You may upgrade some marauders in your army to belonging to a specific tribe. You may only include marauders from one tribe, which must be the tribe of the god whose mark your general has. If your general is of chaos undivided you may have marauders from any one tribe.
The Tribe of the hound of war, devote their entire existence to bloodshed and war in the name of their god. They also breed giant hounds of Chaos to fight with them. They are the largest and the most bloodthirsty of all marauder tribes. You may upgrade any marauder units in your army to members of this tribe, as long as you have a pack of Chaos hounds in your army as well. To do this you must pay +3 points per model (+6 points for horsemen), they then get +1 attack. This can be applied to any marauder unit as well as their champions. If you do so, the marauders of the tribe of Chron may only carry light armour and/or additional hand weapons, they may not carry any other equipment.
The Crow tribe believe that plagues are a blessing from their dark god, and therefore
try to get as many as possible. Miraculously, quite a few survive, with the result that
the tribe of the crow have many tough warriors. You may upgrade any marauder units in your
army to members of this tribe. To do this you must pay +3 points per model (+6 points for
horsemen),
they then get +1 Toughness This can be applied to any marauder unit as well as their
champions. If you do so, the marauders of the tribe of Nurgal may only carry light armour
and/or flails.they may not carry any other equipment.
The Marauders of this tribe often eat strange herbs and mushrooms, these have a hallucinogenic effect on the tribesmen, making them almost oblivious to pain and fear. The marauders will always indulge in these drugs before entering battle. You may upgrade any marauder units in your army to members of this tribe, as long as you take at least one unit of Marauder horsemen in your army as well. To do this you must pay +3 points per model (+6 points for horsemen), they then become immune to psychology, but must take break tests as usual.
The Chaos Marauders of the tribe of Tchar, are cunning and treacherous, they are always
making and breaking alliances with the other tribes. The tribe of Tchar are an exception
to the one tribe per army rule, so you may upgrade a marauder unit to members of this
tribe regardless of the mark you general has. However if you do include members of this
tribe with members of another tribe there is a chance that they will double cross you. You
must roll a D6 for all the units from the tribe of Tchar, if you
roll a 1 they have betrayed you. Roll another dice, on a 1 the marauders have left your
army, if your opponent is also playing with a chaos army, the marauders join his army. On
a 2-5, the marauders have suspiciously turned up late, they do not set up as usual,
instead they move on from your board edge at the start of your second turn. On a 6, they
are just slightly behind and move on at the start of your first turn. The Marauders of the
eagle tribe, have a strange blessing. They are not as powerful as the tribe of the hound,
nor as tough as the tribe of the crow, instead they seem to be extremely lucky in various
subtle ways, as
befits Tchar, the god of subtleness and guile. You may upgrade any units of marauders to
members of the tribe of Tchar, as
long as you have at least one of Marauder chariot in your army as well. This costs +1
point per model, (+2 for horsemen), if you do this the unit may reroll one failed dice
roll in the game, this can be two dice or more, if they were all for the same thing, eg
leadership tests.
The tribe of Tchar have an exceptionally high number of shamans in their ranks, more so than any other tribe. These shamans sometimes come along to battles to assist their tribe, or whoever they are currently allied with. If you have a unit of marauders of the tribe of the eagle, this also allows you to take Marauder shamans. These come at two levels, count as part of the retinue, and you can only have 1 shaman per unit of marauders, or per 2 chariots.
Shamans | 72 points |
Shaman Champions | 140 points |
Profile | M | WS | BS | S | T | W | I | A | Ld |
Shaman | 4 | 4 | 3 | 4 | 4 | 1 | 5 | 2 | 7 |
Shaman Champion | 4 | 4 | 3 | 5 | 4 | 2 | 5 | 2 | 7 |
Shamans can be equipped as any other marauder unit, and can ride a warhorse (+3 points) or can ride in a chariot, replacing one of the crew. They can have up to one magic item each. Shamans have a magic level of one and one spell from either Tzeentch, or Celestial decks. Shaman Champions have a magic level of two and two spells from either Tzeentch, or Celestial decks.
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