The Sineaters, Mercenary Group from the Old World........................................766 pts
The Sineaters are the name given to the adventuring group currently travelling across the World Pond, towards Ulthuan, due to their unwavering hatred of Chaos and the Dark Powers. They are made up of Gard, a teenager from a small village near Bolgasgrad, Lupin, a banished Norsican Princess, Paul, a sucessful thief and part time assassin from Eringrad, and Erin, a female Amber Wizard, Paul's former employer.
Gard the Axeman................................................................................................232.5pts
+ 50pts Karn'ya
+25 pts Poisoned Darts
Gard was the first member of the Sineaters. The adopted son of a lowly tavern keeper, Gard became profecient at fihtin, due to the many incursions of Chaos from the nearby Troll Country. Gard is especially powerful with an axe, and from the doomed city of Praag he found a beautiful elven weapon, as beautiful as it was cruel. He named it Karn'ya, elven for Bloodied. Within it's handle is concealed a fearsome mechanism, which, when triggered, unleashes a hail of bolts into the enemy ranks.
Gard is also famed for the deep black shard of crystal embeded within his right hand. He gained it off a traveller from the tavern, on whose hand it was first embedded. He died immediately afeter it transplanted itself onto Gard's hand. This gem was indentified by Erin s a potent mixture of warpstone and elven crystal, and marks Gard's status as the first huamn Lensman in the world. The Lensmen were a group of elves forever sworn to protect the world from the threat of Chaos, and it was they who build the great menhirs that expel the chaos forces from the Wastes out into space.
Since then, Gard has developed a latent psychic talent, which has saved his life several times, one within the sewers of Praag, fighting a Skaven Swarm, and again during the Battle for Griffon's Gate, where it warned of the approaching Chaos Horde.
Special Rules
Fear Gard's gem glows with a dark light, and surrounds him with an aura of half-light half-dark. This is very disconcerting for the enemy, and thus Gard causes fear.
Skirmish Gard may skirmish, as described in the Warhammer Rule Book
Karn'ya Karn'ya is a potent Elven axe, and is an extremely deadly weapon in close fighting. In battle it is swung from side to side, beheading victims and hewing limbs as it goes. The rules that apply to double handed weapons also apply to Karn'ya i.e. the wielder strikes last, but recieves a 2+ strength bonus. Roll to hit and to wound as normal. However, if any of the to hit rolls are 6, then the opponent has killed killed outright, as his head is taken from his shoulders. Normal armour is ineffective against the Axe, and so only magic armour receives a saving throw.
Poisoned Darts Concealed within the shaft of Karn'ya is a strange elven implement which, when fired, releases dozens of poisoned darts out of the axe head. Gard can fire these as he is either charged by an enemy or charges at an enemy. The number fired depend on the distance he or the enemy unit/character move in the charge. He can fire one dart for every 4" the enemy move. So, if an enemy unit charge 14" towards Gard, he may fire 3 darts at them as they do so.
Roll to hit for each dart using Gard's BS. Each dart always wounds on the dice roll of 4+. Wounds caused by the darts are counted toward combat results. Gard may not throw his darts while engaged in hand to hand combat, or during the shooting phase.
Lupin the Ulfwerenar Princess.............................................................................133.5pts
Lupin was once a princess of high birth, but fell from grace when she attacked one of the Kingdoms noblemen, who hadmade advances to her, unknowing of her were-blood. Now she has been banished from the knigdom, and became the second member of the Sineaters in the Troll Country.
In her normal human form Lupin is quite attractive, though her flowing red hair is matched by the thin red fur that covers her body, almost invisisble to the eye. In this form Lupin is a fairly strong fighter, but it is while in Were form that she is most fearsome. Then she goes insane, attacking all she does not recognise. Her jaws are stained red, her faint accent has become a feral roar. Only after the battle does she revert to human form, and collapses as the adrenalin takes its toll on her body.
Lupin has recently discovered that her interest in Gard stretches somewhat beyond the professional reasons she orignally joined for, though she finds it hard todeal with her feelings, making her Were-form even more unstable.
Special Rules
Skirmish Lupin may skirmish as described in the Warhammer Rulebook
Transformation At the beginning of battle Lupin is in her human form with the profile given above (those in brackets are those of her were-form. At the start of each turn, before any charges are declared, Lupin may attempt to change into Werewolf shape. She must take a normal Leadership test. If the leadership test is successful she changes into a Werewolf and you must change the Lupin model for a Werewolf one. If the leadership test is failed she does not change and may not fight in the ensuing combat round, until one trun has passed. Once she has successfully changed into Werewolf form Lupin cannot change back into human form until the battle is over. While in Werewolf form Lupin is subject to following rules, frenzy, blood thirst and regeneration, outlined below.
Frenzy Lupin is subject to the frenzy rule. See the Warhammer Rulebook for full details concerning how the frenzy rule works.
Blood Thirst When the Four wipe out a unit, either by killing the last member in hand to hand combat or running them down as they flee, there is a chance that Lupin will stop to feed on the corpses. Take a leadership test. If the leadership test is failed Lupin goes into a feeding frenzy and the Unit may not do anything else until the end of the following turn. If they are still in hand to hand combat she does not have to test for blood thirst. If Lupin, is suffering from blood thirst and is charged by enemies the Blood thirst will stop and she will fight as normal.
