WARHAMMER ARMIES

What is Andy Jones and the rest of the Citadel Journal staff got against the Fishmen? I have always loved Sting Ray and since the mention of Dark Elves discovering civilization in the Underworld Sea and Rick Priestly mentioned the idea of Fishmen in WD 204, I thought it would be a damn good idea. Since Fishmen have cropped up here and there since then, I thought that maybe there is some demand for a Fishmen army list after all. It was pretty obvious that the Citadel Journal wouldn't publish my efforts since they have a completely irrational hatred of both Fishmen and publishing army lists! So, I set to work writing my own Fishman army list. Not being old enough to remember the original Fishmen, I browsed the mail order catalog to find what Fishmen minatures were around (finding one Night Horror Fishman - Tres cool!) and looked for whatever literature was around for inspiration. Most of the ideas came from watching Stingray, The Man Of War, Sea Of Blood article on Sea Monsters and the computer game XCOM - Terror from The Deep and the AD&D Monsterous Manual (which has many undersea races). The Fishmen army list is actually based largely on the Warhmmer Lizardman army list, and, believe it or not, the Warhammer 40k Tyranid Army!!! I am quite proud of my efforts - there is certainly no Warhammer army like it. I must add that this is the first draught of my Fishman army list, and because I haven't had the time or cash, to convert up all the minatures to play test it, so it hasn't been properly playtested yet. Sorry about the quality of the artwork - I am no artist as you can tell!!!! If you are insane enough to try and field a Fishman army, please mail me and tell me how you got on. I would appreicate any comments (please send any mail to Rick Martin. Have fun.

I have tried to provide ideas for converting the army out of Citadel minitures in the army list, however there are a number of alteratives minature manufacturers which I subsequently found make models suitable. The Harlequin Sea Troll and Dr Who Sea Devil make excellent Deep Ones and Aquakon respectively. Any scantily clad fantasy women will make a Siren, and so on. Where there is and xx for the Citadel code, it is where I don't know the exact individual model code. Give the first bit to GW Mail order and try and describe the rest and you'll probably be OK.


BACKGROUND

Since the creation of the Warhammer World, the seas have been populated by all manner of creatures, from the tinest fish to the mightest creatures of legend, the likes of Gargantuan and the Black Leviathan. The depths of the oceans hold many secrets, hidden from the eyes of the land dwelling races which have developed on the Warhammer world. The creatures of the ocean have been either unaware or unbothered by the presence of them. Until now. There have been many attacks on coastal colonies and ports which have left them in ruins, with no survivors left to tell the tale. These attacks have been blamed on Dark Elf raiders, pirates and corsairs. However, aquatic creatures have been seen to rise from the depths attacking settlements. Unfortunately, they have been a little slack, and survivers have lived to tell the tale. These survivers have told their stories in the bars and ale houses of the Warhammer World. Many are dismissed as tall tales, told by drunkards. However, some have fell onto the interested ears of mighty sorcerors and scholars. Most of the races of the Warhammer World have now learned of the stories. Some, like the Dark Elves have sent expiditions to see if this evil new threat can be forced into their servitude, others have fortified ports and coastal towns. One thing is certain, no one can be entirely certain just what sort of a threat this mighty terror from the deep holds, or what are it's objectives.


ARMY LIST

NOTE: All of the Fishmen units are completely used to water (it is their natural environment after all), and may pass through any water feature without penalty. This includes "impassable" water features like lakes and fast flowing rivers.

CHARACTERS (0-50%)

1 OCTAVORE .................................................................................................380 Points

Octavore These awesome creatures have been seen accompanying the Fish Men raiding parties. A creature straight from your worst nightmares, the creature looks like a huge octopus floating eeriely in mid air. The creature has a huge exposed brain for a head section. On the end of this is a curved beak. A clutch of squid like tentacles meancingly grow from around it's mouth, ready to drag unfortunate victims into the gaping maw. This floating creature also has many animated tentacles which hang from the brain section, writhing like a nest of hungry serpents. These nightmare creatures are not only frightful monsters, but powerful spell casters.

Despite their nightmare appearance, the Octavore are not just fericous monsters, they are highly intelligent creatures, and powerful sorcerors. The great Elven Sorcerors of Ulthuan have theorized that they are the masterminds behind the "fishmen" attacks, by magical enchantment or just pure fear, they have pooled some of the most fericous creatures thart inhabit the oceans of the Warhammer World, into an unholy coallition which threatens to engulf the civilized world.

However, the Octavores are the life blood of the Fishman army. It is through their powerful magic that the aquatic creatures are able to "breath" air instead of water. Should the Octavore die, then the rest of the army will simply roll around of the floor, chokeing for water until they all horribly and painfully die.

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Special Rules

Spell Caster

All Octavores are powerful spell casters. However, the level of some Octavores spell casting abilities does vary. Some are using all of their magical power in simply stopping their army from dying of breathing air! Others are using only a fraction of their power to do this task. An Octavore can become a spell caster at a cost of 30 points per Magic Level, up to a maxium of magic Level 4 (Lord). Ocatvores draw their spells from the special Aquatic magic deck (included later in the army list).

For example, a Master Octavore (Magic Level 3) costs 470 points :
380 Points for the Octavore + 3x30 Points (30 points per spell level)
Octavores can be given magical items up to their Magic Level. Therefore a Octavore Lord can have a 4 magic items, an Octavore 1 magic item. An Octavore without spell casting abilities can be given one magic item. However, Octavores do not fight using weapons. This means they can NOT have a magic weapon. However, any other magic item, like for example a rod or wand, the Octavore can have, and it is assumed it is gripped in one of it's many tentacles.

Levitates

The Octavore hovers eeriely in mid air. Because of it's hovering, the Ocatvore can move over any terrain less than 2" high without a movement penalty. An Octavore can cross any other obstacle higher than 2" by measuring the distance up and over it. It can only cross an obstacle if it can cover it complety. For example, An Octavore couldn't cross a 12"x12" cliff face because it couldn't travel 12x12x12 in one movement phase, even if it "marches." Note that an Octavore can not fly.

Fear

The Ocatvore is a very frightening creature, and causes fear as described in the Warhammer rule book.

Special "March"

The Octavore can March like any other unit. However, this represents the creature putting more of it's mental power towards propulsion through the air, and therefore the Octavore can't cast spells on the smae turn that it marches.

Electric Sting

Ocatvore tentacles release an electric shock from them. Hand To Hand attacks by the Octavore attack at Strength 4 - however, should the target be wearing any armour other than a shield then the Attacks are resolved at S5 to represent the metal in the armour conducting the electric shock. (This inlcudes if the model is wearing armour and a shield). Electric shock attacks have a -3 save modifier. Should the target suffer at least one wound and still survive then the target must take a LD test. If the target fails, then the target can't attack back in the next turn. The electric sting has no effect on Dragon Ogres, except it counts as a Lightning attack, and this makes them subject to Frenzy as normal. Note. The Dragon Ogre still takes a S4 hit as usual.

