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Mengil Manhide's Company of Dark Elves

During the spring of his last year Kraal the Hearteater gathered
about him all the young men of his immediate family. Spells were
cast, bloody sacrifices were made, and, at last, the young elven
warriors were initiated into their family cult. At the completion of
the ceremony Kraal banished all of the young elves, expelled
them from the forest and forbade them to return until each had
slain a human warrior, or died in the attempt. This was the way
of the Dark Elves of Kraal's family.
Mengil, son of old Kraal, had never before strayed from the
dank, leafy confines of his forest home. He soon acclimatised to
his new social role, however, and discovered that he liked the
marauding life so much that he decided against returning to his
father's people and set out on a life of banditry and mayhem. His
first victim was a huge Norse champion. His skin Mengil
fashioned into a cloak, establishing both the mode of dress of his
followers and his full name -Mengil Manhide. The company of
Dark Elves was further strengthened when Mengil joined forces
with the Dark Elf renegade and Champion Ean Hawkbane.
Hawkbane's distinctive feature was the large trained owl which
accompanied him in combat. In hand-to-hand combat, Hawkbane's owl gives him an additional WS3 ST2 attack. The owl
has T and W of 1, and an initiative of 8. The creature will not attack independantly, but only as an extra attackwhilst
Hawkbane is fighting. Should its master is slain, the bird will fly away.
Note that the company consists of both Elven males and females, Dark Elf women being easily as mean and aggressive
as their menfolk. Mengil's followers caused considerable disruption around the farmlands and homesteads of the west.
Armament: Long Sword, Knife and Repeating Crossbow. Amrour
- Mail Coat and Shield.
Dress: Black tunic and breeches with light leather boots, elegantly
shaped. Over the tunic the elves wear a coat of scale armour
belted round the waist. Over their shoulders each warrior wears
the mark of his company, a man-hide.
Shield: The device of Mengil is enscribed upon each warriors
shield.
Battlecry: None - the Regiment prefers sneaking up quietly in the
middle of the night.
Deeds: While the Clan Incursions were at their height Mengil and
his followers crossed the temporary land-bridge between the New
and Old World. Here they satiated their vast appetites for
destruction and blood, slaying indescriminately and adding
greatly to the disorder of the those times.
Leader: Mengil is a Mighty Dark Elf Hero.
PROFILE - 1st edition
M WS BS S T W

5 1

2 B 1

POINTS
13

PROFILES - 2nd edition


M WS BS S T W I A Ld Int Cl WP POINTS
Mengil Manhide
4
Dark Elf Major Hero

4 4 3 8 3 10 10 10 10 169.5

Ean Hawklord
Dark Elf Champion

4 3 1 6 1 8

9 13.5

Dark Elf Trooper

3 3 1 5 1 8

8 11.5
Standard = 56.5
Horn = 22.5

Commanderess Zelosa Forestburner - Lieutenant Kraal Hearteater- Priestess Lillith Child-Impaler- Vard Demonslayer - Dyreel Dwarf-Flayer

Dosadi Warchild - Yasl Spriteslayer - Ezron Nightstrider - Nzandra Devilconsort - Qulla Darkfaith - Night Elf Lord

Witch king - Witch Queen - High priest

Mengil Manhide - Skarrasha - Ean Hawkbane

Lord Anuidethar - Hazdriuth Farbolt - Kernethar - Vonothar Twoblades - Kranthar- Caranath Bloodblade

Darthar Quickblade - Garthar - Morathar Manbane - Azireth Darkforce - Aldethar - Hathar Redbolt

Dazibow - Orribul - Zolzola - Agard

Addelcore - Koriflame

RR16/RRD7 - The Disciples of the Red Redemption


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The Red Redemption was born during the bitter religious wars fought between the Men of the West and
swarthy Arabians. Amongst the countless factions of crusading warriors, those known only as the Broth
were surely the most feared and the most powerful.

As with all protracted wars, there were long periods of inactivity, whilst supplies were organised, spies
or paltry scouting missions undertaken. Such lulls were anathema to the more zealous of the warrior-pri
the Brotherhood . They hated sitting around whilst they knew the Arabians were out there being, well, d
Arabian.

Eroneus Balbadron was one such frustrated fanatic. Eroneus fell into a black mood whenever the figh
held up. Each stoppage caused his moods to become even blacker; indeed, legend has it that his skin an
turned completely black during this time. His frustration turned easily to anger, and the anger grew insi
until it was almost a palpable thing. He sought solace in the holy books of the Brotherhood, but to no av
anger grew and grew until he became crazed and twisted with it. His hatred of Arabians became a hatre

Presently, a very strange thing happened that was to change the course of Eroneus's life, and the lives o
countless others also. It was a dark evening, and the Brotherhood had just captured the ruins of an ancie
from a group of Arabians. The enemy had hardly put up any resistance, and the fight had been a most
disappointing affair. It was as he searched the ruins for any signs of the enemy that Eroneus saw a curio
its cover barely visible as it lay on the floor. Eroneus compulsively picked it up and sought secrecy in th
remains of a sunken room.

