Ladies and Gentlemen, presenting....
The Imperial Army of Ostland.
This is a project of mine that I think is very cool. It is a themed army list based around Ostland. It came about as a result of my creation of the Knights of the Black Rose and my unhealthy obsession with Morr. The aim is to portray an Empire army that is more rustic in tone and appearance. I hope you enjoy. If you do please let me know and any ideas, thoughts or suggestions would be greatly appreciated.
Ostland is the northernmost province of the Empire. The majority of Ostland is taken up by the Middle Mountains and the Forest of Shadows.
The middle Mountains lie in south west Ostland. This massive range is entirely surrounded by the Forest of Shadows. No people live here, and there are no Dwarf dwellings; but the rocky crags give shelter to bandits, Beastmen and Chaos warbands that attack any foolhardy enough to come near. This whole area of the Empire has never really been tamed, but every now and then the Count sends his knights to destroy the largest warbands but there are always more.
The Forest of Shadows is a densely packed pine forest. It is the home of many brigands, Chaos warbands, and whole tribes of Forest Goblins. The road from Middenheim to Erengrad runs through this forest, but only a fool travels this road without an armed escort.
And in the centre of these wild, untamed, places lies Wolfenburg, the Capital city of Ostland. Wolfenburg frequently comes under attack from the forces of Chaos that are to be found in the Forest of Shadows and the Middle Mountains, and so it should be no surprise that the chief god worshipped here is Morr, the god of Death and the afterlife; for Morr saves those who die honourably, protecting his favoured city. Morr grants comfort to those who are bereaved for they know their loved ones are with him. Ostland also has many Flagellants, because for some, belief in Morr is not enough to stop them going insane from grief and loss.
Ostland is not a rich province, and as such the spear, the sword and the bow are more common than the more expensive hand guns and halberds. Indeed, Ostlanders are famed throughout the Empire for their skill with the bow and as woodsmen, and as such serve as scouts for the Imperial army. Ostland also cannot equal the number of war machines of city states such as Nuln and Altdorf. To compensate for the lack of cannons, the Ostlanders have used their skill with the bow to develop a cheaper alternative, the Bolt thrower.
These units are designed to represent the style of fighting prevalent in Ostland, namely the bow and the spear. The extra rules for Spearmen is designed to make them worth using unlike before when they were really not very good.
Ostland Spearmen
The spear is the favoured and traditional weapon in the province of Ostland. This is perhaps because there is a lot of good quality wood nearby, and partly because they are cheap to make.
In fact, the warriors of Ostland have developed a special defence with the spear. The men in the front rank recieve the charge and turn the enemies weapons with their spears. While the attackers are recovering, the men behind quickly stab them with their spears.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Ostland Spearmen | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Special Rules:
Parry
To represent the technique the Ostlanders use with the spear, after an enemy rolls to hit
the spearmen roll 1D6 for each hit they score. Each roll of 6 is one attack parried. For
each attack parried in this way, the spearmen behind immediately get an extra attack at +1
to hit. This may not be used by a character using a spear unless they are a champion of a
unit of spearmen.
Ostland Hunters
The people of Ostland are famed for their skill with the longbow, but there are some
exceptional marksmen among them. The Ostland Hunters are such people. It is said that they
can hit a small coin from 50 feet away on a dark foggy night.
The Ostland Hunters are not simple hunters. They are the scouts and the messengers of the army of Ostland. They often dwell in the Forest of Shadows or the Middle Mountains for days on end, hunting out Goblins, Orcs, and warbands of Chaos. Many an attack has been halted by a well aimed arrow, or a cunningly laid trap, and many are the debts the people of Ostland have for these exceptional warriors who constantly work for their safety.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Ostland Hunters | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Special Rules:
Skirmish
Ostland Hunters can skirmish as described in the WHFB rulebook.
Infiltrate
Ostland Hunters are deployed after all other troops on both sides. They may be
placed anywhere on the board, except in the enemy's deployment zone, or in line of sight
of his troops. If both sides have troops able to deploy in this manner, eg Wood Elf
Scouts, roll for it, whoever rolls highest deploys second.
Marksmen
Due to their great skill with a longbow, Ostland Hunters are able to hit weak, vulnerable
points on their foes.
No shot can, through penalties, require more than 6's to hit. If a 6 to hit is rolled the
enemy have been hit in a weak spot and the hit is resolved at S4.
