The hinterlands of Khuresh are a vast land clotted with jungles more impenetrable and lethal than those of Lustria. Unlike the jungles of the new world which are primarily under the neutral, albeit savage, control of the Lizardmen, the hinterlands of Khuresh are home to beasts of chaos, dark vampires and a mysterious sect of elves who are referred to as ‘The Forsaken’ these jungles are also full of Thushi, the deadly nature spirits of the east and they, along with the other inhabitants of the savage jungle, make human habitation impossible. To the north of the hinterlands (in the south of Cathay) is a windswept plain that is still exceedingly wet and provides excellent farming ground for nomadic livestock. Unfortunately, a little further south is the eaves of the jungle and from the jungle come deadly raiders. The nation of Cathay has watchtowers set all over the plain and an eternal guard of warriors drawn from the mighty Hundred Houses watch over the verges, driving back most of the raids before they can wreak chaos in the farmers and herdsmen further north. Deeper into the hinterlands the jungles are dark and deadly. Bamboo grows with almost magical speed to cover any attempt to make a clearing and terrifying screams rend the humid air. It is believed by many Cathayans that there are small gates to the Realm of Chaos deep in the jungle from which pure corruption leaks. Understandably, few wish to venture into their depths, but just like lustria, there are riches that draw the brave and the foolhardy in the depths Khuresh. It was from Khuresh that the first silk beetles came and still it is a treasure trove of rare spices and valuable fruits and juices. One blossom of the Bloodvine, for example, can be dissolved in boiling water to create a syrup that will feed a hundred men for a day. So despite the terrible dangers that lurk there, some still dare to hurl themselves into the darkness beneath the trees and risk their very souls for unimaginable wealth
The ancient Watchtower of Leng is arguably the greatest threat to the empire of Cathay. It was once an outpost of the Living Shadow House, but in ages past a great champion of the ruinous powers arose and wove a dark pact with the sinister beasts that inhabited the Jungles of Leng. Possessed of an unrivaled grasp of deception and trickery, he organized for a group of beasts to lure out the guardians of the watchtower while the main force fell upon the tower itself. When the Living Shadows returned with the heads of the decoy beasts, they found a hundred times their number waiting for them. Only one warrior survived to bring the news to his House. A huge force of House warriors was quickly assembled to re-take the watchtower, but as the vengeful Cathayans approached, the tower began to glow with rippling color and with a massive wash of dark sorcery, it vanished and the beasts that surrounded it blended back into the dark, fetid jungle. Such a feat would require massive power and it is theorized that the inhabitants of the watchtower are some of the greatest mages in the world. Many times the watchtower has been located, but before a force can be assembled to storm it disappears only to re-appear in another dark pocket of jungle
Of all the creatures of the east, whether they be forest goblins, vampires, skaven or elves, the cat-beasts of Khuresh are the most insidious and powerful. Unlike western beasts of Chaos, they are feline or reptilian in nature, their faces those of great cats or serpents and their limbs sinuous and predatory, tipped in great, jagged claws. The cat-beasts haunt the jungles of the east while the reptilian creatures, thought to have some link to the dragon ogres, are found mainly in the mountains of Nippon, living in respectful proximity to their draconic kin. The creatures of Khuresh are by far the most deadly, their powers and natural ferocity bolstered by the dark intellect that resides in the Watchtower of Leng and the dark puppetry of Tzeentch. It these beasts of Leng, from the northern jungles of Khuresh, that have terrorized Cathay for so long. They are led by a beastlord who has become legend in the annals of the east, a sinister force who has his grip on the very pulse of the jungle, the dark master of Khuresh, Tzaanor the Black
! Dark pelt: The largest and fiercest of the beasts of leng have matted pelts grown to protect themselves from the thorns and barbs that are everywhere in Khuresh. This thick, tough hide is extremely good protection against missile fire. Models with a dark pelt gain +2 armor save against missile weapons and magic missiles. This can be combined with armor as normal Fighting Claws: Fighting claws are the traditional weapons of the beasts of leng, wicked weapons that can shred a man in instants. They count as a pair of close combat weapons and, as they can be used to parry weapons and catch blades, he gains +1 armor save in close combat. Explosive charge: the great cats of Khuresh are predatory creatures that stalk their enemies before pouncing on them with unrivaled ferocity. Models with this rule gain +1 strength on the turn they charge. Worship the masters: The dark sorcerers of the watchtower of leng are recognized by the beasts of leng almost as semi deities in their own right. On the rare occasion that one of these sorcerers comes to keep an eye (or three) on their servants, the beasts will form an entourage around him, protecting him from the rigours of Khuresh. A sorcerer must join and remain with a beastpack for the entirety of the game. If the beastpack is destroyed, the sorcerer may act as a normal character. Such is the twisted devotion of the beasts that they will become stubborn so long as the sorcerer is alive.
