The Mourngol Army Warhammer Fantasy Battle 7 - 8 Edition: TH TH
The Mourngol Army Warhammer Fantasy Battle 7 - 8 Edition: TH TH
THE MOURNGOLS
Beyond the Dark Lands are the endless steppes shared by the many Hung tribes of Chaos and the Mourngols under the Great Hobla Khan. This empire is little known by the races of the Old World and rarely seen west of the Worlds Edge Mountains. Historically, most of the Hung tribes have been separate under different tribal rulers and worshiping different Chaos gods. The Mourngols, on the other hand, have always been united under the one Great Hobla Khan. This unity has made the Mourngols an ongoing formidable force; rarely waning due to the transition of a leader. Also, unlike the Hung who were never fully capable of besieging walled cities and fortresses, the Mourngols learned from each conquest and adapted. A Mourngol army is just as capable of besieging a walled fortress as running down armies on the open plain. Thought to be a derivative of other greenskin tribes that fled north from enslavement by the Chaos Dwarfs, it is believed that the Mourngols took to riding wolves (mimicking the Hung) as the best way to survive in the open steppes. And like their cousin Orcs and Goblins, different varieties of hobgoblin can be found in the Mourngol army.
These tribes fought amongst each other and against the Hung, with whom they had to eek out a living off the steppes of the East. Most of all, they spent their time raiding the lands of Cathay until the Great Bastion was built. Despite appearances, the Mourngols were still capable of getting into Cathay- often taking little know mountain passes around the Bastion, but also by bribery, assassination and intrigue to dupe the Bastion Guards into letting a tribal army through. We will offer you a percentage of the take if you let us through. We will raid just one or two villages and return back through this here gate. This was a persuasive bribe for many a lowly peasant guard entrusted with manning the Bastion Gates. Whats more, the Mourngols were good to their word. In this way, they were able to secure such covert pacts for many generations to come. The real impact of the Mourngols came in the year 55 when Ghazak Khan, the first Khan, united the many tribes of Mourngols and took on the title of the Great Hobla Khan. Once united, Ghazak began his reign by invading Cathay through the guarded city of Han Kuo, which anchored the eastern end of the Bastion. His armies flooded in behind the Bastion and brought terror along the Bei An River and points north. During this time, the Capital had to be moved out of Weijin and relocated to Baijin in the south as Ghazak Khan was the first to successfully besiege the city. For 10 years Ghazak Khan controlled northern Cathay until he believed he had extracted as much wealth from them as possible (or whatever remained had moved south). Ghazak departed, leaving the popular Warlord Oglah to maintain dominion over the Cathayans. Three years later, Ghazak led his hordes into the Mountains of Mourn where he conquered or struck alliances with the Giants and the Ogre Kingdoms. In a north-to-south campaign, Ghazak emerged in the south of the Dark Lands and immediately assaulted the Black Fortress of the Chaos Dwarfs. For the next 3 years his forces traveled the Dark Lands challenging any settlements outside the immediate protection of the Plains of Zharr. In the year 89 while Ghazak was waging war in the Dark Lands, Hablo Khan stepped up to take charge of the Mourngols of the East. Oglah dissented from Hablos actions and went to war against the Eastern Mounrgols alongside the army of Cathay. In this rather strange situation, great Mourngol armies clashed until the Battle of Xen-Tu when Emperor Pu-Yi cut down Hablo Khan. Hablo Khans former subjects allied themselves to Oglah Khan and he led 600 Mourngols back against the Cathayans. Emperor Pu-Yi withdrew behind the Great Bastion and Oglah gave up the attempt to retake Cathay.
TACTICS
Many Mourngol tactics are similar to those used by the Hung and it is likely these were learned from one another. It is said the Hung originated these tactics and the Mourngols copied them, but the Mourngols have shown many more aspects of adapting for battle than the Hung, so the claim is not likely true. The Mourngols learned from Attila the Hung the tactic of using propaganda to terrorize opponents long before the army arrives at its destination. By traveling in small columns and uniting to attack a common enemy, it gave the impression that the Mourngols had a limitless horde even though they were often outnumbered by the defender. The Mourngols are also hearty travelers in the winter and launched many of their greatest military campaigns by traveling thousands of miles in the dead of winter while other armies remained in shelter.
THE HISTORY
There is no definitive account of Mourngol history in the West, since so few have ever seen them (including the High Elves who have documented so much of the known world). Their exploits, however, are kept in the libraries of Cathay and Ind where they had a much greater impact on the Eastern world. Prior to the year 55, the Mourngols were a group of lesser hobgoblin tribes- many of which are suspected as being refugees from the Slaves Pits of the Chaos Dwarfs.
