WEREWOLF ARMY LIST




CHARACTERS

Your army must either be lead by an Alpha Lord or an Alpha Mystic. The Army may NEVER include both unless they are of opposite sex. Females Alphas tend to be quicker, while Male Alphas tend to be stronger. This is due to the combination of their human and wolf forms. Separate stats are not included for any other troops as they are either in wolf or human form.

0-1 ALPHA LORD......................................185 pts
The Alpha Lord may be chosen as your army General and is subject to all the rules for normal Werewolves.
PROFILE M WS BS S T W I A Ld
Human Lord 4 6 6 4 4 3 6 4 10
Female Alpha Lord 7 7 5 5 5 3 8 4 10
Male Alpha Lord 6 7 5 6 5 3 7 4 10

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. The Alpha Lord may not choose armour as it interferes with his shape change.

SAVE: None

OPTIONS: The Alpha Lord may choose up to a total of three Werewolf Abilities or Magical Items in any combination for the points indicated. No Ability or Item may be duplicated. The Alpha Lord may use a shield at an additional cost of +1 point while in human form , but is dropped when shifting to wolf form.

SPECIAL RULES: Alpha Lords are extremely vicious and full of blood lust as other Werewolves and are affected by the psychology rules for frenzy. The shape of the Alpha Lord in his hybrid man-wolf form is a horrid sight for normal humans and causes terror as described in the Warhammer rule book . Remember, creatures that cause terror also cause fear as well. Werewolves bear a deep grudge against vampires and their kin and are subject to psychology rules for hatred, but remember, this only applies to Undead!

0-1 ALPHA MYSTIC ..................................345 pts

The Alpha Mystic may be chosen to lead your army and if so, becomes the army General. Alpha Mystics are subject to all the normal rules for Werewolves.
PROFILE M WS BS S T W I A Ld
Wizard Lord 4 3 3 4 4 4 6 3 10
Female Alpha Mystic 7 5 4 5 5 4 8 3 10
Male Alpha Mystic 6 5 4 5 5 4 7 3 10

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. The Alpha Mystic may not choose armour as it interferes with his shape change and spell casting abilities.

SAVE: None

OPTIONS: The Alpha Mystic is considered a fourth level mage and therefore is entitled up to four spells drawn from the Battle Magic or Werewolf Magic deck. The Alpha Mystic may choose up to a total of four Werewolf Abilities or Magical Items in any combination for the points indicated. No Ability or Item may be duplicated.

SPECIAL RULES: Alpha Mystics are extremely vicious and full of blood lust as other Werewolves and are affected by the psychology rules for frenzy. The shape of the Alpha Mystic in his hybrid man-wolf form is a horrid sight for normal humans and causes terror as described in the Warhammer rule book. Remember, creatures that cause terror also cause fear as well. Werewolves bear a deep grudge against vampires and their kin and are subject to psychology rules for hatred, but remember, this only applies to Undead!

MYSTICAL ABILITY: Alpha Mystics are attuned to nature and to the flow of magic and may therefore cast magical spells in any of their forms.

LONEWOLF .............................................135 pts

Lonewolves are the next in line for pack alpha and may be seen leading smaller packs or on their own. Your army may include any number of Lonewolves up to the maximum points allowed for characters.
PROFILE M WS BS S T W I A Ld
Human Hero 4 5 5 4 4 2 5 3 8
Lonewolf 9 6 0 4 4 2 5 3 9

EQUIPMENT: Lonewolves wear no armor as it would interfere with their shape change. They may carry a sword or other hand weapon, selected for the cost in the weapon section, but these are dropped when they change to wolf form.

SAVE: None.

OPTIONS: Lonewolves may be given shields at an additional cost of +1 point per model, or other weapon chosen from the weapon list at the appropriate points cost, but as with any hand weapon, this too, will be dropped when the wolf form is assumed. Lonewolves may choose up to a total of two Werewolf Abilities or Magical Items in any combination for the points indicated. No Ability or Item may be duplicated.

