It was the Prince of Blackwater, a renagade Merpriest, who set free this evil substanace from its prison created by the Sea Elves. The Blackwater killed all life in the Sea of Dread and mutated many Merfolk turning them to Chaos.
The Blackwater
0-50% Charecters
25%+ Units
0-25% Sea Monsters
0-25% War Machines
0-25% Allies - Deep Ones & Fishmen
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1 BLACKWATER LORD ..... 100 points The General of the Blackwater is the Lord, a servent of the polluted black sea. You army must include a Chief to lead the army.
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Equipment: Sword Options: A Lord may be armed with any of the following weapons; extra hand 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) and may wear 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 Lord may carry upto three magic items. |
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BLACKWATER 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; extra hand 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) and may wear 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 Hero may carry upto two magic items. |
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BLACKWATER CHAMPION Any Blackwater Regiment may be led by a Blackwater Champion.
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Equipment: Sword Options: A Champion must be armed and equippped as the rest of his unit; extra hand 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) and may wear light armour (+2 points). May Ride: May ride He may a Shark (+20 points) if he is leaidng a unit of Shark Riders. Magic Items: A Champion may carry a single magic item. |
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0-2 BLACK PRIESTS ..... 56 points Tought the powers of Blackwater by the Prince himself these former Mer-Priests have turned their back on the light and joined the Chaotic Blackwater.
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Equipment: Sword Options: A Black Priest may be armed with an extra hand 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) and may wear 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 Black Priest may carry a single Magic Item. Magic Spells: A Black Priest is a level 1 spellcaster and may pick a single spell from the Blackwater Magic deck. |
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1+ BLACKWATER MERMEN ...... 5 points
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Equipment: Hand weapons. Options: Blackwater Mermen can also be armed with spears/tridents and nets (+3), halberds(+2), spear hook (+2), harpoon (+3), light armour (+2), 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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BLACKWATER MUTANTS ...... 10 points The evil Blackwater causes mutations in many mermen disfiguring them forever. They are shuned by their own and many flee to join the blackwater that almost destroyed them.
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Equipment: Hand weapons. Options: None 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. SEPECIAL RULES Fear: Because they have been disfiguered by the evil blackwater they cause fear to there enermies. |
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BLACKWATER SHARKFIENDS ...... 45 points Several Blackwater Mermen ride upon Sharks into battle in a frenzied state of ectasy. They drink the blood of their victims and wear armour covered with gory relics of ancient battles. These are the Sharkfiends.
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Equipment: They are armed with hand weapons, light armour, shilds and lances. Options: None Save: 3+ 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 Sharks cannot go to the Ocean Surface unless it rolls 4+. Frenzy: The Mermen and Sharks are both subject to the rules for frenzy. Fear: Sharks cause fear. Tough Skin: Sharks have a tough skin which gives it a 6+ unmodified save. |
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SHARKS ...... 20 points Sharks are evil creatures who fight with the armies of Blackwater. They go frenzy at the sight of blood and have destroyed many armies of the Sea Elves and Merfolk.
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Equipment: None Options: None Save: 6+ Leader: May not be led by a Champion. Standard Bearer & Musician: May not inclued a standard bearer or musician. SPECIAL RULES Sea Levels: The Sharks cannot go to the Ocean Surface unless it rolls 4+ because they are deep water creatures. Frenzy: Sharks are subject to the rules for frenzy. Fear: Sharks cause fear. Tough Skin: Sharks have a tough skin which gives it a 6+ unmodified save. |
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SHARK CHARIOTS ....... 280 points If your army contains a unit of Sharkfiends you may have an Shark Chariot. Each Chariot has two Blackwater Merfolk crew and is pulled by 2 Sharks.
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Equipment: Hand weapons. Options: You may buy extra crew men (+5 points). You may buy extra Sharks (+20 points). The crew can also be armed with spears/tridents and nets (+3), halberds(+2), spear hook (+2), harpoon (+3), shild (+1), or extra hand weapons (+1). 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 Sharks cannot go to the Ocean Surface unless it rolls 4+ because they are deep water creatures. Frenzy: Sharks are subject to the rules for frenzy. Fear: Sharks cause fear. Tough Skin: Sharks have a tough skin which gives it a 6+ unmodified save. |