatures, such as the Rotting Leviathanand the highly destructive Queen Bess.SPECIAL UNITSSpecial Units are your best troops andinclude the lethal (when they hit) DeckGunners and the nasty little RazortoothCHOOSING AN ARMYArmy ValueRats. They are available to your army inlimited numbers.1 ARCH GRAND COMMODORE HARKONHEROESVAMPIRE FLEET CAPTAIN 80 ptsHarkon’s captains or “shipwights” are all carefully animated from the mariners that hecaptures. Given the Arch Grand Commodore’s whimsical nature, they tend to bebloodthirsty souls whose grasp on rational thought is a little less than solid.Fleet CaptainM4WS4BS3S4Equipment: Hand weapon.Options: May be equipped with a brace ofpistols ( 6 points) or an additionalhand weapon ( 4 points). May wear light armor ( 2 points). May choose a mix of Magic Itemsfrom the magic items list with amaximum value of 50 pts.T4W2I4A3Ld9Rob Hawkins’sFleet CaptainconversionSPECIAL RULESWight Blades. Any hand weapon carriedby the Fleet Captains counts as Magicaland uses the rules for Killing Blow. Thisrule does not apply to any magic weaponbought from the magic items list.SYREEN 90 ptsTales speak of the Syreens that lure mariners to their doom on the rocks along theVampire Coast. These wretched creatures are much akin to the Banshees of the Old Worldand are as feared on dry land as they are on the seas.SyreenM6WS3BS0S3T3W2I4A2Ld8Equipment: None.SPECIAL RULESEthereal. Syreens are insubstantial, ghostly beings that can pass through barriers as if theywere not there at all. Syreens suffer no movement penalties for moving over or throughany kind of terrain. Syreens never suffer any movement penalties, even from such things asmagical effects. Syreens can even move through impassable terrain, as long as they do notend their move within impassable terrain. They may not, however, move through otherunits. Nevertheless, Syreens do block line of sight (no one can see through them) andcannot see through anything that would normally block line of sight.Syreen’s Call. The Syreen’s Call is a shooting attack that hits automatically with a range of8" and does not require line of sight. The target unit must pass a Leadership test or sufferas if the Doom and Darkness spell from the Lore of Death had been cast upon it. Thiseffect behaves in exactly the same way as that spell, although the Syreen’s Call cannotbe dispelled.

WARHAMMER CHRONICLES – ZOMBIE PIRATESCORE UNITSCHOOSING TROOPSCore Units are the most common unliving warriors in a Vampire Coast army. There is aminimum number of Core Units that must be fielded, as previously described. There is nomaximum limit of the number of Core Units that can be fielded.ZOMBIE PIRATE DECKHANDS MOB 6 ptsFestooned with all manner of rusty and corroded weaponry, Zombie Pirates make up thebulk of Harkon’s damned followers. Unlike most reanimated vassals, some vicious sparkof personality resides deep within the rotten souls of the Deckhands, making them all themore formidable in combat.ZombieDeckhandM4WS3BS0S3T3W1I0Unit Size: 20-40Equipment: Hand weapon.Options: Upgrade one Zombie Pirate to a Musician for 5 points Upgrade one Zombie Pirate to a Standard Bearer for 10 pointsA1Ld2Troops are divided into Core, Special, andRare units. The number of each type ofunit available depends on the army’spoints value, indicated in the chart below.ArmyCorePoints Value Units2,000 or more 3 3,000 or more 4 4,000 or more 5 Each 1,000 1SpecialUnits0-40-50-6 1RareUnits0-20-30-4 1In some cases, other limitations may applyto a particular kind of unit. Theselimitations are specified in the unit entry.For example, the massive artillery piecedubbed Queen Bess is a Rare choice that islimited to a maximum of one in the army,reflecting the fact that it is a uniquewar machine.A mob of ZombieDeckhands byChad MierzwaWWW.GAMES-WORKSHOP.COM 23

