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Made in us
Regular Dakkanaut




Auburndale FL

These are some of the various codex's I have started writing a long time ago just seeing if anyone is interested in them

First Up The Dorjins

Spoiler:


North East of Ind, North East of the Hintherlands of Khuresh
and South of Cathay lies the small Kingdom of Dorjin
Dorjins location inbetween 3 countries that could easly crush it
has made the country very fearful for theier lives, but luckily
Dorjin was always able to play one country against the other
So Dorjin lives on.


Dorjinians are a humanoid race that wandered down from Cathay
they arent as technologically advanced as most in Gun powder,
but they are very smart in politics and basic education. The
people of Dorjin are normally shorter than a human but taller
than a Dwarf and thier basic diet is mostly vegetables as their not
very good at hunting.

The Dorjinians are Expert Shield Makers and Have
created the strongest shields in the world from Jewels hidden
away on the many hills in Dorjin. Dorjinians while fearful of
most things are not frigtened of any magic and have a deep connection
with it although most Dorjinians cant wield it they all have
the connection.

The Turtle is the Dorjinians way of life they believe in
The shield hide behind the shield as a Turtle.

The Models I would use, would be very Chinese ish like Chinese Farmer hats
and Chinese Writing.



ARMY LIST



Special Rules
Fearful Dorjinians automatically fail fear test when charged
by a Unit that causes fear or terror and get a -1 to thier
Ld when trying to charge a fear or terror causing enemy

Shield mastery
if a Dorjinian has a Shield it counts as a second hand weapon
and a Shield
Calvary may have 2 hand weapons

Dorjinians Mages may Cast spells with Armour on

Spilled Blood of an Albatross
If the enemy kills an Albatross the Unit it was in gets a
+1 coversave this can not stack


Dorjinian
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7

Dorjinian Steeds
Bull
M 8 Ws 3 B 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Stupidity
has built in barding due too tougher skin then Horses
Albatross
M 8 Ws 3 Bs 0 S 5 T- W- I 2 A 2 Ld 6
Flying Calvary

Dorjinian Special Weapons
Heavy Shields give +6 armour saves and count as
handweapons
Light Shields give no armour saves and count as
hand weapons
both shields confer parry bonus
all ranged weapons have a -2 to thier starting range
Everyone in their army has a (1) magic resistence
Turtle Armour +1 armour Save

DORJINIAN LORDS

Turtle Lord 190 points
M 4 Ws 6 Bs 2 S 4 T 4 W 3 I 2 A 2 Ld 9
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Equipment Heavy Armour and Heavy Shield, handweapon
A turtle lord has regeneration
may ride a Bull for 14 points
may have Turtle Armour for 5 points but may not ride a steed if so and -1 to Movment
may have a shortbow for 1 point
may have magic weapons up to 100 points
lvl 2 Wizard may choose the spells from the Lore of Fire

Shieldist Lord 120 points
M 4 Ws 6 Bs 2 S 5 T 4 W 3 I 2 A 3 Ld 8
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Equipment 2 Heavy shields that count as hand weapons
may ride a Bull for 14 points
may have magic Weapons up to 100 points

HEROES

Ruby Shieldist 60 points
M 4 Ws 5 Bs 2 S 4 T 4 W 2 I 2 A 2 Ld 8
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Equipment Handweapon and Heavy Shield
may Ride a bull for 14 points
may use Heavy armour for 4 points
may use up to 50 points of magical items

Shield Standard 60 points
M 4 Ws 5 Bs 2 S 4 T 4 W 2 I 2 A 2 Ld 8
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Equipment Hand weapon and Heavy armour
May ride a Bull for 14 points
may use a magical banner up to any amount of points
This unit must be the Army Battle Standard you may choose
whether or not to use this unit NO other unit can be the
Standard


Turtle of Magi
M 4 Ws 5 Bs 2 S 3 T 3 W 2 I 2 A 1 Ld 8
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Equipment hand weapon and Light Shield, heavy armour
may have Turtle Armour for 5 points but may not ride a steed if so and -1 to Movment
Has Regeneration
may ride a Bull for 14 points
may use magical items up to 50 points
lvl 1 Wizard may use Lore of Fire



CORE TROOPS

Jesitis 10 points per model
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 2 Ld 7
Equipment: Flails, bows
Frenzy
Hatetred
Stubborn
Skirmished

Kamgi Millitia Men 8 points per model
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7
Millitia Commander
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 2 Ld 7
Equipment: 2 pistols, Light armour
Upgrade one to Musician for 8 points
Upgrade one to Standard for 12 points
Upgrade one to Commander for 10 points
May not be in an army with a General model: Turtle of magi or a Turtle Lord


Dorjinian Light Shields 8 points per model
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7
Shieldist
M 4 Ws 4 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7
Unit Size 10+
Equipment hand weapons and Light Shields
may use Light armour for 1 point per model
may use spears for free but lose the abilty to
attack with thier Light shields
may use a magical banner for up too 20 points
Upgrade one to Musician for 8 points
Upgrade one to Standard for 12 points
Upgrade one to Shieldist for 10 points


Dorjinian Heavy Shields 12 points per model
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7
Shieldist
M 4 Ws 4 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7
Unit Size 10+
Equipment hand weapons and Heavy Shields
may use Heavy armour for 1 point per model
may use spears for free but lose the abilty to
attack with thier Heavy shields
may use a magic banner up to 25 points
Upgrade one to Musician for 12 points
Upgrade one to Standard for 16 points
Upgrade one to Shieldist for 14 points

Marksmen of Dorjin 7 points
Unit Size 10+
( While most of the Dorjins are very poor in the ranged
weaponry skill Marksmen are very adept compared to them, but
not to other races and the bows sold to Dorjin seem to be
faulty giving them -2 range)
M 4 Ws 3 Bs 3 S 3 T 3 W 1 I 2 A 1 Ld 7
Marksmen Captain
M 4 Ws 3 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 7
Equipment Longbows and Light armour and Braziers
may give them Crossbows for 1 point each
may make 1 unit Skirmished for every unit thats not
for 1 point a model
May upgrade one to Musician for 7 points
may upgrade one to Standard for 10 points
may upgrade one to Marksmen Captain for 7 points

Bull riders 20 points
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 1 Ld 7
Bull Rider Captain
M 4 Ws 3 Bs 2 S 3 T 3 W 1 I 2 A 2 Ld 7
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Unit Size 5+
Eqiupment Hand weapon and Light Shield, Light amrour
may use spears for free but lose the abilty to
attack with thier Light shields
may use lances for 1 point each
may use a magic banner for up to 25 points
if you drop thier Light armour you can use them as Fast calvary
May upgrade one to Musician for 7 points
may upgrade one to Standard for 14 points
may upgrade one to Bull rider Captain for 14 points

SPECIAL TROOPS

Elite Marksmen of Dorjin 10 points
M 4 Ws 3 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 8
Elite Marksmen Captain
M 4 Ws 3 Bs 4 S 3 T 3 W 1 I 2 A 2 Ld 8
Unit Size 10+
Equipment Longbows and Heavy armour and Braziers
may give them Crossbows for 1 point each
may make 1 unit Skirmished for every unit thats not
for 1 point a model
May upgrade one to Musician for 10 points
may upgrade one to Standard for 14 points
may upgrade one to elite Marksmen Captain for 10 points

