WARHAMMER ARMIES - MONSTERS

MONSTEROUSE HOST

The Monsterouse Host List may be used by Chaos Warriors, Beastmen, Chaos Dwarfs and Dark Elves. It has been modified to inclued units such as the Fimir.

0-1 Gorgon .......................................... pts

Profile M WS BS S T W I A LD
Gorgon 4 2 3 3 3 3 5 1 9

Petrify: The gaze of the Gorgon can petrify its opponents, turning them to stone and slaying them. The Gorgon may use its gaze in the shooting phase. This has a range of 8" and can be used against one model that the Gorgon can see. The target can try and avoid being turned to stone by looking aside quickly. To do this, the model must roll less than its Initiative, or else be turned to stone. On a roll of 6 the target is always affected, even if its Initiative is 6 or more.

Fear: The Gorgon causes fear.

Harpies ............................ 15 points

Profile M WS BS S T W I A LD
Harpies 4 4 0 4 4 2 2 1 6

Fly: Harpies can fly up to 24".

Harpy Units: Hapies are purchesed as units and must contain at least 5 modles. Harpy units cannot have champions, standards or musicians. They cannot be led by characters.

Leadership: Harpies cannot use the Generals Leadership.

Dragon Ogres .................... 87 points
Standard .................. 174 points
Musician .................. 174 points
Champion .................. 155 points
Hero ...................... 330 points
Lord ...................... 521 points

Profile M WS BS S T W I A LD
Dragon Ogres 6 4 2 5 5 4 2 3 7
Champion 6 5 3 6 5 4 3 4 7
Hero 6 6 4 6 6 5 4 5 8
Lord 6 7 5 6 6 6 5 6 9

Save: 5+

Options: May carry two-handed weapons (+2 points). May carry Magic Standard or Magic Standard of any Chaos god.

Special Rules:

Fear: Dragon Ogers Cause Fear

Scaly Skin: Sacly Skin gives the a 5+ armour save

Lightning: If hit by lighting no damage

Frenzy: If able to charge enemy they turn frenzied.

Champions: For every 3 one maybe a champion, for 5 one maybe a Champion or Hero, for 7 one maybe a Champion, Hero, or Lord.

Magic Items: Champion, Heros and Lord may have one Magic Item each.

Chaos Trolls ............................... 65 points

Profile M WS BS S T W I A LD
Trolls 6 3 1 5 4 3 1 4 7

Equipment: May carry Two Handed Weapons +2 points (strike last +2S).

Special Rules:

Fear: Trolls are large and repulsive and therefore cause fear.

Stupidity: Trolls are stupid as in the rules.

Regenerate: Trolls can regenerate damage if they are not too badly hurt. When Trolls are attacked calculate the number of wounds the unit suffers as normal. Once both sides involved in the combat have made all their attacks the Trolls may try to regenerate. Roll a D6 for each wound suffered during the combat. If you roll a 4+ that wound has regenerated. Any regenerated wounds are reinstated, and models removed as casualties are replaced if enough wounds are recovered. The result of combat are worked out after the Trolls ahve regenerated, and the number of wounds inflicted on them does not include any that are regenerated.

Fire: Troll flesh cannot regenerate when it is burned. If a Troll sustains 1 or more wounds from flames then it cannot regenerate any wounds, not even those inflicted by ordinary weapons.

Vomit: A Troll has a particularly nasty alternate attack which is to vomit the highly corrosive contents of it's stomach on it's enemy. Should a Troll elect to vomit it may make no other attacks in hand-to-hand combat that turn. The Troll automatically inflicts 1 Strength 5 hit on his enemy. The Troll's vomit is penetrates armour so no armour saving throw is allowed.

Troll Units: Trolls are purchesed as units but don't have to contain 5 modles. Troll units cannot have champions, standards or musicians. They may be led by other characters.

The Fimir

The Fimir haunt bogs, fens and desolate moorlands throughout the northern and western old world. Their strongholds take the form of forbidding, craggy piles of rock, crudely buildt in the semblance of human castles. All Fimir settlement’s are wreathed in thick mist, a misasma which is magically generated by the Fimir to shield themselves from sunlight. Indeed when they are forced to travel beyond their fortresses they surround themselves with a enchanted mist that moves with them.

The warrior caste of the Fimir, the Fimm, together with the elite warriors the Fianna Fimm are ascourge to human settlements along the coasts of the Old World. The Fimir are obliged to raid and carry off captives in order to perpetuate their race as there are no fertile female Fimir. In fact the only female Fimir are the Meargh or 'Witch Queens' which rule the Fimir race. The Meargh's are powerful wizards but they hardly ever travel far from their fortresses. More commonly seen amongst the Fimir raiding parties are members of the Fimir wizard caste, the Dirach or Deamon Fiends. Raiding Parties will also normally have a number of Shearl (Slaves) in attendance, although these are looked down upon by the warriors themselves.

