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Cult of Ulric Special Rules

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<strong>Cult</strong> <strong>of</strong> <strong>Ulric</strong><strong>Special</strong> <strong>Rules</strong><strong>Ulric</strong>’s Champions: Any unit <strong>of</strong>Warriors <strong>of</strong> <strong>Ulric</strong>, Spearmen, orHalberdiers in a <strong>Cult</strong> <strong>of</strong> <strong>Ulric</strong> army mayupgrade one model to a Priest <strong>of</strong> <strong>Ulric</strong>,representing Priests from throughoutMiddenheim and across the northgathering to join Ar-<strong>Ulric</strong>’s campaign.This costs +75 points, and does notcount against the army’s characters limit.The Priest does not come with the sameequipment as his unit, but equipmentmay be bought for him as normal. ThePriest may not leave his unit if bought inthis way but counts as a character in allother respects, eg, he may issue andaccept challenges, move through theunit into a fighting rank, etc. A Priestattached to a unit will be lower in thecult hierarchy than one taken as a Herochoice and so may not have any magicitems, although he may still chooseitems from the Talismans <strong>of</strong> <strong>Ulric</strong> list.Note that you may include a Priest and aChampion in the same unit.CRUSH THE WEAK<strong>Ulric</strong> detests weakness andcowardice. The Priest <strong>of</strong> <strong>Ulric</strong>, theGrand Master and Seneschaland andany unit they leads will hate modelswith a Leadership characteristic <strong>of</strong> 6or lower, even if normally Immune toPsychology. This has no effect onother characters in the unit or on themodel’s mount. In addition, thefollowing rules apply:The Grand Master: The GrandMaster may only join units <strong>of</strong> Knights<strong>of</strong> the White Wolf. He is a veteran <strong>of</strong>hundreds <strong>of</strong> battles and strong in hisfaith, and so is Immune toPsychology. In addition, as long asthe Grand Master is with a unit <strong>of</strong>Knights <strong>of</strong> the White Wolf, they areinspired by his presence and areImmune to Psychology as well.Commanding Presence: TheSeneschal is a veteran warrior, and isImmune to Panic. In addition hispresence and leadership so reassureshis troops that any unit he leadsbecomes Immune to Panic too. Notethat the Seneschal is free to join anyunit in the same way as othercharacters; his is a more public rolethan that <strong>of</strong> the Grand Master.PRAYERS OF ULRICIn each Magic phase the Priest <strong>of</strong> <strong>Ulric</strong>can use one <strong>of</strong> the following Prayers,counting it as a Bound spell with Powerlevel 3. Ar-<strong>Ulric</strong>’s fervour and willpoweris such that he may use two Prayers ineach Magic phase, although he may onlyuse each Prayer once successfully:Battle Howl: Remains in play untildispelled or the Priest attempts to useanother Prayer. As long as theBattle Howl is in effect, the Priest andany unit he leads add D3" to their chargemoves. If the charge is failed, the extramovement is wasted; make a normalmove towards the target as normal.Strength in Faith, Faith in Strength:Such a gathering <strong>of</strong> devout followers <strong>of</strong><strong>Ulric</strong> is inspiring for his Priests, and theirfervour gets ever stronger as they incitetheir followers to crush their enemies.Whenever a Priest <strong>of</strong> <strong>Ulric</strong> uses a Prayer,the Power level <strong>of</strong> the Prayer is increasedby D3. Therefore the total Power levelwhen using a Prayer will be 3+D3. Forthe purposes <strong>of</strong> dispelling Remains inPlay Prayers in later turns, only the basicPower level <strong>of</strong> 3 is used. Note that thisrule only applies in <strong>Cult</strong> <strong>of</strong> <strong>Ulric</strong> armies.