Warhammer: Regiments of Renown

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An unofficial updated expansion for Regiments of Renown for use in Warhammer. For the latest updates, visit http://warhammerarmiesproject.blogspot.com/ and http://dogsofwaronline.com/forum/forumdisplay.php?fid=28

Transcript of Warhammer: Regiments of Renown

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REGIMENTS OF RENOWN

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CONTENTS

INTRODUCTION ......................................... 4

Army Special Rules .......................................... 5

The Alcatani Fellowship ................................... 6

Al Muktar's Desert Dogs ................................... 8

Anakonda's Amazons ...................................... 10

Asarnil the Dragonlord .................................... 12

Beorg Bearstruck and the Bearmen of Urslo ..... 14

The Birdmen of Catrazza ................................ 16

Braganza's Besiegers....................................... 18

Bronzino's Galloper Guns................................ 20

The Cursed Company ..................................... 22

The Giants of Albion ...................................... 25

Golgfag's Mercenary Ogres ............................. 29

Gotrex and Felix ............................................. 31

Leopold's Leopard Company ........................... 34

Long Drong's Slayer Pirates ............................ 36

Lumpin Croop's Fighting Cocks ...................... 38

Malakai Makaisson's Goblin-Hewer ................ 40

Marksmen of Miragliano................................. 42

Mengil Manhide's Manflayers ......................... 44

Oglah Khan's Wolfboyz .................................. 47

Pirazzo's Lost Legion ...................................... 49

Ricco's Republican Guard ............................... 51

Ruglud's Armoured Orcs ................................. 53

Tichi-Huichi's Raiders .................................... 56

Vespero's Vendetta ......................................... 59

Voland's Venators .......................................... 61

The Witch hunters .......................................... 63

FOR HIRE .................................................... 65

PRODUCED BY DOGS OF WAR ONLINE

Updated by: Mathias Eliasson, Mathew

Weiss and Bill J. Wilson.

Cover Art: Karl Kopinski.

Art: John Blanche, Alex Boyd, Wayne England, Des Hanley, Toby Hynes, Nuala Kennedy, Paul Smith, John Wigley, Winona Nelson, Daarken,

Warhammer Online. Book Design: Mathias Eliasson. Editing: Mathias Eliasson. Original Book: Nigel Stillman, Anthony Reynolds, Andy Hoare,

Gav Thorpe, Tuomas Pirinen, Rick Priestley. Feedback and Playtesting: Damian Caulfield, Matthew Trindall, Baumann, Zark the Damned, EdSteiner, tarastop, Akbar, number9, KingGarland, Grim Squeaker, Stefan Wolf.

Special Thanks To: Stefan Wolf, Joseph Kagann, and all the players that have contributed with feedback and ideas.

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

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2010, 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 these units can often be

found fighting for many different armies, as long as the

pay is good!

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.

Regiments of Renown 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 Regiments of Renown 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 Regiments of Renown 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.

In this book, you will find rules and background for

including these most famous of mercenary units, as

well as options for including them into your

Warhammer army.

FIND OUT MORE While the Warhammer Expansion: Regiments of

Renown contains everything you need to play the game

with these units, there are always more tactics to use,

different battles to fight and painting ideas to try out.

You can find articles specific to the Dogs of War on

our website:

www.dogsofwaronline.com

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ARMY SPECIAL RULES

All named models (except for Standard Bearers, and

Musicians) in a Regiment 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.

THE MERCENARY ARMOURY

PIKE Pikes are the infantry weapon of choice in Tilea. Twice

as long as a normal spear and longer than a

cavalryman‟s lance, the front of a unit of pikes is an

impenetrable wall of steel.

Range Strength Special Rules

Combat As user Requires Two Hands,

Fight in Extra Ranks (3)

When being charged to the front by Cavalry,

Monstrous Cavalry, Monsters or models that cause

Impact Hits, models armed with pikes gains +1 to their

Strength against said troop types in the following Close

Combat phase.

LIGHT CROSSBOW Essentially a hand held version of the crossbow, this

weapon's exquisite construction increases the tension

in the cord when cranked, thus making it a worthwhile

addition to any warrior's arsenal. Better still, given its

small size, it's an ideal weapon for horsemen, who can

keep one hand on the reigns of their mount while firing

at enemies.

Range Strength Special Rules

16" 4 -

PAVISE Used heavily by Braganza's Besiegers, a Free

Company operating in Tilea, these special shields are

designed to protect crossbowmen from ranged attacks

while reloading. Unlike normal shields, the pavise

provides a good amount of cover. To use it, the

crossbowman props the shield in front of him.

The Pavise grants a 5+ armour save against ranged

attacks to the unit‘s front, which may be combined

with other armour as normal.

FULL PLATE ARMOUR The Tileans learned the techniques for forging plate

armour from the Dwarfs, and though it's not as high in

quality as Dwarf-forged armour, it is serviceable

enough for Tilean nobles. Normally, only the

mercenary lords can afford these full plate armours,

and even then, they often have a haphazard

appearance.

Full plate armour gives the wearer a 4+ armour save.

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THE ALCATANI FELLOWSHIP

Miserable do-gooding, no-account, back-stabbing, underhand… „s getting‟ so an honest landlord

can‟t even relieve a bunch of farmers of their crops without someone stickin‟ their ugly noses in.

Bunch of lousy, dog-breath… NO I HAVEN‟T ANY LAST WORDS. Last words of Bernado „the rat‟

It was with some desperation that Roderigo

Delmonte surveyed the ruins of his crop.

Yesterday he had stood upon the same spot and

admired the unfolding acres of Alcatani ripening

in the hot Tilean sun. today, where once had

grown apples and citrus, vines and olive trees,

there was nothing but charred stumps smouldering

upon a ravaged landscape. The passage of El

Cadavo‘s rampaging army had left him an

impoverished and broken man. The agricultural

efforts of a long and hard life had proven utterly

and cruelly fruitless.

The life of a farmer, even a wealthy landowner,

was never an easy one in the war-torn land of

Tilea. When Roderigo Delmonte found himself

Alvarez: I don't know why we keep fighting for poor peasants who've got no money?

Roderigo: Ha! Rich Princes with plenty of gold always say `I'll pay you after the battle'. Then after the battle they forget to pay us!

Alvarez: You mean just like poor peasants?

Roderigo: No, not like poor peasants. Remember last year when we fought for the village of Scintio? They were honest enough to say that they had no money to pay us before the battle even started.

Alvarez: Yes, but we fought for them anyway!

Roderigo: Well remember that scruffy peasant who was hanging round my tent this morning?

Alvarez: I can stiff smell hint! What did he want? Another free battle?

Roderigo: He came to express the gratitude of the villagers of Scintio.

Alvarez: Very nice, but how much breakfast will that buy?

Roderigo: Not much, but he also left us two sacks of goat cheese... and this sack of gold pieces!

destitute he embarked upon the only course of

action that remained to him: he became a soldier.

His workforce, faced with the unappealing option

of starvation, signed up without question. In

Remas, Roderigo sold his last and favourite mule

and with the proceeds bought some shoddy

armour, a few second-hand helmets, and a batch

of slightly bent pikes. With a bit of elbow grease,

a few hammer blows, and the aid of a steaming

kettle, Roderigo‘s mean set about preparing

themselves for their first battle. By the time they

had finished they didn‘t look bad!

The Alcatani Fellowship‘s first job was not

particularly glamorous or lucrative – escorting a

consignment of dung to a rhubarb grower outside

Remas – but soon Roderigo began to gain a

reputation for reliability. The rich and successful

were prepared to pay top-prices for the best

troops… but for every rich merchant there were

ten small scale operators who couldn‘t afford the

services of the more expensive mercenaries. The

Alcatani Fellowship found a niche!

Despite its rather modest origin the Alcatani

Fellowship has proven itself on more than one

occasion. Their first battle more or less set the

trend. The villagers of Buccolia, a small vine

growing community in the lee of the Apuccini

Mountains, found themselves terrorized by a

particularly nasty gang of Orcs. These greenskins

had come to Tilea as mercenaries, but had proven

so unreliable and untrustworthy that no one would

employ them. So they became bandits instead,

raiding small farms and villages and generally

making life miserable for poor, hard-working

village folk. In Buccolia the villagers pooled all

their savings to hire mercenaries to help them, but

sadly no one was willing to work for seven ducats,

three farthings, and a goat. Even the money

lenders refused to deal with them.

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Rod-rigo, Rod-rigo, marching through the land Rod-rigo, Rod-rigo, with his honest band Feared by the greedy Loved by the needy Rod-rigo, Rod-rigo, Rod-rigo!

When Roderigo Delmonte heard of their plight he

was angered and indignant! The villagers‘ story

was a familiar tale of honest hard-working folk

(rare enough in Tilea) unable to find justice

because they were poor and powerless. Roderigo

knew this tale very well indeed. Although he had

not exactly grown rich as a mercenary, what he

had was enough, and so he decided to help the

desperate villagers. The Alcatani Fellowship

arrived in the dead of night, after a long march in

the pouring rain. From the roadside they could see

the smouldering torches of the Orc raiders as they

climbed down the slopes behind the village. Tired

and hungry as they were, the valiant pikemen

prepared for battle. It was quite a surprise for the

Orcs. They had expected helpless grovelling

peasants. Instead they found themselves

confronted by grim faced men with steel-tipped

pikes, who fought with the determination of the

possessed! After a short struggle the Orc raiders

lay dead and scattered. Roderigo had triumphed.

In return he asked for no money – but only the

thanks of the villagers. This, the villagers were

more than willing to give!

Since that day, the Alcatani Fellowship has fought

many battles, for many masters, including many

of the richest and most famous mercenary

generals in Tilea. But even today they are willing

to fight for the poor and helpless at rates which

are far below those of most mercenaries. Although

he may never be rich himself, amongst the

common people of the countryside Roderigo

Delmonte is the most popular mercenary captain

in the land. He is cheered and greeted wherever he

goes and stories of his unselfish deeds are told

around the hearths of simple country folk

throughout all Tilea.

THE REGIMENT

CAPTAIN: Roderigo Delmonte.

MOTTO: The Cut-price Cut-throats You Can

Afford!

BATTLE-CRY: Yes!

APPEARANCE: The Alcatani fellowship wear

simple, some might say cheap, armour and red crested

helmets of unfashionable design. Their clothing is

simple, practical, and somewhat threadbare. They carry

sturdy steel-tipped pikes.

POINTS: Roderigo Delmonte plus nine Pikemen,

including a Standard Bearer and Musician, cost a total

of 95 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Pikemen at a cost of 5 points each.

M WS BS S T W I A Ld

Roderigo 4 4 4 4 3 2 4 2 8

Pikeman 4 2 2 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Pike and light armour. Roderigo is

equipped with two hand weapons and heavy armour.

TROOP TYPE: Infantry.

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AL MUKTAR'S DESERT DOGS

We never had a chance, sir. They came out of nowhere. Before we could turn they were in among

us, shouting their chilling battle-cries as they cut us down. It‟s true we ran from them sir, but these

were not men – they were demons on horseback. The mercenary Gunter Friesheim, explaining his part in the infamous Rout of Rifraffa

Young Werner

Glook was sent

by his parents to

an exclusive

school in

Marienburg – a

common fate for

children of rich

and famous

parents who

couldn‘t be

bothered to raise

their offspring for

themselves. As a

consequence,

childhood was a

lonely and deeply unhappy time for him. The school

masters beat him frequently and the older boys adopted

him as their personal slave. Werner lived in constant

anticipation of a sound thrashing. He learned to endure

things by immersing himself in dreams of foreign

travel and exotic lands.

Years later, Werner Glook stepped from a Tilean

merchant ship onto the harbor of Lashiek – City of the

Arabian Corsairs. His eagerness to travel the world had

brought him to the greatest city in Araby. Swarthy-

skinned boys dressed in rags scampered about his feet,

offering to carry his bags and attempting to pick his

pockets.

He sent them away with a single word of command.

The boys gawped in amazement and ran away quickly.

They did not expect a blond haired, blue-eyed stranger

to speak their language – let alone to be so familiar

with the coarse vernacular of Araby. Perhaps he was no

ordinary stranger at all, but the mysterious Al Muktar –

the Chosen One – whose coming was foretold that very

year!

Werner knew nothing of this old legend. He was

gratified to find the people of Araby friendly and

generous – at least once he had spoken to them after

which they generally stopped trying to steal his

belongings. The word began to spread through the city.

Werner remained oblivious to his growing fame.

One day he decided to undertake a journey out into the

desert to see some famous ruins. He hired guides and

camels, and set out eastward. After three days the

caravan was attacked by bandits. Werner‘s guides ran

off as soon as the bandits attacked, except for blind Ibn

the beggar boy who didn‘t realize what was going on

until too late, and then ran in exactly the wrong

direction and was easily caught. Werner, being to

obstinate to flee, was capture after a fierce fight in

which he gave a fine display of fist fighting – a skill

learned by necessity in his school days.

The bandits‘ leader was Sheikh Ahmed Shufti, a

squint-eyed son of the sand, dressed, like his warriors,

in voluminous flowing robes. The Sheikh had never

seen an Old Worlder before, but was impressed by his

captive‘s pluck! The Sheikh decided to stake out

Werner in the desert and beat him to death slowly over

several days. Whilst they were entertained by his cries

and pitiful pleading, the bandits would roast one of the

camels.

After three days of torture and no water, Werner had

uttered not one cry of pain and the only words he had

spoken were to defy his captors and curse their closer

relatives. The Sheikh was impressed, and his men were

getting a bit nervous. Surely no ordinary man could

endure such pain. They were not to know that Werner

was used to beatings, having suffered far worse at the

hands of his fellow pupils at school. Once they had

hung him for three days in the flue of the great

chimney in the headmaster‘s study… he had not

uttered a word then either, not even when old

Meistergriek had lit the fire to warm his old bones.

Werner could hear the bandits muttering about ‗Al

Muktar‘, but he had no idea that it meant ‗the Chosen

One‘. ‗Al Muktarrrr‘ he cried as loudly as he could.

The bandits, who were huddled around their camp fire,

had grown scared of the Old Worlder after Ibn had told

them about the legend and various wonderous things he

had supposedly done in Lashiek. Also, things had

begun to mysteriously disappear, mostly small valuable

possessions, and Ibn was careful to explain that this

was a sure sign that the bandits had fallen under Al

Muktar‘s curse. Consequently, when they heard

Werner‘s cry they threw themselves to the ground

wailing and crying, ‗Al Muktar… Al Muktar… forgive

us‘.

Needless to say Werner did forgive them. In fact he

became one of them – the life of a desert warrior

sounded adventurous and exciting. He abandoned his

old name, clothes, and habits and became Al Muktar.

Soon the bandits were known and feared all along the

coast of Araby. They became renowned as the Desert

Dogs – horsemen of unparalleled ferocity wielding

mighty scimitars of gleaming steel. Their battle-cry of

‗Al Muktar‘ became feared throughout the land.

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Soon, the Desert Dogs became such a nuisance that the

Sheikh of Lashiek was compelled to hire them by

means of large bribes. At first he sent them eastwards

to fight the Undead. Al Muktar very much enjoyed

travelling the land of the Undead, but the Desert Dogs

grew restless, and soon he led them northwards through

the Badlands and into the Border Princes. The dashing

horsemen proved ideally suited to the fast, mobile kind

of warfare in the pioneer country, and Al Muktar was

soon as famous in the frontiers of the Old World as he

was in Araby!

Only the continued disappearance of small but valuable

items from the pockets and saddlebags of the Desert

Dogs continued to trouble the warriors. Plainly they

must fight harder and more loyally to end the curse that

their mistreatment of Al Muktar had invoked.

THE REGIMENT

CAPTAIN: Al Muktar – Son of the Desert.

MOTTO: The Desert Dogs have two famous mottos.

There is the official version favored by Al Muktar

himself, ‗Mighty are the Muktarhin!‘ and then there is

the less righteous version often employed by Sheikh

Ahmed Shufti, ‗Desert Dogs Run Faster Because the

Trees are Farther Apart.‘

BATTLE-CRY: Al Muktar!

APPEARANCE: The Desert Dogs ride white horses

and are swathed from head to foot in voluminous cloth

to protect them from the fierce desert sun. They insist

on wearing this clothing regardless of the climate they

find themselves in, or whatever time of day or night it

happens to be. All that can be seen are their eyes and

hands.

POINTS: Al Muktar, Sheikh Ahmed Shufti, Ibn the

Standard Bearer, a Musician and one Rider cost a total

of 190 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Riders at a cost of 12 points each.

M WS BS S T W I A Ld

Al Muktar 4 5 5 4 4 2 5 3 8

Shiekh Shufti 4 4 3 4 4 2 4 2 8

Ibn 4 1 1 3 3 1 3 1 6

Desert Dog 4 3 3 3 3 1 3 1 7

Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

EQUIPMENT: Hand weapon & shield. The Sheikh

carries the Scimitar of Dakisir – heirloom of his tribe.

The Black Banner is carried aloft by Blind Ibn the

beggar boy, who cannot see the peril he is in and so is

always at the forefront of battle.

TROOP TYPE: Cavalry.

SPECIAL RULES: Fast Cavalry, Ambushers.

Daemons on Horseback: The combination of the

Desert Dogs‘ surprise attacks and their chilling battle-

cries is enough to unnerve even the bravest of soldiers.

The Desert Dogs cause Fear on any turn in which they

charge.

MAGIC ITEMS: Scimitar of Dakisir (Magic Weapon)

This scimitar is an heirloom of the tribal sheikhs of the

Desert Dogs. It was forged centuries ago in the Kasbah

of Dakisir, long ago sacked and ruined by the Undead.

The blade is decorated with magical texts inlaid in

gold.

The Scimitar of Dakisir gives Sheikh Ahmed Shufti +1

Strength. When charging, this is increased to +2

Strength.

Black Banner of the Muktarhin (Magic Standard)

Carried by Blind Ibn the beggar boy, this banner is an

heirloom of Al Muktar‟s family.

The Desert Dogs add +D3 to their combat resolution.

Roll at the end of each close combat.

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ANAKONDA'S AMAZONS

“The jungle seemed to have come to life, raining arrows on us. Those, who didn't die instantly, soon

sank screaming to the ground, having heavy convulsions and foamy mouths. In my desperate

situation I seemed to see things which didn't belong to that place. Suddenly a beautiful woman was

standing right in front of me. She smiled gently, only to draw a dim glowing dagger from beneath

her belt. This wasn't a dream!” Marcello Bertolucci in the lunatic asylum of Remas, telling about his travels to Lustria

The jungles of Lustria hold many secrets. Explorers

maintain dubious tales of ancient weapons of power

and tribes of the deadly warrior women known as

Amazons. Such stories, however mocked by the

academics of the Old World, are not without truth.

Some are so old they pass into legend, becoming part

of jungle lore, like Anakonda and her Amazons.

Anakonda and her Amazons are warrior women of the

savage, yet noble Amazonian Sisterhood. The origins

of the warband and how many of these warriors exist is

unknown for they have remained hidden for many

years in Lustria's jungles.

What is known from the collected journals and

rambling testimonies of various explorers lucky

enough to have survived prolonged contact with them,

is scant. It is believed they take their names from the

jungle beasts with which they share their lands. These

names are tied into strict ritual and one scholar has

theorised that totemic identities are granted after a

physical trial akin to a rite of passage. Anakonda, their

leader, is known as such after she wrestled a huge

snake, slew it and flayed its skin to wear as a trophy

and record of her deed. Other warriors in the warband

have performed similar feats and are named

accordingly.

Humming Bird has the honour of bearing the standard

of the Amazons, an unusual banner adorned with

plucked feathers. These decorations are taken from

exotic birds held sacred by the Lizardmen. While no

single deed distinguishes Humming Bird, her general

prowess is second only to Anakonda herself and the

special banner she carries is a proclamation of this.

Pirrana, another of Anakonda's closest sword-sisters,

was so named after she was captured by a band of

Skinks. The diminutive Lizardmen planned to sacrifice

the brave Amazonian in a pond in which a giant

piranha fish dwelled. A furious battle ensued in which

the water in the pond ran red with the giant fish's

blood. Like her leader, Pirrana took the skin of the

dead fish as a trophy and now wears it like armour. She

also gutted the beast as a warning to the other denizens

of the jungle. In so doing she found a large conch shell

in its stomach. This giant conch shell now acts as

Anakonda's Amazons' war horn, which Pirrana, as the

band's musician, blows in battle to warn her sisters of

the approach of enemies.

Tales of Anakonda first reached Old Worlders on

Lustria when a band of Tilean explorers became lost in

the depths of the jungle and were set upon by Skinks.

Deadly poison darts spat out of the trees, taking a

heavy toll upon the hapless men, but when death

seemed assured, the Skinks scattered. Out of the

darkness the Amazons emerged.

As a charged calm descended, it wasn't clear whether

the Tileans had been saved or were destined for a much

worse fate. The quick-witted leader of the band, Enrico

Baggio, recognised the delicacy of their predicament

and persuaded the Amazons to help them out of the

jungle with the promise of gold and some cheap beads!

It cost Enrico and his band their entire haul of loot for

their safe passage. They got to their boats and Enrico

vowed never to return.

Recently, the Tilean captain El Baddo claimed to have

procured the services of Anakonda and her Amazons to

ambush a band of Dwarf adventurers. The

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unscrupulous Tilean wanted to prevent the Dwarfs

reaching the lost temple of Toca before he did. This

required much gold, and was a mere taster of the true

cost. For after the Dwarfs were betrayed and

ambushed, the Amazons treacherously attacked El

Baddo. Although he miraculously survived, the price of

Amazonian help was dear in both coin and blood.

It seems that the Amazons have not quite grasped the

idea of being mercenaries. They fight for themselves

and care little for anyone else. If anyone pays them

gold to fight, it just shows the Amazons how weak they

are! So be warned, if the Amazons accept your gold, it

doesn't mean that they won't come back and sacrifice

you later...

THE REGIMENT

CAPTAIN: Anakonda.

MOTTO: The Old Ones left us the sacred places in

the jungle, and we know how to preserve and defend

them!

BATTLE-CRY: Men are no match for us!

APPEARANCE: Amazons are fierce fighters.

Clothed in the flayed hides of Skinks, many bearing

animal-headed masks, they are a fearsome sight. Some

dye their hair in myriad colours reminiscent of the

exotic birds of the jungle, and raise it with resin and

sap to mimic a Skink's crest. The Amazons' skin is

tanned from the tropical sun, and they wear animal tails

and the long feathers of tropical birds from waist belts.

Awarded for feats of valour in battle, the more

magnificent the tail, the higher the status of the warrior.

Amazons are adorned with all manner of gold, bangles,

anklets, rings and other trinkets that they have claimed

from their enemies as battle trophies. Understandably,

most of these are Lizardman in origin.

POINTS: Anakonda and 4 Amazons, including

Humming Bird the standard bearer and Pirrana the

musician, cost a total of 140 points. This is the

minimum unit you can hire. The regiment may be

increased by adding more Amazons at 10 points each.

M WS BS S T W I A Ld

Anakonda 4 5 5 4 4 2 5 3 8

Humming Bird 4 4 3 3 3 1 3 2 8

Pirrana 4 4 3 3 3 1 3 2 6

Amazon 4 3 3 3 3 1 3 1 7

UNIT SIZE: 5+

EQUIPMENT: Blades of the Ancients and Skink

hide (counts as light armour).

TROOP TYPE: Infantry.

SPECIAL RULES: Skirmishers, Scouts, Forest

Striders.

BLADES OF THE ANCIENTS The Amazons carry a special kind of weapon of

unknown origin, which they call the Blades of the

Ancients. These weapons are rumoured to be rare and

much sought after High Age artefacts. Despite their

vast age they are still powerful, the gems set within

them said to blaze with the captured fires of a falling

star. They project a shield of arcane energy around the

wearer, and the Amazons can point the Blades at the

enemy and unleash the very flames of the sun itself.

Range Strength Special Rules

Combat

12"

+1

4

6+ Ward save,

Quick to Fire

HIGH AGE ARTEFACTS

The sacred places of the Lustrian jungles hide many strange and valuable artefacts. Invaders seek such items because they are made from gold or gemstones, others because they hold

power that mages may draw upon. Some are covered in mysterious texts said to be the script of the gods themselves, and scholars covet these above all others. Of the utmost rarity are the weapons of the so-called High Age. These can be staffs, rods, blades and various other shapes, and many are more deadly than any other weapon known to the world. Some High

Age weapons project shimmering bolts of light, others propel small missiles many hundreds of metres that bury themselves within the flesh of their targets, only to explode, ripping it

apart in a shower of gore. Such items are highly valued, more than the most potent of magical artefacts, and are the subject of legend among scholars. Entire armies have been

raised at the mere hint that such a weapon may be found, and any cost will be paid just for the chance of acquiring one. To date, only the Amazons have been witnessed bearing such weapons, and it can only be hoped that no invader gains the power of a High Age artefact.

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ASARNIL THE DRAGONLORD

Victory was finally within our grasp. Then, without warning, a vast green Dragon fell from the skies

to bar our way. Its teeth were like scythes, bilious green fumes leaked from its nostrils, and on its

back rode a proud warrior. This was the first we saw of Asarnil. Extract from „The glorious adventures of Gunter Friesheim‟

The Legend of Asarnil the Dragonlord is known

throughout Ulthuan. Asarnil was the son of Aserion,

the hero of a thousand battles. From his earliest years

Asarnil was brought up in the martial traditions of

Caledor. He became a great warrior and one of the few

Elves still able to rouse the Dragons who slept beneath

the mountains of the High Elf realm.