SPECIAL RULES: Lonewolves are subject to all the normal rules for Werewolves.

PACKLEADER .............................................85pts

Packleaders may be chosen to lead Werewolf regiments and may not leave them.
PROFILE M WS BS S T W I A Ld
Champion 4 3 3 3 3 1 3 1 7
Packleader 9 5 0 4 4 1 4 2 8

EQUIPMENT: Packleaders must be armed and equipped exactly as the units they are leading.

SAVE: None.

OPTIONS: Packleaders may be given shields at an additional cost of +1 point per model, or other weapon chosen from the weapon list at the appropriate points cost, but as with any hand weapon, this too, will be dropped when the wolf form is assumed. Packleaders may choose one Werewolf Ability or Magical Item for the points indicated.

SPECIAL RULES: Packleaders are subject to all the normal rules for Werewolves.

FENROTH, the EVER-CHANGING..........................................900 pts

You may have Fenroth, the ever-changing god of werewolves in your army if you wish. He may act as your army general if you choose.
PROFILE M WS BS S T W I A Ld
Fenroth 10 9 7 8 8 9 9 8 10

EQUIPMENT: None.

SPECIAL RULES: Fenroth is subject to all the special rules for Greater Deamons.

Fenroth causes Terror as described in the Psychology section of the Warhammer rulebook. Note: Werewolf Alphas in opposing armies are NOT immune to this; however, they test only against Fear instead.

Fenroth's presence attracts Wraith Wolves. If you have a regiment of Wraith Wolves in your army, others may join them. At the start of the game roll a D6 and add the appropriate number of Wraith Wolves to your existing regiment at no additional points cost. If Fenroth is reduced to 0 wounds and banished during the battle, the Wraith Wolves follow him back to the Realm of Chaos.

Fenrothıs form constantly shifts and changes, taking on the form of many creatures. At the start of the Werewolf turn, roll a D6:

1) Fenroth assumes the form of a monstrous three-headed wolf. He gains two additional attacks for the turn in HTH combat.

2) Fenroth assumes the form of a Wyvern. He may fly up to 24".

3) Fenroth assumes the form of a Gigantic Scorpion. Each wound caused in HTH causes D3 wounds.

4) Fenroth assumes the form of a Hydra. Each hit in HTH counts as D3 hits. Roll to wound for each separately.

5) Fenroth assumes the form of an Emperor Black Dragon gaining the appropriate breath weapon in addition to his regular attacks. He may also fly up to 24".

6) Fenroth assumes the form of a Chimera. The lion can roar with the same effects as the Werewolf Ability Howl. The ram can make a special Head Butt attack as described in the Giant Special Attacks Section in the Warhammer Battlebook. The dragonıs head can breathe fire. See the Special Rules for Emperor red/fire dragons in the Warhammer Battlebook. He may also fly up to 24".

Fenroth is well versed in the realms of magic and has a magic level of 4. He may draw spells from the Werewolf or Battle Magic decks.

WEREWOLF MYSTICS

Werewolf mystics are the seers and shamans weaving spells to help their kin in combat.

DIVINER........................................85 pts
SEER ...........................................165 pts
SHAMAN......................................220 pts

The army may include as many Werewolf Mystics as you wish up to the maximum allowed by the points available.
PROFILE M WS BS S T W I A Ld
Wizard 4 3 3 3 4 1 4 1 7
Diviner 9 3 0 3 4 1 4 1 7
Wizard Champion 4 3 3 4 4 2 4 2 7
Seer 9 3 0 4 4 2 4 1 7
Master Wizard 4 3 3 4 4 3 5 2 7
Shaman 9 3 0 4 4 3 5 2 7

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. Werewolf Mystics may not choose armour as it interferes with their shape change and spell casting abilities.

