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Storm Of Chaos The Good The Bad The Bromley Written By Michael Tamiollo
Transcript

Storm Of Chaos

The Good The Bad The Bromley Written By Michael Tamiollo

www.thegoodthebadthebromley.com Storm Of Chaos

EVENT SCHEDULE

Saturday 30th April 201110:00 Doors Open and Registration10:15 Introductions10:30 Round 1 Briefing10;45 Round 1: Scout Force Doubles12:00 Lunch Break13:00 Round 2 Briefing13:15 Round 2: War Host Doubles15:15 Army Nominations15:30 Round 3 Briefing15:45 Round 3: Legion17:45 Close

Sunday 1st May 201111:00 Recap11:15 Round 4 Briefing11:30Round 4: War Host Doubles13:30 Lunch Break14:15 Round 5 Briefing14:30 Round 5: Legion 16:45 Closing & Awards

Welcome FromThe Good The Bad The Bromley (TGTBTB)

Welcome to Storm Of Chaos, a narrative campaign event hosted by the Good The Bad The Bromley. The games are driven by the opportunity given for you to re-enact the narrative of this infamous period of the Warhammer World.

Each player will be designated a partner throughout the weekend to pit combined forces and to achieve each race‟s target. This in turn will allow you much flexibility with the additional units/characters and for the enjoyment of all players.

The team will be on hand to create a purely enjoyable atmosphere and allow you to really get a feel of your force. This will be achieved by creating and altering the campaign as and how your force performs.

Remember!This is not a tournament. You will get more out of the weekend if you enjoy the experience rather than focus on the outcome of your games. Try to play with your opponent rather than against them.

IMPORTANT! This material is completely unofficial and in no way endorsed byGames Workshop Limited 2011. Games Workshop, the Games Workshop logo,Warhammer, Warhammer World and all associated marks, logos, names,races and race insignia, vehicles, locations, units, characters, illustrations andimages from the Warhammer and Warhammer 40,000 universe are either (R),TM and/or © Games Workshop Ltd 2000‐2010, variably registered in the UKand other countries around the world, used without permission. No challengeto their status intended. All Rights Reserved.

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Requirements

In addition to your fully painted army and thiscampaign pack you will need the following:

• The English language version of the Warhammer rulebook

• Dice, Templates, objective counters and tape measure• Superglue and poly cement

• The appropriate English language version of your army book and any supportive text relating to your army.

• At least two copies of your army roster (one to be handed in during registration)

•A tray to carry your models

• Pen and paper

What You Will Need/Alliances

Alliance & General

Each alliance will have their own agendas, strengths and weaknesses. Before the first game on Saturday you will be asked to gather at one of the alliance muster points and nominate a General.

The role of the General is of crucial importance to the team and it is the General‟s responsibility at the end of each game to collate results on the score sheet and hand them to the Event Coordinator. Additionally, throughout the campaign there will be additional information and decisions that will need to be taken on behalf of the alliance Although a good General is encouraged to listen to their alliance and discuss their decisions fully, it is ultimately the General who makes the choices that the team will face.

It is important that the General is prepared for all of these challenges and it is not a role that should be taken lightly.

Scoring

Your campaign points determine the outcome of the campaign. Players earn Campaign Points depending on how they perform in each round. Players earn 3 Campaign Points for a Win, 1 for a Draw and nothing if you lose.

As your games finish you must report the result (Win, Lose or Draw) to the stage along with your opponent. You cannot give your results in without your opponent present.

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Forces Of Order

Forces Of Order

Army Of Middenheim – The core Empire defenders are mustered under the banner of Valten to eradicate Archaeon‟s invasion

The Slayers Of Karak Kadrin – Led by Ungrim Ironfist, the Slayers are on the warpath with their own agenda of hacking and slashing all Daemons, Trolls and the like.

High Elf Sea Patrol – A watchful eye is ever kept by the never ending Elves protecting the coast to supply their allies withreinforcements and replenishments.

Errantry War Crusade – A Crusade is formed by the Knights of Bretonnia to smite the enemy of the Old World and filter the lands of Chaos.

Keepers Of Athel Loren – As forces disband to confront Archaon, the Elves of Athel Loren unleash their fury on neighbouring races to secure their borders.

Lizardmen – The age long tyrranic race moves forwards in cohesion to rid the lands of Daemons and Chaos, however they have another agenda...

Clan Eshin – The Skaven find this a perfect opportunity to search for Wyrdstone and aid those enemies who they finding sporting opponents just because they find them interesting.

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Forces Of Disorder

Archaon‟s Horde - The might of Chaos is unleashed under the mighty banner of their Champion Archaon, who can stand in his path.

Waaagh! Grimgor – Where are der umies cos‟ I wanna smash „em wiv ma axe.

Daemonic Legions – The finesse of the Slaanesh, the might Khorne, the ingenuity of Tzeentch and the resilience of Nurgle...Bow to your favoured!

Cult Of Slaanesh – The age old Dark Elves unleash the clutches of the God Of pleasure only together will they wreak the Old World of normality.

Norse – Beer, woman and war that‟s what the men of Norse have been promised and the Gods will deliver, kill all who stand in your path.

Army Of Sylvania – The army of Sylvania grows weaker and Mannfred unleashes the power of Nagash to counter the Empire and bring the humans to their knees.

