Kings of War-The Varangur (sample)

THE VARANGUR


The Varangur Special Rules
Alignment: Evil

Fanatical Devotion: 
All clan warriors in this list have higher Nerve than normal. This is already included in their profiles

Gift of Korgaan: 
A unit with the Gift of Korgaan may choose to take one of the following options for +10 points
·         Brand of the Warrior: The unit gains the Brutal special rule.
·         Guise of the Deceiver: The unit gains the Headstrong and Fury and special rules.
·         Mask of the Reaper: The unit gains Lifeleech (1) special rule.



The warlike clans of the Varangur have been inhabitants of the far north of Mantica for thousands of years. While most men were drawn towards the Republic of Primovantor during the Age of Ice, the Varangur alone stood resolute in their great halls. Instead of fearing and retreating from the frigid cold, they embraced it, masters of the wild tundra and the slopes of Ice Mountains. The Varangur's stubbornness was only surpassed by the Dwarf's and it was this more than anything compelled them to stay. They shunned the outside world and became insular and disconnected. They rejected the new gods and looked for something more. 

And something was watching, waiting. Something immeasurably old was stirred into life. Once-omnipotent eyes turned their gaze on the Varangur, looked into their souls, and found what they sought to return. 

But this was not a remnant of the former Celestians, those who were worshipped by the great realms of the elves, dwarfs and the men of the south. This was an ancient and malevolent thing, a deity long neglected that had become nothing more than a forgotten imprint on the world. A memory of an immortal past; a mere fading shadow. Once pushed aside by the Celestians and discarded by the mortal races, it now reached out, a whisper in the ears of the priests and sorcerers of the Varangur, probing and exploring. Over time the shadow god grew bolder and the bond became stronger. Gods only survive if someone believes in them and it found a new source of faith and mortal emotion on which to feed.
The clans called their new god Korgaan.

The basest mortal emotions are the most malleable, the easiest to control and provoke: hate, anger, jealousy and ambition. They are powerful, if anarchic emotions and in the presence of conflict and war, both within and without, the source of Korgaan's nourishment bloomed, The god began to weave the cords that would bind it to the world ever tighter. Appearing to the clans in the three different guises; Warrior, Reaper and Deceiver, it united them with a strengthened desire to wage war on the world, but divided them with a distrust of each other as the strove to seek approval from whichever face of Korgaan they followed.   

This primeval being, both fickle and cruel, began to craft a new culture in its image, and the Varangur started to venture out once more, south through the frozen wastes on great expenditions by land and sea, raiding the fringes of every great empire. Word spread, and coastal settlements feared the inevitable raids of these warlike and bloodthirsty savages. The clans befan to thrive and their god swelled with power, wreaking havoc in the wake of the chaos Winter was sowing.

Warband
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
Troop (10)
Infantry
5
4+
-
4+
10
10/12
75
Regiment (20)
Infantry
5
4+
-
4+
12
14/16
110
Horde (40)
Infantry
5
4+
-
4+
25
21/23
180

Options: Exchange shields for two-handed weapons for free [Defence to 3+, Crushing Strength (1)]



Bloodsworn
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Cost
Troop (10)
Infantry
5
4+
-
5+
10
11/13
100
Regiment (20)
Infantry
5
4+
-
5+
12
15/17
140
Horde (40)
Infantry
5
4+
-
5+
25
22/24
230

Special Rules:
Crushing Strength (1), Gift of Korgaan

Options: The unit can take 2H weapons for free [De 4+. Crushing strength (2)].



Thralls*
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
Regiment (20)
Infantry
5
5+
-
3+
12
12/15
75
Horde (40)
Infantry
5
5+
-
3+
25
19/22
125
Legion (60)
Infantry
5
5+
-
3+
30
25/28
180






Mounted Sons of Korgaan
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
Troop (5)
Cavalry
8
3+
-
5+
10
13/15
165
Regiment (10)
Cavalry
8
3+
-
5+
20
16/18
250

Special Rules:
Thunderous Charge (2), Crushing Strength (1), Gift of Korgaan


Sons of Korgaan
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
Troop (10)
Infantry
5
3+
-
5+
15
12/14
155
Regiment (20)
Infantry
5
3+
-
5+
20
16/18
220

Special
Base size: 25x25mm. Crushing Strength (2), Gift of Korgaan.

Options: Exchange shields for two-handed weapons for free [lower Defence to 4+, gain Crushing Strength (3)].



Horse Raiders
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Cost
Troop (5)
Cavalry
8
4+
5+
4+
7
11/13
115
Regiment (10)
Cavalry
8
4+
5+
4+
14
14/16
180

Special Rules:
Nimble, Piercing (1), Throwing Weapons (Axes), Thundering Charge (1).


Options: Exchange thrown weapons for bows for free [lose Piercing (1)]


Tundra Wolves                                           
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
Troop (5)
Cavalry
9
4+
-
4+
10
11/13
110

Height: 1

Special
Nimble, Thunderous Charge (1)


Chieftain
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
1
Hero (Inf)
5
3+
-
5+
5
14/16
160

Special Rules: 
25x25mm base, Crushing Strength (2), Elite, Gift of Korgaan, Individual, Inspiring

Options: Mount (increase to Sp to 8, change to Hero (Cav) (+20pts)


Special
Base size: 25x25mm. Crushing Strength (2), Gift of Korgaan.

Options: Exchange shields for two-handed weapons for free [lower Defence to 4+, gain Crushing Strength (3)].



Magus
Unit Size
Type
Sp
Me
Ra
De
Att
Ne
Pts
1
Hero (Inf)
5
5+
-
5+
1
11/13
85

Special
Individual, Lightning Bolt (4)

Options
·         Fireball (12) (+25 pts)
·         Bane Chant (2) (+15 pts)
·         Famulus (gains the Elite rule when casting q spell) (+15 pts)

·         Mount (increase Speed to 8, change Hero (Cav)) (+15 pts)



Special Rules
Brutal: When testing the Nerve of an enemy unit in melee with one or more of your units with this rule, add +1 to the total.  

Crushing Strength
 (n): All melee hits inflicted by the unit have a +(n) modifier when rolling to damage.

Elite: Whenever the unit rolls to hit, it can re-roll all dice that score a natural, unmodified 1.

Fury: While wavered, this unit may declare a Counter-Charge.

Headstrong: Whenever this unit begins a turn Wavering, it rolls a die. On a 4+ it shrugs off the effects of Wavering and is Disordered instead.

Individual: This rule is explained on page 71 of the rule book. 

Inspiring: If this unit, or any friendly non-allied  unit within 6" of this unit, is Routed, the opponent must re-roll that Nerve test. The second result stands.

Note a unit can also have Inspiring (specific unit) – in that case the unit will only inspire itself and that unit.

Lifeleech (n): In a melee, this unit regains one point of damage it has previously suffered for every point of damage it deals, up to a maximum of n.

Nimble: The unit can make a single extra pivot of up to 90 degrees around its centre while executing any move order, including a Charge! It cannot make this extra pivot when ordered to Halt.

Thunderous Charge (n):  All melee hits inflicted by the unit have a +(n) modifier when rolling to damage. This bonus is in addition to the unit’s Crushing Strength (if any), however the unit loses this bonus when Disordered or during Hindered charges.

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