NOTE: This army is not complete yet! I've done a lot of work, but I still have to add magical equipment and fluff. And perhaps an unit or two if I get a new idea. So check every two days or so. When I'll add important things, I'll post a message to indicate it.
DARKLANDERS: INTRODUCTION
To the East of the World's Edge Mountains lies a barren wasteland where few intelligent creatures dare to venture. In this grim region called the Dark Lands, countless dragons, trolls and foul beasts of Chaos live, and it is commonly said in the Empire that no one ever returns from this parched desert. Yet there are a few men who, despite all dangers, inhabit this lost country. The Darklanders, even though their number is limited, are known to be among the best warriors of the world. No wonder: in this wasteland, being able to wield a sword is a survival question. It is said that a twelve-years-old child from the Dark Lands is as skilled with the blade as the average Imperial soldier, and that three Darklanders out of four die in battle.
Men from this land are tall, strong and grim. Their hair is dark and their eyes are grey. They often have cruel battle scars due to long years of warfare experience. Their existence is full of violence and war, which probably explains why they are always serious and don't even seem able to smile or laugh. Darklanders are harsh, arrogant and blunt people, and even their women are rebellious. Humans from this desert often trade with Dwarves, from which they learned to forge excellent weapons. However, they are clearly under the influence of Chaos, even though they are not allied with the Dark Gods. Even their names sound like those of Chaos. They are not evil men, but are still ruthless: Darklanders often use Orcs and Skaven as slaves, and at war, generals never hesitate to execute their own men if they show any sign of incompetence.
There are only ten cities in the Dark Lands, but each of them is a true fortress with thick walls and high towers. Day and night, warriors watch the wasteland below, and are always ready to confront the almost weekly raids of Greenskins, forces of Chaos, Skaven or even Darklanders from other cities (they are always at war with each other). Every fortress is ruled by a lord, and the largest human settlement at the East of the World's Edge Mountains, Khairyn, is under the dominion of Skardron, Overlord of the Dark Lands, who plans to unite the ten cities under one banner.
Style of fighting
Darklanders are strong, efficient and disciplined warriors. In battle, they are at ease in close quarters and feel contempt for those cowards who use ranged weapons or magic. They have access to excellent swords, halberds and armor, which they use with a great skill. They fight as well on foot as on horseback. Men from the Dark Lands prefer honorable combat to cunning tactics, and that's why they rely on the might of their blades rather than their brains. They are not stupid, however, and even though they don't use the technology of their allies the Dwarves or the sneaky schemes of the Skaven, they have what it takes to confront any foe without fear. They are an offensive force, but their magic is more of the defensive style. Darklanders rely heavily on close combat to win the day, and when they get at sword-length of their foes, few can stand long against their skills with the blade and their iron discipline.
Army's special rules
Magical defense: Darklanders are very resistant to magic. Any spell directed at a Darklander unit or character has –1 to its casting roll. This includes friendly spells.
Bravery: Darklander characters, as well as a few units, benefit of this special rule. When brave troops have to roll a Morale test in close combat, the malus to their Leadership may never exceed –2, whatever the difference between the two combat resolutions is.
MAGICAL EQUIPMENT
WEAPONS
Blade of the Archangel (75 pts): Surrounded by a divine halo, the wielder of this holy sword brings death and destruction to his foes.
The wearer has a WS of 10 that can never be improved and +1 Strength. He always strikes first, even if he gets charged.
Sword of the Guardian (50 pts): This magnificent blade is often given to a loyal follower of the Overlord before a great battle. It has become a symbol of courage.
No armor saves can be taken against the Sword of the Guardian.
Lance of Extermination (40 pts): This powerful gromril-tipped lance can cleave through whole ranks of enemies with ease.
Counts as a lance. When he charges, the character gains +D3 Attacks.
Thunderblade (35 pts): In this sword is contained all the strength of a lightning that once fell on it during a storm. It sometimes releases a little of this power when striking.
Any 6 the wearer gets in his to-hit rolls is resolved at double Strength.
Ithilmar Greatsword (30 pts): Bought from a Tilean merchant for less than a tenth of its true value, this large Elven sword is as light as it is mighty.
Counts as a great weapon, but strikes in Initiative order during subsequent turns of combat.
Halberd of Dawn (30 pts): No doubt one of the finest blades ever forged by the Darklanders.
Character on foot only. May be used either as a halberd or as a heavy weapon (the choice must be made at the beginning of the combat). The wearer has the Killing Blow ability.
Sword of the Duelist (20 pts): Men of the Darklands are never afraid of challenging powerful opponents. Only the worthiest duelist may wield this excellent sword.
During challenges, the wearer always hits on 2+.
