WARHAMMER ARMIES -
THE AMARID NATIONS

SPECIAL CHARECTERS:

Pacus, the Gatherer ... 217pts

Pacus is known as the Gather because he has, on several occasions, unified the Amarind Nations in time of great need. Pacus forsaw the coming of a great Dark Elf invasion, and went to each tribe asking for their aid in the comming fight. Among each tribe, a few were found that would willingly follow him, and these he gathered into a mighty army that drove the Dark Elves back.

Profile MWSBSSTWIALd
Pacus4664436410
Elf Steed930331315

Save: 3+

Pacus is a Monapi Chief, and has the Wolf Totem. He may not lead a unit of Totem Animals (he is seen as a great leader of men)

Pacus' reputation is such that an army led by him may disregard the normal limitation on mixing Nations. Pacus' army may include units from all three Nations freely.

Pacus rides an Elf Steed, wears Light Armor, and carries a Spear, a Hand Axe, and the following magic items:

Coup Stick of Fear ... 30pts
The Coup Stick of Fear counts as a normal Coup Stick. Additionally, any unit hit with the Coup Stick of Fear must immediately take a Fear test.

Blessed Buckler ... 30pts
The Blessed Buckler functions as a shield, but confers a total bonus of 2 to armor save (not just 1). Also, an enemy who is attacking Pacus must roll a 6 to hit on their first attack each round.

Sacred Bundle ... 20pts
See Magic Items.

The Great Raider ... 219pts

The Great Raider has been a thorn in the side of the Dark Elves for many years. He seems to have an uncanny ability to grab the best of a fallen enemy's items and immediately be able to put them to good use.

Profile MWSBSSTWIALd
The Great Raider455452538
Elf Steed930331315

Save: 4+/2+

The Great Raider is a Monapi Hero, and has the Bear Totem (adjustment not placed on his profile). He may lead a unit of Totem Animals on foot, or he may ride an Elf Steed (+3) and may choose to join a unit of Mounted Raiders.

The Great Raider is skilled in finding his foe's best posessions and making use of them right away. The Great Raider may take one item from any foe he slays in hand to hand combat (magic or mundane), and may begin using it at the start of the next phase. Since he is so adept at this talent, he may even take an Inititive test (must roll under) to grab an item that would normally activate on the death of the victim before the foe "gasps his last breath" (ie Heart of Woe, Carstein Ring).

The Great Raider may ride an Elf Steed (+3) and may take Barding (+4). He wears Heavy Armor, and carries a Shield and Bloodspiller:

Bloodspiller ... 100 pts
Bloodspiller, once the blade of a Dark Elf Assassin, is a weapon of fell enchantment. Bloodspiller does not permit any armor saves of any sort, and if it wounds successfully, will inflict another wound at the start of each of the opposing player's turns on a 6+. For each wound beyond the first, add 1 to the roll.

Wenaho the Deceiver ... 155 pts

Wenaho the Deceiver is a master of trickery and deception. He weaves a shadow of illusion about himself that confuses and befuddles the enemy. Wenaho has often used his tricks to lead foes astray, even tricking them into attacking their own allies.

Profile MWSBSSTWIALd
Wenaho 444442417

Save: 5+/3+

Wenaho is a Tacota Shaman Champion, and has the Raven Totem. He may not lead a unit of Totem Animals, and always travels on foot.

If Wenaho is in base to base contact with an enemy unit that is not led by a character, that unit must take a leadership test at the end of each movement phase. If they fail this test, Wenaho joins this unit, and it is controlled by the Amarind player until Wenaho leaves or is slain.

Wenaho the Deceiver carries a staff and a coup-stick, and the following magic items:

Magic War Paint ... 5 pts
See Warhammer Magic, Armor section.

Smoke Bundle ... 20 pts
Every once in a while (well, actually fairly often), Wenaho gets into trouble and can't readily get out of it by fighting. When this happens, he throws a Smoke Bundle to the ground (he only has one at any given time) during any Magic phase. Any enemy in hand to hand is temporarially blinded as Wenaho makes his escape 2d6" in any direction. Note that this is not breaking, and he cannot be pursued.

One Use Only

Olonchi ... 171 pts

Olonchi is the greatest archer of the Amarind Nations. He has out-shot every foe he has ever competed against, including a High Elf lord he once met on the plains. It is said that the feathers he uses for fletchings remember how to fly, and dive at their opponents by themselves.

Profile MWSBSSTWIALd
Olonchi 458442538
Horse830331305

Save: 5+

Olonchi is a Tacota Hero, and has the Eagle Totem (modifiers not added to above profile). He may lead a unit of Totem Animals if he wishes.