General

The Octavore is the Army general. Any units within 12" of the Octavore can use it's leadership (Usually 10) to make any leadership tests required. Furthermore, should the Octavore be slain then each remaining unit is destroyed on a roll of 3+ on a D6.

Modelling an Ocatovore

The Ocatvore will probably be the centrepiece for your Fishman army. I am planning on constructing mine out of a Tyranid Zoanthrope head. I am going to cut the face and tentacles off a Man Of War Kraken, file the face off the Zoanthrope and glue it on. Adding to this I am going to glue and pin the squid like tentacles off the front of an old Space Fleet Tyranid Hive Ship, (as well as Chaos Spawn tentacles and what ever other tentacle-like pieces I can find,) to the bottom of the Zoanthrope head. You'll need several of these heads to do this. The whole thing will then be mounted on a flight base. It should look pretty menacing. The components you will find useful for creating a Octavore:


0-1 BATTLE STANDARD

Locanth Standard Bearer....................................................87 Points

Aquakon Standard Bearer...................................................72 Points

Fishmen raiding parties are often accompanied by a standard. The Fishmen don't tend have cloth banners, as they tend to get rather wet on the march to the battle! They usually have a totem, usually scupted out of bone or marble and bedecked with pearls. These totems are usually of a powerful undersea creature, like a Kraken. The standard may be carried by either a Locanth or an Aquakon.

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EQUIPMENT: The Banner bearer has a hand weapon. The Bearer may wear Light Armour (+2 Points) and carry a Shield (+1 Point). The Banner bearer can carry a Spear (+1 Point) and an additional hand weapon (+1 point). Aquakon Banner bearers may also have a crossbow (+3 Points) or a Trident (+2 Points). Aquakon may ride Sea Serpent (+8 Points). Battle Standards may ride a Monster from the seperate list for additional points.

MAGIC ITEMS: The banner bearer may have one magic item. It may be a magic standard.

Special Rules

BATTLE STANDARD: Any unit within 12" may re roll a failed break test result.


HEROES

Locanth Hero ............................................................. 75 Points

Aquakon Hero ............................................................ 54 Points

The army may include as many Heroes as you wish, within the normal points limitations. They are powerful Fishmen warriors, veterans of many raids, or Fishmen war leaders.

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EQUIPMENT: The Hero has a hand weapon. The Hero may wear Light Armour (+2 Points) and carry a Shield (+1 Point). The Hero bearer can carry a Spear (+1 Point) and an additional hand weapon (+1 point). Aquakon Heroes may also have a Crossbow (+3 Points) or a Trident (+2 Points). Aquakon may ride Sea Serpent (+8 Points). Heroes may ride a Monster from the seperate list for additional points.

MAGIC ITEMS: The Hero may have up to two magic items chosen from the appropriate cards or from the Fishmen only Magic Item list.


CHAMPIONS

Locanth Champion ................................................... 37 Points

Aquakon Champion .................................................. 22 Points

Each Aquakon or Locanth Regiment, may include a champion armed like the rest of the unit.

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EQUIPMENT: Champions are equipped in exactly the same way as the rank and file members of his regiment.

MAGIC ITEMS: The champion may have one magic item chosen from the appropriate cards or from the Fishmen only Magic Item list.


AQUAKON SORCERORS

Sorceror ........................................................................ 44 Points

Sorceror Champion .................................................... 89 Points

Master Sorceror ......................................................... 170 Points

Some of the Aquakon are schooled in the Aquatic magic used by their Octavore masters. While no Aquakon ever reaches the same level of power as the most powerful Octavore, they are still formidable. Aquakon Sorcerors frequently accompany Fishmen raiding parties into battle.

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EQUIPMENT: The Sorceror has a hand weapon. The Sorceror can carry a Spear (+1 Point), an additional hand weapon (+1 point), a crossbow (+3 Points) or a Trident (+2 Points). The Sorceror may ride a Sea Serpent (+8 Points) or a Monster from the seperate list for additional points.

MAGIC ITEMS: The sorceror may have one magic item per magic level (I.e. a Master Sorceror can have 3 magic items) chosen from the appropriate cards or from the Fishmen only Magic Item list.

Special Rules

Spell Caster

Aquakon Sorceror's draw their spells from the special Aquatic Magic Deck. They may draw one spell per magic level like most other sorcerors.

Maintain the Army

Should the Octavore leading the army die, then any other Aquakon Sorceror of magic level 2 or above can take control of the army instead. The new Sorceror doesn't have the benefits of a general (i.e. use it's leadership). In order to do this, the Sorceror must scarifice one spell and one magic level to represent the amount of power the sorceror is using to stop the army from "drowning" in the air! Should this Sorceror die then another Sorceror of Level 2 or above can take control and so on. Each time leadership is passed on in this way, roll a D6 for every unit. On a roll of a 6 then the unit is destroyed, in the same way as it failing for the destruction of the Octavore (with no Sorcerors to take over) on a 3+. Sorcerors are not affected by the destruction of the leader, as all of them can cast the spell to let them breath on land.


SIRENS ............................................................................................................. 60 Points

The sailors of the Warhammer World have been telling stories of the Sirens for century. They are beautiful ladies in the middle of the ocean who sing songs which drive men so mad with lust that they crash their boats into the rocks. The touch of a Siren is enough to tempt even the strongest willed man into a Sirens thrall.

Sirens have been seen accompanying the Fishmen into war. You may include one Siren per two infantry regiments. A Siren may be included as part of an infantry regiment (but can't lead it), or as an individual character. A unit may not include more than one Siren.

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Special Rules

Siren's Song

The Siren sings a beautiful and strangely alluring song. This captivates the weak willed. Any enemy unit within 12" of the Siren must take a LD test in order to move normally. Should they fail they may do nothing this turn. Any charges declared against the Siren must make a LD test in order to be allowed to charge the Siren, or her unit. In Hand to Hand combat, the enemy must take a LD test at the beginning of each of their turn. If they fail, then they are not allowed to attack the Siren (NB. This doesn't apply to the rest of her unit - they can be attacked as normal. The enemy may think that the Siren is too beautiful to harm - slimy Aquakon are another thing all together!). Undead, Chaos followers of Slaanesh, Fishmen, Monsters and Deamons are all unaffected by the Siren's Song.

Siren's Touch

Should a character model (i.e. not monsters) with more than one wound be touched (i.e. hit in H-H) by the Siren, then the character counts has having Initative of 1 and only 1 Attack next turn. Deamons and Undead are completely immune to the effects of a Siren, as are any monster models (including Trolls). Any Fishmen creature is immune to the Siren's touch. Followers of Slannesh (I.e. Champions with it's mark, or units led by them) are also immune to a siren's touch, in fact they think it's rather nice! The Siren's touch is a magical attack. It can not be dispelled by a dispell card, but any saves against magical attacks (like the Rune Of Warding or such like) does apply. It is not a spell of such, and therefore can't be destroyed with a scroll, stolen by The Destroyer or such like.

