Post by Wargamer on Sept 5, 2005 2:50:49 GMT -5
Army Special Rules:
Allies: Dragonslayers rarely operate as a lone army, and are usually brought along as mercenaries. To represent this, Dragonslayers may be purchased as an Allied Contingent. The table below shows the number of allies available. Note that the points listed are the cost of the whole army, not just the main force (so an army spent 2,000pts on the main force and 1,000pts on allies, the allied force would use the Up to 3,000 composition).
*Add +1 to the minimum and maximum numbers for each extra 1,000 points.
#If the army is 3,000 points or more, one allied character may be a Lord for each 1,000 points or part over 3,000 points. Eg, 3,000-3,999 points, one character may be a Lord, 4,000-4,999 points, you may have two Lords, etc.
Note that if you wish to field the Dragonslayers as a stand-alone army, go ahead! However, their limited list means they do not do too well on their own in larger games.
Unfriendly Allies: Whilst Dragonslayers may find themselves working with almost anyone, that doesn't mean they have to like it!
To represent this, any Allied unit within 6" of a main army unit suffers -1 Ld. The same is true for main army units within 6" of an Allied unit.
Dragonslayer Allies:
Friendly Allies: Empire, Dwarfs, Dogs of War.
Unfriendly Allies: Bretonnians.
Start Raving Mad: Only a complete nutter would stand before a charging Dragon... yet these guys seem to enjoy it! They are immune to Fear and Terror. In addition, no sane person would ever try to lead them, so they may only be joined by characters who are also Stark Raving Mad.
Psychotic! These units are mad even by Dragonslayer standards, and only the most deranged individuals would hang around with them.
Units with this special rule are Unbreakable. In addition, Psychotic characters may only join units with the Psychotic rule, and vice versa.
Ramshakle Equipment: Dragonslayers rarely have uniform equipment. Indeed, you'll be lucky if more than two people in a regiment have the same gear! However, the equipment listed for each regiment represents what they should be armed with, or at least the effect their random collection of weaponry has on the battlefield!
Dragonslayer Magic Items:
The following items are available to the Dragonslayers.
Wyrmslayer Sword: See Empire rulebook.
Dragonfire Pendant: Magic Talisman. Cost: 5pts. The wearer is immune to Flame based attacks.
HEROES:
Slayer Captain: 55pts
Commanders of these vagabond armies are known as Slayer Captains. Brave beyond measure, and more than a little insane, these men engage the Dragon with a mix of skill, cunning and sheer dumb luck... and sometimes they actually win!
Many of the more successful Slayer Captains carry arcane artifacts to improve their chances against the great beasts, often picked from a Dragon's hoard.
Equipment: Hand weapon.
Options: May be equipped with a Halberd at +2pts; Great Weapon at +2pts; Additional Hand Weapon at +2pts; Pistol at +7pts or Brace of Pistols at +10pts.
May also choose either a Longbow at +8pts; Crossbow at +10pts, or Handgun at +10pts.
May be equipped with Light Armour at +2pts, or Heavy Armour at +4pts.
May be given a shield at +2pts.
May be upgraded to Psychotic at +10pts.
May choose equipment from the Common or Dragonslayer Magic Items list, up to a maximum of 50pts.
SPECIAL RULES: Stark raving mad.
CORE
Goaders: 12pts
Armed with long Pikes, Goaders serve to bear the brunt of a Dragon's charge, buying time with their lives whilst the stronger (and considerably smarter!) forces position themselves for the kill. Whilst casualties are high, the rewards and renown for those who survive mean there is no shortage of volunteers!
Unit Size: 10+
Equipment: Pikes.
Options: May be equipped with Light Armour at +1pt/model, or Heavy Armour at +2pts/model.
One Goader may be promoted to a Musician at +5pts.
One Goader may be promoted to a Standard Bearer at +10pts.
One Goader may be promoted to a Gouger at +10pts.
SPECIAL RULES: Stark raving mad.
Barragers: 13pts
The role of the Barrager is a simple one; shoot as many arrows, bullets and crossbow bolts into the air as possible! They pound the Dragons with poisoned arrows and alchemical shots, wearing it down to it is too weak to fight. If anything else happens to be in the firing line, then they'll regret it!
