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Native Army Book

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This book give you all the rules you need to play Natives in the game of Warhammer Fantasy Battles.Please not this book is unofficial and in no way associated with Games Workshop.

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Page 1: Native Army Book
Page 2: Native Army Book

By Robert JRF Locas

NATIVES

Page 3: Native Army Book

CONTENTS

2© Robert JRF Locas 2013. All rights reserved.

Art: Robert JRF Locas, Alexandria Neonakis, Various other (sorry I took this from the net, if you want credit or want a picture removed please let me know). Book Design: Robert JRF Locas. Game Development: Robert JRF Locas.

Disclaimer: © Copyright Games Workshop Limited 2011, Games Workshop, the Games Workshop Logo, GW, Warhammer, the Warhammer Logo, Warhammer Armies, Citadel, the Citadel Device, The Game of Fantasy Battle, the twin-tailed comet device. All all owned by games Workshop Ltd. I am in no way accociated with them, as are the rules printed in other books made by games workshop. The only information not copy-righted by Games Workshop is the new information I have

added.

No part of this may be reproduced, copied, without prior permissionNo part of this may be reproduced, copied, without prior permission

This is a work of fiction. All characters and events are fictional.

The Native Army Native Special Rules ..................................................................................... 3 Big Chiefs / Chiefs ......................................................................................... 4 Great Shaman / Shaman .............................................................................. 5 Spirit Warriors ................................................................................................ 6 Hunters .......................................................................................................... 7 Horsmen ........................................................................................................ 7 Murder of Crows ............................................................................................ 8 Wolf Pack ...................................................................................................... 8 Braves ........................................................................................................... 9 Brave Riders ................................................................................................. 9 Buffalo Riders .............................................................................................. 10 Eagle Archers .............................................................................................. 11 Shifters ........................................................................................................ 12 Urayuli ......................................................................................................... 12 Ancestor Spirits ........................................................................................... 13 Spirit Bears .................................................................................................. 14 Stallion Riders ............................................................................................. 14 Thunderbird ................................................................................................. 15 Wendigo ...................................................................................................... 16 Spirit Companions ....................................................................................... 17Tribal Tools ..................................................................................................... 18Native Army List ........................................................................................... 20Summary ......................................................................................................... 27

Page 4: Native Army Book

NATIVE SPECIAL RULESThis 'Bestiary' section of the book details the forces used by the Natives - the units and some famous 'special characters' that you can choose to field in your army.

Special RulesMany troop types have special rules to reflect their unique nature and abilities, and these are given on each bestiary entry. To save space and repetition, where a model has a special rule that is explained in the Warhammer rulebook, only the name of the rule is given in this section.

MARK OF THE RMARK OF THE RAVENCharacter: 5pts Unit: 10ptsThe raven is a symbol of speed and awareness.The unit/characer increases their Initiative Characteristic by 1.

MARK OF THE SNAKECharacter: 20pts Unit: 30ptsThe snake is a symbol of speed and quick strikes.The unit/character gain the Devastating Charge special rule.The unit/character gain the Devastating Charge special rule.

MARK OF THE TURTLECharacter: 20pts Unit: 40ptsThe turtle is a symbol of protection.6+ 6+ Ward Save, this save can be combined with warpaint to give the Character/Unit bearing the tattoo a 5+ ward save instead. If there are other items or spells that give the Character/Unit an additional ward save the effects do not stack and the highest save is taken instead.

MARK OF THE WOLFCharacter: 20pts Unit: 20ptsThe wolf is a symbol of courage, and spiritual wisdom.The wolf is a symbol of courage, and spiritual wisdom.Those marked gain the Immune to Psychology special rule.

Units with the Raiders special rule may not be joined by characters who are not Raiders. Characters with the Raiders special rule may join any unit they wish, but if they join a unit which does not have the Raiders special rule then they are treated exactly like any other character model.

SPECIASPECIAL RULE - WARPAINTSome natives adorn themselves with warpaint, they do this to honor their god, this act of faith bestows gifts. Units with the Warpaint special rule gain a 6+ ward save.

SPECIAL RULE - BLESSED TATTOOSSome natives are given Blessed Tattoos by the tribes Shaman, these are believed to give the warrior special powers based on the animal who's likeness is inscribed into their bodies. A unit or character can choose from the list of Tattoos below, each gives special bonuses at the point cost listed. Multiples of the same Blessed Tattoo can never be taken.

On the following pages are the complete rules for the models in the Native army. Each entry includes the model's profile and special rules. This is normally used in combination with the army list to create a force that can be used in a one-off game of Warhammer. However, players can design sce-narios with specific forces involved, or even run a series of games in a campaign, both of which may well use the infor-mation in this section without recourse to the Native army list.For details of equipment and options available on units please refer to the army list on pages (?-?)

SPECIAL RULE - RAIDERS

Units with the Raiders special rule fight in a disorganized mass rather than unorganized ranks and files. They are treated just like skirmishers, with the following exceptions: They may only make a charge move if at least one quarter of the models in the unit are within normal range of the enemy unit. They gain rank bonus for combat resolution just like normal units, up to a maximum of +2. When charging or charged, the unit must form up to five wide, per rank (or ten for horde formation).

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MARK OF THE BEARCharacter: 25pts Unit: 50ptsThe unit/characer increases their Strength Characteristic by 1.

MARK OF THE COYOTECharacter: 20pts Unit: 30ptsThe unit/character who bear this mark, gains Magic The unit/character who bear this mark, gains Magic Resistance (1)

MARK OF THE EAGLECharacter/Units on foot onlyCharacter: 20pts Unit: 25ptsThe character/unit increases their Movement Characteristic by 1.

MARK OF THE PLAINS CMARK OF THE PLAINS CATCharacter: 15pts Unit: 20ptsThe unit may roll an extra d6 when pursing and choose the highest two (or three if mounted), if the mark is on a character only the character benefits, so he must leave the unit if he wishes to gain the extra dice.

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CHIEFS

The Native do not tolerate absolute power within their tribes. The natives where democratic, in their own way. Chiefs are normally co-opted and chosen for wisdom, bravery, experience and good sense. A chief’s main role is guiding and counseling rather than directing. They fear the personation of power, as it is corrupting. Usually there are two chiefs, both considered equal, but assigned to different tasks. Thus for many of the tribes there is a civil chief and a military chief, many of the tribes there is a civil chief and a military chief, one leads in times of peace the other in times of war. Some tribes have different customs, within some the civil chief is a vegetarian while the military chief eats meat. Some tribes have seasonal chiefs, summer and winter. Others have adopted more spiritual chiefs such as sky chief and earth chief.

In times of peace councils of chiefs that are formed, these councils discussed legal matters. At the head where the elder chiefs who where the wisest of them all. Together, they decided what punishments to apply for all possible crimes: murder, theft, adultery, assault, insults and more. The penalties where generally strict and swift. Murder was

punished by death of the guilty person, and, if that person had escaped, a male from his family was forced to take his place. Adultery was punished by mutilation of the ears, lips, or nose and sometimes even death. Other crimes resulted in fines or corporal punishment: the guilty person was whipped or had their skin marked with spines or pointed bones.

The military chief fought on the battlefield with the other The military chief fought on the battlefield with the other natives, he showed no fear and his bravery inspired all on the battlefield. He wound come up with military strategies, formations, chose where to attack. Also through his wisdom the natives became masters of the terrain planning where and when to strike was a sign of a successful chief. The most prestigious chiefs had battles won where the enemies had never even seen their opponents on the battlefield. had never even seen their opponents on the battlefield.

M WS BS S T W I A Ld Chief 4 5 5 4 4 2 5 3 8 Big Chief 4 6 5 4 4 3 6 4 9

SPECIAL RULESWarpaint, Raiders

Chief Status: All Native armies must include one chief this chief must be the leader of the army. He cannot be the battle standard bearer. If there is a Big Chief he must be the leader, in the case where there is more than one chief, you may choose which one to be your leader.

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Page 6: Native Army Book

SHAMANThe Shaman or medicine man as he is known to the Natives themselves has the power to communicate with spirits, exile demons, and cure many ailments.

