The heart of Khuresh is the darkest, most terrible core of the jungle. So dense is the foliage that a man must clear a path wherever he goes. Such abundant flora would normally render an area impossible to live in by sentient creatures. Yet some creatures still manage to live in the heart- notably forest goblins (or jungle goblins in this case- Tengu, as they are known in the east) who live in warrens below the ground, only coming to the surface to forage briefly for food in their deadly environment. The Thushi- Dark nature spirits of the east- are also rife in the jungle’s heart, as vibrant with corrupted life as it is. The Heart of Khuresh is also the rumoured source of the corruption that blights the great wilderness to the south of Cathay. The moans of daemons and the screams of the damned lie heavy upon the dewy leaves, telling of darkened places where the essence of chaos seeps through rents in the fabric of space. There have been no few expeditions to the Heart, seeking the natural riches it is purported to hold and, like those expeditions to the equally hostile jungles of Lustria, very few ever return. Once an expedition has managed to pass the domains of Leng and its bestial inhabitants on the verges of the southern jungles, they must press through thick jungle, risking attack by all manner of creatures- giant arachnids that make their silken nests deep below the jungle, Tenga hunting parties and, of course, the jungle itself. Even vampires have been rumoured to exist in the jungle, further enhancing the deepness of corruption that pervades it. Yet, though no inhabitants of the jungle are benevolent, not all are truly evil and there exists, deep in the Heart, a remnant of some great expedition by the elves many millennia ago. Somehow they learnt to survive in a jungle that is more lethal than any other realm in the world and, while they did not prosper, they still remain, their bitterness towards the world outside their jungle home growing with each passing year. For reasons unknown, the elves were left without contact or supply at some time long before the birth of Sigmar- some credit the Sundering, but not even the elves themselves are sure. Over the centuries these survivors created a new name for themselves, becoming to all beings known as ‘The Forsaken’
The Forsaken are similar to the elves of Loren in many ways- they live in the impenetrable depths of a labyrinthine jungle just as full of peril as Athel Loren, yet unlike their western brethren, they do not exist peacefully with the spirits that inhabit their home. The Thushi, which pervade every branch and every clod of earth, constantly seek to oust all living creatures whether they be beast, goblin or elf. The Forsaken, despite the hostility of their environment, still eek out their existence in the deepest, darkest places of Khuresh. Why they have not left for more tranquil abodes is not known, but the Forsaken hate all ‘outsiders’ with equal vigour, and some reason that this is the why they have not left the Heart, that they cannot stand to mingle with the races they so despise. This hatred is greatest against their own kin, other elves, who they see as having abandoned them for selfishness and greed. It is not unheard of for the Forsaken to leave their jungle abode to carry battle into the northern hinterlands, though they have never been known to venture outside onto the plains beyond, yet most people who encounter them (the few who live to tell the tale, that is) do so in the darkness of the heart and, more often than not, the extent of their encounter is the whisper of arrows in the night and the sound of poisoned arrows tearing into flesh.
The Forsaken battle eternally against their enemies but no less dangerous is their home. Over thousands of years the elves have learnt to turn the jungle against itself, creating deadly poisons and tattooing spiritual wards into their flesh with the juices of plants that are anathema to the Thushi. Just as the elves have adapted, their few horses to survive the terrible jungle have evolved, their hides thickening against the thorns and bladed leaves of the jungle plants and their spirits becoming accustomed to the constant flickering of evil shades. Other creatures, too, have been harnessed by the Forsaken, from the terrifying Nightstags to the ghostly owlhawks who nest in the jungle canopy. Despite its appearance, living in the Heart of Khuresh has some benefits, with the riches that so many die seeking readily available, the Forsaken have access to saps that make their weapons nigh unbreakable and sharp enough to cut through solid rock and poisons deadly enough to kill hundreds with a single drop. These resources, combined with the vengeful spirits who wield them have made the Forsaken more than a match for their home and for anyone unlucky or foolish enough to cross their path
foe. A unit charged successfully by a model with this ability suffers -1ld for the remainder of that turn Forest Walkers (modified) Forsaken are even more adept than their western kin at navigating the treacherous paths of the jungle. They do not suffer movement penalties for moving through either woods or jungles. In addition, they count as natives for the purposes of jungle fighting. Woodland ambush (modified) The Forsaken dwell in Khuresh and hence you may place a jungle instead of the regular forest. The jungle counts as very difficult terrain for models other than Forsaken Wardancer weapons (modified) Loec is one of the few Elven gods in whom the Forsaken still hold some measure of trust, and the shadow dancers who serve him are a common sight among the elves of Khuresh. Adapted to the oriental style of warfare, these warriors are even more dextrous and superhumanly graceful than those of Loren. They always gain +1WS, I and A from their wardancer weapons. Their weapons also bestow the armor piercing special rule (note that they do not get +1 strength on the charge) Bitter All forsaken are embittered by the terrible life they must endure in Khuresh. This twilight existence has given them a warped and somewhat paranoiac view of other races that is kindled into bitter hatred in battle. All elven models in the forsaken army suffer from Hatred. Eternal hatred The Furykin are elves who have been possessed by the corrupting spirit of the Forsaken, their hatred becoming a cold fury against any outsider. They benefit from hatred as usual, but will always re-roll misses rather than just in the first round of combat Reaping claws From noble creatures the Furykin have devolved into little more than beasts, their delicate fingers becoming twisted talons. They often bind long thorns and razor-sharp stems onto these claws to make them even more deadly. Furykin count as having an additional close combat weapon and the armor piercing special rule. Impale Nightstags have long, sharp horns that give them +1 strength on the turn they charge Chilling cry: Owlhawks have a particularly chilling cry that, combined with the silence with which they approach, terrifies the
Loose formation: In the dense terrain of Khuresh, attempting to fight in ranks is a futile experience. Models in a lose formation are considered in almost all respects to be skirmishers. However, at least 50% of the models in the unit must be in charge range for the unit to be able to charge successfully and the unit may gain a rank bonus of up to +2.
Kindreds (modified)
The Glamourweave and Wild Rider kindreds are unavailable for characters. The eternal kindred is known among forsaken as the ‘portal kindred’ as their duty is to guard the warp-rifts that are found in the Heart and the equivalent of loren’s waywatchers are known as the shadow kindreds. There also an additional kindred available. The Fury Kindreds: Kindreds of Schthe-kath The Furykin are elves who have allowed the oppressive and terrifying atmosphere of Khuresh overcome them, devolving into maddened husks of their once noble selves The name Schthe-Kath has evolved from a combination of the Elven root word Sche, meaning scythe or blade and the root word Kaith, meaning hatred, darkness and fallen pride. Forsaken characters may be upgraded to become a member of a Fury Kindred. Forsaken Highborn Forsaken Noble
+45 points +30 points
The character benefits from the Frenzy, Talismanic Tattoos, Eternal Hatred, poisoned attacks and Reaping Claws special rules. He also gains +1 I and A. He looses his longbow and may not purchase magic weapons or armor. He must fight on foot and may not join units other than Furykin
Magic items:
Forsaken characters may not purchase Spites, nor may they purchase any of the magic items listed below: Weapons: the Bow of Loren, the Dawnspear, Rageth’s Wildfire Blades, Asyendi’s Bane Armor: Railaran’s Mantle, Armor of the Fey Talismans: Glamourweave, Stone of Rebirth Enchanted items: Horn of the Asrai, Gwytherc’s Horn Arcane items: Calaingor’s stave, the Deepwood Sphere
Forsaken Highborn The Forsaken are led by nobles and shamans who guide them and organize their continual survival In Khuresh. The greatest of these elders sometimes lead raids on the outer jungles and even occasionally out into open lands for vengeance or to seek supplies. There are a maximum number of lords that can be fielded and this varies with the size of the army he elders of the Forsaken are often young by elven standards, for few survive to old age in the terrible Heart of Khuresh. Yet they have wisdom and power beyond their years, the hostile environment forcing them to feats of greatness he Mages of the Forsaken have learned the art of channeling the boundless writhing powers trapped within every corrupted leaf and quivering beast of their homeland, weaving nets of despair and hatred around their enemies, leaving them helpless and at the non-existent mercy of the jungle
Highborn
Points/model: 150
M
WS
BS
S
T
W
I
A
LD
5
7
6
4
3
3
8
4
10
Weapons & Armour: Longbow Options: • May choose light armor (+3 pts) • May choose an additional hand weapon (+6 pts) or a spear (+6 pts) or a Cathayan Longsword (+10 pts) • May be a member of one of the following Kindreds Wardancer (+50 pts), Shadow (+45 pts), Fury (+45 pts), Alter (+35 pts), Scout (+25 pts) or Portal (+10 pts) • May choose a mix of magic items from the Common or Wood Elf Magic items lists with a maximum total value of 100 pts. • May ride an elven steed (+18 pts), a Nightstag (+24 pts) or a greater Owlhawk (+65 pts)
Forsaken Shadowlord Shadow weaver
Points/model: 215
M
WS
BS
S
T
W
I
A
LD
5
4
4
3
3
3
5
1
9
Weapons & Armour: Longbow Magic: the Shadowlord is a level 3 wizard. He may choose spells from the lore of Shadow, Beasts or Life as described in the Warhammer rulebook Options: • May be upgraded to a level 4 wizard (+35 pts) • May choose a mix of magic items from the Common or Wood Elf Magic items lists with a maximum total value of 100 pts. • May ride either an elven steed (+18 pts), or a Greater Owlhawk (+65 pts)
Forsaken noble noble
Points/model: 80
M
WS
BS
S
T
W
I
A
LD
5
6
6
4
3
2
8
3
10
Weapons & Armour: Longbow Options: • May choose light armor (+2 pts) • May choose an additional hand weapon (+4 pts) or a spear (+4 pts) or a Cathayan Longsword (+8 pts) • May be a member of one of the following Kindreds Wardancer (+30 pts), Shadow (+35 pts), Fury (+30 pts), Alter (+25 pts), Scout (+15 pts) or Portal (+5 pts) • May choose a mix of magic items from the Common or Wood Elf Magic items lists with a maximum total value of 50 pts. • May ride either an elven steed (+18 pts) or a Nightstag (+24 pts)
Forsaken Shadowmage Shadowmage
Points/model: 90
M
WS
BS
S
T
W
I
A
LD
5
4
4
3
3
3
5
1
9
Weapons & Armour: Longbow Magic: the shadowmage is a level 1 wizard. He may choose spells from the lore of Shadow as described in the Warhammer rulebook Options: • May be upgraded to a level 2 wizard (+35 pts) • May choose a mix of magic items from the Common or Wood Elf Magic items lists with a maximum total value of 50 pts. • May ride an elven steed (+12 pts)
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
Characters’ steeds Here are the profiles for the steeds that can be ridden by Forsaken characters. See the special rules section for details Elven Steed M
WS
BS
S
T
W
I
A
LD
9
3
0
3
3
1
4
1
5
M
WS
BS
S
T
W
I
A
LD
10
3
0
3
3
1
5
1
5
Nightstag
Special rules: impale, cause fear Greater Owlhawk M
WS
BS
S
T
W
I
A
LD
1
5
0
5
4
3
5
3
8
Special rules: Fly, Chilling Cry, cause fear
on their special rules.
!
"
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 (see page 25) ike all elves, the Forsaken are extremely accomplished archers, with keen eyes that can penetrate the murky jungle light better than an Owlhawk’s and bamboo arrows that are coated in the lethal produce of Khuresh ew elven steeds survived the first years in Khuresh, but those that did learned to live in the jungle and pass through the dense thickets as easily as if they were open grassland. They are ridden by the most skilled of the Forsaken, ready to hunt down trespassers or curb daemons leaking from the chaosrifts of the Heart at a moment’s notice
Bitterkin
Points/model: 13 M
WS
BS
S
T
W
I
A
LD
Bitterkin
5
4
4
3
3
1
5
1
8
Elder
5
4
5
3
3
1
5
1
8
Unit size: 10+ Weapons & Armour: hand weapon and longbow Options: • Upgrade one Bitterkin to an Elder for +6 pts • The entire unit may be upgraded to have poisoned longbows for +2pts/model Special Rules: Glade Guard Longbows Scouts: Bitterkin may be upgraded to scouts at +4 pts/model. Scouts have the Scouts and skirmish special rules, but do not have the Glade Guard Longbows special rule. You may not have more units of Scouts than you have units of bitterkin
Night riders
Points/model: 25 M
WS
BS
S
T
W
I
A
LD
Night rider
5
4
4
3
3
1
5
1
8
Shadow rider
5
4
5
3
3
1
5
1
8
Elven Steed
9
3
0
3
3
1
4
1
8
Unit size: 5+ Weapons & Armour: hand weapon, spear and longbow Options: • Upgrade one night rider to a shadow rider for +9 pts • The entire unit may be upgraded to have poisoned longbows for +2pts/model Special Rules: fast cavalry
Portal guard*
Points/model: 12 M
WS
BS
S
T
W
I
A
LD
Portal Guard
5
5
4
3
3
1
5
1
9
Guardian
5
5
4
3
3
1
5
2
9
Unit size: 10+ Weapons & Armour: Eternal guard weapons and armor Options: • Upgrade one Portal Guard to a Guardian for +12 pts • Upgrade one Portal Guard to a musician for +6 pts • The unit may replace their weapons with Cathayan Longswords for no cost. In this case, they still gain the 5+ armor save from the Eternal Guard rule but lose the weapon abilities in favour of those granted by Cathayan Longswords (one handed counts as a hand weapon, two handed bestows +1ws, I and the armor piercing special rule) Special Rules: Eternal guard fighting style, Bodyguard, loose formation
Furykin**
Points/model: 17 M
WS
BS
S
T
W
I
A
LD
Furykin
5
4
4
3
3
1
6
2(4)
9
Shrieker
5
4
4
3
3
1
6
3(5)
9
Unit size: 10+ Weapons & Armour: thorns and grasping clawlike hands Options: • Upgrade one Furykin to a Shrieker for +12pts Special Rules: Frenzy, reaping claws, poisoned attacks, loose formation, eternal hatred
!
"
There are a minimum number of Core units that can be fielded and this varies with the size of the army (see page 25) *: If the army includes a Highborn of the Portal Kindreds, Portal guard are core choice. Otherwise they are a special choice **: If the army includes a Highborn of the Fury Kindreds, Furykin are core choice. Otherwise they are a special choice he portal guards are the most dedicated of the Forsaken. Tasked with guarding the many tears in the fabric of reality that spew pure evil into the Heart of Khuresh, the Portal guard forms the first and often last line of defence against daemonic invasion. They are utterly dedicated and merciless warriors whose soul reason for existence is their duty urykin are the remnants of elves who succumb to the depressing atmosphere of the jungle. Driven mad by the constant whisperings of chaos, the dangers that lie in wait and the depredations of the Thushi, these creatures have become little more than beasts, raking talons bound with thorns and sharpened teeth forming their only weapons. The small glimmer of elven pride that remains in them has turned to bitter, unquenchable hatred at the world that has thus afflicted them
#
"
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
$ight hunters ride sinister
nightstags, equine creatures native to the jungle. Fey-fires lick from their hooves and twisted antlers sprout from their ebony faces. They are stern tempered and fell when angry, able to rip a man in two when angered. Their riders are no less deadly.
Night Hunters
Points/model: 25
M
WS
BS
S
T
W
I
A
LD
Night hunter
5
5
4
4
3
1
5
1
8
Huntmaster
5
5
4
4
3
1
5
1
8
Nightstag
10
3
0
3
3
1
5
1
5
Unit size: 5+ Weapons & Armour: spear and light armor Options: • Upgrade one night hunter to a musician for +9 pts • Upgrade one night hunter to a huntmaster for +18 pts Special Rules: fast cavalry, talismanic tattoos. Nightstags have cause fear, impale
Owlhawk riders
Points/model: 45
M
WS
BS
S
T
W
I
A
LD
Owlhawk rider
5
4
4
3
3
2
5
1
8
Wind rider
5
4
4
3
3
2
5
2
8
Owlhawk
1
4
0
4
3
-
5
1
5
%wlhawks are sinister predators
that nest in the jungle canopy. They prey on small beasts and even any Tenga they spot on the jungle floor. They were tamed by the forsaken originally to use as sentries and messengers but the elves have since learned to ride larger specimens into battle
he Wardancers of Loec are one of the few warrior kindreds that the Forsaken share with the wood elves of Loren. Loec, the trickster, is an integral part of Forsaken religion and his servants are revered among the elves of Khuresh
Options: • Upgrade one Owlhawk Rider to a Wind Rider for +20 pts • The entire unit may be upgraded to have poisoned longbows for +2pts/model
Unit size: 3+ Weapons & Armour: spear and longbow
Special Rules: Flying Cavalry, Hit-and-Run, Chilling Cry
Wardancers
Points/model: 19 M
WS
BS
S
T
W
I
A
LD
Wardancer
5
6
4
3
3
1
6
1
8
Bladesinger
5
6
4
3
3
1
6
2
8
Unit size: 5+ Weapons & