WARHAMMER ARMIES -
THE SOUTHLANDS

CHARACTERS
Your army may included up to 50% of its points value as characters chosen from the list below.

1+ Tribal Cheif
Dwaven Chief ........................ 160 points
Tribal Chief ....................... 100 points

Your army must be led by a Chief. The Cheif represents the leader of an army from a local tribe. You must have a unit from the Lost Platue to have a Lost Platue Chief etc.

ProfileMWSBSSTWIALD
Dwarf Chief3764535410
Tribel Chief466443649
Cheeter1030442627
Giant Spider730431115
Steed of Darkness820331215
Wild Horse800331305

Equipment: Sword

Weapons/Armour: The Chief may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: A Zulu Chief may ride a Cheeter (+4 points). A Lost Platue Chief may Ride a Spider (+4 points). A Voodoo Chief may ride a Steed of Darkness(+4 points). Any Chief may ride a wild steed (+2) except Dwarfs.

Magic Items: The Chief may carry up to 3 Magic Items chosen from Warhammer Magic.

0+ Tribal Preists
Preist ............................ 56 pts
Preist Champion .................. 118 pts
Master Preist .................... 190 pts

Your army may included any number of Priests. You must have a unit from that tribe to have that type of Priest for example you must have a Lost Plaute Unit to have a Lost Platue Priest. Voodoos, Dwarfs and Zulus don't have priests.

ProfileMWSBSSTWIALD
Preist433341417
Preist Champion433442417
Master Preist4573338410
Giant Spider730431115
Wild Horse800331305

Equipment: Sword

Weapons/Armour: The Preist may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: A Lost Platue Preist may Ride a Spider (+2 points). Any Preist may ride a wild steed (+2)

Magic Items: A Preist carrys 1 Magic Item, Preist Champion 2 and Master Preist 3.

Magic: A Preist has 1 Battle Magic Spell, Preist Champion 2 and Master Preist 3.

0+ Voodoo Shamans
Hogan ..................................... 300 pts
Mambo ..................................... 200 pts

Your army may included Voodoo Shamans if you have a unit from the Voodoo Tribe.
ProfileMWSBSSTWIALD
Voodoo Hogan4573338410
Mambo4573338410
Steed of Darkness620331215

Equipment: Sword

Weapons/Armour: The Shaman may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: A Voodoo Shaman may ride a Steed of Darkness.

Magic Items: The Hogan may carry up to 3 Magic Items and the Mambo upto 2 chosen from Warhammer Magic.

Magic: The Hogan has 3 spells from the Dark Magic Deck and the Mambo has 2 from the Dark magic Deck.

Special Rules:

Cause Fear: Voodoo Shamans cause Fear

0+ Tribal Witch Doctors
Witch Doctor ............................ 56 pts
Witch Doctor Champion .................. 118 pts
Master Witch Doctor .................... 190 pts

Your army may included any number of Witch Doctors. You must have a unit from that tribe to have that type of Witch Doctor for example you must have a Macrain Unit to have a Macrain Witch Doctor. Voodoos, Zulus and Dwarfs don't have Witch Doctors.

ProfileMWSBSSTWIALD
Witch Doctor433341417
Witch Doctor Champion433442417
Master Witch Doctor4573338410
Wild Horse800331305

Equipment: Sword

Weapons/Armour: The Witch Doctor may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: Any Witch Doctor may ride a wild steed (+2)

Magic Items: A Witch Doctor carrys 1 Magic Item, Witch Doctor Champion 2 and Master Witch Doctor 3.

Magic: A Witch Doctor has 1 Battle Magic Spell, Witch Doctor Champion 2 and Master Witch Doctor 3.

Special Rules:

Immune to Posion: The Witch Doctor and the unit he is with will all be immune to the effects of posion.

0+ Zulu Shamans ..................................... 120 pts

Your army may included Zulu Shamans if you have a unit from the Zulu Tribe.
ProfileMWSBSSTWIALD
Zulu Shaman433341417
Cheeter1030442627

Equipment: Sword

Weapons/Armour: The Shaman may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: A Zulu Shaman may ride a Cheeter.

Magic Items: The Zulu Shaman may carry a single Magic Item chosen from Warhammer Magic.

Magic: The Zulu Shaman has 1 spells from the Battle Magic Deck.

Special Rules:

Beserker Potion: The Shamans can take a Beserker Potion at the start of any turn this makes them frenzy and also adds +1 M and +1 S. They remain like this for the rest of they game. While Beserk they cannot cast spells.

0+ Dwarf Medicen Men ..................................... 150 pts

Your army may included Dwarf Medicen Men if you have a unit from the Dwarfs of Zorn.
ProfileMWSBSSTWIALD
Dwarf Medicen Man364452329

Equipment: Sword

Weapons/Armour: The Dwarf may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: Dwarfs cannot ride any thing.

Magic Items: The Dwarf may carry a single Magic Item chosen from Warhammer Magic.

Special Rules:

Healing Hands: The Medicen Man can heal one modle of one wound in base to base contact with him at the start of the turn.

0+ Tribal Hero
Tribal Hero ....................... 65 points
Dwavern Hero ........................ 104 points

Your army may included any number of Heros. You must have a unit from the Lost Platue to have a Lost Platue Hero etc.
ProfileMWSBSSTWIALD
Tribel Hero455442538
Dwarf Hero3654524310
Cheeter1030442627
Giant Spider730431115
Steed of Darkness820331215
Wild Horse800331305

Equipment: Sword

Weapons/Armour: The Hero may be armed with any combination of weapons/armour allowed to any troop types in this list (see Equipment List for points values).

May Ride: A Lost Platue Hero may Ride a Spider (+4 points). A Voodoo Hero may ride a Steed of Darkness (+4 points). A Zule Hero may ride a Cheeter (+4 points). Any Hero (except Dwarfs) may ride a wild steed (+2)

Magic Items: The Hero may carry up to 2 Magic Items chosen from Warhammer Magic.

0+ Tribal Champions
Dwarf Champion........................ 48 points
Tribal Champion....................... 50 points

ProfileMWSBSSTWIALD
Dwarf Champion354441329
Tribel Champion444431427
Cheeter1030442627
Giant Spider730431115
Steed of Darkness820331215
Wild Horse800331305

Equipment: Sword

Weapons/Armour: The Champion must be armed the same as the troops he is with (see Equipment List for points values).

May Ride: A Champion Hero may ride a Spider (+4 points), a Steed of Darkness (4 points), a Cheeter (+4 points) or a wild steed (+2 points) if the unit he is leading also dose.

Magic Items: The Champion may carry a single Magic Items chosen from Warhammer Magic.

0-1 Tribal Battle Standard
Tribal Battle Standard....................... 50 points
Dwarf Champion........................ 48 points

ProfileMWSBSSTWIALD
Dwarf Champion354441329
Tribel Champion444431427
Wild Horse800331305

Equipment: Sword

Weapons/Armour: The Battle Standard may be armed wiuth any weapons/equipment (see Equipment List for points values).

May Ride: The battle Standard may ride a wild steed (+2 points).

Magic Items: The Battle Standard may carry a Magic Standard chosen from Warhammer Magic.