Shield Throwers 24 points a model
M 4 Ws 4 Bs 2 S 4 T 3 W 1 I 2 A 1 Ld 7
Shield Thrower Captain
M 4 Ws 4 Bs 2 S 4 T 3 W 1 I 2 A 2 Ld 7
Unit Size 5-15
Equipment 2 Heavy Shields and heavy armour
Shield Throwers may throw both of theier shields
Once thrown They are gone Forever a unit
may only throw once per turn
The throw automatically hits and does Strength 4 hit to its target
9 inches range Each model in the unit gets to throw they all must throw if
one throws
may use a magic banner for up to 25 points
May upgrade one to Musician for 10 points
may upgrade one to Standard for 16 points
may upgrade one to Shield Thrower captain for 10 points

Turtle Men 28 points
(Turtle Men follow the way of the turtle unlike any
other they build Turtle Armour for themselves which gives them
1+ armour saves while decreasing thier movement)
M 3 Ws 4 Bs 2 S 3 T 4 W 2 I 2 A 1 Ld 8
Tortise
M 3 Ws 4 Bs 2 S 3 T 4 W 2 I 2 A 2 Ld 8
Unit size 5-20
Equipment Turtle Armour and Great weapons
Turtle men count as large targets and block the line of sight
of human sized figures or smaller
may use a magic banner for up to 50 points
May upgrade one to Musician for 12 points
may upgrade one to Standard for 20 points
may upgrade one to Tortise for 15 points

RARE UNITS

Deuling Shield Riders 30 points
M 4 Ws 4 Bs 2 S 4 T 3 W 1 I 2 A 1 Ld 8
Deuling Shield Rider Captain
M 4 Ws 5 Bs 2 S 4 T 3 W 1 I 2 A 1 Ld 8
Bull
M 8 Ws 3 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 5
Equipment 2 Heavy Shields and Heavy armour
Unit Size 5-20
may use a magic banner for up to 50 points
May upgrade one to Musician for 12 points
may upgrade one to Standard for 20 points
may upgrade one to Deuling Shield Rider Captain for 15 points

Albatross Riders 60 points per model
Albatross Rider
M 4 Ws 5 Bs 2 S 4 T 3 W 1 I 2 A 1 Ld 8
Albatross Tamer
M 8 Ws 5 Bs 2 S 4 T 3 W 1 I 2 A 2 Ld 8
Albatross
M 8 Ws 3 Bs 0 S 5 T- W- I 2 A 2 Ld 6
Flying Calvary
Unit Size 3-12
Equipment 1 Light Shield and Hand weapon, Light armour
may use a magic banner for up to 50 points
May upgrade one to Musician for 10 points
may upgrade one to Standard for 20 points
may upgrade one to Albatross Tamer 15 points


War Turtles: 65 pts/model
M 4 Ws 5 Bs 0 S 3 T 6 W 4 I 1 A 3 Ld 8

Unit Size: 1-3 Turtles

Weapons and Armour: Heavy Shell (counts as full plate), Bite (counts as a single hand weapon)

Special:
Slow But Sure: May never be march-blocked, may always march.
Shells: Gains +1 to armor save against missile fire.
Skirmishers: Turtles are skirmishers, but are large enough that there is no net modifier to hit at range. Turtles are on a large base, so they can still only see forwards
(all the turtles must face the same way at the end of a move)
Impacts: Before the first round of any combat involving the war turtles, they will stomp and slam, causing d3 s3 impact hits per model.
Unit Strength 4
Cause Fear
Aquatic



WARGEAR



COMMON MAGIC ITEMS

Mace of Dorjin 30 points
Weapon +1 to hit

Sword of Diamond Elite 20 points
Weapon +1 Strength

Shield of weapon mashing 15 points
a light shield used as second hand weapon
-1 to enemies armour save

Talisman of protection 15 points
Talisman, 6+ ward save

Staff of sorcery 50 points
Arcane, +1 to dispel

Dispel Scroll 25 points
one use only
Arcane, auto dispel an enemy spell

Power Stone 25 points
one use only
Arcane, +2 dice to cast a spell

Warbanner 25 points
Banner, +1 combat resolution

MAGIC WEAPONS

Ricci Ji's Diamond Shield 65 points
counts as a dorjinian heavy shield
confers a +1 armour save and a strength 2 bonus

Gilla Ji's Diamond Shields 60 points
counts as 2 Dorjinian Heavy shield
with the ability to reroll missed rolls to
hit and wound

Bull Sword 50 points
counts as a hand weapon
grants the bearer a +1 strength bonus
and if the rider rides a bull it nullifies
the bulls stupidity

Ruby Red Shield 50 points
counts as a Dorjinian Heavy Shield
gives the bearers Heavy shield including itself
a +1 strength bonus

Sword of Harle Bess 40 points
no armour saves may be used against
this sword it counts as a hand weapon

Kalv Ji's Shield 35 points
counts as a Dorjinian Heavy Shield
enimies wounded by this shield must reroll
successful armour saves

Mighty Rafit Throwers 25 points
Counts as 2 Heavy shields that may be thrown
using shield throwers special rule

Sword of the Seven Kingdoms 25 points
the bearer has a +2 strength in the first round of combat
for each hit on a close combat opponent, roll a d6 on a 4+, if the
opponent has a magic weapon it is destroyed

Lance of the Bull 20 points
confers a +2 strength bonus on the charge
and confers a +1 weapon Skill bonus to
the bull this character is riding

MAGIC ARMOUR

Turtle Armour of Fire 55 points
confers a +1 armour save and regeneration
the player cant use Shields with this armour

Turtle Armour of Water 55 points
confers a +1 armour save and gives the wearer
weapon skill 10 the player cant use Shields with this armour

Armour of Kalv Ji 50 points
Opponents suffer a -1 to hit

Helmet of Kalv Ji 45 points
5+ armour save and when combined with
the Armour of Kalv Ji it allows user to reroll
failed armour saves

Turtle Helm 35 points
5+ armour save and allows user to reroll failed
rolls to wound

Armour of Seven Kingdoms 25 points
gives the user magic resistence (1) and
armour save 6+ it also gives the user weapon skill
7

Turtle Armour 25 points
gives the user a +1 armour save

Amour of Cathay 20 points
gives the wearer a 6+ armour save
user may reroll failed armour saves with a -1 to
thier armour save

TALISMANS

Turtle Talisman 40 points
gives the wearer a magic resistence of 3

Genk the Ogres Tooth 35 points
adds 5+ ward save to wearer

Bull Insignia 20 points
removes stupidity from the riders bull

Red waiver 20 points
adds +1 to the riders bulls movement on the charge


ENCHANTED ITEMS

Golden tipped Bull horns 25 points
one use only
the horns give +1 strength to the characters Bull
and those of any unit he is with on the charge

Bravery Braclet 25 points
gets rid of the Dorjinian Fearfull rule
for this character and the unit he is in