These skills where discovered early on in the ShamanThese skills where discovered early on in the Shaman’s life usually from childhood. Each Shaman is trained by at least one Elder shaman. He was trained in all the duties that would be required of him as he was to be the next tribe Shaman.

ShamanShaman’s have great power and status, however his role was never above the chief. Though they where respected no one in the tribe aspired to become one themselves, for the consequences where great. He would be forbidden to marry, he was to live alone, there was even a degree of fear from his own people towards him, and was usually separated from all others. The Shaman was also required to sustain purification rites, such as sweat lodges, fasting, purging, cutting and rites, such as sweat lodges, fasting, purging, cutting and piercing with sharpened rocks and spines to name a few.

One of the main responsibilities was to heal the sick, and purge evil spirits that possessed bodies of fellow natives. The purging of demons usually required the Shaman to overpower the demon that possessed the native, not an easy task. To achieve this the had a vast arsenal including magic stones, rattles, herbs, pills, potions, ointments, needles, masks, feather fans, skins, skulls, all kept in his medicine chest. As well the Shaman could summon friendly spirits, be it ancestor well the Shaman could summon friendly spirits, be it ancestor spirits or spirit totems that would aid him in the rituals.

When chasing out the evil spirits from the inhabitant the Shaman would dance, pray, go into trances and if the demons where strong enough sometimes the Shaman where racked with convulsions. If the Shaman was successful the Shaman would be thanked by gifts, usually items of importance to the cured person or their family members, or even horses.

Another role of the Shaman is to interpret signs from good Another role of the Shaman is to interpret signs from good and evil spirits , usually these would affect serious decisions of the future of the tribe both in war and for the tribes daily survival.

Shaman are also known to imbue items with magical Shaman are also known to imbue items with magical energies to fight the foes of the Native tribes, and almost all the most powerful creations have come from them or the spirits they bring. Shaman are also very successful on the battle field summoning powerful spells, spirits and other beasts to the battlefield. Some Shaman have also been known to shift into animal hybrid forms to lend some physical prowess to the field of battle. prowess to the field of battle. This is only done on the most desperate of occasions for some times the fury in which they fight, does not allow them to ever again return to a fully human form.

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M WS BS S T W I A LdShaman 4 3 3 3 3 2 4 1 7Elder Shaman 4 3 3 3 3 3 4 1 8

MAGICAA Shaman is a Level 1-2 Wizard and an Elder Shaman is a Level 3-4 Wizard. Both may choose one of the following Lores: Beasts, Heavens, Light, Life or Death

SPECIAL RULESRaiders

Spirit Companions: Spirit Companions: A Shaman can bring with himself a company of Spirit Animals, these animals give the Shaman both guidance and protection. A Shaman can choose from the Greater Spirit Companion list and the Lesser Spirit Companion list, the particular choices are listed on his army list entry, on page (20-21). The Shaman a Greater Spirit Companion must be on foot, and his model is now to be mounted on a 50mm x 50mm base, with something to mounted on a 50mm x 50mm base, with something to represent the companion added to the base. The rules for the individual Spirit Companions can be found on pages (17).

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SPIRIT WARRIORS

The Spirit Warrior borders between this world and the next. Spirit warriors are chosen from the best of the Native warriors in melee fighting.

The warriors prowess is shown by feathers which he wears The warriors prowess is shown by feathers which he wears showing his competence in battles. The different feathers show how many kills, wounds, or coups the warrior had. If a warrior had amounted an impressive collection of such feathers then he was considered for the rituals that would make him a spirit warrior.

The ritual starts much like training for a shaman, with The ritual starts much like training for a shaman, with ritualistic pain. The warrior is first branded with hot stones, then he has bone fragments pushed under the skin in a design that allows spirits to enter the body. The warrior must stay away for the first two steps of the process if the warrior faints, or screams in this step then the warrior is never again allowed to attempt the process, and must live in shame for the remainder of his days. the remainder of his days.

The next part of the ritual was for the spirit warrior to fast for three days, this was to ensure that his soul was purified

before they where able to go any further. From there the warrior had hooks inserted into his chest, these hooks where then tied to ropes and attached to a tall pole. The Warrior was to hang there without crying out, for at least one full day afterward he was able to lose consciousness, when he was unconscious the real pain came.

The day the warrior hung on the pole the Shaman of the The day the warrior hung on the pole the Shaman of the village would gather, there they would begin to summon ancestor spirits to them when they had brought them they weeded through the group till they had found the most power-ful warrior spirits. This usually took a whole day, once the warrior was unconscious they began to infuse the ancestor spirit into the warrior. This caused violent seizures in the warriowarrior, caused the skin the split, eyes to loose natural sight, and on some occasions, if the warrior was not powerful enough in spirit, would cause the warrior to split in two killing the warrior.

Once this brutal process was finished the warrior would rest and be fed for three days until he was healed, the warrior would then become one of the most honored warriors in the village, his battle prowess forever noted in history. Though due to his now unworldly nature was also a sort of outcast in the tribe, and was both adored and feared by the tribe simultaneously. M WS BS S T W I A LdSpirit Warrior 5 5 4 4 4 2 5 3 10

SPECIAL RULESUnbreakable, Warpaint, Raiders

Spirit Trance: A spirit warrior is imbued with his ancestor's spirits. All the spirit warriors attacks are considered magical, regardAll the spirit warriors attacks are considered magical, regard-less if he carries a magical weapon or not. He also has Hatred as described in the Warhammer Rule Book, however this Hated works on all enemies and effects every turn of close combat not just the first.

1. Had been wounded in battle. 2. Dealt 5 Coups. 3. Killed or wounded an opponent. 4. Killed an enemy. 5. Killed and scalped an enemy. 6. Dealt 4 coups. 7. Slit an enemy’s throat. 8. Has been wounded many times.

Page 8: Native Army Book

HORSEMENHUNTERS

Hunters are common amongst the plainsmen. Every male in Hunters are common amongst the plainsmen. Every male in a tribe learns how to hunt and by adolescence have been a part of many a hunt. These hunters are skilled at moving silently, so much so that they are able to sneak up on wild game. They are capable of moving navigating through the most dense brush and wood, and skilled enough to track the soft foot prints of rabbit and deer.

They apply these same skills in warfare, tracking enemies They apply these same skills in warfare, tracking enemies and hitting them where and when they least expect it. Hunters are also skilled in all forms of weaponry from a young age though typically will travel with only a few choices on a hunt.

Though they are skilled at the art of death, the Hunters are Though they are skilled at the art of death, the Hunters are used to fighting in lose formations which hinders them against more disciplined armies.

M WS BS S T W I A LdHunter 4 3 3 3 3 1 4 1 7Tracker 4 3 4 3 3 1 4 1 7

SPECIAL RULESRaidersRaiders

NEW WEAPON- TOMAHAWK

TTomahawk: Tomahawks are made from a light bone or wood, their head is either metal or hard stone. They are built in a way that lets them fly through the air with ease and accuracy, though they lack the power of traditional throwing axes. Tomahawks are also useful in close combat as well, they retain the -1 to armor saves even in close combat.

Maximum Range: 7"; Strength: As user;

Rules: Quick to Fire, armor piercing.Rules: Quick to Fire, armor piercing.

Multiple Tomahawks: A Character/Unit equipped with multiple tomahawks has the same benefits as one, however they now have 2 x multiple shots and gain an additional attack in close combat, the profile is as follows:

Maximum Range: 7"; Strength: As user;

Rules: Quick to Fire, Multiple shots (2), armor piercing, +1 extra attack in close combat.

As soon as there were horses on the plains there were horsemen. Horsemen became a necessity for the plains dwelling natives. They proved invaluable in hunts, where many tactics where formed using them to herd buffalo, making hunts far more effective and efficient.

The natives also learned how to use these to their full The natives also learned how to use these to their full potential in battles. They became masters of the horse able to fight in melee combat, as well as ranged combat. They could also preform stunts that rivaled even the most talented wood elf.