<strong>Cult</strong>: Although many soldiers <strong>of</strong>Middenheim are followers <strong>of</strong> the WinterGod and take part in campaigns calledfor by Ar-<strong>Ulric</strong>, <strong>Cult</strong> <strong>of</strong> <strong>Ulric</strong> armies areunited by religion rather than training.As such they lack the cohesion <strong>of</strong> otherEmpire forces, whose regiments traintogether to act as a unit on thebattlefield. For this reason, the EmpireDetachments rule does not apply to <strong>Cult</strong><strong>of</strong> <strong>Ulric</strong> armies.Blessing <strong>of</strong> <strong>Ulric</strong>: The presence <strong>of</strong> thePriest <strong>of</strong> <strong>Ulric</strong> adds one dice to theDispel pool <strong>of</strong> the army. Ar-<strong>Ulric</strong>’sBlessing adds two Dispel dice ratherthan one.Individuals: The Warriors <strong>of</strong> <strong>Ulric</strong> areno formal regiment, but are followers <strong>of</strong>the Wolf God from many fighting andadventuring pr<strong>of</strong>essions united in theirservice <strong>of</strong> Ar-<strong>Ulric</strong>. As such they carry adiverse selection <strong>of</strong> weaponry andequipment. However, for game purposesDestruction: Every enemy model inbase contact with the Priest suffers asingle Strength 4 hit.Winter’s Chill: All enemy unitsengaged in close combat with thePriest or the unit he is with must takea Leadership test. If failed, they suffer a-1 to hit penalty in the next CloseCombat phase. Note that this is not apsychology test.Fury <strong>of</strong> <strong>Ulric</strong>: Remains in play until itis dispelled or the Priest attempts touse another Prayer. The Priest and anyunit he leads become Immune to fear,terror and panic.they all count as being armed in thesame way. You should make sure thatthe majority <strong>of</strong> models in the unit carrythe correct equipment, and make clearto your opponent how the unit isequipped before the game. (Note:Mordheim figures, particularlyMiddenheimers, are ideal forrepresenting Warriors <strong>of</strong> <strong>Ulric</strong>)Relentless Chase: Hunting Hounds areused to track and hunt down Beastmenand Orcs deep within the DrakwaldForest. They suffer no movementpenalties for moving through woods.They suffer penalties for other terrain asnormal. Hounds cannot be joined bycharacters other than their Hunt Masterand do not cause Panic tests in friendlyunits except other Hounds, althoughthey benefit from the general’sLeadership and the Battle Standard asnormal.Hunt Master: The Hunting Hounds are<strong>of</strong>ten led by Hunt Masters, warriorsmounted on warhorses who guide themtowards the foe. The Hunt Master isbought as an upgrade in the same wayas a unit Champion and is treated as aChampion in all respects, ie, he cannotbe singled out as a target for missileweapons, may issue and acceptchallenges, etc. Note that as long as anyHounds remain alive the Hunt Masterwill be restricted to their Movement <strong>of</strong>7, even though his horse wouldnormally be able to move faster. He stillbenefits from the Hounds’ RelentlessChase rule.38 CULT OF ULRIC


The <strong>Ulric</strong> ArmouryWHITE WOLF HAMMERThis is the same weapon referred to inthe Empire Army book as a cavalryhammer, the traditional armament <strong>of</strong> theKnights <strong>of</strong> the White Wolf. However, inthis list some <strong>of</strong> the Knights <strong>of</strong> the WhiteWolf are on foot, so continuing to call ita cavalry hammer could get confusing!When a mounted model is using itsWhite Wolf hammer, the cavalry hammerrules apply, namely +2 Strength in theturn the model charges and +1 Strengththe rest <strong>of</strong> the time. On foot the hammeris wielded differently, and so counts as ahalberd instead. In either case theweapon requires two hands to use.COMMON MAGIC ITEMSSword <strong>of</strong> Striking30 pointsWeapon; +1 to hit.Sword <strong>of</strong> Battle25 pointsWeapon; +1 Attack.Sword <strong>of</strong> Might20 pointsWeapon; +1 Strength.Biting Blade10 pointsWeapon; -1 Armour save.Enchanted Shield10 pointsArmour; 5+ Armour save.Talisman <strong>of</strong> Protection 15 pointsTalisman; 6+ Ward save.Dispel Scroll25 pointsArcane; (One Use Only) Automaticallydispel an enemy spell.Power Stone25 pointsArcane; (One Use Only)+2 dice to casta spell.War Banner25 pointsBanner; +1 combat resolution.DISALLOWEDMAGIC ITEMSThe following items may not be taken ina <strong>Cult</strong> <strong>of</strong> <strong>Ulric</strong> army, either because theyare consecrated in the name <strong>of</strong> Sigmarrather than <strong>Ulric</strong> or because they arekept in the Imperial Vaults in Altdorf:Mace <strong>of</strong> HelstrumSword <strong>of</strong> Righteous SteelArmour <strong>of</strong> Meteoric IronThe Gilded ArmourShroud <strong>of</strong> MagnusThe Jade AmuletSigil <strong>of</strong> SigmarIcon <strong>of</strong> MagnusImperial BannerBanner <strong>of</strong> SigismundGriffon BannerSteel StandardNEW MAGIC ITEMSThe following are new items availableonly to <strong>Cult</strong> <strong>of</strong> <strong>Ulric</strong> armies:MAGIC WEAPONSBlitzbeil60 pointsAr-<strong>Ulric</strong> only.Named for the axe <strong>of</strong> <strong>Ulric</strong> himself,Blitzbeil is traditionally carried by Ar-<strong>Ulric</strong> to battle against Middenheim’sgreatest foes. It strikes with the power <strong>of</strong>thunder and its mere presence chillsenemies to the bone, numbing theirlimbs and slowing their movements.Wielder strikes at +1 Strength andignores Armour saves. In addition, allenemy models in base to base contactwith the wielder strike last, even if theycharged.Winter’s Bite30 pointsIn the year <strong>of</strong> its forging, this axe wasembedded in the <strong>Ulric</strong>sberg for anentire winter, absorbing the veryessence <strong>of</strong> <strong>Ulric</strong>’s power.On a to hit roll <strong>of</strong> 6 Winter’s Biteautomatically wounds with noArmour save possible.Storm Hammer30 pointsGrand Master or Seneschal only.The Storm Hammer is made <strong>of</strong> densemeteoric iron, enchanted to allow it tobe wielded as easily as a normalweapon. Its massive impact can sendfoes reeling or smash them to theground.As White Wolf hammer. Modelswounded in the turn the wieldercharges may not attack that turn.MAGIC ARMOURWolf Helm <strong>of</strong> theTeutogens35 pointsThis iron helm, formed into thefearsome visage <strong>of</strong> a wolf, dates frombefore the coming <strong>of</strong> Sigmar but shinesas brightly as the day it was created. Itis said that <strong>Ulric</strong> will reward acourageous wearer with great strength.Grants a 6+ Armour save that can becombined with other armour as normal.In addition, the wearer can take aLeadership test at the start <strong>of</strong> everyClose Combat phase. If passed, they gain+1 Strength for the duration <strong>of</strong> thatphase.Armour <strong>of</strong> Skoll40 pointsThis heavy suit <strong>of</strong> armour is decoratedwith a golden axe and wolf-headdesigns. It has the power to dull thenatural light and warmth from the airaround it, and the very energy <strong>of</strong> blowsaimed at the wearer is sapped.As heavy armour. Attacks against thewearer in hand-to-hand combat suffer a -1 Strength penalty. This can affect theattack’s save modifier. Wearer is immuneto Light magic.TALISMANSHeart <strong>of</strong> Middenheim 40 pointsA perfectly round stone set into agolden amulet, the Heart<strong>of</strong>Middenheim is crafted from a fragment<strong>of</strong> the keystone <strong>of</strong> the gateway to theTemple <strong>of</strong> <strong>Ulric</strong>. It has been carried bysome <strong>of</strong> the finest warriors ever to havelived in the City <strong>of</strong> the White Wolf.5+ Ward save. Wearer gains +1 to theirWeapon Skill.Cloak <strong>of</strong> Anraheir25 pointsAnraheir was an Amber wizard whocreated this cloak to protect himselffrom the beastmen <strong>of</strong> the Drakwald.The cloak is made from the hide <strong>of</strong> aminotaur, which the mage slew with amagical spear he formed from thewinds <strong>of</strong> magic.Magic Resistance (1), wearer countsas causing fear to all Beastmenand Minotaur models.40 CULT OF ULRIC


ENCHANTED ITEMSBane <strong>of</strong> the Craven 30 pointsThe power <strong>of</strong> this amulet fills all wh<strong>of</strong>eel it with fighting spirit, all thoughts<strong>of</strong> retreat banished from their minds.Neither the unit that carries the Bane <strong>of</strong>the Craven nor any unit they charge mayever voluntarily flee as a charge reaction.They may use any other charge reactionthey would normally be allowed.Pelt <strong>of</strong> Horros20 pointsLong ago the villages aroundMiddenheim were terrorised by amassive wolf, which became known asHorros after a savage folkloric beast.When it was finally slain by anunknown knight, the wolf ’s spirit wasimprisoned within