Beastmen – This creates the perfect opportunity for the land amongst Bretonnia and Athel Loren to be emptied and for the Beastman to gain what is rightfully theirs.

Ogre Kingdoms – Bring us lunch!!!

Tomb Kings – The powerful force of Nagash is unleashed to counter the local threats of other races.

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Forces Of Disorder

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Background/History

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For several centuries, Archaon quested for the "Six treasures of Chaos". According to the myths of Chaos worshippers, the onewho manages to gain all of them will bring about the final triumph of Chaos. He finally managed to gain the six treasures in the year 2521 IC. At the same time, the Chaos Warlord Surtha Lenk attacked Kislev and pushed through to the Empire, sacking the Ostland capital of Wolfenburg before being crushed by Imperial reinforcements.

At the same time, "Luthor Huss", a self-styled prophet of Sigmar, had started to challenge the hierarchy of the church of Sigmar. Huss claimed that the priesthood had become corrupt and decadent, ignoring the teachings of Grand Theogonist Volkmar and abandoning Sigmar's mission. Volkmar the Grim, raised an army and journeyed to Kislev to confront Archaon. They lost, Volkmarwas slain, and the war altar of Sigmar was cast down. A new Grand Theogonist, Johann Esmer, was elected, and was the epitome of everything that Luthor Huss and other grassroots clerics despised.

Trapped in the Kislevite city of Praag, the Tzarina Katarin asked for aid from her old Dwarven ally Ungrim Ironfist, the Slay er King of Karak Kadrin, who responded by sending his armies, led by his son Garagrim Ironfist, to their aid.

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As the horde of Archaon rampaged through Kislev and into the Empire, Emperor Karl Franz invited envoys from the neighbouring kingdoms, as well as representatives of the High Elves and from the Dwarfs to the "Conclave of Light". Here, he successfully gained the support of Bretonnia, the Dwarfs and the High Elves. Huss had in the meantime found a young man named Valten who bore striking physical resemblance to Sigmar as is described in the legends, except for a birthmark shaped l ike a twin-tailed comet, the main symbol of the Sigmarite church. Valten was also highly skilled in battle and had a will -power to endure wounds that would kill a normal man. Huss and his following travelled to Altdorf, the capital city of The Empire, where they demanded that Valten be recognised as the reincarnation of Sigmar and so proclaim him Emperor, ignoring the immense civil unr estsuch a declaration would cause. By now, it was late spring, and Karl Franz, both pragmatic politician and devout Sigmarite, c ould neither ignore nor accept Huss's demands. In the end, he proclaimed Valten was the "spiritual heir" of Sigmar, recognising that he was blessed to some degree, but wisely retained rulership for himself.

In the summer of the year IC (Imperial Calendar) 2522 Archaon attacked The Empire with the specific goal of desecrating the city of Middenheim, a holy site to the followers of Ulric, a warrior god who is second in popularity only to Sigmar.

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Archaon‟s Horde

Archaon's Horde is constructed of a mortal only Warriors Of Chaos army list which adds the following units:

•Vardek Crom, Herald of Archaon (Lord)•Flayerkin (Special)•Only one type of mark of Chaos can be taken with this list•Units of 40 models+ receive a free command unit

Archaon‟s Horde can only include the following units:

Chaos Lord 0-1Chaos Exalted ChampionChaos Sorcerer

Chaos Warriors 1+Chaos Chosen

Chaos KnightsChaos MaraudersChaos Marauder HorsemanChaos Warhounds

Chaos KnightsHellcanon Of ChaosChaos ChariotWarshrine

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Archaon‟s Horde

Crom

M WS BS S T W I A Ld

4 9 3 5 5 3 8 5 9

Cost: 275pts/Unit Type: Single Character Infantry (25mm)

Weapons: Crom wears Chaos armour and carries a sword, an axe and a shield.

Special Rules:Eye Of The Gods

Master of Chaos An army led by Crom the Conqueror has the following special rules. All units may re-roll morale tests of any kind.

The Way Of The Warrior – If Crom fights with a sword and an axe he gains +1 attack or in a challenge Crom makes an additional attack for every wound made before saving throws. If Crom uses a hand weapon and shield then in a challenge his opponent‟s weapons are nullified and treated as a single hand weapon irrespective of magical or mundane weaponry.

FlayerkinWallcreeper

M WS BS ST T W I A Ld

4 4 3 4 3 1 4 1 7

4 4 3 4 3 1 4 2 8

Points: 14pts/model Units Size: 5-20/Unit Type: Infantry

Weapons: Brutal climbing claws (Two hand weapons)

Options: One Flayerkin may be upgraded to a Wallcreeper for +14pts

Special Rules:Scouts – See Warhammer rulebook

Killing Blow – See Warhammer rulebook

Skirmishers - See Warhammer rulebook

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Daemonic Legions

The Daemonic Legion army list is a selected from Warhammer Armies Daemons as well as having the option of taking Be‟Lakor:-

•Be‟Lakor (Lord)

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Daemonic Legion forces use the standard Warhammer Armies Daemons for selecting an army. In addition, there is a new Lord option.