Natives grew up with their horses most learning to ride, Natives grew up with their horses most learning to ride, before learning to walk. This gave them an eternal bond with their mounts and made them the great hormone they became.

M WS BS S T W I A LdHorseman 4 3 3 3 3 1 4 1 7Horsemaster 4 3 4 3 3 1 4 1 7WWarhorse 8 3 - 3 3 1 3 1 5

SPECIAL RULESFast Cavalry

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MURDER OF CROWS WOLF PACK

The connection the Natives have with wild life is extremely powerful, especially in the presence of a powerful Shaman. In times of battle sometimes Crows will aid in the battle, disrupting enemy troops at the will of a Shaman or through the prayers of the Native army in general.

Other times hunters of the tribe or even the Chief himself will Other times hunters of the tribe or even the Chief himself will train crows for military purposes, unleashing them on the battlefield to surprising effectiveness. One crow is not much too fear, but a whole murder can be quite terrifying.

M WS BS S T W I A LdMurder 1 3 - 2 2 4 4 4 3

SPECIAL RULESFlFly, Swarm

Similar to the crows, wolves can be trained or summoned by the Natives to fight for them in battle. Though many revere the animal, and many tribes are named after wolves. The Natives have strong ties to wolves and many are kept as pets, for protection as well as long time companionship.

AA Great Wolf is a rare sight, but when one is found it is quickly befriended by the tribes, and adopted into the tribe if at all possible. Great wolves are smarter than a standard wolf and a great deal larger as well. They command other wolves as a chief would do for his own tribe; and if the chief or shaman has great ties to the creature, they can control the battlefield rather effectively.

M WS BS S T W I A LdWolf 9 3 - 3 3 1 3 1 5Great Wolf 9 3 - 4 3 1 3 2 5

SPECIAL RULESFear, Vanguard

TTerrifying Howl: The Great wolf can make a howl so terrifying that it has been known to make creatures run in fear.

Once per game the Great Wolf can let out a terrifying howl, this makes the Great Wolf and any unit he is in cause terror until its next turn.

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BRAVE RIDERSBRAVES

BRAVES

The Braves are the toughest of the tough, they go into battle expecting to die. They are especially proud of their close combat prowess, and will not flee no matter what the odds.

Often their faces are painted to strike fear into their enemies. Often their faces are painted to strike fear into their enemies. These braves have a ferocity in close combat, which is where they prefer to be on the battlefield. The braves will rush into combat, not slowing for cannon fire, gun fire, or bow fire. Their sole will is to die in the midst of close combat and prove themselves worth of the title, Braves.

Those on foot prefer to use MultipleThose on foot prefer to use Multiple Tomahawks, hurling them at opponents before they get close enough, then wielding both with blinding speeds when they make it in close. Though it is known for larger Braves to be seen wielding massive war clubs, stung with heavy stone and long shafts wrapped in layers of leather. Either way they will see their pray lying on the grass.

M WS BS S T W I A LdBrave 4 4 3 3 3 1 4 1 7Champion 4 4 3 3 3 1 4 2 7

SPECIAL RULESRaiders, Stubborn, Warpaint

If Braves are a formidable foe, Brave Riders are even more so, they lose none of their tenacity and gain the power of horses. These Riders use all the battle strategies as they use on foot. However they hit faster, and though their numbers are fewer, they cause just as much chaos on the battle field, leaving spear holes in many a foe.

M WS BS S T W I A LdBrave RiderBrave Rider 4 4 3 3 3 1 4 1 7Champion Rider 4 4 3 3 3 1 4 2 7Warhorse 8 3 - 3 3 1 3 1 5

SPECIAL RULESStubborn, Warpaint

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Page 11: Native Army Book

BUFFALO RIDERS

White Buffalo WomanLong ago, there was a time of famine. A chief sent out two scouts to hunt for food. As the young men travelled they saw a figure in the distance. As they approached they saw that it was a beautiful young woman in white clothing. One of the men was filled with desire for the woman. He approached her, telling his companion he would attempt to embrace the woman, and if he found her pleasing, he would claim her as a wife. His companion warned him that she appeared to be a sacred woman, and to do anything sacrilegious would be folly. The man ignored the other's advice.

The companion watched as the other approached and embraced the woman, during which The companion watched as the other approached and embraced the woman, during which time a white cloud enveloped the pair. After a while, the cloud disappeared and only the mysterious woman and a pile of bones remained. The remaining man was frightened, and began to draw his bow, but the woman beckoned him forward, telling him that no harm would come to him. He came forward, when he arrived, she pointed to a spot on the ground where the other scout's bare bones lay. She explained that the Crazy Buffalo had compelled the man to desire her, and she had annihilated him.

The man became even more frightened and again menaced her with his bow. At this time, The man became even more frightened and again menaced her with his bow. At this time, the woman explained that she was holy and his weapons could not harm her. She further explained that if he did as she instructed, no harm would befall him and that his tribe would become more prosperous. The scout promised to do what she instructed, and was told to return to his encampment, call the Council and prepare a feast for her arrival.

The woman's name was White Buffalo Woman. She taught the Native seven sacred The woman's name was White Buffalo Woman. She taught the Native seven sacred rituals and gave them the sacred pipe which is the holiest of all worship symbols. After teaching the people the way of survival and giving them her gifts, she left them promising to return.

Buffalo where brought to being by the White Buffalo Woman, who showed the natives that through prayer, and following the earth’s proper path, that they would have abundance. For the Great Spirit helps those who help themselves. It is said that the White Buffalo Woman showed them how to hunt the animals and make use of all the parts of the creature; to ensure the survival of the Native tribes.

BuBuffalo’s were mainly used as a supply source, and they still are, however one day a young brave was hunting the creature, wanting to get close to prove he had no fear, he snuck close to a massive bull, and reached to touch its back, when suddenly something spooked the herd. They began to stampede; with no where else to go he leapt upon the bulls back. The young brave was a larger build then most natives, and had the upper body strength required to hold on as the and had the upper body strength required to hold on as the bull bucked and ran about in the stampede.

The young brave held on till the stampede settled, his arms burned from the pain of the strain, but something amazing had happened. From that point on the buffalo would tolerate being ridden, the brave began to train the bull for battle purposes, though it was more stubborn and less agile then a horse, the buffalo’s power was unmatched in combat.

This process has been replicated since that daThis process has been replicated since that day, more than a few times. Only the strongest Natives, have survived the stampede, but those who have have made long companions with their mounts, and have become legends in their own right, forming an elite cavalry.

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M WS BS S T W I A LdBuffalo Rider 4 4 3 4 3 1 4 1 7Buffalo Brave 4 4 3 4 3 1 4 2 7Buffalo 8 3 - 5 4 3 2 4 7

SPECIAL RULESFear, Impact Hits (D3+1), Warpaint

Thick Skinned: Thick Skinned: A buffalo’s hide is very thick, so thick that many blows simply bounce off its shaggy fur.A rider atop a Buffalo receives an armor save bonus of +2, rather than the usual +1 for cavalry mounts.

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EAGLE ARCHERS

All Natives have impressive skill with a bow, it a necessity for their way of life, however the eagle archer’s make most natives look like unpracticed amateurs.

When an eagle is spotted upon the day of a birth of a child, When an eagle is spotted upon the day of a birth of a child, this is a sign he will become an Eagle Archer. These children show their prowess from birth, they are born with their eyes open and always they notice the movements around them. When they are able to hold a bow they instinctively know how to use it, needed no instruction, and after a few moments they are able to use it for hunting.

As they grow so does their skill, able to do amazing feats, As they grow so does their skill, able to do amazing feats, that many can only imagine, able shoot flies with an arrow, and return with the proof is just one of their many skills.

When they reach maturity they embark on the path of the When they reach maturity they embark on the path of the Eagle, a rite which again seems ingrained in their very being. They start by traversing the plains with no food, or water, instead needing to survive on finding water in streams and other means. They refuse food till they reach their destination.

They then must climb mountainous cliThey then must climb mountainous cliffs, sometimes they meet vengeful spirits, or other unsavory beasts or creatures. When they reach the top they must hunt for a golden eagle feather. From there they must climb down the opposite side, and travel through the forests past there, they use their impressive eyes to find the secret paths to the wood elves homelands.