Poisioned Dagger

Siren's like to lure in their prey, and then hit them with a poisioned dagger in the back while they are transfixed. A poisioned dagger hits with +1 Strength and will cause D3 wounds against living foes. This means that undead (NOT Necromancers) and Deamons are immune to the effects of the poisioned dagger. For the beardies, yes War Machines are immune as well!!!

Modelling Sirens

Sirens are really easy to model up. All you need is to get a female Norse warrior (who are scantily clad as it stands!) and paint it up an off blue color, with green hair - or something similary aquatic. If you are feeling adventurous, you could model up the bras with "Green Stuff" into the shape of sea shells. I think that the Norse Women with dagger is the best for a Siren:


REGIMENTS (25%+)

LOCANTH ........................................................................................ 7 Points Per Model

Locanth Locanth are the warriors of the Fishmen army. These savage fish like creatures stand as tall as a man. They have vicious claws on both their hands and feet, making them fearsome foes on their own, without the savage weapons they bring with them into battle. Although fiere and deadly warriors, they lack the intelligence to use the more sophisticated weapons that their smaller brethen, the Aquakon use.

The Locanth are a savage race. They are natural preadtors, and while they lack the power to organise raids on the surface on their own, under the command of the Octavore, they make up both the warriors and the workers of the aquatic foe.

You may include any number of Locanth regiments.

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EQUIPMENT: Hand Weapon

SAVE: 6+ (Scaly Skin). Locanth are covered in interlocking scales. These are very rigid and hand. This save can not be reduced by the strength of the attack - it is always a 6+ Save, even against S10 hits! It can be combined with Armour - but that is reduced normally! Note: Locanth Heroes and Champions also have this save.

OPTIONS: Any units may wear Light Armour (+2 points per model) and carry a Shield (+1 point per model). They may be armed with spears (+1 point per model) and an additional hand weapons (+1 point per model).

Modelling Locanth

The only Fishmen model currently on Citadel's catalouge is what I used for my Locanth. The code is listed below. The model has no weapons though - I put some spears and plastic shields on my Fishmen. I also bend some of the arms to give a little variety.


AQUAKON ....................................................................................... 4 Points Per Model

Aquakon with Trident The Aquakon are the most numerous of all the fish men warriors. They are smaller than the Locanth, but what they lack in brute strength they make up with pure cruelty. Aquakon are extremly well organised, and with their brutal cunning they make use of more sophisticated weaponry then the Locanth. Aquakon frequently are found sporting hard crossbows and javelins.

The Aquakon are not so much one race, but a collection of small Aquatic humanoids. These are intelligent lifeforms, some resembling more fish than humanoid, others resembling more like gilled humans. All Aquakon have natural evolvments present, like fins and webbed limbs. Aquakon skin colour varies from various shades of green and blue. It is thought that Aquakon society is based on a tribal strcuture, but units of the various tribes mixed together are common. It is probable that the Octavore have enslaved the various Aquakon tribes, and restructured Aquakon society, allowing for the variation in Aquakon.

You may include any number of Aquakon regiments.

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EQUIPMENT: Hand Weapon

SAVE: None.

OPTIONS: Any units may wear Light Armour (+1 point per model) and carry a Shield (+1/2 point per model). They may be armed with spears (+1/2 point per model) and an additional hand weapons (+1/2 point per model), a crossbow (+1 1/2 points per point), a Javelin (+1/2 point per model) or a Trident (+1 point per model).

Modelling Aquakon

Aquakon are pretty damned tricky to model up. The race was based heavily on TSR Sahuagin - if you can track them down in a local hobby shop then the easiest thing would be to use them to represent Aquakon. This is the problem when designing a new race!! If you can't get hold of them, or are just a plain Citadel purist and don't want touch any other minatures then I suggests you create you Aquakon by using the bodies of Forest Goblins. File away the faces (yes it is pretty extreme!!) and then replace them with the faces of Morgannia's Frog! Smooth off the joins with some green stuff and sculpt on fins and scales on the backs. If you are feeling adventurous then you could have a go at sculpting shells and "fishy" details on your models. Alternately, (and probably better) you can sculpt aquatic detail onto Forest Goblin models using green stuff. Forest Goblins are good, providing you remove the feathers, as you can modify their spider emblems into Octopus, with a little bit of putty or creative painting. It may take a while to put together that large regiment you need to get maximum tactical value from your Aquakon ;-( Aquakon are quite a diverse race, any you could also try using Javelin Skinks altered with modelling putty. Basically, you are looking for "fishy" little guys!!!


AQUAKON NETTER TEAMS .......................................................... 7 Points Per Model

The Aquakon are quite cunning little warriors. The use net and trident teams whilst hunting underwater, swimming above them a dropping a net on the victim, while other members of the war party stab them with thier tridents. The Aquakon adapt this trick when they fight on land. These small teams use nets to ensnare their foe while the tridents start stabbing away!

You may include one net team for every Aquakon regiment in your army.

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EQUIPMENT: Net OR Trident. The composition is up to you. All models do not have to be identically armed. The Aquakon also carry hand weapons - usually small daggers made out of sharpened sea shells and sea creature teeth.

SAVE: None.

OPTIONS: Any units may wear Light Armour (+1 point per model).

Special Rules

Unit Size

Net Teams often operate in small hunting groups. The unit does not have to be 5 models in size like other units. A net team of less than 5 models can be assigned to another Aquakon unit, much like a Skaven Warp Fire Thrower. The Netters do not need to be part of the flanx, but must remain within 6" of the unit. Missile casualties are taken from the main unit before the netters (unless the main unit consists of only character models for some reason - I.e. all other troops dead!). When the main unit is engagaed in hand to hand combat, then the netter team can also be placed in hand to hand combat, on the front of the opposing unit if possible, otherwise on one of the two sides. If their is no room for the netter team, then place them at the rear rank of the parent unit. (Note: they don't get removed as casualties for being at the back, - as the netters aren't fighting). If the parent unit charged, then the netters as classed as charging as well. If the parent unit recieved the charge then the netters count as receiving the charge! In either case, the netters may decide they do not want to join the main unit in combat - split them off as a seperate unit. Once seperated, they can not reform with the main unit. The unit may only include a Champion if it numbers 5 or more models - a Netter Champion may chose whether to be armed with a Net Or a Trident - both cost 2 points.

Skirmish

Netter Teams of 5 or move models can Skirmish as described in the Warhammer rulebook.

