Ridden animals
The monstrous animals described in this section can be used as mounts for fearless warriors that dare to ride them. They add +20 points to the warband rating. Due to their enormous size or special durability these mounts have more than one Wound. Therefore whenever a model shoots at a warrior riding one of these mounts roll a D6 to determine who is hit: 1-4 mount, 5-6 rider. In close combat models may choose whether they want to attack. the mount or the rider. The +1 armour bonus for having a mount applies as normal.
They both benefit from the Skull of Iron and Staggered, but not down special rules that cause them to ignore stunned and knocked down results and instead lose an attack until their next recovery phase.
rhinox
Ogres, Marauders, Norse and Merchant Caravans only
Below the ruined realm of the Sky Titans are the ice fields where Rhinox herds and ice elk graze. Rhinoxen have become a cornerstone of culture in the wild kingdoms. To discipline these ill-tempered beasts of burden requires a momentous feat of strength.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Rhinox | 7 | 3 | 0 | 5 | 5 | 2 | 2 | 3 | 5 |
SPECIAL RULES
Availability: A Hero searching for a Rhinox adds +1 to his rarity roll for each point of Strength he has. If a Rhinox was found the Hero must take a Strength test. If the test is failed he was wounded by the Rhinox while he tried to capture and tame it. Roll once on the Serious Injury table for him immediately.
Fear: Rhinoxen are large and dangerous cave-beasts with horns as long as a full-grown man. They cause fear.
Bad Tempered: Even Rhinoxen that have been broken by their riders have a temper shorter than a pygmy’s thumb. If there is an enemy model that is an eligible target for the Rhinox rider to charge during the Declare Charges part of the Movement phase, it must immediately pass a Leadership test or declare a charge – if there is a choice of models to charge, then the controlling player may choose freely between them.
Thunderous Charge: Even a single Rhinox rider in full charge is a terrifying sight, the ground itself trembling as the cave-beast thunders into the ranks of their foe. On any turn when a Rhinox rider charges more than 7", he causes D3 impact hits at the basic strength of the Rhinox.
temple dog
Dragon Monks, Sisters of Sigmar and Priests only. Not available to Skaven, Undead and Chaos Dwarfs
Magical constructs, chiselled and set from enchanted stone stand immobile guarding temple grounds from intruders. On closer inspection these avatars seem indistinguishable from a normal statue, only springing into life when certain strictures have been violated on the temple grounds.
Heavy weathering on the majority of these constructs indicates they may come from an ancient time and that any such magic harnessed during their creation was lost or remains undiscovered.
Fanciful tales of hidden shrines, their priests butchered by defilers, now lie concealed in ruin. Ruins watched over by ever vigilant guardians who shall resist all attempts to settle them back into quiet stone, warding off those who dare to unravel the mystery.
Profile | M | WS | BS | S | T | W | I | A | Ld |
---|---|---|---|---|---|---|---|---|---|
Temple Dog | 6 | 5 | 0 | 5 | 5 | 3 | 3 | 3 | 8 |
SPECIAL RULES
Fear: Temple Dogs are supernaturally animated celestial monuments that cause fear in other warriors. Save: Because of their stone-like skin, Temple Dogs have an Armour save of 5+ that is not modified by the strength of attacks against it (or by other save modifiers).
Ferocious Charge: Temple Dogs attack with +1 Strength when charging, due to their bulk.. Magical attacks: All attacks from a Temple Dog are considered to be magical in the same way as the attacks of Daemons.
Immune to poison: Temple Dogs are not affected by poison.