SPECIAL CHARECTERS

This is a selection features a number of the most infamous creatures to be seen in the Oceans of the Warhammer World. These characters may be selected for any army that they are allowed to fight for. Points come from the characters allowance.

Triton Lord of the Merfolk

Old sailors' legends tell of a gigantic creature, half man half fish, rising from the depths of the ocean. They call him Triton, or it. His upper body is that of a muscular bearded man. Upon his head rests a large crown, though what this crown consists of is left to the wild imaginations of sailors. His lower body is that of a fish with scales that glisten like diamonds and are almost as tough.

Tales tell of Triton spearing great ships with his huge trident and tossing them aside as if they were toys, whilst others tell of a less angry creature willing to help sailors in their hour of need such as lifting up a ship to guide it away from whirlpools or rocks. Even the appearance of Triton rising from the deep creates a small tidal wave. Some say that he can assume different forms such as an old man, or various sea birds.

In the warm waters around Lustria and the western coast of the New World, savage tribes worship Triton as a god in the hope that he will protect their fishing boats from the stormy seas. Indeed, Triton is seen as Manann's servant or even Manann himself in mortal form by some. But one thing is constant, Triton is the true master of the seas and oceans.

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Triton8808881910

Alignment: Merfolk

Magic Items: Triton carries upto four magic items including; Tritons Crown and Triton Trident.

SPECIAL RULES

Commander of the Oceans: Triton can command the very ocean when the fancy takes him. He can create huge tidal waves of destruction simply by brushing one of his huge arms on the ocean waves. Triton can also create a terrible storm on command as well creating large whirlpools. Once a turn he may cast one of the following spells for free; Water Blast, Swall, Tidal Wave and Whirlpool.

Sea Monsters: Triton can command other sea creatures to his will any Sea Monsters on the other side will convert to Triton if they fail a Ld test at the start of any turn.

Terror: Triton causes both Fear and Terror.

Immune to Psycology: Triton is immune to Psycology.

The Prince of Black Water ................................ 200 points
+100 points, the Warp Blade of Chaos
+200 points, the Black Water
+10 points each, Chaos Mermen

Many years ago during a time of the great war between the Sea Trolls and the Merfolk a young merman was growing up in the court of Ferdorn. He studied long and hard to become a priest in the Temples of Ferdorn.

His name has since been deleted from all Merfolk records and few men know his name. But all Merfolk remember his actions. The priest, now know as the Prince of Black Water, had read of the secretes of the deadly Black Water that had been imprisoned many years ago by the Sea Elves. His thrust for power led him to search out this powerful material. He thought that his knowledge of spells was enough to control the Black Water but it over came him and turned him in to a pawn of Chaos.

He returned to Ferdon deformed by the Black Water. He knew he was now in control of great power. On his return he succeed in raising an army of merfolk to his cause and they rioted through the city almost destroying it.

From his aquatic palace the Merking of Ferdon saw the destruction of his city. He called on the aid of the Sea Elves who began the long march to their aid .... but it was too late. The Prince of Black Water had summoned the Black Water to engulf the city. By the time the Sea Elves arrived the city had been swallowed by the ever growing Black Water.

To this day the Black Water is continuing to spread under the command of The Prince. It has swallowed up many more Merfolk cities and Sea Elf settlements. Occasionally the Sea Elves and Merfolk use their powers to push the Black Water back recovering their lost lands.

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Prince of Blackwater4665538310
Chaos Mermen433341317

Alignment: Blackwater, Deep Ones and Fishmen Only

Equipment: The Prince of Black Water is armed with the Warp Blade of Chaos. He wears no armour.

Magic Items: The Prince of Black Water may have upto three magic items; one of which must be the Warp Blade of Chaos.

Magic: The Prince of Black Water may have three spells from the Black Water magic deck. One of these cards can be exchanged for a spell from the Sea magic deck.

SPECIAL RULES:

General: The Prince of Black Water must always be your army general. You may include other general charecters i.e. Sea Troll Chief but they may not be used as the general.

Chaos Mermen: The Prince of Black Water may be joined by a body gaurd of personal Chaos Mermen these form a unit around the prince. They are armed with halberds and a +1 T due to thier chaos mutations.

