MERFOLK

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.

ARMY LIST

The Merfolk
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Sea Elves & Dwarf Nautilus

CHARECTERS

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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Merfolk Chief466443649

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.

MERFOLK HEROS ............ 65 points

You army may include as many Heros as you can afford.

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Merfolk Hero455442538

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.

MERFOLK CHAMPION ............ 30 points

Any Merfolk Regiment may be led by a Merfolk Champion.

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Merfolk Champion444443427

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.

0-4 Mer-Priests ............ 56 points

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Mer-Priest433341417

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.

UNITS

1+ MERMEN ...... 5 points

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Mermen433331317

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.

MERMEN SLING SHOOTS ...... 7 points

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Mermen433331317

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.

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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Mermaids423231317

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.

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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Mermen433331317
Dolphins1040331516

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.

DOLPHINS ...... 10 points

Dolphins are used by Merfolk as cavalry and as patrols around there main force.

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Dolphins1040331516

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.

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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Seals730221516

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.

SEA HORSES ...... 10 points

Sea Horses are used by the armies of the merfolk as scouts ahead of the main force.

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Sea Horses930221516

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.

WARMACHINES

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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Mermen433331317
Dolphins1040331516
Chariot---7731--

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+.

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