SAVE: None

OPTIONS: The Werewolf Mystics are considered mages and therefore are entitled up to the usual number spells for their respective levels drawn from the Battle Magic or Werewolf Magic deck. The Werewolf Mystics may choose up to the maximum allowed for each level of Werewolf Abilities or Magical Items in any combination for the points indicated. No Ability or Item may be duplicated.

SPECIAL RULES: Werewolf mystics are subject to the usual rules for Werewolves.

MYSTICAL ABILITY: Magic Spells may only be cast while in human shape. The calling of magic is too intricate for them in their wolf forms and Werewolf Mystics may NOT cast magic while in that shape.

REGIMENTS

WEREWOLVES ........................ 20 pts per model

Werewolf warriors are members of the Alpha Lord or Mystic's pack. In battle they form into skirmishing units to attack their foes. Werewolf regiments must always deploy in their human form at the start of the game.
PROFILE M WS BS S T W I A Ld
Human 4 3 3 3 3 1 3 1 7
Werewolf 9 4 0 3 3 1 3 1 7

EQUIPMENT: Werewolf warriors wear no armor as it would interfere with their shape change. They may carry a sword or other hand weapon, but these are dropped when they change form.

SAVE: None.

OPTIONS: Any regiment of werewolves may be given shields at an additional cost of +1 point per model, or other weapon chosen from the weapon list at the appropriate points cost, but as with any hand weapon, this too, will be dropped when the wolf form is assumed.

SPECIAL RULES: Werewolves are extremely vicious and full of blood lust in their wolf forms and are affected by the psychology rules for frenzy. The shape shifting of werewolves is frightening for normal humans to behold. Therefore the psychological rules for fear apply as well. Werewolves bear a deep grudge against vampires and their kin. See the psychology rules for hatred, but remember, this only applies to Undead! Werewolves are quite adept at traveling through the woods and suffer no penalty for movement through that type of terrain. Werewolves may skirmish.

TALISMAN BEARER....................................Special

Talisman Bearers are aspiring Mystics and are entrusted with the packs sacred artifacts and totems. Each regiment may contain one Talisman Bearer for twice the points cost of an ordinary Werewolf of that type.
PROFILE M WS BS S T W I A Ld
Human As type selected
Talisman Bearer As Type Selected

EQUIPMENT: Talisman Bearers are armed and equipped exactly as the others in the unit they are with.

SAVE: None.

OPTIONS: They may select one item from the Talisman List for the cost indicated.

0-1 UNIT SHADOWOLVES ...................... 25 pts per model

Shadowolves are the cunning infiltrators of the Alpha Lord they serve.
PROFILE M WS BS S T W I A Ld
Human 4 3 3 3 3 1 3 1 7
Werewolf 9 4 0 3 3 1 3 1 7

EQUIPMENT: Shadowolves wear no armor as it would interfere with their shape change. They may carry a sword or other weapon, but these are dropped when they change form.

SAVE: None.

OPTIONS: Any regiment of shadowolves may be given shields at an additional cost of +1 point per model, but as with the hand weapon, this too, will be dropped when the wolf form is assumed. Any regiment of Shadow Wolves may contain a Talisman Bearer.

SPECIAL RULES: All the special rules for werewolves apply. Shadowolves can skirmish. Shadowolves are infiltrators and at the start of the game, after the opponent has placed all his units, they may be placed anywhere on the table so long as they are outside the enemies deployment zone and out of site of any enemy models.

0-1 UNIT CAERS FENRES.......................... 27 pts per model

The Caers Fenres have become accustomed to living in their wolf shape and are quite accustomed to their feral form. They have developed a cunning rapport with nature and spend most of their time as wolves.
PROFILE M WS BS S T W I A Ld
Human 4 3 3 3 3 1 3 1 7
Caers Fenres 9 5 0 3 4 1 4 1 7

EQUIPMENT: Any hand weapon chosen from the equipment list. None when deployed in wolf form.

SAVE: None

SPECIAL RULES: All rules for normal Werewolves apply. The Caers Fenres are adept at stealth and may fight in a skirmish formation. They live mostly as wolves and so may set up in wolf form. The pack may also select one Werewolf Ability at the appropriate point cost. This Ability is shared by the entire pack even though the points cost listed is usually for just one character.