Fear: The Prince of Black water causes Fear. Both himself and his bodygaurd are immune to fear.

The Black Water: The Black Water can be summonded by The Prince (at the cost of 200 points). It is cast for free at the start of the battle and cannot be dispelled except by the Amulet of Light. The rules for Black Water are repeated here.

The caster summons the Blackwater. Any enemy touched by the Blackwater will be killed unless they can roll under their strength on a D6. It will travel out from the caster 3" per turn. i.e. first turn cast every unit within 3" of caster are effected, second turn cast every unit in 6" of the caster effected and so on.

Bjorn Uzkulson, King of Barak Varr
and High Admiral of the Great Dwarf Navy ...... 160 points

+125 points, Grudgebringer
+150 points, Armour of the Sea Lords
+20 points, Polly the Parrot

The Tale of the Dwarf Admiral

Bjorn Uzkulson was born as the second son to Kurgan Uzkulson, then King of Barak Varr. His father was a hard Dwarf that believed that peace was maintained through military might, and that Dwarf supremacy would only be assured if the Dwarfs were harder and more durable than the stone they worked. To this end Kurgan drove his sons to do impossible deeds that even the greatest of Dwarf heroes would hesitate before attempting. Among these deeds was swimming the length of the Blood River in midwinter and returning with at least a dozen orc heads.

Of the two sons, only Bjorn managed to swim the entire distance; his brother falling by the wayside. In order to maintain his family honour, Bjorn swam back up the river carrying not 12, but two dozen orc heads. This and many other brave deeds performed by Bjorn earned him the Admiralship of the Dwarf Navy while his brother was trained to rule Barak Varr.

Bjorn spent many years at sea learning the strategies and tactics of naval warfare, and grew to love the salty air and stinging ocean winds. Over time his nature grew harder and coarser than the hardtack he and his men ate, and this made his father proud.

By his 90th year Bjorn had already led his fleets in victorious conflicts against every major naval power in the known world. Additionally, he had commissioned several new types of naval vessels the likes of which had never before been seen. Dwarf naval supremacy seemed assured.

It was then that his father decided to forge a trade treaty with the Elves of Ulthuan. Bjorn's father and brother both sailed on the great Dreadnought, DSS Glory of Grimnir, while Bjorn himself sailed on the navy's flagship, DSS Victory. Together they sailed out to the middle of the ocean where they met an Elven fleet Admiraled by Kithre Seablaze. The delegations met on the decks of the DSS Glory of Grimnir.

Soon afterwards the several Black Arcs and a large Dark Elven navy attacked the assembled fleets. The Dwarfs and the High Elves fought bravely along side each other against the Dark Elves. During the fight the DSS Glory of Grimnir was heavily damaged and attempted to retreat. A misfire (so they claim) aboard one of the High Elven ships sent a volley into the side of the DSS Glory of Grimnir, sinking it with all hands onboard.

In a fit of rage, Bjorn boarded the elven vessel, commanded by a High Elven mage, and struck down the mage; taking his scalp and magic items as a trophy. He lost a leg in the fighting, but still managed to drag himself back onto his ship. Then the Dwarf ships disengaged and left the elves to fight among themselves.

Since that day Bjorn Uzkulson has held the dual position as both High Admiral of the Great Dwarf Navy, and the King of Barak Varr. He has done his best to fill his father's shoes, and has even allowed elves to trade with Barak Varr, though he will never forgive them for the death of his father and brother.

Bjorn Uzkulson is very heavily scarred and weather beaten from his days at sea. His long and glorious beard also contains large salt crystals that have been deposited there over the years, and he wears them as a sign of pride. Additionally, Bjorn's right leg was replaced by a peg that he hobbles around on.

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Bjorn Uzkulson3764535410
Runic Bonuses----7----

Alignment: Dwarfs

Equipment: In battle Bjorn carries the runic weapon Grudgebringer and wears a suit of heavily engraved runic armour, the Armour of the Sea Lords. He also has a pet parrot called Polly.