its pelt, bestowingthe wearer with primal strength.The wearer may re-roll one failed towound roll in each Close Combat phase.Talismans <strong>of</strong> <strong>Ulric</strong>The following items can only be chosenby Priests <strong>of</strong> <strong>Ulric</strong> and Ar-<strong>Ulric</strong>. Theirvalue counts towards the bearer’smaximum points allowance for magicitems. However, they are not magicalper se, and items or spells that have aspecial effect against magic items willnot affect them. Unlike magic items youmay include more than one <strong>of</strong> eachitem, even multiple items <strong>of</strong> the sametype on a single Priest.Wolfshead Emblem 10 points.One use onlyThe wolf ’s head is the most archetypalsymbol <strong>of</strong> <strong>Ulric</strong>. Before a campaign thePriests <strong>of</strong> <strong>Ulric</strong> will bless manyW olfshead Emblems, such asmedallions and brooches, with thepower to ward away sorcery.Before making a Dispel attempt, theplayer can declare he is using aWolfshead Emblem. This allows him toroll one extra dice for the Dispelattempt. You do not necessarily have touse any <strong>of</strong> the army’s normal Dispeldice – you may choose to use only theWolfshead Emblem’s dice, and morethan one Emblem may be used againsta spell if you wish.Amber Fang35 pointsOnly the most favoured priests aregifted by Ar-<strong>Ulric</strong> with the incisor <strong>of</strong> awhite wolf set into an ambermedallion as a medal <strong>of</strong> their faithand service.A Priest carrying an Amber Fang can usean additional Prayer in each Magic phase.He may only successfully use each Prayeronce. A Priest may only use oneadditional Prayer; there is no furtherbonus for additional Amber Fangs.Claw Totem15 pointsThe bone <strong>of</strong> a wolf carved into the shape<strong>of</strong> a fang, the magic symbols inscribedin this totem instil a preternaturalspeed and eagerness in its bearer.The character and any unit he is with canroll one extra dice when pursuing fleeingenemies, and discard the lowest roll.MAGIC STANDARDSBanner <strong>of</strong> the Warrior True 35 pointsThis finely woven standard was blessedby Ar-<strong>Ulric</strong> Sehrhart, who single-handedlyslew thirty Orcs at the Battle <strong>of</strong> Kleindorf.When the unit carrying this banner takes aBreak test, they count as having lost thecombat by D3 fewer points than theyreally did. If this reduces the margin <strong>of</strong>the loss to 0 or lower, they still count ashaving lost the combat but test on theirunmodified Leadership. This has no effecton other friendly units in a multiplecombat, which must test as normal.Ice Dagger30 pointsThe Ice Dagger is not a weapon, butan icon <strong>of</strong> <strong>Ulric</strong> as the savagery <strong>of</strong> thepiercing winter chill. It is usuallyworn on a chain around the neck.The Ice Dagger is a powerful icon <strong>of</strong><strong>Ulric</strong>’s wrath, and the Priest drawsstrength from the faith and courage <strong>of</strong>those around him. The Priest bearingthe Ice Dagger may add the currentrank bonus <strong>of</strong> the unit he accompaniesto the Power level <strong>of</strong> his Prayers. Therank bonus may only be added once;there is no further bonus for additionalIce Daggers.Fang <strong>of</strong> the Winter Wolfs 25 pointsOne Use OnlyA Fang <strong>of</strong> the Winter Wolf is a toothtaken from one <strong>of</strong> the largest wolves <strong>of</strong>the Drakwald Forest and blessed byAr-<strong>Ulric</strong> himself. They are said to bepotent talismans, and possession <strong>of</strong>one instills a priest with supremeconfidence.Before using a Prayer, a Priest <strong>of</strong> <strong>Ulric</strong>may declare he is using his Fang <strong>of</strong> theWinter Wolf. The Prayer counts asbeing cast with Irresistible Force, in thesame way as a magic spell cast withtwo dice rolls <strong>of</strong> 6.Banner <strong>of</strong> Middenheim 40 pointsThe origins <strong>of</strong> this banner areunknown, but centuries ago it wasadopted as the battle standard <strong>of</strong> theCity <strong>of</strong> the White Wolf. Its power fills thetroops under it with great courage,inspiring them to defy the mostter rifying <strong>of</strong> foes.Unit