CHARACTERS:
1 General, Charrakhin Warlord.......................168 points
+10 points Cold One
+4 points Shade
The generals of Taloths armies are the mightiest warriors in the Underworld Sea, and their nature reflects this, being beyond the sympathies and weaknesses which afflict those of moral fibre and those with a conscience.
The General is armed with a Combat Pick, he may be armed with any armour or weapons on the equipmenmt list. The Warlord may ride a Cold One or a Shade. Alternatively, he may ride any of the monsters in the monster list.
The Warlord may carry up to 3 Magic Items chosen from the appropriate cards in Warhammer/Warhammer magic and warhammer Armies chaos. He may not use Chaos Rewards.
Special Rules: All Charrakhin Special Rules Apply
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Warlords | 5 | 6 | 6 | 5 | 5 | 3 | 8 | 4 | 9 |
| Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
| Shade | 10 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 10 |
0-1 Battle Standard Bearer...................93 points
+10 points Cold One
+4 points Shade
The Battle Standard Bearer is chosen from the strongest of the Charrakhin, as only the very strongest has the strngth to carry their mighty standards made of stone.
The Battle Standard is armed with a Combat Pick, he may be armed with any armour or weapons on the equipmenmt list. He may ride a Cold One or a Shade. Alternatively, he may ride any of the monsters in the monster list.
The Standard Bearer may carry up to 1 Magic Item chosen from the appropriate cards in Warhammer/Warhammer magic and warhammer Armies chaos. He may not use Chaos Rewards. He may take a magic standard as his item, effectively turning the army standard into a magic standard.
Special Rules: All Charrakhin Special Rules Apply
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Champion | 5 | 4 | 4 | 5 | 4 | 1 | 6 | 2 | 7 |
| Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
| Shade | 10 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 10 |
Heroes..........................107 points Charrakhin hero
.....................................156 points Shemenoah hero
+10 points Cold One
+4 points Shade
The heroes of the Charrakhin and Shemenoah have distinguished themselves while in the sight of Ur-Taloth, Overlord of the Underworld Sea, and as such are favoured by his gaze.
The Hero is armed with a Combat Pickun, unless it is a Shemenoah, in which case, talons. The Charrakhin Heroes may be armed with any of the armour or weapons from the equipment list, the Shemenoah Heroes cannot take any extra equipment. They may ride a Cold One or a Shade. Alternatively, he may ride any of the monsters in the monster list.
The Hero may carry up to 2 Magic Items chosen from the appropriate cards in Warhammer/Warhammer magic and warhammer Armies chaos. He may not use Chaos Rewards.
Special Rules: All Charrakhin or Shemenoah Special Rules Apply
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Charrakhin Hero | 5 | 5 | 5 | 5 | 5 | 2 | 7 | 3 | 8 | Shemenoah Hero | 5 | 6 | 5 | 5 | 5 | 2 | 7 | 3 | 8 |
| Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
| Shade | 10 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 10 |
Champions
Charrakhin Champion................................. 43 points
Shemenoah Champion.................................. 72 points
Ranger Champion..................................... 82 points
+10 Cold One
The champions must lead a regiment, and are equipped exactly as the rest of their regiment. He may carry one magic item. A Ranger Champion may ride a Cold One if he is leading a unit of Cold One Rangers, otherwise, no champions may be mounted.
Special Rules: All Charrakhin or Shemenoah Special Rules Apply
| Charrakhin Champion | 5 | 4 | 4 | 5 | 4 | 1 | 6 | 2 | 7 | Shemenoah Champion | 5 | 5 | 4 | 5 | 4 | 1 | 6 | 2 | 7 |
|---|---|---|---|---|---|---|---|---|---|
| Ranger | 5 | 5 | 5 | 5 | 4 | 1 | 8 | 3 | 8 |
| Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
Ur-Shemenoah
Ur-Shemenoah .................................... 70 points
Champion......................................... 136 points
Hero............................................. 229 points
Lord............................................. 340 points
+10 points Cold One
+4 points Shade
The Ur-Shemenoah are the gifted mutants that arose from the rapidly degenerating stock of the Shemenoah just before the reunification of the Shemenoah into the Charrakhin society. They serve well as wizards of a sort.
As Shemenoah of a sort, Ur-Shemenoah may not take any extra equipment, except for magic items. The Ur-Shemenoah may take 1 magic item, Champion 2, Hero 3 and Lord 4. The Ur-Shemenoah may ride a Cold One or a Shade, alternatively, they may ride any of the monsters in the monster list.
An Ur-Shemenoah may take 1 spell, a champion 2, a hero 3, and a lord 4, they may take one of these spells from the Charrakhin spell deck, and the rest must be taken from the Taloth Spell Deck.
Special:
Spiders:If an Ur-Shemenoah is accompanying a regiment of Shemenoah, then they gain +1 S for the attack made by the spiders.
Light: The Shemenoah are unaffected by the rules for light, as they are too maddened to care about whether they can see. However, they may not cast spells at targets further than 24" away, unless it is a Charrakhin spell.
Boney Carapace: The boney carapace of the Ur-Shemenoah gives them an unmodifiable 6+ save, which is taken after any other saves have failed. This does not affect the Ur-Shemenoah's ability to cast spells.
Power: Ur-Shemenoah use poisonous spiders to enhance their magical abilities. Each Ur-Shemenoah may take one spider for each magic level they have. The Ur-Shemenoah can chose to use one in any magic phase, but only once. When taken, the caster gains d3 cards from the Winds of Magic, but they are then frenzied at the end of the magic phase, and cannot cast anymore spells until they pass a Leadership test at the beginning of any following magic phases, at which point they may begin casting spells again.| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Ur-Shemenoah | 5 | 4 | 3 | 4 | 5 | 1 | 5 | 1 | 7 | Ur-Shemenoah Champion | 5 | 4 | 3 | 5 | 5 | 2 | 6 | 1 | 7 |
| Ur-Shemenoah Master | 5 | 4 | 3 | 5 | 5 | 3 | 7 | 2 | 7 |
| Ur-Shemenoah Lord | 5 | 4 | 3 | 5 | 5 | 3 | 8 | 3 | 8 |
| Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
| Shade | 10 | 3 | 3 | 4 | 4 | 1 | 3 | 1 | 10 |