Gorrum Regiments

Gorrum Chi Chariot....................88 points

The Gorrum Chi are huge muscular beings.  They are brown-skinned with black eyes and hair and tend to wear long drooping mustaches.  They stand over seven feet tall, and they are wide and bulky of build.

Troop Type M WS BS S T W I A Ld
Gorrum Chi 4 4 3 4 4 1 3 1 8
Boar 7 4 0 3 4 1 3 1 3
Chariot - - - 7 7 3 1 - -

Crew: The crew consists of two Gorrum Chi.  The chariot is pulled by two Boars.

Weapons: Hand weapon.

Armour: Heavy armour.

Save: 5+

Options: Any chariot may have up to two additional crewmen at a cost of 11 points each.  Any chariot crew may be given a spear (+1 points), bow (+2 points) or longbow (+3 points).  Any crewmen may carry shields at +1 point per model.   One Gorrum Chi Chariot may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).  Any chariot may be equipped with scythes for +20 points per chariot.  Any chariot may have one additional boar at +8 points.

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.

Gorrum Chariot....................82 points

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Troop Type M WS BS S T W I A Ld
Gorrum Chi 4 3 3 3 4 1 3 1 7
Boar 7 4 0 3 4 1 3 1 3
Chariot - - - 7 7 3 1 - -

Crew: The crew consists of two Gorrum.  The chariot is pulled by two Boars.

Weapons: Hand weapon.

Armour: None.

Save: None.

Options: Any chariot may have up to two additional crewmen at a cost of 6 points each.  Any chariot crew may be given a spear (+1 points), bow (+2 points) or longbow (+3 points).  Any crewmen may carry shields at +1 point per model and/or wear light armour at +2 points per model.  One Gorrum Chariot may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).  Any chariot may be equipped with scythes for +20 points per chariot.  Any chariot may have one additional boar at +8 points.

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 Chi Dragonnel Rider Regiments.....................32 points per model

The Gorrum Chi are huge muscular beings.  They are brown-skinned with black eyes and hair and tend to wear long drooping mustaches.  They stand over seven feet tall, and they are wide and bulky of build.

Troop Type M WS BS S T W I A Ld
Gorrum Chi 4 4 3 4 4 1 3 1 8
Dragonnel 8 3 0 4 4 1 1 2 3

Weapons: Hand weapon.

Armour: Heavy armour.

Save: 3+

Options: Any unit may be given spears (2 point per model), or lances (4 points per model), and/or bows (+4 points per model).  Any regiment of Gorrum Chi may carry shields at +2 point per model.  Any regiment may carry a magic standard.   This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

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.

Gorrum Boar Rider Regiments...........................28 points per model

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Some Gorrum are born with a proclivity toward magic, alchemy, and astronomy, and these become the Magi, Alchemists, and Seers of the Empire.

Troop Type M WS BS S T W I A Ld
Gorrum Boar Riders 4 4 3 3 4 1 3 1 7

Weapons: Hand weapon and shield.

Armour: Light armour.

Save: 3+

Options: Any unit may be given spears (2 point per model).  Any regiment of Gorrum may carry shields (+1 point per model).  Any regiment of Gorrum Boar Riders may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Gorrul Wolf Rider Regiments............................12 points per model

The Gorrul are wiry, slim beings with brown skin, dark eyes and hair.  They don't have the massive muscles of their cousins, but they make up for it with agility and speed.

Troop Type M WS BS S T W I A Ld
Gorrul Wolf Riders 4 3 3 3 3 1 4 1 7
Giant Wolves 9 4 0 3 3 1 3 1 3

Weapons: Hand weapon and shield.

Armour: None.

Save: 5+

Options: Any unit may be given spears (2 point per model), or additional hand weapons (2 point per model), and/or bows (4 points per model).  Any regiment of Gorrum may wear light armour (+4 points).  One regiment of Gorrul may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Gorrba Wolf Rider Regiments..........................9 points per model

The Gorrbas are small of stature, and lightly built.  They are more rustic than the other races of the Empire, living in the deep forest and in mountain caves and tunnels underground.  Some are foresters, while others are miners in the mines of the Empire.   They have dark brown skin, and they tend to wear clothing of earth colours.

Troop Type M WS BS S T W I A Ld
Gorrba Wolf Riders 4 2 3 3 3 1 2 1 5
Giant Wolves 9 4 0 3 3 1 3 1 3

Weapons: Hand weapon.

