MAGIC
Charrakhin Magic Deck
Summon Darkness ..........................Power 3
....And from the hand of Chirkatath came a swelling orb of darkness that grew until it had covered the field, and the Brothers did praise mighty Father Taloth, and much blood was drunk of, and much flesh was eaten of.Extract from the Charrakhin Book of Scuttlings.
The Ur-Shemenoah opens his hand and a ball of darkness swells out of it until it covers the whole battlefield, all Charrakhin may ignore the rules for light, and all Charrakhin within 12" of the caster when the spell is cast are affected by frenzy until the spell is dispelled, the caster is slain, or the caster choses to end it.
Raise Stone Pillar ...............................Power 2
Within the Underworld Sea thousands of mighty pillars of stone hold up the Overworld, preventing it from collapsing onto the backs of the Charrakhin and Shemenoah.
Range 18". The ground splits beneath one regiment of your choice, and they are raised into the air on top of a massive stone pillar, the regiment suffers an immediate d6 hits at S3, as the air thins. Any regiment larger than 20 models also sustains d6 wounds for every group of ten(or part thereof) greater in size it is, as troops plummet over the edge to their dooms. e.g. A regiment of 25 Goblins takes d6 S3 hits initially, then d6 wounds, provided the regiment is still greater than 20 models.
Poisoned Blood .......................... Power 2
...And then Camrack did make a motion as if to bite his enemy, and his enemy did drop, his mouth afoam and dripping with yellowed pus. Excerpt from the Charrakhin Book of Scuttlings.
The Ur-Shemenoah may make one attack on any model in hand-to-hand combat with him, the model immediately must make a strength test at -2 for every wound he has, any failed tests inflict one wound on the enemy model.
Swarm of Brothers ..............................Power 2
...Then did Ur-Taloth raise his talons, and from the ground there came as great a swarm of the brothers as has ever been seen, and they crawled over the Overworlders and bit with their envenomed fangs, killing many, before returning to the ground from whence they came. Excerpt from the Charrakhin Book of Scuttlings.
Range 8". The nearest enemy unit within effective range suffers 2d6 S4 hits, which may be saved against as normal. If the unit is an independent character, then they suffer only d6 S4 hits, due to a lower surface area to bite.
Raise Ur-Brothers................................Power 2
Tales are told by the foes of the Charrakhin of massive numbers of their brethren, the spiders coming up from beneath their very feet to fight beside them, transforming to resemble the Shemenoah themselves.
The Ur-Shemenoah may raise d6 Ur-Charrakhin, which have identical stats to normal Charrakhin, except that they have -1 M, WS, BS, S, T & I. They are armed with nothing, but are affected by all the rules that affect Charrakhin, such as Light and Boney Carapaces. They may either join an existing unit of Ur-Charrakhin, or may start a new unit, perhaps with the caster as leader. the Unit must be formed within 6" of the caster, or with an existing unit of Ur-Charrakhin.
Bite of the Marghast............................Power 1
The Marghast is a breed of spider unseen on the Overworld, lucky, as its venom is powerful enough to paralyse a man where he stands, while the spider prepares for its meal.
Range 36". Any one unit of 15 models or less within range must make a leadership test or remain frozen to the spot. They will be unable to fire, move, cast spells, or even defend themselves in combat. This spell remains in play until the caster is slain, chooses to end it, or the spell is dispelled.
Gaze of Ur-Taloth................................Power 1
It is said that the gaze of the Charrakhin's mighty God-Leader is enough to cause the enemies of the Charrakhin to run blindly away in abstract fear.
Range 12". Any one unit/model must make a leadership test on 3d6, or flee immediately. Any model unable to flee for any reason immediately sustains d6 wounds(e.g. undead, Champion of Slaanesh, surrounded in combat, etc.).
Jumping Gorack...................................Power 1
The Gorack is a harmless spider of about dog size, however, it is the cause of many deaths, as its ability to leap vast distances shocks many non-spiders to their deaths.
A Jumping Gorack materialises beneath the caster and leaps, taking the caster to any point on the battlefield. The caster may be taken into or out of combat in this way, and if the caster is moved into combat may count as charging in the first turn of combat.
Flying Pick of Chirkatath.......................Power 1
...Then in Chirkatath's hand his pick did appear to glow as if possessed by Father Taloth, and it did fly forwards and smite his foe, the Vampire Countess Constanze, killing her where she stood. Extract from the Charrakhin Book of Scuttlings.
Range 12". One model within range is struck once at S6, with a total of -4 armour save.
Mind of Ur-Taloth..................................Power 1
Ur-Taloth is a God incarnate, and hence is unperturbed by even the most terrifying of creations, having created much more terrifying ones...
The caster becomes immune to all forms of psychology including any frenzy brought on by use of poisonous spiders. They are also immune to break tests of all kinds.
Taloth Magic Deck
Rage of Taloth......................................Power 3
And from the mouth of Taloth there came a great searing wind, hot and filled with sands, and lo his foes did have their skin and muscle flayed from their bones, and duly did the whole army rout. Extract from the Charrakhin Book of Scuttlings.
Range 24". Target any one regiment, and inflict 3d6 S4 hits, with no armour saves. Each hit inflicts one wound. On independent characters immediately inflict d6+2 wounds, which may be saved against as normal instead of the 3d6 hits.
Carapace of Taloth...............................Power 2
The carapace of Taloth is said to be of such massive and finely constructed bone that only the most powerful and magical weapons and fighters may dent it.
Range 18". Any one model will have their carapace save(unmodifiable) raised to 2+ until dispelled, the caster is slain or the caster chooses to end it. Note that the extra bonus on top of the normal carapace save can be modified if the enemy has a magical weapon, then it is modified up to a maximum of 6+.