Guantlet of the Duel 10 points
any challenges issued by the bearer of the guantlet
cannot be refused

ARCANE ITEMS

Auto Spell of Fire 20 points
one use only
automatically casts a spell which requires 8+ to cast or less
may be dispelled by a dispel scroll

Cathay Diamond 20 points
grants user +1 to hit if the user is using
Diamond shields

Potion Scarce 10 points
one use only
this is used before rolling the dice to cast or dispel a spell
after the dice are rolled, the player may add +1 to the result
of one dice. this may cause Irresistible Force or prevent a Miscast

MAGIC BANNER

Banner of the Turtle 100 points
grants the unit this is in a 6+ ward save against
ranged attacks it also makes enemies reroll succsesful rolls
to hit

Bravery Banner 50 points
the unit this is in is not affected by the Dorjinian
Fearful special rule and rerolls failed LD test

Banner of Shields 25 points
gives the unit this is in a +1 combat res on the charge
and Toughnes +1 on the charge aswell

Banner of Light Shields 20 points
Only may be used on Dorjinian Light Shields
gives the unit +6 armour saves but gives them a -2 Ld

Banner of Tort Ji 10 points
enemies may not choose the stand and shoot reaction against
the unit carrying the Banner

HISTORY


North East of Ind, North East of the Hintherlands of Khuresh
and South of Cathay lies the small Kingdom of Dorjin
Dorjins location inbetween 3 countries that could easly crush it
has made the country very fearful for theier lives, but luckily
Dorjin was always able to play one country against the other
So Dorjin lives on. The country was Founded in the Imperial year
1400 and was officialy recognized by the other Kingdoms in
1472.


Dorjinians are a humanoid race that wandered down from Cathay
they arent as technologically advanced as most in Gun powder,
but they are very smart in politics and basic education. The
people of Dorjin are normally shorter than a human but taller
than a Dwarf and thier basic diet is mostly vegetables as their not
very good at hunting.

The Dorjinians are Expert Shield Makers and Have
created the strongest shields in the world from Jewels hidden
away on the many hills in Dorjin. Dorjinians while fearful of
most things are not frigtened of any magic and have a deep connection
with it although most Dorjinians cant wield it they all have
the connection.

Way of the Turtle
The way of the Turtle was created in the Imperial year 1500
by the First King Tort Ji, Tort ji founded The way after
meeting a Wise man who told him the way to keep the country
safe was to be as the Turtle. So Dorjin has stayed relatively
neutral and defense orientated ever since

The Second King, King Hastri Ji was crowned in 1512 by his
father Tort Ji. In the year 1515 Ind declared War on Dorji,
so Dorji quickly asked Hintherlands of Khuresh for aid whenit was rejected they sought the
help of Cathay who sent Large regiments of troops to defend
Dorji. Angry about thier loses Ind declared war on Cathay and a
grand battle was fought between the two on the hills of Dorji.
The way of the Turtle was Victorious they had tricked thier enemies.

When the war between Ind and Cathay ended in 1562
Hastri was assaisanated many speculate that Cathay
or Ind did it for revenge, others thought it was the
Grosri family trying to take the thrown as they were next
in line after the Ji's. What no one knew is that Hastri had a
son who was hidden away being trained in Shield making in
the Expert Shieldmakers town Tejir. So Rafit ji was crowned
3rd king of Dorjin in 1562.

Rafit was known for his Shield wielding and making and
he trained many in Shield throwing he even started training
the entire army in the way of using a shield as a weapon.
Rafit believed his army was the strongest Dorjin has ever seen
so he decided to expand thier land in 1580 Rafit declared war on
Ind. Ind tried to ally themselves with cathay but cathay was busy
defending themselves from Ogre raiding partys deystroying farmland
Hintherlands of Khuresh then declared war on ind taking advantage of
Dorjins war.

Hintherlands of Khuresh took control of the sea between Ind and itself
then declared peace with Ind. Dorjin expanded its land greatly towards Ind.
the War ended in 1596. Ind was readily building a grand fleet to
take back the seas so they had control of sea trade once more.
Dorjin had once again managed to be undetected.

In 1610 Rafit died and his Daughter Gilla Ji became 1st Queen
of Dorjin. She then married a prince of cathay named Halre bess
striking an alliance
between the Nations in 1622. Gilla Ji was the first women to take
up shield making and used Cathay Diamonds instead of Dorjin Jewels
to create her Shields. Ind declared war in 1630, but was suprised
to see Cathays grand armies and Dorjins fighting side by side agianst them
Ind was easily crushed. Gillas husband was cut down in battle
The war ended in 1648 Dorjin had taken more of inds land in the process.

In 1680 Gilla died and the Kingdom was split too her 2 sons
halre bess the Second and Ricci Ji. Hintherlands of Khuresh
and Ind then declared war once again on Dorjin the might of
both nations was too much and cathays armies where off fighting ogres
and couldnt come to the aid of Dorjin. Ind took back all of the land Dorjin
had taken and much of the SW was taken by the Hintherlands of Khuresh.
Dorjins Armour makers then created an armour that was more superb than any other in
the land Turtle Armour. Many of the tallest and strongest soldiers
took upon themselves Turtle armour and stopped Inds and Hintherlands of Khuresh
invasions.

The war ended in 1720 and there was 15 years of peace
in 1735 Ogres started wandering in attacking helpless villages
for food (villagers) Harle bess struck up a deal with the Ogres
they would pay the Ogres to attack Ind so they may take thier land back
In the process of attacking Ind with the Ogres Harle Bess befriended
an Ogre named Genk in 1740 Much of NE Ind was taken by Dorjin
and Harle had learned the Ogres way of regeneration by Genk
Harle then started to teach many of the wizards Regeneration
Harle was Known as the most powerful mage in Dorjin.

Ricci Ji was in cathay for most of his life helping teach the
soldiers how to make thier own shields he grew a strong political
following in Cathay and they would forever help Dorjin.
Ricci Ji Had created the Most powerful Shield from diamonds using
a technique similar to his mother.

in 1742 Ricci died of age and the Kingdom of Dorjin was
reconnected Harle Bess changed his last name to Ji to better
respect Dorjin and he died 4 years later in 1746 his son
Bess Ji was crowned a year later when he was of proper age in
1747

Bess led the people through an economic boom and peace for 90 years
he then died 1837 and the country was as rich as ever his 7 childeren took
control of different portions of the Kingdom
The Kingdom of Dorjik led by King Shar Ji in the SE
The Kingdom of Dorjim led by Queen Tal ji in the NE
The Kingdom of Dorj led by King Tort Ji the Second in the SW
The Kingdom of Dorjee led by King Hastri Ji in the N
The Kingdom of Dorjor led by King Harle Bess the 3rd in the NW
The Kingdom of Dorjip led by King Kalv Ji in the E
The Kingdom of Dorjil led by King Dor Ji in the Center

These many kingdoms had strong alliances and Declared in agreeance
that Tort Ji the second would be the Emperor of the entire nation
each kingdom would then be run by thier Kings