His companion, Deathfang, was one of the greatest

Dragons that the Princes of Caledor could still wake

from their deep slumber. Together they were all but

invincible, and their fame reached far beyond the

boundaries of Caledor.

During the Great War Against Chaos, Asarnil fought

with distinction alongside his brother Dragon Princes.

Asarnil commanded them in battle, and it was because

of him that Caledor was not overrun during those dark

times.

After the Battle of the Finuval Plains, Asarnil had been

ordered to link up with the High Elf forces marching

from Lothern. Once the Dragon Princes arrived, the

combined forces of Lothern and Caledor could destroy

the last major Dark Elf force in Ulthuan.

But before Asarnil could fly to the Phoenix King‘s aid,

word came that Caledor itself was under attack. Under

the command of Asarnil, an entire flight of the

Dragonriders sped back through the skies to protect

their homeland. In a brilliant assault the Dragonriders

of Caledor swept the Dark Elves to the sea, and

Caledor was saved. Triumphant, Asarnil headed back

towards the rendezvous with the Phoenix King,

confident that great rewards and honour awaited him

upon his arrival.

On hearing that his orders had been disobeyed, Phoenix

King Finubar became angry. If his troops had come

under attack without the support of the Dragon Princes,

they would have faced destruction. When Asarnil and

his fellow Dragonriders arrived at the Phoenix King‘s

camp, no parade awaited them. Instead, Asarnil was

summoned before the Phoenix King himself. Enraged,

Asarnil declined and swore that he was no longer a

subject of the crown of Ulthuan. The response of

Finubar the Seafarer was quick and harsh. Asarnil

would be stripped of his title and lands and banished

from Ulthuan, unless he would face the Phoenix King‘s

justice. Proud to the last, Asarnil declined.

Asarnil was now a Prince without a domain, a lord in

exile. He gathered his weapons and armour, mounted

Deathfang, and left the blessed island of Ulthuan.

Asarnil headed towards the old ruins of an Elf city in

the south of the Old World. He found that humans now

inhabited the land. His Dragon descended in the city of

Remas in the land of Tilea, much to the dismay of the

citizens. However, the Prince of Remas realized that

such a mighty ally would give them the advantage they

needed in their war. He immediately hired the services

of Asarnil for the war Remas was waging against the

city of Miragliano.

With the help of Asarnil and the awesome might of

Deathfang, Remas decisively defeated their rivals and

brought the war to a successful conclusion. Indeed,

such was the terror inspired by Deathfang that most of

the men of Miragliano threw down their arms and fled

from the field without a battle! In the naval battle of the

Siren‘s Rocks, Asarnil and Deathfang destroyed

Miragliano‘s entire fleet, and ended the city‘s

supremacy at sea.

Since those days the proud banner of Asarnil has flown

over countless battlefields in the Old World. Only the

greatest Princes can afford the exorbitant fee of the

Dragonlord, but a general calling upon Asarnil is

almost guaranteed to be victorious.

In his heart of hearts Asarnil still dreams of returning

to Caledor in triumph with the riches he has won, but

for now his lance and sword are for hire.

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ASARNIL AND DEATHFANG

CAPTAIN: Asarnil the Dragonlord.

MOTTO: Victory is a foregone conclusion.

BATTLE-CRY: ―Wahnil, wahnil!‖ is the battle-cry

of the Caledorians, calling for Vengeance and Death.

APPEARANCE: Attired in all the splendour of the

Dragon Princes of old, Asarnil and his Dragon are a

truly magnificent sight on the battlefield. Glittering

ithilmar armour and shining gems combined with the

sheer presence of the Great Dragon Deathfang are

unforgettable – if you survive to tell the tale.

POINTS: Asarnil and his mighty Dragon Deathfang

cost a total of 535 points. Asarnil is worth 145 pts

Deathfang is worth 390 pts.

M WS BS S T W I A Ld

Asarnil 5 7 6 4 3 2 7 4 9

Deathfang 6 7 0 7 7 7 2 6 9

UNIT SIZE: Massive!

EQUIPMENT: Hand weapon, lance, Dragon armour

and shield.

TROOP TYPE: Infantry (Character).

Deathfang: (Monster). Asarnil rides Deathfang, the

Dragon.

SPECIAL RULES (Asarnil): Always Strikes First.

Valour of the Ages: Asarnil is a High Elf and can re-

roll failed Psychology tests against Dark Elves.

SPECIAL RULES (Deathfang): Fly, Terror, Large

Target, Scaly Skin (3+), Breath Weapon (Strength

4, Flaming Attacks).

Dragon Tamer: The Elves of Caledor have a natural

empathy for dragon-kind that is recognised by all. If

Asarnil is fighting in close combat against another

Dragon then the enemy Dragon must take a Leadership

test before it attacks. If the test if failed, the Dragon

may not attack this turn. However, a Dragon will only

refuse to fight so long as it is not attacked itself. Should

the Dragon be attacked it will always fight back.

Dragonrage: Deathfang is Asarnil‘s loyal companion.

Should Asarnil be slain, Deathfang counts as having

rolled a 5-6 on the Monster Reaction table.

MAGIC ITEMS: Dragon Armour (Magic Armour) Asarnil wears an ancient suit of Ithilmar armour and

which has powerful enchants to protect its wearer from

harm.

Heavy armour. The Dragon Armour allows Asarnil to

re-roll failed armour saves. In addition, he gains a 2+

Ward save to all fire-based attacks.

Amulet of Dragonheart (Talisman)

This amulet was one of the potent artefacts made by

Caledor the Dragontamer for the Elven Dragon

Princes. It is said that the gleaming gem hanging

around Asarnil‟s neck is a stone found at the heart of a

mountain, blessed by Caledor the Dragontamer

himself. The dazzling light of the Amulet of

Dragonheart makes the shape of Asarnil and his

Dragon appears blurry and vague, as if glanced

through a haze.

All missile attacks against Asarnil and his Dragon

suffer a -1 to hit penalty.

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BEORG BEARSTRUCK AND THE BEARMEN OF URSLO

Lock your doors, bar your windows and hide your goats – the Bearmen are coming! If you have a

horse then flee, but don‟t try and run. They can smell your fear and they‟ll hunt you down like dogs.

Ever see what an angry bear does to a dog? The village elder‟s final advice

In Ursfjord in the

frozen north the

great hall of Urslo

is to be found. It is

built of great

timbers hewn from

mighty trees. In this

hall resides Beorg,

chieftain of the

Bermen of Urslo –

that is when he is

not raiding or

fighting!

When Beorg, son of Bran, cracked the skulls of

Uldsdau and Graill, twin sons of Huern, chieftain of the

tribe of the Wolf, the gods chose to show their

considerable favour. As Beorg threw himself upon his

enemies his back arched and split, his ribs cracked and

turned in upon his body, his face was consumed from

within by a snarling black muzzle. The gift of the were-

bear was upon him… the gift of the gods to the people

of Norsca he was Bearstruck.

Beorg is a were-bear of extraordinary power. When he

enters battle he turns into a savage bear of immense

size. This is a great and marvellous thing even amongst

the tribes of the north, many of whose people

spontaneously develop were-shapes in battle. Amongst

Beorg‘s folk, the tribe of the Bear, it is common for

warriors to sprout claws, snarling teeth, mane-like fur,

and bear-shaped muzzles. But alone of all his people,

Beorg carries the full shape of the Bear within him.

Only he is Bearstruck – the mark of lordship amongst

his people! Beorg was soon acknowledged as the

chieftain of his tribe, the Ursfjordings or Bearmen.

Like all savages of the northlands, Beorg despises the

weakness of lesser men! He cares nothing for the so-

called civilized lands that lie to the south. When the

Chaos armies of Warlord Archaon marched upon the

lands of the Empire Beorg gladly joined them. His

warriors had grown tired of easy conquests amongst

the tribes of the north! At the Battle of the Monoliths,

Beorg led his warriors against the army of Arch-Lector

Mannfeld of Nuln. The soldiers of the Empire were

horrified to find themselves confronted by men in half-

bear shape, snarling and tearing like the savages they

were! Amongst them all was the towering shape of

Beorg casting aside his foes with great swipes of his

claws, knocking heads from shoulders and tearing arms

from their sockets.

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15

After the battle Beorg realized that the lands of the

south offered plenty of opportunity for bloodletting and

savagery. His warriors fought their way through the

Empire, occasionally finding employment, but more

often living by pillage and robbery. Eventually the

Bearmen crossed the mountains and found themselves

in the Border Princes. This was a time of great battles

and much plundering – and Beorg‘s fame grew rapidly.

At night the Bearmen would sit around their camp

drinking as only the northmen can, and singing rousing

songs of their great adventures!

It was during one such session of drunken revelry that

the Bearmen were ambushed by Goblin bandits. Many

were shot with black arrows before Beorg strode

forward to snap the Goblin chief‘s neck like a twig.

During this battle Oerl the Young was struck by an

arrow which took out an eye and left a scar running

across his face. Despite his injuries Oerl held onto the

tribe‘s banner, the Bear of Urslo, an immense bearskin

slain by Bran to celebrate the birth of his son Beorg.

Beorg rewarded the young warrior with gold and the

honoured place in battle – by his side.

THE REGIMENT

CAPTAIN: Beorg Bearstruck.

MOTTO: The Dark Gods Bless Us.

BATTLE-CRY: Beorg and his men launch

themselves upon the foe with a mighty bear-like

growl… ‗Grrrrowwwwwww.‘

APPEARANCE: The Bearmen, like many of the

tribes of Norsca, are affected by the dark power of

Chaos. This has made them as much beasts as men and

all are touched with the mark of the were-bear to some

extent with shaggy hair, brutal ursine faces, massive

teeth, and slashing claws. They wear barbaric clothing

made of furs and held together with leather straps, and

they have wild, unkempt hair. Their iron helmets have

horns which make them look especially ferocious, and

many wear long shaggy cloaks made from wild bears –

often with the head or claws left on.

POINTS: Beorg and nine Bearmen, including Oerl

the Young (the Banner Bearer) and a Horn Blower,

cost a total of 275 points. This is the minimum size of

unit you can hire. The regiment may be enlarged by

adding extra models at a cost of 10 points each.

M WS BS S T W I A Ld

Beorg 4 6 0 5 5 3 3 4 8

Oerl the Young 4 4 3 4 3 1 4 2 7

Bearrnan 4 4 3 4 3 1 4 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, light armour and

shield. Beorg is a were-bear – he wears no armour and

fights with his claws and teeth!

TROOP TYPE: Infantry.

SPECIAL RULES: Frenzy.

MAGIC ITEMS: Bear Fang (Talisman)

This gigantic and ancient yellowed canine tooth is the

sacred talisman of lordship amongst Beorg‟s tribe.

Beorg wears it about his neck. The talisman wards of

blows that would otherwise harm its wearer.

The Bear Fang gives Beorg a 4+ Ward save.

Bear Banner (Magic Standard)

Oerl carries the tribe‟s totem into battle – an entire

bear skin whose grizzly head leers out from the top.

The skin‟s power is immense, driving the warriors into

a fury that is almost impossible to stop.

Beorg and the Bearmen of Urslo gains +1 to Hit in the

first round of close combat. This does not apply to any

other character joining the unit.

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THE BIRDMEN OF CATRAZZA

They came out of a clear blue sky, showering crossbow bolts onto our packed ranks. But before we

could react they‟d flown off only to return from a different angle, emptying their quivers into our

unprotected backs once more. Of course we surrendered. The mercenary Gunter-Friesheim, in his account of the Crookback Pass fiasco.

Daddallo was a well-known craftsman and windmill

builder in the city of Verezzo. He became obsessed

with trying to fly like a bird after he acquired some

lost manuscripts of Leonardo da Miragliano.

Inspired by the ideas these contained, he began

experimenting with flying devices. Only later did it

emerge that these manuscripts were clever forgeries.

However, by then it was far too late; Daddallo‘s

obsession had quite taken over his life, ousting any

vestige of common sense from his fevered brain.

Merchant Prince: They tell me t the Birdmen of Catrazza can capture any tower in Tilea, or for that matter the world. So if you can convince me that you can snatch the Orb of the Ancients from the Dread Tower of Dumio, you're hired!

Daddallo: 'Tis simple, my for& I have a cunning plan! First we buzz in low, hedgehopping for good measure. Then it's 'up and under' and in from the sun. Keeping an eye out for Archie' of course. Corkscrew and puff out, trying not to prang. Then the wingies will strafe. My number two is in and out and we're away!

Merchant Prince: Can yon say that again, more slowly?

Biggolo: (Whispers to Daddaffo) I don't think he understands our banter, old boy!

Daddallo‘s early attempts to fly met with no success.

His efforts caused much amusement among the

citizens who gathered in the piazza to watch him

jumping off various towers. Fortunately for him,

Daddallo‘s version of Leonardo‘s parachute was one

thing that did work!

Daddallo fell afoul of the powerful Batta family of

Verezzo when he plunged through the roof of their

country villa and landed in the marble bath of the

mistress of the house while she was bathing in it.

Quite apart from this impolite intrusion, Daddallo

landed on top of the captain of her bodyguard (who

for some reason or other was also in the same bath),

killing him outright. Daddallo was immediately

imprisoned in the leaning tower of Verezzo, to avoid

further embarrassment to the Republic.

Determined to escape, Daddallo whiled away the

days by ingeniously constructing a pair of wings

using bed sheets stretched over a framework of

wooden spindles cut from the furniture. Soon he was

ready to jump from his prison window, which had

no bars since it was so high up that it was thought no

one could escape! Daddallo‘s exit was rather

spectacular. Miraculously, he swooped over the

rooftops to freedom instead of plummeting to his

death in the piazza!

Flying into exile, Daddallo spent the whole of the

following year training a mercenary band of his

‗Birdmen‘. Only the best and thinnest marksmen

were chosen. This was so that the Birdmen could

shoot at enemy flyers even whilst they were flying

high in the air.

The Birdmen went into action for the first time at the

battle of Motta Zorella and snatched victory by

descending on the enemy general and carrying him

off into captivity. Daddallo‘s Birdmen were

immediately hired by Alfeo Romeo of Remas. Alfeo

was determined to rescue the beautiful Isabella

Dellecta from the bent tower of Catrazza, where she

had been shut up by here family until she agreed to

an arranged marriage to Grobbo, a rich, ugly, and

cruel merchant from Miragliano. Daddallo‘s

Birdmen succeed in this dangerous task despite a

number of marksmen guarding the tower.

Henceforth, the regiment took the name ‗Birdmen of

Catrazza‘, and is much in demand.

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17

THE REGIMENT

CAPTAIN: Daddallo

MOTTO: Those Magnificent Men in their Flying

Machines.

BATTLE-CRY: Tally Ho!

APPEARANCE: All the Birdmen are equipped with

wings made of canvas stretched over a light wooden

frame. This is strapped to their shoulders by means of a

harness that leaves both hands free to shoot the

crossbow.

In flight, the wings can be ‗flapped‘ by means of

stirrups attached to the feet. The Birdmen not only

glide through the air but can flap their wings to regain

height and vary their airspeed.

The Birdmen also wear grotesque masks with long

bird-like beaks instead of noses, much like those worn

for Tilean carnivals.

POINTS: Daddallo and four Birdmen cost a total of

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

hire. The regiment may be increased by adding extra

Birdman models at a cost of +15 points each.

M WS BS S T W I A Ld

Daddallo 4 4 5 4 3 2 4 2 8

Birdman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 5+

EQUIPMENT: Hand weapon and light crossbow.

TROOP TYPE: Infantry.

SPECIAL RULES: Fly, Ambushers.

Shoot on the Wing: The wings of the Birdmen are

flapped by means of stirrups on their feet. This means

that they have both hands free to load and shoot their

crossbows while flying. This in turn means that the

Birdmen can shoot while flying, and suffer no penalty

for shooting on the move unless they move on foot.

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BRAGANZA'S BESIEGERS

As they approached the castle our hearts sank. Braganza‟s men never lost or fled and we knew we

were doomed. Our captain began to explain how safe we were behind the walls, but a crossbow bolt

cut him short. No one wanted to be the next victim. The mercenary Gunter Friesheim, in his report on the capture of the „impregnable‟ Schloss Adlerberg

The ingenious Borgio "The Besieger", the Prince of

Miragliano, originally employed the famous regiment

of Besiegers, as a special siege unit on crossbowmen.

Borgio wanted marksmen who could pick off defenders

on the walls at close range in the face of hail of enemy

missiles, hold ramparts against assault, provide missile

support for sappers and miners, man siege towers and,

if need be, stand their ground against enemy units

sallying out of besieged fortresses. Braganza's troops

soon proved their worth in Borgio's many sieges and

turned out to be equally good as a rearguard in open

battle.

Having stormed, starved out or received the surrender

of pretty well every city and fortress that he ever

besieged, Borgio was well pleased with Braganza's

Besiegers and offered to find them work in return for a

cut of the profits. Braganza accepted Borgio's offer at

once, knowing full well that to refuse Borgio's kindness

was not only impolite but also a terminal course of

action.

Soon the Besiegers took ship for Tobaro where they

took part in the siege of the pirate stronghold on the

island of Cera-Scuro. Then they were hired by the

Dwarfs to help recapture a very strong Dwarf outpost

in the Badlands, which had been captured by Orcs.

Braganza was paid handsomely with a massive chest of

jewels and the regiment began the long trek back to

Miragliano through hostile territory to deliver Borgio's

agreed share of the loot (no one ever double-crossed

Borgio and lived!). They battled their way across the

Apuccinis in winter fought off Dwarf bandits, Orcs,

Beastmen, Empire robber knights, Tilean outlaw band,

renegade Bretonnian commoners who had

treacherously slain their lord, staving and extremely

desperate Halflings, even more hungry and desperate

Ogres, the notorious Red Company of Remas (whose

captain had a vendetta against Braganza) and various

others winning by forming a hollow square and

shooting them all down as they came.

On entering Tilea, they heard news that Borgio had

been treacherously assassinated and his mighty Dogs of

War army had either disbanded or split into factions

fighting in the streets of Miragliano. Braganza decided

to do the obvious thing and share out the jewels and

continue his career as one of the best mercenary

regiments to come out of Tilea. The Besiegers were

soon hired by Lorenzo Lupo, the Prince of Luccini and

sent to Sartosa where the waging war against on of the

many pirate chiefs on the island. Since then, the

Besiegers have fought for many masters in sieges and

open battles, always standing like a wall of steel and

adding to their legendary reputation.

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19

THE REGIMENT

CAPTAIN: Luka Braganza

MOTTO: Invincibility at No Extra Charge!

BATTLE-CRY: Borgio!

APPEARANCE: The Besiegers wear full-plate

armour in the exotic Miragliano style, and carry a large

pavise on a back-strap.

POINTS: Braganza and nine Besiegers cost a total of

190 points including Standard Bearer and Musician.

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

regiment may be enlarged by adding extra models at a

cost of +12 points each.

M WS BS S T W I A Ld

Braganza 4 5 5 4 4 2 5 3 8

Besieger 4 3 3 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, crossbow, full plate

armour and pavise. Luca Braganza is equipped with a

hand weapon, pistol, crossbow and full plate armour.

TROOP TYPE: Infantry.

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BRONZINO'S GALLOPER GUNS

Never seen anything like it in all my years. It ain‟t right, that‟s what. Guns are supposed to stay put,

not gallop off whenever you get anywhere near them. And firing while they‟re doing it is

outrageous! I‟m gonna file a complaint, that‟s what. It ain‟t right. Burkil Burkilsson after the battle of Dead Man‟s Hill

Bronzino‘s Gallopers were first employed at the Battle

of Pattio. These were, in fact, lightweight cannons

removed from their mountings on the galleys of Remas

and fixed to specially made carriages. This was done

on the instructions of Master Gunner Bronzino who

had been hired by Borgio the Besieger, Prince of

Miragliano. This innovation contributed in no small

measure to the victory and Bronzino proceeded to raise

a battery of specially designed guns forged in the very

same foundry as that used by Leonardo da Miragliano

to cast his colossal brass statues.

Bronzino served Borgio well in many more battles but

following the Prince‘s assassination, and the uncertain

state of affairs in Miragliano, Bronzino sought other

employment. Since then the battery has turned up in

the armies of several notorious mercenary generals,

bringing them victory and earning Bronzino enough

gold to forge more and improved designs of

lightweight cannon.

The gunners bring the cannons into action rapidly and

fire at close range. This can have a devastating effect

on the enemy in an open battle. As soon as the enemy

moves near enough to threaten the guns, the gunners

hitch them up and gallop off at speed, finding a new

position further back. If the battle goes badly and it is

necessary to retreat, the precious cannons can be

removed from the battlefield without delay. This not

only saves the guns for use again, but makes it unlikely

that the enemy will capture them. Nor do the guns have

to be abandoned in a hasty retreat like other, more

cumbersome artillery.

Having earned an awesome reputation in Tilea, and

incurred the undying hatred of the survivors of many a

pike company, Bronzino‘s battery was shipped across

the ocean to take action against the Lizardmen in a

doomed treasure hunting expedition led by the Dwarf

pirate, Kugar Halfbeard. Bronzino used the speed of

Just put down your swords and surrender, It's worse if you fights or you runs, You can do what you please, You can climb up the trees, But you can't get away from the guns!

the guns to fight a heroic rearguard action through the

jungle to the beach, felling pursuing Saurus warriors in

droves as they went. Indeed the guns were still firing

from the longboats as they were pushed out to sea,

sweeping the beach clear of the enemy until they were

safely in open water.

The battery subsequently turned up in Araby and took

part in the Sultan‘s war against the Undead, where the

speed and mobility of the guns proved decisive in the

open expanses of parched sand. Greatly enriched by his

efforts, Bronzino brought his battery back to Tilea

where he has been reforging and refitting the guns and

considering numerous and very generous offers

arriving every day from rival Merchant Princes plotting

to make war on each other.

THE BATTERY

CAPTAIN: Bronzino.

MOTTO: The biggest bang for your bucks!

BATTLE-CRY: Ready! Aim! Fire!

APPEARANCE: Small, lightweight bronze or brass

cannons harnessed to light limbers drawn by one horse.

One of the gunners rides the horse, the others run

beside the gun carrying the ramrods and other

equipment. Bronzino is a big man riding his own horse

and wearing ornate armour.

POINTS: Master Gunner Bronzino and one Galloper

Gun team cost a total of 155 points. This is the

minimum size of unit you can hire. You may buy extra

Galloper Gun teams at a cost of +90 points per gun

team. Each extra team counts as an extra Rare choice.

M WS BS S T W I A Ld

Bronzino 4 5 5 4 4 2 5 3 8

Crew 4 3 3 3 3 1 3 1 7

Galloper Gun - - - - 6 3 - - -

Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: Each Gun has a crew of three, and one

crewman rides a warhorse.

EQUIPMENT: Hand weapon. Bronzino is equipped

with a hand weapon and heavy armour. He rides a

warhorse.

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TROOP TYPE: War Machine (Cannon), Cavalry

(Bronzino only).

SPECIAL RULES: Vanguard, Swift-stride

Master Gunner: Bronzino has a wealth of experience

as a gunner aboard various Reman galleys and knows

all aspects of employing cannons in warfare.

Bronzino may lend his expertise to one gun crew per

turn, ensuring that the crew will hit their target.

Bronzino will make corrections to the cannon‘s

elevation etc. Nominate one Galloper Gun team within

6" of Bronzino in the Shooting Phase. A cannon crew

following Bronzino‘s instructions is far less likely to

improperly load their cannon, and so may re-roll the

Artillery Dice to determine the distance the cannon ball

bounces.

Cannon: The Galloper Guns follow the rules for

Cannons in the Warhammer Rulebook, with the

following exceptions:

Small Calibre: The Galloper Guns fire uses the

following profile:

Range Strength Special Rules

36" 7 Multiple Wounds (D3),

Ignores armour saves

Rapid Movement: The Galloper Gun is harnessed to

a warhorse ridden by one of the gunners. This

enables the Gun and its entire crew to move 8" as the

remaining crew members are assumed to jump on the

harness and hitch a lift. As such, the Galloper Guns

may march move.

When you move one of Bronzino's guns, simply

measure the distance and make your move. There is

no need to turn or wheel as the galloper guns can turn

freely to face any direction they wish.

If the galloper gun is charged, the crew may hold or

flee. If they flee, the gun is assumed to be limbered

up immediately without any movement penalty.

The crew fights in hand-to-hand combat as normal,

the mounted gunner dismounting to fight. The horse

and limber are removed when the gun is destroyed.

Deployment: Each gun and its crew operate as an

independent unit. If so, Bronzino may ride from one

team to another and any team he is with can test

against his Leadership while he is with it. If the

teams are deployed as a single battery, then each gun

team must remain within 6" of Bronzino if they wish

to test against his Leadership.

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THE CURSED COMPANY

“Shortly before the arrival of the night, I saw how my brave comrade Alfonzo was killed by the

cursed blade of the leader of this dire party, consisting of immemorial parts of armour and dull

blades, worn by tattered skeletons. The next day during the fight against these cursed I recognized

the award with which our sergeant rewarded us after our last victory on one of these skeletal

horrors. In front of me stood Alfonzo, a half-rotten servant of death! I threw away my sword and

ran for my life, horror-stricken!” Report from Guiseppe Mancini after the battle in Libtita's Valley

The dark legend of Richter Kreugar the Damned and

his Cursed Company has been told for countless years

across the Empire. A tragic tale of betrayal, greed and

revenge, the details and truth behind the stories have

long become hazy and unclear as the story has been

told and retold for generations.

