Professional Documents
Culture Documents
5000-B
The Emperor of the Ferach
Mordred the Usurper
This mounted Miniature makes a
superb commander in chief for any
Ferach Empire Army.
For more information on Mordred please refer to the Slaughterloo 2nd Edition
army book.
--Mordreds Ferach Arme is made up of a diverse mixture of different
troop types and races. His own soldiers, the Elves of Armorica, are his
enfants terribles, and take the pride of place in the force with which he
intends to rule Valon. Well-disciplined and drilled to perfection, the Elves
are the masters of military manoeuvre, combining their lethal columns
with the devastating firepower of some of the best Artillery in all Valon.
This force has taken Valon by storm, and had not the rest of the world
combined to fight against it, there is a lurking possibility that the Elves
would have conquered them all by now...
The Elves have some of the most intelligent and gifted Marshals and
Generals the world has ever seen. Many have a reputation for brutality,
which can cloud the fact that they are capable leaders. Most of them
earned their spurs during the Ferach Revolution and when Mordred
deposed Morgana, and are now the Emperors most trusted aides.
However none of them are above the Emperor in talent!
FLINTLOQUE RULES
In a game of Flintloque the Emperor Mordred is treated as follows and
he has these special rules and a unique points cost. Please note these rules
are for a mounted miniature, for the Emperor on Foot please deduct 14
points from his cost.
Emperor Mordred is a Veteran / Regular / Elite Ferach Elf mounted on
a Light Horse. He is armed with a sword of exquisite quality and an Elf
Duelling Pistol. He costs 133 Points.
Special Rules:
The Emperor Mordred is a military genius with a cruel and cunning mind,
he is immune to all Morale checks taken for any reason. He gives all allied
troops within his line of sight (LOS) a +2 to Morale each Turn. He also
gives his section an additional +2 on all Initiative Rolls each Turn. He is
a master swordsman and gains an additional +2 in Melee on top of other
bonuses. The Emperor is a trained shot as well gaining an additional one
column shift in his favour for all PISTOL shooting.
Finally Mordred wears his mothers Power Ring, the magicke essence that
began the black powder age. This is a hugely powerful item and it
protects its wearer well in a fight. Mordred may regain one wound per
Turn every Turn and while wearing the ring (which he never removes) his
DF is 3 and his Wounds total is 3 with the ring on. Mordred may also
elect to become INVULNERABLE for one Turn (nominated before the
Turn chosen begins) for that turn he cannot be wounded or killed by any
means; in other respects he acts as normal.
2008
SLAUGHTERLOO RULES
THE EMPEROR MORDRED (C-IN-C)
(VETERAN) (250 POINTS)
A superb military mind lurks within the ambitious brain of the Elven
Emperor. His incredible skill has seen the Elves crush all opposition
before them, and has given them an Empire of which they can be truly
proud. Even though the entire world seems pitted against them, the Elves
show no signs of weakening, and Mordreds iron grip on Catalucia and
Krautia seems almost unbreakable.
When Mordred leads the Elven Arme on the battlefield, a Ferach victory
is the expected result. He inspires confidence in his sol-diers and they will
do virtually anything he asks of them. Single-handedly masterminding the
downfall of the free Valonian nations, Mordred has few rivals that come
even close to equalling his genius.
MASTER TACTICIAN: Mordred is a great leader. If he is the C-in-C
of your Arme, then all Units within his command radius of 45cm receive
a +1 to their Form score and +1 to their Morale score.
QUICK THINKER: Mordred has a keen mind, and rarely gives orders
that his Generals can misinterpret.
If any General draws a Command Indecision card, roll 1D6. On a result
of 4+, the General may discard the card and draw another. Mordred has
to be within Command Radius for this to work. In addition to this, any
Forced Manoeuvre card played upon a friendly Unit within his Command
Radius is ignored on a D6 roll of 4+.
VIVE LEMPEREUR!: Loyalty and personal magnetism inspire great
feats in Elf soldiers, Mordred can make his troops do almost anything.
Mordred may select one Elf Unit per Turn and by placing a marker or
making a note that Elf Unit may add an additional +1 to its Form and
Fire.Mod and Melee.Mod for the Turn. This Unit must be composed of
Elves and within 90cm of Mordred.
MES ENFANTS TERRIBLE: Through speeches and raging
encouragement Mordred may select one Unit under his command within
90cm and restore its formation state by one level, meaning a disorganised
Unit become Good Order and so on. This may be used on a Routing
Unit. This may be used only once per game.
5000-A
The Duke of
Wheeling-Turn
5004-C
Sharkes Victory
The Duke of
Wheeling-Turn
A version on the
Iron Duke on Foot
SLAUGHTERLOO RULES
The initial expedition into Catalucia was led by General Surjon Moore,
who was killed when the Army of Albion was pushed back to Kooruna.
The Orc Army was evacuated, and Wheeling-Turn devised a plan to take
the war into Catalucia through his ally, Al-Garvey. His strategy was
carried out just in time, as the Elves had marched into Al-Garvey under
the leadership of Sault, Marshal of the Empire.
Defeating the Ferach at Vileiero, Wheeling-Turn turned the tide of
conflict against the Elves and drove them back into Catalucia. Acquiring
the nickname of the Iron Duke because of his determined stance in the
face of the Elves, Wheeling-Turn took command of all the forces in the
Catalucian theatre.
However, he was wounded in an assassination attempt carried out by the
Half Elf killer Lt. Colonel Daniel La Roo. Saved by Sharke of the 105th
Rifles, Wheeling-Turn was taken to Londinium for medical aid, but has
returned to command the Briticca troops and the Al-Garvey soldiers once
again.
THE ARMY OF ALBION
Wheeling-Turns thin red line contains some of the deadliest troops on
Valon. The Orcs of Albion have corps in both the Kartffelberg and
Catalucian theatres, with the bulk of their attention directed at Mordreds
forces in the Dark Elf homeland. After shaky beginning of the Grand
Alliance era and the forced evacuation from Kooruna, the Orcs have
made a significant comeback. They reorganised the forces of their allies
the Goblins and marched into Catalucia to claim victories against
Mordreds Elven forces.
The Orcs are masters of the Line formation, and their Units are trained
so well in this formation that they can actually keep pace with an Elven
Line on the battlefield. Their mastery of this tactic gives them another
significant advantage. Whereas the Ferach have a natural affinity for Black
Powder weapons, the Orcish love of the Line has enabled them to perfect
their volley firing to a fine art.
FLINTLOQUE RULES
In a game of Flintloque the Duke of Wheeling-Turn is treated as follows
and he has these special rules and a unique points cost. Please note these
rules are for a mounted miniature, for the Duke on Foot please deduct 14
points from his cost.
Wheeling-Turn is a Veteran / Regular / Elite Orc mounted on a Heavy
Horse. He is armed with a sword of exquisite quality and an Orc Artillerie
Pistol. He costs 97 Points.
Alternative Armies
PO Box 8207
Girvan
Scotland
KA26 0YB
sales@alternative-armies.com
+44(0)1465 841 677
2008
Special Rules:
Wheeling-Turn is immune to all Morale checks for any reason - he is the
Iron Duke! He gives all allied troops in line of sight (LOS) a +2 to Morale
each Turn. He also gives his section a +2 for Initiative each turn. His
troops will do their utmost for him, each time one of them dies in play
roll 1D10 on a result of 1-3 they come back to life with one wound. This
ability may be used on any number of friendly characters but only once
upon each of them.