In the year 1858 Ind hired thousands of mercanaries and
had built a large army and declared war on Dorjin
Dorjins leaders Harle bess the 3rd, Kalv Ji and Tal Ji
took thier armies to Dorj where they boarded
a large fleet and attacked The back of Inds army which at the time
was fighting Shar Ji and Dor Ji's armies in the SE kingdom of
Dorjik. Kalv and Dorj where killed in battle and thier kingdoms infused
with Dorj making it the largest kingdom. the fighting went
on for 20 years ended in 1878 Queen Tal died in the months after the war
and her son Frii Ji took control of her kingdom

In 1880 Hastri and Shar Ji died together while taking thier families to Cathay
they died by highway men who stole thier valubles.
Harle Bess, King Frii Ji and King Tort Ji the Second where now
the only Kings left in Dorjin. In 1888 King Tort Ji the Second died in
his sleep his 2 sons Bar Ji and Tort Ji the third gathered thier
followers and struck up war to decide the Emperor
Frii Ji also entered the battle the 3 kings fought for who would be
emperor for 5 years until Harle Bess scolded them on his dying bed in 1893
The 3 Kings decided Frii would be emperor due to his age and the Kingdom
were split into 3.

In the Imperial year 2000 The 3 Kings died at ages
Bar JI 122
Frii Ji 127
Tort Ji the 3rd at 123
Thier 4 childeren elected the eldest to reunite the countries
into one and the Kingdom of Dorjin was reborn One Emperor
One country. Tort Ji the 4th was this emperor
and thier was peace for a 100 years under his rule
dying at age 113 in 2113. he had no childeren and No one could find
Tillfas Ji his only sibling still living his other brother died at age 18
with no childeren his sister died at 55 one child who died at birth
Kamgi Grosri of the Grosri family was declared king.
Kamgi Grosri declared war on cathay who the Grosri's despised after a life of
watching the Bess and Ji families rule thier country.
Many people of Dorjin were from Cathay and they despised the war, but Grosri had a large
following too. During Kamgi's rule he put Jesitis's and Kamgi Millitia in the Royal
army. Jesitis were crazed wild men bent on hatred and pschopathic frenzies
and Kamgi Millitia men were men Loyal to the Grosri family they
shunned the way of the turtle and did not use shields. The Grosri family believed in
gunpowder weaponry and trained thier men to use Pistols bought from the Empire

Then unexpectadly Tillfas Ji returned he had been living with Ogres to relearn
the long lost Regneration Harle Bess the second learned from Genk
the Ogres were kind to him knowing he was grand son to the man
Genk was friend too. Tillfas Ji quickly drew support and with Cathays help
took over Dorjin in 2125.

In 2150 Ind took advantage of Dorjins civil war and attacked taking much of the land
in the SE of dorjin In 2162 Ind set up a wall in the SE to stop Dorjin from Counter assaulting Ind had retaken
the land Dorjin took Years ago. In 2178 Tillfas died and his Two sons Harle Bess the Fifth
and Tort Ji the 4th took control of two portions splitting the kingdom once again
in 2190 They attacked Ind Harle Bess sent fleets to attack Inds soutern lands and
Tort took back the lands in the SE that Ind had took back and he then Deystroyed Inds wall and built
thier own on the Border.

In 2250 Tort Ji dies and his son Tort Ji the 5th takes
control of his area, and in 2264 Harle Bess died his Daughter
Halva Bess takes control. Tort Ji and Halva both marry
halva marries Frass from Cathay and Tort Ji marries Valia from
Cathay. 98 years of peace go by in 2362 the peace ends when once again Ind attacks
Tort Ji and Frass both lead the armies and Tort Ji uses his mastery
over regeneration and Fire magic to deystroy the enemy and frass teaches groups of
farmers skills with a bow and they become The Marksmen of Dorjin
The war ends in 2400 and they took control of more lands in Ind extending thier
lands.

In 2407 Halva and Frass die together in thier sleep
thier One son Frass Bess the Second becomes King of all Dorjin as
Tort Ji the 4th was to old Tort Ji then died in 2410
his son becoming prince under Frass as frass wsa older
Tort Ji sons name was Harle Ji.
90 years of peace until Frass died he was murdered by Grosri
renegades who grew strength outside the Kingdom in the NW
Harle Ji drew arms and led armies to crush them.
in 2500 harle Ji dies and his son Harle Ji the second becomes King


The Gnome army
Spoiler:
The Gnome army

Gnome
M 3 Ws 3 Bs 3 S 2 T 3 A 1 I 6 W 1 Ld 8

Special Rules
Gnomish Bravery: reroll failed Leadership test
Gnomish Cowes: Cowes have built in barding
Gnomish Purity: 5+ Ward save if any Gnome in the army flees they lose the ward save

Gnomish Auto Guns
range 20" Fires 2 shots strength 3
doesnt take the -1 penalty for shooting twice
The gun moves or Shoots
before firing with an auto gun a player must roll
a d6
1-2 gun jams may not shoot this turn
3-5 gun shoots as normal
6 gun may fire 3 shots

Gnomish Spears = Lances for Calvary and Pikes for infantry

Gnomish Steeds
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
a Cowe flees 3 D6
Built in Barding Cowes have Tough Hides
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
Mechanical Cowes have built in barding due to the fact there made
from metal. At the beggining of each turn the Gnome Must start the Mechanical
Cowes engine due to the engine not being that good and dying out alot
A gnome must roll a 26 on the Mech Cowe table
1 The Cowe explodes causing a S 3 hit with no armour saves
2 The Cowe may not move this trun
3-5 The Cowe may move as normal
6 The Cowe may move as normal and gets a Strength 1 bonus this turn


Lords
Gnomish Sacred Hovel Bishop 210 points
M 3 WS 5 BS 4 S 3 T 3 W 3 I 6 A 3 Ld 9
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
he is equiped with Heavy armour and shield, and Hand weapon
may choose a sling for 3 points
he may ride a Cowe for 10 points
he may pick 100 points in magic items
lvl 3 Wizard may choose from the Lore of Heavens
or the Lore of the Sacred Hovel

Tinkering Lord 95 points
M 3 Ws 4 Bs 6 S 3 T 3 W 3 I 5 A 2 Ld 9
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
Equipment: Hand weapon Light armour Shield
May choose a hand gun for 4 points
may choose a pistol for 3 points
may choose an Auto gun for 4 points
he may ride a Mech Horse for 8 points
may choose 100 points in magic items
may use a magic banner up to 50 points

Heroes
Gnomish Sacred Hovel Priest 80 points
M 3 WS 3 BS 3 S 3 T 3 W 2 I 6 A 2 Ld 8
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
Equipment Light armour, shield, Morning Star, Hand weapon
he may ride a Cowe for 10 points
may choose 60 points of Magic items from the magic item list
lvl 1 wizard may be upgraded too lvl 2 for 35 points
may use the Lore of the Sacred Hovel


Gnomish Champion of the Hovel 40 points
M 3 WS 4 BS 4 S 3 T 3 W 2 I 6 A 3 LD 8
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
Equipment Light armour and a Shield and Hand weapon
may use a flail for 3 points
may use a sling for 3 points
may use Gnomish spear for 4 points
he may ride a Cowe for 10 points
may use up to 50 points in magic items