0-1 UNIT WRAITH WOLVES..................... 35 pts per model

Wraith wolves are the spectral servants of the Wolf God, Fenroth. They are occasionally summoned to battle by werewolf mystics to harass and worry the enemy. These lupine apparitions are difficult to hit due to their intangibility.
PROFILE M WS BS W T W I A Ld
Wraith Wolf 10 5 0 5 4 2 6 1 10

EQUIPMENT: None

SAVE: 4+

OPTIONS: Units of Wraith Wolves may not have a Talisman Bearer.

SPECIAL RULES: The Wraith Wolves are spectral apparitions and are difficult to hit due to their intangibility. Enemy models are at an additional -1 to hit Wraith Wolves.

GYPSIES..................... 5 pts per model

Your army may include any number of gypsy regiments.
PROFILE M WS BS S T W I A Ld
Gypsy 4 3 3 3 3 1 3 1 7

EQUIPMENT: Gypsies are armed with swords or other hand weapons.

SAVE: None.

OPTIONS: Gypsies may be armed with any weapons from the equipment list at the cost indicated per model. All Gypsies in a regiment must be armed alike. Gypsies may carry shields for +1 point per model.

SPECIAL RULES: Gypsies are immune to all Werewolf psychological effects. Up to half a Gypsy regiment may contain Werewolves. Once transformed into wolf form, the Werewolves must form into a separate unit.

MONSTERS

GIANT WOLVES....................................5 pts each

Whenever Werewolves make war, packs of wolves congregate around their armies. Sometimes Giant Wolves run with their greater cousins to help them overwhelm their enemies.
PROFILE M WS BS S T W I A Ld
Giant Wolves 9 4 0 3 3 1 3 1 3

SAVE: None

SPECIAL RULES: Werewolves are allowed Giant Wolves for half their normal cost due to their natural attraction. However you can buy a maximum of five Giant Wolves at half price per regiment(excluding Wraith Wolves). You may include more Giant Wolves if you wish but at the normal cost of 10 pts each.

All Giant Wolves in your army must gather into a single pack.

Giant Wolves may take psychology and break tests using the Ld value of the closest Werewolf Character within 12².

DRAGONS

Dragon.............................................450 pts Great Dragon.................................600 pts Emperor Dragon...........................750 pts
PROFILE M WS BS S T W I A Ld
Dragon 6 6 0 6 6 7 8 7 7
Great Dragon 6 7 0 7 7 8 7 8 8
Emperor Dragon 6 8 0 8 8 9 6 9 9

SPECIAL RULES: See the Warhammer rulebook and Battle book for all the rules on Dragons.

SPECIAL CHARACTERS

SILVER EYE.................................... 270 pts + Moonstone Eye 125 pts Silver Eye is an Alpha Lord and may be chosen as your army General. He is subject to all the rules for normal Werewolves.
PROFILE M WS BS S T W I A Ld
Human Lord 4 6 6 4 4 3 6 4 10
Alpha Lord 6 7 3 6 5 3 6 4 10

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. Silver Eye wears no armour.

SAVE: None

ABILITIES: Silver Eye always has the Werewolf abilities Quickness, Bounding Leap, and Sharp Claws.

SPECIAL RULES: Silver Eye is subject to all the rules for Werewolf Alphas.

MAGIC ITEMS: Silver Eye is so named for his Moonstone Eye which he always has. The Moonstone Eye has replaced Silver Eyeıs own eye he lost in a battle long ago. See the Magic Item card for more details. Silver Eye can have no other magic items.

LORD FERAL............................................ 310 pts + Shifting Armour.................... 50 pts
Lord Feral may be chosen as your army General. He is subject to all the rules for normal Werewolves.
PROFILE M WS BS S T W I A Ld
Human Lord 4 6 6 4 4 3 6 4 10
Alpha Lord 6 8 3 8 6 3 6 4 10

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. Lord Feral always wears Shifting Armour. He never carries a shield.

