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The First War Against Chaos: Dawn of Hope By Andrew Green 1

First War Against Chaos: Dawn of Hope

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A campaign pack for Warhammer fantasy designed to recreate the opening years of the First Great Chaos Invasion.

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Page 1: First War Against Chaos: Dawn of Hope

The First War Against Chaos:

Dawn of Hope

By Andrew Green

Contents Page

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Timeline Pg 4

General Rules Pg 6

Army Lists and Units Pg 7Elves Pg 7

Army of the Phoenix King Pg 7Elven Units Pg 8

Aenarion Pg 8The Everqueen Pg 9Caledor Pg 10Eorlan Anar Pg 11Learfin Pg 11Oakheart Pg 12Telriarnir Pg 12Mistress Pg 13Wolf Pack Pg 13Hunters of Chrace Pg 13Maiden Guard Pg 14Raven Heralds Pg 15Dragon Prince Pg 15

Dwarfs Pg 16Defenders of Karaz-Ankor Pg 16

Dwarven Units Pg 17Grimnir Pg 17Grudge Pony Pg 18

Lizardmen Pg 19Lizardmen Units Pg 19

Lord Kroak Pg 19Nakai Pg 20Engine of the Old Ones Pg 20

Tribes of Man Pg 21Tribes of Man Units Pg 21

Chieftain Pg 21Kinsman Pg 22

Tribesman Pg 22Slingers Pg 23Chariot Pg 23Hunting Dogs Pg 23Fanatics Pg 24

Chaos Pg 25Tribes of the NorthPg 25Creatures of ChaosPg 25Daemons of Chaos Pg 26Beastmen Pg 26

Chaos Units Pg 27Ehrenlish Pg 27Eradorius Pg 28Morkar Pg 29Marauder Jarl Pg 30Shaman Pg 31Marauder Chariot Pg 32Hunters Pg 32Shaggoth Stormcaller Pg 33Troll King Pg 33Dragon Ogre Bull Pg 33N’kari Pg 34Be’lakor Pg 35Praan Pg 36

Orcs and Goblins Pg 37Savage Orcs Pg 37

Orc and Goblin Units Pg 38Effigy Pg 38

Undead Pg 39Unquiet Dead Pg 39

Undead Units Pg 39Fallen General Pg 39Undead Druid Pg 40Skeletal Warriors Pg 40Skeletal Raiders Pg 41

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Undead Monstrosities Pg 41Skeletal Chariot Pg 42Undead Titan Pg 42

Credits Pg 43

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Timeline

Only uncertain and fragmentary records exist of this time, now many thousands of years in the

past. As such any attempt at providing a perfectly accurate chronology are doomed to fail,

however what follows is this humble author’s attempt at creating a basic outline of the events of the age.

-5600 Collapse of the Polar Gates. The interstellar gates of the Old Ones at the world’s poles collapse. In their place are massive rifts in reality through which the daemonic legions of Chaos pour. The Old Ones vanish in the face of the onslaught, leaving their cold blooded servants to stand alone. Such is the speed and ferocity of this initial onslaught that many cities fell within the first few days. Comets of Warpstone descend from the skies, their presence mutating and melding man and beast to create the first Beastmen.

-5600 to The Balance Shifts. Initially the combined power of the Slann holds -5400 back the Daemons with ease, destroying great hosts with

earthquakes or drowning whole cohorts beneath great tidal waves. However as the winds of magic continue to grow in strength the Slann’s control over the winds begin to slip and many of their number are killed by this new wild magic. However this same magic invigorated the Daemon hordes and spawned the mighty Lords of Change. The coming of these creatures marks the end of the Slaan’s dominance of the winds of magic.

-5400 to War in the Jungles. Forced on the defensive the Slaan and their

-5100 Saurus cohorts retreat to the Temple Cities, the legions of Chaos close behind. Their defenses hold for a time until Kairos Fateweaver engineers the fall of Xahutec by opening a warp rift within the city. He soon repeats this feat at Huatl, Tlanxla and Xhotl. Meanwhile the taint of Chaos, no longer held in check by the Slaan, begins to infect the northern tribes of the primitive race of men and slowly twists them to its service.

-5100 to The Advance Stalls and War in the Old World. Before

-4800 to The Siege of Itza, Desolation of Ulthuan and Ruin of the Dwarfs. In

-4700 Lustria the Daemonic advance is finally halted at the First City of Itza by the stubborn resistance of its Saurus garrison and the mighty power of Lord Kroak who continues to fight on even in death. N’kari leads a Daemon army against Ulthuan, as well as the Daemons a

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General Rules

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-4800 to The Siege of Itza, Desolation of Ulthuan and Ruin of the Dwarfs. In

-4700 Lustria the Daemonic advance is finally halted at the First City of Itza by the stubborn resistance of its Saurus garrison and the mighty power of Lord Kroak who continues to fight on even in death. N’kari leads a Daemon army against Ulthuan, as well as the Daemons a

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A Time of Heroes

The desperate times after the collapse of the Old One’s Polar Gates gave rise to heroes and villains of a calibre never to be seen again.

In order to allow these mighty individuals to be fielded the 25% points allowance for both Lords and Heroes are combined during games set in this era. This means for example that in a 2000pt game you would be able to spend 1000pts on either Lords or Heroes or any mix thereof.

Such is the aura of these heroes that any named character in this pack may be mounted on a 50x50mm base unless a larger base size is specified in their rules.

Winds of Magic

Unhindered by the Vortex the Winds of Magic blew much stronger in this age then they do in the later ages of the world.

To represent the increased strength of the Winds of Magic whenever a player rolls for them they roll 2d6 per 3000pts or part thereof. For instance in a 4500pt game the Winds of Magic would be rolled for using 4d6, the dispel dice total is equal to the sum of the highest two dice. The maximum amount of power dice which may be generated is equal to the highest possible roll for winds of magic at that points value. So in a 4500pt game the maximum amount of power dice a player can hold at any one time is 24.

So powerful are the Winds of Magic that using them is much more dangerous than in the later ages of the world. To represent this any item or rule which would negate a miscast can never succeed on anything better than a roll of 4+. For example Throne of Vines will only prevent a miscast on a 4+ rather than a 2+ and the Daemonic Gift Dark Magister will only ignore the effects of the first miscast on a roll of 4+.

Army ListsElves

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Weapons of the Age: The White Sword of Hoeth, Shadow Armour, Mask of the Merlord and the Book of Hoeth may not be used.

Magical Mounts: Elven Nobles may select a Sun Dragon as a mount for 220pts. Elven Mages and Archmages may select a Pegasus as a mount for 50pts.

Army of the Phoenix King

Army Rules (High Elves+ Wood Elves):

Indomitable Spirit: All units lose Speed of Asuryan, instead all elven units in the army (not tree spirits) gain Indomitable Spirit, units with this rule are immune to psychology and take break tests at half the usual modifier rounding down. For example if a unit lost combat by 1 it would test on its unmodified leadership, whereas if it lost combat by 5 it would test with a penalty of -2.

Forge of Vaul: Lords and heroes in the Army of the Phoenix King can spend 25pts more on Magic Items than specified in Warhammer Armies: High Elves

Forest Dwellers: Any model with this rule has the Forest Strider special rule, additionally units still benefit from their rank bonus while in woods.