Net Teams

Aquakon with nets gain a +1 Initative bonus when in hand to hand combat. This means that the net armed Aquakon always attack before the trident armed Aquakon. A net can't harm a foe - no roll to wound is necessary, but any of the netted enemies are later stabbed by the trident armed Aquakon. In addition, any netted target may not fight in hand to hand combat phase if it has not fought already. Trident armed warriors inflict an extra hit for each netted victim. All hits are resolved with the +1 Strength of a trident. However, there must be at least one Aquakon left with a trident to hit the netted victims. If not, then the netters have to hit the netted opponents, and hits are resolved at S3 as normal (for the daggers). Note: The trident bonus can't be used if they the trident weilders have thrown their tridents and a previous shooting phase (see below.). The free hits do not apply to all trident armed characters, only Aquakon Net Teams, as they have been specially trained at these tactics. The only exception is if the Net Team has a Champion aremd with a Trident which allows him to hit with One of the additional hits with his S +1, Unless the Champion is the only trident armed member of the unit. Nets can be thrown up to 8" at a target. Roll to hit just like a shootinmg attack. Any ranged target which is hit by a net is trapped for his next turn and can not move, shoot or use magic. The Nets are one shot weapons - once they have been fired they can't be used for the rest of the battle. The Net armed Aquakon are counted as having Hand Weapons. NB: The whole unit must throw their nets at once. A Net unit doesn't have to throw it's tridents if it is throwing nets, and vice versa.

Tridents

The rules for tridents are summerised below. The same rules for tridents apply to any unit armed with tridents, I have put them hee as it seemed to most logical place, and didn't feel like duplicating it for most of the army list entries! Note. The special Trident Team rules (above) don't apply to any other units armed with tridents.

A Trident may be uused in two different ways: like a Spear or like a Javelin. The rules for both methods are written below. Note: A "javelin" attack is a one shot weapon, and the trident must be discarded. If the trident is dicarded it may not be used like a spear subsequently!

Missile Casulaties

Any missile hits are randomised amonst the net armed Aquakon and the trident armed Aquakon.


AQUAKON SEA SERPENT RIDERS ........................................... 15 Points Per Model

Sea Serpent Cavalry Aquakon are frequently seen riding upon sea serpents, powerful creatures which usually are found deep under the ocean. When they fight on land, Sea Serpent riders hover just above the ground. These creatures are savage and deadly in combat, and with their Aquakon riders they act as a highly mobile scouting force, and also as a fast and effective reserve to quickly plug any gaps in the Fishman line.

You may include any number of Aquakon Sea Serpent Riders in your army.

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EQUIPMENT:Hand Weapon

SAVE: 5+. The scaly hide of a Sea Serpent is very tough, and they writh as they "Swim" towards the enemy. This gives a +2 To the saving throw, instead of the usual +1 given by normal cavalry mounts.

OPTIONS: Any units may wear Light Armour (+2 points per model) and carry a Shield (+1 point per model). They may be armed with spears (+1 point per model) and an additional hand weapons (+1 point per model), a crossbow (+3 points per model), a Javelin (+1 point per model) or a Trident (+2 points per model).

Special Rules

Skirmish

Sea Serpent riders can Skirmish as described in the Warhammer rulebook.

Modelling Sea Serpent Riders

The bodies to the old citadel Coatl would be absolutely ideal for representing Sea Serpents, though I do have this nasty suspicion that the model is discontinued ;-( However, building them out of modelling putty and garden wire is a time consuming option. Or you can try looking through the catalog for any other large serpent type model for a mount. The riders are easier to make! Use the spear and hand weapon armed Forest Goblin spider riders, and build them up in the same way you decided to build the Aquakon (just scultping the detail on with modelling putty is the best option, I feel - the long floppy ears look pretty aquatic when painted up.) However you decide to make your Serpent riders, I recommend you mount them on Cavalry bases, even though the look best of flight stands (they are a cavalry regiment, and it makes it easier to work out combat if they are on cavalry bases!)


DEEP ONES ................................................................................. 45 Points Per Model

The Deep Ones are amongst the largest and most deadly warriors in a fishmen army. These lumbering creatures are around the same size as a troll, and nearly as stupid to boot. However, their stupidity is controlled by the powerful magic of the Octavores. When in combat, they are truly deadly foes.

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EQUIPMENT: Hand Weapon

SAVE: 6+ (Scaly Skin). Deep Ones are covered in interlocking scales. These are very rigid and hand. This save can not be reduced by the strength of the attack - it is always a 6+ Save, even against S10 hits! It can be combined with Armour - but that is reduced normally!

OPTIONS: They may be armed with double handed weapons (+2 points per model) or additional hand weapons (+1 point per model).

Special Rules

Unit Size

Deep Ones do not have a minium unit size. If you include up to 5 Trolls then they fight as a single unit. If you include up to 10 Trolls then they can be split into two units etc. Deep Ones may be included into Aquakon regiments, in which case any Deep Ones assigned in this way do Not count towards the number of Trolls when it comes down to working out how many Deep One units you are allowed to field. Deep Ones assigned to Aquakon regiments fight in the same way as Kroxigor assigned to Skink regiments.

Modelling Deep Ones

A really impressive Deep One can be made from the body of a River Troll and the head sawn off the body of a Slann Mage Priest. The join should idealy be smoothed over with some modelling putty.


WAR ENGINES & SEA MONSTERS (0-25%)

Some of the larger Sea Monsters which are drawn out of the depths to fight for the Fishmen, as well as their machineries of destruction are taken from the same points allowance. However, please note that this doesn't mean that you can include bound monsters in this points allocation, their is a seperate bound monsters allocation. Also, these monsters are not available as mounts for characters allowed to ride monsters.

PROMETHEANS .............................................................................................. 60 Points

The Prometheans are truly fearsome monsters, Giant Lobsters whose deadly pincers snap viciously, tearing through flesh and armour with ease. This horrific denziens of the deep are goaded into battle by vicious Aquakon, armed with sharp prodders.

Profile

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A
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Aquakon
6
2
3
3
3
1
3
1
6
Promethean
6
3
-
5
4
3
3
3
4

CREW: A Promethean is accompanied by 4 Aquakon Runners armed with prodders (tridents).

Special Rules

Promethean attacks

Prometheans may convert all of their hand to hand hits, if numbering two or more, into one single hit at Strength 10, as the creature pins the foe in both claws, and squeezes, real tight!

Armour Save: The thick chitin plates on the Promethean gives it a basic save of 4+. Any shooting attacks at the Promethean and runners are randomised out, if firing at over half range. If firing at under half range, the Promethean or the crew may be targetted seperately.

Crew: While there are 3+ Crew Members, the unit may act normally. If the Crew is taken down to 2 or less, then the Promethean can only move at half rate (charge moves are not affected). If the crew is destroyed completely then the Promethean is prone to stupidity. Should the stupidity test fail on a double then the Promethean goes mad instead and charges the nearest unit (friend or foe!). While there is still crew, the Promethean team uses the crews leadership. Note: Prometheans are not bound monsters.

Modelling A Promethean

Best thing to do here is get hold of the old Citadel Giant Scorpion, and then model up a lobster tail on it with modelling putty. The runners are just Aquakon built normally.