SAVE: 4+ unmodified

ABILITIES: Lord Feral always has the Werewolf Abilities Quickness, Howl, and Sharp Claws.

SPECIAL RULES: Lord Feral is subject to all the rules for Alphas. Lord Feral is a member of the Caers Fenres and may deploy in his wolf form. Lord Feral is greatly feared for his short temper. When ANY unit in the Werewolf army within 12" of Lord Feral fails a Ld test and flees, he must pass a Ld test or charge the fleeing unit in fury. Any units in the Werewolf army destroyed in this fashion count as Victory Points for the opponent.

RAKSHA ..................................................365 pts
Raksha may be chosen to lead your army and if so, becomes the army General unless you choose a male Alpha to lead it. She is subject to all the normal rules for Werewolves.
PROFILE M WS BS S T W I A Ld
Wizard Lord 4 3 3 4 4 4 6 3 10
Alpha Mystic 6 5 4 5 5 4 6 3 10

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. Raksha may not choose armour as it interferes with her shape change and spell casting abilities.

SAVE: None

ABILITIES: Raksha is considered a fourth level mage and therefore is entitled up to four spells drawn from the Battle Magic deck. She always has the following Werewolf Abilities: Regenerate and Stamina. She may choose no other Werewolf Abilities, but may choose up to two items freely from the Warhammer Magic or Werewolf Magic cards.

SPECIAL RULES: All the rules for Alphas and normal Werewolves apply.

MYSTICAL ABILITY: Alpha Mystics are attuned to nature and to the flow of magic and may therefore cast magical spells in any of their forms.

MADAME KLAWSKI...................................190 pts
Deck of Fortune........................ 75 pts
Crystal Ball............................... 50 pts

Madame Klawski is a gypsy fortune teller often seen with packs of Werewolves.
PROFILE M WS BS S T W I A Ld
Madame Klawski 4 3 3 4 4 3 5 2 7

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. She wears no armour and carries no shield.

SAVE: None.

OPTIONS: Madame Klawski always carries the Deck of Fortune and the Crystal Ball. She may have one other magic item chosen from Warhammer Magic cards or these Werewolf Items: Mystic Wode or Totem Beads.

SPECIAL RULES: Madame Klawski is immune to Psychology. She may cast up to three spells drawn from the Battle Magic deck.

EBONHOWL............................................ 200 pts

Ebonhowl is a Shadowolf Alpha. She is subject to all the rules for normal Werewolves; however, she is a "Lonewolf" in it's true sense. She is not subject to the rules of challenge for Alpha Werewolves and may NOT lead your army, nor may she lead any units, including Shadowolves.
PROFILE M WS BS S T W I A Ld
Human Lord 4 6 6 4 4 3 6 4 10
Ebonhowl 8 9 5 6 5 3 8 4 10

EQUIPMENT: Any weapons may be chosen from the weapon list for the appropriate points cost. Ebonhowl wears no armour as it would interfere with her shapechange.

SAVE: None

ABILITIES: Ebonhowl always has the Werewolf Abilities Quickness, Regenerate, and Keen Senses. She may choose one Magic Item freely from the Warhammer or Werewolf magic items for the appropriate points cost.

SPECIAL RULES: Ebonhowl is a Shadowolf Alpha who has no desire to lead a Werewolf pack. Ebonhowl is a spy and assassin employed by other Alphas who can win her services. She is greatly feared for her ability to silently stalk her prey. So quiet and adept at stealth is she that any units wishing to shoot at, charge, or cast magic upon Ebonhowl must first roll a 5+on a D6 to spot her.

Ebonhowl is incredibly quick and agile. She is able to dodge missile fire on a 4+. She dodges hits in HTH on a 5+. Note these dodges are not modified for the strength of the attack. In addition, Ebonhowl will always attack first in HTH combat regardless of who charged.


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