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.
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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