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Warhammer Expansion Classic Regiments of Renown
Warhammer Expansion Classic Regiments of Renown
Warhammer Expansion Classic Regiments of Renown
CONTENTS
THE KNIGHTS OF ORIGO ................................................................................................
................................ .................................................................. 4
HARBOTH AND THE BLACK
K MOUNTAIN BOYS ................................................................
.......................................................... 5
MAD MULLAH AKLAN'D'S DEATH COMMANDOS ................................................................
..................................................... 7
THE BOWMEN OF WOOD ELF
LF PRINCE OREON ................................................................
.......................................................... 8
ELWING'S ELVEN GUARD CAVALRY ................................................................................................
............................................ 9
KARNAC'S LIZARDMEN RAIDERS
AIDERS ................................................................................................
................................................ 10
FLYING GARGOYLES OF BARDA ................................................................................................
.................................................. 12
NOTLOB'S ORCISH BOLT-THROWING
THROWING ENGINES ................................................................
..................................................... 13
THE MIGHTY THROG AND HIS HOBGOBLIN DESPOILERS
DESPOILERS OF THE DARK LANDS
LAN ....................... 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
RCHERS ................................................................................................
............................................... 22
PRINCE ULTHER’S IMPERIAL DWARFS
DW – THE DRAGON COMPANY.................................................
................................ 25
FOR HIRE ................................................................
................................................................................................
.............................................................. 27
Art: wittman80, daarken, Wiggers123, Feliche, hideki, Ralph Horsley, John Gravato, justaman78, Taidaishar, Mark of
Chaos, Diablo III, Games-Workshop.
Games Original Work: Games-Workshop
Workshop
Special Thanks To: Solegends and Red Orc for helping me finding the material,
material, and Alfred Nunez Jr for his work.
work
This book is completely unofficial and in no way endorsed by Games Workshop Limited.
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Double Headed/Imperial Eagle device, 'Eavy Metal,
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and/or © Copyright Games Workshop Ltd 2000-2010,
2000 2010, variably registered in the UK and other countries around
aro the
world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.
2
INTRODUCTION
Famous mercenary regiments acquire a certain All named models (except for Standard Bearers and
notoriety because they are remarkably successful, Musicians) in a Regiments of Renown count as
brutal, adventurous, or for some other reason that characters in the game.. These characters cannot leave
brings them to the attention of the world. We call them their unit (unless specified), but they do not use up any
Regiments of Renown and it is these units which form of the character percentage from the army lists (unless
the basis of the Dogs of War armies. specified). Some of these characters are Standard
Individualal Regiments of Renown are led by famous Bearers and Musicians; if they should be killed,
characters, and indeed are frequently named after these another model el will simply pick up the standard or
leaders. For example, the notorious Ogre Captain instrument.
Golgfag, whose Ogre mercenaries have, at one time or If the characters have different equipment than the rest
another, looted and despoiled most civilised parts Old of the rank and file, this is clearly listed in the
World...
rld... and some not so civilised ones too. Equipment list. Note that, regardless of their
Leadership value, these characters can never be an a
Dogs of War do not necessarily have ties to a particular army’s General.
country, nor are they a whole new race. When fielding Regiments of Renown in any army other
They are bands of warriors and adventurers who live than Dogs of War, they follow the rules for non- non
by fighting – for glory and more importantly for gold! aligned allies.
The Dogs of War are made up of skilled pikemen,
deadly marksmen, Hobgoblin cavalry from the eastern REGIMENTS FOR HIRE
steppes, Halfling scouts, drunken Dwarf pirates, Ogres In the next few pages, you will find all the information
from the Badlands and Giants from the misty shores of you need to field Regiments of Renown in your
Albion. Warhammer battles.
Together they ply their trade to every point of the
compass in the Old and New Worlds, fighting for Points. Each regiment has a basic cost, which includes
anybody, any time, any place, anywhere… all the equipment, characters and their magic items.
These cannot be modified in any way.
Although the Dogs of War regiments have no common
heritage, many find employment in that most notorious Profiles. The characteristic profiles for the troops and
of mercenary breeding grounds, the land of Tilea. Tilea characters in each unit are given here.
is an anarchic land and is in an almost constant state of
upheaval, as the wealthy merchant princes of the Unit Sizes. Each entry specifies the minimum size for
independent city states plot against each other. All this each unit. Normally the unit’s size can be increased by
anarchy means mercenaries who travel there can be buying extra models at the cost given, but in some
assured of profitable employment. cases units also have a maximum size.
Just as there are regiments of mercenaries to hire, there Equipment. This entry lists the weapons and armour
are just as many lone freelancers. These individuals for that regiment. The value of these items is included
wander the Old World, selling their skills to the highest in the points value.
bidder. Many are thieves and brigands, and some are
hard bitten mercenaries who will not (or cannot)
ca join Special rules. Many troops have special rules which
one of the many mercenary regiments. There are thrill-
thrill are described in this section.
seeking Imperial nobles, fanatical Witch Hunters and
even specialists such as siege engineers, wizards or Magic Items. Some characters carry magic items and
assassins. their rules are given here. Note that the player cannot
buy new magic items for the characters of the
If you wish to add Regiments of Renown to your Regiments of Renown.
existing Warhammer army, then hen 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 armieses would never hire certain races or
individuals. No self-respecting
respecting Dwarf general is going
to hire Morgrog the Dwarf Crusher now is he?