UNIT ENTRIESEach unit is represented by an entry in thearmy list. The unit’s name is given, and anylimitations that apply are explained.Profile: The characteristic profiles for thetroops in each unit are given in the unitentry. Where several profiles are required,they are also given, even if, as in manycases, they are optional.Unit Sizes: Each entry specifies theminimum and maximum size for each unit.Weapons and Armor: Each entry lists thestandard weapons and armor for that unittype. The value of these items is includedin its points value. Additional or optionalweapons and armor cost extra and arecovered in the Options section of theunit entry.Options: Lists the different weapon, armorand equipment options for the unit andany additional points cost for taking them.It may also include the option to upgradea unit member to a Musician orStandard Bearer.Special Rules: Many troops have specialrules, which are explained in the armyspecial rules section and summarized foryour convenience in the army list.It would be tedious to repeat all thespecial rules for every unit within the armylist itself. The army list is intendedprimarily as a tool for choosing armiesrather than for presenting game rules.Wherever possible, we have indicatedwhere special rules apply. Where spacepermits, we have provided notes within thearmy list as memory joggers. Bear in mindthat these descriptions are not necessarilyexhaustive or definitive, and players shouldrefer to the main rules for a full account.ZOMBIE PIRATE GUNNERY MOB 7 ptsThough their weapons are rusted and sodden, many of Harkon’s Undead Pirates cling tothe guns they held so dearly in life. Wielding a shabby collection of black powderweapons long past their best, the Zombies of the Gunnery Mob still gain a small spark ofthe satisfaction they enjoyed in life through the random discharge of noisy,indiscriminate firepower.Zombie GunnerM4WS2BS0S3T3W1I0A1Ld2Unit Size: 10-20Equipment: Hand weapon, handgunOptions: Any unit may replace its handguns with a brace of pistols ( 1 points/model) Upgrade one Zombie Pirate to a Musician for 5 points Upgrade one Zombie Pirate to a Standard Bearer for 10 pointsBLOATED CORPSE 30 ptsSome cadavers lurch from the sea swollen with noxious gases and liquefying tissuesseeping from rotten and tattered skin. It is preferable by far to fight such a creature at adistance, for when slain, their tortured forms disintegrate in a poisonous shower ofdecomposing internal organs and diseased fluids.Bloated CorpseM4WS2BS0S3T4W2I0A1Ld2Unit Size: 1 (Bloated Corpses do not count toward the minimum number of Core choices)Equipment: Hand weaponSPECIAL RULESPoisoned Attacks. See Warhammer rulebook.Gaseous Demise. When a Bloated Corpse is slain, center the small template on the model.Any models completely under the template are hit automatically – any models partiallycovered are hit on a 4 . Any models hit must pass a Toughness test (a roll of 6 always fails)or suffer 1 Wound with no armor save allowed.SCURVY DOGS 10 ptsMany Pirate settlements are filthy dives of scum and villainy, infested with all manner ofvermin and wild dogs, many of which are pitied by drunken pirates and brought aboardship as affectionate, if somewhat noisome pets. Many such dogs serve their mastersbeyond the death of both. These dogs are less affectionate and much more noisome.Scurvy DogBad DogM99WS33BS00S33T33W11I33A12Ld66Unit Size: 5-20Equipment: None.Options: Promote one Scurvy Dog to a Bad Dog for 10 pts.SPECIAL RULESFast Cavalry. See Warhammer rulebook.Slavering Charge. Scurvy Dogs and Bad Dogs resolve their Attacks at Strength 4 on theturn they charge.24 WHITE DWARF

