0-1 Army General
Warmaster |
145 points |
Warlord |
115 points |
Your army must include either a Warmaster or a Warlord to lead it. The Warmaster must be a Gorrum Chi, but the Warlord will be from the Gorrum.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Chi Warmaster | 4 | 7 | 6 | 5 | 5 | 3 | 6 | 4 | 10 |
Gorrum Warlord | 4 | 6 | 6 | 4 | 5 | 3 | 6 | 4 | 9 |
Equipment: Sword.
Weapons/Armour: The Army General may be armed with any of the weapons or armour indicated on the Equipment List. See the separate Equipment List for summary and points values.
May Ride: The Warmaster may ride a Dragonnel, chariot, or monster, at the appropriate points cost.
The Warlord may ride a War Boar, chariot, or monster, at the appropriate points cost.
Magic Items: The Army General is a Lord level character and is entitled to up to three magic items chosen from the appropriate Warhammer Magic cards.
0-1 Battle Standard
Gorrum Chi | 97 |
Gorrum | 88 |
The army may include a Battle Standard together with its bearer if you wish. This Battle Standard Bearer may be from either the Gorrum Chi or the Gorrum.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Chi Champion | 4 | 5 | 4 | 5 | 4 | 1 | 4 | 2 | 8 |
Gorrum Champion | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 7 |
Equipment: Sword and Battle Standard.
Weapons/Armour: The Battle Standard Bearer may be armed with any of the weapons or armour indicated on the Equipment List. See the separate Equipment List for summary and points values.
May Ride: The Battle Standard Bearer may ride a Dragonnel, chariot, or monster (see separate Monster List for points values), at the appropriate points cost.
Magic Items: The Battle Standard Bearer is a Champion level character and is entitled to up to one magic item chosen from the appropriate Warhammer Magic cards. This may be a magic standard, effectively turning the army's banner into a magic standard.
Gorrum Chi Hero........................96 points
The army may include as many Gorrum Chi Heroes as you wish within the normal limitations of the points available.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Chi Hero | 4 | 6 | 5 | 5 | 5 | 2 | 5 | 3 | 9 |
Equipment: Sword.
Weapons/Armour: The Hero may be armed with any of the weapons or armour indicated on the Equipment List. See the separate Equipment List for summary and points values.
May Ride: The Hero may ride a Dragonnel, chariot, or monster (see separate Monster List for points values), at the appropriate points cost.
Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards.
Special Rules:
Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.
Leadership: No character from any of the other races may lead a Gorrum Chi unit. Characters from other races may join with and fight with Gorrum Chi units, but they may not lead them.
Gorrum Chi characters may join and lead any units in the army.
0-1 Gorrum Chi Swordmaster........................101 points
The army may include one Gorrum Chi Swordmaster. Swordmasters dedicate themselves to mastering the sword in all its different variations. They train for hours daily to perfect their skills with the blade. Most are guards and attendants upon the Temples of Parjanya.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Chi Swordmaster | 4 | 7 | 5 | 5 | 5 | 2 | 5 | 3 | 9 |
Equipment: Sword.
Weapons/Armour: The Swordmaster may carry any swords he wishes to carry. He may be given only lgiht armour or magic armour. A Swordmaster will never wear heavy armour.
May Ride: The Swordmaster may not ride any mount or Chariot.
Magic Items: The Swordmaster is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards. If he chooses a magic weapon, then it must be a sword.
Special Rules:
Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.
Leadership: No character from any of the other races may lead a Gorrum Chi unit. Characters from other races may join with and fight with Gorrum Chi units, but they may not lead them.
Gorrum Chi characters may join and lead any units in the army.
Swordmaster: Swordmasters may strike at their Initiative with two-handed swords, they do not automatically strike last.
Gorrum Hero......................77 points
The army may include as many Gorrum Heroes as you wish within the normal limitations of the points available.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Hero | 4 | 5 | 5 | 4 | 5 | 2 | 5 | 3 | 8 |
Equipment: Sword.
Weapons/Armour: The Hero may be armed with any of the weapons or armour indicated on the Equipment List. See the separate Equipment List for summary and points values.
May Ride: The Hero may ride a War Boar, chariot, or monster, at the appropriate points cost.
Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards.
Special Rules:
Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.
0-1 Gorrum Swordmaster........................82 points
The army may include one Gorrum Swordmasters. Swordmasters dedicate themselves to mastering the sword in all its different variations. They train for hours daily to perfect their skills with the blade. Most are guards and attendants upon the Temples of Parjanya.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Swordmaster | 4 | 6 | 5 | 4 | 5 | 2 | 5 | 3 | 8 |
Equipment: Sword.
Weapons/Armour: The Swordmaster may carry any swords he wishes to carry. He may be given only lgiht armour or magic armour. A Swordmaster will never wear heavy armour.
May Ride: The Swordmaster may not ride any mount or Chariot.