Olonchi is a master archer, and often has several arrows seeking out an enemy at a time. If the first shot hits on a regular shooting phase (not on a stand and shoot), Olonchi may take another shot at a -1 to hit. If this hits, he may shoot again at -2, and so on until he misses.

Olonchi may ride a horse (0), a Warhorse (+3), or may lead a unit of totem animals. He wears light armor, and carries a shield, a hand axe, a longbow, and the following magic item:

Sky Arrow of Naoler ... 30pts
See Warhammer Magic, Weapons

The Serpent ... 600 pts

The Serpent is a Quantaho Shaman Lord who lives by himself deep in the desert. Nobody knows his actual name, and most live in fear of him, even among his own peoples. The Serpent is known to slay anyone who intrudes on the lands of his own tribe, and has caused the death of many Orcs, Goblins, Skaven, Undead, and more. Strangely, he does not attack Lizardmen. It is suspected that The Serpent is actually a manefestation of Sotek.

Profile MWSBSSTWIALd
The Serpent455444638

Save: None

The Serpent is a Quantaho Shaman Lord, and has the Serpent Totem. He always accompanies a single Serpent Swarm (cost not figured in, comes from monster allotment). (Modeling note - The Serpent is fairly normal in appearance (ie doesn't have a snake's head or anything), but the character is placed on a serpent swarm.

The Serpent always takes both the Serpent Totem spell and a Sacred Fire.

The Serpent has a transfixing gaze identical to that of a vampire.

The Serpent's totem is more powerful than normal. The aging effect occures whenever The Serpent hits a foe, not when he wounds.

The Serpent carries the following magic items:

Sacred Incense ... 50pts
See the Magic section.

Serpent Staff ... 50pts
The Serpent Staff is considered a magical weapon. In addition, it can be used to cast its bound spell in the Magic Phase. The Serpent Staff has a range of 24", and any unit it hits suffers a number of hits equal to the number of wounds remaining on The Serpent's swarm, at S4.

Regeneration ... 50pts
As the Chaos Reward, regenerates any wound suffered on a 4+. It is always tough to kill a snake.

Amber Amulet ... 25pts
See Warhammer Magic, Enchanted Items

Wanahi, the Crazed ... 67 pts

Profile MWSBSSTWIALd
Wanahi, the Crazed4545415210

Save: 5+/3+

Wanahi, the Crazed is a Quantaho champion. He has the Coyote totem, but it has no effect on him (his LD is already 10, and he is by far too entranced to trick his foes into not attacking).

Wanahi is a Peyote Warrior, and as such is Immune to Psychology (except for Frenzy) and cannot be broken. In addition, Wanahi is frenzied. He has managed to stay alive longer than any other Peyote Warrior, and never ceases to amaze his comrads because of it.

Wanahi actually has some small sense of judgement, even when entranced. If several enemy units come within charge range, despite normal frenzy rules, Wanahi may elect to lead the Peyote Warriors after any unit within charge range, not just the nearest.

Wanahi carries a War Club, and the following magic item:

Magic War Paint ... 5 pts
See Warhammer Magic, Armor section.

Pacanshichen ... 300 pts

Pacanshichen (Pak on SHE chen) is a legendary spirit warrior that each tribe claims to have fathered. Whether or not he actually once existed is debated widely, but the more powerful Shamans summon up images of Pacanshichen from their Sacred Fires before a great battle.

Profile MWSBSSTWIALd
Pacanshichen6655545410

Save: 4+/2+

Pacanshichen is a mighty warrior of legendary times, who's tribe is unknown. He has the Thunderbird Totem, which has not been seen on any living Amarind for many years. He may not lead a unit of Totem Animals (they are far too powerful).

Pacanshichen's history is uncertain, but it is clear that, if he ever lived at all, he is not alive today. Pacanshichen may not be purchaced as an ordinary character. He can only be fielded as a Smoke Unit summoned by a Sacred Fire (see Magic section).

Pacanshichen is a "large monster" with a terrifying visage, and thus causes fear.

Pacanshichen's Thunderbird Totem allows him to fly.

Pacanshichen carries a shield, and the following magic items:

Magic War Paint ... 5 pts
See Warhammer Magic, Armor section.

Thunderbolt ... 50 pts
Thunderbolt is a massive spear, too large to be wielded by any but Pacanshichen. He may hurl it up to 10" (in which case it returns automatically), or fight with it in hand to hand combat. When it strikes, it strikes as S5. On a 4+, a bolt of lightning leaps from the struck model to the nearest enemy model, striking again for S5. Roll again, and on a 4+, it continues...striking foes until a 4+ is no longer rolled. Note that this effect only occurs once for each time it is thrown, or he fights a round of hand to hand combat with it (not once per A in hand to hand combat). If Pacanshichen attacks multiple opponents in hand to hand, he may choose which one the bolt originates from.

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