There they receive food and gifts from the elves, and begin There they receive food and gifts from the elves, and begin their training, learning even more bow skill.

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After a few year when their training is complete the archers return wearing hand carved masks of the eagle. Then and only then are the given the title of Eagle Archer. Few ever see the Eagle Archer without a mask, and most that have described the visage to be an eerie one, saying their eyes resembled an eagle’s eyes.

These archers are the few that have direct interaction with These archers are the few that have direct interaction with Wood Elves, but it is what ensures the peace between the Natives and the Elves, who have similar beliefs in the natural world.

In battle the EagleIn battle the Eagle Archers are often used as scouts, coming from unexpected places, they have a firm knowledge of terrain, especially woods and plains, and have little trouble hitting their mark from a distance or on the move. As such they usually remove quite a bit of the opposition, before disappearing into the terrain unseen.

M WS BS S T W I A LdEagleEagle Archer 4 3 4 3 3 1 4 1 7Eagle Eye 4 3 5 3 3 1 4 1 7

SPECIAL RULESRaiders, Warpaint

EAGLE EYES: Natives with this special rule do not suffer penalties for long range, or moving and shooting.

Page 13: Native Army Book

SHIFTERS URAYULI

Shifters are Shamans who willingly join their spirits with that of an animal, usually a predatory animal such as a wolf, though some are omnivores, like bears or herbivores usually horned creatures such as rams or buffalo.

Whatever creature that is fused with the shaman, the result is Whatever creature that is fused with the shaman, the result is the same; a very powerful and wild creature is made. Though these Shifters can revert to a human form, they always retain a bestial nature.

The very act of being around a shifter is riskThe very act of being around a shifter is risky. As the slightest provocation can send them into a fit or rage; causing the half man, half beast hybrid to emerge, and tear apart the thing closest to it.

Shifters are rarely made for this reason alone, and the Shifters are rarely made for this reason alone, and the process is only done in times of great need, when impending doom is upon the tribe. Once these creatures are made they usually form groups, which seem to have a pack mentality, sometimes even an alpha emerges. Usually a male, though female alpha’s are not unheard of.

The shifters, that survive wars, usually make camps in hills or The shifters, that survive wars, usually make camps in hills or mountains near the Native tribe where they were created, living in a similar matter then their mother tribe, though a little less civilized. Always they will heed the call to battle from their mother tribe.

M WS BS S T W I A LdShifter 5 3 3 5 4 3 5 3 10AlphaAlpha 5 3 3 5 4 3 5 4 10

SPECIAL RULESFear, Frenzy, Raiders

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Urayuli are giants standing about 10ft tall, with massive ape-like bodies, they are covered in fur and have luminescent eyes. These creatures live in the woods, always near lakes with spiritual significance. Urayuli also do not speak, instead communicating in howls that are similar in sound to the call of a loon.

Urayuli are said to be Native children who get lost in the Urayuli are said to be Native children who get lost in the woods at night, and drink from a spirit lake. This has never proven to be true; It is probably a story parents made up, so children wouldn’t wander at night. However they are created, on truth remains, Urayuli are very peaceful to the natives.

They can even be helpful to those navigating the woods, if They can even be helpful to those navigating the woods, if given small gifts of gratitude. They are especially fond of toys, dolls, feathers and military clubs.

Urayuli are forces of nature, and are very fierce when their lands are threatened. Sometimes the Urayuli will come before a battle and receive warpaint and blessings from the Shaman of the Native tribes.

M WS BS S T W I A Ld Urayuli 6 3 3 4 5 3 4 3 7 Howler 6 3 3 4 5 3 4 4 7

SPECIAL RULESFear, Forest Strider

Page 14: Native Army Book

ANCESTOR SPIRITSAncestor spirits are around the natives at all times, usually they are invisible gently nudging decisions about everything from daily life, weddings, even to war. Natives are aware of their presence and will frequently ask for guidance from their ancestors. Usually the exchange appears as a simple knowing in the native that asked for the guidance.

However on rare occasions the situation calls for the ancesHowever on rare occasions the situation calls for the ances-tor to manifest in more physical ways, when the ancestor feels he or she truly needs to be heard.

On Other Rare occasions Chiefs or Shaman may attempt to summon them on the battle field when times are more des-perate. Though the spirits have been know to do so from time to time, their ability to stay on this plain of reality is fickle and sometimes they are forced to vanish at inoppor-tune times.

Though their time is indeed limited, they are both fearsome and power on the battle field. Being immune to mortal blows makes their destruction nearly impossible to all but the most powerful of foes.

They appear as they where before death, however with a They appear as they where before death, however with a more insubstantial form, carrying their favored weapons from when they still lived. Their weapons still hold their potency and the ancestors have defiantly not forgotten how to use them.

M WS BS S T W I A LdAncestor Spirits 6 3 3 3 3 1 2 1 5

SPECIASPECIAL RULESEthereal, Skirmishers, Terror

Between this World and the Next: Ancestor Spirits are Unbreakable, however if they are beaten in close combat, roll a leadership test, like a break test. If they fail their leadership test they lose as many models as they failed their leadership test by.

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Page 15: Native Army Book

STALLION RIDERSSPIRIT BEARS

Spirit bears are true forces or nature; they are the embodiment of the natural spirits of woodland animals. They are summoned by Shamans or the prayers of Native tribes in times of great need, when lands or natural order are threatened.

They usually appear as massive bears with white fuThey usually appear as massive bears with white fur, and native markings. However they sometimes appear with bear fur or other times they are translucent like glass.

These bears are true beasts in combat, able to challenge the These bears are true beasts in combat, able to challenge the most fearsome foes, simply by batting their massive paws. Few things survive a battle with a spirit bear, and fewer still manage to flee from one. Spirit bears once committed to a cause will never willingly back down. Those who have made the mistake of upsetting these great beasts, have been hunted far across lands; even after fleeing for miles. Men have boasted escaping them, only have them burst down the have boasted escaping them, only have them burst down the tavern walls and get devoured.

M WS BS S T W I A Ld Spirit Bear 6 4 - 6 5 3 4 4 7 Great Bear 6 4 - 6 5 3 4 5 7

SPECIAL RULESFear, Natural Armor (4+)

Fury: With total dedication and an instinct to devour its prey, spirit bears hunt foes relentlessly.If a bear should break a unit it is fighting the bear must pursue as must any character that has joined the unit.

Sometimes creatures from the lands of the wood elves make their way to the native lands. This is the case with the Stallions which the Stallion Riders ride. These horses are massive in comparison to the native horses which the Natives use as warhorses.

There is a wide belief that these horses are more than normal There is a wide belief that these horses are more than normal horses, that their blood is filled with powerful spirits. As such they are revered by the natives, so powerful are these Stallions that they are impossible to truly train. Though the natives have learned ways to make the horses accept riders, and they are great for combat. Often a Stallion will no longer accept a rider and disappear off into the great woods never to be seen again, much to the dismay of its ridebe seen again, much to the dismay of its rider.

These mounts are so rare that only the strongest brave is allowed to own one, these brave stallion riders, usually go on to lead tribes of their own, as being a stallion rider can be a stepping stone to gain chief status.

M WS BS S T W I A Ld Stallion Rider 4 5 4 4 3 1 6 1 7 Stallion Chief 4 5 4 4 3 1 6 2 7 Stallion 9 3 0 4 3 1 4 1 5

SPECIAL RULESFast Cavalry, Stubborn, Warpaint

Unbridled Rage: So powerful is a charge from these mas-sive horses that few can stand before them.Stallions (not the riders) gain +1 Strength and +1 attack in close combat, on a turn in which they charge.

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THUNDERBIRD

The Thunderbird is a legendary creature of both strength and power. It gets its name from the immense power of its wings.It is a massive bird, capable of creating storms and thunder-ing while it flies. Clouds are pulled together by its wing beats, the sound of thunder made by its wings clapping, sheet light-ning the light flashing from its eyes when it so chooses

Thunderbird Powers

ThunderwingsThe thunderbird beats its wings with such power that it creates the sound of thunder and pushes back its target with its powerful winds.