ARMORS
Daemonhide (60 pts): This twisted creation of the Chaos Dwarves is an armor made out of flesh that contains the soul of a daemon entrapped in it.
Chaos armor (4+). The wearer may Regenerate.
Warlord's Shield (50 pts): Exquisitely forged, this massive silver shield with a large sapphire in its center can deflect even the mightiest blows.
Confers a 5+ armor save and a 4+ ward save.
Dragonscale Cuirass (35 pts): Forged from the hide of Khaarshai the iron-scaled dragon, this ancient armor must be worn over thick clothes because it is always hot.
Heavy armor (5+). The wearer is immune to all fire-based attacks. He and his mount also have a 3+ ward save against non-magical shooting.
Moonshine Armor (20 pts): The incredible efficiency of this armor was proved the day when a Chaos chariot rolled on it without even scratching it and broke a wheel in the process.
Heavy armor (5+). No non-magical attack can alter the armor's 5+ save, whatever its Strength is.
Dark Iron Helmet (20 pts): Made out of an unknown black metal that a volcano spat from the very center of the Earth, this finely crafted helmet has Dwarven runes of protection on it.
Confers a 6+ armor save. The wearer may re-roll any 1 he obtains when rolling his armor saves.
RuneMail of Gromril (15 pts): This armor made by the Dwarves is as solid as rock, but also as heavy.
Confers a 1+ armor save that cannot be improved. The wearer always strikes last, even in charge, because of its tremendous weight. He may not wear a heavy weapon.
TALISMANS
Gauntlet of Khaine (60 pts): Found in a High Elven ruin that was probably a temple, this iron glove is engraved with ancient runes forming a prayer to the God of Murder.
The wearer may re-roll failed to-hit and to-wound rolls.
Cape of Fog (40 pts): Bought from a travelling bandit who had probably stolen it somewhere, this grey cloak is surrounded by a pale and ghostly cloud.
Any shooting that aims at the wearer or his unit has its to-hit malus doubled. For example, a shot that is already at –2 to-hit is now at –4.
Star of Hope (40 pts): This pure diamond that shines like a star belonged to a wounded Elf who, having escaped the slavery of the Chaos Dwarves, was slain by a brigand in the wastelands.
Confers a 5+ ward save. The ward save is improved by +1 every time the wearer loses a Wound. In case of several wounds at a time, roll each ward save separately.
Blinding Shirt (20 pts): A simple glance at this white shirt can blind the one who beholds it.
Any model in base contact with the wearer must pass a Ld test. In case of failure, the opponent's WS is reduced to 1.
Gem of Hatred (10 pts): A ring of red gold ornate with an ink-black ruby that causes an aura of terrible blood rage.
The wearer and his enemies hate each other. If the enemy is Immune to Psychology, the ring has no effect, not even on the character wearing it.
ENCHANTED ITEMS
Horn of Glory (50 pts): The sound of this horn makes all friendly fighters nearby battle with a fury that matches the rage of a charging bull, while their enemies panic and flee.
When charging, the character and his unit cause Fear and are Unbreakable.
Belt of Heroes (35 pts): A great courage fills the one who wears this leather and gold belt.
The character and his unit are immune to Fear and Terror.
Crown of Wisdom (30 pts): The one who wears this golden crown can feel the winds of magic, but has little control over them.
The wearer is a level 1 wizard, but may not cast spells. He may dispel as normal and he still adds two power dice and a dispel dice to the Darklander pool.
Soul Key (25 pts): This key opens no door, but the minds of those who look its owner in the eyes.
At the beginning of every Darklander turn, nominate an enemy unit within 24" and line of sight. It must reveal any magical equipment, assassin, Fanatic, etc. it contains.
ARCANE ITEMS
Staff of the Patriarch (50 pts): Having belonged to the most powerful Darklander sorcerer ever to have lived, this simple wooden staff contains a dreadful might.
The wearer has one more magic level (up to a maximum level of 4).
Sphere of Control (50 pts): It is said that this sphere of glass permits any sorcerer to deflect the winds of magic with ease.
The sorcerer has +D3 to dispel any spell that aims at a Darklander unit or character.
Dice of Fate (25 pts): To amuse himself, Zarkull, a daemonic sorcerer of Tzeentch, often gives to a mortal a dice that can be thrown to twist the fate of its user.
The Dice of Fate can be rolled at the beginning of the first Darklander magic phase. On a 1, the sorcerer is taken by the Warp (counts as slain). On a 2, a daemon tries to shatter his soul, and the wearer must pass a Leadership test or become mad (counts as both Stupid and Frenzied). On a result of 3-6, the sorcerer gains a +1 bonus to cast spells until the end of the battle.
Liquid Light (20 pts): The wizard who drinks this shining water has his understanding of the winds of magic augmented for a brief period.
