Since the creation of the Warhammer World, the seas have been populated by all manner of creatures, from the tinest fish to the mightest creatures of legend, the likes of Gargantuan and the Black Leviathan. The depths of the oceans hold many secrets, hidden from the eyes of the land dwelling races which have developed on the Warhammer world. The creatures of the ocean have been either unaware or unbothered by the presence of them.
Aquatic creatures have been seen to rise from the depths attacking settlements. Unfortunately, they have been a little slack, and survivers have lived to tell the tale. These survivers have told their stories in the bars and ale houses of the Warhammer World. Many are dismissed as tall tales, told by drunkards. However, some have fell onto the interested ears of mighty sorcerors and scholars. Most of the races of the Warhammer World have now learned of the stories. Some, like the Dark Elves have sent expiditions to see if this evil new threat can be forced into their servitude, others have fortified ports and coastal towns. One thing is certain, no one can be entirely certain just what sort of a threat this mighty terror from the deep holds, or what are it's objectives.
The Fishmen are raiders. They attack the Sea Elf plantations and the small Merfolk trading posts on the outskirts of their realm. They are feirce and evil fighters.
The Fishmen
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Deep Ones & Blackwater
|
1 OCTAVORE
These awesome creatures have been seen accompanying the Fish Men raiding parties. A creature straight from your worst nightmares, the creature looks like a huge octopus floating eeriely in mid air. The creature has a huge exposed brain for a head section. On the end of this is a curved beak. A clutch of squid like tentacles meancingly grow from around it's mouth, ready to drag unfortunate victims into the gaping maw. This floating creature also has many animated tentacles which hang from the brain section, writhing like a nest of hungry serpents. These nightmare creatures are not only frightful monsters, but powerful spell casters. ![]() Despite their nightmare appearance, the Octavore are not just fericous monsters, they are highly intelligent creatures, and powerful sorcerors. The great Elven Sorcerors of Ulthuan have theorized that they are the masterminds behind the "fishmen" attacks, by magical enchantment or just pure fear, they have pooled some of the most fericous creatures thart inhabit the oceans of the Warhammer World, into an unholy coallition which threatens to engulf the civilized world. However, the Octavores are the life blood of the Fishman army. It is through their powerful magic that the aquatic creatures are able to "breath" air instead of water. Should the Octavore die, then the rest of the army will simply roll around of the floor, chokeing for water until they all horribly and painfully die. |
You army must include a Octavore to lead the army.
Equipment: Tentecals Options: None May Ride: None Magic Items: Octavors carry a single magic item, Novices may carry upto two, Champions 3, Masters 4 and Lords 5. However, Octavores do not fight using weapons. This means they can NOT have a magic weapon. However, any other magic item, like for example a rod or wand, the Octavore can have, and it is assumed it is gripped in one of it's many tentacles. Magic: All Octavores are powerful spell casters. However, the level of some Octavores spell casting abilities does vary. Some are using all of their magical power in simply stopping their army from dying of breathing air! Others are using only a fraction of their power to do this task. Ocatvores draw their spells from the Aquatic magic deck. SPECIAL RULES Fear: The Ocatvore is a very frightening creature, and causes fear. Special March: The Octavore can March like any other unit. However, this represents the creature putting more of it's mental power towards propulsion through the air, and therefore the Octavore can't cast spells on the same turn that it marches. Electric Sting: Ocatvore tentacles release an electric shock from them. Hand To Hand attacks by the Octavore attack at Strength 4 - however, should the target be wearing any armour other than a shield then the Attacks are resolved at S5 to represent the metal in the armour conducting the electric shock. (This includes if the model is wearing armour and a shield). Electric shock attacks have a -3 save modifier. Should the target suffer at least one wound and still survive then the target must take a LD test. If the target fails, then the target can't attack back in the next turn. General: The Octavore is the Army general. Any units within 12" of the Octavore can use it's leadership (usually 10) to make any leadership tests required. Furthermore, should the Octavore be slain then each remaining unit is destroyed on a roll of 3+ on a D6. |
|
0-1 BATTLE STANDARD
Fishmen raiding parties are often accompanied by a standard. The Fishmen don't tend have cloth banners, as they tend to get rather wet on the march to the battle! They usually have a totem, usually scupted out of bone or marble and bedecked with pearls. These totems are usually of a powerful undersea creature, like a Kraken. The standard may be carried by either a Locanth or an Aquakon.