The most common tales revolving around Richter

Kreugar's tragic curse tell of a young mercenary

captain, proud, talented, and ruthless. He hired out his

services freely, uncaring whom he fought for as long as

the price was right. Centuries ago in the history of the

Old World, richer was said to have allied with a

powerful Necromancer, aiding him in his diabolical

campaign against the Empire, terrorizing the heavy

forested area around Wolfenburg.

With the leather bound annals of the Historiata

Imperiatus, it is said that the Empire army of

Wolfenburg was suffering horrendous casualties in a

war of attrition that they could not hope to win.

However, they struggled on regardless and began to

wear down the Necromancer, taking the offensive and

pushing him deeper into the forest, denying him the

time needed to strengthen his undead forces. Seeing the

Necromancer faltering, Richter accepted the bribes of

an Empire agent, the calculating young mercenary

seeing a chance to make some easy money and be on

the winning side. As the titanic battle hung in the

balance, Richter played his hand, striking out at the

foul Necromancer, who fell beneath his blade.

However, with his dying breath the unholy sorcerer

gasped a curse that was to be the eternal undoing of the

enterprising sell-sword.

Before his horrified eyes, Richter's skin began to wither

and within moments he collapsed to the ground, a

lifeless pile of bones and armor. The day was won for

the Empire forces, the tale of Richter's betrayal may

well have been forgotten, had his death not been

accompanied by a tragic twist.

The very next night, Richter rose from the ground. He

stared at the world with his hollow eyes, and all he

surveyed appeared in shades of grey. In anguish and

despair, Richter saw his own skeletal limbs, and the

full horror of the Necromancer's incantation began to

dawn on him.

As a result, Richter stalks the Old World and beyond.

Hundreds of years since his death he is still seeking

oblivion and peace, yet he is never able to achieve his

final rest. Countless times he has been cut down, only

to wake the following night to his never-ending, hellish

torment. A terrible element of the curse is evoked each

time he slays an enemy, for his defeated foes rise

immediately to serve him in undeath, slave to his will.

He travels the world; living out a tragic parody of his

former mercenary career, fighting whatever he finds

battle. His anger and despair momentarily lost in the

bloodshed, he continues his doomed existence in the

desperate hope that one time when his skeletal body is

slain, he will finally know the relief of true death.

THE REGIMENT

CAPTAIN: Richter Kreugar the Damned.

MOTTO: Dust to dust and bones back in the sand!

BATTLE-CRY: The battle-cry of Richter Kreugar

has long been forgotten by the people of the Old

World. The silence of the grave hangs over the Cursed

Company as it traverses the land, marching to war

accompanied only by the sound of creaking ancient

leather and the scrape of rusted metal.

POINTS: Richter Kreugar and nine of the Cursed

Company including a standard bearer and musician

cost a total of 210 points. This is the minimum size

regiment you can hire. The size of the regiment may be

increased at the cost of 5 points per model.

M WS BS S T W I A Ld

Richter Kreugar 4 5 3 4 4 2 5 3 9

Skeleton 4 2 2 3 3 1 2 1 3

UNIT SIZE: 10+

EQUIPMENT: Richter Kreugar is armed with a

shield, heavy armour, the Dark Gem of the Cursed and

his unholy sword, Blight. The Skeletons of the Cursed

Company are equipped with hand weapons, shields and

light armour, and the standard bearer carries the Banner

of Malediction.

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SPECIAL RULES: Fear, Unbreakable, Unstable,

Hate Undead (Richter only).

'Join us in damnation...': As part of Kreugar's curse,

any foe slain by him or one of his company are

withered by dark magic, their flesh aging as if decades

had passed in the blink of an eye. The lifeless victim is

instantly enslaved to the will of Richter, rising to

accompany him in his eternal curse.

If any model within the Cursed Company (including

Kreugar himself) slays an Infantry or Cavalry model,

then one Skeleton is created in its place.

Models created in this way are added to the Cursed

Company, and are armed in the same manner as the

Company. The Victory Points value of the unit is

unaffected. This rule counts only for models that are

killed in close combat, and not for models killed in any

other way (for example, running down fleeing troops).

Independent: The Cursed Company is a completely

independently acting unit. Richter and the Cursed

Company will never use the Leadership of the General,

even if it is better than his own. Additionally, the

Cursed Company cannot be joined by any characters.

Hate Undead: Richter Kreugar hates all other Undead.

This applies to Richter only.

Undead: The Cursed Company is Undead, and as such

the following rules apply to them:

If Richter is killed, the Cursed Company will quickly

begin to crumble to dust. At the end of the phase

when Richter is killed, and at the beginning of each

of their turns thereafter, the Cursed Company 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 Cursed Company can march as long as Richter is

still alive. If Richter dies, the Cursed Company

cannot make march moves.

MAGIC ITEMS: Blight (Magic Weapon)

Blight is a darkly powerful blade, centuries old and

suffused with unholy magic.

Blight confers +1 Strength to all close combat attacks

made by Richter. In addition, the weapon has the

Killing Blow special rule.

Dark Gem of the Cursed (Talisman)

The Dark Gem of the Cursed glows a blood-red shade

that intensifies when a blow is directed towards

Richter, protecting him from harm.

The Dark gem gives Richter a 4+ Ward Save.

The Banner of Malediction (Magic Standard)

The sinister banner of the Cursed Company has been

carried for centuries by various enslaved warriors of

Richter. It is a dark parody of his original, disgraced

mercenary company banner.

The Cursed Company suffers one less wound than they

normally would when defeated in combat. In example,

if the Cursed Company loses a combat by 3, they

should lose 3 extra models, but because of the Banner

of Malediction, they lose only 2 models.

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The near-naked, savagely painted warriors hurtled over the frozen ground, huge weapons gripped tightly. Their hair was matted into spikes, their eyes wild with the fury of battle. Nightmarish drumming filled the air, joined by harsh war horns that blared their challenge. The Undead legion stood statue-still as the wild roar rising from hundreds of throats rolled over them. The ancient figure of Richter Kreugar stood unmoving at the head of the Undead legion, the empty sockets of his skull lit with a baleful. menacing glow as the marauders of Chaos charged. The brutal weapons of the ferocious warriors carved through the Skeleton legion. Chips of bone filled the air as skulls and ribs were smashed with savage force before the Undead reacted. Richter stood unmovable. swinging his ancient sword, Blight, as the marauders swept around him. Glowing with an unholy. red light, the dark weapon cleaved through one warrior, whose painted chest erupted in a shower of crimson blood. Reversing his swing, Richter sliced the magical blade in a vicious arc that severed the head from another. Even as the bodies fell to the ground, their skin began to wither, tightening over their skeleton frames. Hair fell from their heads and eyes rotted in their sockets. Screams died in throats that disintegrated into dust. Hardly a moment passed, and the first fallen marauder was rising again to its feet. flesh completely absent from its now skeletal body, followed in an instant by his headless companion. Hefting weapons in fleshless fingers, the newly risen Undead warriors turned on their former comrades. Master Engineer Siegfrid stared in horrified fascination as the ranks of the Undead grew. The powerful charge of the foul Chaos raiders had faltered, stopped in its tracks by the relentless Skeletons. Fighting next to the Undead, the Halberdiers were faring badly. being pushed steadily backwards by the savage attack of the marauders. Raising his long-barrelled Hochland rifle, Siegfrid squinted through its crystal eyeglass. He sighted a daemonic-looking barbarian, covered with swirling blood-tattoos and screaming incoherently as he raced towards the battle. Pulling the trigger, Siegfrid was satisfied to see the figure fall, kicked from his feet as the lead bullet struck home. His gaze returning to the battle that raged on the plains below, Siegfrid saw that the Undead ranks continued to swell as Richter hacked his way through the unarmoured, blood-hungry warriors. He had heard stories of the cursed Richter Kreugar - who in the Empire had not? - but he had never really believed them. Stories told to frighten children, fantasies exaggerated beyond any shred of truth, he had thought. And yet here he was, a nightmarish fairy tale brought to life. Brought to unlife, he corrected himself. The Ostermark scouts had spotted the raiders from the north, and Baron Duchcnoff had decided that this was the best place to stand against them. While the Empire army were readying their defensive lines to face the approaching Chaos force, the Undead legion had emerged from the forest and panic spread. Turning to face this unexpected threat, the Ostermark Knights of Sigmar were readying themselves to charge when the Baron called for them to halt, for the Undead had appeared unconcerned with the humans before them. The figure leading them wore ancient and battle worn Imperial styled armor. As the skeletal legion had marched into position alongside the Ostermark formations, word had quickly spread through the ranks that this was the legendary Cursed Company of Richter Kreugar, damned in an age long past to stalk the world for all eternity. A deep rumbling sound echoed over the battlefield, and Siegfrid turned to see a troop of hellish black-armored knights appear over the hill to the coast. Their midnight-black mounts snorted and tossed their armored heads, their hooves kicking up great clods of

frozen earth. The Knights of Chaos thundered down the hill, and terror touched its cold hand to Siegfrid's heart. At the head of the dark knights rode a figure that exuded raw power. A great double-headed axe held aloft in his mailed hand. Wisps of steam rose from the weapon into the cold air. The knights thundered into the side of the Cursed Company, smashing skulls and shattering bones with their immense axes and spiked maces, their fearsome steeds trampling others to dust beneath their black hooves. The lord roared a challenge, his voice echoing from within his enclosed helmet. His unholy red eyes matched those of his steed, burning deep within the darkness of his helm. Richter casually chopped down on the shoulder of a Marauder, blood spraying before the flesh withered from the savage's body. He turned to face the challenge of the Knight of Chaos, his cursed minions opening a corridor between the two powerful beings. The hellish steed of Chaos stamped its hooves impatiently as Richter made his way towards the towering armored figure. Without delay, the Lord struck downwards with a mighty swing of his steaming, double-headed axe. The blow was met with Richter's blade and there was a crackling sound that Sicgfrid could hear, despite the distance, as the dark energies of the two sorcerous weapons met. A series of deadly blows rained down on the Undead warrior, and dark hooves flashed towards him. The Champion of the Dark Cods feinted a strike to the left, turning his axe in mid-air and striking a sweeping blow towards the right side of Kreugar's skull. The ruby-red gemstone hanging around the skeletal neck of the Undead figure glowed brightly for an instant, and the axe rebounded scant inches from its target as if it had hit a stone wall. The Knight of Chaos reeled backwards off balance at the unexpected resistance. Kreugar stepped in close to the chaotic steed, sweeping his weapon towards the dark beast as it reared above him. His sword slashed across the creature's chest, and it screamed in torment, midnight skin shrinking back to bare pale bone. Muscles and flesh withered from the beast's body, and it toppled to the ground, leaving a pile of bones and dark barding. The champion of Chaos staggered to his feet, raising his axe defensively before him as Blight swept towards his face. The first blow knocked the axe to the side, the knight still struggling to regain his feet. The second blow arced down onto the black armored helmet. With a sickening sound, the helmet was cleaved in two. In an instant, the visible pale flesh withered away to nothing, leaving only an empty skull and a suit of lifeless black armor where the mighty champion stood scant moments before. A spark of awareness shone briefly in the hollow eyes of Richter: the deep yearning pain of a soul trapped for all eternity. Siegfrid stood at the edge of the trees overlooking the carnage that was the aftermath of battle. The field was strewn with countless bodies. and the sinister black shapes of crows were already fighting over the pickings. The Chaos raiders had fled back towards their frozen wastes. He raised his telescopic eyeglass to watch the last ranks of the skeletal Cursed Company disappear into the trees. The regiment had stood motionless for hours after the battle had concluded, until on an unspoken signal the regiment, larger now than it had been at the start of the battle, turned towards the south. It was a strangely sedated mood Siegfrid found when he returned to the Ostermark camp. The Empire had won a great victory, and yet they did not celebrate. Siegfrid found himself thinking of Richter Kreugar, the cursed one. No word had been spoken amongst the Empire ranks of the mysterious, terrifying Undead warrior. It was an unspoken fact that the day would certainly have been lost had it not been for the timely arrival of Kreugar's Cursed Company.

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THE GIANTS OF ALBION

I say! It was most unsporting. My fellows and I harried Ranoldo and his band of ruffians all the

way to the Trantine hills. Then Ranoldo unleashed those horrid Albion Giants upon us, led by a

rather hairy looking fellow. They smashed our line, squashed poor old Hoskins Hotshot, whilst

shouting the loudest uncouth word I have ever heard. If those Giants are typical of that island, I for

one am glad it remains unexplored. High Elf Lord Daverion, Gentleman Mercenary General

The Druids of Albion say that the race of mighty

Giants that inhabit their island were put there by the

Old Ones to guard the island from invaders. Whether

this is true, who can say? Yet the Giants prowl the

rugged coasts to this day. They wander along the fog

shrouded cliffs and hurl boulders down onto hapless

ships which come too close to the shore, taking a

childlike joy in watching them splinter into matchsticks

and the doomed crew struggling in the fierce waves.

The Druids have a strange power over the Giants and

can goad them into lifting up and carrying huge

boulders and monoliths. With the help of the great

strength of the Giants, these huge stones are arranged

in rows or circles in order to measure the sun, moons,

and stars.

Greatest of all the Giants is Bologs. He is worshiped as

a god by some of the primitive, cave-dwelling tribes of

Albion, who have carved his image into the chalk hills

of their land, brandishing his mighty chopper.

Awesome though he is, Bologs' intellect is dim, even

for a Giant of Albion. The only thing that he can say is

his own name. One day he was roaming the cliff tops

when the mist for a moment to reveal the murky gray

sea and pebbly beach. Bologs spied a landing party of

Elves upon the shore far below. They also saw the

Giant towering above them on the cliff top. The leader

of the Elves shouted up to him in the tongue of the

Druids of Albion, "We come in peace! We seek only

trade!" On hearing the words he could not understand,

the Giant grinned and replied "BOLOGS!" Then he

hurled down a great boulder, which flattened all the

Elves as it embedded itself in the shingle.

The next greatest Giant in Albion is Cachtorr, twin of

the mighty Bologs. He is slightly more intelligent than

Bologs and is able to understand the speech of the

Druids. It was Cachtorr who fought against the mighty

Dong and, his mate, Mea-Dong, two terrible Giants

from the far north of the Albion. This legendary fight

lasted for several hundred years and involved hurling

huge boulders whenever the mist cleared long enough

for one Giant to see the other. Most of these missed,

but wherever they landed, they stuck into the ground to

remain their forever as menhirs, marking out the

territories of the feuding Giants.

Albion remained shrouded in the dark mists of legend

until the renowned Tilean General, Curious Geasar,

first citizen of Remas, set foot on the island, leading his

invincible army. Geasar sought fame and power in

Remas and how better to win it than to conquer misty

and mysterious Albion, rumoured to be full of gold and

pearls and the treasure of the legendary Triton himself.

As the galleys ploughed through the surging surf onto

the shingle on the beach, Cachtorr and Bologs stood on

the cliffs, hurling rocks down onto the ships, smashing

them to pieces. The men were filled with horror and

were scared to wade ashore. So Geasar heaved the

army's pay chest over the side of the ship in to the surf,

scattering the gold among toe pebbles and jumped

ashore after it. Seeing this, the entire army did likewise

until the pay chest was safe behind their battle line.

Ignoring the boulders of the Giants and stepping over

the fallen, Geasar and his army marched up the beach.

Soon they found themselves confronted by all the

savage tribes of Albion, a number of Giants, and

demented Druids uttering dire curses, formed up in

battle array on the cliffs, and then it rained. The

mercenaries stubbornly refused to go any further!

Curious Geasar was enraged. How could he return to

Remas in triumph now? What exotic booty could he

bring back to awe the multitudes? How could he boast

his conquest of distant and mysterious Albion?

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Angrily Geasar strode forward and harangued the

multitudes of savage tribesmen. "Oh foolish

barbarians! I offer you all the benefits of civilization:

roads, hot baths, money, public buildings and Tilean

poetry. Submit and all these things can be yours!" The

tribes of Albion just glowered at him. Then he heard a

single word bellowing back at him out of the fog and

driving rain: "BOLOGS!" All at once the Giant's battle

cry was taken up by the tribesmen banging their clubs

and stone axes against their shields and the sides of

their chariots and chanting "Bologs, Bologs, Bologs!"

Geasar was dismayed and ordered his men to charge.

The battle was fierce with victory going to neither side.

After a day's fighting, with the mist-shrouded sun

descending into the sea, the two sides paused a few

yards apart, utterly exhausted. Geasar tried one last

gamble to save face. He could not return to Remas

humiliated, in order to win popularity with the mob.

Geasar strode forth and shouted: "Give me Giants as

hostages and I will go away." The Druids who knew

Tilean from their occasional contacts with merchants

considered his offer. They knew that their stone axes

were no match for Tilean steel. At long last old Hengus

volunteered to go and chose two smaller Giants to go

with him. As they strode forward, Geasar shouted, "I

want the big ones!" and pointed to Cachtorr and

Bologs, greatest of Giants. Despite the protests of the

tribesmen, the Druids sent forth the two mighty Giants

to be hostages in Remas in order to save old Albion

from conquest and the tribes from enslavement or

worse, the decadence of luxury and civilization.

Geasar repaired half his fleet and sailed away with his

Giant hostages wading in the sea behind him, tied by

anchor chains. The moment Geasar's fleet arrived in

Remas, word spread throughout the city. Geasar's

political opponents had waited this very moment and

hastily made way to the harbor. They gathered around

the mighty conqueror as he came ashore and showered

him with the usual groveling praises. This was just to

put him off guard for instantly he was horribly done to

death with many daggers. Up came the cry "Geasar is

dead, long live the republic!"

Geasar's battered and seasick soldiers panicked and

scattered, seizing what gold they could in the

confusion. One of them, out of spite against the city

rather then pity for their plight, broke the chains that

bound the Giants and released Hengus from the hold.

Moments later Cachtorr and Bologs stormed ashore

and went on a rampage through the streets of Remas,

causing the citizens to flee in abject terror. Soon the

Giants were in open country, spreading fear and panic

throughout Tilea with Hengus close behind.

Since that day, Hengus and the Giants of Albion have

lurked in the landscape, lost and confused, seeking

shade from the hot sun and pining for the fog. Not

surprisingly, various mercenary generals have sought

them out to hire them as dogs of war. Hengus,

willingly agrees to fight in the hope that the campaign

will lead him near to the great ocean and ultimately to

Albion.

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THE REGIMENT

CAPTAIN: Hengus the Druid.

MOTTO: We've got the Bologs to beat anybody.

BATTLE-CRY: BOLOGS!

APPEARANCE: The Giants of Albion are many and

varied. Most have only one eye in the middle of their

foreheads, and some even have two heads. What little

clothing they have is made of the hides of huge beasts

such as mammoths, sabre tooth tigers, elks and cave

bears. They wear necklaces made from the tusks of

mammoths and wild boars.

POINTS: Hengus, Cachtorr and Bologs cost a total of

630 points. Hengus is worth 130 points and each of the

Giants are worth 250 pts.

M WS BS S T W I A Ld

Hengus 4 3 3 3 3 2 3 1 8

Bologs 6 3 3 7 6 6 3 S 10

Cachtorr 6 3 3 7 6 6 3 S 10

UNIT SIZE: Huge!

EQUIPMENT: Both Giants and Hengus are armed

with a hand weapon.

TROOP TYPE: Infantry (Character).

Bologs & Cachtorr: Monster.

MAGIC: Hengus is a Level 1 Wizard who use spells

from the Lore of Life or Beast‘s lists.

MAGIC ITEMS: Oggum Staff (Arcane Item) Hengus has an Oggum Staff, which is a special kind of

magic item made by the Druids of Albion. Not only do

the Oggum marks on the staff endow the bearer with

power over Giants to make them serve him, but they

also protect the owner from harm.

This staff gives Hengus +1 to Dispel and a 4+ Ward

save.

SPECIAL RULES: Independent Models: Hengus, Bologs, and Cachtorr

are individual models and move independently, though

they may not join regiments. In addition, as long as

Hengus is within 8" the Giants, Bologs and Cachtorr

may re-roll failed Leadership Tests.

Giants of Albion: Bologs and Cachtorr are Large

Targets, cause Terror and are Stubborn. Note that,

although named, Bologs and Cachtorr do not count as

being characters. In combat, roll separately for each

giant.

Fall Over: Giants are ungainly and frequently

befuddled, as a consequence of which they often fall

down. They are especially prone to this if they've been

raiding the local breweries, which isn't altogether

uncommon.

A Giant must test to see whether it falls over if any of

the following apply:

If it is beaten in close combat. Test once results are

established but before taking a Break test.

If it is fleeing at the start of the Movement phase.

When it crosses an obstacle. Test when the obstacle

is reached.

If the Giant decides to Jump Up and Down on an

enemy. Test immediately beforehand.

To see if a Giant falls over roll a D6. On a roll of 1, the

Giant falls over. A slain Giant falls over automatically.

To determine in which direction the Giant falls, roll a

scatter dice. Place the Fallen Giant template with its

feet at the model's base and its head in the direction of

the fall — the Fallen Giant template is a special shaped

template, which otherwise uses all the template rules

from the Warhammer rulebook (so any models lying

completely or partially under it are automatically hit).

A model hit by a falling Giant takes a Strength 6 hit

that has the Multiple Wounds (D3) special rule. If the

unit is in combat and the Giant has fallen over whilst

attempting to Jump Up and Down, wounds inflicted by

a falling Giant count towards the combat result.

A Giant that falls over automatically suffers 1 wound.

If the Giant is in combat then this wound counts

towards combat resolution.

Once on the ground (you may lie the model down if

you wish) a Giant may get up in his following

Movement phase, but may not move that turn. Whilst

on the ground a Giant may not attack, but he can still

defend himself after a fashion so the enemy must still

roll to score hits on him. If forced to flee whilst on the

ground the Giant is slain — the enemy swarm over him

and cut him to pieces. If the Giant gets the opportunity

to pursue his foes whilst he's on the ground he stands

up instead. A Giant may attack in close combat as

usual on the turn he stands up.

Giant Special Attacks: Giants do not attack in the

same way as other creatures. They are far too large and

fractious to take orders and much too scatterbrained to

have any sort of coherent plan. To determine what

happens in each Close Combat phase, pick a unit in

base contact with the Giant and roll a D6 on one of the

following tables. Which table you use depends on the

size of the Giant's victim. When fighting characters

who are riding monsters, decide whether to attack the

rider or mount before rolling on the table.

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Big Things Chart

Use this chart when fighting Monsters, Monstrous

Beasts, Monstrous Infantry, Monstrous Cavalry,

Chariots, War Machines, anything with the Large

Target special rule, and characters riding any of the

above.

D6 Result

1 Yell and Bawl

2-4 Thump with Club

5-6 'Eadbutt

Man-sized or Smaller Things Chart

Use this chart when fighting anything not covered

by the Big Things chart, above.

D6 Result

1 Yell and Bawl

2 Jump Up and Down

3 Pick Up and...

4-5 Swing with Club

6 BOLOGS!

Yell and Bawl: The Giant yells and bawls at the

enemy. This is not a pleasant experience, as Giants are

deafeningly loud and tend towards poor oral hygiene.

Neither the Giant nor models in contact with him

actually fight if they have not already done so this

round. The Giant's side automatically wins the combat

by 2 points (if both sides have a Giant that Yells and

Bawls, the combat is a draw).

Thump with Club: The Giant brings down his club on

a single model from the target unit, that is in base

contact. The target may attempt to avoid the blow by

passing an Initiative test (use the lowest if the model

has several different values). If the test is failed, the

model takes 2D6 wounds with no armour save allowed.

If a double is rolled the Giant's club embeds itself in

the ground and the Giant cannot attack at all in the

following round of the same combat whilst he recovers

his weapon.

'Eadbutt: The Giant head-butts a single enemy model

from the target unit, automatically inflicting 1 wound

with no armour saves allowed. If the victim is wounded

but not slain, then he is dazed and loses all of his

following attacks. If the target has not yet attacked in

that combat round, he loses those attacks; if he has

already attacked, then he loses the next round's attacks.

Jump Up and Down: The Giant jumps up and down

vigorously on top of the enemy. Before he starts, the

Giant must test to determine if he falls over (see

previous page). If he falls over, work out where he falls

and calculate damage as already described. Any

wounds caused by the fall (on either side) count

towards the combat result. If the Giant remains on his

none-too-nimble feet, the target unit sustains 2D6

Strength 6 hits. Work out damage and saves as usual.

Giants enjoy jumping up and down on their enemies so

much that a Giant that does so in one combat round

will automatically do so in the following round if he is

able to, assuming that he did not fall over in the

previous round. A Giant that starts to Jump Up and

Down will therefore continue to do so on the same

target until he falls over, the target is destroyed, or the

combat ends.

Pick Up and...: The Giant stoops down and grabs a

single model in base contact from the target unit (Giant

player's choice). The target must make a single attack

to try to fend off the Giant's clumsy hand. If this attack

causes an unsaved wound, the Giant's attack fails.

Otherwise, the Giant grabs the model and the player

rolls a D6 to see what happens next:

D6 Result

1 Stuff into Bag. The Giant stuffs the victim into

his bag along with sheep, cows and other

plunder. The model is removed as a casualty.

2 Throw Back into Combat. The victim is hurled

into his own unit like a living missile. The

victim is removed as a casualty, and D6 Strength

3 hits are inflicted on the unit (save as normal).

3 Hurl. The victim is hurled into an enemy unit

within 12" of the Giant – randomly determine

which. The victim is removed as a casualty, and

the unit takes D6 Strength 3 hits (save as

normal). Unsaved Wounds from these hits count

towards the Giant's combat result. If no enemy

units are in range, treat this as a Throw Back

into Combat result instead.