Power of Averlorn: The Ward Save provided by the Tree Spirit special rule is no longer negated by magical attacks.

Lords: Aenarion the Defender*, Caledor Dragon Tamer*, The Everqueen*, Eoloran Anar*, Learfin*, Oakheart*1, Prince, Archmage, Treeman Ancient1

Heroes: Telriarnir*, Mage, Noble, Dragon Mage, Mistress of the MaidenGuard*1

Core: Spearmen, Archers, Silver Helms, Lothern Sea Guard, Dryads1, Wolf Pack*1

Special: Phoenix Guard (retain Speed of Asuryan), Hunters of Chrace*, Ellyrion Reavers, Lion Chariots,Tiranoc Chariots, 0-1 Maiden Guard*1, Raven Heralds*

Rare: Repeater Bolt Thrower, Great Eagles, Dragon Prince*, Treekin1, Treemen1

1These units may only be used if The Everqueen is taken in the army.

Campaign Units

Aenarion the Defender 500pts

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M WS BS S T W I A Ld Type Special RulesPegasus 5 7 7 4 3 3 7 4 10 MB Fly

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M WS BS S T W I A LdAenarion 5 10 10 5 4 4 9 5 10

Indraugnir 6 8 0 8 6 8 2 7 10

Unit Type: Infantry (Indraugnir is a monster) Models in Unit: 1

Mount: May ride Indraugnir for 400pts

Equipment: Sunfang, Spear of Aenarion, Dragon Armour of Aenarion, Phoenix Crown

Special Rules: Indraugnir: Scaly Skin 2+, Dragon Fire, Fly, Large Target

Sunfang: Magic Weapon. +3 Strength, flaming attacks. Once per battle Aenarion can release the power within Sunfang as a S4 breath weapon.

Spear of Aenarion: Magic Weapon. Javelin. Once use only. If the Spear of Aenarion hits it is resolved in the same manner as a bolt thrower.

Dragon Armour of Aenarion: Magic Armour. 1+ armour save, 4+ ward save, 2+ ward

save against flaming attacks

Phoenix Crown: Enchanted Item. Aenarion and any unit he joins are unbreakable and any friendly unit within 6” is stubborn

Dragon Fire: S 5 breath weapon, flaming, any unit taking a casualty must take a panic check

Vengeful Rage: If the Everqueen should be fielded in the same army as Aenarion and slain then Aenarion will fall into a Vengeful Rage. While in a Vengeful Rage Aenarion will double his attacks and re-roll all misses in close combat. However he will always be hit on a 2+ in close combat and must attempt to charge an enemy unit if there is one within his front arc and maximum charge distance. If there are no valid enemies for him to charge then he must move towards the closest enemy model, stopping 1” away if his movement would carry him further.

Caledor Dragon Tamer 1000pts M WS BS S T W I A Ld

Caledor 5 7 7 4 3 3 7 4 10

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Unit Type: Infantry Models in Unit: 1

Mount: Star Dragon

Magic: Caledor is a Level 5 wizard with Loremaster: Fire and High Magic

Equipment: Staff of Caledor, Talisman of Preservation, Dragonbane Helm

Special Rules: Indomitable Spirit, Dragon Master, Magic Resistance 3, Mastery of Magic

Staff of Caledor: Magic Weapon. +1 Strength, re-rolls failed rolls to wound against Daemons. Additionally the staff provides Caledor with an extra power and dispel dice each turn.

Dragon Master: No Dragon may attack Caledor, if a Dragon is only in combat with Caledor it may not attack, this does not prevent the Dragon from attacking Caledor’s mount. Additionally all friendly Dragon’s automatically pass monster reaction tests while Caledor still lives.

Mastery of Magic: Caledor may re-roll a single power dice every time he casts a spell, this can be used to prevent or cause a spell to be cast on irresistible force.

The Everqueen 515pts M WS BS S T W I A Ld

Everqueen 5 4 5 3 3 3 8 1 10

Unit Type: Infantry Models in Unit: 1

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Magic: The Everqueen is a Level 4 wizard with Loremaster: Life and High Magic

Equipment: Star of Averlorn, The Shieldstone of Isha, Stave of Averlorn

Special Rules: Handmaidens, Forest Dwellers, Boon of Isha, Chaos Bane, Touch of the Everqueen, Always Strikes First

Star of Avelorn: Enchanted Item. At the start of the High Elf turn the Everqueen may use the Star to heal a wounded High Elf character within 12”. If there are no wounded High Elf characters in range then she may use the Star to heal herself. Roll a D6 for each wound lost by the character, on a 4+ the wound is restored.

Shieldstone of Isha: Talisman. 4+ Ward Save

Stave of Avelorn: Arcane Item. Once in each High Elf magic phase you may to choose to unleash one of the Everqueen’s spells through the Stave of Avelorn as a bound spell with power level 5. This may be a spell she has already cast that turn.

Handmaidens: If the Maiden Guard are included in the army then the Everqueen must join the unit and cannot leave it however the whole unit becomes unbreakable.

Boon of Isha: At the beginning of each High Elf shooting and combat phase choose a friendly unit within 12” of the Everqueen. That unit adds +1 to all its to hit rolls for that phase. In addition any shooting or combat attacks made by the unit in that phase count as magical.

Chaos Bane: Any Daemonic unit within 6” of the Everqueen at the start of either player’s magic phase takes D6 S5 attacks which count as magical.

The Touch of the Everqueen: If the Everqueen hits her target in close combat then do not roll to wound, instead the enemy model can make no further attacks that round. In the case of chariots, ridden monsters or monsters and handlers one roll to hit is made against the Highest Weapon skill but if successful then the entire model is affected.

Eorlan Anar 350pts

M WS BS S T W I A LdEoloran 5 7 6 4 3 3 8 4 10

Unit Type: Infantry Models in Unit: 1

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Mount: May ride an Elven Steed for 12pts or a Barded Elven Steed for 16 points

Equipment: Cyarith, Heavy Armour, Asuryan’s Standard

Special Rules: Indomitable Spirit, Aenarion’s Banner Bearer

Cyarith: Magic Weapon. Armour piercing, +1 Strength

Asuryan’s Standard: Magic Standard. At the start of each friendly magic phase any daemon model within 12” suffers a S5 hit with the flaming attacks special rule.

Aenarion’s Banner Bearer: Eoloran counts as the army’s battle standard bearer and follows all the normal rules for a battle standard bearer. In addition he can also be the army’s general but only if he has the highest leadership in the army.

Learfin 550pts

M WS BS S T W I A LdLearfin 5 7 6 4 3 3 8 4 10

Galrauch 6 7 0 7 6 7 3 7 10

Unit Type: Infantry (Galrauch is a monster on a 50x100mm base) Models in Unit: 1

Mount: Galrauch

Equipment: Star Lance, Hand Weapon, Dragon Armour, Shield

Special Rules: Learfin: Indomitable SpiritGalrauch: Scaly Skin 3+, Dragon Fire, Fly, Large Target, Rage

Dragon Fire: S 5 breath weapon, flaming, any unit taking a casualty must take a panic check

Rage: Should Learfin be killed Galrauch automatically suffers from the Raaargh! Result on the Monster Reaction Table

Oakheart 450pts

M WS BS S T W I A LdOakheart 5 6 0 6 6 6 1 5 8

Unit Type: Monster Models in Unit: 1

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Special Rules: Unbreakable, Forest Spirit, Terror, Tough Hide, Strangle Roots, Treesinging, Treewhack, Magic Resistance 2, Forest Dwellers, Power of Averlorn

Tough Hide: Oakheart has a scaly skin save of 3+, whenever Oakheart is wounded, he treats the armour save modifier of the attack as one less then it would normally be ( ie; a Strength 5 attack would only confer a -1 save modifier).