3
THE KNIGHTS OF ORIGO
The island outpost of Fyrus seemed a good place for POINTS: John Tyreweld plus nine Knights,
the monks of the holy order of Saint Origo to build a including Don Domingio, a Standard Bearer and
monastery. True - Fyrus did lie but a dozen miles from Musician, cost a total of 190 points. This is the
the coasts of Araby, it was the birth place of the minimum size of unit you can hire. The regiment may
revered Mullah Aklan'd and its harbours did control the be enlarged by adding extra Knights at a cost of 10
main east-west trade route; but the Brothers of the Holy points each.
Order of Saint Origo decided Fyrus would make an
ideal place to rest and meditate. They started by M WS BS S T W I A Ld
kicking out all of the natives and building a huge John Tyreweld 4 6 3 4 4 2 6 3 9
fortress. This they decided to call the 'Holy Monastery Don Domingio 4 5 3 4 3 1 4 2 8
of the Divine Origo. Brother Knight 4 4 3 3 3 1 3 1 8
When the good brothers found their prayer disturbed UNIT SIZE: 10+
by Arabian pirates and the continued complaints of the
disinherited they reacted in the only way they knew EQUIPMENT: Hand weapon, shield and heavy
how. They built fleets, wiped the waterways clean of armour.
eastern ships, and fired every Arabian port within a
hundred miles. For the purposes of the crusade the TROOP TYPE: Infantry.
Grand Master of the Order designed the special
uniform and banner used.
SPECIAL RULES: Frenzy, Hatred (non-
The Knights returned to a life of peace and Bretonnians and Empire)
contemplation, disturbed only by annual excursions
burning, looting and destroying all along the coasts of Note: The Knights of Origo may not be included in the
heathendom. After a few years they were shaken from same army as Mad Mullah Aklan’d’s Death
their solitude by vast armies of Easterners, who lay Commandos.
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.
THE REGIMENT
CAPTAIN: Sir John Tyreweld.
4
HARBOTH AND THE
BLACK MOUNTAIN BOYS
Harboth spent his declining years cattle rustling in the
deep south.
"Oy, boss"
"Wot"
"Bin ter see Notlob, like you said,"
"Yer............?"
The Black Fire Pass is the only route over the Black
"An’ I sez you sez if ‘e don’t find some stunties we
Mountains, and for years the mountain and the pass
eat ‘is boys,"
were by and large impassable due to the presence of a
large Orc settlement. This dirty and squalid township "Yer?"
consisted of several dozen wooden shacks, a large but
"So ‘e sez ‘e’s goin’ ‘untin’ stunty,"
unstable saloon and hundreds of mean, greedy, low-
low
down Orcs. "Do wot?"
"E’s packin’ ‘is spearchuckers, an’ movin’ out.
The town was run by Harboth, an Orc of great size and
Goin’ ter ‘unt some stunties, ‘e sez,"
strength. Harboth's mates used to spend most of their
time in the saloon, sheltering from
rom the almost non-stop
non "WOT!"
rain which is an everyday phenomenon along the
"E’s packin’..."
slopes of the Black Mountains. They would take turns
manning the toll gates and torturing travellers. "SHADDAP!"
Occasionally there would be a fight as some indignant
Halfling or Dwarf tried to defend
fend himself - but not "But I woz only...OW!"
often. "Get packin’..."
5
THE REGIMENT THE ANIMOSITY TABLE
When a unit fails its Animosity test, roll a D6 on the ,
CAPTAIN: Harboth the Orc. table and apply the result immediately.
6
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.
THE REGIMENT
CAPTAIN: Mad Mullah Aklan'd.
UNIT SIZE: 10+ Note: Mad Mullah Aklan’d’s Death Commandos may
not be included in the same army as the Knights of
Origo.
7
THE BOWMEN OF WOOD ELF
PRINCE OREON
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.
THE REGIMENT
CAPTAIN: Prince Oreon.
M WS BS S T W I A Ld
All of the remnant Wood Elves of the Old World are
Prince Oreon 5 6 6 4 3 2 7 3 9
noted for their amazing skills with the bow. From
Ilfrun 5 4 5 3 3 1 5 2 8
amongst his father's people, Prince Oreon chose the
Bowman 5 4 4 3 3 1 5 1 8
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
UNIT SIZE: 10+
joined the crusading army of the Sea-Elf Lord Staleor.
He fought with distinction in Staleor's Southlands EQUIPMENT: Hand weapon & long bow. Ilfrun is
campaign, losing an eye in hand-to-hand combat with armed with a great weapon in addition to his other
the Evil wizard Dornbast. equipment.
