REGIMENTS:
Cold One Rangers..............................48 pts each
Cold One Rangers are the most adept and devoted Charrakhin in all of the Underworld Sea, and indeed in all of the Underworld. They ride the mighty Cold Ones to battle and tear into the foe with their picks and spears, occasionally letting off a volloey from their handbows.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Ranger | 5 | 4 | 4 | 4 | 4 | 1 | 7 | 2 | 8 |
| Cold Ones | 8 | 3 | 0 | 4 | 4 | 1 | 1 | 2 | 3 |
Equipment: The rangers are carrying a combat pick, heavy armour and a shield. they ride Cold Ones.
Save: 2+, and 6+ unmodifiable.
Options: Any units of Rangers may carry spears at an additional cost of +2 points each, handbows for +6 points each, or two-handed weapons for +2 points(note that neither the spear nor the two-handed weapons gain the -1 save modifier of the combat pick). Any unit(s) of Rangers may carry a magic standard if you wish, note that this does not include the standards of any Chaos Gods except Taloth.
Special Rules: Cold Ones are subject to stupidity, cause fear and give an extra +1 armour save as if it was wearing barding. The rangers are Charrakhin, and so march and move(normally) at -1 to their M characteristic (in this case the M of the Cold Ones). note that they may charge as normal. Also, as Charrakhin, they have the boney carapace that grants them an additional unmodifiable 6+ save. Charrakhin Rangers may be led only by a Ranger Champion or the General.
Charrakhin Rangers..........................17 points each
The Charrakhin Rangers are selected from the hardiest and most powerful warriors among the Charrakhin. They areable warriors, and also capable archers when using their deadly handbows.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Ranger | 5 | 4 | 4 | 4 | 4 | 1 | 7 | 2 | 8 |
Equipment: The Rangers carry a combat pick.
Save: 6+ unmodifiable.
Options: The Rangers may be armed with handbows at a cost of +3 points per model, spears for nothing(though they may not use their combat picks), or two-handed weapons for +1 point per model(again, they cannot use their combat picks). They may also carry Heavy armour for +3 points per model and/or shields at +1 point per model. note that these form a separate saving throw, to be taken prior to their boney carapace save. Any unit(s) of Rangers may carry a magic standard if you wish, note that this does not include the standards of any Chaos Gods except Taloth.Special: The rangers are Charrakhin, and so march and move(normally) at -1 to their M characteristic. note that they may charge as normal. Also, as Charrakhin, they have the boney carapace that grants them an additional unmodifiable 6+ save. Charrakhin Rangers may be led only by a Ranger Champion or the General.
Charrakhin Warriors......................9 point each
The Charrakhin Warriors are enlisted from the ordinary population, once given a basic training, the Charrakhin are ready for battle. They are average warriors, but their impressive strength and natural resilience make them difficult opponents, and in combination with their combat picks, deadly indeed.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Charrakhin | 5 | 3 | 3 | 4 | 4 | 1 | 5 | 1 | 7 |
Equipment: All Charrakhin are armed with combat picks.
Save: 6+ unmodifiable
Options: The Charrakhin may carry one of the following weapons: Spears @ 0 points per model(no combat pick bonus), Handbows @ +3 points per model(combat pick bonus in h-t-h kept) or Two-handed Weapons @ +1 points per model(no combat pick bonus). They may also wear light armour for +2 points per model or shields for +1 point per model. Any units of Charrakhin Warriors may carry a magic standard, this may also be the Standard of Taloth.
Special: Charrakhin have a boney carapace which grants them an extra unmodifiable 6+ save, which is taken after all other saves or wards have failed. The Charrakhin cannot see far in the light, and so lose -1" from their movement except when charging(hence full 1" charge, but 8" march).
Shemenoah......................12 points each
The Shemenoah are the degenerate and inbred brothers of the Charrakhin, and their nature is marked by a lust for killing and violence far beyond the capabilites of normal Charrakhin, and so are valuable in combat, if nowhere else.
| Profile | M | WS | BS | S | T | W | I | A | LD |
|---|---|---|---|---|---|---|---|---|---|
| Shemenoah | 5 | 4 | 3 | 4 | 4 | 1 | 5 | 1 | 7 |
Equipment: Even if the Shemenoah could figure out how a sword or combat pick works, they'd still prefer to use their talons. Hence, they carry no equipment.
Save: 6+ unmodifiable
Options: The Shemenoah may carry no additional equipment, however they may carry a magic standard which may also be the Standard of Taloth.
Special: Shemenoah have a boney carapace which grants them an extra unmodifiable 6+ save, which is taken after all other saves or wards have failed. They are also affected by the rules for frenzy.