SPECIAL RULES
Ambush You may keep any unit of mounted archers off the table at the beginning of the game, provided you have a unit of the same type and size (or larger) that you deploy as normal. They do not have to be equipped the same. Make sure you tell your opponent which units are being held for Ambush. Characters cannot be deployed in Ambush, only unit champions. To see when and how your Ambushers enter play, roll a d6 for each unit during your Remaining Moves phase each turn (starting with Turn 1). D6 1 Result The unit is forced off the trail by enemy pickets. The unit enters on a table edge of your opponents choice (or he can choose to keep them off the table and roll again next turn). The unit is not, yet, in position. Roll again next turn. The unit arrives on the table edge to the Hung players Left.* The unit arrives on the table edge to the Hung players Right.* The unit arrives on a table edge of the Hung players choice.
2-3 4 5 6
*If it is not possible to enter on the selected table edge, treat the result as a 1. When a unit enters play you may choose the point on the table edge that it moves from. The unit cannot Charge, but may march if no opposing units are within 8 when they enter the table edge. If the game ends while units are still off the table, they count as being beaten when determining Victory conditions. Fire & Flee As a Charge Reaction, skirmishers and Fast Cavalry may Fire & Flee. To do this, resolve the shooting from the unit just as if they were performing a Stand & Shoot reaction. Then, roll the dice to have the unit flee. However, you must remove the lowest die roll from the distance the fleeing enemy would move. Example, units entitled to flee 2d6 would only flee the distance of the single highest d6. Units entitled to flee 3d6 would flee the distance of the highest 2d6.
Units that perform a Fire & Flee Charge Reaction do not cause other units to panic on the turn that they flee.
LORDS
Khan Points: 220
Khans are the most powerful and respected warriors of the Mourngol race. They unify the tribes, strategize their attacks, manage the logistics of an army on the march and sow fear and uncertainty in the minds of the enemy. It is the exertise of the Khans that make the Mourngol race what they are. Profile Khan Wolf Warg Chariot M 4 9 9 WS 5 3 4 BS 4 S 4 3 4 5 T 4 3 3 4 W 3 1 1 3 I 4 3 3 A 4 1 2 Ld 8 2 3 -
Equipment: Hand weapon. Options: May wear light armor (+3 pts) and may carry a shield (+3 pts). May carry a bow (+3 pts). May wield a great weapon (+6 pts), addl hand weapon (+6 pts), or if mounted, a spear (+3 pts). May ride a wolf (+18 pts), a Warg (+30 pts) or may ride in a Chariot (+45 pts). May choose magic items from Da Loot list with a maximum total value of 100 pts. Special Rules Khans spend a lot of time before battle playing mind games with the opposing army and causing dread among the men. Khans Cause Terror. Stay where you are! The Khans are just as respected and feared by their minions as they are by the enemy. All units within 12 of a Khan may re-roll failed Terror, Fear, panic & rally tests in addition to rolls to avoid pursuing an enemy.
2-5 6
Great Shaman
HEROES
Points: 40
Chieftains are lesser tribal leaders who have pledged their allegiance to the Khan. Although astute warriors in their own Right, they take actions to demonstrate their subservience and loyalty to the Khan (such as not riding in a chariot). Profile Chieftain Wolf M 4 9 9 WS 4 3 4 BS 4 S 4 3 4 T 4 W 2 I 3 3 3 A 3 1 2 Ld 7 -
Voodoo, as it is referred to by the Mourngols, is looked upon with suspicion by most tribe members. In elder days, the Mourngols looked upon these misfits as valuable tokens to sacrifice to the gods. However, the Khans eventually realized that their powers could be valuable in fighting against certain foes. Therefore, although the remain the outcasts of the tribe, Shamen can be found deploying with the Mourngol armies. Profile Great Shaman Wolf Warg Chariot M 4 9 9 WS 2 3 4 BS 3 S 3 3 4 5 T 4 3 3 4 W 3 1 1 3 I 2 3 3 A 1 1 2 Ld 7 2 3 -
Warg
Equipment: Hand weapon. Options: May wear light armor (+2 pts and may carry a shield (+2 pts). May carry a bow (+2 pts). May wield a great weapon (+4 pts), addl hand weapon (+4 pts), or if mounted, a spear (+2 pts). May ride a wolf (+12 pts) or a Warg (+30 pts). May choose magic items Da Loot list with a maximum total value of 50 pts. Special Rules: Ambush if not the General or Battle Standard Bearer. Battle Standard Bearer One Chieftain in the army may carry the army Battle Standard for +25 points. The Battle Standard may be a magic banner (no points limitation), however, if a magic banner is taken the Battle Standard Bearer may not take any other magic items.