These rules are designed to be used in combination with my revised rules for the knightly orders. In these rules each order has special rules, a special banner and gets standard and musician for free. Ladies and Gentlemen, presenting...
The Knights of the Black Rose
Before the time of Sigmar, there were three gods that were worshipped in what became the Empire, the most well known was Ulric, who is still worshipped by lots of people. The other two are less well known and their cults less widespread, yet nevertheless their cults continue still. The first of these is Taal, the second Morr, the god of death.
Taal has his main following in Talabecland, which is named after Taal himself, while Morr's cult is smaller still.
The cult of Morr is centred in the town of Wolfenburg in the province of Ostland. The Forest of Shadows encompasses most of Ostland, and here many Chaos War bands gather, and Forest Goblin tribes prepare for war. In the heart of all this is Wolfenburg. The citizens of Wolfenburg fight constantly against the forces of evil, and many of them die in the ongoing battle. The people of Wolfenburg pray to Morr, asking for a better life after death, and for the chance to bring death down on their enemies before they themselves die. Death has almost no fear for the truly devoted.
There are many knightly orders in the Empire, some big and some small, within each order there is something that links them together, for example the Knights of the White Wolf all carry double handed mauls and worship Ulric and The Knights of the Blazing Sun all pray to Myrmidia.
The Knights of the Black Rose were formed to protect Wolfenburg from the attacks of their enemies, their name refers to the symbol of Morr which is the black rose. They were black armour and carry heavy flails to strike down their enemies, and usher them into Morr's embrace, death holds no fear for them as they know they will be welcomed by their god. The order has grown but is still small compared to the might of the Knights of the White Wolf.
0-1 UNIT OF KNIGHTS OF THE BLACK ROSE............37 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Knights of the Black Rose | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: The Knights of the Black Rose ride barded Warhorses, they wear heavy armour, and carry a sword and a flail.
Save: 3+
Options: The Knights of the Black Rose may have standard bearer and musician at the same cost as an ordinary trooper. The Knights of the Black Rose may carry a magic Banner. This may be chosen from the appropriate magic item cards, and it's cost is indicated on the card itself (see Warhammer Magic for more details). Or this may be the banner of Morr as detailed below.
Special Rules: The Knights of the Black Rose are unafraid of dying, they are therefore immune to fear, and terror. They can also -1 to their roll for any break tests they have to take.
The Banner of Morr...............................75 points This banner, carried by the Knights of the Black Rose, was enchanted by powerful Amethyst wizards, who are themselves closely associated with death. Those who attack the knights, find their attacks reflected back on them. When anyone attacks the knights in hand to hand combat and rolls a 1 to hit, their blows are turned against them, and they take 1 hit for each 1 rolled to hit as if they themselves had struck the blow, ie at their strength, including any magic items or spells that effect them. No magic items that rebound wounds can be used against wounds caused in this way, because the wounds would merely reflect back on themselves, after all they were the ones that struck the blow. Knights of the Black Rose only. |
Priests of Morr
(Note: This is a revised form of the Priests of Morr. To see the original form, click here.)
Morr, the Imperial god of death and the afterlife, is worshipped mainly in the city of Wolfenburg the capital of Ostland. His worshippers pray for a better life after death, and death has little or no fear for them.
The Priests of Morr are utterly fearless warriors, who are just as comfortable preaching to their followers as they are smiting their foes on the field of battle. They wish to bring death to as many enemies of the Empire as possible before Morr calls them to his side.
Priests of Morr are quite a rare sight in most of the Empire, as most people have forgotten the ancients gods in favour of the cult of Sigmar, but some have not forgotten, and the Priests of Morr are ever ready to wield their scythes and crush all foes.
0-1 Priest of Morr...............117 points
An Empire army may include up to 1 Priest of Morr as long as it includes at least 1 Ostland regiment, or the Death's Head Regiment of Ostermark. If a unit is to be an Ostland unit it must be a state regiment painted in Ostland colours or be the Knights of the Black Rose.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Priest of Morr | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 10 |
Equipment: A large scythe (counts as a halberd).
Weapons/armour: They may not wear armour nor may they use any weapon other than a scythe.
May ride: A Priest of Morr may ride a horse (free), a warhorse (+3 points), or a monster (see monster list in the Empire book).
Magic Items: A Priest of Morr may have up to 2 of the unique items detailed below, they may have no other types of item.
Special Rules
Leadership
A Priest of Morr has no fear of death. He is therefore immune to all psychology
(except for hatred of Undead) and break tests.
