The Merfolk rule a ruined Kingdom only four strong cities remain the others destroyed by the Deep Ones and The evil Blackwater. They follow there Demi-god Triton to try and regain there lost land.
The Merfolk
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Sea Elves & Dwarf Nautilus
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1 MERFOLK CHIEF ..... 100 points The General of the Merfolk is the Chief. He is usually a servent of one on the Mefolk Kings from one of the cities. You army must include a Chief to lead the army.
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Equipment: Sword Options: A Cheif may be armed with any of the following weapons; 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point), halberd (+2 points), Harpoon (+3 points) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). May also carry a sling (+2 points). May Ride: May ride a Dolphin (+10 points), or a chariot (see warmachines). He may also ride a sea monster (see Sea Monster list). Magic Items: A Chief may carry upto three magic items. |
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MERFOLK HEROS ............ 65 points You army may include as many Heros as you can afford.
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Equipment: Sword Options: A Hero may be armed with any of the following weapons; 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point), halberd (+2 points), Harpoon (+3 points) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). May also carry a sling (+2 points). May Ride: May ride a Dolphin (+10 points) or a chariot (see warmachines). He may also ride a sea monster (see Sea Monster list). Magic Items: A Hero may carry upto two magic items. |
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MERFOLK CHAMPION ............ 30 points Any Merfolk Regiment may be led by a Merfolk Champion.
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Equipment: Sword Options: A Champion must be armed and equippped as the rest of his unit. 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point), halberd (+2 points), Harpoon (+3 points) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). May also carry a sling (+2 points). May Ride: The Champion may ride a Dolphin (+10 points) if leading a unit of these. Magic Items: A Champion may carry a single magic item. |
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0-4 Mer-Priests ............ 56 points
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Equipment: Sword Options: A Mer-Priest may be armed with any of the following weapons; 2-handed weapon (+1 points), spearhook (+2 points), spear/trident (+1 point), halberd (+2 points), Harpoon (+3 points) or lance (+2 points). He may carry a net (+2 points) and/or a shield (+1 point). May also carry a sling (+2 points). May Ride: May ride a Dolpine (+10 points) or a chariot (see warmachines). They may also ride a sea monster (see Sea Monster list). Magic Items: A Mer-Priest may carry a single Magic Item. Magic Spells: A Mer-Priest is a level 1 spellcaster and may pick a single spell from the Sea Magic deck. |
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1+ MERMEN ...... 5 points
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Equipment: Hand weapons. Options: May be armed with spears/tridents and nets (+3), halberds(+2), spear hook (+2), harpoon (+3), shild (+1), or extra hand weapons (+1). Save: None Leader: May be led by a 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. A single units standard bearer may carry a magic standard. |
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MERMEN SLING SHOOTS ...... 7 points
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Equipment: Hand weapons & Slings. Options: May be armed with shilds (+1 point). Save: None Leader: May be led by a 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. |
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MERMAIDS ...... 5 points Mermaids are not as strong as the mermen but have the ability to lure sailors to there doom.
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Equipment: Hand weapons. Options: May be armed with shilds (+1 point). Save: None Leader: May be led by a 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 Lure of Doom: This ability has the range of 8" and can be used on one model which the mermaid can see. The target must roll under his initiative on a D6 (6 always fails) if he fails he cannot do anything in his next turn. |
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MOUNTED MERMEN ...... 26 points Many Mermen ride Dolpines into battle as they provied fast transport to locations and form the core of hunting parties.
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Equipment: They are armed with hand weapons, shilds and lances. Options: None Save: 5+ Leader: May be led by a 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. A single units standard bearer may carry a magic standard. SPECIAL RULES Sea Levels: The Dolphin cannot go to the Ocean Floor unless it rolls 4+ because they are air breathing creatures. |
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DOLPHINS ...... 10 points Dolphins are used by Merfolk as cavalry and as patrols around there main force.
Equipment: None Options: None Save: None |
Leader: May not be led by a Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. ![]() SPECIAL RULES Sea Levels: The Dolphin cannot go to the Ocean Floor unless it rolls 4+ because they are air breathing creatures. |
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SEALS ...... 10 points Seals are friend to the Merfolk although they are not very common in its armies. They sometimes join larger forces of Merfolk for raids on Sea Troll camps.
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Equipment: None Options: None Save: None Leader: May not be led by a Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. SPECIAL RULES Sea Levels: Seals must roll a 4+ to goto the ocean bed because they are air breathing creatures. |
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SEA HORSES ...... 10 points Sea Horses are used by the armies of the merfolk as scouts ahead of the main force.
Equipment: None Options: None Save: None |
Leader: May not be led by a Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. ![]() SPECIAL RULES Sea Levels: Sea Horses cannot go on the Ocean Surface because they are water dwellers. |
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DOLPHIN CHARIOTS ....... 80 points If your army contains a unit of Mounted Merfolk you may have an Dolphin Chariot. Each Chariot has two Merfolk crew and is pulled by 2 Dolphins.
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Equipment: Hand weapons. Options: You may buy extra crew men at the cost of 5 points each. You may buy extra Dolphines at the cost of 10 points each. The crew may be armed with additional hand weapons (+1 per crew), lances (+1 per crew) and shilds (+1 per crew). Save: 6+ Leader: May be led by a 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. A single chariots standard bearer may carry a magic standard. SPECIAL RULES Sea Levels: The Dolphin Charoit cannot go on the Ocean Floor unless it rolls 4+. |