Mark of Tzeentch’s Chosen Tzeentch favours his servants in Khuresh above all save the Cabal. Often he will select a chosen servant and bestow upon him the power of change. One model in the army may purchase the Mark of Tzeentch’s Chosen for +50pts. In addition to the regular effects of the mark of tzeentch, the chosen gains +1 to casting and dispel rolls and replaces his regular number of attacks with d6 attacks, rolled each turn.
The Beasts of Leng do not have access to many of the artifacts gathered by those creatures of the west, and others do not suit their way of war. They may not take the following magic items: Magic weapons: Berserker Sword, Slaughterer’s blade, Black Maul Magic armor: trollhide armor, armour of damnation Enchanted items: helm of many eyes, chalice of chaos Arcane items: Talismans:-
Beastlord The Beasts of Leng are commanded by the most powerful shamans and champions of their race, or even great daemons summoned to do their bidding. There are a maximum number of lords that can be fielded and this varies with the size of the army
Beastlord
Points/model: 245 M
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Weapons & Armour: hand weapon, dark pelt Mark of chaos: the Beastlord has the mark of Tzeentch and is therefore a level 4 wizard who will always use the lore of Tzeentch
he Beastlords of Leng are mighty warriors as well as fearsome mages, their dedication to tzeentch making them fearsome enemies indeed
Options: • May purchase fighting claws (+8pts) or a Cathayan Longsword (+12pts) • May purchase light armor (+3pts) • May purchase javelins (+10pts) • May choose a mix of magic items from the Common, Hordes of Chaos or Beasts of Chaos items lists with a maximum total value of 100 pts.
"hamans of the beasts of leng
Special rules: ambush, raiders
command the rituals of daemon summoning and worship of tzeentch among the beasts, acting as advisors and lieutenants to their warrior masters
nce in a century or so, the alignment of the moons and the tides of the winds of magic will be right for the summoning of one of Tzeentch’s greatest servants. The arrival of a lord of change on the eve of a battle is a cause for great celebration among the beasts and great woe for their enemies
Great Clawshaman Beastlord
Points/model: 200
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Weapons & Armour: hand weapon Mark of chaos: the Great Clawshaman has the mark of Tzeentch and is therefore a level 4 wizard who will always use the lore of Tzeentch Options: • May choose a mix of magic items from the Common, Hordes of Chaos or Beasts of Chaos items lists with a maximum total value of 100 pts. Special rules: raiders, ambush
0-1 Lord of Change Lord of Change
Points/model: 665
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Weapons & Armour: daemonic talons and weapons Mark of chaos: the Lord of Change has the mark of Tzeentch and is therefore a level 4 wizard who will always use the mark of tzeentch Gifts of chaos: the Lord of Change has the Tzeentch’s Will, Master of Sorcery and Spell Destroyer daemonic gifts Special rules: Daemonic, Fly, Large Target, cause Terror
Wargor Wargor
Points/model: 140 M
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Weapons & Armour: hand weapon, dark pelt Mark of chaos: the Wargor has the mark of Tzeentch and is therefore a level 2 wizard who will always use the lore of Tzeentch Options: • May purchase fighting claws (+6pts) or a Cathayan Longsword (+8pts) • May purchase light armor (+2pts) • May purchase javelins (+6pts) • May choose a mix of magic items from the Common, Hordes of Chaos or Beasts of Chaos items lists with a maximum total value of 50 pts. Special rules: ambush, raiders
Clawshaman Beastlord
Points/model: 100 M
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Weapons & Armour: hand weapon Mark of chaos: the Clawshaman has the mark of Tzeentch and is therefore a level 2 wizard who will always use the lore of Tzeentch Options: • May choose a mix of magic items from the Common, Hordes of Chaos or Beasts of Chaos items lists with a maximum total value of 100 pts. Special rules: raiders, ambush
0-1 Dark Sorcerer Sorcerer
Points/model: 210
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A Dark Sorcerer takes up two hero choices. Weapons & Armour: hand weapon, chaos armor Mark of chaos: the Dark Sorcerer has the mark of Tzeentch and is therefore a level 2 wizard who will always use the lore of Tzeentch Options: • May purchase a Cathayan Longsword (+8pts) or a halberd (+4pts) or a second hand weapon (+4pts) • May choose a mix of magic items from the Common, Hordes of Chaos or Beasts of Chaos items lists with a maximum total value of 50 pts. Special rules: ambush, raiders, worship the masters