Hatred
Priests of Morr despise the unholy practices of necromancy as they defile the bodies of
the dead and defy the will of Morr by returning life to the dead. They therefore hate all
Undead creatures and any who bring life to the dead. This includes Vampires, Necromancers
and characters with the Crown of Sorcery or using necromantic magic.
Blessings
A Priest of Morr has the power to call upon Morr to help his servant in battle. This is
reflected with blessings. The Priest of Morr receives a random one of the blessings below
at the start of the battle. In each magic phase the Priest of Morr gets D3 WoM cards that
only he can use, and he can't use any other cards. Otherwise blessings work exactly as
spells, and a Priest counts as a level 1 wizard for dispelling and all other purposes.
Priests may retain one of their cards from turn to turn in the same way as other wizards.
This card may only be used by the Priest.
1) Fear of Death - power 1 - range 18"
The Priest of Morr calls upon his god to make an enemy unit tremble with fear at the
prospect of dying.
The target of this spell must take a fear test, if they fail they immediately flee.
2) Return from Death - power 1 - range 6" - remains in play
The Priest calls upon Morr to return a slain friend to life for a short period to
enable him to slay more enemies in the god's name.
A single character slain in the battle is returned to life and appears within 6" of
the Priest. He has all his wounds restored, and has all his magic items and equipment. He
returns with a steed if he had one before, but monsters and chariots do not return. If
this blessing is dispelled the character disappears immediately, if he is slain this
blessing is dispelled.
3) Spirit Guide - power 2 - remains in play
The Priest of Morr calls upon the souls of his long dead predecessors to aid him in
battle. They guide his hands and allow him to attack much faster.
While this blessing is in play the Priest has double attacks.
4) Embrace of Morr - power 2 - range 18"
The Priest calls upon Morr to smite his foes and usher them into the afterlife.
This blessing affects a unit within 18", roll a D6 for each model in the unit, on a
5+ they take a wound with no armour save allowed.
5) Remove Fear - power 2 - range 18" - remains in play
The Priest prays to Morr, and asks him to reveal his love to a friendly regiment; they
then feel no fear in dying.
One unit within range becomes immune to all psychology and break tests for as long as this
spell remains in play.
Special Magic Items:
The Book of Morr.......................40 points
The book of Morr is the Priests' holy book. In battle the Priest can read passages from the book to inspire his troops. The passages he reads tell of how Morr rewards those who die honourably fighting their foes.
Any unit led by the Priest of Morr may take all leadership based tests on his leadership unmodified.
Ring of Obsidian.......................40 points
The Ring of Obsidian allows a Priest of Morr to communicate with the souls that reside with Morr. They can instruct him in how to fight better or make his blessings more powerful.
You must decide which benefit you wish at the start of each of your turns:
Fight better: The Priest has +2WS.
More powerful blessings: All blessings count as if they have already been
reinforced with 1 power card so the enemy is at -1 to dispel them.
Scythe of Morr.......................40 points
When a Priest uses this holy weapon, anyone slain with it has their soul devoured by Morr. This makes Morr rejoice and makes him more likely to answer the prayers of the Priest.
The Scythe of Morr functions as a halberd. In addition for each soul you claim, (ie each living model killed) the Priest gains 1 WoM card in the next magic phase. This has no effect on Dæmons or Undead as they have no souls.
Modelling a Priest of Morr
I would use the Amethyst wizard model and paint it in blacks and reds.
I may develop and/or add to these rules at a later date. I will keep you posted.
In this section I will present the army list from which to select an Ostland army. The final part will contain special characters for the army. Enjoy:
This army list may be used as an alternative to the Empire army list to represent the type of army found in Ostland. A copy of the Empire book is necessary to use this list.
Army Selection |
|
0-50% | Characters |
25%+ | Regiments |
0-15% | War machines |
0-25% | Monsters |
0-25% |
Allies- Wood Elves, Bretonnia, High Elves, Dwarfs, Kislev, and the other provinces of the Empire. |
The normal rules for detachments apply. See the Empire book for more details.
Equipment list is identical to the Empire book.
1 General..................100 points
Profile | M | WS | BS | S | T | W | I | A | LD |
General | 4 | 6 | 6 | 4 | 4 | 3 | 6 | 4 | 9 |
Equipment: Sword
Weapons/armour: Any combination from the Equipment list.