The Bowmen of Oreon earned eternal fame on the TROOP TYPE: Infantry.
occasion when a huge Giant Champion challenged
Oreon to single combat. Oreon accepted, and as the SPECIAL RULES: Forest Strider
Giant strode out to do combat, his entire company
launched a single volley of arrows, killing the Giant Asrai Archery: The Elves of Athel Loren are the most
instantly. Although many people thought this a dirty accomplished and deadly archers in the whole of the
trick, Oreon always maintained that the Giant had Warhammer world, surpassing even their High Elven
rancid breath, smelled utterly foul and deserved to die brethren. Wood Elves do not suffer the -1 to hit penalty
anyway. for moving and shooting.
Oreon's company wears the traditional hunting green of
the Wood Elves, with full capes and hoods. In addition Wood Elf Longbows: The longbows carried by Prince
to his bow, each warrior carries a shield, sword, long Oreon’s Bowmen are more powerful than those carried
knife and two quivers. Regimental champion Ilfrun by other races. All shots fired by their longbows are
also has a huge double handed sword, a weapon Strength 4 at short range.
wrested from a fearsome Giant during the Southlands
8
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.
THE REGIMENT
CAPTAIN: Elwing of Lothern.
THE REGIMENT
CAPTAIN: Karnac.
10
BATTLE CHARIOT'S OF BOGDAN
THE GOBLIN WARLORD
Bogdan Legbreak was the chief of all the Goblins of equipment and the anatomy of the slain being fixed
the northern Old World Mountains at the time of the onto the chariot.
Goblin and Dwarf Wars. He was of 'Cave Goblin'
stock, a fairly small breed but incredibly tough and POINTS: Bogdan Legbreak’s Chariot, Mad Eyes
strong. From his stockade at the foot-hills of the Hogg’s Chariot, plus one Chariot with crew cost a total
mountains Bogdan led many raids against the Men and of 200 points. This is the minimum size of unit you can
Dwarfs of the Old World, including numberous sorties hire. The regiment may be enlarged by adding extra
into the north and the area known as the Troll Country Chariots at a cost of 50 points each. Each three
between the Old World and Norsca. It was here where Chariots beyond the starting size counts as
Bogdan's marauding charioteers met and destroyed a an additional Special/Rare choice.
Dwarf convoy under the command of Bono Bugman,
and it was also here that Bogdan met and teamed up M WS BS S T W I A Ld
with the treacherous Ogre mercenary Grumgot the Bogdan 4 4 3 4 4 2 3 3 7
Rutdrogg. Mad Eyes Hogg 4 3 3 4 3 1 2 2 6
Goblin 4 2 3 3 3 1 2 1 6
Although Bogdan was killed before the Goblin Wars Chariot - - - 5 4 3 - - -
wars came to an end, his famous chariots continued the Wolf 9 3 - 3 - - 3 1 -
fight and took part in every major engagement of the
war, including the battles of Zhuf Field, the onslaught UNIT SIZE: 3-9. Each chariot has a crew of 3
on the Middenheim and the final catastrophic battle of Goblins, including Bogdan and Mad Eyes Hogg. They
Mad Dog Pass. Bogdan's son and the Regiment's are drawn by 2 Wolves each. Bogdan’s Chariot is
Champion Mad Eyed Hogg led the chariots after his drawn by 3 Wolves. All Chariots must be deployed at
death, and survived the war to become a thorn in the the same time in groups of 3 unless less than 3 are
side of the Dwarfs for many years. If anything Mad available, but will otherwise act as separate units.They
Eyed Hogg was even more violent and drunken than may use Bogdan’s Leadership if they are within 8” of
his father, and could be heard for miles around him.
bellowing his war cry of 'Beer for Hogg!'. After the
war the chariots were dispersed, although many EQUIPMENT: Hand weapons and spears.
continued to fight in numerous small skirmishes after
the war had ended. TROOP TYPE: Chariot (Armour save 5+).
The destruction of Bono Bugman, and the convoy of
Bugman's ale that he was guarding was one of SPECIAL RULES: Fear Elves.
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.
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
EQUIPMENT: None.
12
NOTLOB'S ORCISH
BOLT-THROWING
THROWING ENGINES
For many years the only route over the Black THE REGIMENT
Mountains was dominated by an Orcish settlement run
by Harboth -an
an Orc of great size and strength. Many CAPTAIN: Notlob.
battles were fought within this mountain pass, the
Black Fire Paw, and many heroes emerged on both
BATTLE-CRY: Due to the nature of their weaponry
sides. Dwarfs and men tried desperately to destroy the
Orcs, and the Orcs in turn responded by strengthening these Orcs do not employ a battle cry as such although
their defences and enacting countless revenge raids on they will happily enter hand to hand combat,
human farmsteads. screaming, yelling and gesticulating in the usual Orcish
fashion. However, unusually for Orcs, many of
Notlob was already famous amongst his kind when he Notlob's crewmen can write a few words. They employ
arrived at the Black Fire Pass. Had he not invented this talent to enscribe various slogans along their
many fiendishh engines of war and instruments of missiles,
iles, including such erudite witticisms as, 'Notlob
torture? Had he not designed and commanded the War does it from 300 feet' and 'Chew on this Stuntie'.
Engines that battered down the walls of half the cities
in the Badlands? No. Notlob was to apply his creative APPEARANCE: Orcs do not wear uniforms. They
genius to designing new engines for the defence of the despise uniformity and prefer to individualise all their
pass. 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.
fought
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
The Men and Dwarfs didn't know what had hit them TROOP TYPE: War Machine (Bolt Thrower).
Thrower)
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,
fruit and
eventually the Orcs were left alone, to continue their
age-old
old trades of murdering travellers and plundering
merchant convoys.
13
THE MIGHTY THROG AND HIS
HOBGOBLIN DESPOILERS OF
THE DARK LANDS
Driven from the Old World at the end of the Goblin APPEARANCE: Clothing is mostly made out of
Wars many of the Goblins, Orcs, Hobgoblins and other leather or fur, and is of various shades of brown.
allied creatures fled into the Dark Lands. The Dark Grunmunter wears a huge fur cloak, and around his
Lands were then, as now, truly dark: ceaseless volcanic heavy belt he keeps his latest trophies - the heads of his
activity, steaming tar pits and terrible, natural pollution victims.
shielded the land from the sun. Little could grow in The shields carry the emblem shown drawn in the
such a place, and very few creatures could tolerate the blood of their enemies. Colours will therefore vary
barren landscape, the gloom and the choking air. from bright red to darkish brown or black.
Throg, however, quite liked it.
POINTS: The Mighty Throg plus nine Hobgoblins,
From his armed camp on the eastern side of the including Grunmunter, a Standard Bearer and
World's Edge Mountains, Throg gathered his seasoned Musician, cost a total of 110 points. This is the
warriors and began to carve himself out a little empire. minimum size of unit you can hire. The regiment may
Soon a goodly chunk of the western part of the Dark be enlarged by adding extra Hobgoblins at a cost of 3,5
Lands were under his control, and he began to extend points each.
his power deep into the mountains themselves. Here he
and his Champion, Grunmunter the Beast, fought M WS BS S T W I A Ld
numerous battles in the valleys and passes of the Throg 4 5 5 4 4 2 4 3 7
mountains, and eventually within the Dwarf fortresses. Grunmunter 4 4 3 4 3 1 2 2 6
His enemies were mostly Dwarfs, and the Hobgoblins Hobgoblin 4 3 3 3 3 1 2 1 6
soon acquired a taste for the flesh of these creatures.
UNIT SIZE: 10+
Of all the many bloody and violent deeds of Throg the
most often remembered is the so called Feast of the EQUIPMENT: Hand weapons, light armour and
Dwarven King. On this occasion the Hobgoblins
shields. Grunmunter carries a great weapon and wears
infiltrated the underground fortress of Boran Fireheart
light armour.
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
TROOP TYPE: Infantry.
aprons and other clothing of the waiters. That Boran
Fireheart failed to notice until far too late that his SPECIAL RULES:
kitchen staff were all over 6' tall and incredibly ugly, Hobgoblin Animosity: Unless a Hobgoblin unit is
can only be put down to the general level of already in combat, fleeing or under five models strong
intoxication. The feast went ahead as usual, but instead at the start of their turn, you must roll a D6 and consult
of the planned proceedings the Hobgoblins ate Boran the following chart for each Hobgoblin unit. Roll
and his guests, while Throg entertained by torturing a separately for each affected unit at the start of the rum.
troop of Halfling Juggler s unlucky enough to be
passing through. D6 Result
1 We'll get a better view from further back!
What became of this renowned fighter is a mystery, The Hobgoblins' cowardly nature comes to the fore
some say that he disappeared whilst leading a mixed and they immediately must take a Panic test. If this is
force of goblinoids into the Dwarf Fortress of Raven's passed the unit may act normally this turn.
Hold. Others link his disappearance to treachery on
2-5 Cut 'em good
behalf of the ferocious Grunmunter, a callous
The Hobgoblins feel they have a good chance of being
individual. on the winning side and eating well tonight off the
battle's victims. The unit may act normally this turn.
THE REGIMENT
6 Bloody Murder!
CAPTAIN: The Mighty Throg. One of the constant petty squabbles in the ranks is
settled with the twist of a knife in a back or two. The
BATTLE-CRY: The strange and animalistic battle unit suffers D3 Wounds distributed as from shooting
attacks (these wounds however will not cause a Panic
cry of these creatures is in the Goblin Tongue. It test). Afterwards they gain +1 to their to Hit rolls in
means, 'Mark your target well and eat it'. Close Combat for this turn only, and may be used
normally again.
14
THE DISCIPLES OF THE RED REDEMPTION
The Red Redemption was born during the bitter armour. Eroneus had become the first and greatest of
religious wars fought between the Men of the West and the Redemptionists, the Master of the Redemption, and
the swarthy Arabians. Amongst the countless factions his cry was, 'Be redeemed through blood, saved
of crusading warriors, those known only as the through slaughter.'
Brotherhood were surely the most feared and the most
powerful. Quickly slaying his former comrades in a chaotic
commando-style exercise of carnage, Eroneus fled into
As with all protracted wars, there were long periods of the world at large. His objectives were unclear, but he
inactivity, whilst supplies were organised, spies sent was certain that people of the right persuasion would
out or paltry scouting missions undertaken. Such lulls be sure to welcome enlightenment. He was right.
were anathema to the more zealous of the warrior-
priests of the Brotherhood . They hated sitting around Only a few years after the incident of the Brother-
whilst they knew the Arabians were out there being, slaying, the cult of the Red Redemption had become
well, downright Arabian. established throughout the Old World. In the secret
Eroneus Balbadron was one such frustrated fanatic. temples of the cult, initiates were introduced to the vile
Eroneus fell into a black mood whenever the fighting and bloody ways of the mighty God Khorne The skin
got held up. Each stoppage caused his moods to was ritually flayed from the face and torso of each
become even blacker; indeed, legend has it that his skin initiate. Glowing hot iron face masks and cuirasses
and hair turned completely black during this time. His formed a now and tougher skin. At last they were
frustration turned easily to anger, and the anger grew permitted to wear the black robes of Khorne. Of
inside him until it was almost a palpable thing. He course, this resulted in all of the Disciples of the Red
sought solace in the holy books of the Brotherhood, but Redemption suffering from total and irrevocable
to no avail. His anger grew and grew until he became madness, but that really didn't bother them too much.
crazed and twisted with it. His hatred of Arabians They were more concerned in shedding the blood of
became a hatred for all. heretics, as members of the countless groups of
Disciples then spreading the ways of Khorne in the
Presently, a very strange thing happened that was to world.
change the course of Eroneus's life, and the lives of
countless others also. It was a dark evening, and the One such group is Darkhoth's Disciples of the Red
Brotherhood had just captured the ruins of an ancient Redemption. Darkhoth is said to have been initiated by
temple from a group of Arabians. The enemy had the Master of the Redemption himself, a great honour
hardly put up any resistance, and the fight had been a indeed. His power is such that he can command a
most disappointing affair. It was as he searched the group of up to 40 Disciples. The key to this power is
ruins for any signs of the enemy that Eroneus saw a the large black book that he always carries - the
curious book, its cover barely visible as it lay on the Darkhold. This is a transcript of the original scripture
floor. Eroneus compulsively picked it up and sought book discovered by Eroneus. It is a very powerful
secrecy in the ruined remains of a sunken room. magic item, although its uses are confined to cult
Eroneus placed his torch in a bracket by the wall, and practices. Merely looking at the pages of this book
feverishly spread the book in front of him. Kneeling would drive any living being insane. The Disciples are
before it he began to read. To say that what he read was immune to this by dint of them already having
a bombshell would understate the impact that the achieved this particular state of mind. Darkhoth is able
volume had on him. In truth his crazed mind could not to read passages from this book, and herein lies his
at first believe that it was possible: this aged book power. A passage read from the book gives Darkhoth
contained the truth. Eroneus was overwhelmed by a absolute power over any Disciples who hear him.
feeling of physical, spiritual and mental Redemption. During the initiation ceremony, Darkhoth reads a
The book was a sacred scripture dedicated to and special passage from the book which so assaults the
revering the Chaos God of Khorne. Khorne the black mind of the initiate that his personality is forever
God of Battle, the dark Lord of Slaughter, the thirsting shattered. Darkhoth assesses the suitability of the
God of Blood! initiate for cult membership by his reaction. If the
initiate reacts with extreme violence, this is judged to
At once Eroneus felt his links with the Brotherhood, be good, and he is prepared for flaying and encasement
and with humanity, permanently broken. In a fever of in glowing iron. If the initiate fails to react with
ecstasy he pounded his face against the chamber walls sufficient violence, he is given up as a sacrifice to
until all that remained was ... well, little enough Khorne.
remained to betray the fact that he had once been
human. Only then did he see the black robes and iron Spreading the ways of Khorne through the Old World
masks that hung upon the chamber walls. The iron by means of slaughter, destruction, arson, murder and
mask was unnaturally hot and seared his face as he put the propagation of insanity.
it on. The black robes soaked the blood from his
15
THE REGIMENT
CAPTAIN: Darkoth, Warrior-Priest
Priest of the Red
Redemption.
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
EQUIPMENT: Hand
and weapons, morning stars and
shields. Mordrid the Maniac carries a flail and
Darkhoth carries two hand weapons. All models wear
light armour.
16
AVENGING KNIGHTS OF
THE CLEANSING FLAME
Worst of all, upon the floor lay the discarded uniform
and equipment of a Knight of The Brotherhood.
18
EEZA UGEZOD'S MOTHER CRUSHERS
Of all the Orcish raiders to have plundered the Old THE REGIMENT
World from the World's Edge Mountains, none have
been so feared, or so hated as the Great Black Orcs of CAPTAIN: Eeza Ugezod.
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
BATTLE-CRY: The Giant Black Orc battle cry can
butchery seldom equaled In Orcish history. only be termed as an incomprehensible cacophany of
abuse and threat. Each individual does his best to
Despite many efforts to capture and destroy them, the outshout his neighbour. However, against Dwarvern
Mother Crushers always managed to avoid traps set for foes they would chorus over and over again the blood
them. On the few occasions they were brought to battle curdling battle cry... 'Stomp the stunties - stomp the
the outcome invariably favoured the Orcs - using their stunties - stunty stompings fun!'
famous juggernaut columns to push aside any
resistance. POINTS: Eeza Ugezod plus nine Mother Crushers,
including a Standard Bearer and Musician, cost a total
Their success was due mainly to the inspired leadership of 210 points. This is the minimum size of unit you can
of one Orc. Known throughout the tribes as Eeza hire. The regiment may be enlarged by adding extra
Ugezod, Orcish legend abounds with stories of this Mother Crushers at a cost of 11 points each.
huge and cunning Orc. One such story, typical of the
time, concerns the skirmish an the Great Crossing -a M WS BS S T W I A Ld
huge, natural span bridging one of the few routes Eeza Ugezod 4 6 3 4 5 2 3 3 8
through the mountains to the fertile foothills and Mother Crusher 4 4 3 4 4 1 2 1 8
valleys of the Old World. It was upon this bridge that a
group of Orcs led by Eeza Uqezod were attacked by UNIT SIZE: 10+
large numbers of Dwarfs and at least one mountain
Giant. An extract from the Orcish 'Volees Adgitz' EQUIPMENT: Two choppas, great weapons and
translates as follows. heavy armour. Eeza Ugezod is armed with two
Choppas and wears heavy armour.
'We goes miles this day. Last dark we kills many wittering
souls, poking and cutting them - but not having times to TROOP TYPE: Infantry.
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 SPECIAL RULES: Choppas, Immune to
threats. Then they goes all grinning silent, and crashing Psychology, Vanguard (6”).
through the crowd comes a Great One, all drunk up, with
great iron boots sparking as it steps, and long spikes and Armed to da Teef: Black Orcs turn up to battle with as
jags hanging off them, all dressed up for Orc stomping. It many weapons as they can carry. At the start of each
comes roaring and swaying towards us, swinging its club
combat the Mother Crushers can choose to fight either
and making us boys windy and tearful. And the stunties
are laughing, saying at last they'll have our pretty fangs to
with two hand weapons or with a great weapon.
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.'
APPEARANCE: The Legion's colours are green and Skabskrath gives Mordini the Killing Blow special
gold. Althougl they no longer wear anything that could rule. In addition, it scores a Killing Blow on a 5+ rather
be recognised as a uniform, the colours are sometimes than a 6.
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.
20
The autumn rain hammered down on the armoured column as appeared on either side of the sheer gulley sides, and a
it wound its way northwards through a narrow defile in the carefully-prepared landslide blocked the way behind them.
Apuccini Mountains. They were nearing their goal now, and 'Form up!' bellowed their leader, 'Hollow square - move!' It
the troops were fighting off the weariness of six days' forced was obvious that they had walked into a trap, and one from
march. At the-head of the column, the unit's lieutenant which they had little chance of walking away. Professionals
pushed his helmet up and mopped the water from his face. to the last, the mercenaries readied their weapons and
prepared to sell their lives dearly.
'I'll be glad when this job's over,' he commented.
'Mordini!' came a shout from the opposing ranks. The
'You're not alone there, Renzo,' replied his chief, 'Once mercenary captain squinted through the rain.
we've finished here, 1 think we'll go to Araby. I've heard 'Sardo?' he shouted back, 'I thought we were on the same
there's a new prophet sprung up there.' Renzo nodded. 'Just side! Have you sold Lambrusco out?'
what we need,' he said, 'Lots of sunshine and a nice, simple 'Not quite.' came the reply. 'Duke Fabriano sold you out.
little holy war. You know where you are with that sort of The whole war with Organza is a set-up - your death was one
job - better than all this political messingabout. What a of the alliance conditions. You're too effective for your own
business, eh? All because of an apple, a piece of string and good, Mordini - he began to worry about what would happen
three initiate priestesses.' if you turned against him.' Renzo spat loudly.
'And the use to which the Duke of Organza's son and heir 'Politics!' he grunted. 'What did I tell you?'
was putting said items,' his leader reminded him, 'And the
fact that one of the initiate priestesses was none other than 'Mordini!' Sardo continued, 'I don't need to tell you that this
the youngest daughter of our noble patron. Anyway, it's all is not of my choosing.'
money.'
'Understood!' Mordini answered, 'Just don't expect it to be
They turned a sharp bend in the gulley to find their way easy. And if you do me tell Duke Fabriano this - he hasn't
blocked by a solid wall of pikemen. Suddenly, archers heard the last of Mordini. Someday, somehow, accounts will
be settled for this day!'
21
SKARLOC'S WOOD ELF ARCHERS
Skarloc, "the Hooded One" is probly one of the most Skull Orcs. The regimental musician sounded his brass
renowned Wood Elf to walk the Old World in current horn. The sound of the horn terrified the Orcs so much
times. Skarloc and his companions, the wardancer so that they stopped in their tracks and looked to see if
Glam and the apprentice mage Kaia Stormwitch, were a large monster was going to attack them. Then Glam
adventures for a short time and travelled over the leapt himself on to a stump and charged, signalling the
Vaults into the Border Princes. scouts to release a sheet of arrows cutting down a
countless amount of greenskins. The Orcs were
While staying in the fortress of the Border Prince confused and panicking, Skarloc drew his rune sword
Cline, they discovered the prince had an ancient Wood and ordered the musician to sound the charge.