Can be drunk during the enemy's magic phase. Adds +D3 dispel dice. One use only.
MAGICAL BANNERS
Standard of the Overlord (100 pts): Representing an eagle, symbol of the Overlord, this gold and night-blue banner is borne by the followers of Skardron in his conquest of the Dark Lands.
Adds +D3 to the combat result. Any unit within 12" may re-roll failed Panic tests.
Banner of Confidence (50 pts): Even under a hail of arrows that pierce through their ranks, the warriors bearing this banner will march forward without fear.
The unit is Immune to Panic.
Banner of Mist (50 pts): This banner creates a field of protection against magic and shooting.
All shooting directed at the unit bearing the Banner of Mist is at –1 to hit. Also confers a Magic Resistance (1).
Flag of Loyalty (25 pts): Inspired by its leader's bravery, the unit that fights under this red banner will battle with all the courage their general expects of them.
As long as the general is alive, the unit always has his Ld, even if he is further than 12".
Standard of Carnage (25 pts): The gods of war themselves guide the blows of the warriors.
When charging, the unit may re-roll any 1 it obtains in its to-hit rolls. This does not apply to the mounts or characters. The unit must always charge the enemy if it is within range and sight.
Banner of the Stallion (15 pts): This flag gives more endurance to the mounts of the unit.
Unit of Knights only. The horses' Movement is not decreased by the barding.
THE ARMY OF THE DARKLANDS
CHARACTERS
Darklander Nobles
In the Dark Lands, a form of authority is necessary to survive. Every stronghold has at its head a charismatic leader called warlord. This experienced, skilled and often ruthless warrior is the one who commands the troops of his fortress and leads them to war. His leadership is based on fear: he has a right of life or death over his men, and he never has to explain his actions when he executes one of his soldiers.
Commanders are powerful officers who command smaller armies. Just like warlords, they are merciless individual, but they are brave and will often charge at the forefront of their army, uncaring for their safety and eager to show their men how war must be made. Darklanders often admire their leaders and will try to get as close as possible to their chiefs' ideals and skills.
--------M WS BS S T W I A Ld
Warlord 4 7 3 5 4 3 7 4 10
Cost: 150 pts.
Equipment: Hand weapon, heavy armor.
Options:
-May have a lance (+6), a heavy weapon (+6), an additional hand weapon (+6) or a halberd (+6).
-May have a shield (+3).
-May ride a warhorse (+16) that can be barded (+8) or an Arthrag (+50).
-May have up to 100 pts worth of magical items.
Special Rules: Bravery.
-Bravery: Nobles from the Dark Lands always show courage and honor in battle, and therefore benefit from the rule Bravery.
---------------M WS BS S T W I A Ld
Commander 4 6 3 4 4 2 6 3 9
Cost: 80 pts.
Equipment: Hand weapon, heavy armor.
Options:
-May have a lance (+4), a heavy weapon (+4), an additional hand weapon (+4) or a halberd (+4).
-May have a shield (+2).
-May ride a warhorse (+12) that can be barded (+6) or an Arthrag (+50).
-May have up to 50 pts worth of magical items.
Special Rules: Bravery, Battle Standard Bearer.
-Bravery: Nobles from the Dark Lands always show courage and honor in battle, and therefore benefit from the rule Bravery.
Battle Standard Bearer: A Commander may be upgraded to Battle Standard Bearer for +25 pts. He may not be the army's general and cannot choose additional non-magical equipment. He may have a magical banner of any cost, in which case he cannot have any magical equipment.
Darklander Sorcerers
In the Dark Lands, almost every minute must be spent struggling to survive. Darklanders have little time to waste with useless things like philosophy and religion, and their beliefs are very limited. Because of this, magic is something they still cannot fully understand. Yet a few men from the wasteland have a natural instinct that leads them to try to bypass the natural limits. Some of them seek council from the Sorcerers of Chaos and wander to the North, never to be seen again. But most go to the West, beyond the World's Edge Mountains, and learn from the Dwarf Runesmiths or the wizards of the Empire. When they come back to their land, they are both feared and hated by other men, who believe they are dangerous. Darklander sorcerers have no choice but to flee in the wilderness, where they gather in secret councils and teach each other what they learned from their masters. Sometimes, one of those sects will send one of its members to a great battle so that he may use his magic to assist the army of the Dark Lands. Sorcerers, although bitter about the fact of being hated by their own people, are always willing to help them to fight their enemies by adding magic to the strength of steel.
-----------------M WS BS S T W I A Ld
Arch-Sorcerer 4 4 3 4 4 3 4 1 9
Cost: 200 pts.
Equipment: Hand weapon.
Magic: The Arch-Sorcerer is a level 3 wizard. He may use the Lore of the Beast, the Lore of Heavens, the Lore of Fire and the Lore of Metal.
Options:
-May be upgraded to Level 4 for +35 pts.
-May ride a warhorse (+16) that can be barded (+8) or an Arthrag (+50).
-May have up to 100 pts worth of magical items.
Special Rules: Magic, Outcast.
-Outcast: A Sorcerer or Arch-Sorcerer cannot join a friendly unit and may never be the army's general.
-----------M WS BS S T W I A Ld
Sorcerer 4 4 3 4 4 2 4 1 8
Cost: 90 pts.
Equipment: Hand weapon.
Magic: The Sorcerer is a level 1 wizard. He may use the Lore of the Beast, the Lore of Heavens, the Lore of Fire and the Lore of Metal.
Options:
-May be upgraded to level 2 for +35 pts.
-May ride a warhorse (+12) that can be barded (+6).
-May have up to 50 pts worth of magical items.
Special Rules: Magic, Outcast.
-Outcast: A Sorcerer or Arch-Sorcerer cannot join a friendly unit and may never be the army's general.
CORE UNITS
Darklander Warriors
People from the Dark Lands must know how to use the sword as soon as they are able to lift one. In this dangerous place, only the best can survive, and that's why men and women alike are always training for battle. Darklanders live in a state of neverending war against wild beasts, Greenskins, Chaos, Skaven and Undead, which forces everyone to be prepared to fight. Warriors from the Dark Lands are among the best of the known world. Strong and heavily armored, they are nonetheless surprisingly fast and agile, and military training has made them brave and very disciplined. They are fierce fighters and will often battle to the last man. They have a deep sense of honor, and all dream of a glorious death in combat.
The best warriors of every stronghold are made part of the Honor Guard, an elite unit that accepts only the most experienced fighters. Wielding powerful halberds, they can stand against the most powerful foes and cut them in pieces with ease.
---------------------M WS BS S T W I A Ld
Darklander Warrior 4 4 3 4 3 1 4 1 8
Chief--------------- 4 4 3 4 3 1 4 2 8
Cost: 10 pts.
Unit Size: 10+.
Equipment: Hand weapon, heavy armor, shield.
Options:
-One unit may be upgraded to Honor Guard for +2 pts/ Warrior. Warriors of the Honor Guard wield halberds and become brave. They may have a magical banner of a value of 25 pts maximum.
-A Warrior may be upgraded to Musician for +6 pts.
-A Warrior may be upgraded to Standard Bearer for +12 pts.
-A Warrior may be upgraded to Chief for +12 pts.
Darklander Knights
In the barren Dark Lands, horses are hard to come by and even harder to feed. Their cost is therefore exorbitant, and having a steed is a sign of a high social status. They are often bought from the Empire or from the rare travellers who dare cross the wasteland, but most of them are taken or stolen from the forces of Chaos. Horses from the Dark Lands are hardy and stoic and need little food to survive.
Rich warriors from the fortresses who can afford a mount will often follow the training of a knight and become one of the best mounted warriors in the world. Knights of the Dark Lands are as strong and as skilled as any other warrior, and in addition they are much faster and hit even harder. In battle, they gather in small units and are often the first to charge in the enemy. They can cause great havoc with their powerful lances or greatswords.
--------M WS BS S T W I A Ld
Knight------- 4 4 3 4 3 1 4 1 8
High Knight 4 4 3 4 3 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5
Cost: 25 pts.
Unit Size: 5+.
Equipment: Hand weapon, lance, heavy armor, shield.
Mounts: Barded warhorses.
Options:
-Any unit may swap its lances for heavy weapons for no additional cost.
-A Knight may be upgraded to Musician for +8 pts.
-A Knight may be upgraded to Standard Bearer for +16 pts.
-The Standard Bearer may have a magical banner of a value of 25 points maximum.
-A Knight may be upgraded to High Knight for +16 pts.
SPECIAL UNITS
Silver Guard
It is the ultimate dream of any Darklander to fight to his last heartbeat and fall in battle with honor. Some of the proudest warriors are afraid of nothing but to die from an accident, a disease or, worse, from an old age. The most ancient (and often the most arrogant) veterans often decide to go to war only to get killed and therefore being saved from the dishonor of not dying in combat. A special unit of the army of the Dark Lands has been created for them: the famous Silver Guard, in which can be found the oldest warriors of the host. In their eagerness to be slain, they often join the middle of the battle and fight with all their strength. They rarely flee, their pride being even more important than their lives. Armed with spears and clad in a shiny armor, Silver Guardians stand at the front of the army, always ready to be at the receiving end of the charge that will take their lives and give them a great honor in return. They battle with ferocity, knowing that they have nothing to lose, and some of them even survive several wars until the day when they meet their fate.