Telriarnir 165pts

M WS BS S T W I A LdTelriarnir 5 6 7 4 3 2 7 3 9

Great Eagle 2 5 0 4 4 3 4 2 8

Unit Type: Monstrous Cavalry Models in Unit: 1

Mount: Great Eagle

Equipment: Spear, Longbow, Hand Weapon

Special Rules: Telriarnir: Indomitable Spirit, Masters of Shadow, Leader of the Raven Heralds, Fast CavalryGreat Eagle: Fly

Masters of Shadow: If an enemy needs to draw line of sight to Telriarnir for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to Telriarnir or if a misfire was rolled then Telriarnir counts as being out of sight.

Leader of the Raven Heralds: An army containing Telriarnir may take Raven Heralds as a core choice.

Mistress of the Maiden Guard 85pts

M WS BS S T W I A LdMistress 5 6 6 4 3 2 8 3 9

Unit Type: Infantry Models in Unit: 1

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Equipment: Heavy Armour, Hand Weapon, LongbowMay carry a shield for 2ptsMay carry magic items worth up to 50 pts chosen from Warhammer Armies: High Elves or the Warhammer RulebookOne Mistress may be upgraded to the Battle Standard Bearer for 25pts

May carry a magic standard of any value chosen from Warhammer Armies: High Elves or the Warhammer Rulebook, but may not take further magic items

Special Rules: Immune to Psychology, Forest Dwellers

Wolf Pack 6pts per model

M WS BS S T W I A LdWolf 9 4 0 4 3 1 6 1 5

Alpha Wolf 9 4 0 4 3 1 6 2 5

Unit Type: Warbeasts Models in Unit: 5+

Command: One Wolf may be upgraded to an Alpha Wolf for 6pts

Special Rules: Forest Dwellers

Hunters of Chrace 17pts/model

M WS BS S T W I A LdHunter 5 5 4 4 3 1 5 1 8

Hunt Master 5 5 4 4 3 1 5 2 8

Unit Type: Infantry Models in Unit: 5-20

Equipment: Great Weapon, Throwing Axe, Heavy Armour, Lion Cloak

Command: One Hunter may be upgraded to a Hunt Master for 12ptsMay carry a magic item worth up to 25 pts

One Hunter may be upgraded to a musician for 12pts

Special Rules: Indomitable Spirit, Immune to Psychology, Skirmish, Forest Strider

Maiden Guard 250pts + 15pts/additional model

M WS BS S T W I A LdHandmaide

n 5 5 5 3 3 1 6 1 8Champion 5 5 5 3 3 1 6 2 8

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Unit Type: Infantry Models in Unit: 10+

Equipment: Spear, Longbow, Heavy Armour

Command: The unit includes a Champion, Musician with the Horn of Isha and Standard Bearer with the Banner of Averlorn

Special Rules: Fight in an Additional Rank, Immune to Psychology, Forest Dwellers

The Banner of Averlorn: Magic Standard. Any enemy wishing to charge the Handmaidens must first pass a Leadership test. If the test is failed the chargers stand in their place, transfixed by the magic. The Handmaidens must declare their charge reaction before the test is made. Note that the banner has no effect on troops that are immune to psychology.

Horn of Isha: Enchanted Item. Once per battle, at the beginning of any High Elf Shooting phase or of any Close Combat phase (own or enemy’s), the Averlorn player may declare that the Musician will blow the Horn of Isha. This will allow the Handmaidens to either fight with 2 Attacks (in the Close Combat phase) or shoot twice (in the Shooting phase).

Raven Heralds 30pts/model

M WS BS S T W I A LdRaven Herald 5 4 4 3 3 1 6 1 9Crow Master 5 4 5 3 3 1 6 2 9

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Elven Steed 9 3 0 3 3 1 4 1 5

Unit Type: Cavalry Models in Unit: 5+

Mount: Elven Steed

Equipment: Spear, Longbow, Hand Weapon

Command: One Herald may be upgraded to a Crow Master for 14ptsOne Herald may be upgraded to a musician for 7pts

Special Rules: Indomitable Spirit, Masters of Shadow, Fast Cavalry

Masters of Shadow: If an enemy needs to draw line of sight to a unit of raven heralds for whatever reason then they must roll an artillery dice and multiply the result by 3. If the result is less than the distance to the Raven Herald unit or if a misfire was rolled then the Raven Herald unit counts as being out of sight.

Dragon Prince 250pts

M WS BS S T W I A LdPrince 5 5 5 4 3 2 6 2 9Drake 6 5 0 5 5 5 3 4 7

Unit Type: Infantry Models in Unit: 1

Mount: Drake (Monster)

Equipment: Lance, Dragon Armour, Shield, Hand WeaponMay carry a magic item worth up to 25 pts

Special Rules: Dragon Prince: Indomitable SpiritDrake: Scaly Skin 4+, Dragon Fire, Fly, Large Target

Dragon Fire: S 3 breath weapon, flaming, any unit taking a casualty must take a panic check

Dwarfs

May not take the Master Rune of Alric the Mad

Defenders of Karaz-Ankor

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Army Rules (Dwarfs):

Veteran Warriors: There is no limit on the amount of Warrior units which may be upgraded to Longbeards.

Pre-Blackpowder: No pistols or handguns may be taken.

Throne of Power: Dwarf Lords may choose to ride a Throne of Power for 65 pts. A Lord on a Throne of Power may not join a unit and should be modelled on a 50mm x 100mm base. The Throne of Power is carried by four Dwarf Veterans which gives the Lord an additional 4 WS5, S5, I2 attacks which do not benefit from any Weapon Runes the Lord may carry. The Throne also provides the Lord with Magic Resistance (2) and plus one armour save for being mounted.

Rune Forging: Dwarf lords and heroes can spend 25pts more on Runes than specified in Warhammer Armies: Dwarfs

Lords: Grimnir, Dwarf Lord, Runelord

Heroes: Thane, Runesmith, Master Engineer

Core: Warriors, Quarrellers

Special: Miners (may not take blasting charges or a steam drill), Bolt Thrower, Hammerers

Rare: Grudge Thrower, Grudge Pony*

Campaign Units

Grimnir 750pts

M WS BS S T W I A Ld

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Grimnir 3 10 5 6 6 5 6 6 10

Unit Type: Infantry Models in Unit: 1

Equipment: Rune Axes of Grimnir, Armour of Glimril Scales

Special Rules: A God Among Them, Ancestor God, Regenerate (3+), Hates Greenskins

Rune Axes of Grimnir: Magic Weapon. Paired Weapons. This axe gives Grimnir +2 Strength and allows him to re-roll any failed rolls to hit and any failed rolls to wound. In addition, models wounded by the Rune Axe of Grimnir must re-roll any successful armour saves.

Armour of Glimril Scales: Magic Armour. The Armour of Glimril Scales gives the White Dwarf a 1+ armour save, and also a 4+ ward save.

