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Made in gb
Nimble Glade Rider





So this is an army idea I had for a new WHFB 8th edition army. I know the rules are by no means perfect and I havent really added much of their backstory/fluff since it would take ages and most of it is in my head anyway. A lot of the names/ideas stem from Greek, Egyptian and Eastern mythology. They are essentially elf-like, built around hitting hard and fast with very powerful ranged attacks and some brutal monsters but they have a very low model count and high cost per unit. I like some of their rules because they feel very unique, its all about literally transforming the battlefield to your avantage and changing the landscape. As we have discovered during testing, there are some rather brutal synergies that maybe need to be toned down such as Iris+Sirean with Locus on Enchantment+Symphonic pennant which pretty much beats every single unit in the game in cc due to The Sirens Call. Without abusing some of the mechanics they actually play quite nicely, its certainly very different to face although certain match ups are a nightmare. Let me know what you think/if you have any changes! Also feel free to use them if you so desire. I'm going to start working on converting models for them soon after the rules are polished up.
Spoiler:
Atlanteans: Dwellers in the Deep
Army Roster:
Special Rules:
• Dwellers of the Deep: All models with this rule suffer no penalties while in or moving through rivers or marshland and can even move through impassable terrain that is counted as water (for example a deep lake). In addition, all models with this rule add +2 to their movement profile and benefit from the ‘Always strike first’ rule while in water, river or marshland of any kind.
• Aquatic
• The Sirens Call: Enemy models in base contact with a model with this rule, at the start of the battle phase, immediately take a leadership test. If the test is passed nothing happens and the model functions normally, if the test is failed then the model may not attack this turn and is reduced to WS 1, as it is entranced by the alluring beauty of its opponent
• Superlative Archers: A model carrying an Atlantean Longbow or magical bow with this rule may fire its weapon up to the number of times listed on its attack profile
Special Wargear:
• Atlantean Longbow: Range: 30” Strength: 4 Special Rules: Armour Piercing
• Atlantean Harpoon: Strength: as user +1
- Ranged Profile: Range: 12” Strength: as user

Lore of the Deep:
Lore Attribute: The Rising Tide: Each time a spell from the Lore of the Deep is successfully cast, the player who cast the spell may place a 3” round template marker anywhere on the field, this terrain is now treated as a normal river until the start of that players next magic phase
Water World: Signature (Remains in Play): 7+ The sorceress whips the ocean tides into a frenzy, flooding the battlefield and transforming the very land itself. When this spell is successfully cast place a large 5” blast marker anywhere on the board, this terrain is now treated as normal river.
The Rushing Wave: (Augment): 6+/11+ The caster calls upon the swirling tides to drive forth her allies in a great, frothing wave. Select one unit you control within 18”/24”, it moves forwards 2D6 in a straight line in any direction within its front arc, if the unit collides with an enemy unit it counts as having charged, enemies units can only elect to ‘hold’ in response to this.
Breath of Mists: 9+/12+ (Augment): The sorceress opens her mouth wide and unleashes a torrent of churning water to sweep away her foes. A model who successfully casts this spell acquires a breath attack with a strength value of 3 until the start of your next magic phase. You can choose to increase the casting value of this spell to 12+ to increase the strength value of this attack to 3+D3
The Shifting Currents: (Augment) 11+/15+ The sorceress manipulates the very currents themselves allowing her allies to move unseen with unbelievable speed beneath the surface. Target one friendly unit within 12” that is currently on river, marshland or water terrain, it may be moved to any unoccupied water, marshland or river terrain within 24”. You can choose to increase the range of this spell to 24” and in which case the casting value is increased to 15+
The Chains of Amaenmansu: (Remains in Play): 12+ The Sorceress ensnares the foe in a swirling hydrosphere of choking sea water, plunging them into a state of confusion and fear. Target one unit within 24”, the target unit now treats all terrain as normal river, additionally any spellcasters within the unit may only target themselves with spells, representing their isolation from the battlefield.
Sanctuary of the Waves: (Augment): 12+/15+ The waves rise at the sorceress’s call, shrouding her allies in their black depths. Target one unit within 12”, it gains a 5+ ward save until the start of the casters next magic phase, this spell’s range can be increased to 24” in which case its casting value becomes 15+
Invocation of Atlanta: 24+ With a howl like the swirling ocean, the sorceress summons forth a primeval horror from the inky depths. Place a new friendly Kraken or Merwyrm on any area of water terrain on the board, counting as if it had returned from pursuing off the board. As long as it is in play the caster may not attack, cast or dispel spells. If the caster dies, remove it from play. If the monster takes a wound, the caster must pass a toughness test of also take a wound with no saves of any kind allowed. The monster counts for its normal VP value.