# Heroes are less powerful than lords but are still deadly fighters and great leaders, essential building blocks for an army. Heroes perform diverse roles, from leaders to warriors to generals and are important to the success of your force There are a maximum number of Heroes that can be fielded and this varies with the size of the army argors of Leng are fierce creatures with an animalistic cunning, magical intelligence and ferocious constitution, well adapted to the perils of life in Khuresh lawshamans are good fighters as well as powerful wizards, and often aid the beastlord in leading smaller raids on less well defended targets
"orcerers from the Watchtower of Leng are a rare sight among the beasts of Khuresh. They are sinister figures who play upon the devotions of the beasts as if they were puppets. Whether they are man, beast, daemon or a horrific amalgamation of all three, none can tell, but they control their subjects with ruthless ease
$ Core units are the most common and prolific troops in a Forsaken army, forming the bulk of its fighting force and numerical strength There are a minimum number of Core units that can be fielded and this varies with the size of the army he Beasts of Leng hunt in large packs, ambushing any foolish enough to enter their territory and taking them prisoner or, more mercifully, eating them alive. he largest of the beasts of leng are great beasts with matted orange and black striped fur, the origin of their name. They band together and attack targets their less deadly brethren would normally shy away from
Beastpack
Points/model: 8(Gors) 5(Ungors) M
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Ungor
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Foe-render
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Unit size: 9+ Gors and 9+ Ungors Weapons & Armour: Gors are armed with fighting claws, ungors are armed with spears Mark of chaos: the unit must take the mark of tzeentch for +25 points. Options: • Gors may purchase light armor (+1 pt/model) • Gors may purchase javelins (+1 pt/model) • Upgrade one Gor to a Foe-render (+13 pts) • Upgrade one Gor to a musician (+5 pts) Special rules: ambush, raiders, unruly
0-1Tigors
Points/model: 13 M
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Tigor
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Gouge-claw
5
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Unit size: 10+ Weapons & Armour: fighting claws, light armor and dark pelt Mark of chaos: the unit must take the mark of tzeentch for +25 points. Options: • The unit may replace their fighting claws for Cathayan Longswords for no additional cost • Upgrade one Gor to a Foe-render (+13 pts) • Upgrade one Gor to a musician (+5 pts) Special rules: ambush, raiders, unruly
Hunting cats
Points/model: 10 M
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Hunting cat Unit size: 5+
$ There are a minimum number of Core units that can be fielded and this varies with the size of the army *: hunting cats and great cats do not count towards the minimum core unit requirements
Weapons & Armour: fangs and claws Special rules: ambush, explosive charge
he intelligent feline beasts that stalk Khuresh may be the true masters of the jungle, but even their predatory nature is eclipsed by the savage cats they use for hunting down fleeing enemy or to take down large beasts such as Zhiguai that enter their sacred sites
Great cats*
Points/model: 18 M
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Great cat
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Daemon-howler
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Unit size: 5+ Weapons & Armour: fangs, claws and dark pelt Options: • Upgrade one great cat to a Daemon-howler (+17 pts). A Daemon-howler counts as both a champion and a musician Special rules: ambush, bloodgreed, explosive charge, frenzy, cause fear
f all the beasts of Khuresh the most ferocious are the great feline beasts that lair in the thickets of northern Khuresh. They prey on Tenga, humans and even small abominations. While normally solitary, occasionally an exceptionally vocal and strong member of their race can form a pack, and when the leader’s will is broken by the Beasts of Leng they are some of the deadliest hunting animals the beasts can possess
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Special units are more suited to specific roles on the battlefield and as such are not found in every force. They are rarer than core troops as the skills they possess are much more difficult to find There are a minimum number of Special units that can be fielded and this varies with the size of the army he Daemons of Tzeentch are often called into service by the beasts of leng. The gibbering voices of daemons and their unearthly wychfires terrify all who gaze into the jungle at night
Horrors of Tzeentch
omodans are huge, reptilian beasts whose mouths constantly drool a septic poison. They have extraordinary powers of regeneration, partially to rapidly heal outside wounds before they fester in the jungle and partially to prevent their own poisons from overcoming them.