Regeneration In Lupin's body there flows blood heavily mixed with Warpstone in a unfathomable way. This mixture has the effect that wounds suffered by Lupin will be regenerated on a D6 roll of 4+ at the end of the phase they are suffered in. If Lupin fails to regenerate her wounds she dies and is removed as a casualty. Werewolves cannot Regenerate wounds suffered from magical weapons or spells. Wounds that the Werewolves regenerate are not counted towards combat results.
Paul the Stealthy..................................................................................................150pts
Paul is renowned for his ability to sneak into buildings and through traps that even trained theives or assassins find difficult to negociate. He was a for-hire assassin and thief within the city of Erengrad, were he found much employment stealings items, and occassionaly making political assassinations, though he insists that he only killed those he knew were evil or unnecessarily cruel to those below them. His main employer was Erin the Red, though the hjobs he was given very rarely involved killing, but more often included stealing potent magic items.
Paul was born within the poorer city district, and at a young age lost his parents, who were arrested under the new Window Tax. Since then, Paul has held a deep resenment toward all troops of the Empire, and refuses to fight with them in any way.
Paul's favourite weapon is the rapier, with which he is a deadly adversary. But recently, after losing his old sword, he settled on using a sabre, a much better weapon for fighting in melees. About his person paul also carries a number of daggers, which appear in his hands quickly and without warning, much to the regret of many would-be adversaries.
Special Rules
Cloak of Changing Velvet Paul's cloak was passed on to him from his mother, who was also a thief. When worn, it changes colour to match the surroundings of the character wearing it. Because of this, enemy models shooting at Paul suffer a -2 to hit penalty. This is modified to -1 if he is deployed with the rest of the group.
Dark Elf Crossbow Paul carries a finely honed Dark Elf Repeater Crossbow, which he won from a Cold One Rider in Naggaroth. During the shooting phase, Paul may fire three bolts, thoguh they have to be at the same target. The bolts have a range of 12" and have a strength of 5.
Amazing Stealth Paul didn't earn his name for nothing. Paul may be placed anywhere on the battlefield after the rest of deployment has been finished. He may even be out of cover, due to his cloak, but he may not be within 8" of an enemy unit or character. This rule does not apply if Paul is deployed with the rest of the group
Erin the Red, Amber Wizardine.............................................................................85pts
+ 40 pts Amber Power
+ 50 pts Destroy Magic Scroll
Erin the Red is the Old World's only female wizard. The only reason she is tolerated is because she is known by very few, and those few are either ignorant of her power, or completely trustworthy.
Erin joined the Four because of Paul's plresence within the group, and because of Gard's status as a lensman. She prefers spells in battle, rather than using brute force. Erin had a brief relationship with Paul, but, despite his efforts to the contrary she is quite determined to keep it that way. Paul's humour has, according to her, "A way of grinding down on one's soul. In short, he was getting annoying"
Special Rules
Amber Power Erin has been a wizardine for as long as she can remeber, and has Amber flowing within her veryh blood. To represent this she may cast a spell which brings D3 fireballs each phase, which have a range of 24", and hit thefirst model in her path, inflicting a S4 hit with no armour save except for magic armour.
Destroy Magic Scroll Erin carries a destroy magic scroll, with which she can destroy enemy wizard's spells in bliding flashes of red light. When used the scoll automatically dispels enemy spels, and both players roll 1D6. If Erin's roll is higher than her opponents, then the spell is discarded immediately.
Name |
M |
WS |
BS |
S |
T |
W |
I |
A |
Ld |
Gard the Axeman |
4 |
8 |
7 |
5 |
5 |
2 |
7 |
4 |
7 |
Lupin the Were |
5(9) |
6(5) |
5(0) |
4(7) |
4(6) |
2 |
3(1) |
2(3) |
7(10) |
Paul the Stealthy |
5 |
10 |
10 |
4 |
4 |
2 |
10 |
3 |
10 |
Erin the Red |
4 |
5 |
5 |
4 |
5 |
2 |
7 |
2 |
9 |
Special Rules affecting the entire group
Magic Items The Four may not take any extra magic items, but instead have their own unique abilities and items, which cannot be changed
The Group The Group does not always fight as a whole. Sometimes one may enter into a battle alone because of an old grudge, and one may refuse to fight for in a battle for the same reason. This means that the Sineaters do not have to all be present on a battlefield. If they are, the also do not have to be deployed togther, but instead may be deployed either individually or in small groups to exploit their abilities to the full.
For example, in one battle the Sineaters are fighting alongside a group of Dwarves. Gard, Lupin and Paul are all taken, but, to represent Dwarven distrust of all magic, Erin is not taken. Paul is deployed away from the others, so that he may infiltrate the enemy. Gard and Lupin fight together as normal.
Units The Sineaters are a very close knit group, are not very prepared to fight with anther unit. Their different abilities mean that they prefer one anothers comany rather than that of strangers. To represent this the Sineaters may not join another unit either at the begginning of or during a battle.