----------------M WS BS S T W I A Ld
Silver Guardian 4 5 3 4 3 1 5 1 9
Captain--------- 4 5 3 4 3 1 5 2 9
Cost: 15 pts.
Unit Size: 10+.
Equipment: Hand weapon, spear, heavy armor, shield.
Options:
-A Silver Guardian may be upgraded to Musician for +7 pts.
-A Silver Guardian may be upgraded to Standard Bearer for +14 pts.
-The Standard Bearer may have a magical banner of a value of 25 points maximum.
-A Silver Guardian may be upgraded to Captain for +14 pts.
-The Captain may have up to 25 pts worth of magical items.
Special Rules: Bravery, Spear & Shield, Wall of Steel.
-Bravery: The Silver Guard always shows courage and honor in battle, and therefore it benefits from the rule Bravery.
-Wall of Steel: Silver Guardians use their specially shaped shields to rest their spears, which makes them dangerous against charging cavalry. The Silver Guard has the Killing Blow ability if the enemy has charged from further than 12". This only applies during the turn when they are charged.
-Solid Stand: It is common that the Silver Guard stands to the last man, even when the enemy's might is overwhelming. During the turn when they are charged, Silver Guardians are stubborn. During subsequent turns, their Bravery works as normal.
Patrollers
Most Darklanders live within the walls of one of the ten great fortresses, but a few of them prefer to roam the wilderness, even though their life is even more dangerous. They become merchants, messengers and sometimes bandits. Called Patrollers, they are under the authority of no lord and go to battle only if they feel like it. Often used as mercenaries, they stalk the enemy and silently fall upon their prey to make short work of it. They have become a people on their own and have a nomadic style of life. Patrollers inhabit camps and try to avoid contact with other Darklanders as much as they can. They are highly unpredictable: sometimes they raid travelling merchants, but sometimes they trade goods with them. Skilled warriors, they mostly confront Marauders and Orcs in their eternal wanderings.
------------M WS BS S T W I A Ld
Patroller------ 4 5 3 4 3 1 5 1 8
Patrol Leader 4 5 3 4 3 1 5 2 8
Cost: 13 pts.
Unit Size: 5+.
Equipment: Two hand weapons, heavy armor, shield.
Options:
-One unit may become Scouts for +3 pts/ Patroller.
-A Patroller may be upgraded to Patrol Leader for +10 pts.
Special Rules: Skirmish, Independant.
-Skirmish: Patrollers being adventurers and scouts rather than soldiers, they skirmish.
-Independant: Those rogue adventurers have sworn loyalty to no one, and therefore, they may never have their general's Ld if he is within 12". However, they never flee if their general is slain and they ignore the panic of friendly troops.
0-1 Mounted Patrollers
Some Patrollers, having gathered considerable wealth from trading goods or raiding rich travellers, manage to afford one of the expensive warhorses of the Dark Lands. Mounts are very useful in their eternal travels in the wastelands. Keeping the same style of fighting as when they were on foot, they wield two weapons, their training enabling them to use their swords with skill even on horseback. Heavily armored like all Darklanders, they never bard their mounts, which makes them a very fast cavalry that can charge at an impressive speed and chop in pieces all who stand in their way. Feared by Orcs, Skaven and Norse men alike, they have a terrible reputation of merciless warriors.
------------M WS BS S T W I A Ld
Patroller------ 4 5 3 4 3 1 5 1 8
Patrol Leader 4 5 3 4 3 1 5 2 8
Warhorse 8 3 0 3 3 1 3 1 5
Cost: 32 pts.
Unit Size: 5+.
Equipment: Two hand weapons, heavy armor, shield.
Mounts: Warhorses.
Options:
-A Patroller may be upgraded to Musician for +9 pts.
-A Patroller may be upgraded to Standard Bearer for +18 pts.
-A Mounted Patroller may be upgraded to Patrol Leader for +18 pts.
-The Patrol Leader may have up to 25 pts worth of magical items.
Special Rules: Storm of Blades, Independant.
-Storm of Blades: Mounted Patrollers can rain a lot of blows in no time on their foes. Being used to wielding sword from horseback, they get +1 Attack from additional hand weapons even though they are mounted. They also have +1 Attack when they charge, for a total of three.
-Independant: Those rogue adventurers have sworn loyalty to no one, and therefore, they may never have their general's Ld if he is within 12". However, they never flee if their general is slain and they ignore the panic of friendly troops.
RARE UNITS
Thrag Knights
Of all the creatures that roam the Dark Lands, few are as ferocious as Thrags. Those predators stand at the top of the food chain of the wasteland and, finding little to feed themselves, will devour almost any living thing they find. They have the general shape of a great tiger, but they are covered with rust-colored scales and their lizard tail has vicious spines. They are one of the most terrible mutated species that can be found in the Dark Lands. They live in small groups led by a male called the Arthrag.
Sometimes, daring Patrollers will manage to steal one or several Thrag eggs. As soon as the creature is able to stand on its feet, it must be teached not to eat humans, which is a dangerous and difficult task. Most of them are finally killed, considered too fierce to be tamed, but a few of them are finally tranformed into an extraordinary mount for the man who can ride it. Only the best Darklander warriors are allowed to have one, for they are extremely rare and expensive. In battle, Thrags are powerful fighters. They often show a surprising intelligence, but their riders find it difficult to restrain them from charging straight in the middle of the carnage.
Thrag Knights are not numerous on the battlefield and often fight alone or in very small groups. Their experience of battle combined with the ferocity of their mount make them able to confront several foes on their own.
----------------M WS BS S T W I A Ld
Thrag Knight 4 5 3 4 4 3 5 1 9
Thrag-------- 8 4 0 4 - - 4 2 6
Cost: 60 pts.
Unit Size: 1-3.
Equipment: Hand weapon, lance, heavy armor, shield.
Mounts: Thrags.
Options:
-Any unit may swap its lances for heavy weapons for no additional cost.
Special Rules: Bravery, Cause Fear, Blood-Lust, Scales.
-Bravery: Thrag Knights always show courage and honor in battle, and therefore benefit from the rule Bravery.
-Cause Fear: Thrags are strong and dangerous creatures that cause fear.
-Blood-Lust: In the madness of battle, Thrag Knights must pass a Leadership test to restrain their mount from charging if the enemy is within range and line of sight. If they break an enemy unit in close combat, they must always pursue it.
-Scales: Thrags have tough scales that have the same effect as a barding, but do not affect their Movement.
0-1 Gladiators
Darklanders make common use of slaves in their strongholds. While they would never enslave humans, they have at their service hundreds of Goblins, Orcs and Skaven, which are after all nothing more than animals. Some of the best fighters become gladiators or are used by young Darklanders to practice their combat skills against. That way, Orcs, clanrats and sometimes even Saurus warriors find themselves in the slave army of the Dark Lands or are killed during training by boys eager to improve their abilities with the sword.
The tough ones who survive long enough are sent to battle. They always gladly accept the invitation to war, for a gladiator who fights well may be granted liberty. Notorious for their lack of discipline, they are very unpredictable troops, but if they make it to close combat, they are sometimes able to kill several foes.
-------------M WS BS S T W I A Ld
Gladiator 4 2D3 3 4 4 1 D3 D3 6
Trainer--- 4 4 3 4 3 1 4 1 8
Cost: 12 pts.
Unit Size: 5-10 Gladiators and a free trainer.
Equipment: Trainer: hand weapon, heavy armor and shield. Gladiators: 1D6 (see below).
Special Rules: Trainer, Random Statistics, Random Equipment, Skirmish, Revolt Attempt.
-Trainer: Any unit of Gladiators comes with a free trainer, which counts as a champion. When the unit has to roll a Ld test, the trainer's Ld is always used. If the trainer is slain, Gladiators find themselves free and must flee toward the nearest table edge, unless they are engaged in close combat (in which case they fight until the combat is over, then flee). They cannot rally and the Darklander player has no control over them.
-Random Statistics: Combat skills of Gladiators are very varied, from ridiculous to exceptional. Once the deployment is complete, roll all the random statistics (WS 2D3, I D3, A D3). Those statistics apply to the entire unit.
-Random Equipment: Gladiator also have varied equipment. Once the deployment is complete, roll a D6 to determine it. This applies for all the unit.
1-2: Orc style (hand weapon and light armor).
3-4: Beastman style (two hand weapons).
5-6: Saurus style (hand weapon, heavy weapon and shield).
-Skirmish: Not disciplined enough to walk in ranks, Gladiators skirmish.
-Revolt Attempt: Gladiators often try to turn against their masters. If Gladiators are not engaged in close combat, they must roll a Ld test using their natural Ld of 6 (not general's or trainer's) at the beginning of every turn of the Darklander player, and the trainer must roll one too, using his own Ld. If slaves pass their test while the trainer fails his, the trainer is automatically killed and the Gladiators must flee toward the nearest table edge. Any other result means that the trainer was able to keep his slaves under control.
MOUNTS
Warhorse
In the barren Dark Lands, horses are hard to come by and even harder to feed. Their cost is therefore exorbitant, and having a steed is a sign of a high social status. They are often bought from the Empire or from the rare travellers who dare cross the wasteland, but most of them are taken or stolen from the forces of Chaos. Horses from the Dark Lands are hardy and stoic and need little food to survive.