|
Equipment: Sword Options: The Bearer may wear Light Armour (+2 Points) and carry a Shield (+1 Point) and/or Net (+2 points). The Banner bearer can carry a Spear or Trident (+1 Point), a Halberd (+2 points), a Spear Hook (+2 points) or an additional hand weapon (+1 point). Aquakon Banner bearers may also have a Sling (+3 Points). If mounted he may have a Sea Lance (+3 points). May Ride: An Aquakon may ride Sea Serpent (+8 Points). Battle Standards may ride a Monster. Magic Items: The banner bearer may have one magic item. It may be a magic standard. SPECIAL RULES Battle Standard: Any unit within 12" may re roll a failed break test result. |
|
HEROS
The army may include as many Heroes as you wish, within the normal points limitations. They are powerful Fishmen warriors, veterans of many raids, or Fishmen war leaders.
|
Equipment: Sword Options: The Hero may wear Light Armour (+2 Points) and carry a Shield (+1 Point) and/or Net (+2 points). The Hero can carry a Spear or Trident (+1 Point), a Halberd (+2 points), a Spear Hook (+2 points) or an additional hand weapon (+1 point). Aquakons may also have a Sling (+3 Points). If mounted he may have a Sea Lance (+3 points). May Ride: An Aquakon may ride Sea Serpent (+8 Points). Heros may ride a Sea Monster. Magic Items: Heros may carry upto two magic items. |
|
CHAMPIONS
Each Aquakon or Locanth Regiment, may include a champion armed like the rest of the unit.
|
Equipment: Sword Options: A Champion is equipped in exactly the same way as the rank and file members of his regiment at the following points cost; Light Armour (+2 Points), Shield (+1 Point), Net (+2 points), Spear or Trident (+1 Point), a Halberd (+2 points), a Spear Hook (+2 points), additional hand weapon (+1 point), Sling (+3 Points), Sea Lance (+3 points). May Ride: An Aquakon may ride Sea Serpent (+8 Points) if he is leading a unit of Sea Serpent Riders. Magic Items: A Champion may carry a single magic item. |
|
AQUAKON SORCERORS
Some of the Aquakon are schooled in the Aquatic magic used by their Octavore masters. While no Aquakon ever reaches the same level of power as the most powerful Octavore, they are still formidable. Aquakon Sorcerors frequently accompany Fishmen raiding parties into battle.
Equipment: Sword Options: The Sorceror can carry a Spear or Trident (+1 Point), an additional hand weapon (+1 point) or/and a Sling (+3 Points). May Ride: The Sorceror may ride a Sea Serpent (+8 Points) or a Sea Monster. |
Magic Items: The sorceror may have one magic item per magic level (i.e. a Master Sorceror can have 3 magic items). Magic: Aquakon Sorceror's draw their spells from the special Aquatic Magic Deck. They may draw one spell per magic level. SPECIAL RULES Maintain the Army: Should the Octavore leading the army die, then any other Aquakon Sorceror of magic level 2 or above can take control of the army instead. The new Sorceror doesn't have the benefits of a general (i.e. use it's leadership). In order to do this, the Sorceror must scarifice one spell and one magic level to represent the amount of power the sorceror is using to control the army. Should this Sorceror die then another Sorceror of Level 2 or above can take control and so on. Each time leadership is passed on in this way, roll a D6 for every unit. On a roll of a 6 then the unit is destroyed, in the same way as it failing for the destruction of the Octavore (with no Sorcerors to take over) on a 3+. Sorcerors are not affected by the destruction of the leader. |
|
SIRENS .... 60 points The sailors of the Warhammer World have been telling stories of the Sirens for century. They are beautiful ladies in the middle of the ocean who sing songs which drive men so mad with lust that they crash their boats into the rocks. The touch of a Siren is enough to tempt even the strongest willed man into a Sirens thrall. Sirens have been seen accompanying the Fishmen into war. You may include one Siren per two infantry regiments. A Siren may be included as part of an infantry regiment (but can't lead it), or as an individual character. A unit may not include more than one Siren.