Magic: Level 3 Wizard. He may cast spells from the Lore of Heavens, Beasts or Life. Equipment: Hand weapon. Options: May be upgraded to a Level 4 Wizard for +35 pts. May ride a wolf (+18 pts), a Warg (+30 pts) or may ride a Chariot (+45 pts May choose magic items Da Loot list with a maximum total value of 100 pts. Special Rule: Suspicion. No unit may use the Leadership of a Great Shaman in the battle. This also means that a Great Shaman may never be your General.
Hobgoblin Battle Standard Bearer by Otherworld Miniatures painted in traditional D&D Orange.
Shaman
Points: 55 Mourngols
CORE UNITS
Pts/model: 14
The mounted warriors of the Mourngol army are the lifeblood of their civilization as well as their military prowess. They are skilled with a bow and their loyal wolf mounts are effective fighters in close combat. Profile Mourngol Arban Wolf M 9 WS 3 3 3 BS 4 4 S 3 3 3 T 3 3 W 1 1 I 2 1 2 A 1 2 1 Ld 6 6 -
As with the Great Shamen, Hobgoblin Shamen are looked upon with suspicion in Mourngol society, yet their capabilities prove useful in many battles. Profile Shaman Wolf Warg M 4 9 9 WS 2 3 4 BS 3 S 3 3 4 T 3 W 2 I 2 3 3 A 1 1 2 Ld 6 -
Magic: Level 3 Wizard. He may cast spells from the Lore of Heavens, Beasts or Life. Equipment: Hand weapon. Options: May be upgraded to a Level 2 Wizard for +35 pts. May ride a wolf (+12 pts), or a Warg (+30 pts). May choose magic items from Da Loot list with a maximum total value of 50 pts. Special Rule: Suspicion. No unit may use the Leadership of a Great Shaman in the battle. This also means that a Great Shaman may never be your General.
Unit Size: 5+ Equipment: Hand weapon, light armor Options: May wield bows (+2 pts) and spears (+1 pts). May carry shields (+1 pt), but will no longer count as Fast Cavalry. Upgrade one Mourngol to a musician for +6 pts. Upgrade one Mourngol to a Standard Bearer for +12 pts. Upgrade one Mourngol to an Arban for +12 pts. Special Rules Ambush, Animosity, Fire & Flee, Feigned Flight, Fast Cavalry. Marksmen on horseback: Mounted Archers can fire their bows while on the move without incurring a -1 penalty for moving. However, if they March and Shoot, they still incur the normal -1 shooting penalty.
More models from Otherworld painted in the traditional Advanced Dungeons & Dragons orange. These are suitable for a Hobhound Handler, a Warlord or Chieftian on foot and a Shaman.
Pts/model: 17
Hobgoblins
Pts/model: 5
The largest and most elite of the hobgoblin race are the Hobyars. They often serve as the consorts for the Khan and ride larger Wargs to demonstrate their elite status (note the Wargs are a bit slower than those ridden by characters due to the bulk of the rider and the fact that the characters get the best Wargs). Profile Hobyar Great Hobyar Warg M 8 WS 3 4 3 BS 3 3 S 3 4 4 T 4 4 W 1 1 I 2 2 3 A 1 2 1 Ld 7 7 -
The Mourngols learned lessons from the Hung and discovered that a fully-mounted force was not always useful in certain battlefield environments. Therefore, they are flexible enough to deploy units on foot just as readily as mounted. Unless they turn out in large numbers, hobgoblin foot troops are typically less skilled servants, assistants and camp teamsters than members of an actual Mourngol unit. Profile Hobgoblin Arban M 4 4 WS 3 3 BS 3 3 S 3 3 T 3 3 W 1 1 I 2 2 A 1 2 Ld 6 6
Unit Size: 5+ Equipment: Hand weapon, light armor. Options: May wield javelins (+1 pt) or bows (+3 pts). May wield spears (+1 pt). May carry shields (+1 pt). Upgrade one Hobyar to a musician for +7 pts. Upgrade one Hobyar to a Standard Bearer for +14 pts. Upgrade one Hobyar to a Great Hobyar for +17 pts. One unit in the amy may carry a magic banner worth up to 50 points. Special Rules Ambush, Animosity, Fire & Flee, Feigned Flight. Marksmen on horseback: Mounted Archers can fire their bows while on the move without incurring a -1 penalty for moving. However, if they March and Shoot, they still incur the normal -1 shooting penalty.