Gnomish Engineer 25 points
M 3 Ws 2 Bs 4 S 3 T 3 W 2 I 5 A 2 Ld 8
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
Equipment: Hand weapon, Light armour, and a shield
May choose a hand gun for 4 points
may choose a pistol for 3 points
may choose an Auto gun for 4 points
he may ride a Mech Horse for 8 points
may choose 50 points in magic items
may use a magic banner up to 50 points

Core Units

Gnome Saints-5pts
M3 WS3 BS3 S2 T3 W1 I3 A1 Ld6
Gnome Big Saint
M3 WS3 BS3 S2 T3 W1 I3 A2 Ld6
Unit Size-12+
Weapons & Armour-Hand Weapon, Sling.
Options
May purchase Light Armour (+1pt per model)
One Fighter may be upgraded to a Musician (+2pts)
One Fighter may be upgraded to a Standard Bearer (+4pts)
One Fighter may be upgraded to a Big Saint (+4pts)
Special Rules
A Dash of Magic- A unit of Fighters count as a Level 1 Wizard so long as they still
have at least 50% of their starting number. Units may cast spells from the lore of the sacred Hovel
following all rules for using magic
(When using the Miscast table replace the term
Wizard with Unit)

Gnome Sneakers-11pts
M3 WS2 BS3 S2 T3 W1 I4 A1 Ld7
Unit Size-4-8
Weapons and Armour-Hand Weapons
Options
May replace Hand Weapons with Great Weapons (+2pts per model)
Special Rules
Skirmishers
Gone in a Snap- Instead of making a normal
move Sneakers may disappear and reappear in a puff of smoke.
The unit may be move up to 6", ignoring all terrain and units inbetween, however
this is a risky business so at the end of a special move each model
rolls a D6, on a result of 1 the unit is removed as a casualty (Sneakers do not need to take
Panic tests for losing 25% of their numbers this way) Also if a unit of Sneakers should fail a panic test
they immediately use their powrs and flee, they count as casualties as normal.
Surprise!- When working out combat results Sneakers always count as
if they receive the Rear Attack bonus on the turn they charge.

Gnomish Hovel Warriors 5 points
M 3 Ws 3 Bs 3 S 2 T 3 W 1 I 6 A 1 Ld 7
Champion
M 3 Ws 3 Bs 3 S 2 T 3 W 1 I 6 A 1 Ld 8
Equipment Light Armour, Hand Weapon
Unit Size 10+
Options
may have Shields for 1 point a model
may have flails for 1 point per model
may use Gnomish Spears for 1 point per model
Upgrade one Gnomish Holy warrior to Musician 4 points
Upgrade one Gnomish HW to Standard Bearer for 8 points
Upgrade one Gnomish HW to Champion for 8 points

Gnomish Slinger 5 points
M 3 Ws 2 Bs 3 S 2 T 3 W 1 I 5 A 1 Ld 7
Gnomish Slinger Champion
M 3 Ws 2 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Equipment Slings
Unit size 10 and up
Options
May have Light Armour for 1 points a model
May Skirmish for 1 point a model
Upgrade one to Musician for 5 points
Upgrade one to Standard bearer for 10 points
Upgrade one to Champion for 5 points


Gnomish Raiders 16 points
M 3 Ws 3 Bs 3 S 2 T 3 W 1 I 7 A 2 Ld 7
Champion
M 3 Ws 4 Bs 4 S 2 T 3 W 1 I 7 A 2 Ld 7
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
unit size 5-10
Equipment Hand Weapon, light armour, shields, Gnomish spears
may use Short bows for 1 point per model
may count as fast cav for 1 point per model
Upgrade to Musician for 8 points
Upgrade to Standard for 14 points
Upgrade to Champion for 15 points

Gnomish Mech Riders 15 points
M 3 Ws 3 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Lead Designer
M 3 Ws 3 Bs 4 S 2 T 3 W 1 I 5 A 2 Ld 7
Mechanical Cowe
M 7 Ws 3 bs 0 S 3 T 3 W 1 I 3 A 1 Ld 6
unit size 5-15
Equipment Auto Guns Light armour shields hand weapons
may use Pistols for 2 points per model
Upgrade to Musician for 8 points
Upgrade to Standard for 15 points
Upgrade to Lead Designer for 12 points
may use a magic banner up to 25 points

Gnomish Auto Gunners 6 points
M 3 Ws 2 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Gnomish Auto Gunner lead Designer
M 3 Ws 2 Bs 5 S 2 T 3 W 1 I 5 A 1 Ld 7
unit size 10+
Equipment Auto Guns, Hand weapons, light armour
may use shields for 1 point per model
Upgrade to Musician for 6 points
Upgrade to Standard for 12 points
Upgrade to Lead Designer for 6 points


Special Units

Cowe Hovelwagon 45 points
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 A 1 Ld 4
Hovelwagon
S 3 T 4 W 3
Gnomish Auto Gunners
M 3 Ws 2 Bs 4 S 2 T 3 W 1 I 5 A 1 Ld 7
Crew 2 Auto Gunners
2 more Auto Gunners may be purchased for 6 points apiece
The Hovelwagon has a 6+ armoursave but is flammable
Unit strength 4 per cart
The Crew is equipped with handweapons and Auto guns
Chariot


Gnomish Zealots 8 points
M 3 Ws 2 S 2 T 3 W 1 A 2 Ld 8
Zealot Champion
M 3 Ws 3 S 2 T 3 W 1 A 2 Ld 8
Unit Size 5-20
equipment Hand Weapons, Flails, heavy armor
May Upgrade one Zealot to Musician for 10 points
May Upgrade one Zealot to Standard for 15 points
may upgrade one Zealot to Champion for 12 points
Special Rules
Stubborn
Hatred towards Dwarfs, Chaos, and Beast of Chaos
Frenzy


Gnomish Sacred Hovel Gaurd 18 points
M 3 Ws 4 Bs 3 S 3 T 3 W 1 I 6 A 1 Ld 10
Equipment Gnomish spears and heavy Armour
Special Rules
Unbreakable


Gnome Hovel Builder 10 points
M 3 Ws 3 Bs 3 S 2 T 3 I 6 Ld 7
Equipment hand weapons and Light armour
and slings
Unit size 5-10
any Gnomes within 6" of Hovel builders get
a +1 coversave Hovel Builders slowly convert the Field to Hovels
for every turn they do not use thier weapons the range on thier
coversave increases by an Inch.