4 Squash. This doesn't really bear thinking about.

Suffice to say the model is removed as a

casualty.

5 Eat. The Giant gobbles his victim up,

swallowing him whole. The model is removed

as a casualty.

6 Pick Another. The Giant hurriedly stuffs the

victim into his bag or under his shirt (or down

his trousers if they're really unlucky). Treat the

attack as if the Giant had rolled the Stuff into

Bag result, above, and then choose another

victim. The second victim makes a single attack

as usual to avoid being picked up — if he fails,

roll again on this table to see what the Giant

does with him.

Swing with Club: The Giant swings his club across

the enemy's ranks. The Giant inflicts D6 Strength 6 hits

on the target unit.

BOLOGS! The Giant picks up a boulder and hurls it

into the enemy unit causing massive damage. Place the

3" template anywhere on the enemy unit. It will scatter

D3-1 inches. Resolve the attack just like a shot from a

Stone Thrower.

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29

GOLGFAG'S MERCENARY OGRES

Who could forget the Ogres? Not anyone with a sense of smell, that‟s for sure. Worse than Trolls,

and that‟s saying something, but there are few troops you‟d rather have on your side in the heat of

battle. Elodhir Seamane, Elven gentleman adventurer

Possibly one of the most successful Ogre mercenaries

of all time, Golgfag Maneater forged a reputation for

the Ogres as fearsome killers for hire long before they

became a relatively common sight in the mercenary

armies of the Old World. He soon found himself

leading a bunch of almost equally brutal Ogre warriors.

He quickly developed a taste for man-flesh and joined

forces with an Orc Warlord called Gnashrak Badtooth.

Gnashrak was busy fighting against the Dwarfs of

Karak Kadrin high up in the Worlds Edge Mountains.

Golgfag wasn‘t sure he liked the taste of Dwarf, but

was more than happy to find out.

Gnashrak thought the Ogres would prove just the kind

of troops he needed to sort out the Dwarfs. However,

he soon grew tired of the Ogres‘ appetite for Goblins,

booze, and raucous singing. After one particularly loud

drinking session Golgfag and Gnashrak got into a huge

fight. Soon all the Ogres and Orcs were scrapping.

Golgfag tore off the Orc‘s arm and used it to bash his

way out of the encampment before leading his lads to

safety. Gnashrak was completely enraged.

Golgfag promptly offered his serviced to the Dwarf

leader Ungrim Ironfist. He showed Gnashrak‘s arm to

Ungrim as proof of his sincerity. In the face of such a

convincing offer, Ironfist was hardly able to refuse.

Golgfag led his Ogres and a party of Dwarfs along a

secret track the Orc‘s encampment in Broken Leg

Gully – so called because of its impossibly steep and

treacherous sides. The Orcs were trapped and horribly

slaughtered. Gnashrak was captured and subsequently

bound in chains and delivered to Ungrim Ironfist.

Pausing only to loot the Dwarf Lord‘s treasury during

the ensuing celebrations, Golgfag headed west into the

Empire. There he took employment in the ranks of the

Imperial army, and it was here that he discovered

Halflings were by far his favorite food. Shortly

afterwards he turned up in the lands of Tilea in the

employ of one Lorenzo Lupo. Lorenzo found the Ogres

to be excellent troops, but a considerable nuisance. The

citizens of Luccini were forever complaining of being

beaten, robbed, or bullied by the rowdy Ogres. One

night Golgfag decided to take rather more than his fair

share of wine, directly from Lorenzo‘s warehouses.

When the Ogres fell into a drunken stupor Lorenzo sent

a company of pikemen to arrest them and throw them

into his dungeons.

Fortunately for Lorenzo, an opportunity to be rid of the

Ogres altogether arrived in the form of a messenger

from one of the Border Princes. The messenger was

hiring mercenaries on behalf of his master. Lorenzo

cheerfully fitted him up with the Ogres, took his fee,

and released Golgfag and his crew from captivity.

Golgfag was understandably annoyed, but faced with a

new offer of employment, a complimentary baggage

train of food and a firing squad of Tilean

crossbowmen, the Ogre decided to let matters lie for

the moment.

Golgfag‘s stay in the Border Princes proved a

successful and profitable one. The Ogres grew fat and

wealthy. They were kept very busy one side or another

and were given every chance to indulge their appetite

for fresh meat. Golgfag‘s only regret was the scarcity

of Halflings thereabouts. When he heard that trouble

was brewing between the Orcs and Dwarfs he headed

northwards once more. He fell in with a bunch of Orcs

and Goblins and was soon feasting upon Dwarf again.

It was after a foray against the Dwarfs that Golgfag

was ambushed by none other than Ungrim Ironfist, his

former employer. The canny Dwarf Lord led the Orc

army into a trap using a supply convoy as bait. The

convoy consisted entirely of wagons full of cheap ale

which the greenskins duly captured and drained.

Golgfag and the Ogres courageously drank themselves

into oblivion along with the rest. When they awoke, the

Ogres found themselves in the dungeons deep below

Karak Kadrin, along with the remnants of the Orc

army. The Dwarfs no doubt expected Golgfag to die in

this cramped and crowded dungeon, and probably

thought this would be easier and safer than trying to

kill the Ogre in some other fashion.

When the Dwarfs finally opened the dungeon some

months later, they were startled to find Golgfag still

alive. He had eaten every other inmate of the dungeon,

including the rest of the Ogres, apart from Skaff. Out

of respect for his oldest drinking buddy, Golgfag had

only, so far, eaten one of Skaff‘s legs. A great pile of

Orc, Goblin, and Ogre bones lay in one corner. When

he heard of this, Ungrim Ironfist was so impressed that

he ordered Golgfag to be taken a long way away and

released.

Golgfag soon gathered together some of his old lads

and other keen young Ogres flocked to join him. Skaff

decided to stick with Golgfag despite everything, and

gratefully accepted the position of standard bearer as

this gave him something to lean on. Before the summer

was out, Golgfag headed south over the Grey

Mountains in company of an Orc raiding party. It was

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30

there that he fought his first battles against Bretonnians

and where he would ‗crack a few tinnies‘ and feast

upon man-flesh once more.

From that day to this, Golgfag has never looked back.

His reputation has, if anything, grown and grown. So

has his girth. But he still has a few scores to settle, not

least with the Dwarfs of Karak Kadrin and with the

treacherous Lorenzo Lupo. However, Ogres are

straightforward folk and such things take second place

to a good fight and a full belly!

Although he could be mistaken for a mere Bruiser,

Golgfag has been in active service for over sixty years,

and has considerable tactical acumen to go with his

lattice-like network of scar tissue. Golgfag‘s reputation

and wealth have grown so considerable that in recent

years he has begun to hire his own mercenary armies,

including more and more Ogres as the great migration

gathers speed. The term ‗Maneater‘ was first coined

when, after a drunken argument, Golgfag ate his

paymaster whole and left carrying his coffers. He

insists to this day that his name is misleading for, just

like the faithful band of violent thugs that travel with

him, Golgfag really0 isn‘t that fussy about what or who

he eats.

THE REGIMENT

CAPTAIN: Golgfag

MOTTO: You‘ve hired da rest, now try da best!

BATTLE-CRY: ―Gruugh agh agh waaagh‖ is a

reasonable rendering of Ogrish (a language little

understood by other races and hard going even for

Ogres). The meaning is obscure. It might mean

something like ―Feed me – feed me now!‖

APPEARANCE: Ugly, ferocious, and hungry.

Golgfag‘s Ogres were dirty, patched clothing made of

skins, leather, and such items as they have pillaged or

crudely stitched together from old cloaks, blankets,

tents, canvas awnings, etc. Their appearance is

obviously raggedy and rather crude. Their armour is a

hotchpotch of pieces made for other races and strapped

over strategically vulnerable bits of the Ogre‘s body.

Ogres have rough, gnarled and warty skin, and, being

veterans of countless battles, Golgfag‘s lads are

covered in scars.

POINTS: Golgfag and three Ogres, including Skaff

the Standard Bearer and a Musician, cost a total of 275

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

of the regiment may be increased at a cost of 35 points

per additional Ogre.

M WS BS S T W I A Ld

Golgfag 6 5 2 5 5 4 3 5 8

Skaff 6 3 2 4 4 3 2 4 7

Ogre 6 3 2 4 4 3 2 3 7

UNIT SIZE: 4+

EQUIPMENT: Two hand weapons and heavy

armour.

TROOP TYPE: Monstrous Infantry.

SPECIAL RULES: Fear, Ogre Charge, Stubborn

(Golgfag only).

Maneater: Golgfag in his long mercenary career has

been given the nickname of Maneater, although as he

insists, this is misleading, for he and his lads don‘t

much care for who or what they eat.

Golgfag does have a particular love for eating

Halflings and as such, any army that includes Golgfag

and his Ogres may not include any unit of Halflings.

Halflings know of his reputation for eating their kin

and will refuse to hire on with an army employing

Golgfag.

Designer‟s Note: These rules are meant to

represent Golgfag in his younger mercenary days,

as opposed to his current position in Warhammer:

Ogre Kingdoms; hence the rules differences.

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31

GOTREX AND FELIX

“Leave me that oversized lizard!” shouted a voice I instantly recognized. “I didn't have breakfast yet!”

“That's Gotrek Gurnisson”, said one of the gunners on the hill. “He kind of lost his mind. I've seen it

with my own eyes, how he guzzled down a whole beer barrel on his own.” Soon I saw how the frenzied

dwarf cleaved a path of destruction through the Orc horde with his axe. Extract from “My travels with Gotrek” by Felix Jaeger on the battle of Talabheim

Not much is known about Gotrek before he shaved his

head and swore the Slayer Oath and met Felix Jaeger.

The two soon became known as Gotrek and Felix. A

long time ago, before he travelled with Felix, Gotrek

was on an expedition to the stronghold of Karag Dum,

where he found an axe made out of Meteor Iron in the

Chaos Wastes – the legendary Rune Axe of Karag

Dum, which enhanced his already impressive fighting

skills enormously.

In an epic battle in which a dwarf force from the

fortress of Karak Varn fought against an outnumbering

horde of Orcs, Goblins and Beastmen, Gotrek met

Josef Bugman, the famous brewer and the White Dwarf

Grombrindal. Together these three legendary heroes

turned the tide of battle and saved Karak Varn from

being pillaged and ravaged by the foul hordes.

Felix Jaeger is the son of a rich and influential

merchant family in Altdorf. He was well-known at its

university but not so much because he was willed to

learn. He participated in drinking contests, played

reckless pranks on his professors and participated in

duels. He was expelled from the University of Altdorf

after killing a fellow student in such a duel and cast out

of his family.

He became a street corner agitator and poet and played

a vital part in the Window Tax march, which ended in

a bloodbath. During this bloodbath he met the Slayer

Gotrek Gurnisson, who was impressed by his

resistance against the Reiksguard, which tried to quell

the rebellion. So impressed in fact, that he lend his aid

against the Reiksguard, thus saving Felix from being

trampled to death.

At the following drinking bout in one of Altdorf's

taverns, Felix then swore the dwarf to accompany him

on his quest for a glorious death and to record his

inevitable end in an epic ballad. Although he already

oftentimes regretted his thoughtless oath he yet loyally

stayed at the dwarf's side and journeyed with him to

some of the most remote and dangerous places of the

Old World: from the Great Forest to the lawless plains

of the Borderlands; through the depths of Karak

Eightpeaks to the dry and unforgiveable Chaos Wastes;

into the besieged Praag, to the dreaded Syvania and

even to the mist covered island of Albion.

Felix Jaeger became – though somewhat forced – an

excellent fighter during his adventures with Gotrek. In

the Badlands they fought against Wolf Riders, where

Gotrek lost an eye. Beneath Karak Eightpeaks they

fought dozens of Orcs and a mighty Chaos Troll. It was

there that Felix found a magic blade, which is

commonly known as ―the quick Bronze Blade‖ but

rumors go that it is the long lost, legendary sword

Kharagul, the Wyrmslayer Blade.

In Nuln they uncovered the Skavens' secret plans lead

by the Grey Seer Thanquol and they travelled the

Chaos Wastes in an airship designed and built by the

master engineer Malakai Makaisson. There, in the lost

dwarf keep of Karag Dum it was Gotrek who

spellbound a Greater Demon of Khorne. Since then

they were accompanied by the human wizard

Maximilian Schreiber and the Slayers Malakai

Makaisson, Snorri Nosebiter, Björni Björnisson and

Ulli Ullison. Felix slayed a Chaos Dragon named

Skjalandir on their way to Kislev.

In Kislev, they repelled the Chaos Hordes of Arek

Daemonclaw, which were besieging Praag. Björni and

Ulli lost their lives in this battle. Later, they chased the

vampire Adolphus Krieger through the whole Empire.

In the end he was slain by Snorri. While being in

Sylvania during the winter, Gotrek and Felix got

separated from Snorri Nosebiter and Max Schreiber,

only to stumble across the ancient network of the Old

Ones. Through this they arrived in Albion, meeting the

High Elf Archmage Teclis. With his aid and the

barbaric inhabitants of the misty isle they managed to

bring a huge conspiracy of the destructive forces of

Chaos to halt and to close the network forever.

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32

Gotrek has miraculously survived all of his adventures

and Felix too manages to stay alive each and every

time. However, Teclis became aware of the fact that

the gods played a huge part in Gotrek's and Felix's life

and so did other important personae of all races.

Returning through Araby, Tilea and other different

countries of the Old World, Gotrek and Felix witnessed

the magical resurrection of the vampire count Manfred

von Carstein in his castle Drakenhof in Sylvania. They

also participated in the battle against a huge horde of

Greenskins, who besieged Talabheim. In its course

Snorri Nosebiter finally found death in battle, which he

was seeking for long.

Gotrek and Felix obviously belong to the most

notorious heroes of the Old World, whereas they are

mostly known within the Dwarf holds. In the human

parts only a few know about the poet and the Slayer.

For the dwarfs however they both are living legends.

Gotrek is regarded with mixed feelings, part awe but he

is also the ―least successful Slayer in this age of the

world‖. Felix is almost seen as a saint and many dwarfs

say he is one of the greatest heroes of humanity since

Sigmar himself! He has the honourable title ―Bearer of

Firebeard's Hammer‖ as well as Dragonslayer,

although he is neither dwarf nor Slayer, but the dwarfs

seem to consider him so for his travels with Gotrek.

Gotrek Gurnisson and Felix Jaeger travel the whole

Old World and beyond and they are well-known for

their adventures. Gotrek Gurnisson is a famous and

very powerful Daemonslayer, who seeks a glorious

death, accompanied by Felix Jaeger. In the same time

he is also the least successful Slayer of all times, for

though he has slain countless beasts and creatures from

the Bad Lands to the Chaos Wastes, he hasn't found

death through the hands of a worthy foe yet.

THE REGIMENT

CAPTAIN: Gotrek Gurnisson

MOTTO: My glorious death shall not be forgotten!

BATTLE-CRY: ―Oh no, not another monster!‖ (This

isn't a battle-cry per se but oftentimes the last words of

Felix Jaeger before the two of them get involved in

battles, fights, skirmishes, brawls, etc.)

APPEARANCE: Felix Jaeger is easily recognized

by his unruly blond hair and his worn out, bright red

coat. And of course by his constant companion Gotrek.

His published work about his adventures with the title

―My Travels with Gotrek‖ were printed in Altdorf,

where they have been shrugged off as pipe dreams and

phantasms.

POINTS: Gotrek and Felix cost a total of 350 points.

Gotrek is worth 265 points and Felix is worth 85

points.

M WS BS S T W I A Ld

Gotrek 3 7 3 4 5 3 5 4 10

Felix 4 5 5 4 4 2 5 3 8

UNIT SIZE: Gotrek and Felix.

EQUIPMENT: Gotrek carries his Rune Axe, Felix is

armed with the Wyrmslayer Blade. Felix wears light

armour.

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Skirmishers.

Gotrek: Gotrek Gurnisson is the most accomplished

Slayer in the Warhammer world, having felled mighty

creatures from the Badlands to the Realms of Chaos.

As a Daemon Slayer he is Unbreakable and while he

lives so is Felix. In addition Gotrek's Strength is always

equal to the Toughness of his target, unless it would

normally be higher. This means he always wounds on a

minimum of 4+. As a Dwarf, Gotrek hates all

Greenskins, and pursues and flees 2D6-1". Gotrek is

also relentless (may march within 8" of the enemy).

Gotrek's Doom: The Dwarf Ancestor Gods seem to

have some plan for Gotrek, driving him towards an

unknown doom. Since swearing his oath to accompany

the Slayer, Felix has also been bound into this

mysterious destiny. Although this means that they are

forever wandering, unable to settle, they are also able

to survive battles that see thousands of others die. To

represent this, Gotrek and Felix have a 4+ Ward Save

and Magic Resistance (2). However, Gotrek may never

join a unit, and so while he still lives Felix may not join

a unit either. If Gotrek is removed as a casualty his

Doom has no further effect on Felix.

MAGIC ITEMS: Gotrek's Axe (Magic Weapon)

Gotrek's mighty Rune Axe is empowered with potent

spells of cutting and cleaving.

For each of Gotrek's initial Attacks that hit, he gains

one extra Attack. Roll to hit with his first Attacks and

then allocate and roll to hit for any bonus Attacks he

gains. In addition, against enemies with Toughness 5 or

more he has the Multiple Wounds (2) special rule. No

Armour Saves are allowed against Gotrek's axe.

Wyrmslayer Blade (Magic Weapon)

This enchanted sword thirsts for the blood of Dragons,

urging its wielder to confront these monstrous beasts

and imbuing them with unnatural ferocity and speed.

The Wyrmslayer Blade adds +2 to Felix's Attacks. In

addition, if there is a Dragon within his charge range

you must declare a charge against it. Against Dragons,

the Wyrmslayer blade allows Felix to re-roll missed

attacks and failed rolls to wound.

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33

Felix ducked the swipe of a jagged scimitar and lashed out with his sword. His blow took the skaven beneath the ribs, and cleaved upwards in search of its heart.

The skaven gave an eerie high-pitched shriek, clutched its chest and died. It fell to the ground even as Felix withdrew his blade from its chest.

Felix glanced around at the swirling melee. To his right he saw Heinz dash out the brains of a skaven leader with the cosh he held in his left hand, white he fended off the attack of another skaven with the blade he held in his right. Boris and Stephan fought back-to-back in the teeth of the tide of rat-men. Somewhere in the distance he could hear Gotrek's bellowed war cry.

Right at this moment, it was difficult to tell how the fight was going. The mercenaries seemed to be holding their own against the skaven, and the battle seemed to have attracted the attention of others. Humans were pouring out of the nearby tenements. Some clutched bedpans and pokers and other improvised weapons. Others carried swords and blunderbusses and other, rather more useful looking instruments of destruction. It seemed that the citizens had decided that they would rather meet their end in battle with their foes than be burned to death in their homes. That was good, thought Felix, for the mercenaries needed all the help they could get as more and more skaven were being drawn through the blazing streets to the sound of battle.

Even as he stood there, a severed head came flying out of the gloom, spinning, spilling blood from disconnected arteries, spraying all those below it with a shower of black raindrops. It arced straight toward Felix and he batted it aside with his sword. Salty black fluid splattered his face and he fought the urge to lick his lips to clean them. Looking down he saw that the head belonged to a huge skaven warrior.

He wiped his face with his cloak quickly, worried that something might take advantage of his blindness and stab him. Shaking his head he moved forward cautiously to where he could hear Gotrek shouting. Ahead of him he could see an enormous ruck. The Slayer stood poised atop what first Felix took to be an enormous mound of bodies but swiftly realised was a plague cart. A wave of furious skaven scrabbled to reach him but were being hewn down by the awesomil power of the Slayer's axe.

In the distance, looming over the great mass of lesser skaven, Felix could see a huge wedge of creatures he had come to think of as rat-ogres. Gotrek obviously saw them too, for he dived from the top of the plague cart into the seething sea of skaven. Within moments, his flickering axe had left a wall of broken and dying bodies all around him as he thrust his way towards the giant monsters that were his goal. Felix debated for only a moment whether to follow him and then pushed forward, shouting: 'Follow me, lads! Let's kill some bloody rat-men.'

As he hacked to left and right, he hoped the mercenaries were listening and following, otherwise he and Gotrek were in for a hard time when they closed wi t the rat-ogres.

Ahead of them, Felix could see the rat-ogres. They loomed head and shoulders above the crowd, monstrous creatures, man-shaped but with the heads of immense rabid rats. Vast boils erupted through their mangy fur. The stigmata of a variety of foul mutations marred their flesh. Each had paws the size of shovels which ended in claws like daggers. Huge tusk-like fangs dripping with saliva filled their mouths. Their bellows were audible even over the din of battle.

At the sight of them, Felix felt the urge to halt an flee. He could tell the mercenaries following him felt the same way. The momentum of their charge was dissipating as they contemplated the horrific appearance of their foes. Only Gotrek showed no fear. He ploughed onward, unwilling or unable to be bothered by the fearsome nature of his foes. The rat-ogres were no more troubled by the Trollslayer's arrival than he was by theirs. With an ear-shattering roar, they charged rabidly to meet him.

It seemed unlikely to Felix that anything could survive the mad rush of such huge creatures. It was like expecting someone to be able to withstand the charge of a herd of elephants. Nothing should have been able to withstand the onslaught of that huge mass of muscle and teeth and claws. For a moment, all heads turned and even the skaven stopped their relentless advance to watch.

Completely undaunted by the fact his opponents were twice his size, Gotrek came on. His axe flashed, glowing red in the lurid blaze of the burning buildings, and one of the rat-ogres tumbled backwards, its leg chopped off at the knee. As it fell the Slayer's axe slashed back again and severed its arm. Clutching at the bloody stump with its good paw, the creature rolled over on the ground, writhing and shrieking.

Another of the immense creatures reached out and made a grab for the dwarf. Its razor-like talons bit into his ruddy flesh. Bloody droplets appeared on Gotrek's shoulder as the mighty beast raised him high above its head. It opened its huge jaws to the fullest extension as if intending to drop the Slayer in and devour him in one bite. Gotrek brought his axe crashing down. Powered by all the awesome strength of the Slayer's mighty arm, it smashed the rat-ogre's head in two. Blood, brains and teeth exploded everywhere. The Slayer went flying backwards through the air, propelled skyward by the reflex action of the rat-ogre's death spasm.

Seeing the remaining rat-ogres begin their advance towards Gotrek's recumbent form, Felix mustered all his courage and shouted;: 'Charge! Charge! Let's send these foul vermin back to the hell that spawned them.

Not daring to look back over his shoulder to see if anyorie was following him, he raced forward into the fray.

Chang Squik watched in amazement as the air in front of him shimmered. For a moment, it appeared like a small, bright hole had been punched in the very fabric of the world. Through that hole leaked a vile black gas which smelled of

warpstone and dark magic. Even as the assassin watched, the cloud expanded and shimmered until it stood higher than any skaven. Then the cloud itself parted to reveal a gateway joining the privy in which Chang Squik stood to the place where the grey seer was.

Chang Squik heard a sudden noise behind him and span around to see an ornately garbed human enter the privy, fumbling with his codpiece as if he intended to make water. The human reeked of alcohol. He paused in amazement / and looked at the skulking skaven, then shook his head as if to clear it.

`I say,' he said. 'That's a ruddy good costume!'

Then his eyes widened further as he noticed the ranks of stormvermin starting to pour through Thanquol's sorcerous gateway. He opened his mouth and had just time for one shriek of warning before Chang Squik's throwing knife buried itself in his heart.

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LEOPOLD'S LEOPARD COMPANY

„For the Leopard!‟ they roared, and charged the greenskins. The Orc line swayed, then fell apart

under their assault and the rest of our army took up the victorious cry. „For the Leopard!‟ we

roared, and charged too. We‟d all share the glory – and the loot. Filimir Tzapinka, mercenary sergeant, on the battle of the Frozen Lakes

The Leopard Company takes its name from the

legendary Leopard of Luccini which is a badge

and mascot of the city. It is said that this leopard

was the guardian of the divine twins Lucan and

Luccini, founders of the city. According to the

story, the twins became lost in the wilderness

when they were still only children and took refuge

in a cave on the great rock, later to be the

acropolis of the city. The cave was the lair of a

leopard, but this was no ordinary leopard, she had

two heads and three tails! She could also speak

prophecies from one of her heads and warnings

from the other. The leopard protected the twins

just as if they were her own cubs until shepherds

found them. They also found the bones of many

Orcs, wolves, bears, and Trolls around the cave

which the leopard had slain protecting the twins.

Old Veteran: No I won't join your lot! You give all your money away to temple don't you? If I risk my neck I want to keep the money!

Leopoldo: Well, before we pay the temple we take out expenses. You know essential things tike replacing broken pikes and dented armour, making sure everyone looks smart and each trooper has a clean silk shirt or two. Doctors aren't cheap either, and a couple of the best are with us at all times. Then there are supplies. Only the finest wine is worthy of servants of the temple, so we don't skimp on expenses there. In fact, I think that you'll find we have an excellent selection from all over Tifea. Plenty of it too, as you never know when we'll be stuck in some barbaric backwater. Our chef used to cook for the Prince of Trantio and demands the freshest and best ingredients. He gets very upset if we run out of vital supplies (like those nice baby octopuses for the pasta) in the middle of a siege. Like I said, once we've taken out our expenses we pay the temple.

Old Veteran: Where do I sign?

According to the myth, the leopard prophesied

that Lucan and Luccina would found a great city

on the rock and rule it as king and queen. Then the

other head warned that the descendants of the

twins would fight each other for the realm. After

having thus spoken, the leopard disappeared into

the cave and was never seen again.