Hellion Scream......................................Power 2
...And then from the pit at Father Taloth's throne did come a scream of such terrible intensity that none save his chosen warriors may hear it and live, all others should surely become as gore before such a sound. Excerpt from the Charrakhin Book of Scuttlings.
Range 4". Any non-Charrakhin or Shemenoah within range must make a strength test or take d6 wounds with no saves. Note that Daemons and Undead are affected by this spell. Any spell-casters within this range will also lose one spell(random) on the further roll of a 6.
Web of Ice............................................Power 2
The web upon which Taloth sits when speaking with his chosen ones is made of Warp Ice, ice cooled to a temperature cold enough to make the air freeze about it.
Range 36". Any one unit within range must pass a leadership test or be frozen to the spot, unable to do anything except dispel(if a magic-user) or defend themselves in combat. Every turn that they are held thus, they take d6 S3 hits, with normal armour saves applicable. This spell remains in play until dispelled, the caster is slain, or the caster chooses to end it.
Maggot Curse........................................Power 2
... And upon the flesh of Taloth writhe his myriad servants, the maggots gifted to him by his brother Nurgle, whose traitorous name is thrice cursed. Extract from the Charrakhin Book of Scuttlings.
Range 12". One model within range is suddenly visited by a plague of maggots that devour their flesh. The model is unable to move further than 6" per turn, unless it is mounted, in which case it may move as normal. The model loses one point of toughness, and one of weapon skill. This spell remains in play until dispelled, the caster is slain, or the caster chooses to end it.
Slicing Talons of Taloth.........................Power 1
Chirkatath raised his talons, and from them seemed to spring even mightier talons than were seen before, and with them he struck down the Elven Lord, shattering his body in ann instant of carnage.
The caster picks one model in base contact. the caster rolls 2d6, while the victim rolls 1d6. If the caster scores higher then those are the number of wounds inflicted by the caster on the victim. If the victim scores higher, then no wounds are inflicted. Normal armour saves are ignored.
Force of Taloth......................................Power 1
....Dire was his force and terrible his vengeance, and taloth did strike down his foes, smiting them from a vast distance. Excerpt from the Charrakhin Book of Scuttlings.
Range 18". Any one unit sustains d6 S3 hits with normal saves applicable. If any casualties are sustained, then the unit must make an immediate panic test.
Shield of Children...................................Power 1
The Children of Taloth are the millions of crawling and flying insects that populate the world, and are so numerous that they can be expended for the good of His chosen ones.
The caster is automatically surrounded by a black mass of insects. The spell remains in play once cast. The first wound inflicted against the caster during any turn is automatically saved, but cannot save the caster again that turn(of course, next turn the protection will work).
Brother Smite.........................................Power 1
And Ur-Taloth did pluck from the ground a brother, and raising it above his head, smote death upon his enemies, and there was much feasting of his flesh. Excerpt from the Charrakhin Book of Scuttlings.
Any one hand-to-hand opponent must make a toughness test on d6(6 is always a fail), or be rendered stupid for the next turn.
Scuttling of the Darkness.......................Power 1
The scuttling was all around me, and it was terrible! The scuttling as if of a million spiders.... Duc Francois D'Artois, after being declared insane.
Any unit in base contact with the caster must make a panic test or flee immediately.
Magic Items
Sacred Banner of Taloth...................50 points
The sacred banner of Taloth is carried by the avatar when he enters combat, straped to his back. It is made of the venom-filled bodies of his victims, who still writhe in eternal agony. It is said the spiders take the venom which drips from the bodies and rub it into their hard skins, to make them even tougher.
Any unit which carries this banner gains +1 save on their boney carapace save, giving them unmodifiable 5+ save. Also, any units in base combat which are beaten in combat and outnumbered must automatically flee, as if the unit caused fear.
Shield of Stalagmites.........................35 points
The stalagmites which support the roof of the Underworld Sea are the strongest things known to the Charrakhin and their brothers. the Charrakhin build their cities around the stalagmites, and take great care of them. However, inside the stalagmites are chunks of altered warpstone, placed there by Taloth. All of the strength of the stalagmites is centered in these chunks, which are sometimes removed from the smaller ones to make weapons or armour.
The shield confers and extra +2 save instead of the usual +1, and this may not be modified, so the bearer has a 4+ unmodifiable save. Note that this save is taken only with the unmodifiable save, not any other armour saves.
Pick of Obsidian................................15 points
Obsidian is rare in the Underworld, there being no volcanoes to form the black glass. Weapons made from this are highly valued and usually enchanted. The model carrying this weapon inflicts an extra -1 saving throw on his enemies.
The Holy Hand Grenade of Taloth....50 points
Range 10". The model carrying this may throw it at any model within range. Roll to hit as normal. If the grenade hits, the model is automatically destroyed, however, the Hand Grenade was constructed by a Chaos God, and so it is fickle as they are, and the thrower is also automatically destroyed. This is thrown in the shooting phase. One use only.
Stalactite Shard.................................75 points
Earthquakes are felt frequently in the Underworld, as shards of the stalactites plummet to the ground or sea, causing tidal waves that destroy Charrakhin and Shemenoah settlements in moments of awesome force.
For one turn, the ground shakes beneath the enemy, rendering them unable to move, and with a -1 to hit when shooting. This earthquake effects the whole enemy army, however, if there are any Charrakhin or Shemenoah units within 8" of the enemy, then they may not move either. This is used in the magic phase and my be dispelled as normal. Two uses only.
Visor of Obsidian................................15 points
Only the wealthiest and most powerful brothers are able to move freely about in the Overworld, and then only by virtue of their Obsidian visors, which are much the same as sunglasses.
There may be any number of Obsidian visors in your army. Any model carrying one of these may ignore the rules for sunlight, and so move and shoot freely.