Equipment: Poisoned Dagger Options: None May Ride: Sirens may not ride as they always lead infantry regiments. |
SPECIAL RULES Siren's Song: The Siren sings a beautiful and strangely alluring song. This captivates the weak willed. Any enemy unit within 12" of the Siren must take a LD test in order to move normally. Should they fail they may do nothing this turn. Any charges declared against the Siren must make a LD test in order to be allowed to charge the Siren, or her unit. In Hand to Hand combat, the enemy must take a LD test at the beginning of each of their turn. If they fail, then they are not allowed to attack the Siren (NB. This doesn't apply to the rest of her unit - they can be attacked as normal. The enemy may think that the Siren is too beautiful to harm - slimy Aquakon are another thing all together!). Fishmen, Sea Trolls and Sea Monsters are unaffected by the Siren's Song. Siren's Touch: Should a character model with more than one wound be touched (i.e. hit in H-to-H) by the Siren, then the character counts has having Initative of 1 and only 1 Attack next turn. Monsters, Fishmen and Sea Trolls are immune to this. Any Fishmen creature is immune to the Siren's touch. The Siren's touch is a magical attack. It can not be dispelled by a dispel card, but any saves against magical attacks does apply. It is not a spell of such, and therefore can't be destroyed with a scroll or such like. Poisioned Dagger: Siren's like to lure in their prey, and then hit them with a poisioned dagger in the back while they are transfixed. A poisioned dagger hits with +1 Strength and will cause D3 wounds against living foes. |
UNITS
|
LOCANTH ...... 7 points The Locanth are the warriors of the Fishmen army. These savage fish like creatures stand as tall as a man. They have vicious claws on both their hands and feet, making them fearsome foes on their own, without the savage weapons they bring with them into battle. Although fiere and deadly warriors, they lack the intelligence to use the more sophisticated weapons that their smaller brethen, the Aquakon use. ![]() |
You may include any number of Locanth regiments.
Equipment: Hand weapons. Options: Any units may wear Light Armour (+2 points) and carry a Shield (+1 point). They may be armed with spears or tridents (+1 point) and an additional hand weapons (+1 point). Save: 6+ (Scaly Skin) Leader: May be led by a Locanth Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. SPECIAL RULES Scaly Skin: Locanth are covered in interlocking scales. These are very rigid and hand. This save can not be reduced by the strength of the attack - it is always a 6+ Save, even against S10 hits! It can be combined with Armour - but that is reduced normally! Locanth Heroes and Champions also have this save. |
|
AQUAKON ...... 4 points The Aquakon are the most numerous of all the fish men warriors. They are smaller than the Locanth, but what they lack in brute strength they make up with pure cruelty. Aquakon are extremly well organised, and with their brutal cunning they make use of more sophisticated weaponry then the Locanth. Aquakon frequently are found sporting hard crossbows and javelins. The Aquakon are not so much one race, but a collection of small Aquatic humanoids. These are intelligent lifeforms, some resembling more fish than humanoid, others resembling more like gilled humans. All Aquakon have natural evolvments present, like fins and webbed limbs. Aquakon skin colour varies from various shades of green and blue. It is thought that Aquakon society is based on a tribal strcuture, but units of the various tribes mixed together are common. It is probable that the Octavore have enslaved the various Aquakon tribes, and restructured Aquakon society, allowing for the variation in Aquakon ![]() |
You may include any number of Aquakon regiments.
