WARHAMMER ARMIES -
THE UNGOLS

REGIMENTS:

1+ Ungol Horse Archer .................. 25 points each

Your army must include a least one unit of Ungol Horse Archers. These form the bulk of the Ungol army. They are skilled Horsemen and the best in the east.

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Equipment: Ungol Horse Archer are armed with bows and hand weapons. They ride horses.

Save: 5+

Options: Ungol Horse Archer may be equipped with shild (+1 points each). The unit may also carry a Magic Standard.

Special Rules:

Skirmish: Ungol Horse Archer can Skirmish.

Expert Riders: Ungol Horse Archer are expert riders. They have a save of 5+ instead of 6+ for being mounted. They can also shoot with out the -1 penalty for shooting.

Fire and Flee: Ungol Horse Archers may choose the charge reaction "fire and flee". This option may only be used if the enermy charged for over there normal movement rate. They now flee 2d6" instead of 3d6".

0+ Ungol Lancers .................. 25 points each

Your army may inclued any number of Ungol Lancers. These assist the Horse archers by providing a hard hitting hand-to-hand unit which surpports the Horse Archers fire power.

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Equipment: Ungol Lancers are armed with lances, light armour, shilds and hand weapons. They ride barded warhorses.

Save: 2+

Options: Ungol Lancers may also carry a Magic Standard.

Special Rules:

Expert Riders: Ungol Lancers are expert riders. They have a save of 5+ instead of 6+ for being mounted.

0-1 Keshik Baghatur .................. 15 points each

Your army may inclued a single unit of Keshik Baghatur. These are the elite personal gaurd of the Khan.

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Equipment: Keshik Baghatur are armed with light armour, bows, shilds and halberds.

Save: 5+

Options: The Keshik Baghatur may be monted on War Horses (+3). The unit may also carry a Magic Standard.

Special Rules:

Body Gaurds: Keshik Baghatur are the body gaurds of the Khan. If you have this unit in your army the Khan must be placed with it and it will not break until the Khan is killed.

0+ Ungol Bowmen .................. 7 points each

Your army may inclued any number of Ungol Bowmen. Ungols are skilled with a bow and most of the army is armed with them.

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Equipment: Ungol Bowmen are armed with bows.

Save: -

Options: Ungol Bowmen may be equipped with light armour (+2) and shild (+1). They may upgarde their bows to long bows (+1). One unit may also carry a Magic Standard.

0+ Ungol Pesents .................. 5 points each

Your army may inclued any number of Ungol Pesents. Ungols Pesents join battles to defend there own villages and the Ungol Empire.

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Equipment: Ungol Pesents are armed with hand weapons.

Save: -

Options: Ungol Pesents may be equipped with light armour (+2) and shild (+1). They may also carry spears (+1).

0-1 Units of Ungol Scouts .............. 25 points each

Your army may inclued a single unit of Ungol Scouts. Ungols Scouts scout ahead of the Ungol army on their fast steed.

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Equipment: Ungol Scouts are armed with hand weapons.

Save: 5+

Options: Ungol Scouts may be equipped with light armour (+2) and shild (+1). They may also carry spears (+1) or bows (+2).

Special Rules:

Expert Riders: Ungol Scouts are expert riders. They have a save of 5+ instead of 6+ for being mounted. They can also shoot with out the -1 penalty for shooting.

Skirmish: Ungol Scouts can Skirmish.

Infultrate: Ungol Scouts may set up any were on the board except the enermies deployment zone. They must be out of sight of the enermy.

0-1 Nokut (Supporters of the Khan) .............. 10 points each

Your army may inclued a single unit of Nokut. The Nokut are the frenzied supporters of the Khan.

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Equipment: Nokut are armed with hand weapons.

Save: -

Options: None.

Special Rules:

Psychology: Nokut are unaffected by psycology. They never test for fear, panic or terror.

Combat: Nokut never take break tests in hand-to-hand combat.

0-1 Ungol Hunters .............. 30 points each

Your army may inclued a single unit of Ungol Hunters.

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Equipment: Ungol Hunters are armed with bows, nets(+1 I and enermy can't attack back if hit) and hand weapons. They ride horses.

Save: 5+

Options: Ungol Hunters may be equipped with shild (+1 points each) and light armour (+2 points each).

Special Rules:

Skirmish: Ungol Hunters can Skirmish.

Expert Riders: Ungol Hunters are expert riders. They have a save of 5+ instead of 6+ for being mounted. They can also shoot with out the -1 penalty for shooting.

Fire and Flee: Ungol Hunters may choose the charge reaction "fire and flee". This option may only be used if the enermy charged for over there normal movement rate. They now flee 2d6" instead of 3d6".

0-1 Jarghere (Female Warriors) .............. 7 points each

Your army may inclued a single unit of Jarghere. These are the female warrior clan of the Ungols.

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Equipment: Jarghere are armed with double-handed swords and light armour.

Save: 6+

Options: The Jarghere may be equipped with shild (+1 points each). They may ride horses (+2 points each).

0+ Cathyian Mercinaries .............. 10 points each

Your army may inclued any number of Cathyian Mercinaries. Cathyian Mercinaries are Cathyians from Imperial Cathy who have left the great realm of the east and joined the Ungol Khans.

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Equipment: Cathyian Mercinaries are armed with swords, heavy armour and shilds.

Save: 4+

Options: Cathyian Mercinaries may be equipped with double-handed weapons (+3 points each).

Special:
Samarie Skill: Cathyian Mercinaries are skilled samaries. When armed with double handed swords they can still use their shilds and do not have to always go last in combat.

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