carrying the banner is immune t<strong>of</strong>ear and terror.Standard <strong>of</strong> the White Wolf 40 pointsThe Standard <strong>of</strong> the White Wolf is madefrom the pelt <strong>of</strong> a massive wolf from theDrakwald forest. It has the power toprotect its followers from the arrowsand bullets <strong>of</strong> the enemy.All missile fire against the unit(including magic missiles) suffers a -1penalty to its Strength. Other types <strong>of</strong>attack, including spells that are notmagic missiles, are unaffected.Shard <strong>of</strong> Skoll15 pointsSkoll is a legendary wolf fromTeutogen folklore, the companion <strong>of</strong><strong>Ulric</strong> himself who chases away the sunto allow the onset <strong>of</strong> winter. TheShards <strong>of</strong> Skoll, relics kept in bronzeor iron amulets, are said to befragments <strong>of</strong> the great wolf ’s clawsand fangs.The Shard adds +1 to the score <strong>of</strong>every dice rolled when making a Dispelattempt, up to a maximum <strong>of</strong> 6. Notethat this makes automatic failureimpossible, and automatic success farmore likely. Only one Shard can beused against a single spell. If the Dispelattempt was successful the Shard isdestroyed, shattered by the magic itabsorbs, but otherwise it can beretained and used again.W ar rior Priests <strong>of</strong> <strong>Ulric</strong>41


SELECTING THE ARMYSee page 238-9 <strong>of</strong> the Warhammerrulebook with the following additionsand amendments when choosing your<strong>Ulric</strong> army list:CHOOSING CHARACTERSCharacters are divided into two broadcategories: Lords (the most powerfulcharacters) and Heroes (the rest). Themaximum number <strong>of</strong> characters an armycan include is shown on the chart below.Army Value Maximum MaximumCharacters Lords< 2,000 0-3 02,000-2,999 0-4 up to 13,000-3,999 0-6 up to 2+1,000 +2 max -IMPORTANT: The number <strong>of</strong> charactersis the total number <strong>of</strong> characters allowedin the army including Lords. Forexample: a 2,500 points <strong>Ulric</strong> army mayhave up to four characters in total, <strong>of</strong>which one may be a Lord(ie, one Lord + three Heroes).An army does not have to include themaximum number <strong>of</strong> charactersallowed, and can always include fewerthan indicated down to a minimum <strong>of</strong>one (the General). Similarly, an armydoes not have to include any Lords,it can include all <strong>of</strong> its characters asHeroes if preferred.LORDS0-1 GRAND MASTER OF THEKNIGHTS OF THE WHITE WOLF ................................ 166 pts/modelM WS BS S T W I A LdGrand Master 4 6 3 4 4 3 6 4 9Warhorse 8 3 0 3 3 1 3 1 5Weapons & Armour: Full plate armour, White Wolf hammer.Mount: Barded warhorse.Options:• May be given magic items from the Common or Empire magic item lists with amaximum total value <strong>of</strong> 100 points.<strong>Special</strong> <strong>Rules</strong>: The Grand Master, Crush the Weak0-1 HIGH PRIEST OF ULRIC ....................................... 145 pts/modelM WS BS S T W I A LdAr-<strong>Ulric</strong> 4 5 3 4 4 3 5 3 9Warhorse 8 3 0 3 3 1 3 1 5Weapons: Hand weapon.Options:• May have light armour (+3 pts) or heavy armour(+6 pts), and may also carry a shield (+3 pts).• May have additional hand weapon (+6 pts) or great weapon (+6 pts).• May ride a warhorse (+15 pts), which may have barding (+6 pts).• May be given magic items from the Common or Empire magic item lists and/orTalismans <strong>of</strong> <strong>Ulric</strong> with a maximum total value <strong>of</strong> 100 points.<strong>Special</strong> rules: Blessing <strong>of</strong> <strong>Ulric</strong>, Crush the Weak, Prayers <strong>of</strong> <strong>Ulric</strong>. Note that the HighPriest’s Blessing adds two Dispel dice rather than one, and he can use two differentPrayers in the same turn.CHOOSING TROOPSTroops are divided into Core, <strong>Special</strong>and Rare units. The number <strong>of</strong> units <strong>of</strong>each type that are available to youdepends upon the points value <strong>of</strong> yourarmy. This is indicated on the chartbelow.Army Value Core <strong>Special</strong> Rare< 2,000 2+ 0-3 0-12,000-2,999 3+ 0-4 0-23,000-3,999 4+ 0-5 0-3+1,000 +1 +1 +1For example, if you are choosing a 2,000points army you must take a minimum<strong>of</strong> three Core units and could choose totake up to four <strong>Special</strong> and/or up to twoRare units.In addition, if an individual entry has anumber limiting it, eg. 0-1, then youmay only have that many in your army.42 CULT OF ULRIC