Special Characters:
High Queen Scyllatrite, Anointed of Amaenmansu:
High Queen Scyllatrite: M:8 WS:8 BS:5 S:5 T:5 W:6 I:7 A:5 (+D6) LD:10: 625 Points
Troop Type: Monstrous Infantry (Special Character)
Special Rules: Dwellers of the Deep, Aquatic, Scaly Skin (5+), Daemonic, Heavenly Creature
Heavenly Creature: Scyllatrite is the chosen of Amaenmansu, an avatar of the water gods majesty and authority and exudes a dread aura of splendour and unquestionable authority.
Scyllatrite must always be the army’s general, she causes Terror, in addition, any friendly unit within 12” of her may reroll failed break tests.
Finally, Scyllatrite’s form has been moulded into a form most pleasing to her divine mistress, in place of legs Scyllatrite possesses a monstrous array of crushing, horned tentacles, like those of a kraken that both propel her through the dark depths of the ocean and tear apart those foolish enough to stand against her.
These tentacles grant Scyllatrite an additional D6 attacks (roll separately at the start of each battle phase) at her base strength
Wargear: Pane of Aegaeon and Hearteater (paired weapons), Hauberk of Amaenmansu
Hauberk of Amaenmansu: an ornate network of ensorcelled, rune encrusted gold said to have been smelted from Amaenmansu’s own plate that protects the Queen from all but the mightiest of blows
The Hauberk grants Scyllatrite a 4+ armour save and a 5+ ward save. Additionally, Scyllatrite regains 1 wound at the end of each players turn (this effect cannot take her above her starting wound value).
Pane of Aegaeon and Hearteater: The Pane of Aegaeon is a gigantic man-sized shield of enchanted bronze, polished to a mirrored sheen, said to have been taken from Amaenmansu’s husband Aegaeon after the goddess defeated him in battle. Hearteater is the titanic golden trident the queen wields in battle, some whisper that the weapon once belonged to Charibydis and was recovered after her failed attempt upon the queen’s life and subsequent escape. Whatever its true origins, Scyllatrite wields the enormous weapon with immense skill, the weapon thirsts for the blood of its victims.
At the start of each battle phase you must declare whether Scyllatrite is using Hearteater and Pane of Aegaeon in paired combat or whether she is using Hearteater as a two-handed weapon. She counts as using her chosen weapon(s) until the start of the next battle phase. If she decides to use her shield and trident, then she gains +1 to her armour save and can negate the effects of all enemies’ magical weapons in base contact with her. If she chooses to use Hearteater as a two-handed weapon she gains +2 strength and the ‘heroic killing blow’ special rule.


Charibydis, the Black Witch of Sularem:

Charibydis, the Black Witch of Sularem: M:8 WS:5 BS:3 S:5 T:5 W:5 I:6 A:4 (+D3) LD:9: 530 Points
Troop Type: Monstrous Infantry (Special Character)
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), Daemonic, Cursed Creature, Poisoned Attacks, The Sirens Call
Cursed Creature: As Queen Scyllatrite is a divine creature who enjoys the patronage of Amaenmansu, Charibydis is a dark reverse, a reviled creature full of hate, jealousy and bitterness cursed to a life of banishment in the forsaken city of Sularem. Her presence in the world emanates wrong-ness and the very water around her turns black and stagnant.
Charibydis causes Terror, she must always be the armies general, friendly units can never use Charibydis’s leadership. In addition to this Charibydis is a Level 4 spellcaster with Loremaster Lore of the Deep and Lore of Death, she adds an additional +2 to her casting score when casting spells from the Lore of the Deep.
Charibydis is a shadowy reflection of Scyllatrite. While Scyllatrite’s body is blessed with powerful, horned crushing tentacles like those of the mighty Kraken, Charibydis’s are a foul nest of slender black, poisoned barbs like those of some grotesque anemone. Eel-like manifestations of her cruel witchcraft that glow with lambent magical power, greatly enhancing the power of her spells.
These tendrils grant Charibydis +D3 attacks. Finally, for each successful attempt at a spell from the Lore of the Deep, Charibydis generates an additional 3” normal river marker in addition to ‘The Rising Tide’ attribute.
Wargear: The Lamprey Cuisse
The Lamprey Cuisse: A suit of midnight plate so dark that it radiates blackness in the inky depths of Sularem. The armour both drains and empowers Charibydis, the enscrolled star metal leeches away her life minute by minute while empowering her witchcraft in return for her precious blood.
Grants a 4+ armour save. In addition, Charibydis can choose to use the Lamprey Cuisse once per turn at any time, but only once, she immediately loses a single wound and in return may reroll one dice roll.

Jörmungandr, the Dread Ouroboros:
Jörmungandr, the Dread Ouroboros: M:8 WS:7 BS:0 S:7 T:6 W:7 I:7 A:7 LD:9: 620 Points
Special Rules: Large Target, Terror, Dwellers in the Deep, Aquatic, Scaly Skin (2+), Ouroboros, Daemonic,
Ouroboros: Jörmungandr is gigantic, his titanic silver-scaled frame can coil ten times around an empire merchant ship with room to spare, when he attacks it is not only his cavernous maw of fangs that enemies must watch out for, but the endless coils of his serpentine body, festooned with razor-sharp scales that can rend through steel and flesh alike.
Jörmungandr’s thunderstomp attack is resolved at 2D6 and he may make an additional attack for every rank of the enemy unit he is fighting
Wargear: Cavernous Maw
Cavernous Maw: Jörmungandr’s has been known to slay a Merwyrm with a single bite to the throat, his monstrous jaws rending through scale and flesh alike
Each unsaved wound caused by Jörmungandr’s regular attacks is multiplied into D3


Iris, the Radiant Knight: M:8 WS:8 BS:7 S:4 T:4 W:3 I:6 A:4 LD:10: 365 Points
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), The Sirens Call, Superlative Archer, Radiant Creature
Radiant Creature: Iris’ hair and scales are a shimmering rainbow of vibrant multicolours, constantly shifting as she scythes through the ocean. Her vibrant brilliance is only magnified by her mirrored silver plate so that she positively shines with swirling light. This radiance is serves as a beacon for her sisters in battle while dazzling and enthralling her foes.
Iris must be the army’s general unless Scyllatrite is present, in addition she counts as the armies battle standard bearer and her ‘Inspiring Presence’ is counted as being 18” rather than the usual 12”. Finally, any enemy unit in base contact with Iris must roll 3D6 for its ‘The Sirens Call’ test and discard the highest roll.
Wargear: Atlantean Longbow, Atlantean Harpoon, Heavy armour, Osiris’s Hand Glass
Oriris’s Hand Glass: An elegant hand mirror crafted in the likeness of a delicate oyster’s purse and said to siphon a portion of the oceans formidable power, gifted to Iris by Queen Scyllatrite after being appointed to commander of the Queens Guard the hand mirror provides a protective aura to the bearer.
The hand glass grants Iris a 5+ ward save. In addition, it bestows upon the bearer the bound spell ‘The Rushing Wave’, Power level 6