A God Among Them: Grimnir and any unit he joins are unbreakable, any units within 12” of Grimnir are Stubborn and Immune to Fear and Terror.

Ancestor God: Grimnir is immune to the effects of killing blow and heroic killing blow, note this means his regenerate save is only bypassed by flaming attacks. Additionally no spell may be cast at Grimnir and if a magical vortex contacts him it ends immediately and has no effect on Grimnir. He also generates 2 dispel dice.

Grudge Pony 100pts

M WS BS S T W I A LdGrudge Pony 6 4 3 3 5 4 2 2 10

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Unit Type: Monster Models in Unit: 1

Equipment: Hand Weapon

Special Rules: Unbreakable, A Pony not a Monster, Refreshing Brew

A Pony not a Monster: Pony’s are generally peaceful animals. As such the Grudge Pony may not make thunderstomp attacks nor may it charge into combat.

Refreshing Brew: Any friendly unit within 12” of the Grudge Pony gains Regeneration (6+) and Immune to Psychology

Lizardmen

Army Rules (Lizardmen):

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Ancient Times: No special characters other than Mazdamundi and Kroq-Gar may be selected from the Lizardmen Army Book. The Dagger of Sotek and Skavenpelt Banner may not be taken.

First Generation Slann: Slaan can be upgraded to First Generation Spawnings for 100pts. Slaan of the First Generation gain an additional Discipline of the Ancients for free and must purchase between one and four additional Disciplines as normal. First Generation Slaan also gain an increased ward save of 3+ and may cast the same spell multiple times in one magic phase.

Ancient Science: Lizardmen lords and heroes can select an additional 25pts worth of magic items. Engines of the Old Ones may be selected as rare choices.

Lizards of Legend: The Lizardmen army can select the campaign units Lord Kroak as a lord choice and Nakai as a hero choice. Additionally Dread Saurians from Monstrous Arcanam may be taken as rare choices.

Campaign Units:

Lord Kroak 1000pts

M WS BS S T W I A LdKroak 4 2 3 3 4 5 2 1 9

Unit Type: Infantry Models in Unit: 1

Magic: Lord Kroak is a level 5 wizard

Equipment: None

Special Rules: Cold Blooded, Lore Master (Master), Guardians, Mightiest of the First Spawning

Lore Master (Master): Lord Kroak has Loremaster for each of the eight magic lores in the main rulebook.

Mightiest of the First Spawning: Lord Kroak benefits from all eight of the disciplines of the Ancients on page 43 of the Lizardmen Army Book, in Lord Kroak’s case Focus of Mystery applies to all eight rulebook lores. In addition whenever Lord Kroak casts a spell with irresistible force he will only have to roll on the miscast table on a D6 roll of a 4+. There is no limit on the amount of Power Dice Lord Kroak can use to cast a spell and he may cast the same spell multiple times in one magic phase. Lord Kroak has a 3+ Ward Save.

Nakai 250pts

M WS BS S T W I A Ld

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Nakai 6 6 0 5 5 4 2 5 8

Unit Type: Monstrous Infantry Models in Unit: 1

Equipment: Great Weapon, Light Armour

Special Rules: Cold Blooded, Aquatic, Fear, 3+ Scaly Skin, Great Reach, Great White Hope, Wanderer

Great White Hope: Nakai must always issue a challenge and may never refuse one. When fighting in a challenge Nakai gains a 4+ ward save and must re-roll any failed to hit rolls.

Nakai and any unit he is with are unbreakable, should Nakai die then his unit loses unbreakable and gains Frenzy.

Wanderer: Nakai and any unit he is deployed with gain the scout rule.

Engine of the Old Ones 215pts

M WS BS S T W I A LdArcanodon 6 2 0 5 6 5 1 3 5

Unit Type: Monster Models in Unit: 1

Equipment: Engine of the Old Ones

Special Rules: Cold Blooded, Terror, 4+ Scaly Skin, Immune to Panic, Large Target, Stubborn, Lumbering Charge

Engine of the Old Ones: The Arcanodon bears an Engine of the Old Ones on its back. This functions as a stone thrower with a 360o arc of fire which has the magical attacks and flaming specials rules. The Arcanodon may fire the Engine of the Old Ones on a turn in which it has moved but not one in which it has marched or attempted to charge an enemy. If a 1 is rolled on the misfire chart the entire model is removed.

Lumbering Charge: The Arcanodon inflicts D6 impact hits when it charges.Tribes of Men

Army Rules:

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Undisciplined: Units with this rule may only claim a maximum of +1 combat resolution due to ranks. They may claim steadfast as normal.

Kindred Loyalty: If multiple units with this rule lose combat they will only flee if every unit with this rule fails their break test.

Lords: Chieftain*, Truthsayer1

Heroes: Kinsman*

Core: Tribesmen*, Slingers*

Special: Chariots*, Hunting Dogs*

Rare: Fanatics*, Fenbeasts1

1These units are taken according to the rules and points costs shown on the relevant scrolls of binding in the Storm of Magic Expansion

Campaign Units

Chieftain 100pts

M WS BS S T W I A LdChieftain 4 6 5 4 4 3 5 4 9

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Chariot for 70pts

Equipment: Hand WeaponMay carry an additional hand weapon or great weapon for 6ptsIf mounted may carry a spear for 6ptsMay carry a sling for 4pts or a Javelin for 2ptsMay carry a shield for 4ptsMay wear light armour for 4ptsMay carry magic items worth up to 100 pts chosen from the Warhammer Rulebook

Special Rules: Kindred Loyalty, Hill StriderKinsman 65pts

M WS BS S T W I A Ld

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Kinsman 4 5 5 4 4 2 5 3 8

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Chariot for 70pts

Equipment: Hand WeaponMay carry an additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a sling for 4pts or a Javelin for 2ptsMay carry a shield for 2ptsMay wear light armour for 2ptsMay carry magic items worth up to 50 pts chosen from the Warhammer RulebookOne Kinsman may be upgraded to the Battle Standard Bearer for 25pts

May carry a magic standard of any value chosen from the Warhammer Rulebook, but may not take further magic items

Special Rules: Kindred Loyalty, Hill Strider

Tribesmen 5pts per model

M WS BS S T W I A LdTribesman 4 4 3 3 3 1 3 1 7

Noble 4 4 3 3 3 1 3 2 7

Unit Type: Infantry Models in Unit: 10+

Equipment: Hand Weapon, ShieldMay replace hand weapons with spears for freeMay take Javelins for 1pt per model

Command: One Tribesman may be upgraded to a Noble for 10pts/modelOne Tribesman may be upgraded to a musician for 5ptsOne Tribesman may be upgraded to a standard bearer for 10pts

Special Rules: Undisciplined, Kindred Loyalty, Hill Strider

Slingers 8pts per model

M WS BS S T W I A Ld

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Slinger 4 3 4 3 3 1 3 1 7Hunter 4 3 5 3 3 1 3 2 7

Unit Type: Infantry Models in Unit: 5+

Equipment: Hand Weapon, Sling

Command: One Slinger may be upgraded to a Hunter for 10pts/modelOne Slinger may be upgraded to a musician for 5ptsOne Slinger may be upgraded to a standard bearer for 10pts

Special Rules: Skirmish, Kindred Loyalty, Hill Strider

Chariot 70pts

M WS BS S T W I A LdChariot - - - 4 4 4 - - - Driver - 4 3 3 - - 4 1 7

Champion - 4 3 3 - - 4 2 7

Warhorse 8 3 3 3 - - 3 1 -

Unit Type: Chariot

Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character iftaken as a mount.