HEROESSENESCHAL OF THE WHITE WOLF .............................. 62 pts/modelM WS BS S T W I A LdSeneschal 4 5 3 4 4 2 5 3 8Warhorse 8 3 0 3 3 1 3 1 5Weapons & Armour: White Wolf hammer, full plate armour.Options:• May ride a barded warhorse (+20 pts).• May be given magic items from the Common or Empire magic item lists with amaximum total value <strong>of</strong> 50 points.<strong>Special</strong> rules: Commanding Presence, Crush the WeakPRIEST OF ULRIC ......................................................... 95 pts/modelM WS BS S T W I A LdPriest <strong>of</strong> <strong>Ulric</strong> 4 4 3 4 4 2 4 2 8Warhorse 8 3 0 3 3 1 3 1 5Weapons: Hand weapon.Options:• May have light armour (+2 pts) or heavy armour(+4 pts), and may also carry a shield (+2 pts).• May have additional hand weapon (+4 pts) or great weapon (+4 pts).• May ride a warhorse (+10 pts), which may have barding (+4 pts).• May be given magic items from the Common or Empire magic item lists and/orTalismans <strong>of</strong> <strong>Ulric</strong> with a maximum total value <strong>of</strong> 50 points.• One Priest <strong>of</strong> <strong>Ulric</strong> may carry the Battle Standard for +25 points. The Battle StandardBearer may not be the army’s general. The Priest <strong>of</strong> <strong>Ulric</strong> carrying the Battle Standardmay not choose any extra weapons or a shield. He may carry a magic banner (nopoints limit), but if he does so he may not take any other magic items or Talismans <strong>of</strong><strong>Ulric</strong>.<strong>Special</strong> rules: Blessing <strong>of</strong> <strong>Ulric</strong>, Crush the Weak, Prayers <strong>of</strong> <strong>Ulric</strong>UNIT ENTRIESEach unit is represented by an entry inthe army list. The unit’s name is givenand any limitations that apply areexplained.Pr<strong>of</strong>iles. The characteristic pr<strong>of</strong>iles forthe troops in each unit are given in theunit entry. Where several pr<strong>of</strong>iles arerequired, these are also given even if, asin many cases, they are optional.Unit Sizes. Each entry specifies theminimum size for each unit. In somecases, units also have a maximum size.Equipment. Each entry lists thestandard weapons and armour for thatunit. The value <strong>of</strong> these items isincluded in the points cost.Options. Additional or optionalweapons and armour are listed heretogether with their extra cost.<strong>Special</strong> <strong>Rules</strong>. Many troops have specialrules which are described in this section.White Wolves accompanied by their Grand Master encounter aroving Beastmen warband.43


WARRIORS OF ULRIC<strong>Ulric</strong> is the god <strong>of</strong> warriors across theOld World, and initiates <strong>of</strong> his cult areexpected to make their way in the worldby directness, bravery and force <strong>of</strong> arms.A good number find their calling informal armies and mercenary regiments,yet in the Empire there are manywandering fighters seeking adventure,fortune, or simply to honour theirpatron. When Ar-<strong>Ulric</strong> announces a holycampaign many <strong>of</strong> these warriors heedthe call, and those that are able maketheir way to Middenheim to take up thecause. They band together in groups <strong>of</strong>like-minded souls, frequently using atest <strong>of</strong> arms or other contest to establisha leader amongst them and a bearer foran agreed icon or standard.HUNTING HOUNDSThe Drakwald Forest is vast andtreacherous, and many monstrositiessuch as Beastmen, Orcs and Minotaursmake their lairs deep within it. Thesecreatures are dangerous and savage, andmust be purged from time to time lesttheir numbers grow out <strong>of</strong> control.Finding these lairs is difficult, and so theMiddenlanders use packs <strong>of</strong> hounds tosniff them out and hunt them down.THE TEUTOGEN GUARDThe Teutogen Guard are the personalbodyguard <strong>of</strong> Ar-<strong>Ulric</strong> in