„Blood For The Blood God‟

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Daemonic Legions

Dark MasterM WS BS ST T W I A Ld

6 9 0 5 5 5 9 5 10

Points: 650/Unit Type: Single Character Monster

Special RulesWhispers in the Darkness – All enemies suffer -1 Ld to rally and a further -1Ld if the unit is within 6” of Be‟Lakor.

Night Wards – Any spells directed at the Dark Master will suffer a miscast on any roll of a double, this however will not be an irresistible force.

Eternal Terror – Be‟Lakor causes Terror as described the Warhammer rulebook.

Shadow Shroud – All enemy shooting aimed at Be‟Lakor, or any unit in his army suffer -1 to hit.

Insurmountable Rage – The Dark Master suffers from Hatred & Frenzy

Master Of The Arts –Be‟Lakor is a level 4 wizardand knows all spells from the lore of Shadow & Death

Large Target – See Warhammer rulebook

Daemon – See Warhammer Armies Daemons

Fly – See Warhammer rulebook

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Army Of Middenlheim

The Army of Middenland is an Empire Army list. In addition to the Army of Middenland list, the following special characters for Empire armies are defined:

•Valten, Exalted of Sigmar (Lord)•Boris Todbringer, Count of Middenland (Hero)•High Priest Ar-Ulric Emil Valgeir (Hero)

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The following exceptions apply to an Army Of Middenheim:

•Volkmar cannot be taken• Karl Franz cannot wield Gharl-Maraz or ride an Imperial Dragon•War Altar may not be taken (Volkmar was riding it when he died)

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Army Of Middenheim

ValtenAlthandin

M WS BS ST T W I A Ld

4 7 5 4 4 3 5 4 9

9 4 0 4 3 3 5 2 7

Points: 560 (510 for Valten, 50 for Althadin)

Unit Type: Single Character Cavalry

Equipment: Valten wields Ghal Maraz - the Hammer of Sigmar, and wears the Arnour of the Heldenhammer.

Mount: Valten rides the Elven steed, Althadin

Special Rules:Against the Odds – Enemy units never gain combat resolution for flank or charge bonuses against Valten or the unit he joins. In addition, Valten and the unit he joins becomes Stubborn and Immune To Psychology.

Awesome Presence – Valten never gives orders, however his presence is electric. Any combat resolution gained by Valten inspires any Empire combat within 12” and modifies the result of that combat as an additional score.

Iron Resolve – Valten has a 5+ Ward Save, in addition when Valten finally succumbs to death the controlling Empire player rolls a leadership test, if passed, Valten rises again with one wound remaining on his profile.

Armour Of Heldenhammer – 2+ armour save and magic resistance (2)

Althadin – Is a monstrous mount with no penalty to movement.

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Army Of Middenheim

Boris TodbringerWarhorse

M WS BS ST T W I A Ld

4 6 1 4 4 3 5 3 9

8 3 0 3 3 1 3 1 5

Cost: 278pts/Unit Type: Single Character Cavalry

Equipment: Middenland Runefang, (Treated as a Runefang see Warhammer Armies Empire), Full plate armour & shield: Talisman of Ulric.

Speical Rules:Elector Count of Middenland – Boris Todbringer is the Elector Count of Middenland. As such, one unit of spearmen or swordsmen may carry a magical banner up to 50pts.

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Talisman Of Ulric – Immune to Psychology, Magic Resistance (1) and regains one wound up to his starting number at the beginning of each Empire turn.

High Priest Ar-Ulric Emil ValgeirM WS BS ST T W I A Ld

4 5 3 4 4 3 5 4 9

Points: 250/Unit Type: Single Character Infantry (20mm)

Equipment: Wolfplate Armour, Hammer Of Skoll,

Fang Of The Winter Wolf – One Use Only and casts one spell with irresistible force.

Wolfplate Armour-Confers the bearer a 4+ save, 5+ ward and magic resistance (1)

Hammer-axe Of Skoll - Before the game begins roll a D6 (on1-3 +2 Str on 4-5 Killing Blow on a6 +2 Str and +D3 attacks on the charge)

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Army Of Middenheim

Prayers Of Ulric

Ar-Ulrik knows all the following prayers which count as bound spells with a power level 3, he may cast two of these per turn. Other warrior priests may choose to use these prayers instead of those found in Warhammer Armies Empire, using the normal rules. :-

Battle Howl:- Remains in play until dispelled. As long as the Battle Howl is in effect, the Priest and any unit he leads add D3” to their charge moves. If the charge is failed, the extra movement is wasted; make a normal move towards the target as normal.

Destruction:- Every enemy model in base contact with the Priest suffers a single strength 4 hit.

Winter‟s Chill:- All enemy units engaged in close combat with the Priest or the unit he is with must take a Leadership test. If failed, they suffer a -1 to hit penalty in the next Close Combat phase. Note that this is not a Psychology test.

Fury Of Ulric:- Remains in play until it is dispelled. The Priest and any unit he leads become immune to fear, terror and panic.

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Waaagh! Grimgor

The Army of Waaagh! Grimgor is an Orc army list, in addition to the Orc army list list, the following special characters/units can be taken:

•Borgut Facebeater (Hero)•Ruglug‟s Armoured Orcs (Core)

•In this army, Grimgor and his Black Orc guards count as a Lord choice and a Core choice.

•Black Orc Warbosses and Black Orc Big Bosses only count as a further Hero choice if they have a mount of any type.