Armour Save: 4+

Equipment: Driver has hand weaponChampion has an additional hand weapon and sling

Special Rules: Kindred Loyalty

Hunting Dogs 4pts per model

M WS BS S T W I A LdHunting Dog 9 3 0 3 3 1 5 1 5Alpha Male 9 3 0 4 3 1 5 2 5

Unit Type: Warbeasts Models in Unit: 5+

Command: One Dog may be upgraded to an Alpha Male for 6pts

Special Rules: Forest Strider, Hill StriderFanatics 10pts per model

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M WS BS S T W I A LdFanatic 5 3 0 4 3 1 4 1 10Druid 5 4 0 3 3 2 4 2 10

Unit Type: Infantry Models in Unit: 5+

Equipment: Hand WeaponMay take shields for 1pt/model

Command: One Fanatic may be upgraded to a Druid for 20pts

Special Rules: Undisciplined, Unbreakable, Frenzy, Talismanic Charms, Kindred Loyalty

Talismanic Charms: While the unit contains a Druid it has a 6+ Ward Save and Magic Resistance (1)

Chaos

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The Great Host of Chaos

Army Rules (Tamurkhan pp. 142-145.):

Forces of the Chaos Host: The following army lists can be used as part of a Chaos Host, and a Chaos Host must take units from at least two of these army lists as part of its composition and may choose units from all four:

Tribes of the North Creatures of Chaos Daemons of Chaos Beastmen

Paragons of the Host: Paragons are selected from the following lists rather than those in Tamurkhan.

Paragon of Slaughter:Tribes of the North: Chaos Lord (Mark of Khorne only) and Daemon Prince (Mark of Khorne only)Creatures of Chaos: NoneDaemons of Chaos: Daemon Prince (dedicated to Khorne only), Bloodthirster of Khorne and Exalted Bloodthirster of KhorneBeastmen: None

Paragon of Change:Tribes of the North: Chaos Lord (Mark of Tzeentch only), Sorcerer Lord (Mark of Tzeentch only) and Daemon Prince (Mark of Tzeentch only)Creatures of Chaos: NoneDaemons of Chaos: Daemon Prince (dedicated to Tzeentch only), Lord of Change and Exalted Lord of ChangeBeastmen: None

Paragon of Excess:Tribes of the North: Chaos Lord (Mark of Slaanesh only), Sorcerer Lord (Mark of Slaanesh only), Daemon Prince (Mark of Slaanesh only), Ehrenlish and EradoriusCreatures of Chaos: NoneDaemons of Chaos: Daemon Prince (dedicated to Slaanesh only), Keeper of Secrets, Exalted Keeper of Secrets and N’kariBeastmen: Praan

Paragon of Decay:

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Tribes of the North: Chaos Lord (Mark of Nurgle only), Sorcerer Lord (Mark of Nurgle only) and Daemon Prince (Mark of Nurgle only)Creatures of Chaos: NoneDaemons of Chaos: Daemon Prince (undedicated), Great Unclean One and Exalted Great Unclean OneBeastmen: None

Paragon of Ruin:Tribes of the North: Chaos Lord (Unmarked), Sorcerer Lord (Unmarked), Daemon Prince (Unmarked), MorkarCreatures of Chaos: Shaggoth Stormcaller, Kholek SuneaterDaemons of Chaos: Daemon Prince (undedicated), Be’lakorBeastmen: Beastlord, Doombull and Great Bray-Shaman

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Tribes of the North

Army rules (Warriors of Chaos + Daemons of Chaos):

Daemonic Allies: Tribes of the North armies may take Heralds as Hero choices, these may never be the army’s general. Additionally selecting a Herald allows you to choose the corresponding unit of lesser daemons as a core choice. Heralds may only join daemonic units and daemon units may only be joined by Heralds.

Lords: Chaos Lord, Chaos Sorcerer Lord, Daemon Prince, Ehrenlish*, Eradorius*, Morkar*

Heroes: Marauder Jarl*, Shaman*, Herald of Khorne1, Herald of Slaanesh2, Herald of Nurgle3, Herald of Tzeentch4

Core: Marauders, Marauder Horse, Warhounds, Bloodletters1, Daemonettes2, Plaugebearers3, Horrors4

Special: Marauder Chariots*, Hunters*, Warriors of Chaos, Knights of Chaos, Skin Wolves^

Rare: Spawn of Chaos, Chosen, Chaos War Mammoth, War Shrine, Skullcrushers of Khorne^This unit is taken according to the rules and points costs shown on the relevant scroll of binding in Monstrous Arcanum

Creatures of Chaos

Army rules (Warriors of Chaos):

Force of Will: Creatures of Chaos are naturally independent beasts it is only the willpower of the strongest of their kind which holds them together. Therefore in the Blood and Glory mission the Creatures of Chaos army receives one fortitude point for every character in their army (this results in the general being worth three fortitude points).

Lords: Kholek Suneater, Shaggoth Stormcaller*, Galrauch, Fimir Balefiend2

Heroes: Troll King*, Dragon Ogre Bull*1

Core: Trolls, Fimir Warriors2

Special: Dragon Ogres, Spawn of Chaos, Bile Trolls

Rare: Shaggoths, Slaughterbrute, Mutalith Vortex Beast, Chimeras2, Manticores2, Giant Spined Chaos Beast2, Chaos Dragon2, Chaos Emperor Dragon2

1For every Dragon Ogre Bull in the army one unit of Dragon Ogres may be taken as a core choice2These units are taken according to the rules and points costs shown on the relevant scrolls of binding in Monstrous Arcanum or the Storm of Magic Expansion

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Daemons of Chaos

Army Special Rules (Daemons of Chaos):

Religious animosity: You must have one unit of Bloodletters in order to take any other Khornate units.You must have one unit of Daemonettes in order to take any other Slaaneshi units.You must have one unit of Plaugebearers in order to take any other Nurgle units.You must have one unit of Horrors in order to take any other Tzeentch units.

The Winds Blow Strong: Daemon lords and heroes can spend 25pts more on Daemonic Gifts than specified in Warhammer Armies: Daemons of Chaos. Daemon Princes may spend these points on god specific gifts.

Exalted Daemons: The Daemon Army may select Exalted Daemons from the Storm of Magic expansion as lord choices.

Daemons of Legend: The Daemon Army may select the campaign units N’kari and Be’lakor as Lord Choices.

Beastmen

Army rules (Beastmen):

Monsters of Chaos: The Beastmen army may take the Dragon Ogres and Dragon Ogre Shaggoths exactly as they appear in Warhammer Armies: Warriors of Chaos. Additionally they may take Giant Spined Chaos Beasts from Storm of Chaos as a rare choice.

The Sky Titans: Giants may not be taken as they have not yet fallen from grace.

Praan: The Beastmen army may select the campaign unit Praan as a Lord Choice.