Armour: None.

Save: 6+

Options: Any unit may be given spears (1 point per model), or additional hand weapons (1 point per model), and/or short bows (1 point per model).   Any regiment of Gorrba may carry shields (1 point per model), and/or light armour (2 point per model).  One regiment of Gorrba Wolf Riders may carry a magic standard.   This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

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.

0-2 Gorrum Chi Regiments.....................11 points per model

The Gorrum Chi are huge muscular beings.  They are brown-skinned with black eyes and hair and tend to wear long drooping mustaches.  They stand over seven feet tall, and they are wide and bulky of build.

Troop Type M WS BS S T W I A Ld
Gorrum Chi 4 4 3 4 4 1 3 1 8

Weapons: Hand weapon.

Armour: Heavy armour.

Save: 5+

Options: Any unit may be given two-handed weapons (2 points per model), halberds (2 points per model), spears (1 point per model), or additional hand weapons (1 point per model).  Any regiment of Gorrum Chi may carry shields at +1 point per model.  Any regiment may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

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.

Gorrum Regiments...........................6 points per model

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Some Gorrum are born with a proclivity toward magic, alchemy, and astronomy, and these become the Magi, Alchemists, and Seers of the Empire.

Troop Type M WS BS S T W I A Ld
Gorrum 4 3 3 3 4 1 3 1 7

Weapons: Hand weapon.

Armour: None.

Save: None.

Options: Any unit may be given two-handed weapons (2 points per model), halberds (2 points per model), spears (1 point per model), or additional hand weapons (1 point per model).  Any regiment of Gorrum may carry shields (+1 point per model), and/or light armour (+2 points).  One regiment of Gorrum may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Gorrum Swordsmen Regiments...........................7 points per model

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Some Gorrum are born with a proclivity toward magic, alchemy, and astronomy, and these become the Magi, Alchemists, and Seers of the Empire.

Troop Type M WS BS S T W I A Ld
Gorrum Swordsmen 4 4 3 3 4 1 3 1 7

Weapons: Sword.

Armour: None.

Save: None.

Options: Any unit may be given two-handed swords (2 points per model), or additional swords (1 point per model).  Any regiment of Gorrum may carry shields (+1 point per model), and/or light armour (+2 points).  One regiment of Gorrum Swordsmen may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Gorrum Archer Regiments...........................8 points per model

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Some Gorrum are born with a proclivity toward magic, alchemy, and astronomy, and these become the Magi, Alchemists, and Seers of the Empire.

Troop Type M WS BS S T W I A Ld
Gorrum Archers 4 3 3 3 4 1 3 1 7

Weapons: Mace and bow.

Armour: None.

Save: None.

Options: Any unit may replace their bows with longbows or crossbows at a cost of +1 point per model.  Any regiment of Gorrum may carry shields (+1 point per model), and/or light armour (+2 points).  One regiment of Gorrum Archers may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Skirmish: Gorrum Archers are allowed to skirmish as described in the Warhammer rulebook.

0-2 Gorrum Assault Warrior Regiments...........................13 points per model

Gorrum are by far the most numerous of all the races of the Gorrum Empire.  They are large, hulking beings with massive muscles who are smaller than Gorrum Chi but larger than Gorrul.  They have brown skins, black hair, and black eyes.  They prefer brightly coloured clothing and decorated armour.  They are a warrior caste who are born and bred to fight.

Some Gorrum are born with a proclivity toward magic, alchemy, and astronomy, and these become the Magi, Alchemists, and Seers of the Empire.

Troop Type M WS BS S T W I A Ld
Gorrum Assault Warriors 4 4 4 3 4 1 3 1 7

Weapons: Spear, longbow and shield.

Armour: None.

Save: 6+.

Options: Any regiment of Gorrum may wear light armour (+2 points).   One regiment of Gorrum Assault Warriors may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Panic: Gorrum do not have to take a Panic test for Gorrul or Gorrba units that break and flee past them.

Gorrul Regiments............................6.5 points per model

The Gorrul are wiry, slim beings with brown skin, dark eyes and hair.  They don't have the massive muscles of their cousins, but they make up for it with agility and speed.

Troop Type M WS BS S T W I A Ld
Gorrul 4 3 3 3 3 1 4 1 7

Weapons: Hand weapon and shield.

Armour: None.