The Thunderbird casts Wind Blast from the Lore of Heavens in the Warhammer Rulebook. It is cast as though it was cast at the higher casting value.

Lightning EyesLightning EyesThe thunderbird blinks its eyes and suddenly sheets of lightning appear striking the unsuspecting enemy in its sight.

The Thunderbird casts Urannon’s Thunderbolt from the Lore of Heavens in the Warhammer Rulebook. It is cast as though it was cast at the lower casting value.

It is described as a giant bird, resembling an eagle in shape but not color. Though the bulk of its head is white, its body is usually black with red wings and tail. It is intelligent, power-ful, and wrathful. It is wise to go out of one's way to keep from getting a thunderbird angry.

It resides on the top of a great mountain, and is the servant of the Great Spirit. The Thunderbird fly about to carry messages from one spirit to another. It is also told that the thunderbird control rainfall.

In times of need Natives will do a specificIn times of need Natives will do a specific Thunder or Rain Dance to summon the thunderbird, if they succeed the Thun-derbird will come to their aid, however if they fail the results could be a disaster. M WS BS S T W I A LdThunderbird 4 5 0 5 5 4 5 4 7

SPECIAL RULES

4+ Ward Save, Fly, Large Target, TerrorTThunderbird Powers: The Thunderbird can generate both powerful and inspiring magical effects. In the magic phase the Thunderbird can do one of the effects from the Thunderbird Powers listed below. These effects are auto-matically cast, and cannot be dispelled in any way. It also has the Lore Attributes that a caster would normally have if casting from that particular lore.

Inspiring PresenceThe thunderbird flies above the Native Army and lets out a powerful screech, this blessing empowers the natives making them feel invincible.

All Units in the NativeAll Units in the Native Army (except Murder of Crows, Wolf Packs, Spirit Bears, Wendigo and other Thunderbirds) gain a 6+ ward save. If they already had a ward save then it in-creases their wards save by 1, to a maximum of 1+, this is an exception to the normal ward save rules. This effect lasts until the Natives next magic phase.

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WENDIGO

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Wendigos are evil, cannibalistic spirits. Their appearance is different for ever wendigo as they seem to take on a part of the form of what they had eaten last. So one may have the head of a wolf with he horns of a deer, torso of a man and legs of a goat; while another may look like a very deformed man, still others are eyes and mouths with no discernible shape. But all are massive in height, but appear emaciated beyond belief, bones protruding, ribs, spine and collar bones beyond belief, bones protruding, ribs, spine and collar bones all in perfect definition.

They come in the cold of winter howling like a terrible cold wind, when food is scarce, and tempers are shaky. These terrible spirits are always in a state of starvation and they want others to share their torment. Hoping to corrupt others into cannibalism, when that fails or they cannot stave their hunger any longer, they simply gorge themselves on whatever meat they can find. Whenever a Wendigo eats another creature, it would grow in proportion to the meal it another creature, it would grow in proportion to the meal it had just eaten, so that it could never be full. Wendigos are therefore simultaneously constantly gorging themselves and emaciated from starvation.

It is only in great desperation that a Native Shaman will attempt to bind one of these creatures, foremost, it is a very hard ritual to perform, and if it does succeed, this terrible beasts mind is forever locked with that of the Shaman, until it or the Shaman is destroyed. Though often the Wendigo is bound and gagged when inactive, it is always looking for freedom in the mid of the Shaman. It is rare that the Tribe will

keep the beast alive after a great battle is won, but if they fear more retaliation they may keep the wailing, frozen beast nearby to fight again; always praying it does not break free from its physical or mental bonds.

For if the creature does manage to escape, it usually spells For if the creature does manage to escape, it usually spells the end of the tribe, and possibly other tribes or settlements that are unlucky enough to find themselves in its horrible path.

M WS BS S T W I A Ld Wendigo 6 3 3 6 5 6 4 5 10

SPECIAL RULESLarge Large Target, Natural Armor (4+), Terror

Aura of Cold: All enemy units in base contact are at -1 WS

Numbing Chill: All enemy units within 6" of the Wendigo gain the Always Strike Last Special Rule.

Frozen Breath: Frozen Breath: Frozen Breath is a special shooting attack, done in the shooting phase. Target an enemy unit not in combat, roll a Artillery Dice, place a flame template at the mouth of the Wendigo, move the flame template a number of inches equal to what was rolled on the Artillery Dice, any model hit suffers a Strength 3 hit with the Multiple Wounds (D3) special rule. If a miscast is rolled the Wendigo simply fails to make his attack this round.fails to make his attack this round.

Caged Beast: A Shaman must be taken in order to field a Wendigo, if multiple Shaman are taken in the army one must be chosen to be the one controlling the Wendigo. Should the controlling Shaman be killed, a monster reaction test must be taken immediately by the Wendigo, even though the Shaman never joins the unit with the Wendigo. Furthermore if the controlling Shaman dies, the Aura of Cold and Numbing Chill special rules effect all units, friendly or enemy.

Also the Also the Wendigo gains the Random Movement 2D6 Special Rule, If he moves into an enemy unit treat it as a charge, with no charge reactions allowed, if he moves through a friendly unit, that unit takes 2D6 Strength hits, distributed as shoot, if the movement doesn't take him all the way through the unit, move him one inch past the unit.

Finally the Frozen Breath special rule has the following attriFinally the Frozen Breath special rule has the following attri-bute: At the start of the shooting phase, roll a dice, on a 4+ the Wendigo fires as normal, on a 3 or less however the angry spirit spreads wrath on the Natives instead, have your oppo-nent choose one of your units and fire at them instead, using the same rules.

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SPIRIT COMPANIONS

LESSER SPIRIT COMPANIONS

GREATER SPIRIT COMPANIONS

Spirit Companions are the spirits of animals which a Shaman has befriended in its life time, who's spirit is strong enough to return from the spirit world, to aid the Shaman once more. These willing spirits are more powerful than their living counterparts, due to the fact that they are still bound to the spiritual world.

The Spirit Companions are added to a Great Shaman or Shaman at the cost listed here. Lesser Spirit Companions can be The Spirit Companions are added to a Great Shaman or Shaman at the cost listed here. Lesser Spirit Companions can be taken by a mounted Shaman, however if a Greater Spirit Companion is chosen then the Shaman must be on foot and must be on a 50 mm x 50 mm base. Either Spirit Companion should have a model to represent it, for nothing else other than clarity for the opponent, though telling your opponent can be enough, though it is far less visually impressive.

All Spirit Companions cannot be destroyed in anywaAll Spirit Companions cannot be destroyed in anyway, however if a Shaman with a Spirit Companion is removed as a casualty in any way, so is the Spirit Companion. Below is a list for all the Spirit Companions, the benefice they give the Shaman and their point costs.

Lesser Spirit Companions have no attack profiles, they simply adorn the Shaman with the benefits listed.

Greater Spirit Companions attack using the profile listed, they cannot be attacked back, and only opponents roll against the Shaman’s Weapon Skill not the Spirit Companions. Any special rules listed apply to both the Greater Spirit Companion and the Shaman simultaneously.

Bear M WS BS S T W I A Ld Points Cost - 5 - 6 - - 3 4 - 200Special Rules: Fury (pg 14), Terror

Cougar M WS BS S T W I A Ld Points Cost - 4 - 4 - - 4 3 - 150Special Rules: FeaSpecial Rules: Fear, Leap Attack: If the Shaman pursues a unit that breaks from combat the character, adds 1d6 to the pursuit roll for catching the opponent.

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Boar M WS BS S T W I A Ld Points Cost - 2 - 4 - - 3 2 - 75Special Rules: Fear, Boar Charge: On a turn in which the Shaman charges the Boar Spirit gains +2 Strength until the end of the turn. This rule does not apply to the Shaman.

