Skraeling Special CharactersKwanatoba...............................182
points Kwanatoba is a great Chief who has united the Federation of Tribes to repel the invaders from the North, whether they be Chaos hordes or the vile Dark Elves. It is said that Kwanatoba could shoot birds from the sky with bow and arrow as soon as he was able to walk. He has fought Chaos on many occasions and he was given a magic feather sent to him by the gods and carried by a Giant Eagle. This feather gives him magical protection in battle, and he always wears it in his headdress. He fought a battle against Krell the Daemon that lasted three days and three nights. At the end of the battle, Krell lay dead at his feet. Kwanatoba was severely injured in this battle and it took many moons for him to recover. The Shamans say that his recovery was a gift from the gods, for his injuries were beyond their powers. Kwanatoba is the greatest of the Shadow Walkers. Kwanatoba will come to the aid of any tribe that is fighting Chaos or Dark Elves, as he especially hates these foes.
Weapons/Armour: The Gift of Heng (a mighty magic warclub), Hotoru's Gift (a massive magic bow), Magic Eagle's Feather. May Ride: Kwanatoba may ride a Warhorse (+3 points), or a monster (see the separate monsters section for points). Magic Items: Kwanatoba is a Lord character and is entitled to up to three magic items chosen from the appropriate magic item cards. These must always be The Gift of Heng, Hotoru's Gift, and Kwanatoba's Magic Eagle's Feather. 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.
Stoneheart................................116
points Stoneheart is called the greatest Ghost shirt to ever ride the plains. His hatred for the enemies of his people knows no bounds. He is the fiercest of warriors in battle, and lives apart from the tribe in peace time, hunting ever more dangerous game. He has been known to attack a great buff with only a belt knife, leaping from his horse onto the buff's back and cutting its throat. He is called Stoneheart, for he fears no living or unliving thing. At the battle of the twelve tribes, Stoneheart slew over thirty of the vile Marauders. His charge leading the Ghost Shirts was the deciding factor in driving back the vile horde into the wastes from which it came.
Weapons/Armour: Magic Hand Axe, Hand weapon, lance, bow, and shield. May Ride: Stoneheart rides a Warhorse (+3 points). Magic Items: Stoneheart is entitled to up to two magic items chosen from the appropriate magic item cards. One of these must always be Stoneheart's Magic Hand Axe. Special Rules Frenzied. Stoneheart is subject to the rules for Frenzy, as described in the Warhammer rulebook. 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, except Frenzy. Ghost Shirts. Ghost Shirts are specially enchanted breatplates of ceremonial beads that protect the warrior from harm, giving a 4+ unmodified special save.
Shaman
Lord Yanaulu..........................................287
points Yanaulu appears as a very ancient Skraeling who talks very slowly. No one remembers just when he was born, or how old he is. He wanders from tribe to tribe, aiding those who are in need and advising the tribal leaders. He will come to the aid of a worthy cheiftan in times of war, and he has fought in many, many battles in defense of his people. Yanaulu is a very powerful Shaman using powerful and devastating magics against his foes while wielding healing magic to aid Skraeling warriors. It is said that Yanaulu once fought a mighty three-headed Dragon in a magical duel to save one small child.
Magic: Yanaulu has a magic level of 4 He may choose four magic spells from Battle Magic, Amber Magic, and/or Jade Magic. He may mix cards from different decks. Due to his extremely long life and his mastery of magic, he may choose his cards instead of having to draw them randomly. Yanaulu will never use Necromantic Magic, Dark Magic, Waagh! Magic, or Chaos Magic, even if given a Magic Item that would normally allow it. Weapons/Armour: Yanaulu 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: Yanaulu may ride a warhorse (+3 points), or a monster (see separate Monster List for points values). Magic Items: Yanaulu is entitled to up to four magic items chosen from Warhammer Magic. Two of these will always be his Magic Staff and his Raven's Feather.
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