•There must be more Warbosses and Bigbosses in the army, including Grimgor and Borgut, than there are Great Shamans and Shamans.

•Only Grimgor and Borgut can be taken in this army and no other special characters.

•Any number of units of Orc Boyz or Orc Boar Boyz can be upgraded to Big „Uns.

•Black Orcs are immune to psychology

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Waaagh! Grimgor

Borgut Facebeater

M WS BS ST T W I A Ld

4 5 3 5 5 2 3 3 9

Points: 190/Unit Type: Single Character Infantry (25mm)

Equipment: Choppa, „Ardlads axe „o Doom, Drog‟s Dead „Ard Armour.

„Ardlads axe „o Doom – The axe increases Borgut‟s strength by +2

Drog‟s Dead „Ard Armour – This armour provides the bearer with a 1+ armour save.

Special Rules:The Facebeater – If Borgut is in a challenge in the first round of combat then he may attack with 1 additional attack if his opponent suffers a wound then he/she is reduced to WS1 until the following Orc turn.

Keep Your Enemies Closer – If you include Grimgor with Borgut then both cannot be deployed in excess of 12” of each other.

Do As I Say And Wot I Do – If the Facebeater is deployed with a unit of Orcs then they may be upgraded to Big „Uns for free.

I is „ard – Borgut is immune to psycholgy.

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Waaagh! Grimgor

RugludMaggotArmoured Orc

M WS BS ST T W I A Ld

4 5 3 4 5 2 3 3 8

4 2 3 3 3 1 2 1 6

4 3 3 3 4 1 2 1 7

Unit Type: Infantry (25mm)

Ruglud‟s Armoured OrcsCaptain: Ruglud BonechewerBattle-cry: “Gobbos fer dinner” Gobbos for tea!Gobbos when u want „em! Gobbos fer me!”

Points: Ruglud, Maggot, a musician and seven armoured orcs cost a total of 190pts. This is the minimum regiment you can hire.

The size of the regiment may be increased at the cost of 12 points per model.

Equipment: Choppa, crossbow, heavy armour

Special RulesChoppa (See Warhammer Armies Orcs & Goblins)

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The Slayers Of Karak Kadrin

The Slayers Of Karak Kadrin includes 3 new characters for a Dwarf army:

•Ungrim Ironfistt, Slayer King of Karak Kadrin (Lord)•Garagrim Ironfist War-mourner of Karak Kadrin (Hero)•Slayer Doomsseekers (Special)

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In addition the additional characters shown on the following pages, Slayers count as Core units and Heros/Lords can include one of the following:-

•Beastslayer: Each wound caused by the slayer counts as double forCombat resolution. +25pts

•Skavenslayer: The number of attacks is multiplied by the number of modelsin contact with the bearer to a maximum of 10.Daemonslayer: +60ptsTrollslayer: +80pts

•Vampireslayer: Any unsaved wounds against a target with T5 or higher Causes D6 wounds. +45pts

•No special characters can be taken in this army other than shown on the following pages.

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The Slayers Of Karak Kadrin

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Ungrim IronfistM WS BS ST T W I A Ld

3 7 4 4 5 3(4) 5 4 10

Points: 465/Unit Type: Single Character Infantry (20mm)

Weapons & Equipment: Ungrim is armed with the axe of Dargo, wears the Dragon Cloak over Gromril Armour, and wears the Slayer Crown.

Dragon Cloak – The Dragon Claok provides the bearer with a 4+ ward save, immune to flame attacks and 1 re-roll per battle.

Axe Of Dargo – The axe confers D6 wounds to each unsaved wound and 1 model in based contact with Ungrim loses an attack due to his parrying abilities.

The Slayer Crown – The Crown increases the bearer‟s wounds by 1 (included in profile) and provides an armour save of 3+.

Special Rules:Slayer King – As slayer king , Ungrim is bound by the slayer oath. He benefits from the slayer special rule as explained in Warhammer Armies Dwarfs.

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The Slayers Of Karak Kadrin

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Garagrim IronfistM WS BS ST T W I A Ld

3 6 3 4 5 3 3 4(5) 10

Points: 275/Unit Type: Single Character Infantry (20mm)

Weapons & Equipment: The Axe Of Kadrin

Slayer Skills: Beastslayer, deathblow, Vampireslayer

Special Rules:Slayer – Garagrim follows all rules for slayers

Axe Of Kadrin – On the charge, in lieu of his attacks, Garagrim can make a charge like a Doomseeker and the axe provides the bearer with +1attack (included in profile).

Slayer DoomseekersM WS BS ST T W I A Ld

3 5 1 5 4 2 2 Special 10

Points: 65/Unit Type: Infantry (20mm)

Equipment: Whirling Blades Of Death

Special Rules:Single Model – Doomseekers are independent Models and cannot join units.

Hate Greenskins – Doomseekers hate Orcs &Goblins and are immune to psychology.

Unbreakable: See Warhammer rulebook

Whirlwind Of Death: Before any blows are struck including always strikes first models and impact hits, a Doomseeker hits every model in base contact on a roll of 4+ (resolve wounds as normal). Against models with multiple wounds the Doomseeker causes D3 wounds and models striking after these blows are at -1 to hit the Doomseeker.