Magic Items: Bjorn may carry upto three magic items these must be; Grudgebringer, the Armour of the Sea Lords and Polly the Parrot.

SPECILA RULES:

Hates Elves: Bjorn Uzkulson also harbours a deep and unrelenting Hatred of Sea Elves. You may not ally with the Sea Elves and normal rules for hatred apply when fighting them.

General: Bjorn is the General of the Dwarf Nautilus army and will always ride in to battle in the largest submarine.

Poisiedus, Emperor Of The Sea ............ 600 Points
+190 Points, Promethean Chariot
+100 Points, Poisiedus' Trident
+50 Points, Poisiedus' Crown
+50 Points, Poisiedus' Conch Shell
+50 Points, Cloak of Enchanted Kelp

Poisiedus is a totally unique and incredibly powerful creature. Though incredibly rare is he seen on the surface, he is ancient beyond mortal imagination and the ruler of the entire Fishmen co-alition. Not even the Octavore know where he came from, maybe he created the Octavore for simply octopus, all they no know is that he is the master.

Some of the most learned scholars of Ulthuan, and the powerful Slann mage priests are the only ones to know of his existence. They think that he was born at the Time Of Choas, when the dimensional gates collapsed, and filled the oceans of the old world with mutating Choas power. They think he was originally a huge Triton, one of the ship sized creatures which infest the Warhammer World's oceans. However, while he is no longer anywhere near the size of a Triton, he towers above a man. He rides into battle on a huge scythed chariot, constructed from a gargantuan clam shell. The chariot is drawn by two crazed Prometheus' while he stands aboard, waving his huge trident in the air.

If you include Posiedius in your army, then he MUST be the commander.

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Prosiedus6776577610
Chariot----73---
Promethean63-543334

Alignment: Fishmen, Deep Ones & Armies of Blackwater

Magical Items: Posiedus carries four magic items these are; Posiedus' Trident, Posiedus' Crown, Posiedus' Conch Shell and Cloak Of Enchanted Kelp.

Magic Caster: Posiedus is a powerful level 4 sorceror. He uses the Aquatic Magic Deck.

SPECIAL RULES

Promethean Chariot: Posiedus' Chariot is drawn by two Prometheans. It is subejct to the normal rules for chariots. Note that it does have sycthed wheels. The Promethean's do not go berzerk as normal uncontrolled Promethean's. Should Posiedus be killed, then the chariot goes out of control as normal.

Immune To Pyschology: Posiedus' is such a powerful creature that he thinks nothing of anything he may encounter on the battlefields of the Warhammer World. Posiedus can never be broken and is completely immune to any pyschological tests that he has to make. If he is part of a unit and they flee, then he stays put and does not flee with them.

Terror: Posiedus is such a powerful and large creature that he causes Terror. Rember he also causes Fear as well.

Ursualandra, Sea Witch ................. 450 Points
+30 Points, Eel Shock Whip
+25 Points, Dispell Magic Scroll
+35 Points, Sea Dragon Ring
+20 Points, Black Pearl

Ursulandra is a powerful creature, having the upper torso of a women, and the lower body of an octopus. She is believed to be a social pariah for Fishmen, living an isolated life. From where ursulandra comes is unknown, though she is believed to related to Posiedus, although the two rarely speak. She is a powerful Sorceress, and a terrible adversary.

You may include Ursualndra in your army as an individual character. She may lead the army.

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Ursualandra7444545310

Alignment: Fishmen, Deep Ones & Armies of Blackwater

Magic Caster: Ursulandra is a powerful level 4 sorceroress. She uses the Aquatic Magic Deck. Ursulandra is so powerful a sorceress that she may pick her spells from the deck, she doesn't have to have them dealt randomly.

Magical Items: Ursulandra carries upto three magic items inclueding; the Eel Shock Whip.

SPECIAL RULES:

Fear: Ursulandra is such a powerful and large creature that she causes Fear.

Gruargach, Deep One Hunter ........................ 200 points
+50 points, Gru'argach's Hunting Net
+50 points, Gru'argach's Staff

Gru'argach rarely rises from the lowest depths of the Underworld Sea, where he resides. A master hunter, who usually traps the mightest of sea beasts, when Gru'argach rises from the depths, he is a terrible threat. Those who have seen Gru'aegach towering above the Aquakon shudder at night, unable to sleep.