Fimir are humunoid creatures, slightly larger than human sized, with great barrwl chests and powerful limbs. They have tails, the shape of which varies depending upon social standing and age. Warriors tails generally end in clubs and maces whilst nobles have spiked or bladed tails.

Witch Queens are unique amongst the Fimir in that their heads are covered in lank hair, they have horns and have smooth ratlike tails.

All Fimir have but a single eye and their skin tone is normally light green or buff.

0-1 Unit of Fianna Fimm ...................... 35 points
Fimir Champion .................................... 80 points
Fimir Hero ........................................ 160 points
Fimir Lord ........................................ 230 points

Your army may include one unit of Fianna Fimm. These are the elite retainers of Fimm Nobles and are nearly always lead by their master. They are the noble's personal bodyguard, and the fighting core of his retinue.

Profile M WS BS S T W I A Ld
Fianna Fimm 4 5 3 5 5 2 4 2 6
Champion 4 5 4 5 5 2 4 3 6
Hero 4 6 5 5 6 3 5 4 7
Lord 4 7 6 5 6 4 6 5 8

Equipment: Hand Weapon and Light Armour

Save: 6+

Options: The Unit may be equiped with heavy armour at an additional cost of +1 point per model. The Fianna Fimm may carry a Magic Standard.

Special Rules:

Covering Mist: A unit of 5 or more Fimir models generates a magical mist that protects them from the piercing rays of the sun. Whilst the Fimir can see out of the mist normally enemies can only vaguly make out the details of the unit until it is close up. Thie effect of this mist is to impose a -1 to hit penalty on missile fire directed against the unit. Any Fimir models not protected by mist is subject to Stupidity, including character models.

Standard/Musician: May have a standard and/or musician at double the cost of a normal Fimir.

Leader: A unit of 5+ warriors may be led by a champion, 10+ a hero or champion and 15+ a Lord.

Magic Items: The Fimir Lord is entitled to up to three magic items. The Fimir Hero two and Fimir Champion 1.

Fimm Warriors ................................ 32 points
Fimir Champion .......................... 80 points
Fimir Hero .............................. 160 points

These are the majority of the warrior Fimir, and usually form the bulk of a Fimir force. They are the lowest level of the warrior cast.

Profile M WS BS S T W I A Ld
Fimm 4 4 3 4 5 2 3 2 6
Champion 4 5 4 5 5 2 4 3 6
Hero 4 6 5 5 6 3 5 4 7

Equipment: Hand Weapon

Save: None

Options: Fimm Warriors may carry Shields (+1 point) and/or Light Armour (+2 points).

Special Rules:

Covering Mist: A unit of 5 or more Fimir models generates a magical mist that protects them from the piercing rays of the sun. Whilst the Fimir can see out of the mist normally enemies can only vaguly make out the details of the unit until it is close up. Thie effect of this mist is to impose a -1 to hit penalty on missile fire directed against the unit. Any Fimir models not protected by mist is subject to Stupidity, including character models.

Standard/Musician: May have a standard and/or musician at double the cost of a normal Fimir.

Leader: A unit of 5+ warriors may be led by a champion and a unit of 10+ a hero or champion.

Magic Items: The Fimir Hero may carry two magic items and the Fimir Champion 1 magic item.

Shearl ............ 10 points
Champion .............. 80 points

Your army may include any number of Shearl units. They are the dregs of Fimir society and are just brought onto the battlefield to die.

Profile M WS BS S T W I A Ld
Shearl 4 3 1 4 3 2 2 1 6
Champion 4 5 4 5 5 2 4 3 6

Equipment: Hand Weapon

Save: None

Special Rules:

Covering Mist: A unit of 5 or more Fimir models generates a magical mist that protects them from the piercing rays of the sun. Whilst the Fimir can see out of the mist normally enemies can only vaguly make out the details of the unit until it is close up. Thie effect of this mist is to impose a -1 to hit penalty on missile fire directed against the unit. Any Fimir models not protected by mist is subject to Stupidity, including character models.

Fimir Dirach
Dirach................................... 75 points
Dirach Champion.................................... 170 points
Dirach Master...................................... 260 points
Meargh............................ 350 points

You may have one Fimir Dirach for every unit of Fimir in you army. Fimir Dirach pick there spells from the Dark Magic Deck.

Profile M WS BS S T W I A Ld
Dirach 4 4 1 5 4 2 2 1 7
Dirach Champion 4 4 1 6 4 3 2 1 7
Dirach Master 4 4 1 6 4 4 3 1 7
Meargh 4 6 3 6 5 5 4 3 10

Equipment: Hand Weapon

Magic Items: A Dirach may have one magic item, a Dirach Champion two items, a Dirach Master three and a Meargh is entitled to up to four magic items.