Unit Size: 10+
Equipment: Crossbows.
Options: May be equipped with Light Armour at +1pt/model, or Heavy Armour at +2pts/model.
One Barrager may be promoted to a Marksman at +5pts.
SPECIAL RULES: Stark raving mad. All Crossbows count as Poisoned.
SPECIAL:
Dragonhunters: 13pts
Armed to the teeth, and as mad as a Night Goblin on Mad-Cap Mushrooms, Dragonhunters charge headlong into battle regardless of the danger. A lifetime of battling Dragons has left them so unhinged they barely recognise friend from foe, and are totally uncaring, and sometimes oblivious, to the dangers they face.
Unit Size: 10+
Equipment: Great Weapons.
Options: May be equipped with Light Armour at +1pt/model, or Heavy Armour at +2pts/model.
One Dragonhunter may be promoted to a Hearpiercer at +10pts.
SPECIAL RULES: Psychotic!
Bolt Throwers: 45pts
When it comes to killing Dragons, few things do it as well as a six-foot spear through the heart!
Note: you may include 1-2 Bolt Throwers as a single Special choice
Number of Crew: 3
Equipment: Hand weapons.
SPECIAL RULES: Stark raving mad. See pages 124-125 of the Warhammer Rulebook for the Bolt Thrower rules.
Allies: Dragonslayers rarely operate as a lone army, and are usually brought along as mercenaries. To represent this, Dragonslayers may be purchased as an Allied Contingent. The table below shows the number of allies available. Note that the points listed are the cost of the whole army, not just the main force (so an army spent 2,000pts on the main force and 1,000pts on allies, the allied force would use the Up to 3,000 composition).
Army Size | Allied Characters*# | Allied Core* | Allied Special | Allied Rare |
1,000 or less | - | - | - | - |
Up to 2,000 | 1-2 | 1-3 | 0-2 | - |
Up to 3,000 | 1-3 | 2-4 | 0-3 | 0-1 |
Up to 4,000 | 2-4 | 3-5 | 0-4 | 0-2 |
Up to 5,000 | 3-5 | 4-6 | 0-5 | 0-3 |
*Add +1 to the minimum and maximum numbers for each extra 1,000 points.
#If the army is 3,000 points or more, one allied character may be a Lord for each 1,000 points or part over 3,000 points. Eg, 3,000-3,999 points, one character may be a Lord, 4,000-4,999 points, you may have two Lords, etc.
Note that if you wish to field the Dragonslayers as a stand-alone army, go ahead! However, their limited list means they do not do too well on their own in larger games.
Unfriendly Allies: Whilst Dragonslayers may find themselves working with almost anyone, that doesn't mean they have to like it!
To represent this, any Allied unit within 6" of a main army unit suffers -1 Ld. The same is true for main army units within 6" of an Allied unit.
Dragonslayer Allies:
Friendly Allies: Empire, Dwarfs, Dogs of War.
Unfriendly Allies: Bretonnians.
Start Raving Mad: Only a complete nutter would stand before a charging Dragon... yet these guys seem to enjoy it! They are immune to Fear and Terror. In addition, no sane person would ever try to lead them, so they may only be joined by characters who are also Stark Raving Mad.
Psychotic! These units are mad even by Dragonslayer standards, and only the most deranged individuals would hang around with them.
Units with this special rule are Unbreakable. In addition, Psychotic characters may only join units with the Psychotic rule, and vice versa.
Ramshakle Equipment: Dragonslayers rarely have uniform equipment. Indeed, you'll be lucky if more than two people in a regiment have the same gear! However, the equipment listed for each regiment represents what they should be armed with, or at least the effect their random collection of weaponry has on the battlefield!
Dragonslayer Magic Items:
The following items are available to the Dragonslayers.
Wyrmslayer Sword: See Empire rulebook.
Dragonfire Pendant: Magic Talisman. Cost: 5pts. The wearer is immune to Flame based attacks.
