DEEP ONES

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.

ARMY LIST

The Deep Ones
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Fishmen & Blackwater

SPECIAL RULES

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.

CHARECTERS

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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Sea Troll Cheif453654355

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.

SEA TROLL BOSS ..... 100 points

Any Regiment of Sea Trolls may include a Sea Troll Boss.

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Sea Troll Boss442643144

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.

0-2 SEA TROLL SHAMANS ..... 150 points

You may inclued upto two Sea Troll Shaman in your army.

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Sea Troll Shaman431553234

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.

UNITS

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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Sea Trolls431543134

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.

0-1 SEA TROLL BESERKERS ...... 75 points

Sea Trolls Beserkers are used in raiding parties.

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Sea Troll Beserkers431543134

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.

0-2 SEA TROLL SHARK RIDERS ...... 120 points

The Sea Trolls Ride huge sharks into battle.

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Sea Trolls431543134
Sharks1050432516

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+.

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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Sea Giant5337663*6

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.

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.

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Sharks1050432516

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+.

WARMACHINES

SHARK CHARIOTS ....... 280 points

Each Shark Chariot has a Sea Troll crew and is pulled by two Sharks.

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Sea Trolls431543134
Sharks1050432516
Chariot---7731--

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+.

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