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Warhammer: Classic Regiments of Renown

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A fan-made update for the classic Regiments of Renown from the 80's as a supplement to Warhammer: Dogs of War. For the latest updates, visit: http://warhammerarmiesproject.blogspot.se/

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Page 1: Warhammer: Classic Regiments of Renown

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Page 2: Warhammer: Classic Regiments of Renown

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CONTENTS

THE KNIGHTS OF ORIGO ............................................................................................................................... 4

HARBOTH AND THE BLACK MOUNTAIN BOYS......................................................................................... 5

MAD MULLAH AKLAN'D'S DEATH COMMANDOS..................................................................................... 7

THE BOWMEN OF WOOD ELF PRINCE OREON........................................................................................... 8

ELWING'S ELVEN GUARD CAVALRY .......................................................................................................... 9

KARNAC'S LIZARDMEN RAIDERS...............................................................................................................10

FLYING GARGOYLES OF BARDA ................................................................................................................12

NOTLOB'S ORCISH BOLT-THROWING ENGINES .......................................................................................13

THE MIGHTY THROG AND HIS HOBGOBLIN DESPOILERS OF THE DARK LANDS ..............................14

THE DISCIPLES OF THE RED REDEMPTION ...............................................................................................15

AVENGING KNIGHTS OF THE CLEANSING FLAME ..................................................................................17

EEZA UGEZOD'S MOTHER CRUSHERS .......................................................................................................19

THE NIGHTMARE LEGION – MORDINI'S DOOMED LEGION ....................................................................20

SKARLOC'S WOOD ELF ARCHERS ..............................................................................................................22

PRINCE ULTHER’S IMPERIAL DWARFS – THE DRAGON COMPANY .....................................................25

FOR HIRE.........................................................................................................................................................27

Updated by: Mathias Eliasson. Cover Art: Warhammer Online

Art: wittman80, daarken, Wiggers123, Feliche, hideki, Ralph Horsley, John Gravato, justaman78, Taidaishar, Mark of

Chaos, Gadbury, Games-Workshop. Original Work: Games-Workshop

Special Thanks To: Solegends and Red Orc for helping me finding the material, and Alfred Nunez Jr for his work.

This book is completely unofficial and in no way endorsed by Games Workshop Limited. The Chaos devices, the Chaos logo, Citadel, Citadel Device, the Double-Headed/Imperial Eagle device, 'Eavy Metal,

Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, the Hammer of Sigmar

logo, Horned Rat logo, Keeper of Secrets, Khemri, Khorne, Lord of Change, Nurgle, Skaven, the Skaven symbol

devices, Slaanesh, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tzeentch, Warhammer, Warhammer

Online, Warhammer World logo, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race

insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, TM and/or © Copyright Games Workshop Ltd 2000-2013, variably registered in the UK and other countries around the

world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

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INTRODUCTION Famous mercenary regiments acquire a certain

notoriety because they are remarkably successful,

brutal, adventurous, or for some other reason that

brings them to the attention of the world. We call them

Regiments of Renown and it is these units which form

the basis of the Dogs of War armies.

Individual Regiments of Renown are led by famous

characters, and indeed are frequently named after these

leaders. For example, the notorious Ogre Captain

Golgfag, whose Ogre mercenaries have, at one time or

another, looted and despoiled most civilised parts Old

World... and some not so civilised ones too.

Dogs of War do not necessarily have ties to a particular

country, nor are they a whole new race.

They are bands of warriors and adventurers who live

by fighting – for glory and more importantly for gold!

The Dogs of War are made up of skilled pikemen,

deadly marksmen, Hobgoblin cavalry from the eastern

steppes, Halfling scouts, drunken Dwarf pirates, Ogres

from the Badlands and Giants from the misty shores of

Albion.

Together they ply their trade to every point of the compass in the Old and New Worlds, fighting for

anybody, any time, any place, anywhere…

Although the Dogs of War regiments have no common

heritage, many find employment in that most notorious

of mercenary breeding grounds, the land of Tilea. Tilea

is an anarchic land and is in an almost constant state of

upheaval, as the wealthy merchant princes of the

independent city states plot against each other. All this

anarchy means mercenaries who travel there can be

assured of profitable employment.

Just as there are regiments of mercenaries to hire, there

are just as many lone freelancers. These individuals

wander the Old World, selling their skills to the highest

bidder. Many are thieves and brigands, and some are

hard bitten mercenaries who will not (or cannot) join

one of the many mercenary regiments. There are thrill-

seeking Imperial nobles, fanatical Witch Hunters and

even specialists such as siege engineers, wizards or

assassins.

If you wish to add Regiments of Renown to your existing Warhammer army, then you should check the

Army List section of this book. You'll see that each

Regiment of Renown is available for hire to a limited

selection of armies. This is not because the mercenaries

are choosy who they fight for (far from it!), but

because some armies would never hire certain races or

individuals. No self-respecting Dwarf general is going

to hire Morgrog the Dwarf Crusher now is he?

All named models (except for Standard Bearers and

Musicians) in a Regiments of Renown follow the rules

for Characters in the game, with the following

exceptions. These characters cannot leave their unit

(unless specified), but they do not use up any of the

character percentage from the army lists (unless

specified).

If the characters have different equipment than the rest

of the rank and file, this is clearly listed in the

Equipment list. Note that, regardless of their

Leadership value, these characters can never be an

army’s General. Some of these named models are Standard Bearers and

Musicians; these are treated just like normal Standard

Bearers and Musicians, and as such may not be

attacked separately.

All of these units and characters are unique – you may

only field one of each in your army, unless specified.

When fielding Regiments of Renown in any army other

than Dogs of War, they follow the rules for non-

aligned allies.

REGIMENTS FOR HIRE In the next few pages, you will find all the information

you need to field Regiments of Renown in your

Warhammer battles.

Points. Each regiment has a basic cost, which includes

all the equipment, characters and their magic items.

These cannot be modified in any way.

Profiles. The characteristic profiles for the troops and

characters in each unit are given here.

Unit Sizes. Each entry specifies the minimum size for

each unit. Normally the unit’s size can be increased by

buying extra models at the cost given, but in some

cases units also have a maximum size.

Equipment. This entry lists the weapons and armour

for that regiment. The value of these items is included

in the points value.

Special rules. Many troops have special rules which

are described in this section.

Magic Items. Some characters carry magic items and

their rules are given here. Note that the player cannot

buy new magic items for the characters of the

Regiments of Renown.

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THE KNIGHTS OF ORIGO

The island outpost of Fyrus seemed a good place for

the monks of the holy order of Saint Origo to build a

monastery. True - Fyrus did lie but a dozen miles from

the coasts of Araby, it was the birth place of the

revered Mullah Aklan'd and its harbours did control the

main east-west trade route; but the Brothers of the Holy

Order of Saint Origo decided Fyrus would make an ideal place to rest and meditate. They started by

kicking out all of the natives and building a huge

fortress. This they decided to call the 'Holy Monastery

of the Divine Origo.

When the good brothers found their prayer disturbed

by Arabian pirates and the continued complaints of the

disinherited they reacted in the only way they knew

how. They built fleets, wiped the waterways clean of

eastern ships, and fired every Arabian port within a

hundred miles. For the purposes of the crusade the Grand Master of the Order designed the special

uniform and banner used.

The Knights returned to a life of peace and

contemplation, disturbed only by annual excursions

burning, looting and destroying all along the coasts of

heathendom. After a few years they were shaken from

their solitude by vast armies of Easterners, who lay

seige to, and eventually destroyed, the monastery.

Many of the Knights were slain in this unprevoked

attack but a large company escaped. Unde their new

Grand Master, Sir John Tyrweld, and aided by the Order's Champion Donna Don Domingio, the Order

reformed in the West.

From then on the company crusaded extensively

against the enemies of all right thinking folk and

gained a considerable reputation from their enemies.

Amongst the Goblins they became renowned as 'The

Frothers', whilst the Easterners dubbed Sir John 'The

Foaming One'.

THE REGIMENT

CAPTAIN: Sir John Tyreweld.

MOTTO: “Only the Sword Purifies”.

BATTLE-CRY: Peace and Justice!

APPEARANCE: Mail armour, great helm and

surcoat. The surcoat of this particular order is red,

which symbolises the blood that was shed that others

might go on - specifically the blood of their enemies.

Note the badge of the order worn over the right breast.

The badge of the order is placed upon the heater shield.

POINTS: John Tyreweld plus nine Knights,

including Don Domingio, a Standard Bearer and

Musician, cost a total of 190 points. This is the

minimum size of unit you can hire. The regiment may

be enlarged by adding extra Knights at a cost of 10

points each.

M WS BS S T W I A Ld

John Tyreweld 4 6 3 4 4 2 6 3 9

Don Domingio 4 5 3 4 3 1 4 2 8

Brother Knight 4 4 3 3 3 1 3 1 8

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, shield and heavy

armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Frenzy, Hatred (non-

Bretonnians and Imperials).

Note: The Knights of Origo may not be included in the

same army as Mad Mullah Aklan’d’s Death

Commandos.

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HARBOTH AND THE BLACK MOUNTAIN BOYS

The Black Fire Pass is the only route over the Black

Mountains, and for years the mountain and the pass

were by and large impassable due to the presence of a

large Orc settlement. This dirty and squalid township

consisted of several dozen wooden shacks, a large but

unstable saloon and hundreds of mean, greedy, low-

down Orcs.

The town was run by Harboth, an Orc of great size and

strength. Harboth's mates used to spend most of their

time in the saloon, sheltering from the almost non-stop rain which is an everyday phenomenon along the

slopes of the Black Mountains. They would take turns

manning the toll gates and torturing travellers.

Occasionally there would be a fight as some indignant

Halfling or Dwarf tried to defend himself - but not

often.

As you can see The Black Mountain Boys don't go in

much for fine clothing or fancy gear. They have quite

an extensive collection of armour and weapons looted

from travelers, including sturdy bows as well as heavy iron hooked cleavers called Dwarf Ticklers, an

invention of Harboth's of which he is justly proud.

Yaskin Forit carries an especially large, double handed

version of thsi weapon.

After the Goblin wars the Bad Lands were gradually

cleaned up by the Dwarfs. Harboth and his gang were

forced to take to their heels. It is rumoured that

Harboth spent his declining years cattle rustling in the

deep south.