Eroneus placed his torch in a bracket by the wall, and feverishly spread the book in front of him. Kneel
it he began to read. To say that what he read was a bombshell would understate the impact that the volu
on him. In truth his crazed mind could not at first believe that it was possible: this aged book contained
truth. Eroneus was overwhelmed by a feeling of physical, spiritual and mental Redemption. The book
sacred scripture dedicated to and revering the Chaos God of Khorne. Khorne the black God of Battle, t
Lord of Slaughter, the thirsting God of Blood!

At once Eroneus felt his links with the Brotherhood, and with humanity, permanently broken. In a fever
ecstasy he pounded his face against the chamber walls until all that remained was ... well, little enough
to betray the fact that he had once been human. Only then did he see the black robes and iron masks tha

upon the chamber walls. The iron mask was unnaturally hot and seared his face as he put it on. The blac
soaked the blood from his armour. Eroneus had become the first and greatest of the Redemptionists, the
of the Redemption, and his cry was, 'Be redeemed through blood, saved through slaughter.'

Quickly slaying his former comrades in a chaotic commando-style exercise of carnage, Eroneus fled int
world at large. His objectives were unclear, but he was certain that people of the right persuasion would
to welcome enlightenment. He was right.

Only a few years after the incident of the Brother-slaying, the cult of the Red Redemption had become
established throughout the Old World. In the secret temples of the cult, initiates were introduced to the
bloody ways of the mighty God Khorne The skin was ritually flayed from the face and torso of each ini
Glowing hot iron face masks and cuirasses formed a now and tougher skin. At last they were permitted
the black robes of Khorne. Of course, this resulted in all of the Disciples of the Red Redemption sufferi
total and irrevocable madness, but that really didn't bother them too much. (They were more concerned
shedding the blood of heretics, as members of the countless groups of Disciples then spreading the way
Khorne in the world.)

One such group is Darkhoth's Disciples of the Red Redemption. Darkhoth is said to have been initiat
Master of the Redemption himself, a great honour indeed. His power is such that he can command a gro
to 40 Disciples. The key to this power is the large black book that he always carries - the Darkhold. Th
transcript of the original scriptive book discovered by Eroneus. It is a very powerful magic item, althou
uses are confined to cult practices. Merely looking at the pages of this book would drive any living bein
The Disciples are immune to this by dint of them already having achieved this particular state of mind.
is able to read passages from this book, and herein lies his power. A passage read from the book gives D
absolute power over any Disciples who hear him. During the initiation ceremony, Darkhoth reads a spe
passage from the book which so assaults the mind of the initiate that his personality is forever shattered
Darkhoth assesses the suitability of the initiate for cult membership by his reaction. If the initiate reacts
extreme violence, this is judged to be good, and he is prepared for flaying and encasement in glowing ir
initiate fails to react with sufficient violence, he is given up as a sacrifice to Khorne.

EQUIPMENT

Flail, shield and mail armour. Rather than a shield Darkhoth carries an additional han
weapon, allowing him to fight double handed.

Mordrid the Champion carries no shield or flail, but has a double-handed flail instead
BATTLECRY Be redeemed through blood
DEEDS

Spreading the ways of Khorne through the Old World by means of slaughter, destruc
arson, murder and the propagation of insanity.

SHIELD

The shield, banners and the robes of the Disciples all carry the symbols of the God K

UNIFORMS

The robes of the Disciples are black, edged in red. All equipment tends to be black, o
colours.

PROFILES - 2nd edition


M WS BS S T W I A Ld Int Cl WP POINTS
Darkhoth
4
Warrior-Priest of the Red Redemption

5 4 5 2 4 2 10 6 10 10 73 1/2

Mordrid the Manic


Champion of the Redemption

4 4 4 1 3 1 10 5 10 10 12

Disciple of the Red Redemption

9 1/2
3 3 4 1 2 1 10 5 10 10 Standard = 45
Horn = 19

RR17/RRD10 - Avenging Knights of the Cleansing Flame


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'..From the ashes of the old are born the new, and the fire shall have cleansed them, and they shall be fre