Hobgoblins do not count towards the minimum number of Core units you must include in your army. Unit Size: 20+ Equipment: Hand weapon, light armor & shield Options: May be armed with spears (+1 pt). Upgrade one hobgoblin to a musician for +4 pts. Upgrade one hobgoblin to a Standard Bearer for +8 pts. Upgrade one hobgoblin to an Arban for +8 pts. Special Rules: Animosity
Hobgoblin Archers
Pts/model: 7
Hobhounds
Pts/model: 12
Essentially dismounted Mourngols, the hobgoblin archers are more often seen than the hobgoblin foot troops because of their prowess with the bow. Mourngols understand that having supporting units of shooters helps the fast moving cavalry and is also beneficial in conducting a siege or fighting in densely settled areas. Profile Archer Arban M 4 4 WS 3 3 BS 4 4 S 3 3 T 3 3 W 1 1 I 2 2 A 1 2 Ld 6 6
Although there is an unusual species of hounds that can be found in packs serving the hobgoblins (particularly on foot), Hobhounds for the Mourngols are most typically extra wolves being raised by the Mourngols for future mounts or they are the mounts of their fallen comrade. Hobhounds are starved before battle, which gives them a greater viciousness when they are set upon the enemy, Profile Hound Handler M 7 5 WS 4 3 BS 0 3 S 3 3 T 3 3 W 1 1 I 3 2 A 1 1 Ld 5 6
Hobgoblin Archers do not count towards the minimum number of Core units you must include in your army. Unit Size: 10+ Equipment: Hand weapon, light armor & bow Options: Upgrade one hobgoblin to a musician for +4 pts. Upgrade one hobgoblin to a Standard Bearer for +8 pts. Upgrade one hobgoblin to an Arban for +8 pts. Special Rules: Animosity
Hob-Hounds do not count towards the minimum number of Core units you must include in your army. Unit Size: 5+ Hob Hounds Equipment: Handlers have a whip and light armor. Options: Handlers can be added to a pack for +9 points per model. You may not have more than 1 handler for every 2 Hobhounds. Special Rules Hobhounds are subject to Frenzy. Handlers are nimble on their feet, but will still hold the pack back. While under the control of the Handlers, the Hounds can be held back and are not required to charge enemies within charge range. When the unit charges, the hounds are unleashed and will charge their normal distance. If the Handlers manage to stay with the hounds, they can attack with their whips from the second rank of the unit. You may not move the Handlers in front of any Hounds in the unit. If the Hobhounds outrun the Handlers during the charge, the Handlers must rejoin the unit in the next movement phase. If the Hounds are broken, the Handlers will flee with them (fleeing at the speed of the Handlers, not the Hounds). If the Hounds win combat, they cannot pursue. They will stay feeding on the fallen until the Handlers catch up and reform the unit.
SPECIAL UNITS
Gnoblars Pts/model: 2
Gnoblars fare from the mountains of the Ogre Kingdoms and fell under the oppressive sway of the Mourngols when that region was under Mourngol control. Gnoblars work around the Mourngol camp, where the Mourngols call them Camp Elves as a mockery to the real Elves of the Warhammer World. They are not beyond sending them into battle as expendable troops. Profile Gnoblar Biter M 4 4 WS 2 2 BS 3 3 S 2 2 T 3 3 W 1 2 I 3 3 A 1 2 Ld 5 5
Gnoblar Scouts
Pts/model: 6
If gnoblars are being brought forward to fight, many are just pushed forward by the Mourngols as a stumbling mass. However, those favored by the Mourngols are allowed to ride shotgun on the wolf and they are dropped off further ahead of the battle line while the Mourngols are riding into Ambush positions. Profile Gnoblar Sharpy M 4 4 WS 2 2 BS 3 4 S 2 2 T 3 3 W 1 2 I 3 3 A 1 2 Ld 5 5
Unit Size: 8-20 Equipment: Hand weapon & throwing stuff Options: May upgrade a gnoblar to a Sharpy for +4 points. Special Rules Animosity, Scouts Throwing Stuff: Gnoblars generally carry around a number of small, thrown projectiles that can be thrown in the shooting phase just as any other thrown weapon: Range: 8 Strength: 2 2x multiple shots
Unit Size: 20+ Equipment: Hand weapon & throwing stuff Options: May upgrade a gnoblar to a Biter for +2 points. Special Rules Animosity. Throwing Stuff: Gnoblars generally carry around a number of small, thrown projectiles that can be thrown in the shooting phase just as any other thrown weapon: Range: 8 Strength: 2 2x multiple shots
Expendable: Gnoblars will not cause a panic test in any other unit except other gnoblars. In addition, Mourngol units may fire into combat that involves gnoblars (roll a d6 for each shot. On a 1-3 they hit a gnoblar, on a 4+ they hit the opposing unit).
Expendable: Gnoblars will not cause a panic test in any other unit except other gnoblars. In addition, Mourngol units may fire into combat that involves gnoblars (roll a d6 for each shot. On a 1-3 they hit a gnoblar, on a 4+ they hit the opposing unit). Followers: Gnoblar Scouts are well disciplined and follow the instructions of their masters well. They may use the leadership of any Mourngol character or unit that is within 12 of them. In addition, if they are within 6 of where a Mourngol character is charged, they may Stand & Shoot at the charging unit without the typical -1 penalty (unless the gnoblars themselves are targeted as part of that charge).
10
Sneaky Gits
Pts/model: 6
Mongrel Beast
Pts/model: 210
Sneaky Gits typically function as messengers and personal assassins (or enforcers) for the Mourngol leaders. In combat, they use these skills to infiltrate enemy lines and hunt down war machine crews. Profile Sneaky Git Dirty Git M 4 4 WS 3 3 BS 2 2 S 3 3 T 3 3 W 1 1 I 2 2 A 1 2 Ld 6 6
There are many large, lumbering monsters that graze the plains of the Northern Steppes. While the Hung hunt them down for food, the Mourngols are more likely to use them in warfare after witnessing the Rhinox Riders of the Ogres or the Elephant riders of Ind. Although they can be of a variety of shapes and species (dinosaurs, great elephants, etc.) the general heading of Myrmidon covers all of them. Profile Myrmidon Hobgoblin Gnoblar M 6 WS 3 3 2 BS 0 4 3 S 5 3 2 T 6 3 3 W 5 1 1 I 2 2 3 A 4 1 1 Ld 9 -
Hobgoblins do not count towards the minimum number of Core units you must include in your army. Unit Size: 10+ Equipment: 2 poisonous hand weapons Options: Upgrade one git to a musician for +5 pts. Upgrade one git to a Standard Bearer for +10 pts. Upgrade one git to a Dirty Git for +10 pts. Special Rules Scouts, Animosity Dirty, Rotten, Sneaky Sneaky Gits gain +1 attack when fighting against a units flank and +2 attacks when fighting against an enemys rear.
Unit Size: 1 Myrmidon ridden by 5 Gnoblars Equipment: Either crew will be armed with hand weapons, spears, light armor & bows Armor Save: 3+ crew and 4+ (Myrmidon) Options: May upgrade the crew to 5 hobgoblins for +20 points. Special Rules Cause Terror, Stubborn, Large Target, d6+1 Impact Hits, Immune to Psychology, Unit Strength 10. Ridden Monster: The Myrmidon counts as a ridden monster for gaming purposes (missile shots hit the monster on 1-4 and the crew on 5+). In close combat enemies may choose to strike at the beast or the riders. If the beast is killed the crew is removed from play (crushed in the fall or fleeing as ineffective combatants). If the crew is slain, roll on the Monster Reaction Table immediately.
11
RARE UNITS
Stone Thrower Pts/model: 65
War machines and siege engines, such as the Stone Thrower, are often constructed on the site where there are needed. However, it isnt uncommon for clever Khans to figure out ways to dismantle them and move them with the army if a particular opponent remains stationary long enough to justify bringing up the big lobber. Profile Stone Thrower Gnoblar Hobgoblin M 4 4 WS 2 3 BS 3 3 S 4(7) 2 3 T 7 3 3 W 3 1 1 I 3 2 A 1 1 Ld 5 6
Giant
Pts/model: 205
For many centuries the greater part of the Ancient Giant Lands remained under the control of the Mourngols. It wasnt so much a relationship of master and servant, but more a matter that the Giants didnt really care that the Mourngols were around and the Mourngols were always conniving ways to get riches, resources or service out of the Giants. Therefore, many a time a Giant can be found advancing with a Mourngol army. Profile Giant M 6 WS 3 BS 3 S 6 T 5 W 6 I 3 A Sp. Ld 10
Equipment: Big club or other form of weapon. Special Rules Large Target, Cause Terror, Stubborn. Longshanks: Giants treat linear obstacles such as walls, ditches, fences and barricades as open ground. However, when moving across such an obstacle, roll to see if the Giant Falls Over. Fall Over: A Giant must check to see if he Falls Over in any of the following circumstances: 1. 2. 3. 4. When he is beaten in combat. Test once results are established, but before rolling Break Tests. If he is fleeing at the start of the movement phase. When he crosses an obstacle. If the Giant decides to Jump Up & Down, test immediately before (as he falls before any damage is inflicted). When he is slain he automatically Falls Over (no test is necessary).