When the local dwarf leader offered a bounty to

adventurers bold enough to try to destroy the Orc settlement, Harboth resonded by meetinf, and

subsequently eating each adventurer stupid enough to

try it. Yaskin Forit made a necklace of the ears of these

unfortunate characters, whilst Harboth sent their bones

back to the Dwarf leader together with instructions to

send more Halflings as he found these particularly

palatable.

At the Battle of Bauer’s Farm the Black Mountain

Boys were mauled by a force including the 17th (Bafon

Olaf’s Own) Regiment of Foot and a contingent of the

Stirland Free Foresters. Following this setback, they crossed into the Border Princes in search of easier

pickings.

"Oy, boss"

"Wot"

"Bin ter see Notlob, like you said,"

"Yer............?"

"An’ I sez you sez if ‘e don’t find some stunties we eat ‘is boys,"

"Yer?"

"So ‘e sez ‘e’s goin’ ‘untin’ stunty,"

"Do wot?"

"E’s packin’ ‘is spearchuckers, an’ movin’ out. Goin’ ter ‘unt some stunties, ‘e sez,"

"WOT!"

"E’s packin’..."

"SHADDAP!"

"But I woz only...OW!"

"Get packin’..."

"Wot?"

"You ‘eard, Finks ‘e can leave ud behind, duz ‘e? We’ll show ‘im!"

...And so it was that Harboth’s Black Mountain Boys moved out of the Black Fire Pass to terrorise the lands beyond. The uneasy partnership between the Black Mountain Boys and Notlob’s bolt-thrower crews was dissolved, over a trivial misunderstanding due to the limited nature of the Orcish language. The Orcish Word for moving out can also mean deserting, running away or soiling one’s underwear...

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THE REGIMENT

CAPTAIN: Harboth the Orc.

BATTLE-CRY: “Pulp the Stunties!”, as well as

various chants about Notlob, his attitude to danger and

the state of his underwear.

APPEARANCE: Ragged tunics and breeches, all

clothing is very dirty with a generally cast off

appearance. A light Mail jerkin is worn underneath the

other rags.

From the shields of the adventurers met (and

subsequently eaten) by Harboth, the Black Mountain

Boys discovered the concept of pictoral art, and now

their shields are painted with the faces of particularly

noteworthy victims. Assorted emblems prevail - often of an offensive or

insulting nature. Harboth and his troops prefer to

individualise their shields by scrawling offensive

pictures or slogans on them.

POINTS: Harboth plus nine Orcs, including Yaskin

Forit, a Standard Bearer and Musician, cost a total of

165 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Orcs at a cost of 8 points each.

M WS BS S T W I A Ld

Harboth 4 5 3 4 5 2 3 3 8

Yaskin Forit 4 4 3 4 4 1 2 2 7

Mountain Boy 4 3 3 3 4 1 2 1 7

UNIT SIZE: 10+

EQUIPMENT: Dwarf Tickler, bow, shield and light

armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Choppas: Models with the Choppas special rule gain

+1 Strength in the first round of each combat. This

Strength bonus is in addition to any other bonuses for

weapons, magic items, spells, and so on.

Dwarf Ticklers: Dwarf Ticklers follows all the normal

rules for Choppas, but all attacks made with them have the Armour Piercing special rule.

Animosity: Harboth’s Orcs suffer from Animosity like

any other Greenskin unit, and must test each turn so

long as the unit is not engaged Close Combat, is not

fleeing, and numbers at least five models.

In the Start of the Turn phase roll a D6 for Harboth’s

Orcs — on a 2+ the unit passes the test and

moves/fights normally this turn. On a roll of I the unit

fails the test. To determine what happens, roll a D6 and

consult the table to the right:

THE ANIMOSITY TABLE When a unit fails its Animosity test, roll a D6 on the ,

table and apply the result immediately.

1 Get 'Em. Oi! Did yer see that? Them other

greenskins is askin' for trouble! Pullin' faces,

shoutin' rude insults, hurlin' dung! They

deserve a good bashin'!

Inflict D6 S3 hits on the closest friendly unit

that has 5 or more models, is subject to

Animosity, and is within 12". The victim (if

there is one) then inflicts D6 S3 hits back. In both instances, Hordes inflict 2D6 S3 hits

instead of just D6. Neither unit can charge or

move in the Movement phase, cast spells, nor

shoot this turn. If the victim has not yet taken

an Animosity test, then it does not do so this

turn. If there isn't an eligible victim, the unit

will Squabble instead (see below).

Wounds caused by the Get 'Em result never

cause Panic tests — Orcs & Goblins find it far

too entertaining to consider running away!

2-5 2-5 Squabble. Ratgut is a filthy lyin' git. As

soon as this fight is done he needs teachin' a

lesson. Take this and dat, and this and dat, and

this and dat, and sum of this!

If it is possible to do so, the unit must declare a

charge against the closest enemy unit in the

Charge sub-phase. If the unit is unable to

declare a charge, then a rowdy squabble breaks

out and the unit may not move in the

Movement phase, cast spells nor shoot this turn.

6 We'll Show 'Em. Da rest of da army is just a

bunch of softies compared to us. Let's go show

those pansies how it's done proper. Stomp

everyfing into dust. Charge!

Pivot the unit on the spot to face the nearest

visible enemy unit, and then make a full (non-

march) move in a straight line towards it. If

there is no visible enemy, the unit must move

straight ahead instead. If it is impossible for the

unit to pivot to face the closest enemy, it will

pivot towards it as far as it can, and will then move as far forward as it can while still keeping

the enemy within its forward arc. After the

move is complete the unit must declare a charge

in the Charge sub-phase against the closest

visible enemy unit, if it is possible to do so. If

the unit cannot declare a charge then it may

carry on with the rest of its turn normally, as if

it had not yet moved this turn.

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MAD MULLAH AKLAN'D'S DEATH COMMANDOS

It was the talented and fanatical Mullah Aklan'd who

first led the Men of the South against the Elven lands.

Within his lifetime the Mullah had reduced the Elven

nations to a few pockets of isolated resistance, and

taken control of all of their old trade routes. It was at this time that the Sea Elves undertook many of their

great journeys across the western seas.

Aklan'd may have been insane; many claimed as much,

most of them died horribly. His brand of religion was

based upon the old religions of the desert tribes,

modified to accord more closely with his own distorted

view of the world.

His most dedicated followers were the Aklan'd Death

Commandos. This elite regiment was formed from the

most devoted of the young desert warriors, men willing to die, and in dying gloriously pass into the highest of

the 7 Heavens, known as St'oec.

The successors of the Mullah maintained the glorious

tradition of the Death Commandos, always choosing

the finest equipment for them and always placing them

at the forefront of battle.

The most honoured post in the Death Commandos is

that of Champion Eunuch. Hasim - the current

Champion is an enormously fat Eunuch renowned as

the slayer of over 100 infidels.

THE REGIMENT

CAPTAIN: Mad Mullah Aklan'd.

BATTLE-CRY: Purity through death!

APPEARANCE: Mail armour and helmet. The long

blue coat is made up of thick padded material and can

be worn either underneath or over the armour. The

Death Commandos wear the badge of the Mullah.

POINTS: Mad Mullah Aklan'd plus nine Death

Commandos, including Hasim the Eunuch, a Standard

Bearer and Musician, cost a total of 150 points. This is

the minimum size of unit you can hire. The regiment

may be enlarged by adding extra Death Commandos at

a cost of 7 points each.

M WS BS S T W I A Ld Mad Mullah 4 5 3 4 4 2 5 3 8

Hasim 4 4 3 4 4 1 3 2 8

Death Commando 4 3 3 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, shield and light

armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Frenzy, Hatred (Empire and

Bretonnia).

Note: Mad Mullah Aklan’d’s Death Commandos may

not be included in the same army as the Knights of

Origo.

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THE BOWMEN OF WOOD ELF PRINCE OREON

All of the remnant Wood Elves of the Old World are

noted for their amazing skills with the bow. From

amongst his father's people, Prince Oreon chose the

best archers and woodsmen and assembled this famous

Elven band. With his Company, Oreon left the Old

World and took ship to the Elf Kingdoms, where he

joined the crusading army of the Sea-Elf Lord Staleor. He fought with distinction in Staleor's Southlands

campaign, losing an eye in hand-to-hand combat with

the Evil wizard Dornbast.

The Bowmen of Oreon earned eternal fame on the

occasion when a huge Giant Champion challenged

Oreon to single combat. Oreon accepted, and as the

Giant strode out to do combat, his entire company

launched a single volley of arrows, killing the Giant

instantly. Although many people thought this a dirty

trick, Oreon always maintained that the Giant had rancid breath, smelled utterly foul and deserved to die

anyway.

Oreon's company wears the traditional hunting green of

the Wood Elves, with full capes and hoods. In addition

to his bow, each warrior carries a shield, sword, long

knife and two quivers. Regimental champion Ilfrun

also has a huge double handed sword, a weapon

wrested from a fearsome Giant during the Southlands

campaign. The company proved more than willing to

get stuck in, and after their return to the Old World

formed the basis of the Greenwoods defence.

Oreon himself grew sullen over the years and took to

brooding over the loss of his eye and vitality, a result

of a wound inflicted by Dornbast. One day he simply

vanished. Popular legend has it that he went in search

of his lost eye. The tale is told in some length in the

'Lay of Oreon's Folly', a well known drinking song.

THE REGIMENT

CAPTAIN: Prince Oreon.

BATTLE-CRY: 'The Greenwoods!”, also “Oreon,

Oreon!”, and “Take the high ground”.

APPEARANCE: Green tunic and breeches with

weather stained green cloak and hood. Long leather

boots are worn with turned down tops. Oreon wears the

same uniform, but in a more elaborate cut.

POINTS: Prince Oreon plus nine Bowmen, including

Ilfrun, a Standard Bearer and Musician, cost a total of

220 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Bowmen at a cost of 12 points each.

M WS BS S T W I A Ld

Prince Oreon 5 6 6 4 3 2 7 3 9

Ilfrun 5 4 5 3 3 1 5 2 8

Bowman 5 4 4 3 3 1 5 1 8

UNIT SIZE: 10+

EQUIPMENT: Hand weapon & long bow. Ilfrun is

armed with a great weapon in addition to his other

equipment.

TROOP TYPE: Infantry.

SPECIAL RULES: Forest Strider.

Asrai Archery: The Elves of Athel Loren are the most

accomplished and deadly archers in the whole of the

Warhammer world, surpassing even their High Elven

brethren. Wood Elves do not suffer the -1 to hit penalty

for moving and shooting.

Wood Elf Longbows: The longbows carried by Prince

Oreon’s Bowmen are more powerful than those carried

by other races. All shots fired by their longbows are

Strength 4 at short range.

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ELWING'S ELVEN GUARD CAVALRY

The Elves have never been a very militaristic nation,

preferring to raise impromptu armies of citizens rather

than keep a large standing army. The seclusion of the

High Elves and the basically maritime nature of the Sea

Elves also made it inessential to have a large army.

However, to guard the coasts of the Sea Elf lands

against possible foreign incursions, a body of Guard Cavalry is maintained, small units being distributed

throughout the Elf Kingdoms.

Captain Elwing of Lothern was the leader of one such

small unit, stationed along the north coast of the Elf

Kingdom. He sprang to fame during the Norse Raids -

at a time when adventurous Old Worlders were

beginning to nurture territorial ambitions in the Elf

Kingdoms. The Elves quickly put the invaders to flight,

and those that fled to their longships were later

intercepted and destroyed by the Sea Elf navy.

Elwing's rout of the armies of Norse Champion Cecil

Bloodaxe the Mauler of Many, and his subsequent

slaying of the same were much talked about in Lothern

and still form the basis for many popular stories of

heroism. Elwing's extreme cool in insisting that he

finished his game of shove ha'penny against the

Regimental champion Estrulan before riding out to

meet the invaders has passed into Elvish folklore.

THE REGIMENT

CAPTAIN: Elwing of Lothern.

BATTLE-CRY: Death to the Defilers!

APPEARANCE: The Elves are dressed in blue

uniforms, whilst most of the leatherwork is black or

red: Helmets and other metal fitting are silver or silver

plated. Spear-shaft are painted blue, with white, blue or

red pennants indicating different Companies. Elwings

Company have Red pennants. As the Company

Champion, Estrulan carries the Companies Charter

around his neck. This sealed container establishes the

right of the Company to bear arms in the Elf Kingdoms and is the symbol of their authority.

The symbol of the Regiment is emblazoned upon the

shield of each trooper.

POINTS: Elwing plus four Elven Guards, including

Estrulan, a Standard Bearer and Musician, cost a total of 190 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Elven Guards at a cost of 18 points each.

M WS BS S T W I A Ld

Elwing 5 6 6 4 3 2 7 3 9

Estrulan 5 5 5 3 3 1 5 2 8

Elven Guard 5 4 4 3 3 1 5 1 8

Elven Steed 9 3 0 3 3 1 4 1 5

UNIT SIZE: 5+

EQUIPMENT: Hand weapon, spear, shield and light

armour.

TROOP TYPE: Cavalry.

SPECIAL RULES: Always Strikes First, Fight in

Extra Ranks. Valour of Ages: When the High Elves war with their

sundered kin there is not one amongst the host who

does not give his all.

Uncertainty, dread, dismay; all are banished from the

mind until the din of battle fades and weapons can be

set at ease once more.

High Elves (not including any mounts) may re-roll any

failed psychology tests when fighting a Dark Elf army.

Page 10: Warhammer: Classic Regiments of Renown

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KARNAC'S LIZARDMEN RAIDERS

When the Dwarfs built the mountain city of Caraz-A-

Carak in the East of the Old World, they created the

largest, most wonderful and impregnable fortress the

world was ever to see. Its chambers and halls opened

into the heart of the mountain and deep into its roots.

Unknown to the Dwarfs their tunnellings were to lead

them into the still vaster, still deeper and unfathomably more ancient caverns below the mountains.

Within these caverns dwelt many foul creatures. Little

did the Dwarfs guess of the blood-letting and savagery

that was to rise from beneath their feet. Soon the lower

passages of the Dwarf Kingdoms became the hunting

grounds of the perilous Lizardmen, the most feared of

whom was the reptile known to the Dwarfs as Karnac,

leader of a savage band of Lizard men including the

dread animal called Huris. For almost a hundred years

the Dwarfs battled against the Lizardmen, chamber by chamber and level by level. But the Lizardmen proved

too strong, and grew ever stronger as they feasted upon

the flesh of the slain and drank the blood of their

doomed captives.

In the main chamber of the 142nd level Karnac slew

and subsequently ate a dozen Dwarf warriors,

including Baluk Ironfist, the heir to the Kingship. After

this occasion his howls of indigestion echoed

throughout the fortress for many weeks.

Eventually the Dwarfs gave up hope of ever recovering

the lower levels, and sealed them off by collapsing the

connecting passages. What then became of Karnac, Huris and the Lizardmen can only be imagined.

THE REGIMENT

CAPTAIN: Karnac.

BATTLE-CRY: Before battle these creatures raise up

a great noise of hissing and snarling, as the cry gets

louder and louder the Lizardmen's thirst for blood

reaches an uncontrollable level, and they fall upon their

unfortunate enemies.

APPEARANCE: The colours of the reptiles

themselves vary from dull browns to sparkling reds and

blues. Karnac himself is white. Huris is green. Most of

the equipment carried by these creatures is black,

whilst the commonest metal used by the Lizardmen is

either copper or a copper alloy such as brass or bronze.

Lizardmen sometimes use captured Dwarf armour,

which is often iron. Huris wears a very distinctive

helmet, which formerly belonged to a Dwarf warrior,

but has been beaten so that it more or less fits his

reptilian head.

The shield carried by these troops is made from the

hide of some underground reptile, and is of mottled grey or green colour.

POINTS: Karnac plus nine Raiders, including Huris,

a Standard Bearer and Musician, cost a total of 250

points. This is the minimum size of unit you can hire.

The regiment may be enlarged by adding extra Raiders

at a cost of 13 points each.

M WS BS S T W I A Ld

Karnac 4 5 0 5 5 2 3 4 8

Huris 4 3 0 4 4 1 2 3 8

Saurus Raider 4 3 0 4 4 1 2 2 8

UNIT SIZE: 10+

EQUIPMENT: Two hand weapons, light armour

and shield.

TROOP TYPE: Infantry.

SPECIAL RULES: Scaly Skin (5+).

Cold Blooded: For Leadership tests, models with the

Cold Blooded special rule roll 3 dice and use the two

lowest scores.

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BATTLE CHARIOT'S OF BOGDAN THE GOBLIN WARLORD

Bogdan Legbreak was the chief of all the Goblins of

the northern Old World Mountains at the time of the

Goblin and Dwarf Wars. He was of 'Cave Goblin'

stock, a fairly small breed but incredibly tough and

strong. From his stockade at the foot-hills of the mountains Bogdan led many raids against the Men and

Dwarfs of the Old World, including numberous sorties

into the north and the area known as the Troll Country

between the Old World and Norsca. It was here where

Bogdan's marauding charioteers met and destroyed a

Dwarf convoy under the command of Bono Bugman,

and it was also here that Bogdan met and teamed up

with the treacherous Ogre mercenary Grumgot the

Rutdrogg.

Although Bogdan was killed before the Goblin Wars

wars came to an end, his famous chariots continued the fight and took part in every major engagement of the

war, including the battles of Zhuf Field, the onslaught

on the Middenheim and the final catastrophic battle of

Mad Dog Pass. Bogdan's son and the Regiment's

Champion Mad Eyed Hogg led the chariots after his

death, and survived the war to become a thorn in the

side of the Dwarfs for many years. If anything Mad

Eyed Hogg was even more violent and drunken than

his father, and could be heard for miles around

bellowing his war cry of 'Beer for Hogg!'. After the

war the chariots were dispersed, although many continued to fight in numerous small skirmishes after

the war had ended.

The destruction of Bono Bugman, and the convoy of

Bugman's ale that he was guarding was one of

Bogdan's most influential deeds. Bogdan was present at

the Battle of Bagman's Brewery just before his death,

and Goblin legend tells of how he goaded Bugman

with tales of his son's death before slaying the Old

Dwarf in an undignified and painful manner.

THE REGIMENT

CAPTAIN: Bogdan Legbreak.

BATTLE-CRY: Bogdan's usual battle-cry was, 'Tear

out their livers and eat 'em raw'. After his betrayal by

the mercenary Ogre Grumgot, Bogdan took to shouting

out 'Rot you Grumgot' during moments of stress. These were reputed to be his last words, uttered as the Ogre

tore him limb from limb. Mad Eyed Hogg preferred the

cry of 'Beer for Hogg'.

APPEARANCE: The charioteers wear pretty much

what they like, or what they can steal or plunder. The

chariots themselves are often left natural wood, or painted in black. The Goblin take great pride in

displaying trophies on their chariots, weapons,

equipment and the anatomy of the slain being fixed

onto the chariot.

POINTS: Bogdan Legbreak’s Chariot, Mad Eyes

Hogg’s Chariot, plus one Chariot with crew cost a total

of 200 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Chariots at a cost of 50 points each. Each three

Chariots beyond the starting size counts as

an additional Special/Rare choice.

M WS BS S T W I A Ld Bogdan 4 4 3 4 4 2 3 3 7

Mad Eyes Hogg 4 3 3 4 3 1 2 2 6

Goblin 4 2 3 3 3 1 2 1 6

Chariot - - - 5 4 3 - - -

Wolf 9 3 - 3 - - 3 1 -

UNIT SIZE: 3-9. Each chariot has a crew of 3

Goblins, including Bogdan and Mad Eyes Hogg. They

are drawn by 2 Wolves each. Bogdan’s Chariot is

drawn by 3 Wolves. All Chariots must be deployed at

the same time in groups of 3 unless less than 3 are

available, but will otherwise act as separate units.They

may use Bogdan’s Leadership if they are within 8” of

him.

EQUIPMENT: Hand weapons and spears.

TROOP TYPE: Chariot (Armour save 5+).

SPECIAL RULES: Fear Elves.

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FLYING GARGOYLES OF BARDA

Barda Von Micklestein was neither the most famous,

nor the most powerful wizard ever to live within the

confines of the busy seaport of Marienburg. He was,

however, almost certainly the most careless. It was as a

result of his personal ineptitude that a horde of flying

Gargoyles were to be released upon the unsuspecting folk of the city. The ensuing orgy of destruction lasted

for a week; seven days in which hellish, inhuman

forms stalked and slew the petrified citizenry. By the

time things quietened down much of the city lay

desolate, and Barda Von Micklestein dangled from a

hastily improvised gibbot outside the Dog and Duck

Inn.

The assault upon Marienburg may have given these

creatures a taste for human blood. In any case they

have fought on numerous occasions on behalf of the wizards of Marienburg, always with barbaric ferocity.

THE REGIMENT

BATTLE-CRY: A croaking howl, or insane cackle.

APPEARANCE: No uniforms are worn as such. The

Gargoyles themselves appear to be able to change their

colour - some appear black, others green or red. Their

mail armour is made out of shining brass. The standard

carries a strange device, almost certainly the emblem of

the Deity which the Gargoyles serve.

POINTS: One Gargoyle Champion plus four

Gargoyles, including a Standard Bearer and Musician,

cost a total of 165 points. This is the minimum size of

unit you can hire. The regiment may be enlarged by

adding extra Gargoyles at a cost of 21 points each.

M WS BS S T W I A Ld

Gargoyle 4 4 0 4 4 1 2 2 8

Champion 4 4 0 4 4 1 2 3 8

UNIT SIZE: 5-20

EQUIPMENT: None.

TROOP TYPE: Infantry.

SPECIAL RULES: Fear, Fly, Unbreakable,

Unstable, Scaly Skin (4+), Ward save (5+).

Stone Skin: Barda Gargoyles have an affinity with

fire, and have a 2+ Ward save against all fire-based

attacks.

MAGIC ITEMS: Great Standard of Barda (Magic Standard) The Great Standard carried by these demons appears

to carry the device of some unknown, but undoubtedly

powerful God. So long as the Barda Gargoyles carry

this standard no other demonic troops will dare to

attack them, not even Greater Demons.

No Daemons may ever declare a charge against the

Gargoyles while carrying this standard.

The Double Horn (Enchanted Item) The foul Double Horn carried by the Gargoyle

musician is also magical, for its blast causes severe

pain, or even death.

One use only. The Double Horn contains a missile attack with a range of 24” that causes D6 Strength 4

hits.

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NOTLOB'S ORCISH BOLT-THROWING ENGINES

For many years the only route over the Black

Mountains was dominated by an Orcish settlement run

by Harboth -an Orc of great size and strength. Many

battles were fought within this mountain pass, the

Black Fire Paw, and many heroes emerged on both sides. Dwarfs and men tried desperately to destroy the

Orcs, and the Orcs in turn responded by strengthening

their defences and enacting countless revenge raids on

human farmsteads.

Notlob was already famous amongst his kind when he

arrived at the Black Fire Pass. Had he not invented

many fiendish engines of war and instruments of

torture? Had he not designed and commanded the War

Engines that battered down the walls of half the cities

in the Badlands? No. Notlob was to apply his creative

genius to designing new engines for the defence of the pass.

The Men and Dwarfs didn't know what had hit them

when their next assault foundered under a driving

storm of huge bolts - as large as spears and capable of piercing straight through even the toughest Dwarf

armour. Further assaults proved equally fruitless, and

eventually the Orcs were left alone, to continue their

age-old trades of murdering travellers and plundering

merchant convoys.

The Black Fire Pass conflict was to earn Notlob a

reputation amongst Human and Dwarf kind. However,

he always considered the invention of the 'Happy

Halfling Mangling Rod and Head Press' to have been

his greatest achievement.

THE REGIMENT

CAPTAIN: Notlob.

BATTLE-CRY: Due to the nature of their weaponry

these Orcs do not employ a battle cry as such although

they will happily enter hand to hand combat,

screaming, yelling and gesticulating in the usual Orcish

fashion. However, unusually for Orcs, many of

Notlob's crewmen can write a few words. They employ

this talent to enscribe various slogans along their

missiles, including such erudite witticisms as, 'Notlob

does it from 300 feet' and 'Chew on this Stuntie'.

APPEARANCE: Orcs do not wear uniforms. They

despise uniformity and prefer to individualise all their

clothing by applying a good layer of filth. They have a

similar attitude to their war engines, and take great

delight in giving them names and painting slogans on them. Many Orcs even keep a record of their kills on

their engines, together with the names of battles and

campaigns in which they have fought.

POINTS: Notlob and two Bolt Throwers cost a total

of 135 points. This is the minimum size of unit you can hire. You may buy extra Bolt Throwers at a cost of +40

points per Bolt Thrower. Every other Bolt Thrower

counts as an additional Special/Rare choice.

M WS BS S T W I A Ld

Notlob 4 5 3 4 5 2 3 3 8

Orc 4 3 3 3 4 1 2 1 7

UNIT SIZE: 2 Bolt Throwers with three crew each,

including Notlob.

EQUIPMENT: Choppas. Notlob wears light armour.

TROOP TYPE: War Machine (Bolt Thrower).

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THE MIGHTY THROG AND HIS HOBGOBLIN DESPOILERS OF

THE DARK LANDS

Driven from the Old World at the end of the Goblin

Wars many of the Goblins, Orcs, Hobgoblins and other

allied creatures fled into the Dark Lands. The Dark

Lands were then, as now, truly dark: ceaseless volcanic activity, steaming tar pits and terrible, natural pollution

shielded the land from the sun. Little could grow in

such a place, and very few creatures could tolerate the

barren landscape, the gloom and the choking air.

Throg, however, quite liked it.

From his armed camp on the eastern side of the

World's Edge Mountains, Throg gathered his seasoned

warriors and began to carve himself out a little empire.

Soon a goodly chunk of the western part of the Dark

Lands were under his control, and he began to extend

his power deep into the mountains themselves. Here he and his Champion, Grunmunter the Beast, fought

numerous battles in the valleys and passes of the

mountains, and eventually within the Dwarf fortresses.

His enemies were mostly Dwarfs, and the Hobgoblins

soon acquired a taste for the flesh of these creatures.

Of all the many bloody and violent deeds of Throg the

most often remembered is the so called Feast of the

Dwarven King. On this occasion the Hobgoblins

infiltrated the underground fortress of Boran Fireheart

a powerful Dwarf lord. The Hobgoblins secreted themselves in the kitchens until the night of a feast,

subdued the servants and disguised themselves in the

aprons and other clothing of the waiters. That Boran

Fireheart failed to notice until far too late that his

kitchen staff were all over 6' tall and incredibly ugly,

can only be put down to the general level of

intoxication. The feast went ahead as usual, but instead

of the planned proceedings the Hobgoblins ate Boran

and his guests, while Throg entertained by torturing a

troop of Halfling Juggler s unlucky enough to be

passing through.

What became of this renowned fighter is a mystery,

some say that he disappeared whilst leading a mixed

force of goblinoids into the Dwarf Fortress of Raven's

Hold. Others link his disappearance to treachery on

behalf of the ferocious Grunmunter, a callous

individual.

THE REGIMENT

CAPTAIN: The Mighty Throg.

BATTLE-CRY: The strange and animalistic battle

cry of these creatures is in the Goblin Tongue. It

means, 'Mark your target well and eat it'.

APPEARANCE: Clothing is mostly made out of

leather or fur, and is of various shades of brown.

Grunmunter wears a huge fur cloak, and around his

heavy belt he keeps his latest trophies - the heads of his

victims.

The shields carry the emblem shown drawn in the

blood of their enemies. Colours will therefore vary

from bright red to darkish brown or black.

POINTS: The Mighty Throg plus nine Hobgoblins,

including Grunmunter, a Standard Bearer and

Musician, cost a total of 110 points. This is the

minimum size of unit you can hire. The regiment may

be enlarged by adding extra Hobgoblins at a cost of 3,5

points each.

M WS BS S T W I A Ld

Throg 4 5 5 4 4 2 4 3 7

Grunmunter 4 4 3 4 3 1 2 2 6

Hobgoblin 4 3 3 3 3 1 2 1 6

UNIT SIZE: 10+

EQUIPMENT: Hand weapons, light armour and

shields. Grunmunter carries a great weapon and wears

light armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Hobgoblin Animosity: Unless a Hobgoblin unit is

already in combat, fleeing or under five models strong

at the start of their turn, you must roll a D6 and consult

the following chart for each Hobgoblin unit. Roll

separately for each affected unit at the start of the rum.

D6 Result

1 We'll get a better view from further back!

The Hobgoblins' cowardly nature comes to the fore and they immediately must take a Panic test. If this is

passed the unit may act normally this turn.

2-5 Cut 'em good The Hobgoblins feel they have a good chance of being on the winning side and eating well tonight off the

battle's victims. The unit may act normally this turn.

6 Bloody Murder! One of the constant petty squabbles in the ranks is

settled with the twist of a knife in a back or two. The unit suffers D3 Wounds distributed as from shooting

attacks (these wounds however will not cause a Panic test). Afterwards they gain +1 to their to Hit rolls in

Close Combat for this turn only, and may be used normally again.

Page 15: Warhammer: Classic Regiments of Renown

15

THE DISCIPLES OF THE RED REDEMPTION

The Red Redemption was born during the bitter

religious wars fought between the Men of the West and

the swarthy Arabians. Amongst the countless factions

of crusading warriors, those known only as the

Brotherhood were surely the most feared and the most

powerful.

As with all protracted wars, there were long periods of

inactivity, whilst supplies were organised, spies sent

out or paltry scouting missions undertaken. Such lulls

were anathema to the more zealous of the warrior-

priests of the Brotherhood . They hated sitting around

whilst they knew the Arabians were out there being,

well, downright Arabian.

Eroneus Balbadron was one such frustrated fanatic.

Eroneus fell into a black mood whenever the fighting

got held up. Each stoppage caused his moods to

become even blacker; indeed, legend has it that his skin and hair turned completely black during this time. His

frustration turned easily to anger, and the anger grew

inside him until it was almost a palpable thing. He

sought solace in the holy books of the Brotherhood, but

to no avail. His anger grew and grew until he became

crazed and twisted with it. His hatred of Arabians

became a hatred for all.

Presently, a very strange thing happened that was to

change the course of Eroneus's life, and the lives of

countless others also. It was a dark evening, and the

Brotherhood had just captured the ruins of an ancient temple from a group of Arabians. The enemy had

hardly put up any resistance, and the fight had been a

most disappointing affair. It was as he searched the

ruins for any signs of the enemy that Eroneus saw a

curious book, its cover barely visible as it lay on the

floor. Eroneus compulsively picked it up and sought

secrecy in the ruined remains of a sunken room.

