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Title: Army of he Exiled


The Albino Rat - March 27, 2005 04:04 AM (GMT)
ok, here is my revised convertion army list, enjoy. Critizism is much welcome, as well as ideas for one more special choice and one more rare choice. Thanks!


Army Of the Exiled


Special Rules
Ways of the Wilderness: All units that are base units from other races (such as orc boyz) can take one bonus point on to any stat on the stat line for the cost of 6 pts. per modal. This can only be taken once per unit.

“It was your fault!”: Because the army of the exiled does not trust easy, they often bicker over who is at fault for the loss of a battle. Every time a core unit rallies, a varied animosity test must be taken. The player must role a d6. On a one, he must role a d6 and consult the chart bellow.

Chart For Exile Animosity

1-2 Nothing happens

3-4 The unit is not allowed to do anything that turn and takes d6 wounds (armor saves allowed) because of fighting amongst themselves.

5 The unit charges the nearest unit, friend or foe. If the unit is not in charge range, it will march towards the selected unit. If original unit attacked a friendly unit, then they will stop fighting before the players second turn.

6 the unit does everything as described in 3-4, but on the next turn, the unit must flee an additional d6 in. They automatically rally the next turn.


‘What comes around goes around.”: If a base unit from another army is fighting in the army of the exiled, then they will have hatred towards their parent army. For example, a unit of orc boyz are in an Army Of The Exiled that are facing an orc army. The orc boyz will have hatred for all units in the orc army.

“The more the merrier”: Base units from other races can be taken as core choices in the army of the exiled. The accepted units as are follows. Dwarf warriors, Dark elven spearmen, orc boyz, empire free companies, lizardmen skinks (saurus are too obedient to be exiled), and Ogre Kingdom Gnoblers and Bulls, Wood elf archers, and skaven clanrat slaves.




Characters

Lords
Warlord (Currently Warlord Soffer the Black) Pts: 450/ modal

M WS BS S T W I A LD
Soffer the Black 4 7 4 6 6 4 5 4 9

Weapons and armor:

Flesh Bane: +1 attacks in melee combat.
This sword can also send waves of energy though the air at enemy units.
Flesh bane’s spell: It’s a magic missile spell. The sword creates 2 power dice per turn that cannot be used for any other spell other than the swords spell. The sword, though, cannot use any other power dice no matter the circumstances to cast its spell. The spell does 1d6 s4 wounds. The spell is cast on a 7+

Armor of the Damned: This is the armor worn by the current warlord of the Army of the Exiled. It offers a 3+ armor save and a 6+ ward save.

Special rules:

There may only be one warlord per army. The warlord is the is the ultimate ruler of the Army of the Exiled, and must always be general.

Heroes
Sharpshooter. Pts: 70/ per modal
M WS BS S T W I A LD
Sharpshooter 5 3 6 3 4 2 7 4 9

These men are the best marksmen from all around. They use a variety of ranged weapons to assault their opponents from afar.

Weapons and armor
Hand weapon.

Options
They MUST choose one of the following choices and pay the required points:
Exile pistol 5 pts
Dual exile pistol 8 pts
Hand crossbow (hand crossbow: range 20 in. S3. May be held and fired in only one hand) 5 pts
Dual hand crossbow 8 pts
Pistol and hand crossbow 8 pts
Exile crossbow 9 pts (s4 range 24 in)
Exile bow 11 pts (range 36 in S4)
-The rest are optional
Light armor (+4 pts)
Up to 50 pts of magic items (but no weapons)

Special rule: Master of ranged. The sharpshooter may fire both of his handheld weapons at once.

Orc chief Pts: 80/per modal

M WS BS S T W I A LD
Orc chief 4 5 3 5 5 3 4 3 7
Boar 7 2 0 4 4 1 3 1 3

Orcs are very ferocious fighters and often fight there way for high ranks.

Weapons and armor
Light armor (may be upgraded to heavy for 3 pts)
X2 hand weapons
15 pts for a boar
May take up to 50 pts of magic items from the common or Exile magic item list.

Exiled wizard pts: 65/ per modal

M WS BS S T W I A LD
Wizard 4 3 2 3 3 2 3 1 6

Exiled wizards can be of any race or form that were exiled from their order because of usually a repeated offence of tradition or magic restrictions.

Magic: An exiled wizard does not have a certain level. Since exiled wizards are not often very good at magic, these wizards use what skill they have to excel in defense rather than offensive magic. To represent this, Exiled wizards generate 1 power dice for every two wizards but 3 dice for their anti-magic pool. They can use any lore described in the Warhammer rulebook.

Weapons and armor
Hand weapon
May take up to 50 pts of magic items from the common or exile list.


Tek-fighter Pts 40

M WS BS S T W I A LD
Tek-fighter 4 3 2 3 3 2 3 1 6
Tek fighters are exiled men of science who are not normally good at combat, but have learned to construct crude devices for themselves to make them more ferocious warriors. There are different devices that help with different fields of improvement. Each tek-fighter may choose up to two devices.