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Campaign Units:

Ehrenlish 500pts

M WS BS S T W I A LdEhrenlish 4 6 3 5 5 3 6 4 9

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Barded Chaos Steed for 24 pointsOr a Steed of Slaanesh for 25ptsOr a Marauder Chariot for 75ptsOr a Manticore for 200ptsOr a Chaos Dragon for 360pts

Magic: Ehrenlish is a level 4 wizard with Loremaster (Lore of Slaanesh)

Equipment: Ensorcelled Weapon, Chaos Armour, Shield, Mark of Slaanesh

Special Rules: Eye of the Gods, Will of Chaos, Tz’arkan, Regenerate

Tz’arkan: At the start of any of his turns Ehrenlish may unleash the power of the Daemon Tz’arkan. The following apply to Ehrenlish for the rest of the battle:

Ehrenlish is subject to Frenzy

Ehrenlish gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld

If Ehrenlish is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tz’arkan’s murderous rage drives Ehrenlish to attack his allies. Make Ehrenlish normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out.

Ehrenlish gains Loremaster (Daemonic Lore of Slaanesh)

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Eradorius 500pts

M WS BS S T W I A LdEradorius 4 5 3 5 5 3 6 3 9

Unit Type: Infantry Models in Unit: 1

Magic: Eradorius is a level 4 wizard with Loremaster (Lore of Slaanesh)

Equipment: Wizard’s Staff, Chaos Armour, Idol of Kolkuth, Mark of Slaanesh

Special Rules: Eye of the Gods, Will of Chaos, Tz’arkan, Regenerate

Wizard’s Staff: Magic Weapon. Halberd. Allows Eradorius to channel on a 5+.

Idol of Kolkuth: Enchanted Item. Instead of moving Eradorius may use the power of the Idol to magically transport himself and any unit he is with. If he chooses to use the power of the Idol place Eradorius and his unit anywhere on the board in any facing and formation so long as they are not within an inch of any other units (friend or foe) or within impassable terrain. They may not do anything else in the movement phase nor may they shoot.

Tz’arkan: At the start of any of his turns Eradorius may unleash the power of the Daemon Tz’arkan. The following apply to Eradorius for the rest of the battle:

Eradorius is subject to Frenzy

Eradorius gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld

If Eradorius is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tz’arkan’s murderous rage drives Eradorius to attack his allies. Make Eradorius normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out.

Eradorius gains Loremaster (Daemonic Lore of Slaanesh)

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Morkar 750pts

M WS BS S T W I A LdMorkar 4 9 4 5 5 4 7 5 10

Brass Chariot - - - 6 6 5 - - -Chaos Steed 8 3 - 4 - - 3 1 -

Unit Type: Infantry Models in Unit: 1

Magic: Morkar is a level 2 wizard who selects his spells from the Lore of Tzeentch and gains +1 to cast.

Mount: The Brass Chariot.

Equipment: Chaos Runesword, Armour of Morkar, Crown of Domination, The Eye of Sheerian

Special Rules: Eye of the Gods, Chosen of Chaos, Unbreakable

The Brass Chariot: This is a chariot with the stats shown above, it is drawn by four Barded Chaos Steeds, inflicts 2D6 impact hits and has a 2+ armour save.

Armour of Morkar: Magic Armour. Provides a 1+ Armour Save which cannot be improved. Morkar cannot be wounded on a score of less than 3+, even by weapons which wound automatically.

Crown of Domination: Enchanted Item. Morkar causes terror and any friendly unit within 12” may re-roll failed break tests.

The Eye of Sheerian: Talisman. Morkar has a 3+ Ward Save.

Chosen of the Gods: Morkar must be the Army General and the range of his inspiring presence rule is increased to 18”. Morkar is immune to poison. Enemies suffer -1 to hit Morkar and any unit he joins with shooting attacks and attacks allocated against Morkar in close combat are at -1 to hit. Morkar has magic resitance (2).

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Marauder Jarl 75pts

M WS BS S T W I A LdJarl 4 6 5 4 4 2 5 3 8

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Chaos Steed for 12ptsOr a Marauder Chariot for 75pts

Equipment: Hand WeaponMay carry a flail, additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a short bow for 4ptsMay carry a shield for 2ptsMay wear light armour for 2pts May carry magic items worth up to 50 pts chosen from Warhammer Armies: Warriors of Chaos or the Warhammer RulebookOne Jarl may be upgraded to the Battle Standard Bearer for 25pts

May carry a magic standard of any value chosen from Warhammer Armies: Warriors of Chaos or the Warhammer Rulebook, but may not take further magic items

Mark of Chaos: May take one of the following MarksMark of Khorne 15ptsMark of Nurgle 20ptsMark of Tzeench 10ptsMark of Slaanesh 5pts

Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)

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Shaman 80pts

M WS BS S T W I A LdShaman 4 5 5 4 4 2 5 2 8

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Chaos Steed for 12ptsOr a Marauder Chariot for 75pts

Magic: A Shaman is a level 1 Wizard who may choose his spells from the Lores of Death, Fire or if he has a Mark of Chaos must choose the law appropriate to the Mark.

The Shaman may be upgraded to a level 2 wizard for 35 pts Equipment: Hand Weapon

May carry a flail, additional hand weapon or great weapon for 4ptsIf mounted may carry a spear for 4ptsMay carry a short bow for 4pts

Mark of Chaos: May take one of the following MarksMark of Nurgle 20ptsMark of Tzeench 20ptsMark of Slaanesh 5pts

Special Rules: Eye of the Gods, Will of Chaos, Fast Cavalry (if mounted on a Chaos Steed)

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Marauder Chariot 75pts

M WS BS S T W I A LdChariot - - - 4 4 4 - - - Driver - 4 3 3 - - 4 1 7

Champion - 4 3 3 - - 4 2 7

Warhorse 8 3 3 3 - - 3 1 -

Unit Type: Chariot

Models in Unit: 1 Chariot pulled by 2 Warhorses and ridden by one driver and one champion/character iftaken as a mount.

Armour Save: 4+

Equipment: Scythed WheelsDriver has hand weaponChampion has a flail and short bow

Mark of Chaos: May take one of the following Marks, however if chosen as a mount the chariot cannot have a different Mark to its rider

Mark of Khorne 30ptsMark of Nurgle 30ptsMark of Tzeench 20ptsMark of Slaanesh 10pts

Special Rules: Will of Chaos

Hunters 10pts per model

M WS BS S T W I A LdHunter 4 4 4 3 3 1 4 1 7

Hunt Master 4 4 5 3 3 1 4 1 7

Unit Type: Infantry Models in Unit: 5+

Equipment: Spears, Short Bows

Command: One Hunter may be upgraded to a Hunt Master for 5ptsOne Hunter may be upgraded to a musician for 5pts

Special Rules: Will of Chaos, Skirmishers, Scouts

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Shaggoth Storm Caller 460pts

M WS BS S T W I A LdStormcalle

r 7 7 3 7 6 7 1 6 9

Unit Type: Monster Models in Unit: 1

Equipment: Hand Weapon, Light ArmourMay carry an Additional Hand Weapon for 15ptsMay carry a Great Weapon for 30ptsMay upgrade Light Armour to Heavy Armour for 10pts

Special Rules: Large Target, Immune to Psychology, Scaly Skin (4+), Terror, Storm Rage, Ancient Pride, Herald of the Tempest

Living Lightning: Lightning dances around the blades of and armour of a Shaggoth Stormcaller, in combat its attacks count as magical.

Troll King 150pts

M WS BS S T W I A LdTroll King 6 5 2 6 5 4 2 5 8

Unit Type: Monstrous Infantry Models in Unit: 1

Equipment: Hand Weapon

Special Rules: The Will of Chaos, Eye of the Gods, Fear, Mutant Regeneration, Copious Vomit

Captain of the Monstrous Horde: A Troll King counts as a Battle Standard Bearer to all Troll units within 12”.

Dragon Ogre Bull 170pts

M WS BS S T W I A LdBull 7 5 2 5 5 5 2 5 9

Unit Type: Monstrous Beast Models in Unit: 1

Equipment: Hand Weapon, Light ArmourMay carry an Additional Hand Weapon for 10ptsMay carry a Great Weapon for 15pts

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May upgrade Light Armour to Heavy Armour for 5pts

Special Rules: Scaly Skin (5+), Fear, Storm Rage

N’kari 1000pts

M WS BS S T W I A LdN’kari 10 10 0 7 7 7 10 9 10

Unit Type: Monster Models in Unit: 1

Magic: N’kari is a Level 4 Wizard with Loremaster Daemon Lore of Slaanesh Equipment: Torment Blade

Special Rules: Large Target, Favoured of Slaanesh, Always Strikes First, Large Target, Terror, Unbreakable, Unstable, Sensual Barrage

Torment Blade: Enemy models wounded by the Torment Blade must pass a Leadership Test. Otherwise they cannot attack for the rest of that Close Combat round.

Favoured of Slaanesh: N’kari benefits from a 4+ Ward Save and has magical attacks. Furthermore any Daemonettes or Alluresses within 12” of N’kari gain the Always Strike First special rule.

Sensual Barrage: Enemy units within 6” of N’kari suffer -1 WS and I

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Be’lakor, Beloved of Chaos 1000pts

M WS BS S T W I A LdBe'lakor 6 9 0 6 5 6 9 5 10

Unit Type: Monster Models in Unit: 1

Magic: Be’lakor is a Level 4 wizard with Loremaster (Daemonic Lores of Slaanesh, Tzeentch and Nurgle)

Special Rules: Daemonic, Large Target, Terror, Night Shroud, Fly, Always Strikes First, Spirit Swallower, Etherblade, Obsidian Armour, Collar of Khorne, Noxious Vapours

Night Shroud: All enemy shooting aimed at Be’lakor or any unit in his army is at -1 to hit.

Spirit Swallower: For every wound Be’lakor inflicts in close combat he regains a wound he had previously lost. This cannot take him above six wounds. This special rule does not apply to wounds caused by Thunderstomp.

Etherblade: Be’lakor‘s close combat attacks (not Thunderstomp) ignore armour saves.

Obsidian Armour: Be’lakor has a 3+ Armour Save. Additionally Magic Weapons count as ordinary weapons of their type when targeting Be’lakor in close combat.

Collar of Khorne: Be’lakor has Magic Resistance (3+).

Noxious Vapours: Any enemy models in base contact gain the Always Strike Last special rule.

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Praan 500pts

M WS BS S T W I A LdPraan 5 7 3 5 5 3 6 5 9

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Tuskgor Chariot for 85ptsOr a Razorgor Chariot for 145pts

Magic: Praan is a level 4 wizard with Loremaster (Lore of Beasts)

Equipment: Hand Weapon, Octagon of Praan

Special Rules: Primal Fury, Tz’arkan, Scaly Skin (5+), Immune to Psychology

Octagon of Praan: Talisman. Any spell successfully cast on Praan or the unit he is with is immediately dispelled on a roll of 3+, if a magical vortex contacts his unit on a roll of 3+ it ends immediately and has no effect on Praan or his unit.

Tz’arkan: At the start of any of his turns Praan may unleash the power of the Daemon Tz’arkan. The following apply to Praan for the rest of the battle:

Praan is subject to Frenzy

Praan gains + 1 WS, + 1 S, + 2 T, + 2 I, + 1 Ld

If Praan is in base contact with a friendly model and not in contact with the enemy in any close combat phase, roll a D6. On a 1,2 or 3 Tz’arkan’s murderous rage drives Praan to attack his allies. Make Praan normal attacks on a randomly determined model in base contact. His mount does not attack. The other model will strike back if he survives. No wounds carry over onto other models and no combat resolution is worked out.

Praan gains Loremaster (Daemonic Lore of Slaanesh)

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Orcs and Goblins

Savage Orcs

Army rules (Orcs and Goblins):

Constant Waaagh: There is no limit to the number of units which may be upgraded to Big’uns in a Savage Orc army

Lords: Savage Orc Warboss, Savage Great Shaman, Goblin Great Shaman (must ride an Arachnarok Spider), Goblin Warboss (must ride on either a Gigantic Spider or a Giant Spider)

Heroes: Savage Orc Shamans, Savage Orc Big Boss, Goblin Big Boss (must ride on either a Gigantic Spider or a Giant Spider)

Core: Savage Orcs, Spider Riders

Special: Savage Orc Boar Boys, Trolls

Rare: Arachnarock Spiders, River Trolls, Stone Trolls, Effigy*, Wyverns1, Rogue Idol of Gork (or possibly Mork)2

1This unit is taken according to the rules and points costs shown on the relevant scroll of binding in the Storm of Magic expansion

2This unit is taken according to the rules and points costs shown on the relevant scroll of binding in Monstrous Arcanum

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Campaign Units:

Effigy 50pts

Unit Type: Scenery Models in Unit: 1

Special Rules: Immoveable, Gork’s Blessing, Stop Messin’ Around, Gork likes a fight

Immoveable: The Effigy is a piece of impassable terrain which should be modelled on a base no larger than 50x50mm. It is placed in the Orc player’s deployment zone before the beginning of deployment.

Gork’s Blessing: Roll one dice for every Savage Orc unit with a standard in the army.

1-2: That unit’s standard carries the level four bound spell: The Hand of Gork

3-4: That unit’s standard carries the level four bound spell: Bash ‘em Ladz

5-6: That unit’s standard carries the level four bound spell: ‘Ere we Go

Stop Messin’ Around: Any Orc unit within 24” of the Effigy which fails an animosity test can ignore the result if it can successfully declare a charge on an enemy unit and does so.

Gork likes a fight: For Every Savage Orc Big Boss or Warboss within 24” of the Effigy the Orc player may add one dice to their dispel pool.

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Undead

Unquiet Dead

Army rules (Vampire Counts):

Sustained by the winds: As they are animated by the winds of magic rather than a powerful sorcerer “The General” segment of the Undead Special Rule is ignored.

Lords: Fallen General*

Heroes: Wight King, Undead Druid*, Banshee, Wraith

Core: Grave Guard, Skeletal Warriors*, Skeletal Raiders*, Dire Wolves

Special: Black Knights, Spirit Host, Revenant Monstrosities*

Rare: Skeletal Chariot*, Zombie Dragon1, Undead Titan*

1Costs 275pts, has the same stat line and special rules as the mount option

Campaign Units:

Fallen General 125pts

M WS BS S T W I A LdFallen General 4 5 0 4 5 4 5 4 9

Unit Type: Infantry Models in Unit: 1

Mount: May ride a Skeletal Steed for 15pts which may have barding for 5ptsOr a Skeletal Chariot for 100ptsOr an Abyssal Terror for 135ptsOr a Zombie Dragon for 275pts

Equipment: Hand Weapon, Heavy Armour, ShieldMay carry a Great Weapon for 12ptsMay exchange Shield for an Additional Hand Weapon 10ptsIf mounted may carry a Lance for 15ptsMay carry magic items worth up to 100 points chosen from Warhammer Armies: Vampire Counts or the Warhammer Rulebook

Special Rules: Undead, Killing Blow

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Undead Druid 55pts

M WS BS S T W I A LdUndead Druid 4 3 3 3 3 2 3 1 7

Unit Type: Infantry Models in Unit: 1

Magic: An Undead Druid is a level 1 Wizard who may choose his spells from the Lores of Death or Shadow.