May ride: A warhorse (+3 points), a horse (free) or a monster (see monster list).
Magic Items: Up to 3.
Options: For an additional 10 points you may upgrade your general to a Knight of the Black Rose. If he does so, he must have a flail and ride a barded warhorse or a monster, he may carry additional equipment. He then receives the Special Rules of the Knights of the Black Rose for fear, terror and break tests.
0-1 Battle Standard..................80 points
Profile | M | WS | BS | S | T | W | I | A | LD |
Battle Standard Bearer | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 7 |
Equipment: Sword
Weapons/armour: Any combination from the Equipment list.
May ride: A warhorse (+3 points), a horse (free) or a monster (see monster list).
Magic Items: Up to 1. This may be a magic banner.
Options: For an additional 10 points you may upgrade your Battle standard to a Knight of the Black Rose. If he does so, he must have a flail and ride a barded warhorse or a monster, he may carry additional equipment. He then receives the Special Rules of the Knights of the Black Rose for fear, terror and break tests. He may also carry the Banner of Morr.
Heroes..................65 points
Profile | M | WS | BS | S | T | W | I | A | LD |
Hero | 4 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 8 |
Equipment: Sword
Weapons/armour: Any combination from the Equipment list.
May ride: A warhorse (+3 points), a horse (free) or a monster (see monster list).
Magic Items: Up to 2.
Options: For an additional 10 points you may upgrade your hero to a Knight of the Black Rose. If he does so, he must have a flail and ride a barded warhorse or a monster, he may carry additional equipment. He then receives the Special Rules of the Knights of the Black Rose for fear, terror and break tests.
Champions..................30 points
Any unit may include a champion, except Flagellants and Ogres.
Profile | M | WS | BS | S | T | W | I | A | LD |
Champion | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 7 |
Equipment: Sword
Weapons/armour: He must be armed identically to his unit.
May ride: A warhorse (+3 points), a horse (free), depending on which unit he leads.
Magic Items: Up to 1.
Special Rules: Any special rules that apply to the unit apply to the Champion.
Ogre Champion..................110 points
Ogre units have their own champions. Ogre Champions tend to be loud, large and smelly. Having said this, so are the rest of their unit. An Ogre Champion tends to be very enthusiastic, especially when it comes to eating, drinking, or bashing people over the head with a large club!
Profile | M | WS | BS | S | T | W | I | A | Ld |
Ogre Champion | 6 | 4 | 3 | 5 | 5 | 3 | 4 | 3 | 7 |
Equipment: Sword
Weapons/armour: He must be armed identically to his unit.
May ride: Nothing, he is too big and smelly.
Magic Items: Up to 1.
Special Rules: Fear.
Wizards
You may include any number of Wizards. Note if you are using colour magic, Gold wizards and Light wizards are not available as they tend not to live or work in Ostland. It is too remote and wild for their tastes.
Wizard | 56 points |
Wizard Champion | 118 points |
Master Wizard | 190 points |
Wizard Lord | 287 points |
Profile | M | WS | BS | S | T | W | I | A | LD |
Wizard | 4 | 3 | 3 | 3 | 4 | 1 | 4 | 1 | 7 |
Wizard Champion | 4 | 3 | 3 | 4 | 4 | 2 | 4 | 1 | 7 |
Master Wizard | 4 | 3 | 3 | 4 | 4 | 3 | 5 | 2 | 7 |
Wizard Lord | 4 | 3 | 3 | 4 | 4 | 4 | 6 | 3 | 8 |
Equipment: Sword
Weapons/armour: Any combination from the Equipment list.
May ride: A warhorse (+3 points), a horse (free) or a monster (see monster list).
Magic Items: 1 per magic level.
0-1 Priest of Morr..................117 points
The Priests of Morr often go into battle to usher the souls of the enemy into Morr's grip. They are great leaders of men and give the soldiers courage in the heat of battle.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Priest of Morr | 4 | 4 | 3 | 4 | 4 | 2 | 4 | 2 | 10 |
Equipment: A large Scythe (counts as a halberd).
Weapons/armour: They may have either light armour (+2 points) or heavy armour (+3 points).
May ride: A Priest of Morr may ride a horse (free), a warhorse (+3 points), or a monster (see monster list in the Empire book).
Magic Items: A Priest of Morr may have up to 2 of the unique items detailed in the bestiary, they may have no other items.
Special Rules
He is immune to all psychology and break tests. The Priest uses blessings as detailed in the rules.
