Warcry: Askurgan Trueblades
The Askurgan Trueblades are an order of vampiric warrior-monks who seek to master their bloody curse. Dedicated to self-discipline and martial excellence, these Soulblight vampires seek out the mightiest beasts acr
Tzeentch’s minions revel in manipulation – after all, it is not for nothing that their patron is known as the Architect of Fate. Within great cities lurk hidden Kairic Acolytes, while vicious Tzaangor flocks stalk the warped wilds. The daemons of Tzeentch are especially strange, often casting forth gouts of aetheric fire. Tzeentch is the greatest patron of sorcery among the Chaos Gods, and so it is little surprise that many of his followers are mighty wizards, their sorcerous power rewriting the very laws of reality.
Tzeentch’s minions revel in manipulation – after all, it is not for nothing that their patron is known as the Architect of Fate. Within great cities lurk hidden Kairic Acolytes, while vicious Tzaangor flocks stalk the warped wilds. The daemons of Tzeentch are especially strange, often casting forth gouts of aetheric fire. Tzeentch is the greatest patron of sorcery among the Chaos Gods, and so it is little surprise that many of his followers are mighty wizards, their sorcerous power rewriting the very laws of reality.
Master the magical mayhem of the Tzeentch Arcanites with this card pack! This set allows you to use Tzeentch’s bestial and mortal followers in your games of Warcry – a varied warband equally at home incinerating foes with warpfire and getting stuck in. After all, dead to alive is change enough for Tzeentch!
This set contains:
- A faction ability card, allowing you to harness tactics, tricks and abilities unique to this warband, including the runemarks you need to use them. The reverse allows you to identify the fighters in your warband. The set contains a faction abilities card in each of the following languages: English, French, German, Italian, Spanish, Chinese, Japanese, and Russian.
- Fighter cards for 16 types of fighter, including Tzaangors, Kairic Acolytes, and Tzaangor Enlightened.
- 2x divider cards, used to keep track of any tokens that apply to fighters in games.
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The Askurgan Trueblades are an order of vampiric warrior-monks who seek to master their bloody curse. Dedicated to self-discipline and martial excellence, these Soulblight vampires seek out the mightiest beasts acr
The Rotmire Creed are artisans of virology, relentless in their pursuit of the perfect plague. A swamp-dwelling cult that worships Nurgle in his aspect as Lord Leech, their blowpipe darts and cruel barbs are daubed with deadly alchemical contagions. Once unleashed, these diseases spread quickly through the ranks of their enemies – a testament to their infectious craft.
Kruleboyz Monsta-killaz are sadistic, underhanded hunters from the Beast-breaka tribes. Masters of the sudden ambush and the devious ruse, these orruks eagerly employ every kunnin’ trick in the book to capture their quarry and defeat those who would stand in their way.
Warcry: Compendium is your ultimate guide to assembling a Warcry warband to enter the depths of the Gnarlwood, accompanied by a powerful following of thralls, monsters, and allies. Within you will find a comprehensive list of rules for the second edition of Warcry, allowing you to command warriors from each of the Grand Alliances that dominate the Mortal Realms.
This book is an essential companion for anyone setting out to explore the Gnarlwood – whether you're an experienced player or founding your first warband.
High in the mountains of Shyish, the Realm of Death, a desperate battle plays out between the Stormcast Eternals of Xandire's Truthseekers and the Soulblight vampires of the Crimson Court. Both warbands seek the treasures of the Crypt Noctis, imbued with arcane might that could see the forces of Nagash dominate the realm forever more. Will the champions of the Stormcast Eternals prevail under the leadership of Calthia Xandire, or will the Soulblight Gravelords of Prince Duvalle gain the untold necrotic power they seek? As powerful warriors clash in epic combat, your games will decide the fate of Shyish
The Kharadron are a cautious people who dislike embarking on any venture unless assured of its profitability. However, their hunger for aether-gold, a mysterious lighter-than-air metal that powers much of their society, is such that daring privateers will chase it to reality’s edge and beyond. Some Kharadron will even enter the Eightpoints in search of rich seams of aether-gold; these prospector bands are armed with all manner of deadly technology, and though such expeditions are always perilous, the potential rewards are great indeed.