Rare Units


Auto Cannon 110 points
Auto cannon T6 W3
Crew Lead Designer
M 3 Ws 2 Bs 4 S 2 T 3 I 5 A 1 Ld 8
Crew Technicians
M 3 Ws 2 Bs 3 S 2 T 3 I 5 A 1 Ld 7
the cannon starts with a Lead Designer and 1
Technician when the Lead desgner dies use the Techs
Bs skill
Equipment: hand weapons, shields and light armour
May purchase up to 3 Techs for 6 points each
may shoot twice


Sacred Hovel Swordsmen 22 points
M 3 Ws 4 Bs 3 S 3 T 4 I 6 A 2 Ld 8
Champion
M 3 Ws 4 Bs 3 S 4 T 4 I 6 A 2 Ld 8
Equipment Swords of the Hovel and Light armour
Unit Size 5-15
May Upgrade one Holy Church Swordsman to Musician for 10 points
May Upgrade one Holy Church Swordsman to Standard for 15 points
May Upgrade one Holy Church Swordsman to Chmapion for 15 points
notes: Swords of the Hovel give the bearers a 2+ bonus on the first round of combat, count as ethreal
and are armour piercing -1

Lore of the Sacred Hovel
1. Mud slings. the caster may select any unit equipped with slings
that unit gets a +1 Strength bonus for this turns shooting phase
+5 to cast
2. Spear of the Hovel. is a magic missle with up to 20"
of range, if successfully cast the spear iflicts a strength 4 hit with no
armour saves allowed the spear then goes through the ranks like a boltthrower
see warmachines section in the rulebook pg. 90-91
+7 to cast
3. Sacred Oath. Cast on a friendly unit that is fleeing within 50" away
that unit immediatly rallies then roll one d6 the unit then charges the
distance equal to that on the die
7+ to cast
4. Protect the Hovel. Cast on friendly unit within 12" of caster
that unit immediatly is moved into base contact with the caster
that unit gains a +6 Ward save as long as they stay within 12" of the caster
may not cast on a unit in closecombat
9+ to cast
5. Blinding Mud. Cast on enemy unit that is equipped with ranged weapons
within 38" of caster that units range is cut in half(may not be used on Warmahines)
remains in play
11+ to cast
6. Praise the Hovel. roll a d6 equal to the number of units within 18" of
the caster each unit moves the number on thier d6 charging in that direction
and if they charge an enemy unit the unit gets a strength +1 bonus
12+ to cast

The Gnome Army Background

The Gnomes com from a the small Mountanious region inbetween
Estalia and Tilea south of the skaven area. The first Gnomes came from Karaz Karak and traveled
west to where they live now They call thier country Hovelton.
Gnomes are not related to dwarfs and have all
ways envied the Dwarfs for their Engineering and Skill
The Gnomes have always tried their hardest to become better than the Dwarfs, but
they just cant seem to do it Gnomes only live For around 40-60 years making it hard for them
to Research and Build better things than The Dwarfs.

The Gnomes left the Dwarfs to settle In Hovelton around the
Imperial year 1330
The First king Was Crowned there after his name
was Kimsley Fran.

History of Kimsley Fran
as a boy his family was one of the first to leave Karaz
When he got to Hovelton he had an inspiration by the Lady of the lake
to travel to Bretonnia and then onto the Forest of Lorien
where he was told to meet a man named Melmon who would teach him the ways of a night
1336 Kimsley at age 18 met Melmon learned the ways of a Grail Knight in the forest
1338 after 2 years of training tragic strook a group of Beast of Chaos
killed Melmon in his sleep and Kimsley swore to rid the world of Chaos
in 1339 Kimsley returned to Hovelton and quikly drew the support of the Gnomes
spreading Worshop of the Lady through out the Country
Kimsley spent the rest of his life defending the country from Orcs
he died in his sleep in 1370 living 52 years

1000 years later in 2370 the 18th King of Hovelton is Crowned after a century of peace
Gimrie Daw is Crowned King for his Great works in Weapon design
creating powerfull guns that fire multiple shots. The Auto guns
draw up quick support and every Gnome tries to get thier hand on one
In 2380 The First invasion after the long peace began
Thousands of Beasts of Chaos raided Hovelton deystroying Churches killing priests
and immensly lowering the High Population The gnomes were forced to take up arms and
to this day all Gnome Are in the Holy army besides chlderen
in 2399 Gimrie Died from a small raiding party of Beasts
attacking a small village he was passing through.
in 2400 The gnomes declared Halmer Broad Star to be thier leader
Halmer was a Bishop of The Ladies Church the largest church in Hovelton
dedicated to the Lady of the Lake.
2420 Skaven appear in Hovelton from the north area of the Mountains and Start to attack, but this time
the Gnomes are prepared armies of Holy Gnomish Warriors are gathered and Invade the Skaven UnderWorld
deystroying a large underworld that was beneath Hovelton and Southern Bretonnia
The Gnomes decided not to tell the Duke of Carcassonne
that they had killed all of the Skaven in thier provence
2450 Halmer Travels to Carcassonne to tell them of thier
deeds tragedy strikes and Halmer is killed by a group of Chaos Knights in the Mountains
2480 The gnomes declare Ticar Fran a relative of Kimsley to be their King after the lady
of the Lake blessed him with long life. She told Ticar that he would live too 200 years old
in 2500 Ticar decides it is finally time to meet the Bretonnians who they share a religion with
so that they may start a strong alliance with them
Ticar sees thousands of Chaos Knights in the Mountains in 2502 and turns back to Hovelton to gather
an army to rid the area of Chaos. a War is fought for 20 years in the mountains and Ticar finally
enters Bretonnia and learns of a Norse invasion thats striking Bretonnias north coast he
meets with Louen and tells him the of the gnomes and explains that they will help Bretonnia in their fight
in 2522 Louen and Ticar Ready their armies


Spoiler:
Gnome Variant List



M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Gnome

Special Rules


Gnomish fear: When a panic test is casued by
another unit of gnomes, gnomish units will
automaticaly fail this test,
unless accompanied by a character

Gnome Fellowship: when a fellow gnome fail a leadership test if a unit of the same
type is within 6" they may reroll the test

Gnomish Focus: Gnomes have magic resistence (1) when in
a unit with unit strength 20+

Gnomes Hate: Skaven

Cowe
M 6 Ws 2 Bs 0 S 3 T 3 I 3 W 1 A 1 Ld 4
a Cowe flees 3 D6
Built in Barding Cowes have Tough Hides
and it flees 3 d6
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
Stupidity
has built in barding due too tougher skin then Horses
Flying Culle
M 6 Ws 2 Bs 0 S 3 T 3 I 3 W 1 A 1 Ld 4
a Flying Culle flees 3 D6
Built in Barding Flying Culle have Tough Hides
Flying Calvary
( when a Cowe and a Bulle mate their off spring have wings
and by the way theres male cowes and female bulles as in
this isnt earth )


GNOME HEROES

Hovelton Lord 75 points
M 4 Ws 4 Bs 4 S 4 T 4 W 3 I 4 A 3 Ld 8
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
EQUIPMENT: Hand weapon and Light Armour
OPTIONS:
may have a sling for (+3 pts)
He may have a spear for (+2 pts)
He may have a Shield for (+2 pts)
may ride a Cowe for (+15 pts)
may ride a Bulle for (+20 pts)


Hovelton Mage 175 points
M 4 Ws 2 Bs 4 S 2 T 3 W 3 I 4 A 1 Ld 8
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
EQUIPMENT: Hand weapon and Light Armour
MAGIC: a Hovel Mage is a Level 3 wizard who may use
spells from the lore of metal
OPTIONS:
may be Upgraded to Level 4 wizard for 30 points
may ride a Cowe for (+15 pts)
may ride a Bulle for (+20 pts)