Magic Items: The Swordmaster is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards. If he chooses a magic weapon, then it must be a sword.
Special Rules:
Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.
Swordmaster: Swordmasters may strike at their Initiative with two-handed swords, they do not automatically strike last.
Gorrul Heroes.................74 points
The army may include as many Gorrul Heroes as you wish within the normal limitations of the points available.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrul Hero | 4 | 5 | 5 | 4 | 4 | 2 | 6 | 3 | 8 |
Equipment: Sword.
Weapons/Armour: The Hero may be armed with any of the weapons or armour indicated on the Equipment List. See the separate Equipment List for summary and points values.
May Ride: The Hero may ride a Giant Wolf or monster (see separate Monster List for points values), at the appropriate points cost.
Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards.
0-1 Gorrul Assassin.................229 points
The army may include one Gorrul Assassin. You may never include more than one Gorrul Assassin. Gorrul Assassins are priests of the goddess Kari, and they are trained to kill silently and to eliminate any threat to the Empire or Kari. These are the death dealers, the shadows, the spiders, who strike without warning.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrul Assassin | 5 | 7 | 6 | 4 | 4 | 3 | 8 | 3 | 10 |
Equipment: Two poisoned blades.
Weapons/Armour: The Assassin may be given a sling (+1 point) or a bow (+2 points). The Assassin may never wear armour, as it would encumber him and the sound that armour gives off would betray him to the enemy.
May Ride: The Assassin may not ride a mount or chariot.
Magic Items: The Assassin is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards. This may never be Magic Armour.
Special Rules:
Poisons: The Assassin carries an assortment of poisons and toxins that he coats his weapons with. This gives the Assassin's weapons an additional +2 to his and/or the weapon's Strength and -2 save modifier.
Spider Hole: The Assassin may set up anywhere on the battlefield, including the enemy's deployment area, hidden in a 'spider hole' (this is a hole with a trap door covering it camouflaged to look like the existing terrain). In game terms this means that the Assassin is not actually set up on the table at the start of the game and the controlling player may place him on the table at any point he wishes during the game. This can be within charge reach of an enemy character or unit and he may immediately charge the opponent.
Independent: The Assassin is an independent character and may never join or lead a unit.
Dodge: The Assassin has a special save of 5+ for his incredible agility and skill at dodging out of danger. This is an unmodified special save.
Psychology: The Assassin is immune to all psychology and never has to take a Break test. If he is called upon to make any Leadership roll, no dice are actually rolled, as he will automatically pass.
Gorrba Heroes.................33 points
The army may include as many Gorrba Heroes as you wish within the normal limitations of the points available.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrba Hero | 4 | 4 | 5 | 4 | 4 | 2 | 4 | 3 | 6 |
Equipment: Sword.
Weapons/Armour: The Hero may be armed with any of the weapons or armour indicated on the Equipment List. See the separate Equipment List for summary and points values.
May Ride: The Hero may ride a Giant Wolf or monster (see separate Monster List for points values), at the appropriate points cost.
Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards.
0-1 Gorrba Swordmaster.................63 points
The army may include one Gorrba Swordmaster. Swordmasters dedicate themselves to mastering the sword in all its different variations. They train for hours daily to perfect their skills with the blade. Most are guards and attendants upon the Temples of Parjanya.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrba Swordmaster | 4 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 8 |
Equipment: Sword.
Weapons/Armour: The Swordmaster may carry any swords he wishes to carry. He may be given only lgiht armour or magic armour. A Swordmaster will never wear heavy armour.
May Ride: The Swordmaster may not ride any mount or Chariot.
Magic Items: The Swordmaster is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards. If he chooses a magic weapon, then it must be a sword.
Special Rules:
Swordmaster: Swordmasters may strike at their Initiative with two-handed swords, they do not automatically strike last.
Gorrum Chi Champions......................45 points
Any regiment may include a Champion armed and equipped as the rest of the unit (see Equipment list for points values).
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Chi Champion | 4 | 5 | 4 | 5 | 4 | 1 | 4 | 2 | 8 |
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his regiment (see Equipment List for points values).
Magic Items: A Champion character is entitled to a single magic item chosen from the appropriate Warhammer Magic cards.
Special Rules:
Panic: Gorrum Chi do not have to take a Panic test for Gorrum, Gorrul, or Gorrba units that break and flee past them.
Leadership: No character from any of the other races may lead a Gorrum Chi unit. Characters from other races may join with and fight with Gorrum Chi units, but they may not lead them.
Gorrum Chi characters may join and lead any units in the army.
Gorrum Champions......................36 points
Any regiment may include a Champion armed and equipped as the rest of the unit (see Equipment list for points values).
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Champion | 4 | 4 | 4 | 4 | 4 | 1 | 4 | 2 | 7 |
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his regiment (see Equipment List for points values).
Magic Items: A Champion character is entitled to a single magic item chosen from the appropriate Warhammer Magic cards.