You must have at least one unit of either archers or spearmen.
0-1 Unit of Knights of the Black Rose............37 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Knights of the Black Rose | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: The Knights of the Black Rose ride barded Warhorses, they wear heavy armour, and carry a sword and a flail.
Save: 3+
Options: The Knights of the Black Rose may have standard bearer and musician at the same cost as an ordinary trooper. The Knights of the Black Rose may carry a magic Banner. This may be chosen from the appropriate magic item cards, and it's cost is indicated on the card itself (see Warhammer Magic for more details). Or this may be the banner of Morr as detailed in the bestiary.
Special Rules
The Knights of the Black Rose are unafraid of dying, they are therefore immune to fear, and terror. They can also -1 to their roll for any break tests they have to take.
Greatswords............7 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Greatsword | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Greatswords are armed with huge double-handed swords.
Save: None
Options: Greatswords may have light armour (+2 points per model). Up to one unit of Greatswords may carry a magic Banner. This must be chosen from the appropriate magic item cards, and it's cost is indicated on the card itself (see Warhammer Magic for more details).
Swordsmen............7 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Swordsman | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Sword and shield.
Save: 6+
Options: Swordsmen may have light armour (+2 points per model). Up to one unit of Swordsmen may carry a magic Banner. This must be chosen from the appropriate magic item cards, and it's cost is indicated on the card itself (see Warhammer Magic for more details).
Archers............8 points per model
The province of Ostland is famed for its archers throughout the Empire.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Archer | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Longbow and sword.
Save: None
Options: Archers may have light armour (+2 points per model) and/or shields (+1 point).
Special: Archers may skirmish
Ostland Hunters............11 points per model
Profile | M | WS | BS | S | T | W | I | A | Ld |
Hunter | 4 | 3 | 4 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Longbow and sword.
Save: None
Options: None
Special Rules: Skirmish, infiltrate, marksmen. See bestiary for more details.
Spearmen............8 points per model
The traditional weapon of Ostland is the spear.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Spearman | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Spearmen are armed with spears and shields.
Save: 6+
Options: Spearmen may have light armour (+2 points per model). Up to one unit of Spearmen may carry a magic Banner. This must be chosen from the appropriate magic item cards, and it's cost is indicated on the card itself (see Warhammer Magic for more details).
Special Rules: Spearwall. See bestiary for more details.
0-2 units of Flagellants............10 points per model
Ostland has a large proportion of Flagellants, as the evil forces at work attract them like a moth to a flame. Also some are Ostlanders driven mad from the grief of losing friends and family to the armies of Chaos.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Flagellant | 4 | 3 | 3 | 4 | 4 | 1 | 3 | 2 | 10 |
Equipment: Flagellants are armed with large heavy flails.
Save: None
Special Rules: Immune to all psychology and break tests.
0-1 unit of Ogres............40 points per model
Ogres are attracted to Ostland because it is almost always in a state of warfare, and there is nothing and Ogre likes more than a scrap. Except possibly drink. And food. They are hired because of their brute strength, but unfortunately they are not terribly bright.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Ogre | 6 | 3 | 2 | 4 | 5 | 3 | 3 | 2 | 7 |
Equipment: Ogres are armed with hand weapons, often a simple club or axe.
Save: None
Options: The Ogres may have light armour (+2 points) and/or shields (+1 point). They may have either an extra hand weapon (+1 point), a halberd (+2 points), or a double-handed weapon (+2 points). An Ogre regiment does not have a regular champion, instead it may have an Ogre champion.
Special Rules: Cause fear.
Kislevite Winged Lancers............21 points per model
The Imperial army of Ostland includes many Kislevites. These are sent by the Ice Queen of Kislev to help protect the Empire from Chaos.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Winged Lancer | 4 | 4 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Equipment: A Shield, a lance and a sword. They ride warhorses.
Save: 4+
Options: The Winged Lancers may have light armour (+4 points per model). The Winged Lancers may carry a magic Banner. This must be chosen from the appropriate magic item cards, and it's cost is indicated on the card itself (see Warhammer Magic for more details).
Kislevite Horse Archers............14 points per model
The traditional weapon of Ostland is the spear.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Horse Archer | 8 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: Horse Archers are armed with bows and they ride horses.
Save: 6+
Options: Horse Archers may have shields (+2 points per model).
Special: Horse Archers can skirmish.