Eroneus placed his torch in a bracket by the wall, and

feverishly spread the book in front of him. Kneeling

before it he began to read. To say that what he read was

a bombshell would understate the impact that the volume had on him. In truth his crazed mind could not

at first believe that it was possible: this aged book

contained the truth. Eroneus was overwhelmed by a

feeling of physical, spiritual and mental Redemption.

The book was a sacred scripture dedicated to and

revering the Chaos God of Khorne. Khorne the black

God of Battle, the dark Lord of Slaughter, the thirsting

God of Blood!

At once Eroneus felt his links with the Brotherhood,

and with humanity, permanently broken. In a fever of

ecstasy he pounded his face against the chamber walls until all that remained was ... well, little enough

remained to betray the fact that he had once been

human. Only then did he see the black robes and iron

masks that hung upon the chamber walls. The iron

mask was unnaturally hot and seared his face as he put

it on. The black robes soaked the blood from his

armour. Eroneus had become the first and greatest of

the Redemptionists, the Master of the Redemption, and

his cry was, 'Be redeemed through blood, saved

through slaughter.'

Quickly slaying his former comrades in a chaotic

commando-style exercise of carnage, Eroneus fled into the world at large. His objectives were unclear, but he

was certain that people of the right persuasion would

be sure to welcome enlightenment. He was right.

Only a few years after the incident of the Brother-

slaying, the cult of the Red Redemption had become

established throughout the Old World. In the secret

temples of the cult, initiates were introduced to the vile

and bloody ways of the mighty God Khorne The skin

was ritually flayed from the face and torso of each

initiate. Glowing hot iron face masks and cuirasses formed a now and tougher skin. At last they were

permitted to wear the black robes of Khorne. Of

course, this resulted in all of the Disciples of the Red

Redemption suffering from total and irrevocable

madness, but that really didn't bother them too much.

They were more concerned in shedding the blood of

heretics, as members of the countless groups of

Disciples then spreading the ways of Khorne in the

world.

One such group is Darkhoth's Disciples of the Red

Redemption. Darkhoth is said to have been initiated by the Master of the Redemption himself, a great honour

indeed. His power is such that he can command a

group of up to 40 Disciples. The key to this power is

the large black book that he always carries - the

Darkhold. This is a transcript of the original scripture

book discovered by Eroneus. It is a very powerful

magic item, although its uses are confined to cult

practices. Merely looking at the pages of this book

would drive any living being insane. The Disciples are

immune to this by dint of them already having

achieved this particular state of mind. Darkhoth is able to read passages from this book, and herein lies his

power. A passage read from the book gives Darkhoth

absolute power over any Disciples who hear him.

During the initiation ceremony, Darkhoth reads a

special passage from the book which so assaults the

mind of the initiate that his personality is forever

shattered. Darkhoth assesses the suitability of the

initiate for cult membership by his reaction. If the

initiate reacts with extreme violence, this is judged to

be good, and he is prepared for flaying and encasement

in glowing iron. If the initiate fails to react with

sufficient violence, he is given up as a sacrifice to Khorne.

Spreading the ways of Khorne through the Old World

by means of slaughter, destruction, arson, murder and

the propagation of insanity.

Page 16: Warhammer: Classic Regiments of Renown

16

THE REGIMENT

CAPTAIN: Darkoth, Warrior-Priest of the Red

Redemption.

BATTLE-CRY: Be redeemed through blood!

APPEARANCE: The robes of the Disciples are

black, edged in red. All equipment tends to be black, or

dark colours.

The shield, banners and the robes of the Disciples all carry the symbols of the God Khorne.

POINTS: Darkoth plus nine Disciples, including

Mordrid, a Standard Bearer and Musician, cost a total

of 170 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra Disciples at a cost of 8 points each.

M WS BS S T W I A Ld

Darkoth 4 6 3 4 4 2 5 3 8

Mordrid 4 5 3 4 3 1 4 2 7

Disciple 4 4 3 3 3 1 4 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapons, morning stars and

shields. Mordrid the Maniac carries a flail and

Darkhoth carries two hand weapons. All models wear

light armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Frenzy, Fear (Darkoth and

Mordrid only).

Note: The Disciples of the Red Redemption may not be

included in the same army as the Avenging Knights of

the Cleansing Flame.

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17

AVENGING KNIGHTS OF THE CLEANSING FLAME

Chronus Goodheart was a member of a singular band of crusaders in the holy war against the Arabians. He

was one of the Brotherhood. Chronus came from a

deeply religious family and firmly believed in the ways

of the West. He abhorred the swarthy, outlandish men

of Araby and their insidiously evil culture. Now he was

confronted by the most hideous scene he could

possibly have envisaged.

Before him was a sight that turned his stomach, and a

stench that spelled both his nostrils and his soul. It was

human carrion, carrion that had once been friend and

fellow crusader. Chronus and his three companions were puzzled arid horrified at the sickening carnage

that had fallen upon their fellows. It was the work of no

man, or no sane man at least, they reasoned.

They built a great funeral pyre to consume what

remained of the Knights of the Brotherhood. As the

flames bellowed and roared one of Chronus's Knights

made a strange discovery amongst the ruins where the

massacre had taken place. Returning to Chronus he told

of his find, and Chronus at once investigated. What the

young Knight had chanced upon was an underground sanctuary -originally part of a temple, but now hidden

amongst the ruins. Entering inside Chronus saw the

blood stained frescoes, frescoes that depicted scenes of

horror and perversion of an altogether abhuman nature.

Worst of all, upon the floor lay the discarded uniform

and equipment of a Knight of The Brotherhood.

'Eroneus', he gasped, as he recognised the clothing of

one of the company, Eroneus Balbadron, his own cousin.

Chronus's mind was thrown into chaos. Clearly his

cousin had been murdered, and in a manner both foul

and inhuman. The whole thing stank of some perverse

religious ritual, of a terrible sacrifice to who knows

what hellish god.

But it was Garland, the standard bearer who glimpsed

the truth, for in his youth he had seen the secret

woodland temples of the Gods of Chaos, and had heard

rumours of their deeds. He came from the forests of the

Empire, lands deep enough and dark enough to hide the

minions of chaos and their victims. In the ruins of the temple he recognised the signs.

Chronus was struck dumb at what Garland told him. To

find that his own cousin was the monster that had

undoubtedly precipitated, if not actually accomplished,

the deaths of so many good Knights, was a

considerable blow.

The Knights packed the sanctuary with straw, and

around the whole circuit of the hill they spread such

flammable materials as lay to hand. Within an hour the

whole hilltop was on fire, and what little remained of the Knights of The brotherhood, and of the strange

temple, was utterly destroyed. As the flames burned

each Knight swore a great and binding oath.

“This shall be our call to arms and symbol, the flame of

our burning brothers. We must keep the flame burning

until such time as our oath is fulfilled and the world

cleansed of the evil of Chaos. Only then can our souls

rest in peace. And the flame we shall bear as our

device, and -the minions of Chaos will come to fear us,

and we shall be known as the Avenging Knights of the

Cleansing Flame.”

So it was that the four Knights travelled abroad in

search of Eroneus. They encountered much evidence of

his passing, and many men joined them in their quest,

for many were the unspeakable acts committed by the

defilers of Chaos.

The Knights continue in their quest, never ceasing or

stopping in one place long enough save to sat or rest.

'From the ashes of the old are born the new, and the fire shall have cleansed them, and they shall be free of evil.'

Chronus Goodheart at the funeral pyre of the Brotherhood.

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THE REGIMENT

CAPTAIN: Chronus Goodheart.

BATTLE-CRY: Cleanse them - and they shall be

free of evil!

APPEARANCE: The shields of the Knights are red

with yellow flames. Armour and equipment is black, or

a very dark green or blue. Spear-staffs are natural

wood. The banner is red with the yellow flame device. The shield, banners and the robes of the Knights all

carry the symbol of the flame.

POINTS: Chronus Goodheart plus nine Knights,

including Roland, Garland the Standard Bearer and a

Musician, cost a total of 200 points. This is the minimum size of unit you can hire. The regiment may

be enlarged by adding extra Knights at a cost of 9

points each.

M WS BS S T W I A Ld

Chronus 4 5 3 4 3 2 5 3 8

Roland 4 4 3 3 3 1 4 2 8

Garland 4 4 3 3 3 1 3 1 8

Knight 4 4 3 3 3 1 3 1 8

UNIT SIZE: 10+

EQUIPMENT: Hand weapons, spears, heavy

armour and shields. Roland carries the Sword of the

Cleansing Flame and wears heavy armour. Chronus

carries a hand weapon, heavy armour and shield.

TROOP TYPE: Infantry.

SPECIAL RULES: Purge: When fighting Warriors of Chaos and Daemon

of Chaos, the Knights of the Cleansing Flame are

subject to Hatred and roll 3D6 for all Leadership tests

and discard the highest result.

MAGIC ITEMS: Sword of the Cleansing Flame (Magic Weapon) This spectacular sword is said to have its origin in the

far of Araby, where it was forged to slay the Kings of

Death. When drawn the blade burn with an eternal

flame.

Great weapon. Roland's sword gives him the Flaming Attacks special rules. In addition, any model hit will

be set on fire on a 5+. Models that are set on fire must

test each turn to put the fire out by rolling a 4+. If the

fire continues to burn, the model will take a S4 hit that

turn and each additional turn it continues to burn. The

burning model's may not attack and will be hit

automatically while ablaze.

Sacred Brazier (Magic Standard) The sacred brazier carried by Garland the standard

bearer is a powerful reminder to the knights of their

oath.

The Knights are Immune to Psychology while carrying

this standard.

Note: The Avenging Knights of the Cleansing Flame

may not be included in the same army as the Disciples

of the Red Redemption.

.

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EEZA UGEZOD'S MOTHER CRUSHERS

Of all the Orcish raiders to have plundered the Old

World from the World's Edge Mountains, none have

been so feared, or so hated as the Great Black Orcs of

the Mother Crusher tribe. Their Great Raids of Hunger

continued almost completely unchecked for nearly

forty two years, leaving in their wake a trail of

butchery seldom equaled In Orcish history.