Wolf M WS BS S T W I A Ld Points Cost - 3 - 4 - - 3 2 - 50Special Rules: Fear

Animal Benefit Point CostHawk Roll a D6 on a for any spell that deals damage that is successfully cast, on a 4+ add an extra D6 to the damage rolled. ....... 50 points

Turtle +1 Dispel Rolls ..................................... 50 points

OwlOwl +1 Channeling Attempts ....................... 35 points

Animal Benefit Point CostFox Magic Resistance (1) ........................... 20 points

Skunk Fear Special Rule ...................................15 points

Crow In shooting phase does one automatic D3 S2 hit on an enemy unit ................................. 10 points

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TOOLS OF THE TRIBESSLAVESLAYER CLUB 100 pointsMagic Weapon

This club bears the likeness of an enemy oppressors This club bears the likeness of an enemy oppressors head, it also contains many eagle feathers that honor the victories of the former and current user of the club. It is said to have been blessed by the largest gathering of elder shaman.

The bearer gains +1The bearer gains +1 Attack, as well and enemy wounded by the club takes not 1 wound but d6 wounds.

STALLION SPEAR 50 pointsMagic Weapon

The stallion spear is crafted from the bones of fallen The stallion spear is crafted from the bones of fallen stallions who have died in combat. It is said that the spear retains the spirit of these animals, which in turn imbue the user with their unbridled power.

Usable only by a mounted character. The bearer gains +2 Attack, and +2 Strength on a turn in which the character has charged.

SPIRIT BOWSPIRIT BOW 50 pointsMagic Weapon

This longbow is crafted from fine strips of wood from ancient trees from a sacred wood. The arrows and the bow itself were blessed in a long ritual, where prayers are made for the bow in placed in deep carvings.

The Spirit Bow is a longbow that always hits on a The Spirit Bow is a longbow that always hits on a 2+, it has S4, and has 3 x multiple shots; in addition models that are Undead or Daemons cannot take Ward saves vs the Spirit Bow.

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OBSIDIAN TOMAHAWKS 35 pointsMagic Weapon

These two tomahawks were forged long ago from a cooling and heating process in a volcanic river by a well trained shaman; the tomahawks still bear the heat of the volcano.

The Obsidian The Obsidian Tomahawks count as Multiple Tomahawks in all respects except the following, attacks with the tomahawks count as flaming attacks, and confer an additional -2 to armor saves.

BUFFALO SHIELD 30 pointsMagic Armor

The buffalo shield is crafted from the hides of multiple The buffalo shield is crafted from the hides of multiple buffalo each blessed by shaman then, thinned tanned and stretched, this process was continued to it made an impenetrable shield.

Shield. The bearers armor save can never be reduced by any means.

MUSK PIPE 25 pointsEnchanted ItemEnchanted Item

This pipe is carved in the image of an bison or a bull, This pipe is carved in the image of an bison or a bull, it converts the herbs burned into the pipe into a smell that repulses each individual separately, it is said that no two people smell the same smell from the pipe. However any that smell it are completely repulsed, but some strange power make friends immune to its magic.

Any unit wishing to charge the character (and any Any unit wishing to charge the character (and any unit he joins) must pass a leadership test or fail their charge. The leadership of the general cannot be used for this test unless he is inside the charging unit.

This section contains the rules and backgrounds for some of the most iconic artifacts past down amongst the Native tribes. These may be used in addition to the magic items found in the Warhammer Rulebook.

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PEACE PIPE 20 pointsEnchanted Item

This pipe is carved in the image of an eagle, however the magic comes from the blessed herbs inside the pipe. It is said that a single breath of the smoke is enough to calm the soul.

Any enemy unit in base to base contact with a Any enemy unit in base to base contact with a character carrying the peace pipe immediately loses frenzy for the rest of the game.

MEDICINE BAG 25 points Arcane Item

The medicine bag, was a gift from the Shaman's The medicine bag, was a gift from the Shaman's teacher, it contains, magic stones, rattles, drums, herbs, pill, potions, ointments, needles, masks, feather fans, skins, and whatever else the Shaman may need; in order to heal his troops.

Bound Spell, Power Level 3. The bearer can heal Bound Spell, Power Level 3. The bearer can heal the unit that he is in d6 wounds, however this can never effect characters , but it does heal unit champions.

UILATA AMULET 15 pointsTalisman

Stone demons once plagued the plains, until a group Stone demons once plagued the plains, until a group of brave warriors climbed the mountain to their home, and destroyed them. On their death the demons shattered leaving shards of their armor like skin. These shards were used to make amulets and jewelry, the magic of the fallen demons protects the wearer.

Gives the bearer +1 armor save which can be Gives the bearer +1 armor save which can be combined with armor as normal. Multiple characters in the army can have this item.

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BANNER OF KU'SUK'SEAI 30 pointsMagic Banner

This is made of horse skin and covered in mud, This is made of horse skin and covered in mud, bones are strewn from it and white buffalo fur it thrown atop it. The way it is constructed pays homage to Ku'suk'seai and therefore bestows his former power.

The unit is immune to all missile fire, however The unit is immune to all missile fire, however anytime the unit is effected by such an attack roll a d6 on the roll of a 1 the banner is used up and works as a mundane banner of the same type (either standard or battle standard).

SCALP BANNER 25 pointsMagic Banner

This banner holds the scalps of dozens of enemies This banner holds the scalps of dozens of enemies signifying the units rage and willingness to add more.

The unit containing the banner gains the frenzy special rule.

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NATIVE ARMY LISTA native army is a fast hit and run type army, though they have some powerful units. The army is designed to move in and out of combat, whittling your opponent down before going in for the kill. Natives have great ties to the animal and spiritual world and when it is time for war, many of these beasts march with them.

This section helps turn your collection of Native miniatures into a fast hitting, mystical army. At the back of this section you will also find a summary page, which lists every units characteristics profile, for quick and easy reference during your game.

LORDSBIG CHIEF 100 pointsProfile M WS BS S T W I A Ld Troop TypeBig Chief 4 6 5 4 4 3 6 4 9 Infantry (Character)

Equipment: Special Rules: Options:• Tomahawk • Chief Status • May choose to be armed with one of the following: • Raiders - Great Weapon ..................................................................... 6 points • Warpaint - Spear (if Mounted) ............................................................... 4 points - Multiple Tomahawks ............................................................ 6 points • May be armed with a Bow ...................................................... 12 points • May be given Light Armor ........................................................ 3 points • May be given a shield .............................................................. 3 points • May ride one of the following: - Warhorse ........................................................................... 15 points - Stallion ............................................................................... 27 points • May choose up to three Blessed Tattoos with no maximum point value • May take magic Items up to a total of................................... 100 points

ELDER SHAMAN 190 pointsProfile M WS BS S T W I A Ld Troop TypeElder Shaman 4 3 3 3 3 3 4 1 8 Infantry (Character)

Equipment: Special Rules: Options:• Hand Weapon • Raiders • May choose to be armed with one of the following: • Spirit Companions - Tomahawk ........................................................................... 3 points - Multiple Tomahawks ............................................................ 6 points • May be given Light Armor ........................................................ 3 pointsMagic: • May be given a shield .............................................................. 3 pointsAn Elder Shaman is a Level 3 Wizard. He may • May ride a Warhorse .............................................................. 15 pointsuse the Lore of Beasts, the Lore of Heavens, • May choose up to 3 Lesser Companions up to a total of........ 50 pointsthe Lore of Life, the Lore of Light, or the Lorethe Lore of Life, the Lore of Light, or the Lore • May choose one of the following Greater Spirit Companions:of Death. - Bear ................................................................................. 200 points - Plains Cat ........................................................................ 100 points - Boar .................................................................................. 75 points - Wolf ................................................................................... 50 points • May be upgraded to a Level 4 Wizard ................................... 35 points • May take magic Items up to a total of................................... 100 points

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HEROESCHIEF 50 pointsProfile M WS BS S T W I A Ld Troop TypeChief 4 5 5 4 4 2 5 3 8 Infantry (Character)