Equipment: Hand weapons. Options: Any units may wear Light Armour (+1 point) and carry a Shield (+1/2 point). They may be armed with spears or tridents (+1/2 point) and an additional hand weapons (+1/2 point). They may also be armed with slings (+2 points). Save: None Leader: May be led by a Aquakon Champion. He must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. |
|
AQUAKON NETTER TEAMS ... 7 points The Aquakon are quite cunning little warriors. The use net and trident teams whilst hunting underwater, swimming above them a dropping a net on the victim, while other members of the war party stab them with thier tridents. The Aquakon adapt this trick when they fight on land. These small teams use nets to ensnare their foe while the tridents start stabbing away! You may include one net team for every Aquakon regiment in your army.
Equipment: Either a Net or Trident models do not have to be identically armed. The Aquakon also carry hand weapons - usually small daggers made out of sharpened sea shells and sea creature teeth. Options: Any units may wear Light Armour (+1 point per model). Save: None Leader: May be led by a Aquakon Champion if it numbers 5 or more models. He must be armed the same as the unit either with a net or trident. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. |
SPECIAL RULES Unit Size: Net Teams often operate in small hunting groups. The unit does not have to be 5 models in size like other units. A net team of less than 5 models can be assigned to another Aquakon unit and remain within 6" of it. Skirmish: Netter Teams of 5 or move models can Skirmish. Net Teams: Aquakon with nets gain a +1 Initative bonus when in hand to hand combat. This means that the net armed Aquakon always attack before the trident armed Aquakon. A net can't harm a foe - no roll to wound is necessary, but any of the netted enemies are later stabbed by the trident armed Aquakon. In addition, any netted target may not fight in hand to hand combat phase if it has not fought already. Trident armed warriors inflict an extra hit for each netted victim. All hits are resolved with the +1 Strength. However, there must be at least one Aquakon left with a trident to hit the netted victims. If not, then the netters have to hit the netted opponents, and hits are resolved at S3 as normal (for the daggers). The free hits do not apply to all trident armed characters, only Aquakon Net Teams, as they have been specially trained at these tactics. The only exception is if the Net Team has a Champion aremd with a Trident which allows him to hit with One of the additional hits with his S +1, unless the Champion is the only trident armed member of the unit. |
|
AQUAKON SEA SERPENT
Aquakon are frequently seen riding upon sea serpents, powerful creatures which usually are found deep under the ocean. When they fight on land, Sea Serpent riders hover just above the ground. These creatures are savage and deadly in combat, and with their Aquakon riders they act as a highly mobile scouting force, and also as a fast and effective reserve to quickly plug any gaps in the Fishman line. ![]() |
You may include any number of Aquakon Sea Serpent Riders in your army.
Equipment: Hand Weapon Options: Any units may wear Light Armour (+2 points) and carry a Shield (+1 point). They may be armed with spears/tridents (+1 point) and an additional hand weapons (+1 point) or a Sling (+2 points). Save: 5+. Leader: May be led by a Aquakon Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May inclued a standard bearer or/and musician each costing double the points value of an ordinary trooper. SPECIAL RULES Skirmish: Sea Serpent riders can Skirmish. Scaly Skin: The scaly hide of a Sea Serpent is very tough, and they writh as they Swim towards the enemy. This gives a +2 To the saving throw, instead of the usual +1 given by normal cavalry mounts. |
WARMACHINES
|
HARPOON MISSILES .... 50 points Aquakon are quite devious creatures, and under the instruction of their masters, the Octavores, they create war machines. One of the most deadly war engines they use for battle is the Harpoon Thrower. The oversized crossbow fires a large 6 Foot Harpoon, on a long steel chain. This is used to puncture ranks of infantry, and pierce large creatures, dragging them nearer the rest of the army.