Weapons and armor
Hand weapon and shield (wearing at least one device gives its wearer a 6+ armor save, wearing two makes it 5+.) No magic Items allowed.

Devices:
Device of reflexes: makes the wearer better with skills involving reflexes, giving a +1 WS, a +1 I, and a +1 A. 15 pts.
Device of strength: makes the wearer better with skills involving strength, giving a +2 S and a +1 WS. 12 pts.
Device of constitution: makes the wearer better with skills involving endurance, giving a + 1 W, and a +2 T. 14 pts.
Device of intimidation: makes the wearer more intimidating, giving the wearer fear and +2 LD. 20 pts.
Device of speed: makes the wearer more agile and fast, giving a +2 to M and a +1 A. 13 pts.

Hand Weapons: Special hand weapons are also constructed. Only one may be taken
Chain blade: a mechanical chainsaw-sword. Each wound multiplies to 1d3 wounds. 25 pts.
Exile pistol: Overpowered pistol that fires metal fragments. Range: 15 in. S4. On a roll of a 1, the user must roll another d6 and consult the table as follows:

1-4 nothing happens
5 pistol gets jammed. Wielder may take 1d3 turns to unjam it or use it only as a handwepon for the rest of the game.
6 Pistol explodes. 1 S5 hit to the wielder.


Core

Pain fanatics 5 pts per modal
Unit size: 10+
M WS BS S T W I A LD
Pain fanatic 4 3 2 3 4 2 2 1 5
Pain seeker 4 3 2 3 4 3 2 1 5
Weapons and Armor: Hand weapon
Options:
1 pain fanatic may be upgraded to a pain seeker for 7 pts

Dragon kin 8 pts per modal
Unit size: 10+
M WS BS S T W I A LD
Dragon kin 4 4 0 4 4 1 5 1 8
Dragon spawn 4 4 0 4 4 1 5 2 8
Weapons and armor: hand weapon and shield (scaly skin 6+, see lizardmen book)
Options:
1 dragon kin may be upgraded to a dragon spawn for 8 pts
May upgrade one dragon kin to a standard bearer for 8 pts
May upgrade one dragon kin to a musician for 5 pts
A standard bearer may take a magic standard worth up to 25 pts

Any unit mentioned in the rule, “ more the merrier”

In addition, any core unit may have a slave driver attached to the back of the unit. The slave driver increases the units M by 1, I by 1, and Ld by 2. It assumes all the stats of the unit it is in. At the end of every players turn, the player must roll a d6 for every slaver-unit. 25 pts.

Special
Druids 23 pts per modal
Unit size: 6-12
M WS BS S T W I A LD
Druid 5 4 4 4 4 1 5 3 9
Head Druid 5 4 5 4 4 1 5 3 10
Weapons and armor: hand weapons
Weapon of the druid: The weapons of the druid, normally a club, mace, or hammer, are magical weapons that are blessed by the spirits of the forest that the druid live in. If a druid requires a 6+ or more to hit or wound an opponent, then it is automatically dropped to a 5+.
Longbow
Light armor
Cape of the druid: The cape of the druid is also blessed by the spirits of the forest upon the completion of a druids training. It gives a 5+ armor save and a 5+ ward save.
Options
1 druid may be upgraded to a head druid for 20 pts.
Special rules: Skirmishers

Exile artillery 70 pts per 1 artillery piece and 3 crewmen
M WS BS S T W I A LD
Artillery - - - - 5 2 - - -
Crewman 4 2 4 3 3 1 2 1 6

It’s hard to call exile artillery “artillery”. Most of them are just makeshift canupults made from scrap wood, designed to do as much damage as possibly in the little time that they stay in one piece.

May be upgraded to “Exile Fire artillery” for 20 pts

How to fire
Declare a target anywhere on the board within 48 in.; it does not have to be a unit. Place a marker there. Then roll a scatter dice and an artillery dice. Do as directed on the dice. Then place the large blast template over the marker. All units under the template suffer 1 s5 wound. If the artillery has the “Exile fire artillery” upgrade, then each modal suffers 1d3 wounds.

Rare Units

Priests of pain. 35 pts per modal

M WS BS S T W I A LD
Priest of Pain 4 5 3 4 5 2 2 2 10

Priests of pain are dark wizards and corrupted dicipfuls of Sigmar and Ulric. They feed upon the pain and suffering of other beings, and use that energy to cast devastating spells.

Unit size 1-5

Equipment
Great weapon
Full plate armor

Magic
Priest of pain cast spells as a group, so the more priests, the more power.