Equipment: Special Rules: Options:• Tomahawk • Chief Status • May choose to be armed with one of the following: • Raiders - Great Weapon ..................................................................... 4 points • Warpaint - Spear (if Mounted) ............................................................... 3 points - Multiple Tomahawks ............................................................ 5 points • May be armed with a Bow ...................................................... 10 points • May be given Light Armor ........................................................ 2 points • May be given a shield .............................................................. 2 points • May ride one of the following: - Warhorse ........................................................................... 10 points - Stallion ............................................................................... 18 points • May choose up to two Blessed Tattoos with no maximum point value • May take magic Items up to a total of..................................... 50 points

SPIRIT WARRIOR 95 pointsProfile M WS BS S T W I A Ld Troop TypeSpirit Warrior 5 5 4 4 4 2 5 3 8 Infantry (Character)

Equipment: Special Rules: Options:• Tomahawk • Raiders • May choose to be armed with one of the following: • Spirit Trance - Great Weapon ..................................................................... 4 points • Unbreakable - Multiple Tomahawks ............................................................ 5 points • Warpaint • May be given Light Armor ........................................................ 2 points • May be given a shield .............................................................. 2 points • May choose up to two Blessed Tattoos with no maximum point value • May take magic Items up to a total of..................................... 50 points

SHAMAN 60 pointsProfile M WS BS S T W I A Ld Troop TypeShaman 4 3 3 3 3 2 4 1 7 Infantry (Character)

Equipment: Special Rules: Options:• Hand Weapon • Raiders • May choose to be armed with one of the following: • Spirit Companions - Tomahawk ........................................................................... 2 points - Multiple Tomahawks ............................................................ 5 points • May be given Light Armor ........................................................ 2 pointsMagic: • May be given a shield .............................................................. 2 pointsA Shaman is a Level 1 Wizard. He may use • May ride a Warhorse .............................................................. 10 pointsthe Lore of Beasts, the Lore of Heavens, the • May choose up to two Lesser Companions up to a total of.... 25 pointsLoreLore of Life, the Lore of Light, or the Lore of • May choose one of the following Greater Spirit Companions:Death. - Boar .................................................................................. 75 points - Wolf ................................................................................... 50 points • May be upgraded to a Level 2 Wizard ................................... 35 points • May take magic Items up to a total of..................................... 50 points

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BATTLE STANDARD BEAREROne Chief may carry the battle standard for 25 points. He may carry a Magic Standard (with no point limit), but if he carries a Magic Standard, he may not choose any other magic items.

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HORSEMEN 15 points per modelProfile M WS BS S T W I A Ld Troop TypeHorseman 4 3 3 3 3 1 4 1 7 CavalryHorsemaster 4 3 4 3 3 1 4 1 7 CavalryWarhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options: • Fast Cavalry • May exchange Tomahawk for a bows ....................... 2 point per modelEquipment: • May be armed with Spears........................................ 1 point per model• Tomahawk • One Horseman may be upgraded to a Horsemaster ............. 10 points• Shield • One Horseman may be upgraded to a Musician .................... 10 points • One Horseman may be upgraded to a Standard Bearer ....... 10 points

HUNTERS 5 points per modelProfile M WS BS S T W I A Ld Troop TypeHunter 4 3 3 3 3 1 4 1 7 InfantryTracker 4 3 4 3 3 1 4 1 7 Infantry

Unit Size: 10+ Special Rules: Options: • Raiders • The Unit may be armed with one of the following:Equipment:Equipment: - Exchange Tomahawks and shields for a bows .......................... free• Tomahawk - Exchange Tomahawks for javelins ............................................. free • Shield - Spears .................................................................. 1 point per model - Multiple Tomahawks ........................................... 3 points per model • May be given light armor ........................................... 1 point per model • One unit may be given the scout special rule ........... 1 point per model • One Hunter may be upgraded to a Tracker ............................ 10 points • One Hunter may be upgraded to a Musician ......................... 10 points • One Hunter may be upgraded to a Standard Bearer ............. 10 points

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MURDER OF CROWS 35 points per baseProfile M WS BS S T W I A Ld Troop TypeMurder 1 3 0 2 2 4 4 4 3 Swarm

Unit Size: 2+ Special Rules: • Fly

WOLF PACK 8 points per modelProfile M WS BS S T W I A Ld Troop TypeWolf 9 3 0 3 3 1 3 1 5 War BeastGreat Wolf 9 3 0 4 3 1 3 2 5 War Beast

Unit Size: 5+ Special Rules: Options: • Fear • One Wolf may be upgraded to a Great Wolf .......................... 25 points • Vanguard • Terrifying Howl (Great Wolf Only)

CORE UNITS

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SPECIAL UNITSBRAVES 14 points per modelProfile M WS BS S T W I A Ld Troop TypeBrave 4 4 3 3 3 1 4 1 7 InfantryChampion 4 4 3 3 3 1 4 2 7 Infantry

Unit Size: 5+ Special Rules: Options: • Raiders • May be armed with Great Weapons ....................... 4 points per modelEquipment:Equipment: • Stubborn • One unit may be given the scout special rule.............1 point per model • Multiple Tomahawk • Warpaint • One Brave may be upgraded to a Champion ......................... 10 points • Light Armor • One Brave may be upgraded to a Musician ........................... 10 points • One Brave may be upgraded to a Standard Bearer ............... 10 points • One Unit of Braves in the army may take a Magic Standard worth up to ......................................... 50 points • Braves may bear a up to two Blessed Tattoos at the point cost listed on page 2. If one is chosen they remain special, if two are chosen the unit now counts as rare.

BRAVE RIDERS 20 points per modelProfile M WS BS S T W I A Ld Troop TypeBrave Rider 4 4 3 3 3 1 4 1 7 CavalryChampion Rider 4 4 3 3 3 1 4 2 7 CavalryWarhorse 8 3 0 3 3 1 3 1 5 -

Unit Size: 5+ Special Rules: Options: • Stubborn • May be armed with Spears ....................................... 1 point per modelEquipment: • Warpaint • One Brave Rider may be upgraded to a Champion Rider ..... 10 points• Multiple Tomahawk • One Brave Rider may be upgraded to a Musician ................. 10 points • Light Armor • One Brave Rider may be upgraded to a Standard Bearer ..... 10 points • One Unit of Brave Riders in the army may take a Magic Standard worth up to ......................................... 50 points • Brave Riders may bear a up to two Blessed Tattoos at the point cost listed on page 2. If one is chosen they remain special, if two are chosen the unit now counts as rare.

BUFFALO RIDERS 55 points per modelProfile M WS BS S T W I A Ld Troop TypeBuffalo Rider 4 4 3 4 3 1 4 1 7 Monstrous CavalryBuffalo Brave 4 4 3 4 3 1 4 2 7 Monstrous CavalryBuffalo 8 3 0 5 4 3 2 4 5 -

Unit Size: 3+ Special Rules: Options: • Fear • The Unit may be armed with one of the following:Equipment: • Impact Hits (D3+1) - May add shields .................................................. 3 points per model• Spears • Thick Skinned - Exchange spears for a bows .............................. 5 points per model• Light Armor • Warpaint • The Buffalo may be given Barding .......................... 5 points per model • One Buffalo Rider may be upgraded to a Buffalo Brave ........ 10 points • One Brave Rider may be upgraded to a Musician ................. 10 points • One Brave Rider may be upgraded to a Standard Bearer ..... 10 points • Brave Riders may bear a single Blessed Tattoos at the point cost listed on page 2. They remain special. 23

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EAGLE ARCHERS 12 points per modelProfile M WS BS S T W I A Ld Troop TypeEagle Archer 4 3 4 3 3 1 4 1 7 InfantryEagle Eye 4 3 5 3 3 1 4 1 7 Infantry

Unit Size: 10+ Special Rules: Options: • Eagle Eyes • The Unit may be given light armor ............................ 1 point per modelEquipment:Equipment: • Raiders • The Unit may be given the scout special rule ......... 3 points per model• Bow • Warpaint • One Eagle Archer may be upgraded to an Eagle Eye ........... 10 points

SHIFTERS 45 points per modelProfile M WS BS S T W I A Ld Troop TypeShifter 5 3 3 5 4 3 5 3 10 Monstrous InfantryAlpha 5 3 3 5 4 3 5 4 10 Monstrous Infantry