Save: 6+

Options: Any unit may be given halberds (2 points per model), spears (1 point per model), or additional hand weapons (1 point per model).  Any regiment of Gorrum may wear light armour (+2 points).  One regiment of Gorrul may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

0-1 Gorrul Thugge Regiments............................9 points per model

The Gorrul are wiry, slim beings with brown skin, dark eyes and hair.  They don't have the massive muscles of their cousins, but they make up for it with agility and speed.

The Thugges are followers of the goddess Kari, and they worship her aspect as the destroyer of Life.  They are trained assassins who hunt down and slay the enemies of their goddess and their Emperor.

Troop Type M WS BS S T W I A Ld
Gorrul Thugges 4 3 3 3 3 1 4 1 7

Weapons: Two poisoned blades and shield.

Armour: None.

Save: 6+

Options: Any regiment of Gorrum may wear light armour (+2 points).   One regiment of Gorrul Thugges may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Deployment: Gorrul Thugges are allowed to deploy anywhere out of sight of the enemy once their opponent has deployed.

Skirmish: Gorrul Thugges are allowed to skirmish as described in the Warhammer rulebook.

Poisoned Blades: The poisoned blades give an additional -1 save modifier to all attacks made by the Gorrul Thugges.

Champion: Thugge Champions are an exception to the normal Champion rules.  They can be armed with two blades like the other Thugges (+1 point for two blades), or they can be armed with shield and hand weapon (+1 point for shield).

Gorrul Archer Regiments............................8.5 points per model

The Gorrul are wiry, slim beings with brown skin, dark eyes and hair.  They don't have the massive muscles of their cousins, but they make up for it with agility and speed.

Troop Type M WS BS S T W I A Ld
Gorrul Archers 4 3 3 3 3 1 4 1 7

Weapons: Hand weapon, bow and shield.

Armour: None.

Save: 6+

Options: Any regiment of Gorrum may wear light armour (+2 points).   One regiment of Gorrul Archers may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Special Rules:

Skirmish: Gorrul Archers are allowed to skirmish as described in the Warhammer rulebook.

Gorrba Regiments..........................2.5 points per model

The Gorrbas are small of stature, and lightly built.  They are more rustic than the other races of the Empire, living in the deep forest and in mountain caves and tunnels underground.  Some are foresters, while others are miners in the mines of the Empire.   They have dark brown skin, and they tend to wear clothing of earth colours.

Troop Type M WS BS S T W I A Ld
Gorrba 4 2 3 3 3 1 2 1 5

Weapons: Hand weapon.

Armour: None.

Save: None.

Options: Any unit may be given two-handed weapons (1 point per model), halberds (1 point per model), spears (0.5 points per model), or additional hand weapons (0.5 points per model), and/or short bows (0.5 points per model).  Any regiment of Gorrba may carry shields (+0.5 points per model), and/or light armour (+1 point per model).  One regiment of Gorrba may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

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.

0-1 Gorrba Swordmaster Regiment..........................4 points per model

The Gorrbas are small of stature, and lightly built.  They are more rustic than the other races of the Empire, living in the deep forest and in mountain caves and tunnels underground.  Some are foresters, while others are miners in the mines of the Empire.   They have dark brown skin, and they tend to wear clothing of earth colours.

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 4 3 3 3 3 1 3 1 6

Weapons: Sword.

Armour: None.

Save: None.

Options: Any unit may be given additional swords (0.5 points per model).  Any regiment of Gorrba may carry shields (+0.5 points per model), and/or light armour (+1 point per model).  One regiment of Gorrba Swordmasters may carry a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

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.

0-1 Grollac Regiment

The Grollac are the strangest of all the races of the Empire. They live alone or in small tribal groups deep in the mountains subsisting from hunting and foraging. They are huge four-armed beings who tower over the Gorrum Chi, and it is lucky for the ruling classes that they are so few and that they are generally peaceful until the bloodlust takes them in battle. With the scent of battle and the bloodlust in their hearts, they become raging terrors and machines of death and destruction.

Troop Type M WS BS S T W I A Ld  
Grollac 6 3 2 4 5 3 3 4 7 50 points
Grollac Champion 6 4 3 5 5 3 4 5 7 130 points
Grollac Hero 6 5 4 5 6 4 5 6 8 260 points
Grollac Mighty Hero 6 6 5 5 6 5 6 7 9 400 points

Weapons: Spiked and bladed gauntlets.

Armour: None.

Save: None.

Options: Light armour (+2 points per model).  The unit of Grollacs may be given a magic standard.  This may be chosen from the appropriate magic item cards and its cost is indicated on the card itself (see Warhammer Magic).

Leaders: If your unit consists of at least three Grollacs, it may be led by a Grollac Champion (eg, two Grollacs and a Grollac Champion); if your unit consists of at least seven Grollacs, it may be led by a Grollac Champion or Grollac Hero; if your unit consists of at least ten Grollacs, it may be led by a Grollac Champion, Grollac Hero or Grollac Mighty Hero.

Grollac Champions, Heroes or Mighty Heroes must be armed and equipped the same way as the unit they are leading.

A Grollac Champion, Hero or Mighty Hero may be given one magic item chosen from the cards in Warhammer Magic.

Special Rules:

Fear: Grollacs are large and extremely threatening monsters, and cause fear as described in the Psychology section of the Warhammer rulebook.

Gorrul War Elephants......................239 points

Elephants are large creatures imported from the Indus, and use for war and for beasts of burden. War Elephants are specially trained for use in war. The Gorrum equip them with a Howdah carrying an armed crew of troops armed with missiles and long handled halberd weapons. The usual crew will be made up of six armed troops, plus the mahut, who rides astride the Elephant's neck. The mahut carries a large spike to drive into the head of the Elephant if it goes on a rampage. The howdah can also be equipped with a single ballista.

Troop Type M WS BS S T W I A Ld
Elephant 6 3 0 6 6 6 2 2 6
Gorrul Crew 4 3 3 3 3 1 4 1 7
Howdah - - - - 7 3 - - -

Weapons/Armour: The crew is armed with bows and long handled halberds. The driver carries only hand weapons, a big spike, and a maul. The crew and the driver wear light armour.

Save: 6+

Options: Any crewman may be given a shield at +1 point. One Elephant can carry a magical banner. Any Elephant crew may have a Champion and one Elephant in each unit may have a musician and standard at no additional cost.

Special Rules:

The crew rides in an ornate howdah decorated in the colours of their Lord. The crew is armed with missile weapons and long handled halberds. The mahut carries only hand weapons, a big spike, and a maul.

Tough Hide. Elephants have a very thick, tough hide that gives them an armour save of 5+ that can never be modified to worse than 6+.

Elephant Rampage. Elephants may rampage if they are wounded. The mahut must immediately make a Ld roll, and then make a d6 roll if the Ld roll is failed, and on a 6 the Elephant will rampage 2d6" in a random direction. Roll the scatter dice for the direction, and 2d6 for the distance. The Elephant will trample any troops that it contacts. If the elephant makes contact with friendly troops, roll combat results for the Elephant alone, and have your opponent make the dice rolls. If the Elephant makes contact with an enemy unit, the crew may also fight. This will be worked out immediately as soon as the Elephant has taken any wound.

After an Elephant rampages, the mahut may take an additional Ld test, and if he passes this test, he will drive a spike through the Elephant's brain, and the Elephant will stop in its tracks, falling to the ground dead.

Death of an Elephant. If an Elephant is killed, the mahut and crew will form an infantry unit, and will be subject to all normal rules for unit cohesion, leadership, etc.. The mahut and crew will be subject to the rules for hatred toward the character and/or unit that caused the death of the Elephant.

Ballista. If a Ballista is mounted in the howdah, it may only fire across the front 90 degree arc, and it will use the BS of the crew. It will not have its own separate crew, it will be fired by the normal crew of the howdah. It will be a small ballista with a range of only 36", which a starting Strength of 5 deducting -1 from the Strength for each rank penetrated, just as for any bolt thrower. All wounds and damage will follow the normal rules for bolt throwers.

Charge Bonus. The crew and the Elephant will get normal charge bonuses.

Shooting at the Elephant and Crew. Any shots at the Elephant and crew will be randomised as follows:

D6 Hit Location
1-2 Howdah
3-5 Elephant
6 Crew

Hand to Hand Combat. Hand to Hand combat against the Elephant and crew is also randomised, but as there is a better chance to hit the crew in hand to hand, it is randomised on the following chart:

D6 Hit Location
1 Howdah
2-4 Elephant
5-6 Crew

No Crew Left. If all the crew are slain, refer to the Monster Reaction Table in the Warhammer Rulebook to see what the Elephant does.

Causes Fear. Elephants cause fear as per the rules for psychology in the Warhammer Rulebook.