Mortars...........75 points
The rules for mortars can be found in the Empire army book. Please note the reduced price.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Mortar | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: The crew have swords.
Save: None
Great Cannons...........100 points
The rules for Great Cannons can be found in the Empire army book and the WHFB rulebook.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Cannon | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: The crew have swords.
Save: None
0-1 Helblaster Volley Gun...........100 points
The rules for Helblaster volley guns can be found in the Empire army book.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Helblaster | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: The crew have swords.
Save: None
Bolt Throwers...........45 points
The rules for Bolt Throwers can be found in the WHFB rulebook.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Bolt Thrower | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Equipment: The crew have swords.
Save: None
Identical to the Empire army list.
The following special characters from the Empire army book are available:
Valmir von Raukov Elector Count of Ostland, who may be your general.
The Ice Queen of Kislev
On top of these there are several new characters available. These are:
Jorval Burgenhof
Karl von Reichschtadt
Rufus Redbeard
Jorval Burgenhof, Grand Master of the Knights of the Black Rose...................235 points.
Your army may include Jorval Burgenhof as a champion for your unit of Knights of the Black Rose, he may also be your general, as long as there are no other special characters who could be your general in your army, but he would still act as the champion for the Knights of the Black Rose.
Jorval has led the order of Knights of the Black Rose, for several years now, since the previous Grand Master was slain, fighting several hundred Beastmen and Dæmons of Chaos who were assaulting Wolfenburg; as they say, you should have seen the other guys. The previous Grand Master was called Konrad Burgenhof, and he was Jorval's uncle and adopted father, as well as his teacher and mentor. Before Konrad died, he taught Jorval everything he knew about the art of war, and let it be known that Jorval was his chosen successor.
Jorval was away when the Chaos war band struck. He had gone to Altdorf for a meeting with the Emperor himself, together with representatives of all the knightly orders. When he returned, and found that his uncle was dead, he became deeply depressed and refused all food and drink for three days. After the three days he emerged ready to become Grand Master, but his heart was filled with hatred for those who killed Konrad, and all of their kind.
Jorval is a fervent devotee of the cult of Morr and death has no fear for him, he has proven to be a brilliant commander of the Knights of the Black Rose.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Jorval Burgenhof | 4 | 6 | 5 | 4 | 4 | 2 | 6 | 3 | 9 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons / Armour: Jorval wears a suit of heavy armour and carries the Flail of Morr, he also wears the Amulet of the Black Rose and rides an armoured Warhorse.
Magic Items: Jorval can carry two magic items in total, these must be the Flail of Morr and the Amulet of the Black Rose, they are unique to Jorval and only he may use them.
The Flail of Morr...............................75 points The Flail of Morr is an ancient heirloom of the Grand Masters of the Knights of the Black Rose. Ensorcelled by amethyst wizards, it hunts for the blood of the enemy. While using the Flail of Morr, the usual rules for flails apply, as well as this the flail gives strength to the user, allowing him to continue getting the +2 strength bonus even after the first round of combat, in addition Jorval has a +1 to hit bonus in hand to hand combat. For every wound scored and not saved, Jorval may immediately make another attack, if these cause wounds he does not get more attacks. |
The Amulet of The Black Rose..........50 points If the wearer of this amulet should be slain in combat, the amulet keeps him alive so he can kill as many of the enemy as possible, but after combat the amulet ceases to keep him alive, so the wearer can join Morr in the afterlife. If Jorval is slain while fighting in hand to hand, count the number of wounds he took after he was reduced to 0 wounds, then roll a dice; if the number thrown is greater than the wounds taken after he reached 0, Jorval is sustained by the power of the amulet and is not taken off as a casualty, he may continue fighting as normal. However wounds caused still count towards combat resolution as normal. After he finishes fighting hand to hand, and after any pursuit or fleeing moves have been made, the amulet will stop keeping him alive so he can go to Morr, and he will die. For example, Jorval is fighting a High Elf Lord, the High Elf causes 4 wounds on Jorval, so ordinarily he would be dead, but on a roll of 3+ (because he took 2 wounds after he was knocked down to zero) the amulet would keep him alive. Next combat phase the High Elf lord causes 3 wounds, Jorval now needs to roll a 4+ to stay alive, assuming he does and the High Elf Lord breaks and flees, Jorval pursues, catches up and kills him, then the amulet stops keeping him alive and Jorval himself dies. |
Special Rules
Psychology
Jorval has absolutely no fear of dying, his courage increases the courage of the knights
he leads. Jorval and the unit of knights he leads are completely immune to fear, terror,
panic and stupidity, they can also -2 from any rolls they make for Break tests.