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Horror Unit size: 10-30
Weapons & Armour: tentacles and daemonic fire Special rules: Daemonic, ambush, raiders, spellcasters
Screamers of Tzeentch Screamer
losed spaces and dense jungle makes instances of screamers in the hosts of Leng relatively rare. However, equipped with sharp spines and talons as they are, they can slice through the jungle with ease and can strike at foes hidden high in the jungle canopy
Points/model: 15
Points/model: 33
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Unit size: 3-15 Weapons & Armour: slashing blades and claws Special rules: Daemonic, Fly, Slashing Attack
Komodans
Points/model: 60 M
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Daemon-howler
6
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Unit size: 3-15 Weapons & Armour: septic bite and scaly bulk Options: • Upgrade one Komodan to a Bile-lizard (+20pts). Special rules: cause fear, poisoned attacks, regenerate, scaly skin (5+)
Rakan warriors
Points/model: 65
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Rakan
6
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9
Fleshgorger
6
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Unit size: 3-9 Weapons & Armour: Cathayan longsword, light armor and dark pelt Mark of chaos: the unit must take the mark of tzeentch for +25 points. Options: • Upgrade one Rakan to a Fleshgorger (+13 pts) • Upgrade one Gor to a musician (+5 pts) Special rules: ambush, raiders, bloodgreed, stubborn, cause fear
Abomination
Points/model: 60
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Abomination Unit size: 1
Weapons & Armour: tentacles, claws and just about everything else Options: • May be upgraded to a firewyrm of Tzeentch (+15 pts). A firewyrm has a strength 3 breath weapon • May be upgraded to have poisoned attacks (+10 pts) Special rules: unbreakable, cause fear, random attacks
0-1Greater Abomination Abomination
Points/model: 275
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Unit size: 1 Weapons & Armour: tentacles, claws and just about everything else Options: • May be upgraded to a greater firewyrm (+30 pts). A greater firewyrm can cast blue fire of tzeentch once per magic phase as a level 3 bound spell Special rules: unbreakable, cause terror, large target, giant attacks, fall over, 5+ scaly skin, stupidity (even though immune to psychology)
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Rare units are the most uncommon and powerful units of the Beasts of Leng, deadly monsters not often seen on the battlefield There are a maximum number of Rare units that can be fielded and this varies with the size of the army
%akan were once common throughout the east, but were hunted almost to extinction by Cathay. Tall, stern beasts with thick black and white fur and a bloodlust only held in check by a warped sense of honour. Their race only escaped destruction through throwing in their lot with Tzeentch and since then they have become as devoted to the god of change as any of the smaller cat-beasts reated by twisting magic, terrible poisons or even just the rigours of jungle existence, abominations are mewling wrecks that are none the less nigh impervious to the perils of the jungle. Mutated beyond recognition, they hurl themselves upon the foe with the one aim of dying as painlessly as possible. hen one of the great creatures of Khuresh is overcome by the Beasts of Leng but not killed, it is sometimes transformed by fell magics into a pulsating mass of flesh and bone, a huge bulk of twisted matter that screams constantly in agony, lashing out at anything that its many eyes see