Chronus Goodheart at the funeral p


Bro

Chronus Goodheart was a member of a singular band of crusaders in the holy war against the Arabians.
one of the Brotherhood. Chronus came from a deeply religious family and firmly believed in the ways o
West. He abhorred the swarthy, outlandish men of Araby and their insidiously evil culture. Now he was
Re confronted by the most hideous scene he could possibly have envisaged.
gi
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Before him was a sight that turned his stomach, and a stench that spelled both his nostrils and his soul.
human carrion, carrion that had once been friend and fellow crusader. Chronus and his three companion
Th puzzled arid horrified at the sickening carnage that had fallen upon their fellows. It was the work of no
no sane man at least, they reasoned.
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They built a great funeral pyre to consume what remained of the Knights of the Brotherhood. As the fla
bellowed and roared one of Chronus's Knights made a strange discovery amongst the ruins where the m
had taken place. Returning to Chronus he told of his find, and Chronus at once investigated. What the y
Knight had chanced upon was an underground sanctuary -originally part of a temple, but now hidden am
the ruins. Entering inside Chronus saw the blood stained frescoes, frescoes that depicted scenes of horro
perversion of an altogether abhuman nature. Worst of all, upon the floor lay the discarded uniform and
of a Knight of The Brotherhood.

'Eroneus', he gasped, as he recognised the clothing of one of the company, Eroneus Balbadron, his own

Chronus's mind was thrown Into chaos. Clearly his cousin had been murdered, and in a manner both fo
inhuman. The whole thing stank of some perverse religious ritual, of a terrible sacrifice to who knows w
hellish god.

But it was Garland, the standard bearer who glimpsed the truth, for in his youth he had seen the secret w
temples of the Gods of Chaos, and had heard rumours of their deeds. He came from the forests of the E
lands deep enough, and dark enough to hide the minions of chaos and their victims. In the ruins of the t
recognised the signs.

Chronus was struck dumb at what Garland told him. To find that his own cousin was the monster that h

undoubtedly precipitated, if not actually accomplished, the deaths of so many good Knights, was a cons
blow.

The Knights packed the sanctuary with straw, and around the whole circuit of the hill they spread such
flammable materials as lay to hand. Within an hour the whole hilltop was on fire, and what little remain
Knights of The brotherhood, and of the strange temple, was utterly destroyed. As the flames burned eac
swore a great and binding oath.

'This shall be our call to arms and symbol, the flame of our burning brothers. We must keep the flame b
until such time as our oath is fulfilled and the world cleansed of the evil of Chaos. Only then can our so
peace. And the flame we shall bear as our device, and -the minions of Chaos will come to fear us, and w
known as the Avenging Knights of the Cleansing Flame.,

So it was that the four Knights travelled abroad in search of Eroneus. They encountered much evidence
passing, and many men joined them in their quest, for many were the unspeakable acts committed by th
of Chaos.

Dagger, spear, mail armour and shield. The standard bearer carriers a sword instead o
and spear. The musician carries a horn instead of shield and spear. Roland the Champ
EQUIPMENT
carries the mighty flame-sword instead of shield or spear. Chronus himself carries a
rather than a spear.
BATTLECRY Cleanse them - and they shall be free of evil
DEEDS

The Knights continue in their quest, never ceasing or stopping in one place long eno
to sat or rest.

SHIELD

The shield, banners and the robes of the Knights all carry the symbol of the flame.

UNIFORMS

The shields of the Knights are red with yellow flames. Armour and equipment is blac
very dark green or blue. Spear-staffs are natural wood. The banner is red with the ye
flame device.

SPECIAL
RULES

Roland's sword has a flame attack (Warhammer Magic volume page 27.) The sacred
carried by Garland the standard bearer is a powerful reminder to the knights of their
whilst it remains intact the whole unit may add +2 to their Cool.

The knights Hate Chaos Worshippers. When confronted by Red Redemptionists they
to their dice when testing.

M WS B
Chronus Goodheart

Roland - Regimental Champion

Garland 4
Bearer of the Standard and Holy Brazier

Knight of The Cleansing Flame

Images and Text Games Workshop


2001 This page may not be copied without permission. Last modified: August 2nd 2001 by Orclord

The Knights of Origo


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The island outpost of Fyrus seemed a good place for the monks of the holy order of Saint Origo
to build a monastery. True - Fyrus did lie but a dozen miles from the coasts of Araby, it was the
birth place of the revered Mullah Aklan'd and its harbours did control the main east-west trade
route; but the Brothers of the Holy Order of Saint Origo decided Fyrus would make an ideal
place to rest and meditate. They started by kicking out all of the natives and building a huge
fortress. This they decided to call the 'Holy Monastery of the Divine Origo'
.When the good brothers found their prayer disturbed by Arabian pirates and the continued
complaints of the disinherited they reacted in the only way they knew how. They built fleets,
wiped the waterways clean of eastern ships, and fired every Arabian port within a hundred miles.
For the purposes of the crusade the Grand Master of the Order designed the special uniform and

banner which is illustrated here.