Unit Size: 1 Rock Lobber & 3 Gnoblar crew Equipment: Hand weapons & throwing stuff Options: Replace the Gnoblar crew with a hobgoblin crew armed with light armor & hand weapons +5 pts. Add 1 Hobgoblin Taskmaster to a gnoblar crew for +5 points. Special Rules Rock Lobber Taskmaster: As Gnoblars are prone to fleeing from the battlefield easily, the Mourngols have resorted to adding a HobgoblinTaskmaster to the crew to keep them in line. As he is a part of the crew, the gnoblars may use his leadership and will not be subject to panic when other gnoblars do.
5.
Spear Chukka
Pts/model: 35
Spear Chukkas are more frequently found with the stationary hobgoblins of the Mountains of Mourn or in the service of Chaos Dwarfs. But, because the Mourngols are a mobile army, they are more difficult to transport into battle (thus, their Rare status). Profile Spear Chukka Hobgoblin M 4 WS 3 BS 3 S 6 3 T 7 3 W 3 1 I 2 A 1 Ld 6
To test if a Giant falls over, roll a d6. If the result is a 1 then the Giant Falls Over. When a Giant Falls Over, roll the Scatter dice to see which direction he falls in. Place the fallen Giant template (best represented by a chariot base or 50mm x 100mm movement tray. Any models completely under the template are hit. Those touched (but not beneath the template) are hit on a roll of 4+. Falling Giants inflict a Strength 6 hit causing d3 wounds. The Giant automatically suffers 1 wound. Once on the ground, the Giant may get up in his following movement phase, but he may not move aside from getting up. (This may prevent him from pursuing a unit if he Falls Down when he wins combat). A Giant on the ground cannot fight, but he can defend himself (meaning opponents must roll to hit normally). If a Giant Breaks or flees while he is on the ground he is removed from the game.
1-2 Spear Chukkas count as only 1 Rare Unit Choice. Unit Size: 1 spear chukka & 2 hobgoblin crew. Equipment: Hand weapons. Special Rules: Bolt Thrower
12
Yell and Bawl: Neither side may fight as the Giants shout rattles everyones bones. No blows are exchanged unless some have already taken place. The Giant automatically wins combat by 2. Thump with Club: The target must pass an Initiative test (use the lowest if it is a mounted model). If it is struck, the target takes 2d6 wounds with no armor save. If a doubles is rolled, the Giants club embeds itself in the ground and he cannot attack in the next combat round while he attempts to pull it out of the ground. Eadbutt: Automatically inflicts 1 wound with no armor save allowed. If the target is not slain, it may not attack that round (if it hasnt yet attacked). If it has already attacked, it may not attack in the following round. Jump Up & Down: The Giant inflicts 2d6 Strength 6 hits on the target unit. Giants enjoy jumping up & down so much that once they start, they will do this in the subsequent combat round until either the combat ends or the Giant Falls Down. Giants that Fall Down on a Jump Up & Down roll will count wounds caused with their combat result. Swing with Club: The Giant sweeps his club through the enemy inflicting d6 Strength 6 hits.
5 6
Ogres
Pts/model: varies
Like the Giants, many tribes of the Ogre Kingdoms were subservient to or allied with the Mourngols. Therefore, you may choose any of the following units to join your Mourngol army as a rare choice: Ogre Bulls Ogre Ironguts Ogre Leadbelchers Ogre Maneaters See the Ogre Kingdoms or Unofficial Dogs of War army book (found on www.wizbangs.com) for details and points costs.
13
MAGIC ITEMS
Da Loot is a section taken from a 6 Edition Unofficial Army Book found on www.coreheim.com written by (appropriately enough) Hobgoblyn. Your author checked the points comparison of those magic items against existing 7th Edition items and found parity. Rather than replicating the list here, it can be found on another link on www.wizbangs.com to be downloaded with this Army Book.
th
Huzzah! Batu is an enthusiastic leader of the Mourngols and loves charging into combat. Batu and any unit that he is a part of may add d6 to their charge move. Declare charges as normal, then roll. If the charge fails, move the unit its normal movement distance.
Subedai
Points: 292
SPECIAL CHARACTERS
Most noteworthy of the Hobgoblin Characters because of their fame in the Old World as Dogs of War are Ghazak Khan and Oglah Khan. They can be found as separate entries in the Special Characters section of www.wizbangs.com. The Special Characters found here are created by the author and have not been playtested (although points for items and abilities correspond to magic items and abilities found in WFB 7th Edition.