HEROES

Head of the Hovel 35 points
M 4 Ws 3 Bs 4 S 3 T 3 W 2 I 4 A 2 Ld 7
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
EQUIPMENT: Hand weapon and Light Armour
OPTIONS:
may have a sling for (+3 pts)
He may have a spear for (+2 pts)
He may have a Shield for (+2 pts)
may ride a Cowe for (+12 pts)
may ride a Bulle for (+16 pts)


Hovelton Mage apprentice 60 points
M 4 Ws 2 Bs 4 S 2 T 3 W 2 I 4 A 1 Ld 7
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
EQUIPMENT: Hand weapon and Light Armour
MAGIC: a Hovel Mage is a Level 1 wizard who may use
spells from the lore of metal
OPTIONS:
may be Upgraded to Level 2 wizard for 30 points
may ride a Cowe for (+12 pts)
may ride a Bulle for (+16 pts)


Hovelton Marksmen Hero 45 points
M 4 Ws 3 Bs 4 S 2 T 3 W 2 I 4 A 2 Ld 7
EQUIPMENT: Hand weapon, Light Armour and a Longbow
OPTIONS:
may have a sling for free if you drop the longbow
He may have a Shield for (+2 pts)
If he leads a unit of Hovel Marksmen they may increase thier
BS +1 when in short range of the enemy


CORE UNITS


Gnomish Hovel Slingers 5 points
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Gnomish Slinger Champion
M 4 Ws 2 Bs 4 S 3 T 3 W 1 I 4 A 1 Ld 7
Equipment Slings
Unit size 10 and up
Options
May have Light Armour for 1 points a model
May Skirmish for 1 point a model
for every unit that is skirmished there must be one that is not
unless there is only 1 skirmished unit
Upgrade one to Musician for 5 points
Upgrade one to Standard bearer for 8 points
Upgrade one to Champion for 8 points


Gnomish Hovel Warriors 5 points
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Champion
M 4 Ws 3 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
Equipment Light Armour, Hand weapons and Spears
Unit Size 10+
Options
may have Shields for 1 point a model
Upgrade one Gnomish Holy warrior to Musician 3 points
Upgrade one Gnomish HW to Standard Bearer for 7 points
Upgrade one Gnomish HW to Champion for 7 points



Gnomish Hovel Raiders 12 points
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
Champion
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 3 Ld 7
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
unit size 5+
Equipment Hand Weapon, light armour, spears
may use Shields for 1 point per model
may ride Bulles for 1 point per model
Upgrade to Musician for 6 points
Upgrade to Standard for 12 points
Upgrade to Champion for 8 points


Cowe Battle wagon 30 points
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Hovelwagon
S 3 T 4 W 3
Gnomish Hovel Slingers
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Crew 2 Gnomish Hovel Slingers
2 more Gnomish Hovel Slingers may be purchased for 5 points apiece
The Hovelwagon has a 6+ armoursave but is flammable
Unit strength 4 per cart
The Crew is equipped with handweapons and Slings
Chariot

SPECIAL UNITS

Angry Bulle Raiders 24 points
M 4 Ws 2 Bs 4 S 3 T 3 W 1 I 4 A 2 Ld 7
Champion
M 4 Ws 2 Bs 4 S 3 T 3 W 1 I 4 A 3 Ld 7
Bulle
M 8 Ws 4 Bs 0 S 4 T 4 W 1 I 3 A 1 Ld 4
unit size 5-20
Equipment: Flails and light armour
may use Shields for 1 point per model
Upgrade to Musician for 10 points
Upgrade to Standard for 14 points
Upgrade to Champion for 10 points
Special rules: Bulles are frenzied


Flying Culle Raiders 24 points
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
Champion
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 3 Ld 7
Flying Culle
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
unit size 3-10
Equipment Hand Weapon, light armour, spears
may use Shields for 1 point per model
Upgrade to Musician for 8 points
Upgrade to Standard for 14 points
Upgrade to Champion for 8 points
flying calvary


Hovel Marksmen 12 points
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Champion
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
EQUIPMENT: Hand weapons, Light Armour and Longbows
OPTIONS:
may have slings for free if you drop the longbows
may have Shields for (+1 pts) per model
Upgrade to Musician for 8 points
Upgrade to Standard for 14 points
Upgrade to Champion for 8 points


Prospectors 15 points
M 4 Ws 3 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
Champion
M 4 Ws 4 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
EQUIPMENT: Morning Stars, Light Armour and Shields
OPTIONS:
Upgrade to Musician for 8 points
Upgrade to Standard for 14 points
Upgrade to Champion for 8 points


RARE UNITS

Heavy Cowe Battle wagon 40 points
Cowe
M 6 Ws 2 Bs 0 S 3 T 3 W 1 I 3 A 1 Ld 4
Hovelwagon
S 3 T 5 W 3
Gnomish Hovel Slingers
M 4 Ws 2 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Crew 2 Gnomish Hovel Slingers
2 more Gnomish Hovel Slingers may be purchased for 5 points apiece
The Hovelwagon has a 5+ armoursave but is flammable
Unit strength 4 per cart
The Crew is equipped with handweapons and Slings
Chariot

Gnome Light Feet 14 points
M 5 Ws 3 Bs 4 S 2 T 3 W 1 I 4 A 1 Ld 7
Champion
M 5 Ws 3 Bs 4 S 2 T 3 W 1 I 4 A 2 Ld 7
EQUIPMENT: Hand weapons, shields
OPTIONS:
may have slings for (+1 pts) per model
may have light armour for (+1 pts) per model
Upgrade to Musician for 8 points
Upgrade to Standard for 14 points
Upgrade to Champion for 10 points
Skirmished



GNOMISH GOVERNMENT
The Gnomish social structure is a wealth based system
The gnome who is richest in goods and coin is pronounced
Gnome lord. He then pays prospectors to hunt for goods and
coin. ( Gnomes wealth is scrap metal armour used by humans
lumber rubbage and food all of these build gnomish wealth)
a wealthy Gnome lives about as good as a villager in the empire
and the poor gnomes stuff themselves in hovels fitting 2 famlies
worth in one hovel. (Hovels are small wooden shacks rundown by
weather and and other various reasons)
Gnomes collectivley live together in towns of Hovels
these are called Hoveltons.
Gnomes normally do not fight over leadership if one Gnome gains
more wealth they other steps down as lord. Gnomes often see
no point in fighting eachother as they arent to aggressive


GNOMISH LOCATION
The Gnomes live in the region south of the skaven in between
Estalia and Tilea. Gnomes see no reason for expansion in far away regions
and since they like to stay in large groups they mostly have stayed in one area
( a very heavy populated area with hovels everywhere)
Gnomes do not give thier towns names they merely call every single on Hovelton
and Gnomes can always find thier home as they often personalize them with treasure,
feathers, and cowe, and bulle hides. Gnomes also fear expansion in the sea
they fear the deepness of the ocean and prefer to stay on land.


GNOMISH ENEMIES AND WARFARE
Gnomes are in an eternal battle with the Skaven they struggled
at first when the setteled but have created a pretty good defense
( since they all live together they always have large groups to defend themselves
with) and all of the Hovel Heads (Head of the house in a sense kind of like the Father)
Keep thier weapons at thier sides and are ready to order thier families
in battle

GNOMISH ALLIANCES
The gnomes have peace aggreements with estalia and Tilea exchange for peace
the gnomes give them human treasures ( such as gold )
in exchange for gnomish treasure ( such as old armour )
Gnomes are recognized by the elfs, but the elfs dont feel
it neccessary to speak of them as they are sort of insignificante
in the global aspect.

GNOMISH RELIGON
The Gnomes dont neccessarily have a religon they believe in
a spiritual being that made the world, but they do not worshop him.
The Gnomes also believe that Elfs are of a spiritual essence created by
the Being who made the world.

GNOMISH ECO-SYSTEM
Gnomes live in a pleasant area filled with fields of grass nestled
in between the harsh Tilea and Estalia. most of the Kingdom is Hovelton
the rest is Cowe filled fields there is a very big lacking of
forest ( which is way the treasure lumber ) most of thier spears are made from
imported wood from estalia.

Created by Timothy Scherer



Spoiler:
WFB tetonigs army


Tetonigs are Humans who live in Teton it is North of the Dragon Isles
and South of the Dark Lands. Teton has Horses but Tetonigs believe
Horses to be Pragnese's childeren and have shunned riding them
In battle the Tetonigs have devised mighty armour that wieghs
the bearer down but gives him the protection of a Horsemen.
Tetonigs are at war with the Undead and have fought them for centuries,
but Tetonigs would not dare attack the Darklands itself for they fear
it. Tetonigs choose one of the 3 Gods Kalborne, Kraknor, and
Pragnese at age 10 and worshop them till they die. Everyone in Teton
is a Knight unless they dishonour them selfs in battle.
2 Hounds are given to a Married couple and the Hounds are treated as family
the Hounds and the Humans childeren then grow up together having strong bonds.


Tetonig
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 7

Special Rules

Heavy Shields: all shields in the army are considered heavy
and confer a +5 armour save similar to heavy armour
(this however takes the wearers movement and Intiative down
1 point each)

Halbreds=Broadswords

Gods
A Tetonig Army may choose a God to worshop you may only choose
1 and every one in the army must pay the extra points to worshop him

Kalborne God of Sun and Sky
add +1 to Bows strength Braziers must be taken, but they are
free add +1 to everyones Intiative

Kraknor God of Moon and Stars
all units are Immune to fear and Tetonig Hounds/ Trained Tetonig Hounds
may add +1 Ld to their profile

Pragnese God of Earth and Steel
all Knightly Units (Knight in the name) add +1 Strength on
the first round of combat



LORDS

Knight Lord 110 Points
M 3 Ws 6 Bs 4 S 4 T 4 W 3 I 2 A 4 Ld 9
EQUIPMENT: Heavy armour, heavy shields and a Great weapon
may have a bow for 6 points
May have 2 Tetonig Hounds at his side for (6) points each

HEROES

Knight Champion 60 Points
M 3 Ws 5 Bs 4 S 4 T 4 W 2 I 2 A 3 Ld 8
EQUIPMENT: Heavy armour, heavy shields and a Great weapon
may have a bow for 4 points
May have 2 Tetonig Hounds at his side for (6) points each

Knight Field Marshall 65 points
M 3 Ws 5 Bs 4 S 4 T 4 W 2 I 2 A 3 Ld 8
EQUIPMENT: Heavy armour, heavy shields, hand weapons and a bows
May have 2 Tetonig Hounds at his side for (6) points each
Scout
may be taken if you take a unit of Knights of the Field

CORE TROOPS

Knight of the Sword 12 points
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 7
Marshall
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 2 Ld 7
EQUIPMENT: Heavy armour, heavy shields and Broadswords
hand weapons
May have a Standard for 10 points
may have a Musician for 8 points
may have a Marshall for 8 points

Tetonig Hound 6 points
M 6 Ws 3 Bs 2 S 4 T 3 W 1 I 4 A 1 Ld 5
Pack leader
M 6 Ws 3 Bs 2 S 4 T 3 W 1 I 4 A 1 Ld 6
Equipment: Light Armour
May have a Standard for 5 points
may have a Musician for 5 points
may have a Pack Leader for 10 points

Knight of the Bow 12 points
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 7
Marshall
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 2 Ld 7
EQUIPMENT: Heavy armour, hand weapons and Bows
may have Braiziers for 5 points a unit
May have a Standard for 10 points
may have a Musician for 8 points
may have a Marshall for 8 points



SPECIAL TROOPS

Knights of the Sense 14 points
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 7
Marshall
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 2 Ld 7
EQUIPMENT: Heavy armour, heavy shields and hand weapons
May have a Standard for 10 points
may have a Musician for 10 points
may have a Marshall for 10 points
Magic Resistance (1)


Knights of the Skin 10 points
M 4 Ws 4 Bs 4 S 3 T 3 W 1 I 4 A 2 Ld 8
Marshall
M 4 Ws 4 Bs 4 S 3 T 3 W 1 I 4 A 3 Ld 8
EQUIPMENT: Broadswords
May have a Standard for 8 points
may have a Musician for 6 points
may have a Marshall for 6 points
Frenzied

Trained Tetonig Hounds 8 points
M 6 Ws 4 Bs 2 S 4 T 3 W 1 I 4 A 1 Ld 7
Pack leader
M 6 Ws 4 Bs 2 S 4 T 3 W 1 I 4 A 1 Ld 8
Equipment: Light Armour
May have a Standard for 10 points
may have a Musician for 10 points
may have a Pack Leader for 12 points

Knights of the Wind 14 points
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 8
Marshall
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 2 Ld 8
EQUIPMENT: Heavy armour, heavy shields and Hand weapons
May have a Standard for 12 points
may have a Musician for 10 points
may have a Marshall for 10 points
Skirmished

Knights of the Field 18 points
M 3 Ws 5 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 9
Marshall
M 3 Ws 5 Bs 4 S 3 T 3 W 1 I 2 A 2 Ld 9
EQUIPMENT: Heavy armour, Heavy shields and Great weapons
May have a Standard for 12 points
may have a Musician for 10 points
may have a Marshall for 10 points
Scouts
Skirmished

RARE TROOPS

Tetonig Battering Ram 70 points
Crew
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 7
Crew Marshall
M 3 Ws 4 Bs 4 S 3 T 3 W 1 I 2 A 1 Ld 8
Battering Ram
M - Ws - Bs - S 6 T 7 W 3 I - A - Ld -
Damage D3 wounds,
When in close combat the Crew does not fight, but when the
opponent inflicts wounds roll a d6 if he rolls a 1-4 the crew
is hit if he rolls a 5-6 the Ram is hit.
The ram inflicts damage as a bolt thrower only in close combat
Equipment: hand weapons, Heavy armour
6 crew
may use 1 Crew Marshall for (15) points
2 crew are needed to operate in close combat
4 crew are needed to move the Ram





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This message was edited 1 time. Last update was at 2011/08/04 01:27:59


 
   
 
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