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High Elf Sea Patrol

The High Elf Sea Patrol is a High Elf variant army list which introduces two new units:

•Merwyrm (Rare)•Ship's Company (Core)

The army list also introduces two new signature spells The Writhing Mists, and Mistress of the Deep.

A High Elf Sea Patrol cannot take the following:-

Dragons, Special Characters Phoenix Guard White Lions Dragon Princes Sword masters

In addition Shadow Warriors are a core choice and all High Elf units benefit from Speed Of Asuryan in Warhammer Armies High Elves.

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High Elf Sea Patrol

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MarinerChampion

M WS BS ST T W I A Ld

5 4 4 3 3 1 5 1 8

5 4 4 3 3 1 5 2 8

Options: •Any unit may be equipped with light armour for +1pt/model.•Any unit may be equipped with spears for +1pts/model.•Any unit may be equipped with bows for +2pts/model.•Upgrade one mariner to a musician for +6pts.•Upgrade one mariner to a champion for +12pts.

Points: Ship‟s Company 9pts/model

Unit Size: 10+

Unit Type: Infantry (20mm)

Equipment: Hand Weapon, Shield.

MerwyrmM WS BS ST T W I A Ld

6 6 5 5 5 3 3 5 7

Unit Type: Single Monster

Points: 200pts

Special RulesTerror, Large Target, Scaly Skin (3+), Regeneration (4+).

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HIgh Elf Sea Patrol

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The Writhing Mist..........................................Cast on 7+Remains In Play

A salt-scented mist rolls in across the battlefield,shrouding the Asur with its ethereal caress.

This spell has a range of 24” and can be cast on anyfriendly unit visible to the caster, even those engaged in hand-to-hand combat.

Any enemy shooting or hand-to-hand attacks targeted at the unit will suffer a -1 to hit penalty. The Mist does not affect the attacks of the unit it protects.

These spells are taken in addition to those found in Warhammer Armies High Elves. Simply, these spells can beTaken as signature spells.

Mistress Of The Deep..............................Cast on 6+Remains in Play

Even the clamour of pitched battle, the enemiesof the Elves are distracted by the mind-twistinglyhaunting tones of the Oceanids‟s song, and beguiled by a vision of ominous beauty unique to each beholder.

Place an appropriate (man-sized) model to represent the Oceanid within 6” of the Wizard. This model may not move or perform any actions at all; It is to all intents and purposes an item of sorcery.

Whenever the enemy unit wishes to fire upon or declare a charge against a unit in the Lothern army, it must first pass a panic Ld check or not fire or charge this turn as the unit is bewildered by the beauty of the Mistress.

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Errantry War Crusade

The Errantry War Crusade is a Bretonnian variant army list with characters/units shown below:

•Unsurprisingly, Errantry War army consists mainly of young Knights Errant. Knights Errant are the only unit that counts for the minimum of Core % in the army – ie, in a 2,000 points army, the army must include a minimum of 500 points of Knights Errant.

•Grail Knights will often join the ranks of the young Knights Errant to give them some inspirational leadership – an ideal for them to aim for. Instead of taking a normal unit Champion, Knights Errant may take a Grail Knights as their Champion for +22pts.

•All Knights Errant units must take a Standard Bearer. All these Standard Bearers count as having the Errantry Banner (and so may not choose another magical banner),

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Army Of Sylvania

The Army Of Sylvania is a variant of a Vampire Counts army list with characters/units below:

•An Army Of Sylvania can only includeMannfred Von Carstein and no other Named characters. If Mannfred is chosen then no you cannot select a further vampire lord, however all other choices remain available.

•At the beginning of the game the controlling vampire player must place D3 + 2 markers not within 6” of another marker and a minimum of 50% must be placed within controlling player‟s deployment zone.

•During the game these markers represent grave stones or graveyards and the controlling player can „Raise Dead‟ or „Summon Undead Horde‟ from these locations.

•Skeletons can take crossbows +1pt, however cannot be combined with shields or spears.

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Cult Of Slaanesh

A Cult Of Slaanesh is a Dark Elf army list with the inclusion of the following characters/units: 1+ Devoted Of Slaanesh (Core)

•Morathi is the only named character, which you can take from Warhammer Armies: Dark Elves.

•Any Character or Unit may take the Mark Of Slaanesh for 10pts and Morathi has the mark for free.•General must be Morathi or a Supreme Sorceress or a Sorceress.•General must have mark of Slaanesh •Sorceress with Mark of Slaanesh may use Daemon Lore of Slaanesh

A Cult Of Slaanesh cannot take the following units:-• Dragons or Manticores•Khainite Units•Black Guard

•May select Slaaneshi Daemons from Warhammer armies: Daemons of Chaos, do not count towards minimum core.

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Cult Of Slaanesh

M WS BS ST T W I A Ld

5 5 4 3 3 1 6 2 8

5 5 4 3 3 1 6 3 8DevotedMistress

Points: 13pts/model

Unit Size: 10+/Unit Type: Infantry (20mm)

Armour: None Weapons: And Equipment: Two Hand Weapons,Mark Of Slaanesh

Options: Upgrade one Devoted to a Musician for +6pts

Upgrade one Devoted to a Standard Bearer for + 12pts

Standard Bearer may take a magical standard up to 50pts

Upgrade one Devoted to a Mistress for +12pts

A Mistress may take Speed Of Slaanesh (Allowing her to always strike first) for +10pts

Special Rules: Eternal Hatred, Narcotic Vapour (Enemy in base contact with Devoted halve their weapon skill)

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Clan Eshin

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A Clan Eshin army uses the Warhammer Armies Skaven as well as the additions detailed below:

Clan Eshin Special Rules:

•The Eshin army is principally employed to collapse command structures and hence gets +100 Victory Points for each enemy character killed in addition to the usual bonuses.

