These Sea Trolls and Sea Giants were once allies to the Merfolk of the Great Sea. But they were turned by the power of Chaos and allied with the sharks of the southan seas. Mounted on these bloody beasts they attacked Merfolk cities ravaging them until only four remained.
The Deep Ones
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Fishmen & Blackwater
Stupidity: All Deep Ones are subject to stupidity. Unless in hand-to-hand combat they must pass a leadership test to do anything that turn.
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1 SEA TROLL CHIEF ..... 200 points The Deep Ones are led by a Sea Troll Chief. 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; a extra hand weapon (+1 points) or a double-handed weapon (+2 points). May have a shield (+1 point) and/or Light Armour (+2 points). May Ride: May ride a shark (+20 points) or a shark chariot (see warmachines). He may also ride a sea monster (see Sea Monster list). Magic Items: A Chief may carry upto two magic items. SPECIAL RULES Fear: The Sea Troll Chief causes Fear. Stupidity: The Sea Troll Chief suffers from stupidity. |
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SEA TROLL BOSS ..... 100 points Any Regiment of Sea Trolls may include a Sea Troll Boss.
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Equipment: Sword Options: A Boss must be armed and equipped the same as the unit he is with as follows; a extra hand weapon (+1 points) or a double-handed weapon (+2 points). May have a shield (+1 point) and/or Light Armour (+2 points). May Ride: May ride a shark (+20 points) or a shark chariot (see warmachines) if leading these units. Magic Items: A Boss may carry a single magic item. SPECIAL RULES Fear: The Sea Troll Boss causes Fear. Stupidity: The Sea Troll Boss suffers from stupidity. |
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0-2 SEA TROLL SHAMANS ..... 150 points You may inclued upto two Sea Troll Shaman in your army.
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Equipment: Sword Options: A Sea Troll Shaman may be equipped with the following weapons; a extra hand weapon (+1 points) or a double-handed weapon (+2 points). May have a shield (+1 point) and/or Light Armour (+2 points). May Ride: May ride a shark (+20 points) or a shark chariot (see warmachines). They may also ride a sea monster (see Sea Monster list). Magic Items: A Sea Troll Shaman may carry a single magic item. Magic: Each Sea Troll Shaman can take one spell from the Black Water Magic Deck. SPECIAL RULES Fear: The Sea Troll Shaman causes Fear. Stupidity: The Sea Troll Shaman suffers from stupidity. |
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1+ SEA TROLLS ...... 50 points The Deep Ones are amongst the largest and most deadly warriors in the oceans of the warhammer world. These lumbering creatures are around the same size as a troll, and nearly as stupid to boot. When in combat, they are truly deadly foes.
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Equipment: Hand weapons. Options: May be armed with an extra hand weapon (+1) or double handed weapon (+2). Save: None Leader: May be led by a Boss. 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 Fear: The Sea Trolls causes Fear. Stupidity: The Sea Trolls suffers from stupidity. |
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0-1 SEA TROLL BESERKERS ...... 75 points Sea Trolls Beserkers are used in raiding parties.
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Equipment: Two Hand weapons. Options: None Save: None Leader: May be led by a Boss. 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 Fear: The Sea Trolls causes Fear. Frenzy: Sea Troll Beserkers are Frenzied, (giving them seven attacks). Stupidity: The Sea Trolls suffers from stupidity. |
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0-2 SEA TROLL SHARK RIDERS ...... 120 points The Sea Trolls Ride huge sharks into battle.
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Equipment: Double Handed Weapons, light armour and shild. Options: None Save: 4+ Leader: May be led by a Boss. 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 Fear: The Sea Trolls & Sharks both causes Fear. Frenzy: Sharks are Frenzied. Stupidity: The Sea Trolls suffers from stupidity. Sea Levels: The Sharks cannot go on the Ocean Surface unless they roll a 4+. |
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SEA GIANTS ...... 200 points The Sea Giants are huge warriors who live by them selves in hidden caves. They have been known to sometimes fight for the Deep Ones.
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Equipment: Club or Large rock Options: None Save: None Leader: None Standard Bearer & Musician: None SPECIAL RULES Fear: Sea Giants Cause Fear Stupidity: Sea Giants suffers from stupidity. Special Rules: * For Sea Giants Special Attacks see Giant Warhammer Battle Book. The only excerption to the Battle Book is that you can’t Stamp any unit that is not on the Ocean Floor. |
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SHARKS ...... 20 points Sharks are evil creatures who fight with the armies of the Deep Ones. They go frenzy at the sight of blood and have destroyed many armies of the Sea Elves and Merfolk.
Equipment: None Options: None Save: 6+ (unmodified) |
Leader: None Standard Bearer & Musician: None ![]() SPECIAL RULES Fear: The Sharks causes Fear. Frenzy: Sharks are Frenzied. Sea Levels: The Sharks cannot go on the Ocean Surface unless they roll a 4+. |
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SHARK CHARIOTS ....... 280 points Each Shark Chariot has a Sea Troll crew and is pulled by two Sharks.
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Equipment: Hand weapon. Options: You may buy extra crew men at the cost of 50 points each. You may buy extra Sharks at the cost of 20 points each. The crew may be armed with additional hand weapons (+1 per crew) or double handed weapons (+2 per crew). They may wear a shild (+1 per crew) and light armour (+2 per crew). 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 chariots standard bearer may carry a magic standard. SPECIAL RULES Fear: The Sea Trolls & Sharks both causes Fear. Frenzy: Sharks are Frenzied. Stupidity: The Sea Trolls suffers from stupidity. Sea Levels: The Sharks cannot go on the Ocean Surface unless they roll a 4+. |