his role as anElector <strong>of</strong> the Empire, accompanyinghim both at state occasions and on thebattlefield. They are named after thegreat Teutogen tribe that in the time <strong>of</strong>Sigmar helped the man-god drive theOrc and Goblin invaders from the lands<strong>of</strong> men. However, unlike theGreatswords who are drawn from thestate army, the Teutogen Guard areinstead selected from the ranks <strong>of</strong> theTemplars <strong>of</strong> <strong>Ulric</strong> – the Knights <strong>of</strong> theWhite Wolf.Each year the Teutogen Guard isrenewed, with its members selected bythe Grand Master and Ar-<strong>Ulric</strong> himself.They are <strong>of</strong>ten members <strong>of</strong> the Order’sInner Circle, although the selectionprocess takes account only <strong>of</strong> merit notrank and ordinary brethren are just aslikely to be chosen. Being selected for atour <strong>of</strong> duty in the Teutogen Guard isone <strong>of</strong> the highest accolades a Knight <strong>of</strong>the White Wolf can receive, and thewarrior’s already fearsome resolve isstrengthened still further by the weight<strong>of</strong> the honour and duty he bears.CORE UNITSWARRIORS OF ULRIC...................................................... 3 pts/modelM WS BS S T W I A LdWarrior 4 4 3 3 3 1 3 1 7Champion 4 4 3 4 3 1 3 2 7Unit Size: 10+Weapons & Armour: Hand weapon.Options:• Any unit may be equipped with light armour (+1 pt/model) and may also carryshields (+1 pt/model).• Any unit may be equipped with additional hand weapons (+2 pts/model) or greatweapons (+2 pts/model).• Upgrade one Warrior to a Musician for +5 points.• Upgrade one Warrior to a Standard Bearer for +10 points.• Promote one Warrior to a Champion for +13 points.<strong>Special</strong> <strong>Rules</strong>: IndividualsHUNTING HOUNDS ........................................................ 7 pts/modelM WS BS S T W I A LdHunting Hound 7 3 3 3 3 1 3 1 5Hunt Master 4 4 3 3 3 1 3 1 7Warhorse 8 3 0 3 3 1 3 1 5Unit Size: 5-20Weapons & Armour: None.Options:• Upgrade one Hound to a Hunt Master for +15 points. The Hunt Master rides awarhorse and wears light armour. He is armed with a spear.<strong>Special</strong> <strong>Rules</strong>: Fast Cavalry, Relentless Chase. Hunting Hounds do not count towards theminimum number <strong>of</strong> Core units in your army; in other words you must always includesome units <strong>of</strong> Knights <strong>of</strong> the White Wolf, Teutogen Guard or Warriors <strong>of</strong> <strong>Ulric</strong>.0-1 TEUTOGEN GUARD................................................. 11 pts/modelM WS BS S T W I A LdTeutogen Guard 4 4 3 3 3 1 3 1 8First Knight 4 4 3 3 3 1 3 2 8Unit Size: 10+Weapons & Armour: White Wolf hammer, full plate armour.Options:• Upgrade one Teutogen Guard to a Musician for +6 points.• Upgrade one Teutogen Guard into a Standard Bearer for +12 points. A StandardBearer may carry a Magic Standard worth up to 50 points.• Promote one Teutogen Guard to a First Knight for +12 points.• Knights <strong>of</strong> the Inner Circle: The Teutogen Guard may be upgraded to Knights <strong>of</strong> theInner Circle for +2 pts/model. The Teutogen Guard and First Knight in this unit areStrength 4. Note that you may upgrade both the Teutogen Guard and one unit <strong>of</strong>Knights <strong>of</strong> the White Wolf to Inner Circle status in the same army.<strong>Special</strong> <strong>Rules</strong>: StubbornKNIGHTS OF THE WHITE WOLF .................................. 23 pts/modelM WS BS S T W I A LdKnight 4 4 3 3 3 1 3 1 8First Knight 4 4 3 3 3 1 3 2 8Warhorse 8 3 0 3 3 1 3 1 5Unit Size: 5+Weapons & Armour: White Wolf hammer, full plate armour.Mounts: Barded warhorse.Options:• Upgrade one Knight to a Musician for +8 points.• Upgrade one Knight into a Standard Bearer for +16 points. A Standard Bearer maycarry a Magic Standard worth up to 50 points.• Promote one Knight to a First Knight for +16 points.• Knights <strong>of</strong> the Inner Circle: One unit may be upgraded to Knights <strong>of</strong> the Inner Circle,at the cost <strong>of</strong> +3 pts/model. The Knights and the First Knight in this unit areStrength 4.44 CULT OF ULRIC

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