The temple of Lucan and Luccina was built over

the cave in which credulous people still believe

the leopard lives. The guards of the temple, hired

by the priests and paid for by pious donations

from the merchants of the city, were called the

Leopard Company because their sworn duty was

to guard the acropolis as ferociously as the

leopard as its badge.

Unfortunately, there was always fighting in the

principality between the two lines claiming

descent from Lucan and Luccina. This only ended

recently when Lorenzo Lupo claimed descent

from both and anyone who disagreed either came

to a bad end or has since fled the city.

Unfortunately for them, the priests of the temple

of Lucan and Luccina supported the claim of

Lorenzo‘s rival Leopold who claimed to be a

direct descendant of Lucan. Under Leopold‘s

command the Leopard Company held the

acropolis for many days against Lorenzo‘s troops.

The state of civil unrest persisted until the priests

consulted the oracle of Luccina which came down

in favour of Lorenzo, albeit a very cryptic augury.

The priests promptly cast the Leopard Company

from their employment in an effort to placate the

vengeful Lorenzo. The soldiers had grown used to

extremely good pay in gold and always dressed

immaculately and enjoyed the best that the city

could provide in food, wine and entertainment.

They were extremely angry.

Consequently, the Leopard Company, forgetting

their sacred duty, broke down the golden doors of

the temples, took the pay owed to them and laid

hands on the priests who were thrown off the

acropolis into the sea. Then they defiantly held

out against Lorenzo for a further two weeks of

bloody siege.

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35

Finally Lorenzo decided to offer Leopold a

deal he could not refuse. He would allow

Leopold and the Leopard Company to march

out of the city in return for ending the siege

and promising never to make war on him.

Leopold reluctantly set aside his claim under

pressure from his men who wanted to get away

with the gold from the temple rather than die.

Also, they were afraid they had offended the

two gods of the city and were anxious to leave

the acropolis before divine vengeance struck

them, possibly in the form of a rampant two

headed leopard!

And so the regiment mached out of Tilea and took

service with various other Princes. After much

hard campaigning, the regiment had been mauled

in many unlucky battles. The superstitious

soldiers regarded this as the vengeance of the

leopard which they had sworn to protect and

whose temple they had pillaged. Leopold, anxious

to hold his regiment together, called a meeting on

the stricken battlefield of Terramorta and told his

men they must regain the favour of the gods. So

they voted to appease the leopard by sending back

a portion of everything they had captured as loot

to the temple in Luccini. The next battle ended in

an overwhelming victory against all the odds, with

the Leopard Company taking the lion‘s, or rather

the leopard‘s share of the loot! For Leopoldo, it

earned him the nickname di Lucci, meaning ‗the

fortunate‘. Since then the regiment has gone from

strength to strength fighting in many far distant

lands, but always remembering to send something

back for the coffers of the priests of the temple at

Luccini.

THE REGIMENT

CAPTAIN: Leopoldo di Lucci.

MOTTO: Proceeds to the Luccini temple‘s

restoration fund.

BATTLE-CRY: For the Leopard!

APPEARANCE: Burnished brass armour, very

ornate muscled cuirasses with a leopard's face

embossed on the breastplate. Leather tassets attached to

the cuirass. White uniforms and white crests. They

wear gilded or real wreaths of laurel leaves around

their helmets. The banner bearer and drummer wear

leopard pelts, draped over their shoulders. Their banner

shows a leopard with two heads and three tails.

POINTS: Leopold and nine Pikemen cost a total of

150 points including Standard Bearer and Musician.

This is the minimum unit you can hire. The regiment

may be increased by adding extra models at a cost of 8

points each.

M WS BS S T W I A Ld

Leopold 4 5 5 4 4 2 5 4 8

Companion 4 3 3 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Pike and heavy armour. Leopold is

equipped with hand weapon, pistol and heavy armour.

SPECIAL RULES: Immune to Psychology.

Stiffen the sinews, summon up the blood, disguise fair nature with hard—favoured rage and imitate the action of the Leopard!

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LONG DRONG'S SLAYER PIRATES

As soon as their jolly boat touched the sand they roared ashore, charging the waiting Goblins. It

was a short fight. Within moments the greenskins were running for their lives and the pirates were

rewarding themselves with a swift tot of rum. Von Mirrenburg from his book „My Time with the Dwarfs‟

Long Drong, who as his

name suggests was a

rather tall Dwarf and

claimed a dubious line of

descent from Drong the

Hard, legendary Dwarf

ancestor known from

many sagas, began his

career as a Dwarf seafarer

in Barak Varr. He worked

his way up from cabin

Dwarf to captain of the

Dwarf trading ship The

Barrel of Ale which brought fine Dwarf brews by the

sea route to far away colonies. That was until one

terrible voyage around the coast of Sartosa. A storm

blew up, the worst for a hundred years, and the ship

foundered on the treacherous rocks. Although the crew

was washed up on the shore, the entire cargo of rare

Dwarf ales was lost.

This disaster was something no Dwarf could bear, and

no self-respecting Dwarf captain would wish to

survive. Long Drong knew his career as a Dwarf trader

was over. He resolved to become a Slayer on the seven

seas and to seek a heroic end worthy of a saga. His

crew, who were just as shamed by the loss of the cargo

as their captain, followed his example and swore upon

their ancestors to lead a life of roving Sea Slayers until

a worthy death ended their shame and redeemed them

in legend.

Having thus sworn, Long Drong, now known as Long

Drong Slayer, trekked inland to his destiny, which was

to become the most notorious pirate ever to lurk on

Sartosa. His first act was to storm the stronghold of the

dreaded pirate Capitano Sisicco and capture his ship

and treasure stash. With the latter, Long Drong hired

Dwarf craftsmen to rebuild the flimsy vessel into

something a Dwarf could be proud of, not sparing the

iron! He also hired Dwarf smiths to forge cannons for

the vessel, which Long Drong named The Fair Fregar

after a famous Dwarf maiden of Barak Varr, rumored

to be very beautiful. A figurehead representing her was

carved by the crew. Unfortunately, neither Long Drong

nor any of his crew had ever seen a real life Dwarf

maiden, so they had to rely on their imagination and

hearsay. The result, parts of which were shod in brass,

made an awesome ram on the prow of the ship!

The prisoners, now chained in Long Drong‘s dungeons,

were freed in return for telling him all they knew about

buried treasure and handing over any maps they had.

Long Drong learned that the key to success was often

the possession of a pay chest full of gold with which to

hire a mercenary army and hold it together under your

command. Many such pay chests had been lost in

battles and there were mercenary generals willing to

pay handsomely for their return, even double the value

of anything in the chest, or a great fortune for the

empty chest alone. This was because recovery of a lost

pay chest is a matter of pride among mercenary

generals, who regard such chests in the same way as

other races do their army standards!

So Long Drong let it be known that, being a seafaring

Dwarf, he could seek out and rescue a lost pay chest

wherever it may be in the known world and return it to

its rightful owner. All he asked was to keep any

treasure that he might find in it, plus a reward in gold

equal to as much as the chest would hold! By the

standards of mercenary generals this was but a small

price to pay for the restoration of honour and respect,

and soon offers to hire his services came flowing in by

swift messengers.

Thus the Fair Fregar voyaged to many distant lands;

Araby, Lustria, Albion, and many uncharted islands,

and brought back various pay chests which may or may

not have been genuine. In doing so Long Drong raided

the treasure hoards of many notorious pirates and

corsairs and made countless enemies determined to get

their revenge on him. A price was on his head,

everyone sought to accomplish his doom. What more

could a seafaring Slayer ask for! His only friends

turned out to be those mercenary generals from whom

he had restored honour, and these soon began to hire

Long Drong and his pirate crew to fight as a regiment

in their armies. Their task, needless to say, was to seek

out and capture the enemy pay chest on the battlefield.

Only reckless Dwarf Sea Slayers, seeking a heroic end

would take on or succeed in such a task. As yet Long

Drong has still to meet his doom!

Fifteen Dwarfs and a dead Dwarf's chest, Yo. ho. ho and a flagon of ale. Each one a goner means more for the rest! Yo, ho. ho and a barrel of ale.

Dwarf Pirate sea shanty (it gets worse!)

Page 37: Warhammer: Regiments of Renown

37

THE REGIMENT

CAPTAIN: Long Drong Slayer.

MOTTO: Lost pay chest recovery is our specialty.

BATTLE-CRY: Fifteen Dwarfs and a dead Dwarf‘s

chest, yo ho ho and a flagon of ale…

APPEARANCE: Long Drong Slayer has a hook

hand, peg leg, eye patch, long red plaited beard, pistols

stuffed down his breeches, and a parrot on his shoulder

which says ‗bits o‘ gold, bits o‘ gold‘ all the time. His

crew is a swarthy bunch of rogues who are proud to

fight under the skull and crossbones flag.

POINTS: Long Drong Slayer plus nine Dwarf pirates

including a Standard Bearer and Drummer cost a total

of 180 points. This is the minimum unit you can hire.

The regiment may be increased up to a maximum of 30

models at a cost of 12 points for each additional model.

M WS BS S T W I A Ld

Long Drong 3 6 4 4 5 2 4 3 10

Slayer Pirate 3 5 3 3 4 1 3 1 10

UNIT SIZE: 10+

EQUIPMENT: Loads of pistols (counts as brace of

pistols).

TROOP TYPE: Infantry.

SPECIAL RULES: Unbreakable.

Ancestral Grudge: Dwarfs Hate all types of

greenskins. You cannot include Dwarfs and Greenskins

in the same army.

Resolute: Dwarfs flee and pursue 2D6-1‖ instead of

the normal 2D6‖.

Relentless: Dwarf units may march even if the enemy

is close enough to inhibit march moves.

Festooned with Pistols: Since they are festooned with

pistols that they shoot off in a hurricane of destruction,

all of their close combat attacks

are considered to be Strength 4 and Armour Piercing.

In addition, they do not suffer the -1 to hit penalty for

Stand and Shoot.

Dwarf Rum: When unable to get ale, the Dwarf

pirates brew their own drink. This dangerous stuff is a

sort of rum mixed with gunpowder and iron filings, and

each bottle has a skull and crossbones on it as a

warning. The pirates swig so much of this concoction

that they are now immune to drunkenness, though it

wreaks havoc with their insides. Before a battle the

Dwarfs will knock back a few bottles each, and the

resultant intestinal rumblings and gurglings leave an

odious mist hanging around the regiment.

Though the pirates claim not to notice the smell, the

effect is dire on the enemy who suffer -1 to hit in Close

Combat. Obviously, Undead troops, Daemons, and

followers of Nurgle won‘t notice the stench either. The

great disadvantage to the pirates is that no other troops

will stand near them. As a result, the regiment may not

be deployed closer than 6‖ to any other unit in the army

at the start of the battle!

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38

LUMPIN CROOP'S FIGHTING COCKS

Incredible! We stood quietly robbing carts while two armies were engaged in a scrapping, happily,

a child's play, when we came face to face with a bunch of halflings who walking away from the

scene of hostilities. Easy prey, we thought. This was my first mistake… Ricco, the leader of a band of robbers, captured at the Battle of Dunroamin.

The race of Halflings is

mostly thought of as

peaceable, well

meaning, honest and

sociable. This, at least,

is the common view,

and it is a view readily

encouraged by the sight

of rosy cheeked, well-

fed Halfling faces and

broad Halfling smiles.

Such are Nature's gifts

to that race. However,

even amongst this tolerant and easy-going people there

is the odd proverbial rotten apple that spoils an

otherwise toothsome batch. In this case the rotten apple

goes by the name of Lumpin Croop and the batch in

question is known as Lumpin Croop's Fighting Cocks.

Lumpin Croop was born in the northern Moot, in a

backwater village, on the wrong side of the river. His

mother was the blacksmith's daughter and his father an

itinerant carrot salesmen. Unfortunately, Lumpin's

father chocked to death on a horseshoe sometime

before he was born. The Halfling's childhood was not a

happy one. His grandparents resented and disliked him,

and could never forgive their daughter for her unwise

liaison. Lumpin's bright orange hair was a painful

reminder of his parentage.

Young Lumpin was forced to work long hours in the

family forge. His grandfather set him to arduous and

demeaning tasks such as poking the fire and

straightening horseshoes. His mother suffered greatly

from the unremitting disapproval of her parents. She

became distraught and took to the bottle. Not

surprisingly Lumpin ran away from home as soon as he

could. By this time he had already fallen into a life of

pick pocketing and bunko-artistry. These were talents

doubtlessly inherited from his father along with his

passion for root vegetables.

Lumpin Croop became a poacher. His extraordinarily

acute night vision proved a great advantage on dark

moonless evenings. Lumpin soon learned to support

himself from the surrounding farms and estates. This

was an annoyance to the many gamekeepers who found

their game stocks and reputations plummeting fast.

One day Lumpin happened to visit the Old Pig and

Bucket, a shady hostelry in the otherwise attractive

village of Beggar's End. The inn's landlord, Raggo

Barrelgut, had been an eager buyer of poached rabbit in

the past. On this occasion, however, rabbit pie was

noticeably absent from the menu. Instead, the snug was

brimming with angry gamekeepers led by the

notoriously crazed Ned Hamfist. The gamekeepers

were all armed with cudgels. Raggo was hiding in the

corner looking embarrassed and a bit frightened.

Anticipating a sound beating, Lumpin immediately

launched in to a long and complicated story. Once he

had begun he soon found himself spinning a yarn of

excitement, treasure and vast banquets waiting to be

had in the lands over the mountains. The gamekeepers

were taken aback by the young poacher's tirade and

soon put all thoughts of vengeance aside. Eagerly they

found themselves signing up to join Lumpin in his

bright and exciting quest to the land of Tilea. Ned

Hamfist bought drinks to toast their bold venture and

some bright spark came up with a name for their band -

Lumpin Croop's Fighting Cocks.

From that day to this, Lumpin has tried very hard to

give the Fighting Cocks the slip. However, the

gamekeepers are even better trackers then Lumpin and

always manage to find him and insist that he takes

them along on his adventure. Lumpin's regular attempts

to escape are thought to be 'training exercises' by his

admirers. Similarly, his efforts to misdirect the

Fighting Cocks away from Tilea and any chance of

fighting are considered to be 'initiative tests'.

Unfortunately for Lumpin, the Fighting Cocks are

extraordinarily good at direction finding, being experts

at navigating their way around quietly in the dark.

Their faith in Lumpin and their belief in his adventure

is unshaken.

The truth is that the Fighting Cocks are really rather

good. All of the 'training exercises' and 'initiative tests'

have honed their natural skills to a point where they are

Ye World Renown

HALFLING FIGHTING COCKS

Expert Marksmen,

Trackers & Woodsmen. Baggage Train guarding a speciality.

Ask for Lumpin at the sign of the Fat Pig.

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39

expert trackers and woodsmen. Their marksmanship is,

as you would expect, second to none. Their

woodsman's clothing and pelt-caps adorned with

feathers are memorable to say the least.

Thanks to several remarkable battles, the Fighting

Cocks have acquired a well-deserved reputation, and

their services are now in great demand. On one

occasion Lumpin was credited with saving an entire

army. An enemy force had worked its way behind the

army's lines and was preparing to launch a devastating

attack. At the same moment Lumpin happened to be

leading the Fighting Cocks directly away from the

sound of the fighting. Unknown to him, his route was

taking the Halflings straight towards the encircling

enemy. In the ensuing clash the Fighting Cocks fought

with great enthusiasm and the enemy was soon

scattered. Everyone was very impressed by Lumpin's

foresight; not least Lumpin himself, and the Fighting

Cocks were showered with offers of employment.

Indeed, money has started to flow into the band's

coffers, and Lumpin's impromptu tale of fame and

riches is starting to come true. His troops believe in

him utterly and take great pride in their leader's

growing reputation. Lumpin himself is learning to live

with his sudden change of fortune. He is becoming

unexpectedly fond of the Fighting Cocks. Such is his

dedication that even on the eve of battle he can be

found in his tent working hard at devising new training

exercises.

Lumpin Croop‘s Fighting Cocks are well used to

sneaking about in woods and amongst the gorse. They

use bird whistles and animal calls to coordinate their

movements in the dark and amongst dense woodland.

FOR HIRE HALFLING FIGHTING COCKS

Expert Marksmen, Trackers & Woodsmen.

Baggage Train guarding a speciality.

Ask for Lumpin at the sign of the Fat Pig.

No job too small!

THE REGIMENT

CAPTAIN: Lumpin Croop.

MOTTO: Short, Fat and Dangerous to Know.

BATTLE-CRY: "Hurray! Hurray! The Moot! The

Moot!" This stems from an occasion in a particularly

nasty battle when Lumpin Croop attempted to give his

troops new orders. What he actually shouted was, "Run

away! Run away to the Moot!" but his words were lost

upon the wind and his lads charged ferociously with

their recognizable battle-cry.

APPEARANCE: The regiment is clad in various

greens and browns to better blend into the forest. They

wear no armour as it is difficult to move stealthily and

quickly when weighed down by mail and plate.

POINTS: Lumpin Croop and four Halflings including

Ned (properly Neddly) Hamfist the Standard Bearer

and a Horn Blower cost a total of 95 points. This is the

minimum size regiment you can hire. The size of the

regiment may be increased at a cost of +10 points per

additional Halfling.

M WS BS S T W I A Ld

Lumpin Croop 4 3 5 3 3 2 6 3 9

Ned Hamfist 4 2 5 2 2 1 5 2 8

Fighting Cock 4 2 5 2 2 1 5 1 8

UNIT SIZE: 5+

EQUIPMENT: Hand weapon and bow. Lumpin

Croop is equipped with hand weapon, bow, shield and

light armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Skirmishers, Scouts, Forest

Strider.

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MALAKAI MAKAISSON'S GOBLIN-HEWER

“Da boss said, we would finish da stunties and „umies off quickly. Then we saw shiny thingies in da

sky. 'Tis looks nice“, we were thinkin'. Da thingies became bigga an' bigga and closed in fasta an'

fasta! I told my „omies: „What did ze stunties think of tis time?“ A terrible sound of breakin'

armours and burstin' bones. My „omies were gone! Next to me, where my „omies were standing,

was a pile of dead, green bodies, with lots and lots of axes stickin' in them. These cursed stunties

and their toys!” Morgua Bonegnawer about the battle in the Valley of Change

Malakai

Makaisson

is thought

to be the

most

ingenious

engineer

who ever

lived. His

technical

knowledge was highly valued in the Engineer's

Guild. However, some of Makaissons' inventions

were ill-fated. His Dwarf Iron Clad steam ship,

named Unsinkable tragically sank on its maiden

voyage, with Malakai being the only survivor.

The Indestructible, the first airship he invented

suffered the same fate. Again being the only

survivor, the master engineer was thrown out of

the Engineer's Guild. Unable to accept this

disgrace as every proud dwarf would be, Malakai

shaved his hair and took the Slayer Oath, which

didn't stop him from inventing more machines and

war gear for the Dwarf holds.

Eventually, in the year 2500 IC he created a

second airship, the Spirit of Grungni, named after

Grungni, the dwarfen progenitor. He did so at the

request of Borek Forkbeard, a warrior from Karag

Dum. The dwarfs from Karag Dum were now

trapped by chaos warriors for nearly 2000 years in

their fortress and were fighting for survival. Relief

troops from other strongholds were fighting in the

Great War against Chaos. Initially, this second

airship should have been named Unstoppable.

This was Makaisson's idea but was averted by

Borek, who regarded the name ominous,

considering the past of Makaisson's inventions.

The Spirit of Grungni turned out to be substantial

and reliable, as opposed to Malakai's first airship.

Together with Slayers like Gotrek Gurnisson and

Snorri Nosebiter – who both were seeking

glorious death against the hordes of Chaos - and

Felix Jaeger and other warriors, Malakai travelled

throughout the Chaos Wastes to Karag Dum.

There they managed to save Firebeards's Hammer,

a precious rune hammer of Karag Dum's king

together with the last survivors of the stronghold

and bring them safely to the World Edge

Mountains.

The airship was attacked by the giant dragon

Skjalandir on the way back, who could only be

warded off with the sacrifice of Varek, Borek

Forbeard's nephew. While the Spirit of Grungni

was repaired and refitted in the Slayer fortress of

Karak Kadrin, Malakai ventured out together with

Gotrek Gurnisson, Snorri Nosebiter, other Slayers

and people from the Empire and Kislev to defeat

the dragon. Afterwards and after the work on the

Spirit of Grungni was done, Malakai flew to

Kislev to warn the Ice Queen against the coming

invasion of Chaos. Subsequently he brought her

and her retinue to Praag. There the infinite hordes

of Chaos arrived, lead by Arek Demonclaw.

Malakai's ariship's bombing later helped to

destroy big parts of the Chaos army and thus the

Kislevits managed to repel Arek Demonclaw's

hordes.

Approximately 30 years later Malakai constructed

the Goblin-hewer. With that new invention he

became part of the Slayer Cult Army of Karak

Kadrin, which hurried to aid the Empire against

Archaon's and Grimgor's hordes in the Storm of

Chaos. A rapid-firing, axe-throwing extravaganza

of destruction, the Goblinhewer is capable of

scything through even the most numerous

opposition with a hail of blades.

Thanks to its design, the Goblin-hewer is capable

of hurling a storm of axes into the enemy lines

and decimate large regiments of even the best

armoured warriors. A specially developed pair of

goggles enables Malakai to enhance his vision and

guide the hewer's axes safely into an enemy‘s

face.

Another of Makaisson's invention is the Repetear

Handgun. This gun combines the marksmanship

of dwarf guns with a high rate of fire. At the

Page 41: Warhammer: Regiments of Renown

41

moment Malakai is running lengthy tests to

guarantee that this isn't going to be another

failure. Due to Makaisson's recent successes the

Engineer's Guild offered him an honourable re-

entry in the guild, which was rejected by Malakai.

He now devotes himself to invent new enignes of

war to aid the Dwarf holds and the humans in the

never-ending war against Chaos and the

Greenskins. Sometimes he can be found in

mercenary armies with his Goblin-hewer, if their

motives serve the dwarfs. He then stays in the first

line of battle, eager to find death in battle through

a worthy foe so his name will be purged of the

setbacks of his past.

THE BATTERY

CAPTAIN: Malakai Makaisson

MOTTO: Precise war engines for Karak Ankor!

BATTLE-CRY: With lever, axe and chain, we split

the Gobbos' brain!

APPEARANCE: Malakai is a shaven-headed Dwarf,

with the customary red-dyed crest and a short leather

jerkin with a sheepskin collar, a leather cap with long

ear flaps and a cut out for his crest to fit through. He

wears a set of thick optical lenses engraved with a

cross-hairs, though he claims it is simply to improve

his already superb eyesight, rather than to make up for

any deficiency he may be suffering from.

POINTS: Malakai Makaisson and his Goblin-hewer

cost a total of 200 points.

M WS BS S T W I A Ld

Malakai 3 5 5 4 5 2 4 3 10

Slayer Crew 3 4 3 3 4 1 3 1 10

Goblin-hewer - - - - 7 3 - - -

UNIT SIZE: Malakai Makaisson, two Slayer crew

and a single Goblin-hewer.

EQUIPMENT: The crew are armed with hand

weapons and great weapons. Malakai is armed with a

great weapon and a Repeating Dwarf handgun.

TROOP TYPE: War Machine.

SPECIAL RULES: Unbreakable.

Ancestral Grudge: Dwarfs Hate all types of

greenskins. You cannot include Dwarfs and Greenskins

in the same army.

Engineer: Although seriously deranged and sworn to

the Slayer oath, Malakai is still a formidable expert in

black powder, mechanics and construction. The

Goblin-hewer may use his Ballistic Skill when firing.

However, he is part of the crew and must stay within

3‖ of the Goblin-hewer at all times.

Malakai may always fire at a different target with his

Repeating Dwarf Handgun than the rest of the Goblin-

hewer if he wishes.

Goblin-hewer: The Goblin-hewer fires using the

following profile:

Range: Strength: Special Rules:

48" 4 Armour Piercing

In order to fire the Goblin-hewer, nominate a target

unit within range and Line of Sight and roll To Hit as

normal (using Malakai‘s BS if he is still alive and not

firing his repeating handgun).

The spinning axe blades fire a variable number of shots

depending on the number of ranks in the target unit.

Roll a D6 for every rank the target has, this is the total

number of rolls to Hit you should make. If the Goblin-

hewer is in the flank arc of a unit, then the number of

models in the widest rank is counted as the number of

‗ranks‘ for this purpose.

For example, against a unit four ranks deep the Goblin-

hewer fires 4D6 shots. If it were six models wide and

hit in the flank, it would fire 6D6 shots. Casualties are

allocated just like normal shooting hits. If firing at a

single model or skirmishers, or other target that does

not use ranks, it fires D6 shots.

REPEATING DWARF HANDGUN The handguns of the dwarfs feature many

improvements over the crude devices of the used by

other races. These features include improved rifled

barrels, finer powder grain and more reliable firing

mechanisms. The Repeating Dwarf Handgun of

Malakai takes this design even further, having a

constructed a more rapid-firing version of the standard

handgun.

Range Strength Special Rules

24" 4 Multiple Shots (3),

Armour Piercing,

Move-or-Fire

Superior Design: A Dwarf handgun has a +1 to hit

modifier.