Lords:
Atlantean Queen: M:7 WS:7 BS:7 S:4 T:3 W:3 I:6 A:4 LD:9: 150 Points
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), The Sirens Call, Superlative Archer
Wargear: Light Armour, Hand Weapon
Options: May Choose to be armed with any of the following:
Weapons and Armour:
- Atlantean Longbow: 20 Points
- Atlantean Harpoon: 8 Points
- Upgrade Light Armour to Heavy Armour: 5 Points
- Shield: 10 Points
Mount:
- Sea-Dragon: 45 Points
- Gladius: 20 points
- Gladius (barded): 24 points
- Merwyrm: 235 points
- Sciowyrm: 390 points
Magic Items: May select up to 100 points worth of Magic Items


Arch Crone: M:7 WS:5 BS:5 S:3 T:3 W:3 I:6 A:2 LD:9: 185 Points
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), The Sirens Call
Magic: An Arch Crone is a Level 3 wizard who may choose her spells from the Lore of the Deep, The Lore of Heavens, The Lore of Shadows and The Lore of Death
Wargear: Light Armour, Hand Weapon
Options:
- May be upgraded to a level 4 wizard: 35 Points
Mount:
- Gladius: 20 points
- Gladius (barded): 24 points
- Merwyrm: 235 points
- Sciowyrm: 390 points
Magic Items: May select up to 100 points worth of Magic Items


Hero’s:
Atlantean Princess: M:7 WS:6 BS:6 S:4 T:3 W:2 I:6 A:3 LD:8: 80 Points
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), The Sirens Call, Superlative Archer
Wargear: Light Armour, Hand Weapon
Options: May Choose to be armed with any of the following:
Battle Standard Bearer: One Atlantean Princess in the army may be nominated as the battle standard bearer for a cost of 25 points, the Atlantean Princess carrying the standard may select a magical banner up to 125 points but if she carries a magic banner she cannot carry a magic weapon
Weapons and Armour:
- Atlantean Longbow: 15 Points
- Atlantean Harpoon: 8 Points
- Upgrade Light Armour to Heavy Armour: 5 Points
- Shield: 10 Points
Mount:
- Sea-Dragon: 45 Points
- Gladius: 20 points
- Gladius (barded): 24 points
Magic Items: May select up to 50 points worth of Magic Items


Crone: M:7 WS:4 BS:5 S:3 T:3 W:2 I:6 A:2 LD:8: 80 Points
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), The Sirens Call
Magic: A Crone is a Level 1 wizard who may choose her spells from the Lore of the Deep and The Lore of Death
Wargear: Light Armour, Hand Weapon
Options:
- May be upgraded to a level 2 wizard: 35 Points
Mount:
- Gladius: 20 points
- Gladius (barded): 24 points
Magic Items: May select up to 50 points worth of Magic Items

Anointed Leonaiad: M:5 WS:5 BS:1 S:5 T:4 W:3 I:4 A:4 LD:7: 105 Points
Troop Type: Monstrous Infantry (character)
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), Frenzy, (Predatory Instinct/Blood Frenzy), (May only join Leonaiad units)
Predatory Instinct: An Anointed Leonaiad is a highly specialised predator, when blood is spilled they become incensed, launching themselves at their prey, tearing into them with monstrous fang-filled jaws and powerful webbed claws.
When an Anointed Leonaiad with this special rule inflicts a wound, it must automatically make another attack, these additional attacks do not generate any further attacks.
Blood Frenzy: Some Leonaiad’s surrender utterly to their bloodlust, when the Atlanteans march to war these feral creatures swarm forth from the depths with prides of their berserk brethren in tow, frothing at the mouth, their eyes rolled back in their skulls.
This rule replaces the character and his units ‘Frenzy’ rule, instead each model gains +D3 attacks (roll once for the unit at the start of each battle phase), this frenzy cannot be lost.
Wargear: Hand weapon
Options: May select any of the following
- Predatory Instinct: 45 Points
- Blood Frenzy: 30 Points
Magic Items: May select up to 50 points of magic items. May not select a shield

Special:

Sirean: Half Mermaid, Half Jellyfish with long, clear, stinging tentacles and wild hair, almost translucent, have a sonic attack-siren themed that lowers leadership of all in range, play magical harps
Sirean: M:7 WS:3 BS:0 S:3 T:3 W:2 I:5 A:1 LD:9: 110 Points
Troop Type: Infantry
Unit Size: 1
Special Rules: Dwellers in the Deep, Aquatic, The Sirens Call, Scaly Skin (5+), Bewitching Symphony, Locus of Entrancement
Wargear: Hand Weapon
Bewitching Symphony: The Sirean’s weave an alluring and enchanting tune upon their golden harps, blending their bewitching voices with enchanting plucks of the ensorcelled strings, utterly melting the resolve of all those who would resist their charms.
All enemy models within 12” suffer a -2 Leadership penalty
Locus of Entrancement: The snaking, weed-like tentacles of the Sirean spread far across the ocean absorbing and magnifying the songs of her sisters into an unstoppable magical symphony that assaults the mind and rends the will of those who would resist the allure of the Sirens call.
Enemy units suffer an additional -1 point of leadership for each ‘Atlantean’ unit within 6” of a Sirean
Options:
Locus of Entrancement: 15 Points

Gladius (swordfish) Lancers: 20 Points per model
Atlantean Lancer: M:7 WS:5 BS:4 S:3 T:3 W:1 I:5 A:2 LD:8
Atlantean Gladii: M:7 WS:5 BS:4 S:3 T:3 W:1 I:5 A:3 LD:8
Gladius: M:10 WS:3 BS:0 S:3 T:3 W:1 I:5 A:1 LD:6
Unit Size: 5+
Troop Type: Cavalry
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+) (Riders only), The Sirens Call (riders only), Fast Cavalry, Skewering Charge (Gladius only)
Skewering Charge: When the Gladius Lancers charge the sword-like noses of their mounts wreck carnage among their foes, often impaling and outright killing any who are struck.
On the turn a unit with this rule charges their attacks are resolved at +1 strength with ‘Armour Piercing’
Wargear: Atlantean Harpoon
Options: May select any of the following
- Shields: 3 Points/model
- One Atlantean Lancer may be upgraded to an Atlantean Gladii for: 10 points
- One Atlantean Lancer may be upgraded to a standard bearer for: 8 Points
- One Atlantean Lancer may be upgraded to a musician for:4 Points

Gladius Sagittarii: 33 Points per model
Atlantean Sagittarii: M:7 WS:5 BS:5 S:3 T:3 W:1 I:5 A:2 LD:8
Atlantean Sagittar: M:7 WS:5 BS:6 S:3 T:3 W:1 I:5 A:3 LD:8
Gladius: M:10 WS:3 BS:0 S:3 T:3 W:1 I:5 A:1 LD:6
Unit Size: 5+
Troop Type: Cavalry
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+) (Riders only), The Sirens Call (riders only), Fast Cavalry, Skewering Charge (Gladius only), Superlative Archers
Wargear: Atlantean Longbow
Options: May select any of the following
- Shields: 3 Points/model
- One Atlantean Sagittarii may be upgraded to an Atlantean Sagittar for: 10 points
- One Atlantean Lancer may be upgraded to a standard bearer for: 8 Points
- One Atlantean Lancer may be upgraded to a musician for:4 Points


Chosen of Amaenmansu: (heavy armoured, tridents)
Chosen of Amaenmansu: M:7 WS:5 BS:4 S:4 T:3 W:1 I:5 A:2 LD:9: 19 Points per model
Unit Size: 10+
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), The Sirens Call, Stubborn
Wargear: Tridents (Halberds), Light Armour
Options: May select any of the following
- One Chosen of Amaenmansu may be upgraded to a standard bearer for: 8 Points
May have a magic standard worth up to: 100 Points
- One Chosen of Amaenmansu may be upgraded to a musician for:4 Points


Twilight Leonaiads: 40 Points per model
Twilight Leonaiads: M:5 WS:5 BS:0 S:5 T:4 W:2 I:4 A:2 LD:7
Scarlight Leonaiad: M:5 WS:5 BS:0 S:5 T:4 W:2 I:4 A:3 LD:7
Unit Size: 3+
Troop Type: Monstrous Infantry
Special Rules: Dwellers in the Deep, Aquatic, Scaly Skin (5+), Frenzy, Fear
Wargear: Hand Weapon
Options:
- One Twilight Leonaiad may be upgraded to a Scarlight Leonaiad for: 10 Points


Core:
War-shark Shoal: M:7 WS:4 BS:0 S:4 T:3 W:1 I:4 A:2 LD:6: 8 Points per model
Unit Size: 5-20
Special Rules: Dwellers in the Deep, Aquatic, Ocean-bound, Sea Creature
Troop Type: War Beast
Ocean-bound: Units with this special rule cannot move across any terrain other than water, river or marshland. Instead, during their controller’s movement phase, they may elect to make a special move, the controlling player can move the unit to any free area of water, river or marshland terrain on the board within 24”, a unit cannot use this move to declare a charge. Additionally, ocean-bound units may declare charges as normal against any enemy unit within 3” of any water, river or marshland terrain.

Atlantean Spearwomen: M:7 WS:5 BS:4 S:3 T:3 W:1 I:5 A:2 LD:8: 15 Points per model
Atlantean Noble: M:7 WS:5 BS:4 S:3 T:3 W:1 I:5 A:3 LD:8
Unit Size: 5-20
Special Rules: Dwellers in the Deep, Aquatic, The Sirens Call, Scaly Skin (5+)
Wargear: Atlantean Harpoon
Options: May select any of the following
- Shields: 3 Points/model
- One Atlantean Spearwomen may be upgraded to an Atlantean Noble for: 10 points
- One Atlantean Spearwomen may be upgraded to a standard bearer for: 8 Points
- One Atlantean Spearwomen may be upgraded to a musician for:4 Points


Atlantean Archers: M:7 WS:5 BS:5 S:3 T:3 W:1 I:5 A:2 LD:8: 23 Points per model
Atlantean Markswoman: M:7 WS:5 BS:5 S:3 T:3 W:1 I:5 A:3 LD:8
Unit Size: 3-20
Special Rules: Dwellers in the Deep, Aquatic, The Sirens Call, Scaly Skin (5+), Superlative Archers, Skirmishers
Wargear: Atlantean Longbow
Options: May select any of the following
- One Atlantean Archer may be upgraded to an Atlantean Markswoman for: 10 points
- One Atlantean Archer may be upgraded to a standard bearer for: 8 Points
- One Atlantean Archer may be upgraded to a musician for: 4 Points



Rare:
Atlantean Kraken: M:7 WS:6 BS:0 S:7 T:6 W:6 I:2 A:7 LD:7: 410 Points
Troop Type: Monstrous Creature
Special Rules: Dwellers in the Deep, Terror, Scaly Skin (3+), Colossal Beast, Sea Creature, Crush
Colossal Beast: Such is the vast size of the beast that it is uncommonly hard to kill by ‘normal’ means. Its bulk and resilience is such that arrows and blades are little more than pinpricks, and even cannon fire and powerful magics must strike at the vitals of such a beast in order to slay it.
The creature may only be wounded by attacks of Strength 4 or higher, and regardless of the strength may never be wounded on better than a 3+
If the great beast is subject to an attack that would slay it outright it instead suffers D6 wounds, additionally, the beasts thunderstomp attacks are resolved at 2D6
Crush: The Kraken’s vast, horned tentacles are immensely powerful, able to splinter ships hulls with ease, they have even been known to prey upon the dreaded Sciowyrm. If a Kraken directs all of its attacks against a single model, then its attacks gain the ‘heroic killing blow’ rule.

Merwyrm: M:6 WS:6 BS:0 S:6 T:6 W:5 I:4 A:5 LD:7: 235 Points
Special Rules: Dwellers in the Deep, Aquatic, Terror, Scaly Skin (3+), Regenerate (5+), Powerful Tail, Poisoned Attacks

Sciowyrm: M:7 WS:7 BS:0 S:7 T:7 W:7 I:2 A:7 LD:9: 390 Points
Special Rules: Dwellers in the Deep, Terror, Scaly Skin (3+), Regenerate (5+), Powerful Tail, Poisoned Attacks, Abyssal Cloak, Sea Creature
Abyssal Cloak: Crushing darkness surrounds the Sciowyrm in battle. All ranged attacks against the Sciowyrm suffer a -2 to hit and all enemy units in base contact suffer a -2 to their leadership value if subject to psychology

Sea-Dragon Dragoon’s: 60 Points per model
Atlantean Dragoon: M:7 WS:5 BS:4 S:4 T:3 W:1 I:5 A:2 LD:8
Atlantean Dragoonide: M:7 WS:5 BS:4 S:4 T:3 W:1 I:5 A:3 LD:8
Sea-Dragon: M:8 WS:4 BS:0 S:5 T:4 W:3 I:4 A:3 LD:7
Unit Size: 3+
Troop Type: Monstrous Cavalry
Special Rules: Dwellers in the Deep, Sea Creature, The Sirens Call (Dragoon’s only), Scaly Skin (5+) , Fear, Poisoned Attacks (Sea-Dragons)
Wargear: Atlantean Harpoon, Light Armour
Options: May select any of the following
- Shields: 8 Points
- One Sea-Dragon Dragoon may be upgraded to an Atlantean Dragoonide for: 10 Points
- One Sea-Dragon Dragoon may be upgraded to a standard bearer for: 8 Points
May have a magic standard worth up to: 100 Points
- One Sea-Dragon Dragoon may be upgraded to a musician for:4 Points


The Treasures of Atlanta:
Magic Weapons:
Aegaeon’s Bane: 50 Points: This enchanted bow is said to be the weapon that Amaenmansu used to fell the monstrous Aegaeon, whatever the truth of it arrows shot from this bow strike with all the fury and precision of the goddess’s wrath
Grants the wielded the ‘Sniper’ rule
Aegaeon’s Bane: Range: 36” Strength: 5 Special Rule: Armour Piercing, Shots from this bow penetrate ranks in the same way as a bolt thrower, if the first model is slain the strength of the shot is reduced by 1 for each subsequent rank
Stormcall Trident: 65 Points: The Stormcall trident is perpetually wreathed in crackling, eldritch lighting, a single blow from the weapon is enough to leave foe a charred ruin
Grants the bearer +2 Strength and Killing blow
Spear of Sirenuse: 25 Points: Woven into the metalcraft of this ancient spear are the sacred songs of the Sireans, this blade sings songs of battle and mourning that enchant all those who oppose its bearer, enthralling them with its haunting melody.
Grants the bearer +1 strength. Any model in base contact with the bearer of this weapon must reroll all successful Leadership tests taken due to the effect of ‘The Sirens Call’ (the reroll stands)
The Hunters Bite: 20 Points: A powerfully strung Atlantean Longbow once used by Lord Commander Iris to slay a feral Merwyrm, arrows shot from this bow are laden with venoms so potent that even the mightiest of beast succumb
The Hunters Bite: Range: 30” Strength: 4 Special Rules: Armour piercing, Poisoned Attacks