You may include Gru'argach in your army as an independant character - he may not lead the army.

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Gru'argach555656347

Alignment: Fishmen & Deep Ones.

Magic Items: Gruargach carries two magic items; Gru'argach's Hunting Net and Gru'argach's Staff.

SPECIAL RULES

Fear: Gru'argach is a terribly smelly and scary sea creature, and causes fear.

Krakgar, The Clawed Horror ...................... 120 Points

Whether Krakgar is the last of his race, a creature created entirely from sorcery, or even only one of a race which lies so far hidden in the depths that the Octavore's have no knowledge of them is unknown. But Krakgar is a fearsome creature. Similar in some ways to a man size Promethean, Krakgar is a six foot high Bipedal Lobster. His thick plates make stunningly effective armour, and with his six limbs, two of which are huge claws, Krakgar is a terrible and frightening foe.

You may include Krakgar in your army as an independant character - he may not lead the army.

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Krakgar45245333+2*8

Alignment: Fishmen.

Equipment: Krakgar fights with his two giant claws and a double handed trident (+2 S - don't have to attack last with the 2 handed Trident).

Save: Krakgar's unnatural thick chitin armour grants him a 3+ saving throw, which can not be reduced to less than 5+ by strength modifers.

SPECIAL RULES

Pinion Attack: Krakgar makes two special attacks with his claws. Roll these first. If both hit then you are given the option of resolving them normally at S6. You can alternately forfeit any further attacks and try to rip the creature apart (note: This attack can only be done on man sized models - inc. cavalry as Krakgar grabs the rider off his mount!). Roll a D6 and add your Strength (4). Your victim rolls a D6 and adds his T. If your roll beats his, then you get one Strength 10 hit, with no armour save, for each point higher you roll was (beat his score by 6 - you score 6 S10 hits etc.). This attack is very useful for dealing with strong character models. You are also given the option of attacking with the other three attacks on the enemy you have grabbed, with the foe counting as WS 1. If you fail to hit with both attacks, or if you decide to resolve the attack normally, then you get the extra 3 attacks with the 2 handed trident as well. If you only score one hit with the claws then resolve it as a S6 hit normally!.

Aquaravon, The Emporer's Champion ........ 95 Points
+50 Points, Leviathan Blade
+50 Points, Mandrake; Sea Horse Steed

Aquaravon is a highly skilled Locanth warrior who is the champion of Posiedus, Emporeror of the Fishman undersea Empire. This skilled warrior has been seen many times accompanying the armies of the Fishmen. He rides a unique and unusual mount, named Mandrake by the scholars of the old world. Mandrake is a Sea Horse with a strange magical power, it can simply disappear, and then reappear anywhere within minutes of it's dissappearance.

You may include Aquaravon in a Fishmen army - he may lead the army.

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Aquaravon464452549
Mandrake840331322

Alignment: Fishmen.

Equipment: Aquaravon wears light armour, and carries a shield. He also carries a Sea Lance.

Save: Aquaravons scaly skin and mount this gives Aquaravon a 3+ Save, which can never be made worst then 6+ by strength modifiers.

Rides: Aquaravon rides Mandrake, a magical Sea Horse

Magic Items: Aquaravon carries asingle magic item the Leviathan Blade.

SPECIAL RULES:

Mandrake: Mandrake is considered to be a cavalry mount, and is treated like one. However, Mandrake can make a jump to the Astral plane, instead of moving. This works in a similar way to flying high - Aquaravon is removed from the board for the turn, and may be placed anywhere at the start of the next turn. Note: As Aqauravon isn't flying high, he is in the Astral Plane, then he can't be attacked by monsters flying high etc. However, the difference is that you must roll 2D6 when you attempt place Aquaravon on the board - on the roll of a double (i.e. two 4's etc) then Aquaravon is delayed in the warp for D3 turns, and can't be placed until then. An a roll of double one, or double six, then Aquaravon has been consumed by a warp entity and is considered destroyed (and you do lose the victory points for him!!).