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42

MARKSMEN OF MIRAGLIANO

An‟ then Bozgrot got „it, standing next to me „e was. Got it right between the eyes, never knew what

„it „im. Then da Boss went down with three bolts stickin‟ in „im. And finally, after we‟d lost half da

ladz, we actually got close enough to see „em… One-eyed Sukslug, sole Orc survivor of the Porcupine Pass massacre

The crossbow has

always been the

favoured weapon in

Tilea, no doubt because

its long range enables

the troops to shoot

from high on the

ramparts, across the

broad moats and

ditched into the enemy

hordes. Crossbow bolts

have the striking power

to pierce armour and

inflict mortal wounds

on tough and determined opponents. The crossbow is

also handy for use in confined spaces such as the

ramparts, towers, gateways, and narrow streets of

Tilean cities and on board Tilean galleys and Man-O-

Wars. It is therefore no surprise that the Tileans never

really bothered with ordinary bows.

One of the famous regiments to use the crossbow is

known simply, but aptly, as the Marksmen. The

Marksmen have been going for a hundred years or

more, under several different Captains. As one Captain

fell in battle or retired, the most senior surviving

Marksman would assume leadership, and the regiment

would continue. The regiment always recruits its

soldiers from Miragliano, and returns to its home city

every now and again to replenish its ranks and renew

family ties. Any recruit must prove his marksmanship

by shooting a bolt though the head of the Prince on a

gold ducat. The coin is, of course, placed in the centre

of a target set at a range of 300 paces! Once accepted,

recruits hone their marksmanship to perfection with

constant practice. Such is their success that Miragliano

has fewer pigeons than any other city in Tilea and not

that many cats or dogs either.

The list of battles in which the Marksmen have won

distinction and, needless to say, rich rewords in the

Empire alone are too numerous to list! As well as

fighting for the Empire, the regiment has served the

Tsarina of Kislev and several Dwarf lord. On other

occasions the Marksmen have fought on the same side

as High Elves and have taken part in many overseas

adventures.

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43

THE REGIMENT

CAPTAIN: Maximilian Damark

MOTTO: We hit the right spot every time.

BATTLE-CRY: Shoot!

APPEARANCE: The Marksmen are typical of

veteran mercenary companies and wear a variety of

clothing, armour, and equipment gleaned from the four

corners of the Warhammer World. Many of the

Marksmen wear a badge in their caps or hats,

consisting of a tall feather and a pierced gold ducat.

The feather represents the swift flight of the crossbow

bolt (and it looks very fine too!). The pierced ducat is

the very coin that the trooper must strike from 300

paces as a test of marksmanship before he is allowed to

join the Marksmen.

POINTS: Maximilian and nine Marksmen cost a total

of 175 points including a Standard Bearer and

Musician. This is the minimum size of regiment you

can hire. The regiment may be enlarged by adding

extra models at a cost of 11 points each.

M WS BS S T W I A Ld

Maximilian 4 5 5 4 4 2 5 3 8

Marksman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Hand weapon, light armour and

crossbow.

TROOP TYPE: Infantry.

SPECIAL RULES: Marksmen: To join the ranks of the Marksmen

potential recruits must first shoot a bolt through a coin

at a range of 300 paces! Once accepted, the Marksmen

continuously practice their long range accuracy until

every member can regularly make such shots. This

practice naturally has its uses on the battlefield as the

Marksmen are able to accurately engage enemy units at

long ranges and inflict severe casualties whereas other

more poorly trained regiments will only score sporadic

hits at longer ranges.

The Marksmen of Miragliano do not suffer penalties

for shooting at long range.

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44

MENGIL MANHIDE'S MANFLAYERS

Even amongst the Dark Elves of Naggaroth, a

nation renowned for its cruelty, ruthlessness and

sadistic tendencies, Mengil of Clar Karond is

particularly noted for his bloodthirsty nature. Such

is his cunning and his gleefully murderous

behaviour that many amongst the Dark Elves

regard him as an unhinged killer. While most

Dark Elves would happily slit the throat of any

who got in their way in order to further their own

political aims or gain more personal power so

long as they could get away with it, Mengil kills

for the fun of it, without care or thought of the

consequences. On more than one occasion, he has

slain allies merely on a whim, and many believe

he has only a tenuous grip on his sanity. He is

seen as dangerously unpredictable, and regarded

with suspicion and distrust by other Dark Elves.

Mengil‘s father, Kraal the Hearteater, was a cruel

and powerful noble lord of Clar Karond, whose

ruthless reputation ensured that none would dare

to oppose him. He frequently set his sons tasks

and trials as they were raised in order to weed out

those he deemed too weak to carry his bloodline,

and to test their loyalty to him. Those that failed

his cruel tasks were slain without mercy, their

hearts cut out and offered to Khaine. His youngest

son Mengil was no exception, and he was

routinely beaten and forced to fight his older

brothers. In one such test, Kraal released a human

captive, a powerful young Norseman, into the

Black Forests outside of the dark city, giving the

warrior weapons and a shield. The young Mengil

was sent to hunt this human, and only once he

returned with evidence of the kill would he be

allowed back into the city.

Through the icy wilderness Mengil tracked his

quarry, eventually coming face to face with the

Norseman. His speed and skill with the blade was

enough to overcome his larger and more powerful

foe, and he rejoiced in the thrill of the kill,

smeared blood across his face and he drank deeply

from the powerful heart of his fallen enemy,

before skinning the Norseman and eating his

flesh. While in the wilds, he sharpened his teeth to

points, making him look particularly fearsome.

Mengil wore the bloodied skin as a cloak as he

walked back into Clar Karond, earning him the

respect of his father and the honorific title

‗Manhide‘.

The favouritism that Kraal showed for his

youngest and most vicious of sons was regarded

jealously by his brothers, and on more than one

occasion Mengil was forced to fight for his life

against his brethren, killing two of his murderous

siblings in one night. He ripped the skin from their

bodies, and had their bloodied, skinless corpses

delivered to his one remaining brother as a

warning.

When he was old enough, Mengil joined the ranks

of the Corsairs of Clar Karond, and his rapid rise

was tarnished only by his increasing viciousness

and unpredictability. Where his superiors would

have him conduct lightning quick raids,

slaughtering any defenders and retreating with

captives before a strong defence could be formed

to counter-attack, Mengil would more often than

not stubbornly refuse to retreat and strike at the

larger defensive force.

While his skill, ferocity and powerful leadership

would often ensure that he was victorious, he

would generally return with few slaves, for he

took perverse pleasure in killing. Even those who

gave up their swords Mengil would slay, rejoicing

in the flow of blood, and often continuing to hack

and cut at the bodies long after life had left them.

He continued his practise of skinning his defeated

foes, and his father‘s halls in Clar Karond were

bedecked with these savage trophies, reaped from

all over the world. Nevertheless, this was merely a

slight blemish upon his otherwise praiseworthy

name, and the fact that he would sometimes turn

on an ally and brutally murder him in cold blood

was seen more as an eccentricity than any kind of

problem.

Within half a century Mengil was himself leading

the majority of raids launched from the Black Ark

known as the Citadel of Spite. This was once a

massive castle that guarded the south-western tip

of the now sunken lands of Nagarythe before it

was turned into a giant floating fortress by dark

magicks. The Dark Lord of Clar Karond himself

gave Mengil the honour of leading these assaults

from the front, making him one of the youngest

Slave Captains of any Clar Karond Black Ark.

Over the next two decades, the Citadel of Spite

became much hated by the High Elves,

synonymous with despair and grief as it routinely

raided Ulthuan‘s coast and shipping lanes, as well

as raiding the coasts of Norsca, Bretonnia, Araby

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45

and Estalia. Though the Black Ark did not often

return with many living slaves once Mengil had

done with them, the terror that his brutal raids

spread was regarded as pleasing to his superiors.

For a time, the Citadel of Spite controlled the

entrance to the Tilean Sea, preying upon

smugglers, pirates and merchants alike, and

routinely slaughtering the villages to the south of

Remas and near the pirate-city of Sartosa. While

engaged on land on one of these raids, the Black

Ark came under attack by swift moving Elven

ships from Lothern, and the Black Ark was forced

to retreat to deeper waters without Mengil.

The captain of the Black Ark, who had seen his

three predecessors slain in a mad rage by Mengil,

decided not to return for the vicious warrior, and

claimed that he was dead. Mengil and his men

were stranded in Tilea. They made their way

inland under the cover of darkness, moving into

the forests and then into the southern Apuccini

Mountains. After a season of preying

indiscriminately on passing merchants and their

hired guards, Mengil was approached by a

wealthy warrior merchant from Verezzo. He

struck a deal with Mengil, and thus began the

Dark Elf's new career as a paid killer. He is often

used by those who wish to make an example of

the target, for Mengil takes savage pleasure in

skinning his foes, often leaving the skinless bodies

of his victims hanging from trees or impaled on

spikes in the ground. For many years, he fought at

the side of his old comrade, the renegade Dark Elf

known as Ean Hawkbane, until Mengil gutted,

skinned and ate him one night after a

disagreement.

Throughout the lands of the Old World Mengil

has plied his trade, and his Dark Elves, known as

the Manflayers, are rightly feared. They are

employed as assassins and murderers, and are

often used to eliminate rivals. Mengil took to the

life as a hired killer with joyous abandon, and has

even returned to Naggaroth several times where

the Dark Lords readily employ him to eliminate

their foes. On one such return to Clar Karond,

Mengil repaid the captain of the Citadel of Spite

for abandoning him those years before, and the

story of that unfortunate Dark Elf ‘s demise is still

told in dark tales. On occasion, Mengil‘s

Manflayers will take to the field of battle,

employed to infiltrate deep into enemy territory to

spread terror and confusion.

Captain Alessandro fumbled to draw his pistol as he scrambled painfully backwards through the mud of the battlefield. His left leg was useless – two small, black crossbow bolts protruded from his bloodied thigh. His men were scattered around him, mostly dead or dying. The battle against the cursed rat-beasts had been going well, the cowardly things fleeing from the Knights of the Rose, Luccini‘s famed heavy cavalry, and Alessandro‘s crossbowmen had killed hundreds with their very accurate and disciplined volleys. Then his men had started dying. In confusion, Alessandro had ordered his men to turn to face this new threat, but none could be seen. Still more of his men fell to the unnervingly accurate bolts. Within moments, his regiment was scattering in confusion, and Alessandro himself fell to the ground, two bolts punching through the mail of his thigh. That was when the Dark Elves made their appearance, running from the dark copse of tall trees to hack at the Tilean mercenaries with massive, barbed blades. The darkness continued to swirl around them, as if it was reluctant to relinquish them from its touch. Already the butchery had begun as the cursed Elves began ripping the skin from the bodies of the captain‘s men. Alessando‘s eyes opened wide as a tall, elegant figure closed in on him, and he raised his pistol in a

shaking hand. The Dark Elf tutted, shaking his head with a regretful sigh. The dark figure raised its arm and a small black bolt punched through Alessandro‘s bicep, forcing him to drop the weapon. Tall and pale, the stranger‘s grace and noble bearing belied the madness in his black eyes – eyes that held the promise of pain. He wore a bloody skin over his shoulder as a cloak, and Alessandro started when he recognised a tattoo on the skin as belonging to his employer. The Dark Elf closed on the Tilean captain, drawing a large, viciously barbed knife from its scabbard. "Don‘t worry. Your skin will soon be joining that of your benefactor," said Mengil, waving the knife menacingly. Alessandro fumbled at his belt, pulling out a bulging coin pouch, and offered it up to his killer. The Dark Elf chuckled. "It‘s not about the money, friend," he said, the cruel smile on his face exposing sharpened teeth. "I do this because I enjoy it." Mengil‘s eyes gleamed in the darkness as he slashed the knife across the Tilean‘s throat, and began to methodically and expertly draw the skin from his body.

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46

THE REGIMENT

CAPTAIN: Mengil Manhide

MOTTO: Pleasure in killing.

BATTLE-CRY: The Manflayers do not have a battle-

cry. They work in stealth to ambush their enemies.

APPEARANCE: The Manflayers wear heavy black

armour, purple cloth and the skins of their foes as

cloaks.

POINTS: Mengil and four Manflayers (including a

Standard Bearer and a Musician) cost a total of 220

points. This is the minimum sized regiment that you

can hire. The size of the unit can be increased by

adding additional Manflayers at +22 pts per model, to a

maximum of ten additional Manflayers.

M WS BS S T W I A Ld

Mengil Manhide 5 6 6 4 3 2 7 3 9

Manflayer 5 5 5 3 3 1 5 1 8

UNIT SIZE: 5+

EQUIPMENT: Hand weapons, repeater crossbows,

great weapons and heavy armour. Mengil himself

carries a repeater crossbow-pistol instead of a repeater

crossbow.

TROOP TYPE: Infantry.

SPECIAL RULES: Always Strikes First, Hatred

(High Elves), Skirmishers, Scouts, Poisoned

Attacks.

Murderous Prowess: Models with this epical rule re-

roll all To Wound rolls of a 1 when making close

combat attacks.

Flayers: Mengil and his Manflayers are cannibalistic

killers that skin their foes and wear the flayed hide as

cloaks. The regiment may never pursue enemies that

they break in close combat – instead, they will flay

those that have fallen, ripping their skin from their

flesh. For each enemy unit that they break or wipe out

in close combat they gain +100 Victory Points.

MAGIC ITEMS: Banner of Kalad (Magic Standard)

Kalad was one of the black-hearted brothers of Mengil

who showed great natural skill in the manipulation of

dark magicks. Such a practice by males is outlawed by

order of the Witch King, and Mengil took great delight

in skinning his brother alive. He then had the skin

attached to his personal standard. Such was Kalad‟s

power that a nimbus composed of evil daemon-spirits

constantly hovers around his flesh, keeping his essence

alive in torment. These dark spirits form a cloak of

perpetual darkness around the banner, allowing

Mengil and his Manflayers to move unseen through the

shadows and stealthily approach their enemies as well

as making them difficult to see at a distance.

Any unit wishing to target Mengil‘s Manflayers with

shooting attacks suffer -1 to hit. This is increased to -2

if the Manflayers are more than 12" away from the

shooters.

REPEATER CROSSBOW The repeater crossbow unleashes a hail of deadly

darts. Using a sophisticated magazine and loading

mechanism it is able to fire a volley of bolts in the same

time it takes an ordinary crossbowman to fire a single

shot.

Range Strength Special Rules

24" 3 Multiple Shots (2),

Armour Piercing

REPEATER CROSSBOW-PISTOL Mengil‟s specially designed crossbow-pistol is a light

and flexible weapon, and extremely deadly at close

range.

Range Strength Special Rules

12" 3 Multiple Shots (3),

Quick to Fire

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47

OGLAH KHAN'S WOLFBOYZ

The evil Count had us surrounded on all sides! We were cut off from the rest of the army, left with

no choice but to fight to the last man against his Undead horrors. Yet as we steeled ourselves for

this final battle, something strange happened. The Hobgoblin scouts the Count had hired started

fighting his own troops. Seeing a chance for escape I led the charge… Captain Detlef Veidt from his book „A Mercenaries life in the Border Princes‟

Far, far in the east, in the untamed steppes beyond the

Dark Lands, lies the dominion of Hobgobla Khan- the

greatest empire in the world. The subjects of Hobgobla

Khan are Hobgoblins, a green-skinned race related to

Orcs and Goblins. Hobgoblins are widely abhorred for

their cruelty, wickedness and their appalling standards

of hygiene.

The armies of the great Hobgobla Khan are simply

referred to as the Great Horde. When all the tribes

under the Great Khan are arrayed for battle, the Horde

is said to stretch from horizon to horizon. The sub-

commanders of the tribes are called Khans, each one

commanding five hundred or more wolf-riding

Hobgoblins.

Oglah Khan was one of the vassals of the Great Khan,

and enjoyed the green-skinned despot. His tent was as

large as the hall of any human noble, and he owned a

hundred wolves, making him a very wealthy

Hobgoblin. In time of war he could summon six

hundred spears to battle. Oglah fought in many battles

for the Great Khan, and became widely known for his

prowess in combat and his treachery - traits admired by

all Hobgoblins. It seemed that he was destined to

become one of the most influential warlords of the era.

Oglah Khan's fortunes changed during the infamous

Battle of Xen-Tu, where the Hobgoblins clashed with

the Cathayans of Emperor Pu-Yi. When Hablo Khan,

the commander of the Hobgoblin contingent, was

killed by the Emperor's ChampionTong Po, many of

the Hobgoblins fled, believing that all was lost. Oglah

Khan, on the other hand, immediately switched sides

and led his ladz to battle against his kinsmen. All was

going well until the main Horde of Hobgobla Khan

arrived. They outnumbered the Cathayans more than a

hundred to one and crushed them swiftly. Oglah Khan

turned tail and fled from the wrath of his ruler.

Oglah Khan and his tribe were declared outlaws and

banished from the Hobgoblin lands. With no other

place to go, Oglah Khan and his ladz headed west, to

the Old World. Following the Silk Road he arrived in

the Dark Lands and immediately enlisted in the army

of Black Orc Warlord Gordug Smasher. Gordug was

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48

determined to raid the lands of Tilea, but at the Battle

of Long Knives he suffered a catastrophic defeat as

Oglah Khan switched sides during a crucial moment of

the battle. The Tilean general Giovanni Giuliani

rewarded Oglah Khan generously, and hired the

Hobgoblins to act as scouts and skirmishers in his

army.

Since those times Oglah Khan has served as a

mercenary under many generals, and acquired quite a

name for himself. Through only few of his original six

hundred warriors have survived, they are now battle

hardened veterans and much in demand. Hobgoblins

are excellent archers and ferocious in hand-to-hand

combat, so there is only one thing a general must

consider when hiring them… will they stay loyal?

THE REGIMENT

CAPTAIN: Oglah Khan

MOTTO: You payz, we slayz!

BATTLE-CRY: "Hiiyaaarrghh!!!!" – the traditional

battle-cry of these warriors from the steppes. The

meaning is obscure, most likely to be offensive and

illegal.

APPEARANCE: Unwashed, shifty and wicked.

Oglah Khan and his boyz wear furs and exotic scale

armour, as well as spiked helmets. They carry a black

wolftail standard to battle, proclaiming that they do not

come in peace.

POINTS: Oglah Khan and four Hobgoblin Wolfboyz

including the Standard Bearer and a Horn Blower cost

a total of 175 points. This is the minimum size

regiment you can hire. The size of the regiment may be

increased at a cost of +16 points per additional

Hobgoblin.

M WS BS S T W I A Ld

Oglah Khan 4 5 5 4 4 2 5 3 7

Wolfboy 4 4 3 3 3 1 2 1 6

Giant Wolf 9 3 0 3 3 1 2 1 3

UNIT SIZE: 5+

EQUIPMENT: Hand weapon, spear, bow, light

armour and shield.

TROOP TYPE: Cavalry.

SPECIAL RULES: Fast Cavalry.

Ded Shooty: The constant wars of the hobgoblins and

the experience gained in fighting in the lands of the

east have allowed them to excel at mounted archery.

Oglah Khan and his Wolfboyz do not suffer the usual

-1 to hit penalty for moving and shooting or choosing

Stand & Shoot as a charge reaction.

Treacherous Gits: Unlike other Greenskins, Oglah

Khan‘s Hobgoblins are not subject to Animosity.

Instead they test for Treachery at the beginning of each

of your turns. Roll a D6. If you roll 2 or more, the unit

has passed the test and may fight normally. If the dice

roll is 1 then the unit has been affected by Treachery.

To determine what the unit does roll a D6 and consult

the table below. Note that you do not need to test if the

Hobgoblins are already engaged in hand-to-hand

combat, less than 5 models or fleeing.

D6 Result

1 Traitor! Oglah Khan decides the battle is

turning for the worse and his services will

be better served fighting for the other side.

The Hobgoblins halt and shoot at the nearest

regiment in their own army! Turn the

Hobgoblins towards the unit and resolve the

shooting immediately.

Note that shooting due to Treachery is

worked out before normal shooting. The

Hobgoblins do nothing else this turn. If

there isn't an eligible victim, the Wolf Boyz

will Stay 'Ere instead (see below).

2-5 We Stayz ‘Ere! The Hobgoblins refuse the

shoot or charge the enemy, though

otherwise they may act normally.

6 Hiiyaaarrghh! The Hobgoblins decide to

fight till the bitter end! The unit unleashes

their battle-cry and launch themselves at

their foes, immediately moving D6‖

towards the nearest visible enemy. If no

enemy is visible, they instead move directly

forwards.

If this move takes the unit into contact with

an enemy, they count as charging. An

enemy unit charged in this way may only

choose to hold or flee as a charge reaction.

MAGIC ITEMS: Pelt of Wulfag (Enchanted Item)

Wulfag was a legendary giant wolf, the steed of

Khengai Khan, the founder of the Hobgoblin empire.

Now it is strapped on the shoulders of Oglah Khan.

The pelt was a gift from the Great Khan when Oglah

still enjoyed the favour of the Lord of the Steppes. The

Pelt carries an ancient blessing of the Hobgoblin

Shamans, so that no enemy who turns his back on the

Hobgoblins can escape alive. It invigorates the bearer,

allowing him to ride faster than normally possible.

When able to pursue a broken enemy, the Wolfboyz

must always do so, and they can add +D6 to their

pursuit move.

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49

PIRAZZO'S LOST LEGION

And as the Skinks sank back into the swamp in defeat, Lord Xtloli instructed his Temple Guard to

attack once more. This time a cloud of shards from the plunderers' machines slung our warriors

like a cloud of enraged hornets and they too were forced to retreat. Skink Scribe Manquixipolata on the battle against Pirazzo's Lost Legion

Pirazzo‘s Lost Legion

is all that remains of the

expedition sent to

Lustria by the

merchants of Tobaro.

The regiment was one

of three recruited in

Tobaro from among the

reckless and poverty-

stricken youths of the

city. The promise of

untold wealth to be

found in the jungles of

Lustria was a

temptation none could resist and they joined the

colours in droves.

Fernando Pirazzo was hired to command one of the

regiments. Although young, he was already an

experienced mercenary captain skilled in the art of war.

Before the expedition embraced, he trained his men in

the use of both pike and crossbow, the two traditional

weapons of Tilean mercenaries, foreseeing the

conditions that the regiment would encounter in the

jungles of Lustria.

No sooner had the expedition arrived in Lustrian

waters than it ran into trouble. When all the

mercenaries had disembarked, the sailors of the ships,

who were also mercenaries, weighed anchor and

abandoned them, taking the pay chests of the three

regiments with them. Of course, as a precaution against

an opposed landing, the pay chests had been left to last!

Pirazzo had advised against this, but had been outvoted

by the other two captains. Now the mercenaries

realized that he was by far the best leader and the other

two regiments mutinied. Their incompetent and

unfortunate captains were cast adrift on rafts in the

mangrove swamps and the mercenaries joined together

as a single regiment under Pirazzo‘s command, calling

themselves the ‗Lost Legion‘.

Everybody knew that obeying Pirazzo‘s orders was

their best hope of survival, and so no one objected

when he insisted that the troops remain encamped on

the coast until everyone was trained to use both pike

and crossbow. After several weeks all the bad elements

among the stranded mercenaries were either dead,

executed or had split off into the jungle, to their

inevitable doom, in small groups. The rest were all

trained to Pirazzo‘s exacting standards and all men he

could rely on to obey his orders. Now he was ready to

lead them into the interior to adventure, riches or

death!

After a grueling march, the Lost Legion came upon

some Lizardmen ruins. Cautiously they entered the

ruined city and soon found gold and gems in various

vaults and chambers. As the mercenaries were

marching out again, laden with treasures, the

Lizardmen launched a series of ambushes on the

causeways and amid the spawning ponds of the ruined

city. Thanks to Pirazzo‘s foresight in training his men

to use crossbows and pikes, none of the enemy could

get at the regiment in enough numbers to force them

off the causeway. Their first ambush met with a hail of

crossbow bolts, while the second ran into massed

pikes. In the afternoon, the Skinks met with crossbow

volleys again and later the Saurus were repulsed by the

pikes. The losses among Skinks and Saurus were

terrible and soon the ponds were choked with scaly

corpses.

Just when heat, thirst, and fatigue were almost beyond

endurance, the Mage Priest called off the attacks. The

enemy seemed to have the answer to both his

skirmishers and his shock troops and so he had to think

of more cunning tactics. In the pause, Pirazzo found

himself considering the possibility of striking a deal

with the Mage Priest to serve him as a mercenary and

ultimately to return home rich. It was strangely as if the

idea had been put in his mind from somewhere else.

ARE YOU A

POVERTYSTRICKEN YOUTH?

Do you want riches beyond

your wildest dreams?

JOIN PIRAZZO'S LEGION

(Trained in Lustria)

Recruiting now at the sign of the Upturned Halfling.

We know where the gold is!

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50

Quickly he ordered his men to put down their loot and

retreat along the causeway. He was obeyed without

question, though it broke the men‘s hearts to abandon

the gold! The regiment marched back into the ruins and

made camp in the plaza to await events, although

Pirazzo did not know what to expect. When the sun

rose, the sentries were amazed to see not only the piles

of treasure returned to the mercenaries, less the biggest

and best tablets of gold, but also heaps of food and

great gourds of refreshing water. The plaza was lined

with Saurus warriors, permitting only one way out of

the ruins: to the south. The Lost Legion took the loot,

the supplies and the road appointed for them.

The legion marched for many weeks to the south. They

did not encounter any more cities, but did find further

piles of supplies along the route. Eventually they

entered an eerie landscape full of fetid swamps. Here

they were attacked by the Zombie hordes of the

Vampire Coast. Now it was clear that the priests had

sent Pirazzo against their most dreaded enemies. The

Lost Legion fought valiantly and defeated the Undead

wherever they met them. At last they reached the sea.