HARPOON THROWER .................................................................................... 45 Points

Aquakon are quite devious creatures, and under the instruction of their masters, the Octavores, they create war machines. One of the most deadly war engines they use for battle is the Harpoon Thrower. The oversized crossbow fires a large 6 Foot Harpoon, on a long steel chain. This is used to puncture ranks of infantry, and pierce large creatures, dragging them nearer the rest of the army.

Profile

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WS
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I
A
Ld
Aquakon
6
2
3
3
3
1
3
1
6
Thrower
-
-
-
-
7
3
-
-
-

CREW: A Harpoon Thrower is accompanied by 3 Aquakon Crew armed with a hand weapon.

Special Rules

Bolt Thrower

The Harpoon Thrower operates virtually the same as a bolt thrower. However, should the Harpoon Bolt wound a victim, but not kill it out right, then the creature is dragged 2D6-The Victims Strength" directly in a straight line towards the bolt thrower. If it drags the victim into contact with a Fishmen unit then the creature becomes engaged in hand to hand combat, and fights with a -1 WS Penalty. Note: Neither unit is classed as charging into combat. If the drag score is a negative value then it is not dragged at all - the creature breaks free of the harpoon before the crew can winch it outwards. This makes the Harpoon Thrower very useful for dragging characters out a protective unit, and for pulling large monsters into crossbow short range etc. Also note that you do not have to attempt to drag a target if you don't want to - I'm sure that you may not want to lure that frenzied Dragon Ogre any nearer to your troops then you want to. If a troop is dragged out of a regiment (say a troll or beastman) which is usually unable to be fielded seperately then the troop classes as a seperate unit to the unit he was dragged from, but may do nothing else but attempt to rejoin his unit. If he is attacked then he will fight back normally.


KILLER CLAM CATAPULT ............................................................................. 77 Points

Another fiendish Aquakon artillery piece is the Killer Clam Catapult. It works in a very similar manner to a conventional stone thrower, apart from it throwers living carnivorious clams at the foe. These vicious creatures can tear through flesh like ravenous beasts, and prove to be deadly ammunition.

Profile

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WS
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I
A
Ld
Aquakon
6
2
3
3
3
1
3
1
6
Thrower
-
-
-
-
7
3
-
-
-

CREW: A Clam Catapult is accompanied by 3 Aquakon Crew armed with a hand weapon.

Special Rules

Clam Catapult

A Clam catapult operates in a similar way to a Small Stone Thrower (i.e. 48" range, S7 Hits D3 Wounds etc.). However, if the catapult shot misses, then mark the spot with a marker. This represents a carnivorous clam. If any unit (friend or foe ) moves into base to base contact with a clam then the clam will attack. The unit engaged in combat with the clam will stop and fight the clam, but a free to move away next turn whether the they kill the clam or not. Routing troops who flee past the clam (i.e. move over it) suffer D3 casualties. The clam can't move,and it's profile is shown below.

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Killer Clam
-
3
-
4
4
1
1
2
-

Clams have no leadership value as they can not be broken (they couldn't flee anyway!!). A clam catapult shot which hits a unit is destroyed on impact and has no further effect on the game.


MONSTERS (0-25%)

This is the list of monsters which are available for both bound monsters and monster mount. This is quite restrictive to reflect the nature of the fishmen army, but includes many several new monsters. It is important to note that, unless specifically stated in the monster's army list entry, then the monster is affected by the normal suffocation rules for when the Octavore and subsequent sorcerors are killed, as they are usually sea creatures who live in the ocean depths.


Sea Dragon .................................................................................................... 450 Points

Fishmen can only use Sea Dragons, not Great Sea Dragons or Emporer sea Dragons. For rules for Sea Dragons, I suggest you use Marnie's rules in her excellent Sea Elf Army List which you can find at her home page (Palace Of The Elf Queen).

The only ammendment is that Sea Dragons are not affected by the suffocation rules, should the Octavore or any subsequent sorcerors be killed.


Kalamari ........................................................................................................ 250 Points

Kalamari are true nightmare creatures from the lowest depths of the oceans of the Boiling Sea. These powerful creatures resemble a giant squid, naturally they will kepp themselves to themselves, and not venture near the surface. These creatures are fearsome creatures in their natural habitat. The Octavores bind these creatures as either monster mounts or as independant monsters. This terrible creature which propells it's self through the air by a natural jet propullsion system. Their tentacles are adminster a sharp electric discharge which has the effect of paralysing the prey before they crush it under their beak.

Statistics
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WS
BS
S
T
W
I
A
Ld
Kalamari
8
4
0
5
4
6
3
6
7

Special Rules

Special Tentacle Attacks

Due to the unique way that kalamari attack (by using their tentacles to sting their prey, paralysing them before they draw them into their gaping maw. Roll each attack die individually (i.e. don't roll 6 attacks as you would normally.) When the first attack hits, then the target model becomes paralysed. No wounds are inflicted for this hit, but the creature may not fight back in this round, if he hasn't already fought. Any subsequent attacks are fought as if the paralysed combatant has WS 1. Each subsequent hit inflicts a S5 hit, or you may exchange 2 or more S5 hits for a single S7 hit. The effects of paralysis only work for one combat round, at the start of the next round the combatant (providing it survived!!) fights normally!

When used as a monster mount, the character fighting on the Kalamari may hold back fighting until after the Kalamari, as they are trained to let the Kalamari paralyse the foe before they move in for the kill. If they do this, and the Kalamri has hit the foe once, the rider attacks the foe as if the foe had WS 1. Any hits are resolved normally. this does mean that Kalamri are incredibly useful for dealing with powerful characters - but the hero riding the beast must often delay his attacks (fighting after the low Initative Kalamari, and may well be killed before he gets to strike. Heroes mounted on Kalamari may not use the ability to delay fighting if they charged - both rider and mount get caught up in bloodlust.

Wounds

When a Kalamari is wounded, it loses once attack for each Wound suffered. This represent a tentacle being lopped of by each attack. If a Kalamari is reduced to one wound (i.e. one tentacle) it can mean it can't actual kill a target, only paralyse. If this is the case, then the Kalamari's owner has the option to resolve the hit at S3 instead, to represent the creature geting in a sneaky bite from it's beak!!

Leviates

The Kalamari hovers eeriely in mid air. Because of it's hovering, the Kalamari can move over any terrain less than 2" high without a movement penalty. A Kalamari can cross any other obstacle higher than 2" by measuring the distance up and over it. It can only cross an obstacle if it can cover it complety. For example, A Kalamari couldn't cross a 12"x12" cliff face because it couldn't travel 12x12x12 in one movement phase, even if it "marches." Note that a Kalamari can not fly.

Fear

Kalamari are very frightening creatures, and cause fear as described in the Warhammer rule book.

Modelling Kalamari

Easy really. Just Mail Order an old Space Fleet Tyranid Hiveship and gleu it together. Put it on a flying stand, and there is your Kalamari.


Manta Ray Swarm ........................................................................................ 100 Points

Swarms of Ray are a common sight in Fishmen rading parties. While each of these flat fish are relatively harmless on their own, when they attack in a swarm, then they are very dangerous foes - circling around their prey and ganging up with their electric shock attacks.