Despite many efforts to capture and destroy them, the

Mother Crushers always managed to avoid traps set for

them. On the few occasions they were brought to battle

the outcome invariably favoured the Orcs - using their

famous juggernaut columns to push aside any

resistance.

Their success was due mainly to the inspired leadership

of one Orc. Known throughout the tribes as Eeza

Ugezod, Orcish legend abounds with stories of this huge and cunning Orc. One such story, typical of the

time, concerns the skirmish an the Great Crossing -a

huge, natural span bridging one of the few routes

through the mountains to the fertile foothills and

valleys of the Old World. It was upon this bridge that a

group of Orcs led by Eeza Uqezod were attacked by

large numbers of Dwarfs and at least one mountain

Giant. An extract from the Orcish 'Volees Adgitz'

translates as follows.

'We goes miles this day. Last dark we kills many wittering

souls, poking and cutting them - but not having times to

make it slow and get them good and screechy. We gets on

the Great Crossing and suddenly all around there'. Stunty

Long Beards (Dwarfs) -trapping us boys and making pain

threats. Then they goes all grinning silent, and crashing

through the crowd comes a Great One, all drunk up, with

great iron boots sparking as it steps, and long spikes and

jags hanging off them, all dressed up for Orc stomping. It

comes roaring and swaying towards us, swinging its club

and making us boys windy and tearful. And the stunties

are laughing, saying at last they'll have our pretty fangs to

make their stunty women grin and dance. And us bold

boys - we bunch up close, but cannot help a little

wimpering. But Eeza Ugezod's got no wimper. He waves

his axe and swears he's going to cut Great One's feet off

and pop them in its face. With this he goes off fast forward

and sharp hacks the Great One. Its knees goes one way,

its great screaming whiskers goes another. The stunties

has one look and go all quiet and shuffly. Then Guted -

our champion - he gives an honest war shout and we goes

off at them cutting up their little bodies, this way and that,

and we collects much headskin with hair on it and ties it

to our belts. We paints their juices all over the Great

Crossing and we calls it the Red Span. We push all the

stunties off it, but keeping a few for screarnings later and

food for the march. We leaves not too many boys deadstiff

and continues our way to make our dearest war and

raidings.'

No one is quite sure what happened to Eeza Ugezod -

he certainly wasn't amongst the hundreds of Black Orc

dead after their supernatural defeat at the hands of the

Necromantic Chaos Lord Edis Edis...

THE REGIMENT

CAPTAIN: Eeza Ugezod.

BATTLE-CRY: The Giant Black Orc battle cry can

only be termed as an incomprehensible cacophany of

abuse and threat. Each individual does his best to

outshout his neighbour. However, against Dwarvern

foes they would chorus over and over again the blood

curdling battle cry... 'Stomp the stunties - stomp the

stunties - stunty stompings fun!'

POINTS: Eeza Ugezod plus nine Mother Crushers,

including a Standard Bearer and Musician, cost a total

of 210 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Mother Crushers at a cost of 11 points each.

M WS BS S T W I A Ld

Eeza Ugezod 4 6 3 4 5 2 3 3 8 Mother Crusher 4 4 3 4 4 1 2 1 8

UNIT SIZE: 10+

EQUIPMENT: Two choppas, great weapons and

heavy armour. Eeza Ugezod is armed with two

Choppas and wears heavy armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Choppas, Immune to

Psychology, Vanguard (6”).

Armed to da Teef: Black Orcs turn up to battle with as

many weapons as they can carry. At the start of each

combat the Mother Crushers can choose to fight either

with two hand weapons or with a great weapon.

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THE NIGHTMARE LEGION – MORDINI'S DOOMED LEGION

Ennio Mordini was one of the most powerful

mercenary captains ever to serve among the Tilean City

States. For most of his career, he and his men served

Duke Fabriano of Lambrusco, expanding that state's

fortunes considerably. Their success began to worry

their patron, especially since it was not unknown for

Tilean mercenary units to seize control of the states which they were supposed to be serving. When the

neighbouring state of Organza offered a lucrative

alliance on condition that Mordini's troops were

disposed of, Fabriano seized the opportunity and sent

them into an ambush which none survived. Mordini

swore just before he died that he would be avenged on

his treacherous employer.

Barely five years later, an army of undead skeletons

poured out of the Apuccini Mountains, under the

tattered banner of Mordini. Fuelled by their hatred, the

dead soldiers cut the armies of Lambrusco to ribbons, and razed the city to the ground. It is said that Duke

Fabriano spent seven days and seven nights dying.

Now the Doomed Legion has turned against Organza

and the other City States, destroy everything in their

path as they aver themselves upon the double-dealing

princes who connived at their murder.

While they were alive, Mordini's mercenaries won a

number of great victories against the enemies of Duke

Fabriano of Lambrusco. They are most remembered,

however, for the assault and destruction of Lambrusco. It is rumoured that Mordini has now re-fortified the

city, established a dead court there. It appears, though,

that no-one living has be close enough to find out.

THE REGIMENT

CAPTAIN: Ennio Mordini.

BATTLE-CRY: Lacking important things like lungs

and vocal cords the Legion has no battle cry.

APPEARANCE: The Legion's colours are green and

gold. Althougl they no longer wear anything that could

be recognised as a uniform, the colours are sometimes visible on the tattered rags of clothing that occasionally

survive. A skull set in a red surround, on a dark green

field. Shield rims are gold.

POINTS: Ennio Mordini plus nine Legionnaires,

including Renzo Avanti, a Standard Bearer and a Musician, cost a total of 150 points. This is the

minimum size of unit you can hire. The regiment may

be enlarged by adding extra Legionnaires at a cost of 7

points each.

M WS BS S T W I A Ld

Ennio Mordini 4 5 0 4 4 2 3 3 8

Renzo Avanti 4 4 0 4 3 1 2 2 7

Legionnaire 4 2 0 3 3 1 2 1 3

UNIT SIZE: 10+

EQUIPMENT: Hand weapons, halberds, heavy

armour and shields. Mordini carries a Scabscrath, a

shield and wears heavy armour. Renzo carries two

hand weapons and wears heavy armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Unbreakable, Unstable, Fear.

Undead: The Doomed Legion is Undead, and as such

the following rules apply to them:

If Mordini is killed, the Doomed Legion will quickly

begin to crumble to dust. At the end of the phase when Mordini is killed, and at the beginning of each of their

turns thereafter, the Doomed Legion must take a

Leadership test. If the test is failed, the unit suffers a

number of wounds equal to the number they failed the

Leadership test by. No saves of any kind are allowed

against these wounds.

The Nightmare Legion may march as long as Mordini

is alive.

MAGIC ITEMS: Skabskrath (Magic Weapon) The legendary blade of the Undead mercenary, Ennio

Mordini, Skabscrath flickers with pale flame. This

accursed blade thirsts for the life force of its enemies.

A blade so potent it cannot be sheathed without first

taking a life, Skabscrath is possessed of an evil

sentience that drives the wielder to ever darker acts.

Some claim the blade is more steeped in evil than any

Vampire, for it will betray its wielder if its bloodlust is

not sated. When unsheathed Skabscrath emits the

terrible screams of all those it has slain, amplified to

such a degree that it can cause those who hear them to

die affright.

The bearer has the Devastating Charge and Frenzy

special rules, and all close combat attacks made by the

bearer have the Flaming Attacks special rule.

In addition, such is Skabscrath's desire for bloodshed

that if the bearer has not killed an enemy model in close combat when the game ends, he is removed as a

casualty.

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21

The autumn rain hammered down on the armoured column as it wound its way northwards through a narrow defile in the Apuccini Mountains. They were nearing their goal now, and the troops were fighting off the weariness of six days' forced march. At the-head of the column, the unit's lieutenant pushed his helmet up and mopped the water from his face. 'I'll be glad when this job's over,' he commented. 'You're not alone there, Renzo,' replied his chief, 'Once we've finished here, 1 think we'll go to Araby. I've heard there's a new prophet sprung up there.' Renzo nodded. 'Just what we need,' he said, 'Lots of sunshine and a nice, simple little holy war. You know where you are with that sort of job - better than all this political messingabout. What a business, eh? All because of an apple, a piece of string and three initiate priestesses.' 'And the use to which the Duke of Organza's son and heir was putting said items,' his leader reminded him, 'And the fact that one of the initiate priestesses was none other than the youngest daughter of our noble patron. Anyway, it's all money.' They turned a sharp bend in the gulley to find their way blocked by a solid wall of pikemen. Suddenly, archers

appeared on either side of the sheer gulley sides, and a carefully-prepared landslide blocked the way behind them. 'Form up!' bellowed their leader, 'Hollow square - move!' It was obvious that they had walked into a trap, and one from which they had little chance of walking away. Professionals to the last, the mercenaries readied their weapons and prepared to sell their lives dearly. 'Mordini!' came a shout from the opposing ranks. The mercenary captain squinted through the rain. 'Sardo?' he shouted back, 'I thought we were on the same side! Have you sold Lambrusco out?' 'Not quite.' came the reply. 'Duke Fabriano sold you out. The whole war with Organza is a set-up - your death was one of the alliance conditions. You're too effective for your own good, Mordini - he began to worry about what would happen if you turned against him.' Renzo spat loudly. 'Politics!' he grunted. 'What did I tell you?' 'Mordini!' Sardo continued, 'I don't need to tell you that this is not of my choosing.' 'Understood!' Mordini answered, 'Just don't expect it to be easy. And if you do me tell Duke Fabriano this - he hasn't heard the last of Mordini. Someday, somehow, accounts will be settled for this day!'

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SKARLOC'S WOOD ELF ARCHERS

Skarloc, "the Hooded One" is probly one of the most

renowned Wood Elf to walk the Old World in current

times. Skarloc and his companions, the wardancer

Glam and the apprentice mage Kaia Stormwitch, were

adventures for a short time and travelled over the

Vaults into the Border Princes.

While staying in the fortress of the Border Prince

Cline, they discovered the prince had an ancient Wood

Elf artefact in his collection in his thrown room. The

artefact is the heart shaped casket containing the ashes

of the Wood Elf hero, Kern. The artefact has been lost

to the Wood Elves for over 100 years. During a

meeting with the Border Prince, Skarloc and Kaia

attempted to peacefully acquire the artefact, but Cline

refused just give the artefact over them without an

artefact to replace it. This was unacceptable to Skarloc,

and decided that they would return that evening for the artefact.