Unit Size: 3+ Special Rules: Options: • Fear • The Unit may be given the scout special rule ......... 5 points per model • Frenzy • One Shifter may be upgraded to an Alpha ............................ 10 points • Raiders

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Urayuli 40 points per modelProfile M WS BS S T W I A Ld Troop TypeUrayuli 6 3 3 4 5 3 4 3 7 Monstrous InfantryHowler 6 3 3 4 5 3 4 4 7 Monstrous Infantry

Unit Size: 3+ Special Rules: Options: • Fear • The Unit may be armed with great weapons ......... 15 points per model • Forest Strider • The Unit may be given warpaint ............................. 3 points per model • One Urayuli may be upgraded to a Howler ............................ 10 points • One Urayuli may be upgraded to a Musician ......................... 10 points

SPECIAL UNITS

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RARE UNITSANCESTOR SPIRITS 20 points per modelProfile M WS BS S T W I A Ld Troop TypeAncestor Spirit 6 3 3 3 3 1 2 1 5 Infantry

Unit Size: 5+ Special Rules: Options: • Between this World • May be armed with one of the following: and the Next -Great Weapons ................................................... 5 points per model • Ethereal -Tomahawks ......................................................... 3 points per model • Skirmishers -Great Weapons ................................................... 7 points per model • Terror

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SPIRIT BEARS 90 points per modelProfile M WS BS S T W I A Ld Troop TypeSpirit Bear 6 4 0 6 5 3 4 4 7 Monstrous BeastsGreat Bear 6 4 0 6 5 3 4 5 7 Monstrous Beasts

Unit Size: 3+ Special Rules: Options: • Fear • The Unit may be given the Frenzy special rule ..... 10 points per model • Fury • One Spirit Bear may be upgraded to a Great Bear ................ 10 points • Natural Armor (4+)

STALLION RIDERS 35 points per modelProfile M WS BS S T W I A Ld Troop TypeStallion Rider 4 5 4 4 3 1 6 1 7 CavalryStallion Chief 4 5 4 4 3 1 6 2 7 CavalryStallion 9 3 0 4 3 1 4 1 5 -

Unit Size: 3+ Special Rules: Options: • Fast Cavalry • The Unit may be armed with one of the following:Equipment: • Stubborn - May add Tomahawks .......................................... 5 points per model• Spears • Unbridled Rage - May add Multiple Tomahawks .......................... 10 points per model• Light Armor • Warpaint • One Stallion Rider may be upgraded to a Stallion Chief ........ 10 points • Shields - A Stallion Chief may be given a magic item worth up to .... 25 points • One Stallion Rider may be upgraded to a Musician ............... 10 points • One Stallion Rider may be upgraded to a Standard Bearer ... 10 points • One Unit of Stallion Riders in the army may take a Magic Standard worth up to ......................................... 50 points • Stallion Riders may bear up to two Blessed Tattoos at the point cost listed on page 2.

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THUNDER BIRD 250 pointsProfile M WS BS S T W I A Ld Troop TypeThunder Bird 4 5 0 5 5 6 4 5 10 Monster

Unit Size: 1 Special Rules: • Fly • Large Target • Terror • Thunder Wings • Ward Save (4+)

WENDIGO 200 pointsProfile M WS BS S T W I A Ld Troop TypeWendigo 6 3 3 6 5 6 4 5 8 Monster

Unit Size: 1 Special Rules: Options: • Aura of Cold • May be given Ethereal Special Rule .................................... 100 points • Caged Beast • May be given Frozen Breath Special Rule ............................. 25 points • Large Target • May be given Numbing Chill Special Rule ............................. 25 points • Natural Armor (4+) • Terror

RARE UNITS

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SUMMARY LORDS M WS BS S T W I A Ld Type PgBig Chief 4 6 5 4 4 3 6 4 9 In 4Elder Shaman 4 3 3 3 3 3 4 1 8 In 5

HEROES M WS BS S T W I A Ld Type PgChief 4 5 5 4 4 2 5 3 8 In 4Shaman 4 3 3 3 3 2 4 1 7 In 5Spirit Warrior 5 5 4 4 4 2 5 3 8 In 6 MOUNTS M WS BS S T W I A Ld Type PgWarhorse 8 3 0 3 3 1 3 1 5 Ca 7Stallion 9 3 0 4 3 1 4 1 5 Ca 14

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SPIRIT M WS BS S T W I A Ld Type PgCOMPANIONS Bear - 5 - 6 - - 3 4 - In 17Boar - 2 - 4 - - 3 2 - In 17Cougar - 4 - 4 - - 4 3 - In 17WWolf - 3 - 4 - - 3 2 - In 17

Troop Type KeysIn = Infantry, WB = War Beast, Ca = Cavalry, MI = Monstrous Infantry,MB = Monstrous Beast, MC = Monstrous Cavalry, Mo = Monster, Ch = Chariot,SC = Special Character, Sw = Swarms, Un = Unique, WM = War Machine.

© Robert JRF Locas 2013. Permission is grated to photocopy this page for personal use only. All rights reserved.

CORE M WS BS S T W I A Ld Type PgHorseman 4 3 3 3 3 1 4 1 7 Ca 7 - Horsemaster 4 3 4 3 3 1 4 1 7 Ca - Warhorse 8 3 0 3 3 1 3 1 5 - Hunter 4 3 3 3 3 1 4 1 7 In 7 - - Tracker 4 3 4 3 3 1 4 1 7 In Murder 1 3 0 2 2 4 4 4 3 Sw 8Wolf 9 3 0 3 3 1 3 1 5 WB 8 - Great Wolf 9 3 0 4 3 1 3 2 5 WB

SPECIAL M WS BS S T W I A Ld Type PgBrave 4 4 3 3 3 1 4 1 7 In 9 - Champion 4 4 3 3 3 1 4 2 7 In Brave Rider 4 4 3 3 3 1 4 1 7 Ca 9 - Champion 4 4 3 3 3 1 4 2 7 Ca - - Warhorse 8 3 0 3 3 1 3 1 5 -Buffalo Rider 4 4 3 4 3 1 4 1 7 MC 10 - Buffalo Brave 4 4 3 4 3 1 4 2 7 MC - Buffalo 8 3 0 5 4 3 2 4 5 -Eagle Archer 4 3 4 3 3 1 4 1 7 In 11 - Eagle Eye 4 3 5 3 3 1 4 1 7 InShifter 5 3 3 5 4 3 5 3 10 MI 12 - - Alpha 5 3 3 5 4 3 5 4 10 MIUrayuli 6 3 3 4 5 3 4 3 7 MI 12 - Howler 6 3 3 4 5 3 4 4 7 MI RARE M WS BS S T W I A Ld Type PgAncestor Spirit 6 3 3 3 3 1 2 1 5 In 13Spirit Bear 6 4 0 6 5 3 4 4 7 MB 14 - Great Bear 6 4 0 6 5 3 4 5 7 MBStallion Rider 4 5 4 4 3 1 6 1 7 Ca 14 - Stallion Chief - Stallion Chief 4 5 4 4 3 1 6 2 7 Ca - Stallion 9 3 0 4 3 1 4 1 5 - Thunder Bird 4 5 0 5 5 6 4 5 10 Mo 15Wendigo 6 3 3 6 5 6 4 5 8 Mo 16

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A Warhammer Armies supplement for

You will need a copy of Warhammerto use the contents of this book.

The Game of Fantasy BattlesENGLISH LANGUAGE

PRINTED IN CANADA

NATIVESNatives are a fast moving armNatives are a fast moving army, with strong ties to the natural world. Natives fight to protect their lands, their way of life, and the nature that sur-rounds them. When fighting natives, you just don’t fight native humans, but a host of animals, spirits and beasts. Natives will expel any that cross into their homelands and wish to destroy it.

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Inside you will find:

• A bestiary describing every unit, monster, hero in the army.

• An army list to arrange your collection of Native miniatures into a battle-ready force.

Warhammer: Natives is one of a series of unnoficial supplements for Warhammer, Each book in the series describes in detail an army, its history and its heroes.