-------------M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5
Arthrag
Of all the creatures that roam the Dark Lands, few are as ferocious as Thrags. Those predators stand at the top of the food chain of the wasteland and, finding little to feed themselves, will devour almost any living thing they find. They have the general shape of a great tiger, but they are covered with rust-colored scales and their lizard tail has vicious spines. They are one of the most terrible mutated species that can be found in the Dark Lands. They live in small groups led by a male called the Arthrag.
Sometimes, daring Patrollers will manage to steal one or several Thrag eggs. As soon as the creature is able to stand on its feet, it must be teached not to eat humans, which is a dangerous and difficult task. Most of them are finally killed, considered too fierce to be tamed, but a few of them are finally tranformed into an extraordinary mount for the man who can ride it. Only the best Darklander warriors are allowed to have one, for they are extremely rare and expensive. In battle, Thrags are powerful fighters. They often show a surprising intelligence, but their riders find it difficult to restrain them from charging straight in the middle of the carnage.
-----------M WS BS S T W I A Ld
Arthrag 8 4 0 4 4 3 5 2 7
Special Rules
-Cause Fear: Arthrags are strong and dangerous creatures that cause fear.
-Blood-Lust: In the madness of battle, characters riding an Arthrag must pass a Leadership test to restrain their mount from charging if the enemy is within range and line of sight. If they break an enemy unit in close combat, they must always pursue it.
-Scales: Arthrags have tough scales that gives them a 5+ armor save.
SPECIAL CHARACTERS
Skardron, Overlord of the Dark Lands
Lord Skardron, self-proclaimed Overlord of the Dark Lands, is no doubt one of the best human warriors of all the known world. Tall and strong even for a Darklander, he has a skill in battle that is almost unparalleled, in addition to being an excellent strategist and an experienced politician. Clad in his night-blue armor and armed with the fabled Sword of Conquest, he leads his armies forth to put all the human strongholds of the Dark Lands under his rule, unite once and for all the men of the East and drive away the foul Orcs and Chaos Dwarves that defile what will soon be his territory. By politics or by force, seven fortresses out of ten joined his growing army, and no one has stood yet to stop him from conquering what is left.
Skardron made himself famous at the battle of Zharr-Naggrund, where he had a brilliant victory in a raid against the capital city of the Chaos Dwarves and managed to slaughter half of the enemy host, light a fire that devastated most of the foul fortress and free hundreds of slaves from the dominion of their evil masters. Now Skardron, in his campaign to gather the men of the Dark Lands under his night-blue and gold banner, is continuing what he calls the Great Purge and, at the head of a growing army, is determined to have all Darklanders call him Overlord, by will or by force.
Lord Skardron takes up both a Lord and a Hero choice.
----------------M WS BS S T W I A Ld
Lord Skardron 4 8 3 5 4 3 8 5 10
Kherrak ---------10 5 0 5 4 4 5 3 8
Cost: 500 pts.
Equipment: Sword of Conquest, Armor of the Overlord, Crown of Bravery.
Mount: Kherrak.
Equipment
Sword of Conquest: This heavy sword, forged by Skardron himself for the purpose of his war to unite the men of the Dark Lands, strikes with a tremendous might and a dreadful accuracy.
The Sword of Conquest strikes at Strength 7 and re-rolls failed to-hit rolls.
Armor of the Overlord: This dark blue armor was given to Skardron by the Dwarves after he freed one of their kings from slavery during the battle of Zharr-Naggrund.
Confers a 1+ armor save that cannot be improved. Skardron may re-roll failed armor saves. He and his mount also have a 5+ ward save.
Crown of Bravery: This simple iron crown has no gems and seems worthless, but is engraved with Dwarven runes of courage and honor.
Skardron's Leadership extends to 18" instead of 12". All friendly units within 12" are Brave.
Special Rules
Overlord of the Dark Lands: If Lord Skardron is included in the army, he must be the general. Thrags Knight are now a Special Unit and up to two units of Honor Guard may be taken.
Kherrak: Like all Arthrags, Kherrak causes Fear. However, Kherrak is not subject to Blood-Lust and his Scales give him an armor save of 4+.
K'Ranska
K'Ranska is probably one of the most powerful sorceresses of the Dark Lands, but in the eyes of the superstitious men of the East, this is not a title of honor. Still young, the grey-cloaked woman travels everywhere in the wastelands, going nowhere in particular but being present any time she is the least expected. She belongs to none of the mysterious sorcery sects that live in the wilderness, but she seems to have links with them all. No one knows for sure how she manages to have any sorcerer of the Dark Lands obey to her, but she seems to be viewed with awe and fear by those outcasts. Always clad in the same simple grey clothes, K'Ranska is said to be one of the most beautiful human women in the entire world. Below her raven-black hair, her ice-blue eyes have a piercing gaze in which shines a terrifying intelligence and a wisdom that seems impressive for someone of no more than twenty-five years old. Her story is unknown, but she has appeared at numerous battles and, every time, used her magical powers to help the Darklanders to win the day. No one knows where she will go next or what she will do, but whoever she truly are and whatever her reasons are, she remains one of the most influencial characters of the Dark Lands.