Magic Armour:
Scales of Amaenmasu: 50 Points:
Grants the bearer Scaly Skin (4+) and Regeneration
Monoceros Helm: 15 Points: A regal helm of shimmering star metal, crowned by a single razor-sharp horn of tattooed ivory that empowers the wearer with great ferocity and strength.
Improves the bearers armour save by +1, in addition, for each successful armour save the bearer makes she may immediately make a single attack against the attacking enemy model
Obsidian Mask of Sularem: 45 Points: A shrieking death mask forged by dark sorcery. The Mask of Sularem, crafted from glittering obsidian by the acolytes of the foul Charibydis, projects a cloying aura of pure horror such that its very presence drains the souls of those to weak to resist its power.
The bearer can never join Atlantean units. Improves the bearers armour save by +1, The bearer causes Terror, in addition the mask contains a bound spell, power level 7. If successfully cast all units within 12” (friend and foe) must take a leadership test, if failed they suffer D6 wounds with no saves of any kind allowed.
Anemone shield: 30 Points: A rock hard shield of living coral, coated in a forest of tentacled and highly poisonous anemone that snatch and sting at attackers
Shield. All close combat attacks made against the wearer suffer a -1 penalty to hit, the shield also grants the bearer an extra attack, exactly as if they were wielding paired weapons.

Enchanted Items:
Golden Lyre of Winda: 40 Points: Contains Bound Spell, Power Level 5: If successfully cast, target one unit within 18”, both the bearer and the target unit roll a D6 and add the score to their current leadership. If the target units combined score is less than the bearers then they are unable to declare a charge and are reduced to WS 1 until the start of the bearers next magic phase.
The Maiden’s Pearl: 35 Points: This pearl glows with radiant, angelic light, restoring the vitality of those in its proximity
Once per turn end the bearer may nominate a single model within 12” (or itself), that model immediately regains one wound lost earlier in the battle (this may not increase a models wounds beyond their starting value)
Mane of Naemean: (Anointed Leonaiad only): 35 Points: This golden-haired mane once belonged to Nemean, the father of the Leonaiad’s before he was slain by Charibydis while defending the gates of the throne room. Naemean’s golden fur was impervious to attack and his claws were sharper than mortals' swords and could cut through any armour. It is said that this mane imparts a measure of the legendary beast’s strength to the one who wears it.
Improves the bearers armour save by +1 for the number of wounds they have remaining, in addition it bestows a 5+ ward save upon the bearer.

Arcane Items:
Azure Sappheiros: 55 Points: A giant dark blue, multifaceted sapphire that catches the light even in the inky black of the deep ocean. This potent magical artefact traps the fluctuating winds of magic beneath its smooth, ice cold surface and greatly empowers the abilities of any sorceress fortunate enough to possess it.
The bearer may select one of her spells (before rolling for the remainder), in addition, during either player’s turn, if a double is rolled when determining the strength of the winds of magic, immediately add D3 additional power/dispel dice to the bearers pool.

Tears of Amaenmansu: 35 Points: The fossilised, gem-like tears of the goddess Amaenmansu, shed in grief at Charibydis’s foul betrayal and subsequent desecration of the kingdom of Atlanta, they are said to hold potent magical properties.
One use item: For the rest of this turn, the wizard receives an additional bonus of +2 to all casting attempts of spells from the Lore of the Deep

Magical Banners:
Banner of the Eternal Ocean: 75 Points: The unit that carries this banner is treated as being in normal river terrain no matter what form of terrain it is standing on (besides non-water impassable terrain).
Symphonic Pennant: 75 Points: All enemy models in line of sight of this banner suffer a -1 penalty to their leadership
Scioscale Banner: 40 Points: Grants a 5+ ward save against all ranged attacks




Automatically Appended Next Post:
oops sorry, I'm new here. I didnt realise that there was a seperate warhammer fantasy section. Is it possible to get the thread moved?

This message was edited 1 time. Last update was at 2018/03/23 17:00:01


 
   
Made in de
Charging Orc Boar Boy





Germany

Wow, you surely put a lot of effort in all of this!

I read through the special rules and the spells, checked the Lords section and had a quick look at core.

I would really like to know how different armies fare against this army. In general, I'd say that mass armies with strong shooting themselves will possibly be a problem (like Skaven), while units like Chaos Warriors will suffer a bloody defeat almost every time they are fielded as you can either totally swamp (haha) their movement with the lore attribute, or evacuate cheap units with the ocean bound special rule quickly from dangerous situations to everywhere on the battlefield.

Keep us updated!
   
 
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