Characters 1 Great Chief..................................135 points The army must include a Great Chief to lead it. This will be the highest ranking tribal Chief in the army.
Equipment: Hand weapon. Weapons/Armour: The Great Chief may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. May Ride: The Great Chief may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Great Chief is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards. 0-1 Battle Standard......................96 points The army may include a Battle Standard together with its bearer who will be a champion worthy of the task.
Equipment: Hand weapon and battle standard Weapons/Armour: The Battle Standard Bearer may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. May Ride: The Battle Standard Bearer may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Battle Standard Bearer is a champion character and is entitled to one magic item chosen from the appropriate magic item cards, this may be a magic standard, thereby turning the army's banner into a magic standard. Warchiefs..........................105 points The Warchiefs are chosen leaders from the finest of the Braves. They sit upon the tribal council and are advisors to the Great Chief.
Equipment: Hand weapon Weapons/Armour: The Warchief may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. May Ride: The Warchief may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Warchiefs are Lord characters and are entitled to up to three magic items chosen from the appropriate magic item cards. Heroes........................................81 points The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage.
Equipment: Hand weapon Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards. Eagle Warrior Heroes........................................96 points The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage. Eagle Warriors have dedicated themselves to war and follow the way of the warrior fanatically.
Equipment: Hand weapon Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards. Special: Eagle Warriors may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Eagle Warriors are subject to the rules for frenzy in the Warhammer rulebook. Shadow Walker Heroes........................................98 points The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage. These are the greatest hunters of the tribe, the shadows of the forest.
Equipment: Hand weapon Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list, except armour. See the separate equipment list for summary and points values. May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards. Special: Shadow Walkers may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Shadow Cloaks. Shadow Cloaks help the Shadow Warrior to hide in the forest and rough terrain. As long as they do not move and they are hidden in rough terrain they may only be detected at half normal detection range. They also recieve an extra -1 to all shooting against them as long as they remain stationery. Magic War Paint. Magic War Paint gives a magic armour save of 3+ versus missile weapons, and 5+ versus hand to hand weapons. Special Deployment. Shadow Warriors may be positioned after both sides have completed deployment. They may be placed anywhere as long as it is outside the enemy deployment zone and out of sight of the enemy. Ghost Warrior Heroes........................................96 points The army may include as many heroes as you wish within the normal limitations of the points available. Heroes represent warriors of exceptional prowse and courage. These are warriors who have danced the Ghost Dance and wear the Ghost Shirt.
Equipment: Hand weapon Weapons/Armour: The Hero may be given any combination of equipment allowed by the equipment list. See the separate equipment list for summary and points values. May Ride: The Hero may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: The Hero is entitled to up to two magic items chosen from the appropriate magic item cards. Special Rules Skirmish. Ghost Warriors may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Immune to Psychology. The Ghost Warriors are totally without fear due to their religious zeal they have dedicated themselves to the Great Spirit and they have total faith, so they are immune to all psychology, Break and Panic tests. Ghost Shirts. Ghost Shirts are specially enchanted breatplates of ceremonial beads that protect the warrior from harm, giving a 4+ unmodified special save. Champion............................40 points Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors.
Equipment: A Champion is always aremed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values). May Ride: The Champion may ride a Warhorse (+3 points). Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards. Eagle Warriors Champion............................55 points Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors. Eagle Warriors have dedicated themselves to war and follow the way of the warrior fanatically.
Equipment: A Champion is always armed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values). May Ride: The Champion may ride a Warhorse (+3 points). Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards. Special: Eagle Warriors may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Eagle Warriors are subject to the rules for frenzy in the Warhammer rulebook. Shadow Walkers Champion............................55 points Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors. These are the greatest hunters of the tribe, the shadows of the forest.
Equipment: A Champion is always aremed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values). May Ride: The Champion may ride a Warhorse (+3 points). Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards. Special: Shadow Walkers may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Shadow Cloaks. Shadow Cloaks help the Shadow Warrior to hide in the forest and rough terrain. As long as they do not move and they are hidden in rough terrain they may only be detected at half normal detection range. They also recieve an extra -1 to all shooting against them as long as they remain stationery. Magic War Paint. Magic War Paint gives a magic armour save of 3+ versus missile weapons, and 5+ versus hand to hand weapons. Special Deployment. Shadow Warriors may be positioned after both sides have completed deployment. They may be placed anywhere as long as it is outside the enemy deployment zone and out of sight of the enemy. Ghost Warrior Champion............................40 points Any unit may include a Champion armed and equipped as the rest of the unit. (See the equipment list for points values.) Champions represent especially adept warriors. These are warriors who have danced the Ghost Dance and wear the Ghost Shirt.
Equipment: A Champion is always aremed and equipped in the same way as the rank and file members of his unit (see the equipment list for points values). May Ride: The Champion may ride a Warhorse (+3 points). Magic Items: The Champion is entitled to up to one magic item chosen from the appropriate magic item cards. Special Rules Skirmish. Ghost Warriors may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Immune to Psychology. The Ghost Warriors are totally without fear due to their religious zeal they have dedicated themselves to the Great Spirit and they have total faith, so they are immune to all psychology, Break and Panic tests. Ghost Shirts. Ghost Shirts are specially enchanted breatplates of ceremonial beads that protect the warrior from harm, giving a 4+ unmodified special save. Shaman The army may include as many battle wizards as you wish within the normal limitations of the points available. Shaman may be selected from any of the four levels of wizards at the appropriate points cost shown below. Shaman (magic level
1).....................................56 points
Magic: A Skraeling Shaman has one Battle Magic spell per magic level. The only colour magic deck that the Shaman may choose is Amber Magic. Equipment: Hand weapon Weapons/Armour: A Shaman may be armed with any combination of equipment allowed by the Equipment List. See the separate Equipment List for summary and point values. If Shaman wear armour they are unable to cast spells so they so not normally do so. May Ride: A Shaman may ride a warhorse (+3 points), 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
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