The Shaman may be upgraded to a level 2 wizard for 35 pts Mount: May ride a Skeletal Steed for 12pts which may have barding for 2pts

Equipment: Hand WeaponMay carry Magic Items worth up to 50pts chosen from Warhammer Armies: Vampire Counts or the Warhammer Rulebook

Special Rules: Undead, Invigorating Presence

Invigorating Presence: Druid’s act as a focal point for the winds of magic, as such those undead in their immediate vicinity are filled with an unholy vigour. Any undead unit within 12” of an Undead Druid may march.

Skeletal Warriors 4pts per model

M WS BS S T W I A LdWarriors 4 2 2 3 3 1 2 1 3

Champion 4 2 2 3 3 1 2 2 3

Unit Type: Infantry Models in Unit: 10+

Equipment: Hand Weapon, Light ArmourMay replace Hand Weapons with Spears for freeMay take Flails, Great Weapons or Additional Hand Weapons for 1pt/per modelMay take Shields for 1pt/per modelMay take Bows for 0.5pts/per modelMay take Longbows for 1pt/per model

Command: One Warrior may be upgraded to a Champion for 10pts/modelOne Warrior may be upgraded to a Musician for 10ptsOne Warrior may be upgraded to a Standard Bearer for 10pts

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Special Rules: Undead

Skeletal Raiders 13pts/model

M WS BS S T W I A LdRaider 4 2 2 3 3 1 2 1 3Reaver 4 2 2 3 3 1 2 2 3

Skeletal Steed 8 2 0 3 3 1 2 1 2

Unit Type: Cavalry Models in Unit: 5+

Mount: Skeletal Steed

Equipment: Hand Weapon, BowMay replace Bows with Spears for freeMay replace Bows with Throwing Weapons for freeMay replace Bows with Throwing Axes for 0.5pts/per modelMay take Flails or Spears for 1pt/per modelMay take Light Armour for 1pt/per modelMay take Shields for 1pt/per model in which case they no longer count as Fast Cavalry

Command: One Raider may be upgraded to a Reaver for 10ptsOne Raider may be upgraded to a Standard Bearer for 10ptsOne Raider may be upgraded to a musician for 10pts

Special Rules: Undead, Fast Cavalry

Revenant Monstrosities 50pts

M WS BS S T W I A LdMonstrosit

y 5 2 0 4 5 4 1 2 2

Unit Type: Monstrous Infantry Models in Unit: 3+

Equipment: Bludgeoning Limbs and Rusted Blades (Hand Weapons)

Special Rules: Undead, Unfeeling, Terror

Unfeeling: Hulks of rotting flesh and bone these creatures are all but impervious to damage and can happily lose a limb or be run through without

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consequence. As such they can never be wounded on a dice score better than 3+.

Skeletal Chariot 100pts

M WS BS S T W I A LdChariot - - - 4 4 4 - - -Wight - 3 0 4 - - 3 1 6

Skeletal Steed 8 2 0 3 - - 2 1 -

Unit Type: Chariot

Models in Unit: 1 Chariot pulled by 2 Skeletal Steeds and ridden by two Wights or one character iftaken as a mount.

Armour Save: 4+

Equipment: Scythed WheelsWights have Hand Weapons

Special Rules: Undead, Insubstantial Steeds, Killing Blow (Wights only)

Undead Titan 175pts

M WS BS S T W I A LdTitan 5 2 0 6 6 6 1 4 2

Unit Type: Monster Models in Unit: 1

Equipment: Bludgeoning Limbs and Rusted Blade (Hand Weapon)

Special Rules: Undead, Unfeeling, Terror

Unfeeling: Hulks of rotting flesh and bone this creature is all but impervious to damage and can happily lose a limb or be run through without consequence. As such they can never be wounded on a dice score better than 3+.

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Scenarios

A Saviour Arisen

Ulthuan lies in flames, its final hope lies in Aenarion who has travelled to the Shrine of Asuryan to seek the aid of the Creator. In desperation Aenarion offers himself to the offers himself as a sacrifice and enters the Flames of Asuryan. Rather than being consumed he is reborn as Asuryan’s champion. As the chaos horde of Morkar besieges the Shrine Aenarion strides out to meet them, infused with the power of a god. The battle which follows will mark either the resurgence of the Elves or their final stand.

The Armies:

Army of the Phoenix KingThe Elven player selects a force of no more than 3000pts from the Army of the Phoenix King which must include Aenarion and Eorlan Anar, both of whom must be taken on foot, and at least one unit of Phoenix Guard. No other special characters may be taken.

Great Chaos HostThe Chaos player selects a force of no more than 4500pts chosen according to the rules for a Great Chaos Host and Morkar must be the army’s Paragon.

The BattlefieldSet up a 6’ x 4’ table. The High Elf player may place up to three towers and 24” of Blazing Barricades within their deployment zone. No other scenery is used.

DeploymentThe Elven Player sets up his entire army first, followed by the Chaos Player. Units may be placed anywhere in their half of the table more than 9” from the centre line.

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Chaos Deployment Zone

9”

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Game LengthThe game ends at the end of the 6th game turn or as soon as an army breaks.

Victory ConditionsThe first army to break the enemy wins the battle. If neither army has broken by the end of the game, or if both armies were broken simultaneously, use victory points to determine the winner.

Scenario Special Rules

Breaking Point & Fortitude (Warhammer Rulebook pg. 148)

Before Caledor: Aenarion and Eorlan have not yet visited Caledor and the Forge of Vaul. Because of this Sunfang and Cyarith are replaced with hand weapons while the Dragon Armour of Aenarion is replaced with dragon armour and a shield. Aenarion retains his 4+ wardsave however due to the blessing of Asuryan.

Sacred Flames: The shooting attacks of any Elven units garrisoned within a tower gain the flaming special rule.

Unexpected Resistance: The Chaos Horde did not expect resistance of this magnitude, as such any Chaos units must re-roll successful fear, terror and panic checks. The Will of Chaos special rule has no effect in this battle.

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Elven Deployment Zone

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Credits

Writing and Layout

Andrew Green

Nakai

By Stuart Mackaness

Effigy rules

Adapted from Storm of Chaos by Gav Thorpe

Art

“Lord of Change” (pg 3) taken from Warhammer Online concept art “High Elf Dragon” (pg 11) Dave Gallagher“Dwarf” (pg 13) taken from the Games Workshop website“Ironbreaker” (pg 14) taken from Games Workshop“Lizardman” (pg 16) taken from the Games Workshop website“Marauders” (pg 26) Adrian Smith“Keeper of Secrets” (pg 29) Adrian Smith“Daemons of Chaos” (pg 35) Adrian Smith“Dwarf vs Orc” (pg 37) taken from Warhammer Online concept art

Playtesters

47