HEROES:
Slayer Captain: 55pts
Commanders of these vagabond armies are known as Slayer Captains. Brave beyond measure, and more than a little insane, these men engage the Dragon with a mix of skill, cunning and sheer dumb luck... and sometimes they actually win!
Many of the more successful Slayer Captains carry arcane artifacts to improve their chances against the great beasts, often picked from a Dragon's hoard.
Unit | M | Ws | Bs | S | T | W | I | A | Ld |
Slayer Captain | 4 | 5 | 5 | 4 | 4 | 2 | 5 | 3 | 8 |
Equipment: Hand weapon.
Options: May be equipped with a Halberd at +2pts; Great Weapon at +2pts; Additional Hand Weapon at +2pts; Pistol at +7pts or Brace of Pistols at +10pts.
May also choose either a Longbow at +8pts; Crossbow at +10pts, or Handgun at +10pts.
May be equipped with Light Armour at +2pts, or Heavy Armour at +4pts.
May be given a shield at +2pts.
May be upgraded to Psychotic at +10pts.
May choose equipment from the Common or Dragonslayer Magic Items list, up to a maximum of 50pts.
SPECIAL RULES: Stark raving mad.
CORE
Goaders: 12pts
Armed with long Pikes, Goaders serve to bear the brunt of a Dragon's charge, buying time with their lives whilst the stronger (and considerably smarter!) forces position themselves for the kill. Whilst casualties are high, the rewards and renown for those who survive mean there is no shortage of volunteers!
Unit | M | Ws | Bs | S | T | W | I | A | Ld |
Goader | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Gouger | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 |
Unit Size: 10+
Equipment: Pikes.
Options: May be equipped with Light Armour at +1pt/model, or Heavy Armour at +2pts/model.
One Goader may be promoted to a Musician at +5pts.
One Goader may be promoted to a Standard Bearer at +10pts.
One Goader may be promoted to a Gouger at +10pts.
SPECIAL RULES: Stark raving mad.
Barragers: 13pts
The role of the Barrager is a simple one; shoot as many arrows, bullets and crossbow bolts into the air as possible! They pound the Dragons with poisoned arrows and alchemical shots, wearing it down to it is too weak to fight. If anything else happens to be in the firing line, then they'll regret it!
Unit | M | Ws | Bs | S | T | W | I | A | Ld |
Barrager | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Marksman | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 2 | 7 |
Unit Size: 10+
Equipment: Crossbows.
Options: May be equipped with Light Armour at +1pt/model, or Heavy Armour at +2pts/model.
One Barrager may be promoted to a Marksman at +5pts.
SPECIAL RULES: Stark raving mad. All Crossbows count as Poisoned.
SPECIAL:
Dragonhunters: 13pts
Armed to the teeth, and as mad as a Night Goblin on Mad-Cap Mushrooms, Dragonhunters charge headlong into battle regardless of the danger. A lifetime of battling Dragons has left them so unhinged they barely recognise friend from foe, and are totally uncaring, and sometimes oblivious, to the dangers they face.
Unit | M | Ws | Bs | S | T | W | I | A | Ld |
Dragonhunter | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 1 | 7 |
Heartpiercer | 4 | 4 | 3 | 4 | 3 | 1 | 4 | 2 | 7 |
Unit Size: 10+
Equipment: Great Weapons.
Options: May be equipped with Light Armour at +1pt/model, or Heavy Armour at +2pts/model.
One Dragonhunter may be promoted to a Hearpiercer at +10pts.
SPECIAL RULES: Psychotic!
Bolt Throwers: 45pts
When it comes to killing Dragons, few things do it as well as a six-foot spear through the heart!
Unit | M | Ws | Bs | S | T | W | I | A | Ld |
Bolt Thrower | - | - | - | - | 7 | 3 | - | - | - |
Crew | 4 | 3 | 3 | 3 | 3 | 1 | 3 | 1 | 7 |
Note: you may include 1-2 Bolt Throwers as a single Special choice
Number of Crew: 3
Equipment: Hand weapons.
SPECIAL RULES: Stark raving mad. See pages 124-125 of the Warhammer Rulebook for the Bolt Thrower rules.