RegimentsMounted Braves..................................35 points The army may include any number of regiments of Mounted Braves. The Mounted Braves are cavalry serving as the core of the Skraelings army.
Equipment: The Mounted Braves wear light armour and carry a shield, and ride warhorses. They are armed with an axe, a bow and a lance. Save: 4+ Options: The Mounted Braves 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). Lance Formation Mounted Braves may use the Lance formation. Mounted Ghost Warriors..................................45 points The army may include any number of regiments of Ghost Warriors. These are warriors who have danced the Ghost Dance and wear the Ghost Shirt.
Equipment: The Ghost Warriors wear Ghost Shirts and carry a shield, and ride warhorses. They are armed with a mace, bow and a lance. Save: 5+ save, then 4+ unmodified special save Options: The Ghost 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 Lance Formation. Ghost Warriors may use the Lance formation. 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. Light Mounted Braves......................................27 points The army may include any number of units of Light Mounted Braves. These are fierce horsemen from the plains, who live by hunting bison from horseback.
Equipment: Bow, lance, and hand weapons, and shield. Save: 5+. Special Rules: Light Mounted Braves may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Eagle Warriors....................13 points The army may include any number of units of Eagle Warriors. Eagle Warriors have dedicated themselves to war and follow the way of the warrior fanatically.
Weapons/Armour: Axe or mace, and shield Save: 6+ Options: Any unit may have light armour (+2 points per model). 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. Young Braves....................9 points The army may include number of units of Young Braves. These are young braves who have not made a name for themselves in battle.
Weapons/Armour: Hand weapon and shield, javelins Save: 6+ Options: Any unit may have light armour (+2 points per model). Special: Young Braves may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. Braves....................11 points The army may include number of units of Braves. These are young braves who have not made a name for themselves in battle.
Weapons/Armour: Hand weapon, spear and bow, and shield. Save: 6+ Options: Any unit may have light armour (+2 points per model) and/or two-handed warclubs (+2 points per model). Special: Braves may skirmish, as described in the rules for skirmishing troops in the Warhammer rulebook. 0-1 Shadow Walkers....................22 points The army may include up to one unit of Shadow Walkers. These are the greatest hunters of the tribe, the shadows of the forest.
Weapons/Armour: Hand weapon and bow. Save: 3+ vs. missiles/5+ vs. melee Options: Any unit may have a spear (+1 per model). 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 Warriors..................................22 points The army may include any number of regiments of Ghost Warriors. These are warriors who have danced the Ghost Dance and wear the Ghost Shirt.
Equipment: The Ghost Warriors wear Ghost Shirts and carry a shield. They are armed with a mace, bow and a spear. Save: 5+ save, then 4+ unmodified special save Options: The Ghost 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 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. Back to Warhammer Armies: Skraelings This page hosted by GeoCities Get your own Free Home Page |