REGIMENTS:
Tribal Warriors (7 points each)
Profile M WS BS S T W I A Ld
Tribal Warriors 4 3 3 3 3 1 3 1 7
WEAPONS/AMOUR: Spears and Shilds
SAVE: 6+
Tribal Bowmen (7 points each)
Profile M WS BS S T W I A Ld
Tribal Bowmen 4 3 3 3 3 1 3 1 7
WEAPONS/AMOUR: Bows
SAVE: None
Wild Horse Riders (14 points each)
Profile M WS BS S T W I A Ld
Tribal Warriors 4 3 3 3 3 1 3 1 7
Wild Horse800331305
WEAPONS/AMOUR: Spears and Shilds
SAVE: 5+
0-1 unit of Shadow Riders (45 point each)
The Shadow Warriors were brave Tribesmen of the Voodoo Tribe who ventuered deep into the jungle when they returned they were mere spirits of themselves there bodies faded and eyes glowing bright red. Nobody knows what happened to these men in the jungle but they are rightly feared.
Profile M WS BS S T W I A Ld
Shadow Riders 4 5 0 5 5 3 6 3 10
Steeds of Darkness 8 4 0 4 4 2 6 2 10
WEAPONS/AMOUR: Hand Weapons
SAVE: 4+ (Demonic Save)
SPECIAL RULES:
ETHEREAL: Shadow Warriors are Etheral. They can move through solid objects and suffer no penalties for moving over difficult terrain. They can also move through buildings athough not through living creatures.
CAUSE FEAR: Shadow Riders cause fear.
IMMUNE TO PSYCHOLOGY: Shadow Riders are not affected by psychology of any kind and are therefore immune to fear, terror, panic etc.
Zombies (4 points each)
Profile M WS BS S T W I A LD
Zombies 4 2 0 3 4 1 3 2 5
SPECIAL RULES:
CAUSE FEAR: As with all Undead Zombies cause fear.
ZOMBIES IN COMBAT: Zombies cannot be broken in ahnd-to-hand combat and never take break tests if defeated. Instead their deafeat weakens their magic, and for each point by wqhich they lose, one extra Zombie is removed.
IMMUNE TO PSYCHOLOGY: Zombies are not affected by psychology of any kind and are therefore immune to fear, terror, panic etc.
0-1 unit of Spider Riders (18 points each)
Profile M WS BS S T W I A Ld
Tribal Warriors 4 3 3 3 3 1 3 1 7
Giant Spider730431115
WEAPONS/AMOUR: Spears and Shilds
SAVE: 5+
0-1 unit of Gorilliors (40 points each)
ProfileM WSBSS T W I A LdPts
Gorillors440652221040
Special Rules:
JUNGLE: Gorillors can move through jungle without penaltie.
FEAR: Gorillors cause Fear
Monkeys (10 points each)
ProfileM WSBSS T W I A Ld
Monkeys623331218
Special Rules:
JUNGLE: Monkeys can move through jungle without penaltie.
INFIGHT: Monkeys must take a Ld test every turn if they fail they do nothing else but fight between themselves for that turn.
INFULTRAITE: Monkeys may infultraite they may be positioned anywhere on the table, outside the enermies deployment zone and out of the enermies sight.
SKIRMISH: Monkeys may skirmish.
0-1 unit of Cheeter Riders (45 point each)
Profile M WS BS S T W I A Ld
Zulus 4 3 3 3 3 1 3 1 7
Cheeters 10 3 0 4 4 2 6 2 7
WEAPONS/AMOUR: Spears and Shild.
SAVE: 5+ (Shild and Cavalry)
0-1 unit of Zulu Beserkers (15 points each)
Profile M WS BS S T W I A Ld
Tribal Warriors 5 3 3 4 3 1 3 1 7
WEAPONS/AMOUR: Spears and Shilds
SAVE: 6+
SPECIAL RULES: Zulu Beserkers are subject to Frenzy.
Macarian River Keepers (10 points each)
Profile M WS BS S T W I A Ld
Macarian River Keepers 4 3 3 3 3 1 3 1 7
WEAPONS/AMOUR: Halberds, Light Armour and Shilds.
SAVE: 5+
Dwarfs of Zorn (9 points each)
Profile M WS BS S T W I A Ld
Dwarfs 3 4 3 3 4 1 2 1 9
WEAPONS/AMOUR: Hand Weapon and Shilds.
SAVE: 6+
OPTIONS: May have Double-Handed Weapons (+2 points) or Spears (+1 point).
Dwarf Terradon Riders (25 points each)
Profile M WS BS S T W I A Ld
Dwarfs 3 4 3 3 4 1 2 1 9
Terradons
WEAPONS/AMOUR: Double Handed-Weapon (hammer).
SAVE: 6+
OPTIONS: None