Equipment: A Harpoon Thrower is accompanied by 3 Aquakon Crew armed with a hand weapon. Options: None Save: None Leader: May be led by a Aquakon Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May not inclued a standard bearer or musician. |
SPECIAL RULES Bolt Thrower: It shoots a harpoon upto 48" at any unit. It has a strength of 5 on the first person it hits, strength 4 on the secound and so on. It causes 1D3 wound on whatever it wounds. It must be placed on the ground (normal ocean floor but could be underwater hill etc.) Harpoon: If the Harpoon Bolt wounds a victim, but not kill it out right, then the creature is dragged 2D6-Victims Strength" directly in a straight line towards the bolt thrower. If it drags the victim into contact with a Fishmen unit then the creature becomes engaged in hand to hand combat, and fights with a -1 WS Penalty. Note: Neither unit is classed as charging into combat. If the drag score is a negative value then it is not dragged at all - the creature breaks free of the harpoon before the crew can winch it outwards. Also note that you do not have to attempt to drag a target if you don't want to. If a troop is dragged out of a regiment which is usually unable to be fielded seperately then the troop classes as a seperate unit to the unit he was dragged from, but may do nothing else but attempt to rejoin his unit. If he is attacked then he will fight back normally. |
|
KILLER CLAM
Another fiendish Aquakon artillery piece is the Killer Clam Catapult. It works in a very similar manner to a conventional stone thrower, apart from it throwers living carnivorious clams at the foe. These vicious creatures can tear through flesh like ravenous beasts, and prove to be deadly ammunition.
Equipment: A Clam Catapult is accompanied by 3 Aquakon Crew armed with a hand weapon. Options: None Save: None Leader: May be led by a Aquakon Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May not inclued a standard bearer or musician. |
SPECIAL RULES Clam Catapult: A Clam catapult operates in a similar way to a Small Stone Thrower (i.e. 48" range, S7 Hits D3 Wounds etc.). However, if the catapult shot misses, then mark the spot with a marker. This represents a carnivorous clam. If any unit (friend or foe) moves into base to base contact with a clam then the clam will attack. The unit engaged in combat with the clam will stop and fight the clam, but a free to move away next turn whether the they kill the clam or not. Routing troops who flee past the clam (i.e. move over it) suffer D3 casualties. The clam can't move,and it's profile is shown below.
Clams have no leadership value as they can not be broken. A clam catapult shot which hits a unit is destroyed on impact and has no further effect on the game. |
|
PROMETHEANS .... 60 points The Prometheans are truly fearsome monsters, Giant Lobsters whose deadly pincers snap viciously, tearing through flesh and armour with ease. This horrific denziens of the deep are goaded into battle by vicious Aquakon, armed with sharp prodders.
Equipment: CREW: A Promethean is accompanied by 4 Aquakon Runners armed with prodders (tridents). Options: None Save: 4+ Leader: May be led by a Aquakon Champion who must be armed the same as the unit. He may carry a single magic item. Standard Bearer & Musician: May not inclued a standard bearer or musician. |
SPECIAL RULES Promethean Attacks: Prometheans may convert all of their hand to hand hits, if numbering two or more, into one single hit at Strength 10, as the creature pins the foe in both claws, and squeezes, real tight! Armour Save: The thick chitin plates on the Promethean gives it a basic save of 4+. Any shooting attacks at the Promethean and runners are randomised out, if firing at over half range. If firing at under half range, the Promethean or the crew may be targetted seperately. Crew: While there are 3+ Crew Members, the unit may act normally. If the Crew is taken down to 2 or less, then the Promethean can only move at half rate (charge moves are not affected). If the crew is destroyed completely then the Promethean is prone to stupidity. Should the stupidity test fail on a double then the Promethean goes mad instead and charges the nearest unit (friend or foe!). While there is still crew, the Promethean team uses the crews leadership. Note: Prometheans are not bound monsters. |