The Knights returned to a life of peace and contemplation, disturbed only by annual excursions
burning, looting and destroying all along the coasts of heathendom. After a few years they were
shaken from their solitude by vast armies of Easterners, who lay seige to, and eventually
destroyed, the monastery. Many of the Knights were slain in this unprevoked attack but a large
company escaped. Unde their new Grand Master, Sir John Tyrweld, and aided by the Order's
Champion Donna Don Domingio, the Order reformed in the West.
From then on the company crusaded extensively against the enemies of all right thinking folk
and gained a considerable reputation from their enemies. Amongst the Goblins they became
renowned as 'The Frothers', whilst the Easterners dubbed Sir John 'The Foaming One'.
Armament. Sword and Knife, known as the Heathen Dispatcher .
Dress Mail armour, great helm and surcoat. The surcoat of this particular order is red, which
symbolises the blood that was shed that others might go on - specifically the blood of their
enemies. Note the badge of the order worn over the right breast.
Shield The badge of the order is placed upon the 'heater' shield.
Battlecry Peace and Justice. Sir John Tyreweld's family motto is "only the Sword Purifies".
Leader Sir John Tyrweld, he has the same profile as a Mighty Hero. Leadership 6.
Note (1st edition) All of the Knights are subject to FRENZY, never take morale tests and add 1
to all Fear and Terror throws. They HATE all non-westerners. In Frenzy they disregard the
normal requirement to discard armour. (2nd edition) All the Knights have the usual +1 WS for
knights, including CHapions and Heroes. In addition the Knights are subject to Frenzy.
PROFILE - 1st edition
M WS BS S T W I A POINTS
3

3 2 B 1 31

10

PROFILES - 2nd edition


M WS BS S T W I A Ld Int Cl WP POINTS
Sir John Tyreweld
Human Major Hero

6 4 4 3 6 3 9 9 9

9 144

Donna Don Domingio 4


Human Champion

4 4 3 1 4 1 7 7 7

7 9

Brother Knight

3 3 3 1 3 1 7 7 7

7 7
Standard = 35
Horn = 14

Images and Text Games Workshop


2001 This page may not be copied without permission. Last modified: August 2nd 2001 by Orclord

Mad Mullah Aklan'd's Death Commandos


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It was the talented and fanatical Wizard Mullah Aklan'd who first led the Men of the East against
the Elven lands. Within his lifetime the Mullah had reduced the Elven nations to a few pockets
of isolated resistance, and taken control of all of their old trade routes. It was at this time that the
Sea Elves undertook many of their great journeys across the western seas.
Aklan'd may have been insane, many claimed as much, most of them died horribly. His brand of
religio-magic was based upon the old religions of the desert tribes, modified to accord more

closely with his own distorted view of the world.


His most dedicated followers were the Aklan'd Death Commandos. This elite Regiment was
formed from the most devoted of the young desert warriors, men willing to die, and in dying
gloriously pass into the highest of the 7 Heavens, known as St'oec.
The successors of the Mullah maintained the glorious tradition of the Death Commandos, always
choosing the finest equipment for them and always placing them at the forefront of battle. The
most honoured post in the Death Commandos is that of Champion Eunuch. Hasim - the current
Champion is an enormously fat Eunoch renowned as the slayer of over 100 infidels. As a
Eunoch Hasim has +1 Cl and Ld. All of the Death Commandos are subject to Frenzy.
Armament. Scimitar and dagger. Armour - Mail Coat and Shield
Dress Mail armour and helmet. The long coat is made up of thick padded material and can be
worn either underneath or over the armour. It is blue.
Shield The Death Commandos wear the badge of the Mullah.
Battlecry Purity through death.
Leader Originally the Mullah himself, but afterwards a Captain of the Guard with the same
profile as a Hero. Leadership 4.
Note (1st edition) The Death Commandos are subject to Frenzy, but do not have to discard
armour whilst Frenzied. They HATE men of the west. Death Commandos add 1 to all Morale,
Fear and Terror dice.
PROFILE - 1st edition
M WS BS S T W I A POINTS
4

3 2 B 1 31

10

PROFILES - 2nd edition


M WS BS S T W I A Ld Int Cl WP POINTS
Mad Mullah Aklan'd 4
Human Major Hero

6 4 4 3 6 3 9 9 9

9 97.5

Hasim
Eunoch Champion

4 4 3 1 4 1 8 7 8

7 7

Trooper

3 3 3 1 3 1 7 7 7

7 6.5
Standard = 32.5
Horn = 13

Images and Text Games Workshop


2001 This page may not be copied without permission. Last modified: August 2nd 2001 by Orclord