Soon after nightfall, the trio quickly gained access to

the halls of the fortress by making short work of the

guards and taking the key to the front door. With Wood

Elf stealth, Skarloc, Kaia, and Glam moved swiftly to

the throne room. What they found their was shocking,

to say the least. Cline was in his thrown room with a

few Skaven. The Border Prince was haggling with the

lead Skaven about selling all of the people under his

rule to the Skaven for a few small artifacts. This

sickened Skarloc, and the Elves charged in. After a short battle, the Skaven were dead and Glam had the

corrupt prince pinned against the wall. Cline offered to

give the artefact to them if they would spare his life,

Skarloc agreed. After Kaia retrieved the artefact the

Elves turned to leave, Cline drew a pistol from his boot

and cocked the trigger back. The click that the pistol

made when the trigger was cocked flung Glam into

action. Moving as fast as the wind, Glam cleaved the

princes clean off with one sword and delivered the

killing blow with the other.

When Skarloc and his companions returned to the

Loren Forest, they presented the artefact to the Forest

King. He was taken be the bravery and initiative that

Skarloc has shown by returning the Casket of Kern to

his people. The Forest King had announced that

Skarloc would be the defender of the casket, and he

would be put in command of band of scouts defending

the outskirts of the Loren Forest. The casket was

fashioned into a banner, and he and his companions left

to meet the scouts.

The Wood Elf scouts that would become known as Skarloc's Scouts of gained a name for themselves when

defending the southern Loren forest from the Orcs of

the Broken Skull tribe. Skarloc and his scouts were the

only regiment in the area at the time the Broken Skulls

attacked. The story says that Skarloc and his scouts,

prepared to meet the charge of the 200 plus Broken

Skull Orcs. The regimental musician sounded his brass

horn. The sound of the horn terrified the Orcs so much

so that they stopped in their tracks and looked to see if

a large monster was going to attack them. Then Glam

leapt himself on to a stump and charged, signalling the

scouts to release a sheet of arrows cutting down a

countless amount of greenskins. The Orcs were confused and panicking, Skarloc drew his rune sword

and ordered the musician to sound the charge.

Once news of the Broken Skull's attack made it to the

Forest King, a wing of War Hawk Riders was

dispatched to assist Skarloc. When the War hawks

arrived, they discovered that Skarloc and the rest of the

regiment weren't only alive, but they had totally wiped

out the attacking Broken Skull Orcs. The wardancer

Glam was crouched on top of mountain of Greenskin

bodies totally painted in the greenskin's blood.

Duke of Parravon, Gancreb Duc Dequenelles made a

request to the Forest King for assistance in his war

against the Lichemaster, Heinrich Kemmler. The

Forest King sent Skarloc's Scouts to Parravon, since

Skarloc has some prior experience working with the

filthy humans. When the Lichemaster attacked a village

outside Parravon, the Duke's army met the undead

threat at full force. Skarloc and his scouts got around

the Lichemaster's lines and showered the walking dead

with arrows. This did not go over well with the

Lichemaster, so he sent Krell to do away with these troublesome elves. Glam and Skarloc charged Krell.

They have matched blow with blow, with neither side

getting the upper hand.

The battle ended when a Questing Knight put a lance in

to Krell's back pinning the Wight to the ground. The

Lichemaster's army was crumbling Kemmler used his

powers to remove his remaining forces and Krell from

the field. The Wood Elf scouts were credited for the

victory. Skarloc's fame quickly spread across the Old

World, and his band of scouts became in demand. Skarloc decided that working with different general, in

different lands would give him insight on the working

of the enemies of Loren thus allowing his scouts better

defend their homeland. From that day forward,

Skarloc's Scouts have worked for different Counts of

the Empire, Merchant Princes of Tilea, and other

Dukes of Bretonnia. They always send whatever they

do not need to the Forest King; to whom they are

viciously loyal.

Skarloc is known both within and beyond the Forest of

Loren. Leading a band of Scouts he often ventures far into the lands surrounding the Wood Elf realm to gain

advance warning of impending threats.

Skarloc is skilled in the interpretations of tracks and

portents and will sometimes even warn the Bretonnians

if he finds signs of their common enemies. Thus he has

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23

become a trusted friend of many Bretonnian barons and

is welcomed at their castles, especially when he brings

the excellent venison of Loren! It is usually Skarloc

who acts as the emissary of the King and Queen in the

Wood and he it is who is sent to escort friends through

the forest to the King's Glade.

Skarloc not only knows the Forest of Loren, but also

has intimate knowledge of other great forests in the Old world acquired during his scouting expeditions. It is

even said that there are small bands of his kin secretly

dwelling in many forests utterly unbeknown to the

rulers and peoples of these lands. They are undoubtedly

there not only as Waywatchers but to befriend and

protect any Treemen or Dryads who may still dwell

there. Skarloc's men have been known to turn up

unexpectedly on many a far flung battlefield,

screaming out of the trees to aid those ambushed or

surrounded in the woods by Orcs or other vile foes.

THE REGIMENT

CAPTAIN: Skarloc 'The Hooded One'.

BATTLE-CRY: Since they rely on guerilla warfare

and sneak attacks, the scouts have no battlecry.

APPEARANCE: The scouts wear leather surcoats

over their chain mail, in various shades of green and

brown for camouflage.

POINTS: Skarloc plus nine Archers, including Glam

the Laughing Warrior, Kaia Stormwitch the Standard

Bearer Araflane Warskald the Musician, cost a total of

275 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Archers at a cost of 15 points each.

M WS BS S T W I A Ld

Skarloc 5 6 6 4 3 2 7 3 9 Glam 5 6 4 3 3 1 6 2 8

Kaia 5 4 4 3 3 1 5 1 8

Arafland 5 4 4 3 3 1 5 1 8

Archer 5 4 4 3 3 1 5 1 8

UNIT SIZE: 10+

EQUIPMENT: The unit is equipped with hand

weapons and long bows. Glam is equipped with two

hand weapons.

TROOP TYPE: Infantry.

SPECIAL RULES: Skirmishers, Scouts, Forest

Strider, Asrai Archery

Glam the Laughing Warrior: Glam is the regiment's

Wardancer Champion, a fearless guardian of the forest

tracks. He sports a huge mane of red hair, which he

coats with fat to make it stand on end and look proud

and intimidating. He is known by friend and foe alike

as the "Laughing Warrior', for in the heat of battle, as

he leaps and bounds across the battlefield, he laughs

with the joy and exhilaration of the fight, slaying his

foes with almost contemptuous case. His wild and

ululating cry is often the last thing that the enemies of

the Loren hear as they are ambushed by Skarloc's

company, their bones to mingle with those of countless

others. As a Wardancer, Glam receives +1 Strength when he

charges. In addition, he may choose one of the

following Shadow Dances of Loec at the start of each

round of combat:

• Whirling Death: Killing Blow

• Storm of Blades: +D3 Attacks

• The Shadows Coil: 4+ Ward save

• Woven mist: Always Strikes First

Kaia Stormwitch: Kaia is the beautiful young

daughter of a powerful Wood Elf Mage. Against her father's wishes she ran away to seek the thrills to be

had with Skarloc's wandering company. She bears aloft

the Valourous Heart Standard, an archaic and much

respected totem by the people of the Loren. Know as

"The Stormwitch", she brings fiery death and

destruction upon the enemies of the Wood Elves.

Kaia may cast the spell Urannon’s Thunderbolt like a

bound spell (power level 3).

Araflane Warskald: Araflane follows the normal

rules for musicians. An old Wood Elf trick to scare off

men and Orcs was make horns that sound like a monsters cry. The great bronze horn Arafland carries is

extremely well crafted and causes Fear in non-Elves.

MAGIC ITEMS: Runesword of Darkwood (Magic Weapon) Skarloc found this sword in the darkest part of the

Loren wood. There are runes on that sword that even

the oldest of the Wood Elf Mage Lords cannot

decipher, one believes that the ancient race know as

Zoats may have forged the weapon.

This weapon gives Skarloc the Always Strikes First

and Armour Piercing special rule.

Valourous Heart Standard (Magic Standard)

The Valourous Heart Standard incorporates a heart-

shaped casket holding the ashes of a legendary Elven

hero, Kern son of the goddess Torothal. He was

believed to be the son of the elven goddess Torothal.

Somehow, it ended up in the hands of the very corrupt

Border Prince. The Border Prince was slain by Glam

and they took the standard. The spirit of Kern has a

hardening affect on the scouts, which allows them to

hold out against incredible odds.

Skarloc's Archers are always Steadfast as long as they

have at least one complete rank of five or more models.

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The sun had barely risen as the group of Elves made their way through the forest. At last they reached the clearing, and moved into position around its edges, casting a loose but deadly net around the edges of the glade. Scarcely a leaf stirred as they took up their positions, and scarcely a shadow moved to betray their presence. In the clearing, the Orcs went about their business unaware. Crews were busily cutting down the smaller trees, and fires had been set about the bases of the larger ones. Animals of various types hung over the several smaller fires most showed signs of having died slowly and painfully, and a piteous squealing betrayed that at least one was still alive. Skarloc's eyes grew hard beneath his hood, and he raised one hand. Araflane Warskald lifted his great bronze horn to his lips, and its harsh bellowing note echoed around the clearing. The sound took the Orcs by surprise, and they froze for an instant and in that instant, half their number died as the first volley of arrows slammed across the clearing. One Orc, larger than the rest and scarred by time and many battles, began bellowing orders. Two arrows burried their heads in its hide before it picked up a

shield, but with no visible effect. With much shouting and cuffling, it managed to form a dozen or so of the Orcs into something approaching a fighting formation, and they backed against one of the great piles of fallen trunks to protect their backs. From one side of the clearing came a piercing, ululating scream, and a weird figure flew through the air, somersaulting over a stack of timber three times an Orc's height. The figure an Elf, with his body garishly painted and a great mane of impossiblyred hair ran towards the Orcs, whooping and laughing in ferocious joy. The Orcs were transfixed by the strange apparition, which charged towards them unscathed through the hail of arrows. He dodged and twisted past their blades, and whirled along the entire length of the front rank leaving a trail of cut throats and lopped arms in his wake before leaping over the three ranks of Orcs with another flamboyant somersault, which landed him atop the woodpile with the Orc leader's severed head in one hand. As the Wardancer brandished the head, the rest of the Elves broke cover Skarloc with his bow on his back, brandishing his great runesword, Araflane with his horn bellowing over the confusion, Kaia Stormwitch with the group's standard held high and lightning crackling from the bluesilver blade of her athame, and Elves all around charging into the clearing with swords drawn. The death of their leader, coupled with the surprise of the attack, broke the Orcs' morale, and they ran blindly hither and yon, looking for some escape from the clearing but finding only redbladed death. The battle was a short one.