Although not as noteworthy in the history of the Mourngols as the Khans, Subedai was a loyal follower of Ghazak and, had his leader not defected to the West, he may have been next in line for the Great Khanship. Instead, Subedai remained in the Dark Lands fighting against the Chaos Dwarfs. Profile Subedai Wolf Warg M 4 9 9 WS 5 3 4 BS 5 S 5 3 4 T 4 W 3 I 4 3 3 A 4 1 2 Ld 8 -
Batu
Points: 230
Equipment: Frost Brand, bow, heavy armor & shield. Options: May ride a Wolf (+18 pts) or a Warg (+30 pts). Special Rules Stay Where you Are! Causes Terror Frost Brand. Discovered in the treasure vaults of the Black Fortress when Ghazaks army overtook the stronghold, any model that suffers a wound from the Frost Brand (after armor saves) will be slain outright and lose all remaining wounds. Old Battle Wound: Like many of the greatest Khans, Batu suffers from many battle wounds and sometimes they are just too uncomfortable or painful for him to take into battle. At the start of the game (before deploying) roll a d6. On a roll of 1 the great warrior stays in bed and doesnt show up to lead his army. Field your army without him. Note that this reduces the size of your army and does not confer any victory points to your opponent, Nominate another character to be your General.
Warlord Batu, the only Khan to invade a country of the Old World, isnt as cunning as many of the Khans prior to or since his reign. However, he makes up for it with his loyalty to the Mourngols and ability to make the hard decisions (such as striking a deal with the Kislevites) that would best benefit his tribesmen.. Profile Batu Wolf Warg M 4 9 9 WS 6(7) 3 4 BS 5 S 4 3 4 T 4 W 3 I 4 3 3 A 4 1 2 Ld 8 -
Equipment: Relic Sword, bow, heavy armor & shield. Options: May ride a Wolf (+18 pts) or a Warg (+30 pts). Special Rules Stay Where you Are!; Causes Terror Batus Relic Sword is a mild magical blade that confers +1 to WS (shown above). Old Battle Wound: Like many of the greatest Khans, Batu suffers from many battle wounds and sometimes they are just too uncomfortable or painful for him to take into battle. At the start of the game (before deploying) roll a d6. On a roll of 1 the great warrior stays in bed and doesnt show up to lead his army. Field your army without him. Note that this reduces the size of your army and does not confer any victory points to your opponent, Nominate another character to be your General.
14
Mangu Khan
Points: 285
Il-Khan
Points: 285
Mangu Khans reign was not as long as many of the great Khans, but he is credited with crossing the World Edge Mountains in the south, passing through the lands of Nagash and leading a victorious army into Lahmia. Unlike other leaders of the Golden Horde, Mangu traveled back to the East and won approval of the other tribes to succeed Subedai when he perished. Therefore, he was the first of the next generation to hold the title of Khan. He received a grave battle wound against the Lahmia, which impaired his ability to walk. Therefore, he often rides a Wolf or Warg. Profile Mangu Wolf Warg M 3 9 9 WS 6 3 4 BS 4 S 4 3 4 T 4 W 3 I 4 3 3 A 4 1 2 Ld 9 -
Il-Khan was Jubelais trusted commander in the North while he was conquering Ind and the Hinterlands of Khuresh, south of Cathay. He was a loyal commander and an innovator. It was Il-khans dream to sail the world and conquer other kingdoms- starting with Nippon. Il-Khan led the first invasion onto Nippon and escaped with his life when the remnants of his force withdrew. Never the less, it was Il-Khan again who led the second invasion (his willingness to do so convinced everyone else that the first failure was a fluke). Il-Khan went down with his fleet before he set foot on Nippon a second time. Profile Ilkhan M 4(9) WS 5 BS 4 S 4 T 4 W 3 I 4 A 4 Ld 9
Equipment: Gifts of Il-Khan, Lightning Spear, Boots of Speed & Bow. Special Rules Stay Where you Are! Causes Terror Taker of Heads: Il-Khan prides himself on challenging and slaying the leaders of other armies. He may re-roll misses in close combat whenever he strikes at the opposing General. Gifts of Il-Khan. These gifts are of questionable origin, as Il-Khan wears a suit of Chaos Armor and wears a protective cloak. Combined, they confer a 2+ armour save. Lightning Spear: The wielder of the Lightning Spear inflicts wounds at strength +1 greater than the toughness of the target (up to Strength 7). In other words, Il-Khan will wound all models Toughness 6 and under on a roll of 3+. Boots of Speed: While wearing the Boots of Speed, IlKhan can keep pace with the rest of his mounted horde. His base movement is increased to 9. Ring of Fire Resistance: The bearer of this ring is Immune to fire and cannot be affected by enemy attacks purely consisting of flaming attacks such as spells, warpfire throwers and fire breathing monsters. Old Battle Wound: Like many of the greatest Khans, Batu suffers from many battle wounds and sometimes they are just too uncomfortable or painful for him to take into battle. At the start of the game (before deploying) roll a d6. On a roll of 1 the great warrior stays in bed and doesnt show up to lead his army. Field your army without him. Note that this reduces the size of your army and does not confer any victory points to your opponent, Nominate another character to be your General.