K'Ranska takes up a Lord choice.
------------M WS BS S T W I A Ld
K'Ranska---- 4 5 3 4 3 3 5 2 9
Cost: 375 pts.
Equipment: Two hand weapons, Cloak of the Pilgrim, Book of Knowledge, Ring of Heavens.
Magic: K'Ranska is a level 4 wizard. She may use the Lore of the Beast, the Lore of Heavens, the Lore of Fire and the Lore of Metal.
Equipment
Cloak of the Pilgrim: Plain, old and dirty, this magical cloak has however saved K'Ranska life several times.
Confers a 3+ ward save against ranged attacks (shooting and spells). No effect in close combat.
Book of Knowledge: This red leather book is rumored to gather all K'Ranska knowledge about magic and a few of her most precious scrolls.
K'Ranska may choose her spells instead of rolling them. The Book also contains a Dispel Scroll.
Ring of Heavens: A silver ring adorned with a small white diamond representing Aylen, the star under which K'Ranska is born.
Confers a Magic Resistance (2). K'Ranska may re-roll any 1 she obtains when rolling to dispel. She also has a +1 bonus to cast spells of the Lore of Heavens.
Special Rules
Outcast: Like all Darklander Sorcerers, K'Ranska may never join a friendly unit or be the army's general.
Coming from the Wastelands: K'Ranska may either be deployed normally, be deployed as a Scout or come from any table edge at the beginning of the Remaining Moves of any Darklander turn (in which case she can move as normal and cast spells this turn).
Warlord Graskhar the Cruel
Graskhar is one of the most merciless and blood-thirsty of all the warlords of the Dark Lands. Like many other Darklanders, he was born horribly mutated because of the ruinous Chaos powers that blow like an evil wind over the wasteland, but unlike the other warped babies, he was not executed at birth. His father, himself a very sadistic lord, protected him and taught him how to fight. The boy, forced to wear a dark mask to hide his missing nose, his gruesome lips and his chalk-white skin, grew into a powerful warrior. Hated by everyone but his parents, he became bitter and cruel. Probably because of the chaotic blood that flew through his veins, his strength was amazing, his size towering and his resistance to pain far beyond any human standards.
When his father died, Graskhar became warlord of the fortress of Thorgrak. Aware of the fact that all his men loathed him, he had all his adversaries tortured and executed on the public place to make sure that no one would raise against him. It was clear that Lord Graskhar was a disciple of Chaos and one of Archaon's minions. The mad warlord, having learned the Overlord Skardron's plans to conquer the Dark Lands, has sworn that he would never surrender to him as long as he lived. He has begun to gather an army of humans, Chaos Dwarves and even daemons to be ready to face the Overlord. With the power of the Dark Gods behind him, Lord Graskhar the Cruel hopes to be the one who would defeat Skardron.
Lord Graskhar takes up a Lord choice.
-----------------------M WS BS S T W I A Ld
Warlord Graskhar-- 4 7 3 5 5 3 7 4 10
Arkhellor -------------7 2 0 4 4 1 1 D3 6
Cost: 320 pts.
Equipment: Sword of Massacre, Damned Armor, Mask of Nightmare, shield.
Mount: Arkhellor.
Equipment
Sword of Massacre: Surrounded by a halo of purple light, this evil black blade drinks the souls of those it slays.
The Sword of Massacre has the Killing Blow ability and forces any wounded enemy to re-roll his successful armor saves.
Damned Armor: Forged by the Chaos Dwarves who are allied with Graskhar, this heavy armor is so dark that it seems to devour all light.
Chaos armor (4+). Also confers a 5+ ward save against non-magical attacks. For every unsaved wound Graskhar inflicts, this ward save improves by +1, up to a maximum of 3+.
Mask of Nightmare: This warpstone mask is worn by Graskhar to hide his horrid face, but it has become even more terrifying as the mad warlord's sinister reputation became known.
Graskhar causes Terror.
Special Rules
Madness: Graskhar suffers from Frenzy and Hates all his enemies.
Arkhellor: This foul warped beast of Chaos suffers from Stupidity and causes Fear.
Sworn Enemy of the Overlord: An army that includes Lord Graskhar may obviously not have Skardron or K'Ranska in it, and the Standard of the Overlord is not available.