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PRINCE ULTHER’S IMPERIAL DWARFS – THE DRAGON COMPANY

As he lay dying in Karaz-a-Karak, King Ulfar

Stonehammer of Karak Ungor sent for his son, Prince

Ulther, who was leading a punitive expedition in the

mountains north of Karak Kadrin. Knowing that it was

not the will of the Ancestors that he should live to see

Karak Ungor freed from its 4,000-year occupation by

the hated Ores and Goblins, King Ulfar charged his son with the task of liberating their hold and slaughtering

its occupiers to the last Snotling. King Ulfar laid one

further demand on Prince Ulther: to slay any Chaos

Dwarf who should cross his path. Ulfar viewed these

abominations, and the Tainted Dwarfs from the

northern World's Edge Mountains, as a stain upon the

honour of the Dwarf race.

Taking a dragon-headed post from his father's deathbed

as his standard, Prince Ulther accepted the obligations

bestowed upon him. He refused to accept the title of

King until he could be crowned like his ancestors in the Great Hall of Karak Ungor. King Ulfar passed on to

join his Ancestors, secure in the knowledge that his son

would carry on the task of liberation.

By Dwarf standards, Prince Ulther is young and

impetious. He and his elite Dragon Company conduct a

rather unorthodox campaign, hunting greenskins and

Chaos Dwarfs through the mountains using guerrilla

tactics instead of the formal battlefield operations of

most Dwarf forces. Attacking by surprise whenever

they can, the Dragon Company's pistols and crossbows administer a devastating first attack, sowing panic and

confusion in the enemy ranks. The Dragon Company

then closes to finish the job with their axes.

Most encounters with Prince Ulther and his Dragon

Company will occur in the mountainous regions north

of Karak Kadrin, or the nearby Imperial and Kislevite

foothills Individuals wishing to aid Prince Ulther in his

quest are more than welcome, especially if they are

Dwarfs. Such individuals should be warned that Prince

Ulther doesn't suffer slackers or braggarts, and risks his

own life as much as those of his followers. Those who

fail to pull their weight are usually abandoned in the mountains without provisions.

King Ulther son of Ulfar of Karak-Ungor settled

quickly into the responsibilities of command, despite

the doubts expressed openly by some of his father’s

retainers. The Dragon Company’s most notable exploit

was the raising of the siege of Karak-Gromni, when

half the attacking Goblins turned to flight on hearing

the Company’s battle-cry. Historians are divided over

whether this was due to the Dragon Company’s

fearsome reputation, or whether they thought a real

dragon was coming.

Charged by his late father, King Ulfar Stonehammer of

the long-fallen Karak Ungor, with carrying out his oath

to exterminate the greenskin and Chaos Dwarf races,

Prince Ulther was not one to be trifled with. This

onerous duty was unlikely to put Prince Ulther in a

good humour for the foreseeable future. No matter, a

clan obligation was never considered lightly.

Though based in Karaz-a-Karak since the fall of their Dwarfhold over four millennia ago, members of the

Stonehammer clan have spent decades battling the

enemies of their race. Eager to prove his mettle, Prince

Ulther, like other young Warlords of his generation,

has begun employing tactics that leave the clan Elders

of the Warrior craftguilds shaking their beards in

disgust.

Prince Ulther has scouts lead his warriors over the

mountains to ambush and annihilate their enemies,

conduct raids on villages, and terrorise their populace.

Prince Ulther and his Dragon Company press the attack when they have the advantage. They will also use the

terrain to withdraw from larger forces after inflicting as

many casualties they can while minimizing their own

losses. The Dwarf warlord has no intention of battling

superior forces in a pitch battle, preferring to choose

the ground and circumstance where his chances of

success are favourable.

When the occasion arises and it suits his purposes,

Prince Ulther will join forces with other Dwarf

warbands and armies to battle their enemy. There are even circumstances where Ulther will ally his band

with the Imperial army.

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THE REGIMENT

CAPTAIN: Ulther Stonehammer.

BATTLE-CRY: A dragon! A dragon!

APPEARANCE: Troopers have a dragon design on

their belt-buckles, picked out in gold. Surcoats are red.

The shield design is a stylised dragon in green and

gold, on a red background.

POINTS: King Ulther son of Ulfar of Karak-Ungor

plus nine Dwarf Warriors, including Borri Forkbeard, a

Standard Bearer and a Musician, cost a total of 235

points. This is the minimum size of unit you can hire.

The regiment may be enlarged by adding extra Dwarf

Warriors at a cost of 14 points each.

M WS BS S T W I A Ld

Ulther 3 6 4 4 5 2 4 3 9

Borri Forkbeard 3 5 4 4 4 1 2 2 9

Dwarf Warrior 3 4 4 3 4 1 2 1 9

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, brace of pistols,

heavy armour and shield. Ulther and Borri carry abrace

of pistols, great weapons and wear Gromril armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Ancestral Grudge: Dwarfs hold grudges for a long

time, possibly forever. They have never forgiven the

fall of the strongholds at the hands of the Orcish

enemy. The Dragon Company Hate all types of

greenskins as well as Chaos Dwarfs.

Resolute: Dwarfs fight with a grim determination and are reluctant to abandon their position. Dwarfs flee and

pursue 2D6-1” instead of the normal 2D6”.

Relentless: A Dwarf on the march is an implacable as

the turning of the years, and just as impossible to halt.

Dwarf units may march even if the enemy is close

enough to inhibit march moves.

Gromril Armour Armour made from the metal known as gromril is the

toughest and sturdiest in the known world. Known

variously as meteoric iron, silverstone and

hammernought armour, gromril armour is limited to

wealthy Dwarfs and the elite Ironbreakers.

Gromril armour gives a 4+ Armour Save.

King Ulfar Stonehammer of Karak-Ungor lay dying. Relatives and retainers were gathered round his bed with its four dragon-topped posts, chewing their beards in grief. "Where is my son?" croaked the king, "Let him come to me." A servant slipped out of the royal bedchamber and hurried to the Prince’s apartments. After a few minutes, Prince Ulther son of Ulfar entered the chamber, whistling cheerfully. "Hello, father," he said, "Still here, then?" "Well, that’s nice," gasped the king, "What about a bit of grief?" The Prince scratched his beard. "Of course I’ll miss you and all that," he said, "But then, I am going to be king when you’ve hung up your hammer. Will mixed feelings do?" The king raised his dimming eyes to the ceiling. "Come closer," he wheezed, "There are some things I must tell you before I die." The Prince approached the four-poster hopefully, as did the court scribe, quill in hand. "My son," croaked the king, "I leave you the rulership of Karak-Ungor" - there was an uncomfortable shuffling among the king’s retainers at this point - "And I leave you my war-axe, with the dragon-etched blade..."

"Not the hammer?" interrupted the Prince, a little peevishly. "Watch it or you won’t get the axe." "Sorry." "That’s better. And along with the axe, I leave you a duty. Years ago, I swore that I would never rest until the blight of Chaos was cut out from our race, and the Chaos Dwarfs were no more. I pass that oath on to you. I also pass on to you my oath to exterminate the Goblins and their foul kin. You shall form a warband from the very cream of our race, and take it out to destroy these two enemies. You shall not rest until you have completed your task, nor shall you return to Karak-Ungor, which will be ruled in your absence by my Chancellor, Gorm the Wise..." The king was interrupted at this point by a collective sigh from his retainers, some of whom openly started shaking hands. They were quelled by a stern glance fom the king, who carried on with his death-speech as the scribe wrote furiously. "You shall be called the Dragon Company." he continued, "Take for your standard a dragon-carved post from your father’s deathbed..." CRRRAACK!!! "Not now!" spluttered the king, from beneath the fallen canopy of his bed, "Oh, what’s the use?" And with that, he died.

Page 27: Warhammer: Classic Regiments of Renown

27

FOR HIRE

Bretonnia Dark

Elves

Dogs

of

War

Dwarfs High

Elves

Lizardmen Ogre

Kingdoms

Orcs &

Goblins

Skaven The

Empire

Tomb

Kings

Vampire

Counts

Warriors

of Chaos

Wood

Elves

The Knights of

Origo Rare Special Special Special Special Special Special

Harboth and

the Black

Mountain

Boys

Special Special Rare Special Core Special Rare Special Special Special

Mad Mullah

Aklan'd's

Death

Commandos

Special Core Special Special Special Special Special Special Special Special Special Special

The Bowmen

of Wood Elf

Prince Oreon Rare Special Rare Special Special Rare Special Rare Core

Elwing's Elven

Guard

Cavalry Rare Special Rare Core Special Rare Special Rare Special

Karnac's

Lizardmen

Raiders Special Special Special Core Rare Rare Special Special Special

Battle

Chariots of

Bogdan the

Goblin

Warlord

Rare Special Rare Rare Special Rare Rare Rare Rare Rare

Flying

Gargoyles of

Barda Rare Rare Rare Rare Rare Rare Rare Rare

Notlob's

Orcish Bolt-

Throwing

Engines

Rare Special Rare Rare Special Rare Rare Rare Rare Rare

The Mighty

Throg and his

Hobgoblin

Despoilers of

the Dark

Lands

Special Special Rare Special Special Special Special Special Special Special

Disciples of

the Red

Redemption Special Special Special Special Special Rare Rare Core

Avenging

Knights of the

Cleansing

Flame

Rare Special Special Special Rare Rare Special Special

Eeza Ugezod's

Mother

Crushers

Rare Special Rare Rare Special Rare Rare Rare Rare Rare

The

Nightmare

Legion -

Mordini's

Doomed

Legion

Special Special Special Special Special Special Special Special Special Special Special Special

Skarloc's

Wood Elf

Archers

Rare Special Rare Rare Rare Rare Rare Rare Core

Prince

Ulther’s

Imperial

Dwarfs - The

Dragon

Company

Rare Special Special Rare Special Special Special Rare Rare