Equipment: Doom Blade, bow, heavy armor & shield. Options: May ride a Wolf (+18 pts) or a Warg (+30 pts). Special Rules Stay Where you Are! Causes Terror Doom Blade. This weapon counts as a poisoned weapon. In addition, it allows the wielder to reroll any attacks that fail to hit. Ring of Magic Resistance (1). Mangu has seen so much in his many years as a warrior that he is Immune to Psychology.
15
Jubelai Khan
Points: 645
The greatest of the Mourngol Khans is also the greatest conqueror in the history of the known world. Profile Jubelai Xuda M 4 6 WS 5 6 BS 7 0 S 4 6 T 3 6 W 3 6 I 4 3 A 4 5 Ld 8 8
Unless otherwise stated, all Basis points for this army originate from Kevin Colemans Dwarfs of Chaos tome (also found on Wizbangs.com). Deviations from those points will be cited in this basis section. All other citations are for 7th Edition army books. BS: All Mourngol characters have had 1 point shifted from WS to BS compared to the Dwarfs of Chaos statistics to demonstrate their expertise with a bow. Core units are +1 to base points cost for +1 BS. Daemon Eyes: The hobgoblins in the Dwarfs of Chaos book are a beaten and oppressed race, subject to easily panicking. The Mourngols are more disciplined and all hobgoblins count as having 1 set of Daemon Eyes applied to each (this increases Leadership by 1 for a points cost cited in the Dwarfs of Chaos book). Khan: +50 points for Causing Terror; Dark Elf Deathmask. Stay where you are! Empire Imperial Banner. Great Shaman: Goblin Great Shaman from Orcs & Goblins book. Shaman: Goblin Shaman. Hobyar Warg Riders: Orc Boar boyz with adjustments for Warg (-2 points to remove barding which eliminates the thick-skinned +1 armor save and increases movement to 8). Swapped +2 tusker charge with S4 fulltime. Eliminated Choppa, spear & shields (-3 pts). Hobhounds: Chaos Hounds with Mark of Khorne (frenzy). Handler is hobgoblin with upgrade of Skaven Packmaster (+4 pts). Gnoblars & Gnoblar Scouts: Ogre Kingdoms Myrmidon: Lizardman Stegadon: -20 pts for giant bow removal, -25 pts for skink crew removal. Ld adjusted for 2d6 rather than 3d6 Cold-Blooded. Stone Thrower: Otrcs & Goblins with points adjustment for crew. Giant: Orcs & Goblins book.
Because Jubelai Khan rides a Black Dragon, he counts as a Lord and Hero choice (Dragons points cost of 320 belongs in the Heros section of the army list). Equipment: Slayer of Heroes, Dragon Bane, Armour of the Great Khan & shield. Special Rules Stay Where you Are! Causes Terror Xuda is a Black Dragon. Therefore, he can Fly, Cause Terror, is a Large Target and a 3+ scaly skin save. The Noxious Breath of a Black Dragon causes Strength 4 hits. Any unit wounded by the breath must take a panic test at 3 Leadership. Dragon Bane: When Jubelai dueled the great Xuda with this enchanted sword, Xuda recognized his demise in the blade and pledged himself to serve Jubelai if his life was spared. The Dragon Bane allows the wielder to re-roll filed rolls to hit and to wound. In addition, against Dragons and Wyverns, the blade is armour-piercing and inflicts d3 wounds. Slayer of Heroes: Jubelais bow is of remarkable make and quality. It is armour-piercing, has a range of 30 and inflicts Strength 4 hits. With it, Jubelai can single out targets. Therefore, he can single out characters in the front rank of units, target war machine crewmen or riders on the backs of great beasts. Armour of the Great Khan: Light armor. Jubelai acquired this armor when he was a young hobgoblin in the Ancient Giant Lands. Rather than stay with his horde, he separated from the rest and explored an ancient Giant ruin. Inside, he found this armour. Initially, the curse of the armour nearly rendered him lame, but he was able to struggle through it- fighting battles when he was so weak that other hobgoblins would have fallen. The Armour of the Great Khan renders Jubelai immune Killing Blow and poisoned attacks. In addition, after he has sustained his first unsaved wound, he cannot be wounded further on a roll better than 3+. This resistance to being wounded further is conferred to Xuda as well.
16