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Manta Swarm
4
3
0
4
2
5
1
5
10

Swarm

All the rules for any other Swarm in the Warhammer game apply to Manta Swarms. They can't be used as a mount for a character, and they are immune to pyschology. Also note that they are in fact Aquatic creatures. They can move through water without penalty, and also they can move over any obstacle of a height of 2" or less without movement penalty. Manta Swarms ARE affected by suffocation should the Octavore or any subsequent sorceror die, just like any other Fishmen unit.

Electric Shock Attack

The Manta Ray Swarm attack by discharge sharp high voltage bursts of electrcity. The effect of this is partially represented by the strength value of 4. However, Dragon Ogres are immune to the electric track, and it only makes them subject to frenzy as normal!!!

Modelling Manta Swarm

Another rather simple one to build. Use Space Fleet Tyranid Kraken. Glue 3 or 4 onto a monster base, and that's your swarm sorted. Their are two reaaly suitable ones, and you can use a Ramsmiter if you want a sword fish type in your Swarm.


Crown Of Pain ............................................................................................... 250 Points

The Crown Of Pain is the most unusual of the Sea Monsters that the Fishmen can bind into their service. The Crown of Pain resembles a huge starfish, with two eyes on stalks which protrude from the front of it. These eyes scan the battlefield for new prey. The other notable feature is the huge maw which is set into it's "Face". The Crown Of Pain secretes a powerful poision from it's body, which wracks it's victim with intense pain. Although protected by a hard shell, the insides of a Crown Of Pain are very weak, which appears to be it's only weakness.

Statistics
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WS
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A
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Crown Of Pain
6
3
0
4
4
4
3
3
7

Special Rules

Poision Attacks

Crown Of Pain secrete a deadly poision. This means that only the tinest scrath from a Crown Of Pain can wrack the victim with pain. As the poor individual wracks his body with agony, then the creature may strike. If a foe suffers a wound by the Crown Of Pain, the wound is deducted normally. However, if this doesn't kill the victim then the victim is imobilized by the agony caused by the poision. Place the model face down where it lies. It takes no further part in the battle. At the start of each of the victims turns, roll a D6. On a roll of a 6 then the model may fight on (it does not regain the lost wounds). You may deduct one from the roll for each subsequent turn (i.e. second turn after stung the model would fight on on a roll of 5+ etc.) up to a maxiumum of 2+. If the model is still down at the end of the game then vuictory points are awarded as if the creature was killed. The Crown Of Pain's poision is only strong enough to effect man sized models in this way. Any large monsters (anything from the monsters section of an army list, or mounted on a 40mm Mosnter base) are not placed down by the Poision but suffer D3 wounds per hit, instead of one.

Eyes On Stalks

Due to it's eyes on stalks, the Crown Of Pain has a 360 degree viewing arc. This means that the Crown Of Pain can charge targets which are behind it.

Leviates

The Crown Of Pain hovers eeriely in mid air. Because of it's hovering, the Crown Of Pain can move over any terrain less than 2" high without a movement penalty. A Crown Of Pain can cross any other obstacle higher than 2" by measuring the distance up and over it. It can only cross an obstacle if it can cover it complety. For example, A Crown Of Pain couldn't cross a 12"x12" cliff face because it couldn't travel 12x12x12 in one movement phase, even if it "marches." Note that a Crown Of Pain can not fly.

Fear

Crown Of Pain are very frightening creatures, and cause fear as described in the Warhammer rule book.

Modelling A Crown Of Pain

Tricky blighter this one. I'm afraid you'll just have to build it out of modelling putty!!! If you can get hold of a small starfish then you could use this as the base to sculpt around.


SPECIAL CHARACTERS

This is a selection of some of the most infamous creatures to be seen in Fishman raiding forcers. These characters may be selected out of the characters allowance. Note, there are occasionally additional restrictions (like the character must lead the force). Also, they are special characters, and could very well make the game both predictable and unbalanced if used every battle. And yes, Posiedus is BLOODY hard, so don't use him every game - he is mainly inlcuded for specialised scenarios, and to deal with armies containing other superhard, Nagash style special characters. Note: All new magic items described in a Special Characters entry are heirlooms and therefore they can only be taken by the special character, and noone else.

Poisiedus, Emperor Of The Sea .................................................................. 600 Points

Promethean Chariot +190 Points

Poisiedus' Trident +100 Points

Poisiedus' Crown +50 Points

Poisiedus' Conch Shell +50 Points

Cloak of Enchanted Kelp +50 Points

Poisiedus is a totally unique and incredibly powerful creature. Though incredibly rare is he seen on the surface, he is ancient beyond mortal imagination and the ruler of the entire Fishmen co-alition. Not even the Octavore no where he came from, maybe he created the Octavore for simply octopus, all they no know is that he is the master.

Some of the most learned scholars of Ulthuan, and the powerful Slann mage priests are the only ones to no of his existence. They think that he was born at the Time Of Choas, when the dimensional gates collapsed, and filled the oceans of the old world with mutating Choas power. They think he was originally a huge Triton, one of the ship sized creatures which infest the Warhammer World's oceans. However, while he is no longer anywhere near the size of a Triton, he towers above a man. He rides into battle on a huge scythed chariot, constructed from a gargantuan clam shell. The chariot is drawn by two crazed Prometheus' while he stands aboard, waving his huge trident in the air.

If you include Posiedius in your army, then he MUST be the commander. You may include an Octavore as well, but you do not have to purchase an Octavore.

Profile

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Poisiedus
6
7
7
6
5
7
7
6
10
Chariot
-
-
-
-
7
3
-
-
-
Promethean
6
3
-
5
4
3
3
3
4

Special Rules

Promethean Chariot

Posiedus' Chariot is drawn by two Prometheans. It is subejct to the normal rules for chariots. Note that it does have sycthed wheels. The Promethean's do not go berzerk as normal uncontrolled Promethean's. Should Posiedus be killed, then the chariot goes out of control as normal.

Immune To Pyschology

Posiedus' is such a powerful creature that he thinks nothing of anything he may encounter on the battlefields of the Warhammer World. Posiedus can never be broken and is completely immune to any pyschological tests that he has to make. If he is part of a unit and they flee, then he stays puta nd does not flee with them.

Terror

Posiedus is such a powerful and large creature that he causes Terror as described in the Warhammer rulebook. Rember, any creature which causes Terror also causes Fear as well.

Magic Caster

Posiedus is a powerful level 4 sorceror. He uses the Aquatic Magic Deck.

Magical Items

Posiedus' Trident: Posiedus Huge Trident is an immensly powerful aretfact. All hits from the Trident ignore armour saves, even magical ones. Also, every magic phase it can cast D3 Lightning Bolt Spells (S6 Hit, -3 Armour Save), which can be dispelled as normal. Each Spell has to be aimed at the same target, and you roll to dispell all D3 spells in one go, you can't try and dispell them individually.

Posiedus Only

Posiedus' Crown: The huge Golden Crown that Posiedius wears upon his brow has a powerful effect on the morale of the Fishmen around him. Any Fishmen unit with 12" of Posiedus is completely Immune to Pyschology but NOT Break Tests.

Posiedus Only

Posiedus' Conch Shell: The Conch shell Posiedus wears around his neck protects him from the power of hostile magic. Any spells cast directly at Posiedus or affect him (such as template spells) are nullified on a roll of 3+ (This does not count as an attempt at a Dispell). If they are Nullified, then Posiedus is unaffected by them. Note: it doesn't dispell the spell, and if any other models (such as a unit Posiedus accompanies) are affected by the spell as normal.

Posiedus Only

Cloak Of Enchanted Kelp: The Cloak gives Posiedus an unmodifiable saving throw (as a ward) of 5+ on a D6. Furthermore, at the start of any of his turns, he may regain a single lost wound if he suceeds in rolling 4+ on a D6 (NB: This can't take him to more than his starting number of wounds).

Posiedus Only

Ursualandra, Sea Witch ................................................................................ 450 Points

Eel Shock Whip +30 Points

Dispell Magic Scroll +25 Points

Sea Dragon Ring +35 Points

Black Pearl +20 Points

Ursulandra is a powerful creature, having the upper torso of a women, and the lower body of an octopus. She is believed to be a social pariah for Fishmen, living an isolated life. From where ursulandra comes is unknown, though she is believed to related to Posiedus, although the two rarely speak. She is a powerful Sorceress, and a terrible adversary.

You may include Ursualndra in your army as an individual character. She may lead the army.

Profile

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Ursualandra
7
4
4
4
5
4
5
3
10

Special Rules

Tentacles

Ursualndra's lower body is made of octopus like tentacles. She has the same Levitation rules as Octavores, however Ursualndra is not affected by the special march rules.

Breathing

Ursulandra is a powerful sorceress. She is unaffected by the suffocation rules, like all Fishmen sorcerors. Also, if she is deemed to take charge of the army if the general dies, then all units automatically pass their suffocation tests. NB. She still loses a magic level and a spell.

Fear

Ursulandra is such a powerful and large creature that she causes Fear as described in the Warhammer rulebook.

Magic Caster

Ursulandra is a powerful level 4 sorceroress. She uses the Aquatic Magic Deck. Ursulandra is so powerful a sorceress that she may pick her spells from the deck, she doesn't have to have them dealt randomly.

Magical Items

Eel Shock Whip: Ursulandra's whip is made of magically bound electric eels. Any wound caused by the whip will also inflict a strength 3 hit on anyone in base to base contact with the victim, except Ursulandra herself, as the victim writhes around in agony, flailing their arms. Also, if Usrulandra fights before her opponent, and her opponent is wounded by the whip than the opponent must roll under their I on a D6 (a 6 always fails) or not be able to fight back that turn. The whip is considered to be an electric attack when vs Dragon Ogres. Ursualndra still has the option of fighting with fists and tentacles instead of the whip.

Posiedus Only

Gruargach, Deep One Hunter ...................................................................... 200 Points

Gru'argach's Hunting Net +50 Points

Gru'argach's Staff + 50 Points

Gru'argach rarely rises from the lowest depths of the Underworld Sea, where he resides. A master hunter, who usually traps the mightest of sea beasts, when Gru'argach rises from the depths, he is a terrible threat. Those who have seen Gru'aegach towering above the Aquakon shudder at night, unable to sleep.

You may include Gru'argach in a Fishmen army as an independant character - he may not lead the army as he has not the magical power to allow the Fishmen to breath air.

Profile

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Gru'argach
5
5
5
6
5
6
3
4
7

Special Rules

Fear

Gru'argach is a terribly smelly and scary sea creature, and causes fear as described in the Warhammer Rulebook.

Magical Items

Gruargach's Net: Gru'argach carries a huge net, weighted with skulls of deacd sailors. The net may be thrown in the shooting phase. Roll to hit as normal. The net uses the stone thrower template. If the shot misses, roll an artillery die and a scatter die to determine scatter distance. Reroll the artillery die if it comes up with a misfire. Any models under the template are autiomatically hit. Anything partially under is hit on a roll of 4+. Hit targets must roll under their initative or lose a wound - armour saves don't count, although wards and magic armour does. The target also misses it's next turn if it has any survivors (including if it is a unit with troops outside the template, as the rest of the unit try to free their comrades).

One Use Only - Gru'argach Only

Gru'archgach's Staff: Gru'argach's Staff is not really a staff, it is the mast of a small ship which he personally scuttled. The crew were demoralised when he ripped the mast off with his bare hands. Since that day Gru'argach has carried the staff into battle. The staff gives a +2S Bonus. All hits which wound also cause an additional -1 LD moderifier to the foe, due to the unnatural aura of fear caused by the staff. However, the staff requires that Gru'argach always strikes last in close combat, just like a double handed weapon.

Gru'argach Only

Krakgar, The Clawed Horror ........................................................................ 120 Points

Whether Krakgar is the last of his race, a creature created entirely from sorcery, or even only one of a race which lies so far hidden in the depths that the Octavore's have no knowledge of them is unknown. But Krakgar is a fearsome creature. Similar in some ways to a man size Promethean, Krakgar is a six foot high Bipedal Lobster. His thick plates make stunningly effective armour, and with his six limbs, two of which are huge claws, Krakgar is a terrible and frightening foe.

You may include Krakgar in a Fishmen army as an independant character - he may not lead the army as he has not the magical power to allow the Fishmen to breath air.

Profile

Statistics
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WS
BS
S
T
W
I
A
Ld
Krakgar
4
5
2
4
5
3
3
3+2*
8

EQUIPMENT: Krakgar carries no equipment. However, his unnatural thick chitin armour grants him a 3+ saving throw, which can not be reduced to less than 5+ by strength modifers. Krakgar fights with his two giant claws and a double handed trident (+2 S - Not +1. You don't have to attack last with the 2 handed Trident, as Krakgar has many limbs, and is well trained in how to use the trident!! ).

Special Rules

Pinion Attack

Krakgar makes two special attacks with his claws. Roll these first. If both hit then you are given the option of resolving them normally at S6. You can alternately forfeit any further attacks and try to rip the creature apart (note: This attack can only be done on man sized models - inc. cavalry as Krakgar grabs the rider off his mount!). Roll a D6 and add your Strength (4). Your victim rolls a D6 and adds his T. If your roll beats his, then you get one Strength 10 hit, with no armour save, for each point higher you roll was (beat his score by 6 - you score 6 S10 hits etc.). This attack is very useful for dealing with strong character models. You are also given the option of attacking with the other three attacks on the enemy you have grabbed, with the foe counting as WS 1. If you fail to hit with both attacks, or if you decide to resolve the attack normally, then you get the extra 3 attacks with the 2 handed trident as well. If you only score one hit with the claws then resolve it as a S6 hit normally!.

Aquaravon, The Emporer's Champion ......................................................... 95 Points

Leviathan Blade +50 Points

Mandrake, Sea Horse Steed +50 Points

Aquaravon is a highly skilled Locanth warrior who is the champion of Posiedus, Emporeror of the Fishman undersea Empire. This skilled warrior has been seen many times accompanying the armies of the Fishmen. He rides a unique and unusual mount, named Mandrake by the scholars of the old world. Mandrake is a Sea Horse with a strange magical power, it can simply disappear, and then reappear anywhere within minutes of it's dissappearance.

You may include Aquaravon in a Fishmen army - he may not lead the army as he has not the magical power to allow the Fishmen to breath air.

Profile

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BS
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I
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Aquaravon
4
6
4
4
5
2
5
4
9
Mandrake, Sea Horse
8
4
0
3
3
1
3
2
2

EQUIPMENT: Aquaravon wears light armour, and carries a shield. with his scaly skin and mount this gives Aquaravon a 3+ Save, which can never be made worst then 6+ by strength modifiers. He rides Mandrake, a magical Sea Horse, and carries a supply of Tridents which he can throw or charge with without running out during the game.

MAGIC ITEMS: Aquaravon may only carry one magic item, which is always the Leviathan Blade.

Special Rules

Mandrake

Mandrake is considered to be a cavalry mount, and is treated like one. However, Mandrake can make a jump to the Astral plane, instead of moving. This works in a similar way to flying high - Aquaravon is removed from the board for the turn, and may be placed anywhere at the start of the next turn. Note: As Aqauravon isn't flying high, he is in the Astral Plane, then he can't be attacked by monsters flying high etc. However, the difference is that you must roll 2D6 when you attempt place Aquaravon on the board - on the roll of a double (i.e. two 4's etc) then Aquaravon is delayed in the warp for D3 turns, and can't be placed until then. An a roll of double one, or double six, then Aquaravon has been consumed by a warp entity and is considered destroyed (and you do lose the victory points for him!!). The Sky Arrow Of Naelor can't be used on Aquaravon when he jumps. Also, the magical effect of Mandrake is that Aquaravon is uneffected by the suffocation rules like other Fishmen.

Magical Items

Leviathan Blade: The Leviathan Blade is named so, because it's magic grants the wielder the same relentless ferocity of the legendary Black Leviathan. Attacks are made as normal. However, should one of the attacks wound then the bearer can immediately make another single attack - if this causes a wound then the bearer can make another attack, and so on until the attacks fail to wound.

Aquaravon Only

Aquatic Magic Deck

The magic spell cards for Aquatic Magic users are provided below. You simply have to print out the pictures and mount them onto card.

Kraken's Call Spell Phantom Pirates Spell
Flying Dutchman Spell Wave Blast Spell
Tsunami Spell Drown Spell
Siren's Song Spell Etheral Sharks Spell
Water Weirds Spell Whirlpool Spell


Fishmen Magic Items

All of these magic items are available to only Fishmen armies. To save time and space, I haven't put these in the form of Magic Item cards, (if you had any idea how long the Magic Deck took to draw up as cards.....).

Black Pearl ...................................................................................................................................... 20 Points

Black Pearls are very rare, found in rare clams in only the deepest depths. These rare artefacts are supersaturated with magical power. Any Fishman character may have a single Black Pearl. It may be used once per battle, allowing the character to pass any test it is required to make. By test, I mean any roll which requires a certain number to be beaten (for example an armour save, or a "to hit" roll). The Black Pearl can't modify any other dice roll. The Black Pearl can only be used on a roll directly contected with the character bearing it. It can't be used, for example, to pass another character's armour save. The Black Pearl can alternatively be used to force an opponent to reroll a dice which directly afects the character (for example if the bearer is hit with a Hyrda Blade or a Weeping Blade). You are forced to accept the second roll, even if it is worst. The Black Pearl can only be used once no matter what way it is used.

May Be Used Once Only

Living Coral Sword ....................................................................................................................... 35 Points

The Living Coral Sword is a deadly weapon. The blade is fashioned from coral which has been magically bound into a sword. The coral grows at a rapidly accelerated rate. When fighting in hand to hand combat, and hit which wounds on a natural roll of a 6 causes not one, but D6 Wounds. Armour Saves are allowed as normal.

Dead Mans Chest........................................................................................................................... 25 Points

Fishmen raiding parties have wrecked ships at sea for hundreds of years - indeed many of the unexplained sea wreckings of the Warhammer World were probably down to the Fishmen. A Dead Man's Chest is a old, sea weathered chest which is full of unimaginable riches. Any enemy unit within 12" of the character bearing the Dead Man's Chest must take a Leadership test or automatically move towards the chest as fast as possible. This may involve marching or charging the character if in range. Dogs Of War Regiments and armies are so motivated by greed that they take the LD test at a -1 penalty. If the character carrying the chest is broken in combat and caught, or if he is destroyed and there are no more Fishmen troops involved in the combat then the Chest is captured, just like a standard. Should the character flee and not be caught, then the chest is dropped and it has no further part of the game. It gives the opponent 1VP if the Dead Man's Chest is still in their position, because the sheer amount of riches they have captured. If a unit which captures the Chest flees then the chest is left behind, and is assumed lost on the battlefield and has no further affect. However, should the chest be captured by a unit and not an individual, at the start of each of their turns, they must take a LD Test (-1 For Dogs Of War) or else they start fighting amongst themselves as to who gets the chest, and may do nothing else in their turn. Fishmen units are unaffected by the lure of the Dead Man's Chest.

Shark Blade .................................................................................................................................... 50 Points

The Shark Blade is a magical sword which is carved out of the tooth a Megladon, one of the giant, ship sized monsters which infest the oceans of the Warhammer World. The Blade Adds 2 to the attacks strength, and also makes the model subject to Frenzy (Note: It doesn't make any unit the character leads subject to frenzy).

Aquariman's Conch ..................................................................................................................... 75 Points

This huge conch shell has been enchanted with magical power by a powerful Aquakon Sorceror, named Aquariman by the scholars of the Old World. The Conch may be blown once per battle, during the magic phase and it has the power to instill the Fishmen with the will to fight on. For the next turn (Fishmen and opponents), all the Fishmen units within 24" of the character will automatically become Immune to psychology AND Break Tests. It is a spell, and can be dispelled normally.

May Be Used Once Only

Sea Dragon Ring .......................................................................................................................... 35 Points

This magic ring casts a potent spell. Boiling Water blasts outwards from the ring in the same way as Sea Dragon's Breath Weapon - Use the Large Teardrop template to determine who is struck. It is a spell, and can be dispelled.

Elemental Amulet Of Water ......................................................................................................... 35 Points

This powerful magic amulet allows the character bearing it, and any unit he leads, to breath air. This means that they except to the suffocation rules caused when the sorceror holding the army together dies.