The Gnarlwood has been riven by a series of devastating earthquakes, as something stirs deep below the forest’s surface. These tremors have wrought terrible damage across the Sundered Scales, but they have also unearthed many strange relics – and drawn in Gorger Mawpacks of feral ogors, who hope to stir up the all-consuming hunger of their Gulping God through acts of gory sacrifice. Swift on their heels come the Wildercorps Hunters, determined to end this threat to the God-King’s domain with a well-aimed crossbow bolt.
Devastating earthquakes have rived the Gnarlwood, and now something stirs deep below the forest’s surface. These tremors have wrought terrible damage across the Sundered Scales. Still, they have also uncovered many strange relics – some of Seraphon origin and others of an even more mysterious provenance.
Tzeentch’s minions revel in manipulation – after all, it is not for nothing that their patron is known as the Architect of Fate. Within great cities lurk hidden Kairic Acolytes, while vicious Tzaangor flocks stalk the warped wilds. The daemons of Tzeentch are especially strange, often casting forth gouts of aetheric fire. Tzeentch is the greatest patron of sorcery among the Chaos Gods, and so it is little surprise that many of his followers are mighty wizards, their sorcerous power rewriting the very laws of reality.
Centaurions are terrifying creatures, their strength and skills honed in the Varanspire's warpits. Charging headlong into the fray on iron-hard hooves, Centaurions wreak havoc with each of the deadly weapons gripped in their four arms – ensnaring, skewering, bludgeoning, and trampling any who stand before them. The Marshals are the strongest amongst their kind, risen from the arena into the ranks of powerful warbands and legions – yet despite their bestial ferocity, these are also creatures of great cunning and subtlety, sworn to gather warbands in shadowy service to their Dark Master.
Quiet as shadow, as relentless as the driving rain, the Hunters of Huanchi prowl the sacred territories of the Seraphon in search of trespassers. These peerless hunters silently creep up on any who dare corrupt the domain of the Old Ones and riddle them with deadly, toxin-laced darts. Their prey are left helpless as the skinks surge forward to deliver a killing strike.
Chaos Legionnaires are elite, well-armed, and highly disciplined – yet though they march alongside the armies of the Dark Gods, these warbands have a shadowy agenda of their own. Sworn to the First Prince, the Legionnaires uphold a secret religion known as the Dark Creed, and strive with each victory to sow confusion, reap dissent, and bring their Dark Master closer to his insidious ascension.
The Horns of Hashut are heralds of ruin and desolation, relentless destroyers sent forth by the Father of Darkness. Each region they conquer is pulverised, stripped, and rendered barren for the industrial tyranny of their daemonic god. The Horns of Hashut wage war like a raging taurus, stampeding over their foe to crush them entirely, swinging heavy weapons while unleashing cruel devices of duardin design – choking ash bombs and infernal flamehurlers.
The Beasts of Chaos have long dwelt in the wild places of the Mortal Realms. Even during the Age of Myth, these creatures menaced the civilised lands, and their alliance with the primal essence of anarchy has only made them more deadly. Their marauding Greatfrays contain all manner of bestial warriors; the cunning gor-kin of the Brayherds are master ambushers, while the brutes of the Warherds are cursed with an insatiable bloodgreed. Warring alongside them are the Dragon Ogors, ancient inhabitants of Azyr banished by the God-King and empowered by the touch of lightning.
Gorger Mawpacks are strange gatherings of ogors afflicted with the Empty Belly curse, driven mad with hunger no matter how much they consume. Wild-eyed and starving, they launch themselves at their prey, using huge clubs or improvised bludgeons to pulverise those unfortunate enough to be their next, eternally unsatisfying meal.