For one priest
1 power dice
No dispel dice
1 rolls on the spell table

For two priests
2 power dice
1 dispel dice
2 rolls on the spell table

For three priests
3 power dice
1 dispel dice
3 rolls on the spell table
For four priests
4 power dice
1 dispel dice
4 rolls on the spell table

For five priests
5 power dice
2 dispel dice
4 rolls on the spell table

If a priest dies, then his extra spell from his roll on the spell table counts, but his extra dispel and power dice do not. If a unit of Priests of pain are within 12 in of a Pain Fanatics unit, they can feed on their pain and add an extra power and dispel dice to their pool. If priests of pain unit overruns a unit, then for the next two Exile turns, an extra power dice is added to the pool.

Special rules: Cause fear

Spell table

Roll of 1
Choke cast on 3+
The priests may choke any friendly unit on the board in order to reroll two dice on their next spell attempt.

Roll of 2
Smite cast on 5+
The priests may deal 1d2 s4 hits to any hero on the board, -2 armor save, if cast successfully.

Roll of 3
Inflict pain cast on +7
Magic missile on any unit within 30 in of the priests. 1d6 S6 hits. Ignores armor saves.

Roll of 4
Cry of death cast on 7+
Any unit within 24 inches, friend or foe, may not do ANYTHING on their next turn. If the unit is charged, they get no attacks back but cannot fall back or be overrun.

Roll of 5
Void +9
Creates a 5inx5in square void in the terrain. If any modal ends their turn on top of the void, they are sucked in and never seen again. It is also difficult terrain. Last for 1d3 exile turns.

Roll of 6
Raise dead. Cast 14+
Can raise 7 dead exile modals of the same unit. They are then deployed anywhere 6 in from the priest unit and can then function as normally. They have reduced (-1) WS and BS, and a reduced (-2) on M, Ld, and I.

Icepick - March 27, 2005 09:57 AM (GMT)

Just saw this bit
QUOTE
The accepted units as are follows.  Dwarf warriors, Dark elven spearmen, orc boyz, empire free companies, lizardmen skinks (saurus are too obedient to be exiled), and Ogre Kingdom Gnoblers and Bulls, Wood elf archers, and skaven clanrat slaves.


It's a good concept, but I don't think its really legal to have orc and dwarves fighting together, but I will keep reading and give more feedback.

Roland Durendal - March 27, 2005 03:39 PM (GMT)
yah Good ideas, but I don't see dwarves and orcs fighting side by side. I don't know how feasible it would be for DE and Dwarves to ally themselves too...only cuase there is a lot of animosity between the 2. Everyone lese tho would prolly work fine

Funky the Elf - March 27, 2005 04:06 PM (GMT)
I like the idea too. I think that dwarves fighting alongside with Orcs and Dark Elves isnt such a problem, as it can be justified by assuming that the exiled feel betrayed by their own people and dont believe in the values they once did. One could even make the people in the exiled army subject to hatred when fighting against members of their own race.

Are more units going to come? There are only five different units in the army, most armies have that many choices in core alone.

Another thing, I realize that the Warlord should be a great fighter. But at the moment he has the strength and toughness of a dragon! :blink: Id reduce S and T to 5, that is still incredibly high (and more than most characters have) and keeps it realistic. Or how about having different warlord race options, meaning you can choose wether he is an Orc, a Human, a Dark Elf etc. Each would have a different profile (related to profile given in the according army book) and could have different advantages, like having access to different magic items or influencing the units belonging to the same race stonger than others.

The Albino Rat - March 28, 2005 03:51 AM (GMT)
Well, yes i do plan to add more units. Bit right now, i lack the materials for new units and the ideas. Ideas are much welcome. It's like what funky said for the dwarves with DE idea. They are not part of a warring nation. They both are exiled, and seek a common goal, revenge. We hadthis problem with the lord before. My freind had his t 8....s And over 1000 pts as well.... Actulally, the warlord is one person. A speicial charicter. He is a chaos mortal, so we can't really have different warlords.

LordChilipepa - March 28, 2005 09:16 AM (GMT)
It seems to me like you've taken a bunch of wierd ideas from all over the place and tried to bung them in the same army - IMO, it doesn't work. If you want to make an army of exiles, use Dogs of War - the list has multi-race options, with a bit of personalised fluff you should have an actually balanced and well-designed army list that fits your theme, and doesn't incorporate too many varying races, but does still incorporate some. For example, factoring in RoR, you can get Skinks, Hobgoblins, Orcs, Dwarves, Ogres and even an Elf in a Dogs of War army. As it is, the list you've presented just seems to excel in far too many fields, has no coherent background, and seems to filch a lot of fantasy elements from other worlds that just have no place in WHFB.

The Albino Rat - March 28, 2005 06:36 PM (GMT)
Well, see we didn't make this army (my freind and I) because we wanted to play a dog of war like army. We bacically said: "We want to make a convertion army and write our own rules. What is a kind of army that would have a varity of races so we could use only our spare modals?
QUOTE
and seems to filch a lot of fantasy elements from other worlds that just have no place in WHFB.


Please explain?


QUOTE
has no coherent background


Fluff will be added after we get technical rules hammered out.





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