•The elite Eshin Sorcerers have perfected their abilities to teleport their brethren into the desired place on the battlefield. When casting Skitterleap, the teleported model may even be placed in base contact with any enemy that is not fleeing, and counts as pursuing into fresh enemy models.

•Assassin special rules can be found in Warhammer Armies Skaven

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Clan Eshin

Lords: Assassin +50pts (+1 W +1WS, +2A), Deathmaster Snikch, Grey Seer

Heroes: Chieftain, Assassin,, Warlock Engineer

Core Units: Night Runners, Clanrats, 0-1 Stormvermin, 0-1 Rat Swarm

Special Units: Gutter Runners, Giant Rats, Warplock Jezzails, Doomwheel

Rare Units: Plague Monks, Plague Censer Bearers, Poisoned Wind Globadiers, Eshin Triad

Eshin TriadM WS BS ST T W I A Ld

6 6 5 4 4 2 8 3 8

Unit Size: 3 Assassins/Unit Type: Infantry (20mm)

Points: 210pts

Weapons: 2 Hand Weapons, Throwing Stars

Options: May be equipped with smoke bombs (+30pts for the unit)

Special Rules:

Poisoned Attacks

Scout

Skirmish

5+ Ward Save

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Lizardmen

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A Lizardmen army includes the following upgrades as well as units\characters in Warhammer Armies Lizardmen:-

One Ancient Stegadon in the army that has not been taken as a mount for a skink hero can be upgraded to carry a Spear of the Gods for + 20pts. The Ancient Stegadon replaces its twin giant blowpipes and all of its Skink crew (you may model the crew to show the weapon being aimed/used but these will have no effect in the game) with a stone thrower whose attacks are treated as both magical and flaming. The profile of the Spear of the Gods is as follows: T7 and W3 with a 2+ save from the howdah. When a Spear of the Gods model is hit, randomise to see who is hit 1-3 being the Ancient Stegadon, 4-6 the Stone Thrower is hit. For the purpose of shooting, the Spear of the Gods has 360 degrees line of sight and counts as having BS 3, can move and shoot. Other than these exceptions, it follows all the normal rules for a stone thrower.

Miss Fire: Should the Spear of the Gods miss fire and roll a 1 then the Spear Of The Gods is destroyed, on the roll of a 2-3, the Spear of the Gods takes a wound NOT the Stegadon and on a 4-6 the Spear Of The Gods may not fire this turn.

Should the Ancient Stegadon die, the whole model is destroyed.

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Beastmen

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The army of Beastmen use the Warhammer Armies Beastmen book as well as the following additional rules:-

•Gothor cannot be used•Shaggoths may be taken as a Rare choice

KhornegorBloodhorn

M WS BS ST T W I A Ld

5 4 2 4 4 1 3 1 8

5 4 2 4 4 1 3 2 8

Points: 16pts/model (Special Choice)Unit Type: Infantry (25mm)

Unit Size: 10+

Weapons & Equipment: Chaos Armour, Hand Weapon, Great Weapon

Options: Upgrade one Khornegor to a Bloodhorn for +16ptsUpgrade one Khornegor to a musician for +8ptsUpgrade one Khornegor to a Standard Bearer for +16pts

Special Rules: Despoilers (See Warhammer Armies Beastmen)Primal FuryBlood Greed

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Guardians Of Athel Loren

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The Guardians Of Athel Loren follow units in Warhammer Armies Wood Elves as well as the following units/characters:

Ariel Queen Of Athel Loren (Lord)

While protected by the forest of Athel Lorenall Wood Elf models/units/characters benefit from the Forest Sprit rule and cause fear in Beastmen.

„The malicious and ever nurturing race of Athel Lorenprotect their King & Queen until death take them‟

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Guardians Of Athel Loren

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Ariel Queen Of Athel Loren

M WS BS ST T W I A Ld

5 5 5 4 4 4 7 3 10

Points: 450/ Unit Type: Single Character Monster

Weapons & Equipment: The Heartstone Of Athel Loren

Magic: Ariel is a level 4 wizard and knows spell from either Athel Loren, Lore Of Light, Lore Of Beasts or Lore Of Life.

The Heartstone Of Athel Loren: This provides Ariel and the unit she is with magic resistance (2), in addition should Ariel resist an enemy spell then the enemy caster takes a leadership, should he/she/it fail then they lose one wizard level and the spell they attempted to cast for the remainder of the game.

Special Rules: Forest Spirit – See Warhammer Armies Wood Elves

Aura Of The Fey Queen – All friendly models within 12” of Ariel are immune to psychology.

Ariel also has the following rules –Terror, Forest Spirit, Fly

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Ogres & Mercenaries

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Ogres and Mercenaries follows Warhammer Armies Ogre Kingdoms as well as the following:-

Bull Rhinox RiderThunderlordBull Rhinox

M WS BS ST T W I A Ld

6 3 2 4 5 5 2 4 7

6 3 2 4 5 5 2 5 7

7 4 0 6 - - 2 3 5

Points: 175pts/model (Rare Choice)Unit Type: Monster Cavalry

Unit Size: - 1-3

Weapons & Equipment – Heavy Armour & Ogre Club

Options:Any model may be given an iron fist for +10ptsUpgrade one Rhinox Rider to a Musician +12ptsUpgrade one Rhinox Rider to a Thunderlord +24ptsUpgrade one Rhinox Rider to a Standard Bearer +24ptsThe Standard Bearer may carry a magical banner up to 50pts

Bad Tempered – At the beginning of the charge phase Rhinox Riders must charge if they are able to or attempt to restrain by passing a leadership test.

Single Minded – A unit of Rhinox Riders may not change formation unless they give up their entire movement.

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Norse

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The Norse army includes the following units/characters and cannot take units, characters or allies from any other army:-

Lords: Kurrgan – The WarmasterTribal Warlord, Voodoo Master

Heroes: Tribal Chieftain, Shaman,Wulfrik The Wanderer

Core Units: Warhounds, Marauders & Marauder Horseman ( See Warhammer Armies Warriors Of Chaos), Marauder Archers

Special Units: Huscarls, Marauder Heavy Cavalry, Werewolves

Rare Units: Infusion Of Skoll, War Alter, Bezerkers

Heroes and Lords can take Mark Of The Bezerker for +20pts, may not take armour but gains Frenzy, Hatred and 5+ Ward Save. In addition, every unit in the army must take the same mark.

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Norse

Kurrgan – The WarmasterM WS BS ST T W I A Ld

4 7 5 4(5) 4 3 6 4 10

Points: 300/Unit Type: Single Character Infantry (25mm)

Weapons & Equipment: Skajld, (Magical Axe) Armour Of Odin, The Amulet Of Skoll

Skajld – Kurrgan‟s axe is a mighty weapon, which bestowes the bestowes the bearer with the killing blow special rule and so great is the axe that Kurrgan benefits from +1 strength (already included in his profile).

Armour Of Odin – This armour is said to have been worn by the God Odin and so powerful is it that the wearer gains a 3+ save and a 4+ ward save.

Amulet Of Skoll – The great God Skoll, Daemon of Norse transmits great energy in to this amulet. So much so that the Warmaster gains always strike first even against foes with the same rule as they are blinded by it‟s energy.

Special Rules:

Immune to psychology (See Warhammerrulebook)

Know Thy Foe – Kurrgan is an exceptional warrior and has proved this throughout countless campaigns being the reason his troops trust his judgement of the enemy. At the beginning of the combat phase all friendly models in base contact with Kurrganmust pass an initiative test, if passed then they gain Hatred and Frenzy for that round of combat.

The Gods Protect – Kurrgan is favoured by the Gods and is granted magical resistance (2)

In army led by Kurrgan, Huscarls can be taken as a Core Choice

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Norse

Tribal WarlordTribal ChieftainWarhorse

M WS BS ST T W I A Ld

4 6 5 4 4 3 5 4 9

4 6 5 4 4 2 5 3 8

Points: 100/75Unit Type: Single Character Infantry (25mm)

Equipment: Hand Weapon

Options: Weapons - May take a great weapon +8pts, flail +4ptsSpear +6ptsArmour – Light armour +5pts, heavy armour +10pts,Chaos armour +20pts and/or shield +5pt

Mount: May ride either a warhorse +10pts /+15 pts with barding

Magical Items: Chieftain may take up to 50pts of magical items and a Warlord may take up to 100 pts of magical items selected from Warhammer Armies Warriors Of Chaos.

Tribal Chieftains/Warlords may be upgraded to a battle standard bearer for +25pts with no points limit for taking a magical banner.

9 3 0 3 3 1 3 1 5

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Voodoo MasterShaman

M WS BS ST T W I A Ld

4 5 5 4 4 3 4 3 9

4 5 5 4 4 2 4 2 8

Magical Items: A Shaman may take up to 50pts of magical items and a Voodoo Master may take up to 100 pts of magical items selected from Warhammer Armies Warriors Of Chaos.

Spells - Both characters know spells from the Lore Of Beasts or Lore Of Metal

Points: 200/75 Unit Type: Single Character Infantry (25mm) Equipment: Hand Weapon

Options: Armour – Light armour +5pts, heavy armour +10pts,Chaos armour +20pts and/or shield +5pt

A Voodoo Master is a level 3 wizard and a Shaman is a level 1 wizard, both can increase their level by a maximum of 1 level for +35pts

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Norse

Marauder Archer

Points: 10pts/modelUnit Type: Infantry (25mm)

Unit Size: 5+

Weapons & Equipment: Bows

Options: Upgrade one archer to a Musician for +6pts

Upgrade one archer to a Standard Bearer for + 12pts

Upgrade one archer to a Champion for +12pts

M WS BS ST T W I A Ld

4 3 4 3 3 1 3 1 7

4 3 5 3 3 1 3 1 8Champion

HuscarlsChampion

Points: 16pts/model

Units Size: 5-30/Unit Type: Infantry (25mm)

Weapons & Equipment: Hjalti & Heavy Armour, Shield (Cannot parry)

Hjalti – These weapons are made with the teeth of a land shark, in game terms the bearer receives +1 strength.