WARHAMMER CHRONICLES – ZOMBIE PIRATESSPECIAL UNITSSpecial Units are powerful and rarer Undead Troops. There is a maximum number ofSpecial Units that can be fielded, and this number varies with the size of the army, aspreviously described.RAZORTOOTH RATS 45 ptsMost rats abandon a sinking ship, but the cadaverous rodents that scuttle about thebilges of Harkon’s fleet are more than content to forsake their vessel even before it hasfoundered. Razortooth Rats are driven by an undying hunger for the flesh of the living.Rat SwarmM6WS2BS0S2T2W5I0A5Ld10Unit Size: 1-5Equipment: NoneSPECIAL RULESUndead, Cannot Be Joined by Characters, Skirmish, Do Not Block Line of Sight. SeeWarhammer rulebook.DECK GUNNERS 10 ptsDead or alive, all pirates love guns, and the bigger they are, the better. Though the barrelsbe corroded and the aim of the gunners be poor (arrr!), the sheer power and range ofHarkon’s swivel gunners command respect from his foes.Deck GunnersM4WS3BS0S3T3W1I0A1Ld2Unit Size: 3-10Equipment: Hand weapon, Swivel Gun (Handgun with range 36" and Strength 6)SPECIAL RULESUnit Strength 2, 6 Armor Save, Cavalry Base. See Warhammer rulebookCARRONADE 70 ptsMany of the ships in the Vampire fleet carry small bore, short-barreled cannons, known ascarronades or smashers. Though their power pales by comparison to that of ImperialGreat Cannon, it can still wipe out whole files of foes in a single shot.CarronadeZombie CrewM4WS3BS0S3T73W31I0A1Ld2Unit Size: 1 Carronade and 3 crewEquipment: Hand weaponSPECIAL RULESCannon. A Carronade is a Cannon (see pp. 122-123 of the Warhammer rulebook) that canmove and fire with a range of 36" and a Strength of 7.ANIMATED HULKS 40 ptsNot all mariners are of human stature and girth. Indeed, many Ogres take passageaboard ocean-going vessels in search of money or food. Thus, not all of Harkon’s eternalindentured servants are man-sized, though for some reason the reanimation process oftenyields more unpredictable results.Animated HulkM6WS3BS0S5T4W3I0AD6Ld2Unit Size: 3-10Equipment: Hand weaponDeck Gunners by Rob HawkinsWWW.GAMES-WORKSHOP.COM 25

DECK DROPPERS 25 ptsFell Bats hang from the topmost spars high in the rigging of Harkon’s pirate fleet and liedormant until the coppery tang of blood fills the air. When battle rages, the bats diveamong the combatants and carry a vicious (though somewhat disoriented) Zombie Piratein their sharp talons.Deck DropperM1WS3BS0S3T3W2I0A3Ld6Unit Size: 3-10Equipment: Hand weaponSPECIAL RULESFlying Unit. See Warhammer rulebookRARE UNITSThe maximum number of Rare units that can be fielded varies with the size of the army,as previously described.ROTTING LEVIATHAN 200 ptsThere are many great and wondrous creatures in the seas of the Old World. From the SeaDragons and Kraken of the Great Ocean, to the crab-like Prometheans of the Lustriancoastline, the sea’s bounty is truly as varied as that of land-going life. Not that Harkoncares much about either. He waits until they’re dead and infinitely more controllable.MRotting Leviathan 6WS3BS0S6T5W5I0A5Ld5Unit Size: 1SPECIAL RULESTerror, Scaly Skin (3 ). See Warhammer rulebookSlimy Skin. All opponents attempting to strike the Rotting Leviathan in close combatsuffer a -1 penalty to hit.Rob Hawkins’s ama

Warhammer Chronicles takes a look at the Warhammer Fantasy Battle game; introduces new scenarios, rules, and army list entries of all types, frequently stolen from Army books in progress here at the Studio; and provides occasional Question and Answer forums. Warhammer Chronicles also acts as a forum for dedicated players of Warhammer Fantasy .

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warhammer players If you already play Warhammer, the basic rules of Mordheim will be familiar to you. Remember though, Warhammer is designed for fighting battles between entire armies, whilst Mordheim represents individual action between a dozen or so warriors. As a result, some of the rules developed for mass combat in Warhammer do not apply .

Power fist Power maul Power sword WARHAMMER LEGENDS Over the years, many Warhammer 40,000 fans have amassed huge collections of Citadel miniatures for use in games of Warhammer 40,000. Today, some of those classic models are no longer available, a

Dec 05, 2019 · Power fist Power maul Power sword WARHAMMER LEGENDS Over the years, many Warhammer 40,000 fans have amassed huge collections of Citadel miniatures for use in games of Warhammer 40,000. Today, some of those classic models are no longer available, a

Nutrition is an integral aspect of animal husbandry and the pet food trade now makes up a substantial proportion of the animal care industry. Providing animals with the appropriate feeds in the correct quantities, taking into account factors such as species, breed, activity level and age, requires an understanding of the fundamentals of animal nutrition. A balanced diet is vital to the .