Special Rules:
Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.
Gorrul Champions......................33 points
Any regiment may include a Champion armed and equipped as the rest of the unit (see Equipment list for points values).
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrul Champion | 4 | 4 | 4 | 4 | 3 | 1 | 5 | 2 | 7 |
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his regiment (see Equipment List for points values).
Magic Items: A Champion character is entitled to a single magic item chosen from the appropriate Warhammer Magic cards.
Gorrba Champions......................15 points
Any regiment may include a Champion armed and equipped as the rest of the unit (see Equipment list for points values).
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrba Champion | 4 | 3 | 4 | 4 | 3 | 1 | 3 | 2 | 5 |
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his regiment (see Equipment List for points values).
Magic Items: A Champion character is entitled to a single magic item chosen from the appropriate Warhammer Magic cards.
0-1 Gorrba Swordmaster Champion.................30 points
The army may include one Gorrba Swordmaster Champion. The Swordmaster Champion leads a unit of Gorrba Swordmasters and may never leave his unit. Gorrba Swordmasters are a part of the Emperor's personal guard. The Emperor often sends out detachments of his guard to act as a guard for the generals of his army.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrba Swordmaster Champion | 4 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 7 |
Equipment: Sword.
Weapons/Armour: The Swordmaster Champion may carry any swords he wishes to carry. He may be given only lgiht armour or magic armour. A Swordmaster Champion will never wear heavy armour.
May Ride: The Swordmaster Champion may not ride any mount or Chariot.
Magic Items: The Swordmaster Champion is entitled to up to two magic items chosen from the appropriate Warhammer Magic cards. If he chooses a magic weapon, then it must be a sword.
Special Rules:
Swordmaster: Swordmaster Champions may strike at their Initiative with two-handed swords, they do not automatically strike last.
Gorrum Magi
Magi | 57 |
Magi Champion | 128 |
Magi Master | 231 |
Magi Lord | 317 |
The include may include as many Magi as you wish within the usual limitations of points cost.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrum Magi | 4 | 3 | 3 | 3 | 5 | 1 | 3 | 1 | 7 |
Gorrum Magi Champion | 4 | 4 | 4 | 4 | 5 | 2 | 3 | 1 | 7 |
Gorrum Magi Master | 4 | 4 | 4 | 4 | 5 | 3 | 4 | 2 | 8 |
Gorrum Magi Lord | 4 | 5 | 5 | 4 | 5 | 4 | 5 | 3 | 9 |
Equipment: Sword.
Weapons/Armour: A Magi may be armed with any of the weapons or armour available in the Equpment List. See the Equipment List for separate summary and points values. If Magis wear armour they are unable to cast spells so they so not normally do so.
May Ride: A Magi may ride a War Boar, chariot, or a monster (see separate Monster List for points values).
Magic Items: A Magi character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Magi can have depends on their level and is indicated below:
Magi | 1 magic item |
Magi Champion | 2 magic items |
Magi Master | 3 magic items |
Magi Lord | 4 magic items |
Special Rules:
Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.
Gorrba Shamans
Shaman | 28 |
Shaman Champion | 83 |
Shaman Master | 159 |
Shaman Lord | 253 |
The include may include as many Shaman as you wish within the usual limitations of points cost.
Troop Type | M | WS | BS | S | T | W | I | A | Ld |
Gorrba Shaman | 4 | 2 | 3 | 3 | 4 | 1 | 3 | 1 | 5 |
Gorrba Shaman Champion | 4 | 2 | 3 | 3 | 4 | 2 | 3 | 1 | 5 |
Gorrba Shaman Master | 4 | 2 | 3 | 3 | 4 | 3 | 4 | 2 | 5 |
Gorrba Shaman Lord | 4 | 2 | 3 | 3 | 4 | 4 | 5 | 3 | 6 |
Equipment: Sword.
Weapons/Armour: A Shaman may be armed with any of the weapons or armour available in the Equpment List. See the Equipment List for separate summary and points values. If Shamans wear armour they are unable to cast spells so they so not normally do so.
May Ride: A Shaman may ride a Giant Wolf, chariot, or a monster (see separate Monster List for points values).
Magic Items: A Shaman character is entitled to magic items chosen from Warhammer Magic. The number of magic items the Shaman can have depends on their level and is indicated below:
Shaman | 1 magic item |
Shaman Champion | 2 magic items |
Shaman Hero | 3 magic items |
Shaman Mighty Hero | 4 magic items |
Special Rules:
Hate Chaos Dwarfs: Gorrba hate Chaos Dwarfs so intensely that they will often fight to the death rather than run away or let themselves be enslaved by them. When fighting Chaos Dwarfs Gorrba are affected by the rules for hatred as described in the Warhammer rulebook.
Back to Warhammer Armies: Gorrum Empire.
Copyright (c) Thomas Setzer 1998.
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