Special Rules: Stubborn (See Warhammer Rule Book)

Options: Upgrade one archer to a Musician for +6pts

Upgrade one archer to a Standard Bearer for + 12pts

Upgrade one archer to a Champion for +12pts

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M WS BS ST T W I A Ld

4 5 3 4 4 1 4 1 8

4 5 3 4 4 1 4 2 8

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Norse

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Marauder Heavy CavalryChampionWarhorse

M WS BS ST T W I A Ld

4 4 3 4 3 1 4 1 7

4 4 3 4 3 1 4 2 8

9 3 0 3 3 1 3 1 5

Points: 21pts/model Unit Type: Cavalry

Unit Size: 5+

Weapons & Equipment: Spears, heavy armour, hand weapon and shield

Options: Upgrade one cavalry to a Musician for +12pts

Upgrade one cavalry to a Standard Bearer for + 18pts

Upgrade one cavalry to a Champion for +18pts

WerewolvesM WS BS ST T W I A Ld

7 5 3 5 5 2 4 2 8

Points: 35pts/model Unit Type: Warbeasts (25mm)

Unit Size: 3-10

Weapons & Equipment: Sharp Teeth (hand weapon)Tough Hide (5+ armour save)

Special Rules:

Hatred, Frenzy, Immune To Psychology, Regeneration (4+), Swiftstride and Skirmishers.

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Norse

Infusion Of SkollM WS BS ST T W I A Ld

4 7 0 6 6 5 3 6 9

Points: 350pts Unit Type: Monster

Weapons & Equipment: Razor Claws (Hand Weapons) and Tough Hide (3+ Armour Save)

Special Rules:

Stubborn, Frenzy, Hatred, Terror, Large Target, Regeneration (4+), Magical Attacks

Embodiment Of Skoll – The Infusion Of Skoll is the physical form of the Norse daemon Skoll. So terrifying is this creature that all enemy models quake in terror within it‟s presence. As the enemy draws near Skoll unleashes his full force & rage.

In Norse‟s movement phase all enemy units within 12” of the Infusion must take a Ld, for every point failed the unit/character suffers wound equal to the margin of failure as Skoll unleashes daemons from the Underworld upon the foe (Armour saves may not be taken against these attacks).

BezerkersM WS BS ST T W I A Ld

4 6 3 4 4 1 4 2 8

Points: 20pts/model Unit Type: Infantry (25mm)

Unit Size: 5+

Equipment & Armour: Great Axes, Talismanic Tattoos (5+ Ward Save)

Special Rules:

Skirmish, Killing Blow, Immune To Psychology, Hatred and Frenzy

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Norse War Alter

Norse

M WS BS ST T W I A Ld

Special 5 3 6 6 5 2 Special 9

Points: 300pts Unit Type: Monster

Weapons & Equipment: Hand Weapon, Idol Of Tra

Idol Of Tra – This iconic heirloom is protected by thePaymasters of Norse. The paymaster sees it as a promiseof the future glory of the land and a bargaining tool to gatherthe warriors of Norse under one banner, Kurrgan‟s. The idol is an enchanted image of Tra in all his power and provides theAlter with a 4+ Ward Save.

Special Rules:Lumbering Behemoth – The War Alter is a large mantle forthe paymaster to carry his word to all of Norse. The mantleis then carried by no less than a dozen of Norse‟s greatest warriors, the dreaded Bezerkers. To represent the immenseweight of the War Alter the controlling player rolls 2d6 atthe beginning of each Norse movement phase and selects the highest dice rolled.

Bask In Glory – The crazed Bezerkers who carry the mantle into war are no less restricted by the weight of the glory they host. Thus, the Bezerkers attack with an infused rage more so than when independent. The War Alter gains 1d6 x2 attacks in close combat.

Glory To Chaos – All friendly models within 12” of the War Alter gain devastating charge as they are promised glory and riches beyond their wildest dreams.

Additional Rules: Unbreakable, Large Target, Hatred and Killing Blow

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Tomb Kings

SphynxM WS BS ST T W I A Ld

7 4 0 5 6 5 2 5 10

Points: 175pts (Rare Choice) Unit Type: Monster

Equipment: Powerful Limbs (Counts as hand weapons)

Magic: A Sphynx may cast incantations in the same manner andability as a Liche Priest. May not be the army Hierophant andcannot generate dispel dice.

Special Rules:Undead Regeneration (3+ Save)Large TargetStupidity

Causes TerrorFlammable Magical Attacks

Gaze Of The Spynx – Bound Spell Power 4. May be cast into combat. A targeted unit within 12” must take a leadership test. If failed, the unit cannot move, shoot or even attack in closecombat.

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In addition to using Warhammer Armies Tomb Kings you can take the following:

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Missions/Scenarios

The following mission types will be played in unison of force type and affect upon the location in the Old World:-

Scout Force Doubles: 1,250pts doubles which will be played using the Dawn Attack mission.

War Host Doubles: 2,000pts doubles to be played using the Blood & Glory mission.

Legion: 3,500pts singles to be played using the Engagement mission.

War Host Singles: 2,000pts singles to be played using the Watchtower mission.

Legion Singles: 3,500pts singles to be played using the Battle For The Pass mission.

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