They also cause terror in all horses, including those ridden by troops that are normally immune to psychology, so all mounted troops on horses are subject to the rules for terror as per the rules for psychology in the Warhammer Rulebook. This does not effect the mounts of troops in the army which contains the Elephants, as they are accustomed to them. They also only cause fear in mounted troops of opposing armies that contain Elephants.

Gorrba War Elephants......................240 points

Elephants are large creatures imported from the Indus, and use for war and for beasts of burden. War Elephants are specially trained for use in war. The Gorrum equip them with a Howdah carrying an armed crew of troops armed with missiles and long handled halberd weapons. The usual crew will be made up of twelve armed troops, plus the mahut, who rides astride the Elephant's neck. The mahut carries a large spike to drive into the head of the Elephant if it goes on a rampage. The howdah can also be equipped with a single ballista.

Troop Type M WS BS S T W I A Ld
Elephant 6 3 0 6 6 6 2 2 6
Gorrba Crew 4 2 3 3 3 1 2 1 5
Howdah - - - - 7 3 - - -

Weapons/Armour: The crew is armed with short bows and long handled halberds. The driver carries only hand weapons, a big spike, and a maul. The crew and the driver wear light armour.

Save: 6+

Options: Any crewman may be given a shield at +1 point. One Elephant can carry a magical banner. Any Elephant crew may have a Champion and one Elephant in each unit may have a musician and standard at no additional cost.

Special Rules:

The crew rides in an ornate howdah decorated in the colours of their Lord. The crew is armed with missile weapons and long handled halberds. The mahut carries only hand weapons, a big spike, and a maul.

Tough Hide. Elephants have a very thick, tough hide that gives them an armour save of 5+ that can never be modified to worse than 6+.

Elephant Rampage. Elephants may rampage if they are wounded. The mahut must immediately make a Ld roll, and then make a d6 roll if the Ld roll is failed, and on a 6 the Elephant will rampage 2d6" in a random direction. Roll the scatter dice for the direction, and 2d6 for the distance. The Elephant will trample any troops that it contacts. If the elephant makes contact with friendly troops, roll combat results for the Elephant alone, and have your opponent make the dice rolls. If the Elephant makes contact with an enemy unit, the crew may also fight. This will be worked out immediately as soon as the Elephant has taken any wound.

After an Elephant rampages, the mahut may take an additional Ld test, and if he passes this test, he will drive a spike through the Elephant's brain, and the Elephant will stop in its tracks, falling to the ground dead.

Death of an Elephant. If an Elephant is killed, the mahut and crew will form an infantry unit, and will be subject to all normal rules for unit cohesion, leadership, etc.. The mahut and crew will be subject to the rules for hatred toward the character and/or unit that caused the death of the Elephant.

Ballista. If a Ballista is mounted in the howdah, it may only fire across the front 90 degree arc, and it will use the BS of the crew. It will not have its own separate crew, it will be fired by the normal crew of the howdah. It will be a small ballista with a range of only 36", which a starting Strength of 5 deducting -1 from the Strength for each rank penetrated, just as for any bolt thrower. All wounds and damage will follow the normal rules for bolt throwers.

Charge Bonus. The crew and the Elephant will get normal charge bonuses.

Shooting at the Elephant and Crew. Any shots at the Elephant and crew will be randomised as follows:

D6 Hit Location
1-2 Howdah
3-5 Elephant
6 Crew

Hand to Hand Combat. Hand to Hand combat against the Elephant and crew is also randomised, but as there is a better chance to hit the crew in hand to hand, it is randomised on the following chart:

D6 Hit Location
1 Howdah
2-4 Elephant
5-6 Crew

No Crew Left. If all the crew are slain, refer to the Monster Reaction Table in the Warhammer Rulebook to see what the Elephant does.

Causes Fear. Elephants cause fear as per the rules for psychology in the Warhammer Rulebook.

They also cause terror in all horses, including those ridden by troops that are normally immune to psychology, so all mounted troops on horses are subject to the rules for terror as per the rules for psychology in the Warhammer Rulebook. This does not effect the mounts of troops in the army which contains the Elephants, as they are accustomed to them. They also only cause fear in mounted troops of opposing armies that contain Elephants.


Back to Warhammer Armies: Gorrum Empire.

Copyright (c) Thomas Setzer 1998.


This site is hosted by Geocities.

1