Elf artefact in his collection in his thrown room. The
artefact is the heart shaped casket containing the ashes Once news of the Broken Skull's attack made it to the
of the Wood Elf hero, Kern. The artefact has been lost Forest King, a wing of War Hawk Riders was
to the Wood Elves for over 100 years. During a dispatched to assist Skarloc. When the War hawks
meeting with the Border Prince, Skarloc and Kaia arrived, they discovered that Skarloc and the rest of the
attempted to peacefully acquire the artefact, but Cline regiment weren't only alive, but they had totally wiped
refused just give the artefact over them without an out the attacking Broken Skull Orcs. The wardancer
artefact to replace it. This was unacceptable to Skarloc, Glam was crouched on top of mountain of Greenskin
and decided that they would return that evening for the bodies totally painted in the greenskin's blood.
artefact.
Duke of Parravon, Gancreb Duc Dequenelles made a
Soon after nightfall, the trio quickly gained access to request to the Forest King for assistance in his war
the halls of the fortress by making short work of the against the Lichemaster, Heinrich Kemmler. The
guards and taking the key to the front door. With Wood Forest King sent Skarloc's Scouts to Parravon, since
Elf stealth, Skarloc, Kaia, and Glam moved swiftly to Skarloc has some prior experience working with the
the throne room. What they found their was shocking, filthy humans. When the Lichemaster attacked a village
to say the least. Cline was in his thrown room with a outside Parravon, the Duke's army met the undead
few Skaven. The Border Prince was haggling with the threat at full force. Skarloc and his scouts got around
lead Skaven about selling all of the people under his the Lichemaster's lines and showered the walking dead
rule to the Skaven for a few small artifacts. This with arrows. This did not go over well with the
sickened Skarloc, and the Elves charged in. After a Lichemaster, so he sent Krell to do away with these
short battle, the Skaven were dead and Glam had the troublesome elves. Glam and Skarloc charged Krell.
corrupt prince pinned against the wall. Cline offered to They have matched blow with blow, with neither side
give the artefact to them if they would spare his life, getting the upper hand.
Skarloc agreed. After Kaia retrieved the artefact the
Elves turned to leave, Cline drew a pistol from his boot The battle ended when a Questing Knight put a lance in
and cocked the trigger back. The click that the pistol to Krell's back pinning the Wight to the ground. The
made when the trigger was cocked flung Glam into Lichemaster's army was crumbling Kemmler used his
action. Moving as fast as the wind, Glam cleaved the powers to remove his remaining forces and Krell from
princes clean off with one sword and delivered the the field. The Wood Elf scouts were credited for the
killing blow with the other. victory. Skarloc's fame quickly spread across the Old
World, and his band of scouts became in demand.
When Skarloc and his companions returned to the Skarloc decided that working with different general, in
Loren Forest, they presented the artefact to the Forest different lands would give him insight on the working
King. He was taken be the bravery and initiative that of the enemies of Loren thus allowing his scouts better
Skarloc has shown by returning the Casket of Kern to defend their homeland. From that day forward,
his people. The Forest King had announced that Skarloc's Scouts have worked for different Counts of
Skarloc would be the defender of the casket, and he the Empire, Merchant Princes of Tilea, and other
would be put in command of band of scouts defending Dukes of Bretonnia. They always send whatever they
the outskirts of the Loren Forest. The casket was do not need to the Forest King; to whom they are
fashioned into a banner, and he and his companions left viciously loyal.
to meet the scouts.
Skarloc is known both within and beyond the Forest of
The Wood Elf scouts that would become known as Loren. Leading a band of Scouts he often ventures far
Skarloc's Scouts of gained a name for themselves when into the lands surrounding the Wood Elf realm to gain
defending the southern Loren forest from the Orcs of advance warning of impending threats.
the Broken Skull tribe. Skarloc and his scouts were the
only regiment in the area at the time the Broken Skulls Skarloc is skilled in the interpretations of tracks and
attacked. The story says that Skarloc and his scouts, portents and will sometimes even warn the Bretonnians
prepared to meet the charge of the 200 plus Broken if he finds signs of their common enemies. Thus he has
22
become a trusted friend of many Bretonnian barons and and intimidating. He is known by friend and foe alike
is welcomed at their castles, especially when he brings as the "Laughing Warrior', for in the heat of battle, as
the excellent venison of Loren! It is usually Skarloc he leaps and bounds across the battlefield, he laughs
who acts as the emissary of the King and Queen in the with the joy and exhilaration of the fight, slaying his
Wood and he it is who is sent to escort friends through foes with almost contemptuous case. His wild and
the forest to the King's Glade. ululating cry is often the last thing that the enemies of
the Loren hear as they are ambushed by Skarloc's
Skarloc not only knows the Forest of Loren, but also company, their bones to mingle with those of countless
has intimate knowledge of other great forests in the Old others.