Hatred
Jorval hates all Chaos troops, and anyone allied to Chaos because of what they
did to his Uncle. This hatred applies to Chaos, Chaos Dwarfs, and Skaven, as well as any
allies they use in battle.
Karl Von Reichschtadt, Amethyst Wizard Lord and Knight of the Black Rose..................450 points.
Your army may include Karl von Reichschtadt as an independant character.
Amethyst magic runs through the past, present and future, and so it is the hardest magic to see. It is also heavily associated with death, and it blows strongly in graveyards, battlefields and mortuaries. It is this connection with death, that has led to the excellent relations between the amethyst wizards, and the Knights of the Black Rose. It is customary for their to always be a high level wizard within the ranks of the Knights themselves, and they are given an honorary membership.
However, the current Amethyst Wizard serving with the knights, refused to accept the honorary membership, claiming instead that he should win the right to join properly instead, and prove his worth as a warrior. His name is Karl Von Reichschtadt, and he is a powerful wizard, and a skillful warrior. Jorval Burgenhof, the Grand Master, was intrigued that a wizard should make such a request, and so he decided to agree to Karl's suggestion. Jorval himself took up the challenge of the Amethyst wizard, expecting perhaps, an easy fight. He was surprised and impressed with what he found. The duel lasted for several hours, and in the end Jorval triumphed. But so impressed was he with Karl's fighting prowess that he made Karl a full member of the Knights of the Black Rose.
Karl cannot wear the black armour of the knights, nor does he use a flail, but he does ride a black armoured warhorse, and wields his scythe with deadly accuracy. Karl is a firm believer in the god Morr, and he is unafraid of death.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Karl von Reichschtadt | 4 | 5 | 3 | 4 | 4 | 4 | 6 | 4 | 8 |
Warhorse | 8 | 3 | 0 | 3 | 3 | 1 | 3 | 1 | 5 |
Weapons / Armour: Karl wields the Amethyst Scythe, and rides an armoured Warhorse.
Magic Items: Karl von Reichschtadt may carry four magic items in total, these will always be the Amethyst Scythe, the Ring of Darkness, the Chalice of Sorcery, and a power scroll. The first is unique to him and only he may use it, the remainder are available as cards in Warhammer Magic.
The Amethyst Scythe...........................45 points This scythe is made of pure amethyst, and engraved with potent runes. The scythe has a weird connection with the past and the future, and it allows the bearer to warp time around him. The wielder of the scythe always strikes first in hand to hand combat, as he can warp time slightly, allowing him to strike before anyone else. He therefore strikes before anyone else also entitled to strike first, ie before assassins, characters with the helm of many eyes, or sword of swift slaying, or master rune of swiftness. The scythe also counts as a halberd, giving Karl +1 strength, but it requires two hands to use. |
Special Rules
Knight of the Black Rose
Karl von Reichschtadt is a member of the Knights of the Black Rose, and the usual rules of
fear, terror and break tests apply.
Rufus Redbeard
Rufus Redbeard, a name mentioned frequently in the Empire, by it's most crazed inhabitants. For Rufus is perhaps the most famous flagellant that has ever lived, he has led his band of followers all over the Empire spreading the word that the end of the world is coming. Wherever he goes, flagellants flock to his side, and together they have fought in countless battles, convinced each time, that this would be the final battle that would destroy the world.
As Ostland is under almost constant attack from the forces of Chaos, flagellants tend to migrate there in large numbers. Rufus Redbeard has often turned up on battlefields in Ostland to throw himself into battle in his own unique fashion.
Rufus Redbeard..............................179 points
An Empire or Ostland army may include Rufus as a champion for a unit of flagellants, he may not be the general.
Profile | M | WS | BS | S | T | W | I | A | Ld |
Rufus Redbeard | 4 | 5 | 5 | 5 | 5 | 2 | 5 | 4 | 10 |
Equipment: Massive double handed Axe.
Special Rules
Like all Flagellants Rufus Redbeard is immune to all psychology and break tests.
Magic Items: Rufus Redbeard carries the Ruby chalice. He may not have any other items.
Modelling Rufus: This should be fairly obvious, the model is the Zealot with the massive axe from the Redemptionists gang in Necromunda.
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