WARHAMMER ARMIES - BROTHERS OF THE SPIDER

THE BROTHERS OF THE SPIDER ARMY
0-50% Charecters
25%+ Units
0-25% Monsters
0-25% Allies - Chaos Deamonds and Chaos Warriors

Equipment
Combat Pick/First Hand Weapon Free
Second Hand Weapon +1 point
Double Handed Weapon +2 points
Halberd +1 point
Spear +1 point
Handbow +3 points
Shield +1 point
Light Armour +2 points
Heavy Armour +3 points

SPECIAL RULES

Ignore Terrain: All Charrakhin and Shemenoah except those mounted can ignore rocky or uneven terrain, due to their close relationship to spiders.

Charrakhin Special Rules:

Combat Pick: The combat pick is used as a piercing weapon, and so gives an extra -1 save modifier on all hits.

Light: Due to their subterranean nature, Charrakhin lose -1 to their movement value(hence, 4") except when charging. If they are armed with handbows, they may not shoot further than 12".

Mark of Taloth: The Mark of Taloth gives the champion +1 combat resolution bonus, but only while the champion is with the unit. This is caused by the sense of woe and impending doom inspired by the champion's presence.

Carapace: The bony carapace of the Charrakhin gives them an unmodifiable 6+ save, in addition to any others. This save is taken after any other saves have failed.

Shemenoah Special Rules:

Spiders: When fighting, the Shemenoah may make one attack before any other combat, regadless of who charged, this is to represent the spiders biting. Make one attack for each Shemenoah in the regiment, not just those in the front rank. Each attack is at WS 6, and S 3, with no armour saves allowed, except for wards.

Light: The Shemenoah are unaffected by the rules for light, as they are too maddened to care about whether they can see.

Boney Carapace: The boney carapace of the Shemenoah gives them an unmodifiable 6+ save, which is taken after any other saves have failed.

Frenzy: Shemenoah are affected by the rules for Frenzy as detailed in the Warhammer Rulebook, note that this does not affect the special attack.

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