world acquired during his scouting expeditions. It is As a Wardancer, Glam receives +1 Strength when he
even said that there are small bands of his kin secretly charges. In addition, he may choose one of the
dwelling in many forests utterly unbeknown to the following Shadow Dances of Loec at the start of each
rulers and peoples of these lands. They are undoubtedly round of combat:
there not only as Waywatchers but to befriend and • Whirling Death: Killing Blow
protect any Treemen or Dryads who may still dwell • Storm of Blades: +D3 Attacks
there. Skarloc's men have been known to turn up • The Shadows Coil: 4+ Ward save
unexpectedly on many a far flung battlefield, • Woven mist: Always Strikes First
screaming out of the trees to aid those ambushed or
surrounded in the woods by Orcs or other vile foes. Kaia Stormwitch: Kaia is the beautiful young
daughter of a powerful Wood Elf Mage. Against her
THE REGIMENT father's wishes she ran away to seek the thrills to be
had with Skarloc's wandering company. She bears aloft
CAPTAIN: Skarloc 'The Hooded One'. the Valourous Heart Standard, an archaic and much
respected totem by the people of the Loren. Know as
BATTLE-CRY: Since they rely on guerilla warfare "The Stormwitch", she brings fiery death and
and sneak attacks, the scouts have no battlecry. destruction upon the enemies of the Wood Elves.
Kaia may cast the spell Urannon’s Thunderbolt like a
APPEARANCE: The scouts wear leather surcoats bound spell (power level 3).
over their chain mail, in various shades of green and
Araflane Warskald: Araflane follows the normal
brown for camouflage.
rules for musicians. An old Wood Elf trick to scare off
men and Orcs was make horns that sound like a
POINTS: Skarloc plus nine Archers, including Glam monsters cry. The great bronze horn Arafland carries is
the Laughing Warrior, Kaia Stormwitch the Standard extremely well crafted and causes Fear in non-Elves.
Bearer Araflane Warskald the Musician, cost a total of
275 points. This is the minimum size of unit you can MAGIC ITEMS:
hire. The regiment may be enlarged by adding extra
Runesword of Darkwood
Archers at a cost of 15 points each.
Skarloc found this sword in the darkest part of the
Loren wood. There are runes on that sword that even
M WS BS S T W I A Ld
the oldest of the Wood Elf Mage Lords cannot
Skarloc 5 6 6 4 3 2 7 3 9
decipher, one believes that the ancient race know as
Glam 5 6 4 3 3 1 6 2 8
Zoats may have forged the weapon.
Kaia 5 4 4 3 3 1 5 1 8
Arafland 5 4 4 3 3 1 5 1 8
Magic Weapon. This weapon gives Skarloc the Always
Archer 5 4 4 3 3 1 5 1 8
Strikes First and Armour Piercing special rule.
UNIT SIZE: 10+ Valourous Heart Standard
The Valourous Heart Standard incorporates a heart-
EQUIPMENT: The unit is equipped with hand shaped casket holding the ashes of a legendary Elven
weapons and long bows. Glam is equipped with two hero, Kern son of the goddess Torothal. He was
hand weapons. believed to be the son of the elven goddess Torothal.
Somehow, it ended up in the hands of the very corrupt
TROOP TYPE: Infantry. Border Prince. The Border Prince was slain by Glam
and they took the standard.
SPECIAL RULES: Skirmishers, Scouts, Forest
Strider, Asrai Archery Magic Standard. The spirit of Kern has a hardening
affect on the scouts, which allows them to hold out
Glam the Laughing Warrior: Glam is the regiment's against incredible odds. To represent this, Skarloc's
Wardancer Champion, a fearless guardian of the forest Archers are always Steadfast as long as they have at
tracks. He sports a huge mane of red hair, which he least one complete rank of five or more models.
coats with fat to make it stand on end and look proud
23
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.
Taking a dragon-headed post from his father's deathbed Prince Ulther has scouts lead his warriors over the
as his standard, Prince Ulther accepted the obligations mountains to ambush and annihilate their enemies,
bestowed upon him. He refused to accept the title of conduct raids on villages, and terrorise their populace.
King until he could be crowned like his ancestors in the Prince Ulther and his Dragon Company press the attack
Great Hall of Karak Ungor. King Ulfar passed on to when they have the advantage. They will also use the
join his Ancestors, secure in the knowledge that his son terrain to withdraw from larger forces after inflicting as
would carry on the task of liberation. many casualties they can while minimizing their own
losses. The Dwarf warlord has no intention of battling
By Dwarf standards, Prince Ulther is young and superior forces in a pitch battle, preferring to choose
impetious. He and his elite Dragon Company conduct a the ground and circumstance where his chances of
rather unorthodox campaign, hunting greenskins and success are favourable.
Chaos Dwarfs through the mountains using guerrilla
tactics instead of the formal battlefield operations of When the occasion arises and it suits his purposes,
most Dwarf forces. Attacking by surprise whenever Prince Ulther will join forces with other Dwarf
they can, the Dragon Company's pistols and crossbows warbands and armies to battle their enemy. There are
administer a devastating first attack, sowing panic and even circumstances where Ulther will ally his band
confusion in the enemy ranks. The Dragon Company with the Imperial army.
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.
27