Here the mercenaries filled their knapsacks with

treasure from shipwrecks which they found scattered

along the coast. Then, taking the best timbers, they

repaired the most seaworthy of the decaying hulks and

put to sea.

Just when the hulk was on the verge of sinking, Pirazzo

sighted land. It was the coast of Araby. Not long after

the Lost Legion marched inland, they were hired by

one of the emirs of the corsairs who were afraid of

what Pirazzo and his men might do if he didn‘t hire

them. Since then, Pirazzo‘s Lost Legion has fought its

way across Araby, Sartosa, and into Tilea once more,

serving many masters, winning great wealth and

recruiting the reckless and adventurous to the

regimental banner.

THE REGIMENT

CAPTAIN: Fernando Pirazzo.

MOTTO: Trained in Lustria.

BATTLE-CRY: Death or riches!

APPEARANCE: The regiment wears polished brass

armour, green uniforms and green crests. They wear

their hair long.

POINTS: Pirazzo and four troopers including

Standard Bearer and Musician (these five models are

armed with crossbows), plus five troopers armed with

pikes, cost a total of 140 points. This is the minimum

size of unit you can hire. The regiment may be

increased by adding extra Crossbowmen at a cost of 8

points each and extra Pikemen at a cost of 6 points

each.

M WS BS S T W I A Ld

Pirazzo 4 5 5 4 4 2 5 3 8

Legionnaire 4 3 3 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Pike or crossbow (see special rules

below) and light armour. Pirazzo is equipped with two

hand weapons, a crossbow and heavy armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Mixed Formation: The forward ranks of Pirazzo‘s

unit are always made up of crossbow-armed figures,

and all Crossbowmen must be placed as far forward as

possible. The subsequent ranks are entirely made up of

Pikemen. During the game, remove casualties from the

back as normal. It is assumed that the pike-armed

models step forward and discard their pikes to pick up

the crossbows of the fallen first and second rankers.

Only when all Pikemen have been killed, can casualties

be taken from the Crossbowmen.

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51

RICCO'S REPUBLICAN GUARD

No, no, they didn‟t look dangerous, more like a bunch of rich kids out to show off their new armor.

Very flashy they were, all gems and silk. We‟ll have a bit of fun we thought. Easy pickings, we

thought. Well anyone can make a mistake. Poor old captain Malvino, last mistake he ever made... Overheard in the Old‟ Pig and Whistle, Marienburg

The Republican Guard was raised in Remas by a

group of rebellious merchants during the time of

disastrous famines and widespread revolts that

preceded the birth of the Republic. The regiment

played a leading part in overthrowing the

tyrannical Merchant Prince of Remas, the

notorious Omilo Mondo. It was upon one of the

Guard‘s pikes that Mondo‘s head was paraded

around the city to the drunken applause of the

mob.

Fat Merchant: I propose that Citizen Ricco be put on trial for misappropriating the revenues of the Republic and executed without delay. Another Fat Merchant: Well said, Citizen Rotundo! I second that proposal and further move that the Republican Guard be disbanded - they cost too much! [General nods of approval] Young Noble: Citizens! What ingratitude to the one man who has saved the Republic. Fat Merchant: Who said that? Put that man's name on. a fist! I move that we vote on the matter without further ado. Old Veteran: Wait! You can't do that. There isn't a quorum of Citizens present in the Council Chamber. [Enter Captain Ricco with a number of men] Fat Merchant: Hail brave Captain Ricco, saviour of the Republic! We were just talking about you...

The revolt involved a great deal of vicious street

fighting, in which no mercy was shown by either

faction, and none asked for either. Several

captains of the Republican Guard fell in quick

succession, often shot in the back by Mondo‘s

henchmen who concealed themselves on the

rooftops or high up in the bell towers surrounding

the palace. In the thick of battle a common soldier

by the name of Ricco, known as ‗Ragged‘ Ricco

because of his torn and bloodied clothing,

assumed command. He seemed blessed by the

war-goddess herself and survived even the

bloodiest hand-to-hand combat, despite fighting at

the forefront of battle.

With the Republic firmly established, the

regiment was showered with praise and honours…

if not much actual cash. Their bandaged wounds

and numerous scars gave the young Guardsmen

plenty of opportunity to talk about their courage in

battle! The ladies of Remas proved very

sympathetic to the poor wounded soldiers,

listening attentively to their tales of bravery and

derring-do as they tended their wounds. The

Guardsmen felt justifiably proud of their torn and

bloodstained uniforms and the bandages that

proved what fine fighters they were! Another

good reason for their rough appearance was that

the impoverished new Republic could not afford

much for their loyalty, and pay was usually well

in arrears!

Desperate to bring in some hard cash ‗Ragged‘

Ricco led the Republican Guard in search of

employment in other Tilean cities. The Guard

fought well and always made sure they were

promptly paid by threatening to mutiny! Since

they were far better fighters than any other

regiment in the army in which they happened to

be serving, the cash was forthcoming in large

amounts, with a handsome share of any booty on

top.

The reputation of the regiment grew steadily and

attracted new recruits from all over Tilea, usually

strong young peasant lads fed up with tilling fields

for rich land owners. ‗Ragged‘ Ricco tramped the

length and breadth of Tilea and helped the citizens

of many embattled cities to assert their rights

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52

against tyrants and oppressors. When the news of

the regiment‘s success reached the ears of the

Republican Council they immediately sent for

Ricco. They felt that as a citizen of Remas,

leading a regiment raised by pro-republican

merchants, he owed them a share of the

wagonloads of gold and spoils of war won by his

pikemen.

Back in Remas, Ricco and the Republican Guard

soon fell out over the share out, and Ricco ordered

several wagons of loot to be taken out of the city

under cover of darkness. When the council found

out, they voted Ricco‘s execution by a majority of

one. Ricco‘s loyal soldiers, who had fought side

by side with him in many heroic battles, were in

no mood to stand by while their beloved captain

was chopped into tiny bits and impaled on the

leaning tower of Remas! The regiment promptly

rescued Ricco from his dungeon in the tower,

routing all troops sent against them (which

outnumbered them ten to one) in the process.

With Ricco at their head, the regiment marched

out of Remas with their loot. The citizens cheered

them from the rooftops, and a few tears were shed

by the ladies of Remas who threw silken scarves

and handkerchiefs which the troopers tied about

their arms and helmets as a memento of the

hospitality they had enjoyed. They marched out

from Tilea to Sartosa and travelled over the sea to

Estalia, Bretonnia, the Empire, Kislev, and the

beleaguered Border Princes, where the regiment

has continued to win fame and renown ever since.

THE REGIMENT

CAPTAIN: ‗Ragged‘ Ricco.

MOTTO: Ricco‘s Republican Guard. The Price of

Freedom!

BATTLE-CRY: Liberty! Equity! Liquidity!

APPEARANCE: Ricco‘s Republican Guard wear

ornate, polished full-plate armour and red crested

helmets. They have bloodstained bandages tied around

their arms, legs or heads – badges of courage of which

they are justifiably proud! Such is their popularity that

they also wear numerous silken scarves donated by

adoring ladies in grateful acknowledgement of their

services. Their armour is the best that money can buy,

embellished with gems and gold plate, which is the

ideal way for a soldier of fortune to look good and

carry his wealth close to him.

POINTS: ‗Ragged‘ Ricco plus nine Pikemen,

including a Standard Bearer and Musician, cost a total

of 160 points. This is the minimum size of unit you can

hire. The regiment may be enlarged by adding extra

Pikemen at a cost of 9 points each.

M WS BS S T W I A Ld

Ricco 4 5 5 4 4 2 5 3 8

Guard 4 4 3 3 3 1 3 1 7

UNIT SIZE: 10+

EQUIPMENT: Pike and full plate armour. Ricco is

equipped with two hand weapons and full plate armour.

TROOP TYPE: Infantry.

In the Republic of Remas all Citizens are equal - anyone who's too tall has

his head chopped off, and anyone who's too short gets stretched.

Popular saying

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53

RUGLUD'S ARMOURED ORCS

Ruglud Bonechewer is

a powerful and

wealthy Orc

mercenary who sells

his services all across

the known world, from

the treacherous

Badlands in the south

up to through the

realm of the Boarder

Princes and

throughout the mountains surrounding the Empire.

Rumours suggest that even the Empire itself has hired

his services on occasion. Ruthless to the core, Ruglud's

only loyalty is to himself and he has been known to

change sides during battle if offered more payment

and, more importantly, more opportunity to loot and

pillage. Over the years the band has equipped itself

with a motley assortment of equipment, stripping

scraps of armour from countless defeated foes, and

always taking the crossbows and bolts that they prize

so highly.

Ruglud Bonechewer was once a mighty Orc warlord,

leading the Crooked Eye tribe to countless victories.

Uniting the local tribes, his army stormed through the

Grey Mountains and the World's Edge Mountains. He

staged numerous successful raids on Dwarf strongholds

and Empire towns, as well as upon various Goblin

tribes that refused to grovel before him.

Ruglud suffered one devastating defeat, many miles to

the east of the Old World, and in that defeat he also lost

his position as warlord of the Crooked Eye. Caught in a

cunning and well implemented ambush by a powerful

Chaos Dwarf force, his tribe were cut down in the

hundreds by the withering hail of missile fire that the

Chaos Dwarfs sent into their midst. The Orcs return

fire was unsurprisingly inaccurate. The heavy armour

worn by the Chaos Dwarfs deflected the few arrows the

found their targets.

As Ruglud fled, many of his tribe turned on him,

blaming him in typical Orcish manner for the defeat.

Ruglud bullied a small group of Orcs into staying by

his side and fled with them to the south, pursued by

arrows and insults of his former tribe.

They came across an ancient, seemingly impenetrable

stronghold built into the mountainside. It appeared to

be deserted, and the superstitious Orcs cowered at the

sound of the wind howling over its blackened

battlements. As they picked their war around the huge

boulders at the base of the stronghold walls, the

smallest member of the group, the runt known only as

"Maggot", tripped and fell. Ruglud blinked in surprise,

for the Goblin had disappeared from sight. Moments

later, he stuck his head through a hole in the ground,

exclaiming that he had found a tunnel.

The Orcs refused to enter the tunnel, scared of the "bad

sprits" that inhabited the stronghold. Ruglud pushed the

Orcs aside roughly, determined to show them that he

was not afraid. Besides, he thought, there might be

something looting inside. Ruglud grabbed Maggot by

the scruff of the neck, forcing him to walk in front of

him into the low tunnel.

They came upon a scene of devastation, the aftermath

of a titanic battle in the tunnels and grand halls of what

must have been a Dwarf stronghold. Dwarf bodies lay

strewn across the floors in the unbelievable numbers,

and at first it looked to Ruglud as if the dwarf had been

fighting each other. As he looked closer at the bodies,

he saw that some were the Chaos Dwarfs that he had

suffered his great defeat against.

Bloodied armour and weapons were scattered across

the stone floor. At Ruglud's feet lay a Dwarf crossbow,

which he picked up absently in one huge hand. His

gaze lingered on the weapon as a sizable lump of

masonry suddenly fell on his thick head, and a moment

of inspiration washed over him. The unexpected

thought filled his cunning Orcish mind: "If ya can't

beat em, join em!" He began to strip the armour of the

Dwarf bodies, haphazardly strapping the plates to his

oversized frame.

Climbing out of the hole, he stood before his Orc

followers who fell back before him. With a strange,

determined look in his eyes, he growled at the Orcs:

"We'll show 'em how it's done."

Thus Ruglud's Armoured Orcs were formed, the only

known band of Orcs to implement the combination of

armour and crossbow. They are still disliked and

distrusted by other Orc tribes, but their fighting

qualities are grudgingly accepted. Wherever the band

travels, it fights for gold and for food, and for the

chance to strip the enemy of anything worth taking.

THE REGIMENT

CAPTAIN: Ruglud Bonechewer.

MOTTO: "We'll show 'em how it's done."

BATTLE-CRY: ―Gobbos fer dinner! Gobbos fer tea!

Gobbos when u want ‘em! Gobbos for me!‖ (Note: the

Orcs will substitute the word ‗Gobbos‘ with something

appropriate to the occasion, eg, ‗Stunties‘, ‗‘Umies‘ or

‗Ratsies‘.)

APPEARANCE: Ruglud and 'is ladz wear heavy

armour made from scrap found on the battlefield,

including breastplates and shields, which they have

strapped to their arms and upper body for protection.

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54

POINTS: Ruglud, Maggot, a Musician and seven

Armoured Orcs cost a total of 190 points. This is the

minimum size regiment you can hire. The size of the

regiment may be increased at the cost of 10 points per

model.

M WS BS S T W I A Ld

Ruglud 4 5 3 4 5 2 3 3 8

Maggot 4 4 3 3 3 1 2 1 6

Armoured Orc 4 3 3 3 4 1 2 1 7

UNIT SIZE: 10+

EQUIPMENT: Choppa, crossbow and heavy

armour.

TROOP TYPE: Infantry.

SPECIAL RULES: Ignore Greenskin Panic: Ruglud and his Armoured

Orcs have great disdain for their own kind. When a

friendly Greenskin unit is destroyed, breaks or flees

past their unit, Ruglud and his Orcs (including Maggot)

do not need to test for Panic.

Choppa: Ruglud‘s Armoured Orcs carry brutal

cleavers and clubs, and add +1 to their Strength in the

first round of combat. (Note that Maggot does not carry

a choppa, just a normal hand weapon).

Maggot: Maggot the Goblin accompanies Ruglud

wherever he goes, acting as his standard bearer. He has

survived countless battles and is regarded as a lucky

mascot. His presence encourages the Orcs to fight all

the more fiercely. The banner that Maggot

enthusiastically waves adds +2 to combat resolution

rather than +1.

Animosity: Ruglud‘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 Ruglud's

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

moves/fights normally this turn. On a roll of 1 the unit

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

consult the table below:

D6 Result

1-2 Let’s show ’em what these crossbows can

do!

Ruglud‘s Armoured Orcs shoot at the

closest unit, friend or foe. All models in the

unit can fire without movement penalty at

the nearest target in any direction, ignoring

the usual restrictions for line of sight and

fire arcs – this is an exception to the normal

rules for shooting. The shots are worked out

immediately, not in the Shooting phase, and

the models themselves are not moved. The

unit cannot do anything else that turn. If

there are no units within range, the unit

Squabbles instead.

3-6 Squabble. An internal squabble amongst

the ranks soon grows into a minor riot with

fists and curses flying. This throws the unit

into disorder and prevents all moving and

shooting this turn. The unit can do nothing

this turn, while Ruglud cracks heads

together to restore order.

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55

Ruglud was pleased. He had heard rumours of much activity on the other side of the great mountains, and had managed to bully the Black Spider tribe into hiring his services when he heard they were making the journey. Ruglud and his mercenaries had travelled beneath the great mountains with the tattooed Goblin tribe, though the forest-dwellers disliked being so far beneath the earth. The superstitious Goblins had cowered at the slightest noise in the darkness, and stared in wide-eyed, bewildered wonder at the crossbows strapped to the backs of Ruglud and his company. Since emerging into the twisted forest on the other side of the mountains, the fighting had been almost constant. The crazed Goblin Shaman Stikrit had paid Ruglud well. giving him first pickings of the bodies. And there had been lots of bodies in the last week. A savage, braying roar echoed beneath the dark canopy of trees. Ruglud slapped a crossbow bolt into place, his huge hands working the mechanism with surprising dexterity. His massive frame was covered in scraps of armour stripped from defeated foes: some pieces were black and spiked. others were painted in coloured lacquer, while still other pieces were long rusted. Attired similarly in an assortment of mismatched armour, the Orcs around him mirrored his actions, readying their crossbows. Dark, hunched shapes raced through the trees towards the lines of Goblins. Cloven hoofs pounded the wet soil as twisted Beastmen ducked under branches and leapt over fallen logs. Their faces were contorted masks of brutish hatred, lips flecked with foam curling back to expose sharp teeth. Tall horns rose from their brows, and they carried huge, crude axes in their hands. Maggot, the small Goblin that stood at Ruglud's side, looked up at the large Orc. "Third lot this week. Good for business, eh boss? " Ruglud merely grunted in response. The Black Spider Shaman Stikrit turned his gaze towards Ruglud. His eyes were glazed behind the spider tattoo covering his face, a result of self-induced toxins racing through his body. "Kill them." the Shaman stated flatly. Ruglud grinned menacingly at the Goblin leader, huge broken teeth protruding at all angles from his maw, and swung his crossbow up towards the rapidly approaching Beastmen. A bolt sliced through the air from the crossbow of one of the Orcs, embedding itself harmlessly in a tree. "Not before my signal!" bellowed Ruglud, turning and punching the Orc in the face with a huge, balled fist. Grumbling, Ruglud raised his crossbow once more, squinting one eye to focus on one of the approaching creatures. a twisted beast with bloody, swirling patterns painted on its fur. As the Beastmen got rapidly closer, the drugged Shaman looked at Ruglud in alarm. Concern for his personal well-being pushed through the mind-altering toxins that coursed through his veins. Ruglud's large, fleshy tongue protruded from the side of his mouth as he concentrated on his target. "Nail 'em!" Ruglud shouted at the last moment. A flurry of black bolts hurtled through the air, many thudding into trees along the way, but still more finding their mark. The first wave of Beastmen fell to the ground, their cries of pain sounding strangely Human. The target Ruglud himself had

picked out rolled on the ground, blood frothing around the bolt protruding from its throat. Waving a bundle of bones wrapped in hair, the Shaman screeched an incantation. A pair of Beastmen running towards him fell to the ground as if pole-axed, blood pouring from their cars and broad noses. As his vision shifted and shimmered before him. Stikrit grinned maniacally at the feeling of power, and spittle dribbled down his chin. The Orcs quickly began to load more bolts in their crossbows as another herd of Beastmen raced towards them. The smell of blood seemed to drive them into a frenzy, and they leapt, snorting and bellowing, over their fallen comrades. On either side of Ruglud's Orcs, the Beastmen had reached the lines of Goblins, and had begun to butcher the diminutive Greenskins, axes rising and falling in brutal, bloody arcs. Shaman Stikrit smiled to himself, pleased that he himself was standing with his Orc hirelings. Great black spiders dropped from the darkened canopy above, tattooed Goblins clinging onto their bristling backs. They fell on the Beastmen, latching into their muscular forms with spindly black limbs before biting downwards with vicious, venom-coated fangs. Ruglud and his Orcs loosed another volley of bolts into the chaotic mass of creatures. At such close range, many of the barbed crossbow bolts punched right through the unarmoured bodies, and another line of the foul beings fell screaming into the undergrowth. Ruglud noticed that the creatures were not all the same, as he had first thought. Some of them did not look like beasts at all, but more like Humans. albeit particularly malformed ones. One of them had a series of barbed tentacles sprouting from its bare chest, each one writhing uncontrollably, making Ruglud feel oddly queasy. The creature's face was a mask of agony and despair. "Get 'em!" roared Ruglud. His Orcs needed no encouragement, and they swung their crossbows over their shoulders, drawing their crude but brutally effective cudgels and cleavers. They leapt to meet the Beastmen and mutants head on, and the two forces clashed with terrible force and savagery. Ruglud swung his huge blade with immense power behind the blow. The weapon sank deep into the shoulder of a heavily muscled creature, nearly severing the limb. He bashed his crossbow, held in his left hand into the creature's fact. Before it had a chance to retaliate, Ruglud pulled his blade free, and swung it again, this time backing deeply into the creature's neck. The Orcs and creatures of Chaos exchanged blows, both groups ignoring injuries that would have instantly felled a Human. Blood flowed freely, the Orcs relishing the fight against such tough opponents. Almost as tough as Orcs, Ruglud thought with grudging respect as he hammered another opponent to the ground with several powerful blows. Through the press of bodies he could see a large shape pushing to the front of the fighting. The Beastmen and mutants drew back from this figure and lowered their gaze as it passed. This new enemy wore a heavy fur cloak over completely enclosed, ornate black armour. A pair of wickedly curved, serrated swords were held firmly in black gauntleted hands. Ruglud stared at the warrior's finely wrought armour in wide-eyed greed.

‖Dat one's mine!"

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56

TICHI-HUICHI'S RAIDERS

By Grungi! Great value for money, these Lizards. They fight for only a couple of mere strips of

gold! Dwarf Lord Borik, on hiring Tichi–Huichi‟s Raiders.

On the five thousandth cycle of the sun, at the

equinox of Topec, on the meridian of the Serpent

Star a spawning occurred in the sacred pools of

the ruined temple Enxilada. All sacred plaques

which might have predicted this spawning had

long since been destroyed. The temple was remote

from the city of Zlatlan in the South Lands and

had been abandoned for a long time. No Slann

Mage-Priest had turned their minds in this

direction for many years and the spawning went

unnoticed. Indeed it was a sporadic spawning,

evoked purely by the unusual portents and astral

conjunctions. It was perhaps the mysterious will

of Sotek.

Only one mature Lizardman was there to witness

the spawning. It was Tichi-Huichi. He watched

over the ruined temple and chanted the salute to

the sun as it rose every day. He was the last

Enxilada, all others having perished years ago

from a mysterious pestilence.

Tichi-Huichi saw that the markings upon the

Skink spawn in the sacred pools were good. They

were indeed favored by the gods. He felt

somehow privileged and chosen for such a thing

to occur in his time. He watched as the tadpoles

reached maturity and came out upon the land to

bask. He could see that they were of the greater

crested kind, the sort who could master the Cold

Ones. This thought gripped the mind of Tichi-

Huichi and he went to look in the dark caverns

deep below the ruins. His expectations were

correct and a symbiotic spawning had occurred

here as well. The eggs had hatched and the tiny

Horned Ones, a rare race of Cold Ones, bore

similar markings to the Skinks. It was certainly

the will of the Old Ones that these spawnings

should occur at the same time.

A few years later Tichi-Huichi had trained the

rising generation of Skinks in all the lore of

Enxilada that he knows that he knew. They looked

upon him as their mentor and leader. Over the

same time the Horned Ones had grown to full size

and already the Skinks were taming and riding

them. It happened almost naturally, the empathy

between the species was preordained. One became

master to the other.

It was at this moment that the mind of the Slann

Mage-Priest in faraway Zlatlan focused on

Enxilada. Profound thoughts were evoked within

the alert mind of Tichi-Huichi. Now his purpose

became clear. His duty to the Old Ones was to

lead the chosen regiment that had been spawned

by their will. It was the season of monsoon. In the

fetid, steamy nights that followed, Tichi-Huichi

was troubled by dreams. He perceived faraway

places, and strange races and creatures. In their

midst he became aware of the presence of great

treasures- potent talismans of the Old Ones, things

which had been looted from Enxilada and other

places, sacred artifacts which the Old Ones

desired him to bring back.

Now Tichi-Huichi knew his mission and the

purpose of the spawning. His destiny was clear. It

was he who had been chosen to go out into the

wider regions to find and bring back the relics that

the Old Ones had revealed to him. Following his

instinct and allowing the thoughts of those greater

then himself to direct his plans, Tichi-Huichi set

out, leading his fine regiment of Cold One Riders.

They had not been idle during the monsoon. They

had mastered the techniques of riding and fighting

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57

from Cold Ones. It had come upon them as if by

instinct. Instruction had hardly been necessary.

On encountering the first settlement of 'new ones',

who happened to be a nomadic tribe of Arabians,

Tichi-Huichi remained enigmatic, seeking only to

follow the current of events unfolding before him

by the will of the gods. The Arabian Sheikh, awe-

struck at the sight of a real Al Saurim before his

very eyes, seemed eager to hire Tichi-Huichi's

regiment. Many treasures were cast upon the sand

before him, but he merely blinked his yellow eyes

at their brightness in the glare of the sun. Then he

caught sight of a sacred talisman that he had seen

in his dream and let out a rasping croak of delight.

The Sheikh laughed and gave it to Tichi-Huichi.

A deal had been struck. The regiment rode with

the Arabians on many raids into the land of

Nehekhara. Tombs were pillaged in the outlying

necropolises of that desolate land. Then came the

day when Skeleton warriors rose up from the

sands and then slew the Arabians to the last man,

but Tichi-Huichi's Raiders fought them to a

standstill in the scorching sun. Then the Liche

Priest raised his staff and stayed the Skeleton

warriors. He brought out a bundle of rags and

unwrapped the object concealed within. Tichi-

Huichi saw the sacred plaque of his second dream.

Tichi-Huichi signalled for the standard to be

dipped. The priest understood. The quarrel was

ended and instead, Tichi-Huichi was recruited into

the army of the Tomb King, who sat enthroned

within his pyramid and seemed to be animated

with an inspired thought, as if from afar. There

followed years of fighting along the northern

margins of the desert. Dwarfs were the quarry.

They were easily pursued and caught as the vainly

tried to escape, laden down with plunder.

One day, Tichi-Huichi pursued for several days

and ventured too far. The Dwarfs were standing

ready to die, and there was an uneasy pause before

the last charge. Then Tichi-Huichi saw a statue of

the monkey god out of a rucksack of a Dwarf. A

well-aimed dart struck the strap, and the bag fell

open. The golden statue tumbled out. As the

Dwarf struggled to gather up his ill-gotten loot,

his lord's hefty, hob-nailed boot imprinted itself

upon his round behind: "Leave it, Grongi!" he

snarled "It's our only chance, lad!" The Dwarfs

edged back and Tichi-Huichi signaled forward a

Skink to recover the sacred statue; the one

revealed in his third dream. The Dwarfs warily

turned and began to march away, shadowed at a

distance by the Skink Cold One Riders.

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58

So it went on to this day. The Dwarf Lord of

Barak-Varr, in a strange meeting in which the

Dwarf Lord believed he was advised to hire the

Skinks by a long-dead ancestor, hired Tichi-

Huichi. Even so, the bargaining had been long,

but three gold plaques had done the trick better

than a massive chest of gems. Strange creatures

these Lizardmen, thought the Dwarfs, but great

value for the money! And so a Dwarf would

think! One who was accustomed to valuing gold

by its weight alone; a creature ignorant of the

intentions of the gods; one for whom sacred

plaques are just so much metal to get melted

down! Did they not know that the Old Ones wrote

on gold only because is imperishable!

And so Tichi-Huichi's Raiders fought against Orcs

and Goblins. Then they were hired them in their

turn, serving Goblin chiefs who were convinced

that Mork or Gork or both had inspired them.

They fought battles and regained many more lost

relics. With every change of the fortune, a sacred

artifact appeared. Though the masters he served

might flee or be wiped out utterly, strangely

Tichi-Huichi's Raiders were still there at the end

of every battle. Mysteriously their foes always

saw the wisdom of hiring them, and the futility of

a fight in which the Skinks would slaughter many

before dying themselves. Without knowing a

word of mannish or Orcish or Khazalid or Elvin

tongue, a deal was always struck. Were the

thoughts of their foes directed by some greater

mind, enthroned upon a pyramid temple in Zlatlan

perhaps? Inscrutable are the ways of the Old

Ones!

THE REGIMENT

CAPTAIN: Tichi-Huichi

MOTTO: Cold-Blooded efficiency.

BATTLE-CRY: "Tupyn tzlaga anapaq quito qrizliz"

(rough translation: Get out of the way because the

Horned Ones are thirsty!)

APPEARANCE: Tichi-Huichi's Raiders are light

green skinned with red crests and scales. Tichi-Huichi

himself is a crimson red and he has a black crest and

scales. The Raiders wield short spears that are

obsidian-tipped and coated in poisons from the jungles

of Lustria, as well as small round shields to deflect the

blows of their attackers. The Raider's Horned One

mounts are black skinned with red scales and more

often than not, the blood of the enemies of the Old

Ones dripping from their mouths.

POINTS: Tichi-Huichi and four Skink Horned One

Riders including a Standard Bearer and Musician cost

185 points. This is the minimum unit you can hire. The

regiment may be increased by adding more Skink

Horned One Riders at +20 points each.

M WS BS S T W I A Ld

Tichi-Huichi 6 4 5 4 3 2 6 3 7

Gt. Crested Skink 6 2 3 3 2 1 4 1 6

Horned One 8 3 0 4 4 1 3 2 5

UNIT SIZE: 5+

EQUIPMENT: Hand weapons, spears and shields.

TROOP TYPE: Cavalry.

SPECIAL RULES: Fast Cavalry, Scaly Skin (6+),

Poisoned Attacks (Skinks only).

Cold-blooded: Skinks are cold-blooded and slow to

react to psychology. Roll three dice when testing

against Leadership and choose the two lowest scores.

Horned Ones: Horned Ones cause Fear and give their

rider +2 to their Armour saves in place of the usual +1

for mounted troops.

Blessed by the Old Ones: Tichi-Huichi and his Skink

Cold One Riders enjoy the special favour of the Old

Ones. They belong to a portentous spawning, brought

forth for a mission devised untold millennia ago, and

consequently a mysterious aura of protection pervades

the regiment. A strange, tropical fatigue descends on

the foe, securing Tichi-Huichi‘s chance to get away.

Enemies will never pursue Tichi-Huichi‘s Raiders if

they beat them in combat.

On a Mission from the Gods: Tichi-Huichi regularly

has dreams or has visions which lead him on a search

to recover lost artefacts of the Lizardmen which are

deemed vital by the Serpent God Sotek.

Roll a D6 when Tichi-Huichi's Raiders successfully

charge a unit containing an enemy character; on a 4+

Tichi-Huichi recognizes one of the items carried by the

enemy character (be they magical or mundane) to be

the artefact seen in his dreams. Tichi-Huichi and his

unit will fight all the harder to recover this item, and

will benefit from the Devastating Charge rule this turn.

Page 59: Warhammer: Regiments of Renown

59

VESPERO'S VENDETTA

A poisoned knife between the ribs is the sort of gift that most mercenary generals wish on their foes,

but few would relish themselves. This keeps assassins like Vespero in constant employment, if only

to make sure they‟re not working for the other side!

The rivalry between

the merchants of

Tilea is so violent

that everyone of

consequence hires

bodyguards. These

bodyguards protect

their master from

plotters, assassins,

rebels, and the like.

Inevitably

bodyguards end up

fighting in the streets

with the bodyguards

of rivals. Street battles frequently break out in the

narrow alleys and piazzas of Tilean cities in times of

war, revolt, or civil disturbance, or in other words,

pretty much every day!

It is said that Stabbio the Bad, exiled Prince of

Luccini, was the first to train his bodyguards as

expert duellists, armed in what has since become the

traditional duellist style. Others started to copy this

innovative style of fighting after suffering at the

hands of Stabbio‘s henchmen!

Contract of employment

Duke Gaston de Baguette of the Chateau Miral graciously agrees to hire the mercenary Captain

Vespero and his brave company of warriors as his personal bodyguard for the sum of 80 gold coins per

month.

In return, Vespero and his men agree to provide for the safety of the person of the esteemed Duke

and his family and to protect them from vile assassins and cutthroats.

A Prince finding himself an exile or a fugitive from

his city is wise to hire a band of freelance duellists

and use their services to regain or usurp power.

Indeed, not only Princes but also adventurers,

ambassadors, and explorers often hire an escort of

duellists who will appear to the uninitiated to be

ordinary travelling companions until they are

required to cast aside their cloaks to protect their

master. Various mercenary generals have even hired

duellists for use in battle, to protect the vulnerable

flanks and rear of their mercenary pike companies.

The most notorious band for hire in Tilea and the

lands beyond is that of Vespero: a young and

reckless nobleman, much given to self indulgence

and dubious escapades. Vespero is known as ‗The

Wasp‘ because of his personal duelling style which

is best summed up as stubborn persistence ending in

a very nasty sting! Vespero was the younger son of a

powerful merchant in Luccini, but due to a quarrel

with a rival family over the favors of a noble lady,

he was forced into exile in Verezzo where he joined

a mercenary bodyguard. Unfortunately, Vespero‘s

romantic adventures got him into trouble here as

well and his expert skill resulted in the untimely end

of so many noble youths in the city that their

families all swore vendettas against him and put a

bounty of one million gold ducats on his head!

Hunted through the streets by rival duellists, he

barely escaped from the city with his life.

From that moment, Vespero, together with his band

of reckless young duellists (hand-picked by him as

the best exponents of their art) were up for hire to

the highest bidder. They soon earned a notorious

reputation, not only in street fights but in various

battles, coups, and revolts throughout Tilea and

beyond.

Recently, Vespero turned up in Miragliano, where

Borgio gave him the opportunity to get even with his

pursuers as part of the great Prince‘s political

intrigues. After the last and most successful

assassination attempt of Borgio, and the street

fighting in Miragliano which followed, Vespero

disappeared, although he was in no way implicated

since he had been paid well and so was presumably

as loyal as could be expected. His motive is more

likely to be to seek out those behind Borgio‘s demise

to get posthumous revenge as a final act of loyalty to

his former protector. Who knows where Vespero

will turn up next?

Page 60: Warhammer: Regiments of Renown

60

Assassination's a dirty job, but

someone's got to do it! Vespero

THE REGIMENT

CAPTAIN: Vespero.

MOTTO: Vengeance with a Smile.

BATTLE-CRY: Prepare to Die!

APPEARANCE: The duellists of Vespero‘s

Vendetta wear tight-fitting, black clothing and carry a

cloak. They are youthful and agile, wear their hair long

and dress in the latest Tilean styles. They are armed

with an elegant duelling sword and a left-handed

dagger, as well as carrying numerous throwing knives

on their person. The daggers are used to parry

opponents‘ sword thrusts and its hilt is therefore

shaped so as to catch an adversary‘s blade. These

weapons are kept concealed beneath their cloak so that

the duellists can accompany their master, carry

messages for him, or walk the streets of the city

without attracting unnecessary attention or revealing

that they are armed. In combat, the cloak itself is used

to skilfully parry and catch opponents‘ weapon strikes.

Vespero, like many of his men, has several impressive

duelling scars.

POINTS: Vespero and four Duellists cost a total of

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

hire. The regiment may be enlarged by adding extra

models at a cost of +9 points each.

M WS BS S T W I A Ld

Vespero 4 6 5 4 4 2 6 3 8

Duellist 4 5 3 3 3 1 4 1 7

UNIT SIZE: 5+

EQUIPMENT: Two hand weapons, throwing knives

and cloaks.

TROOP TYPE: Infantry.

SPECIAL RULES: Killing Blow (Vespero only),

Skirmishers.

Cloak & Dagger: The duellists are armed with two

hand weapons – a sword and a dagger. The duellists

also carry a cloak which is draped over the dagger arm,

with both the cloak and dagger used to parry and catch

an opponent‘s weapon thrusts in hand-to-hand combat.

Vespero and the Duellists have a 5+ Parry save, even if

attacked in the flank or rear.

MAGIC ITEMS: Grimacing Death Mask (Enchanted Item) Vespero likes to hide his identity behind a mask when

he prowls the narrow alleys, pursuing the dubious

political ambitions of whatever Prince he is serving at

the time. The mask, which represents the grimacing

face of death, is the last thing Vespero‟s duelling

opponents see before they meet their sudden end.

Models in base contact with Vespero lose one attack in

the first round of Close Combat. This has no effect on

models Immune to Psychology.

Page 61: Warhammer: Regiments of Renown

61

VOLAND'S VENATORS

It‟s not just losing, it‟s losing to them. They‟re barely even proper soldiers. No discipline, no

uniforms, and the worst breath you‟ve ever smelt on anyone that wasn‟t an Ogre. So why do they

fight like the personal guard of the Emperor? Count Emmerschein von Mirrenburg

Voland came to Tilea from

somewhere within the

Empire. At the time he was

just one of many mercenary

heroes hired by the Tileans in

the never-ending wars. He

rose to prominence as leader

of a band of mercenary

knights called the Venators,

which means ‗hunters‘ in low

Tilean. The motives of

Voland and his brother knights could not have been

more different from the Bretonnian or even the Empire

traditions of knighthood! They were soldiers of fortune

interested only in two things, namely money and

spending it! They were also expert cavalry whose

thunderous charge could scatter the deepest enemy

formations – something which the Tileans desperately

needed, but lacked until that time.

Those who joined Voland were often as not the

dispossessed, and frequently disgraced, sons of the rich

and famous, owning nothing but magnificent suits of

armor and well-bred warhorses. Their ambitions turned

mainly to fighting and money though not necessarily in

that order. Not only were they good at fighting, but

they were eager to practice and get even better. These

young wastrels were joined by renegade knights from

the Empire, and one or two Bretonnian Knights Errant

who somehow forgot their noble errands, leading to a

lot of good humoured rivalry and brawling.

Voland decreed that the Venators should abandon all

identifying family crests and adopt new names in order

to obscure their true origins. It is rumoured that Voland

himself was really the disgraced son of some well-

known Empire count. There were also rumours that he

was none other than the bastard son of the Emperor!

Voland himself never sought to affirm or contradict

any of these tales, which consequently grew ever more

elaborate and unlikely over the years. The story that he

was the shameful offspring of the Fay Enchantress of

Bretonnia and an extraordinarily intelligent, one-eyed

pig called Eric is one of the less credible yarns spun

about Voland‘s mysterious past.

Voland‘s Venators fought their way through the Old

World hiring themselves out for gold, which they spent

mainly on debauched drinking sessions in which wine

was consumed by the gallon. For a while they travelled

east where they were hired by some of the more

desperate of the Border Princes, tenaciously holding on

to their tiny realms in the Orc-infested wastes. For

entertainment between battles the Venators joust

against each other while their companions make

wagers on the outcome. It is quite common for

Venators to be seriously injured or even killed in these

fights, or in the drunken brawls which inevitably

follow. The regiment is accompanied on the march by

a long baggage train of servants, grooms, and raucous

camp followers piled on top of trundling wagons

loaded with casks of looted wine. The noise of their

camp can be heard miles away.

Voland and his men once shocked Bretonnian chivalry

by their sheer audacity of turning up at the great

tourney of Couronne with their armour still tarnished

with the mud and blood of Kislevite battlefields.

Despite nursing gargantuan hangovers and against all

expectations the Venators unhorsed the King‘s

champion and a score of the best knights in the realm.

The King of Bretonnia was so incensed that he swore

Voland would never enter his realm again except in

chains! Despised by Bretonnian knights and shunned

by knights of the Empire, the Venators care not a fig!

They have fought in many hard battles, against the

worst of enemies, in places where nobler and more

sober knights have never been seen.

For Hire Voland's Venators

The Answer to all your...

Outstanding Territorial Claims

Pretensions to Power

Political Opposition

Ungrateful Subjects

Treacherous Relatives

Noisy Neighbours?

No questions asked!

The cost? very reasonable

Find us at the sign of the Slaughtered Orc

Page 62: Warhammer: Regiments of Renown

62

THE SONG OF VOLAND

We are Voland's Venators The drunken cavalry! We cannot march, we cannot fight What wretched knights are we! But when we see the enemy Our heads are very clear We charge straight for their baggage camp And liberate their gear! One of the favourite drinking songs of Voland's Venators (the others are too rude to print).

THE REGIMENT

CAPTAIN:Voland.

MOTTO: Voland‘s Venators. The Answer. No

Questions Asked.

BATTLE-CRY: Last One to Die‘s a Sissy!

APPEARANCE: The regiment wears burnished

brass armour and no heraldry except a V sign.

POINTS: Voland and four Venators cost a total of

200 points including a Standard Bearer and Musician.

This is the smallest unit you can hire. The regiment

may be enlarged by adding extra models at a cost of 25

points each.

M WS BS S T W I A Ld

Voland 4 5 5 4 4 2 5 3 8

Venator 4 4 3 4 3 1 3 1 8

Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

EQUIPMENT: Hand weapon, lance, full plate

armour, shield, barded warhorse.

TROOP TYPE: Cavalry.

SPECIAL RULES: Drunken Cavalry: More often than not, Voland and

his fellow knights will turn up to the battle still nursing

hangovers. They are even known to carry a small

flagon of wine or other alcohol with them as they ride

into battle. The effect of their drinking combined with

their hard fought experience in countless battles against

the worst of enemies lends them a sort of courage not

found among nobler knights.

Voland‘s Venators may always re-roll failed

Psychology tests. However, their ill-disciplined manner

also means they must re-roll successful tests to March,

Reform and Restrain from Pursuit.

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63

THE WITCH HUNTERS

“I already could smell the vampire‟s foul breath and saw his pointy teeth shimmering. I thought of

my Martha. Two shots rang through the night and the two ghostly figures to the left and right of the

count of darkness fell to the ground. Filled with rage, the vampire turned to face the new adversary.

A sudden chant, almost like a prayer, seemed although to slow his movements. I assume that the

shiny tip of the stake was the last thing his undead eyes cast their sight upon.” Mercenary Marcel Wilbendorf on the victory at Drakenhof

In the grim

reality of the Old

World, secret

cults plot the

coming of Chaos,

Sorcerers meddle

with dark magics

and the Undead

stalk the earth.

But there are

those who battle

against the

unnatural horrors

of the Old World. They are the Witch Hunters –

driven men who wander the Old World rooting out

evil.

Witch Hunters are a secret order of scattered men,

obsessed with the destruction of Chaos, Undead,

mutants, deviants, unbelievers, blasphemers and

potentially anyone else except other Witch Hunters.

Many people find their fanaticism disturbing and

their extreme beliefs threatening, so the Witch

Hunters are rarely welcome to stay anywhere for

long. Who know who will fall under suspicion next?

A single wrong word may condemn you!

Johann van Hel is perhaps the most famous of all the

Witch Hunters of the age, the slayer of the Vampire

Gunther von Blodfel and the man who purged the

haunted castle of Reikwald. Where he comes from

and why he has chosen to become a Witch Hunter,

remain unknown. Johann does not talk about his past

and it is unwise to question this grim and moody

man about things he does not want to discuss. But

those who are well versed in the Lore of the Empire

know that he shares the name of the infamous Van

Hel, the dreaded Necromancer of ancient times. All

of the descendants of Van Hel have strived to atone

for the evil deeds of their ancestor, but without

success. For each evil Sorcerer destroyed ten new

ones step onto the path of Damnation. For every

Vampire slain an entire noble family will be infected

the curse of Vampirism. One can only guess the

weight of guilt and angst that Johann carries.

Johann has only one companion, and he is not part

of the order of Witch Hunters. He is Wilhelm

Hasburg, a priest of Sigmar whose temple was

burned by Chaos worshipers. Some say he became

insane watching his life's work go up in flames, but

none dare to dispute his faith and piety, which he

shows with horrific self-mutilation and ceaseless

prophesies of the end of the world.

It is believed that his faith and continuous prayers

protect him from evil magic, and he is certainly able

to crush the skull of any blasphemer, using the staff

he found in the ruins of his temple.

When facing supernatural foes, many desperate

generals draw the Mark of the Hammer on roads

signs and town gates, calling the legendary Witch

Hunters to come their aid. Johann will offer his

services to anyone who is willing to pay. All of the

gold that he does not need himself is donated to the

church of Sigmar.

So when the forces of Undeath threaten or the

darkness of Chaos falls upon the Old World, Johann

van Hal and Wilhelm come. They face the most

terrible foes without fear, and attack foul Undead or

terrifying Daemons with cold fury and hatred

burning in their eyes. After the battle they claim

their prize and depart without a word. Most are glad

to see them go.

Page 64: Warhammer: Regiments of Renown

64

THE REGIMENT

CAPTAIN: Johann van Hal.

MOTTO: Burn Them All!

BATTLE-CRY: "It's a Witch!" is not Johann's

official battle cry, but is often the last thing his

opponents hear.

APPEARANCE: Johann wears a white coat and

black cloak, topped off with a broad-brimmed hat.

Wilhelm wears a long brown robe, and carries a

number of holy Sigmarite relics on him.

POINTS: Johann van Hal and Wilhelm Hasburg cost

a total of 190 points. Johann is worth 80 points and

Wilhelm is worth 110 pts.

M WS BS S T W I A Ld

Johann van Hal 4 5 5 4 4 2 5 3 9

Wilhelm Hasburg 4 4 3 4 4 2 4 2 8

UNIT SIZE: Johann van Hal and Wilhelm Hasburg.

EQUIPMENT: Johann carries a brace of pistols, an

assorted collection of stakes, holy relics and the Stake

of Sigmar. Wilhelm is armed with the Holy Staff and

carries the great book – the Hammer of Witches.

TROOP TYPE: Infantry (Character).

SPECIAL RULES: Immune to Psychology,

Hatred, Skirmishers (unless joining a non-

skirmishing unit).

Battle Prayers: Wilhelm is granted exceptional

powers by his divine patron which he can wield to

smite his foes in battle.

Wilhelm knows the three Battle Prayers listed below.

Battle Prayers are innate bound spells (power level 3).

Battle Prayers are augment spells that target Wilhelm

and his unit.

Hammer of Sigmar: Wilhelm and his unit may re-

roll failed To Wound rolls in close combat until the

start of the next friendly Magic phase.

Shield of Faith: Wilhelm and his unit gain a 5+

Ward save against all Wound inflicted in close

combat until the start of the next friendly Magic

phase.

Soulfire: Wilhelm and his unit gain the Flaming

Attacks special rule until the start of the next friendly

Magic phase. In addition, when cast, all enemy

models in base contact with Wilhelm suffer a

Strength 4 hit. Undead, and models with the

Daemonic special rule in base contact suffer a

Strength 5 hit instead, with no armour save allowed.

Divine Power: Wilhelm is blessed by Sigmar and can

invoke the god‘s protection against the sorcerous

powers of the enemy. He can channel power and dispel

dice in the same manner as Wizards.

Accusation: After deployment, but before the first turn

begins, select a single model in your opponent‘s army

to accuse of heresy. This is Johann‘s primary quarry.

Johann may re-roll all failed To Hit against his primary

quarry. Every hit he inflicts on that models also has the

Killing Blow special rule, even if they were from a

shooting attack. Finally, Johann may also choose to

shoot at the primary quarry as if he had the Sniper

special rule.

Witch Hunter Weapons: Johann is armed with pistols

loaded with silver bullets that have been blessed by

Wilhelm one by one. Thus all his shooting attacks

count as magical. In addition, when attacking Wizards,

Undead or Daemons, Johann may re-roll failed rolls To

Wound.

MAGIC ITEMS: Stake of Sigmar (Magic Weapon)

This ancient relic is said to be a fragment of the tree

felled by Sigmar with a single stroke when the

Unberogen tribe started building the city of Altdorf. It

was held in the temple of Obersdorf until Orcs and

Goblins sacked the town and the relic was lost. Now

Johann van Hel carries it.

Requires two hands. The Stake of Sigmar fills Johann

van Hel with the strength and purpose of Sigmar

himself. It doubles Johann‘s Strength when he is

fighting against any Undead creatures or Daemons. In

addition, a single unsaved wound caused by the Stake

automatically slays any Vampire outright with no saves

allowed.

Holy Staff (Magic Weapon)

Atop this ironwood staff is mounted the jawbone which

it is said, was used by Sigmar when he single-handedly

destroyed an army of Skaven. Wilhelm found it buried

under the ruins of his temple.

Requires two hands. Wilhelm may add +2 to his

Strength when fighting in Close Combat. In addition

the staff will automatically wound any Skaven,

Daemon, or Undead creature.

The Hammer of Witches (Talisman) Wilhelm is a fanatical priest of Sigmar, obsessed with

the destruction of the forces of Undead and Chaos.

When he reads the litanies of banishment from his holy

book called „the Hammer of Witches‟, he radiates an

aura of holiness and utter faith.

Against any Chaos, Dark Magic or Necromantic spell

targeted towards Wilhelm or Johann, they gains a

Magic Resistance equal to the number of dice used to

cast the spell.

Page 65: Warhammer: Regiments of Renown

65

FOR HIRE

If you wish to add Regiments of Renown to your existing

Warhammer army, then you should check the For Hire

table below. 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?

The Bretonnians have far too much pride to even consider

hiring others to fight their battles. Indeed, even if

outnumbered ten to one, they would rather fight on and

retain their pride than stoop so low as to pay others to

fight for them! Therefore, the only units they may hire are

those who do not fight for gold but a greater cause like

glory and honour!

Even the most foolhardy general would have a hard time

convincing his men to fight for a Bloodthirster. Likewise,

the inhuman Beastmen carry little in terms of valuables or

even an understandable language to appeal to mercenaries.

Therefore, Daemons of Chaos and Beastmen may never

include Regiments of Renown.

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 Alcatani

Fellowship Special Core Special Special Special Special Special Special Special Special Special Special Special

Pirazzo’s Lost

Legion Special Core Special Special Special Special Special Special Special Special Special Special Special

Leopold’s

Leopard

Company

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

Ricco’s

Republican

Guard

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

Marksmen of

Miragliano Special Core Special Special Special Special Special Special Special Special Special Special

Braganza’s

Besiegers Special Core Special Special Special Special Special Special Special Special Special Special

Vesperro’s

Vendetta Special Core Special Special Special Special Special Special Special Special Special Special Special

Voland’s

Venators Special Core Special Special Special Special Special Special Special Special Special Special Special

Al Muktar’s

Desert Dogs Special Core Special Special Special Special Special Special Special Special Special Special

Lumpin

Croop’s

Fighting

Cocks

Rare Special Rare Rare Rare Rare Rare Rare Special Rare Rare Rare Rare

Golgfag’s

Mercenary

Ogres

Rare Special Rare Rare Rare Special Rare Rare Rare Rare Rare Rare Rare

Long Drong’s

Slayer Pirates Special Special Rare Rare Rare Rare

Beorg

Bearstruck

and the

Bearmen of

Urslo

Rare Special Rare Rare Rare Rare Rare Rare Rare Special

Oglah Khan’s

Wolfboyz Rare Special Special Special Rare Rare Rare Rare

Tichi-Huichi’s

Raiders Special Rare Rare Special Rare Rare Rare Rare

Ruglud’s

Armoured

Orcs

Rare Special Rare Rare Special Rare Rare Rare Rare Rare

Mengil

Manhide’s

Manflayers

Special Special Rare Rare Rare Rare Rare Rare Rare

The Cursed

Company Rare Special Rare Rare Rare Rare Rare Rare Rare Rare Rare

Anakonda’s

Amazons Rare Rare Special Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare

The Birdmen

of Catrazza Rare Rare Rare Rare

Bronzino’s

Galloper Guns Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare Rare

Malakai

Makaisson’s

Goblin- Hewer

Rare Rare Rare

The Giants of

Albion Rare

Asarnil the

Dragonlord Hero Hero Hero Hero Hero

The

Witchhunters Hero Hero Hero Hero Hero Hero Hero

Gotrek and

Felix Hero Hero Hero Hero

Page 66: Warhammer: Regiments of Renown

66

REGIMENTS OF RENOWN 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. Regiments

of Renown are daring sell-swords, infamous the world

over, who will fight for any army in the Known

World… as long as the pay is good!

Inside you will find:

Rules and descriptions for every Regiment of

Renown available for hire.

A Fore Hire table that details which army can

hire what Regiment of Renown.

A section that details the background and

history for the various Regiments of Renown.

Warhammer: Regiments of Renown is an expansion

for Warhammer, the Game of Fantasy Battles.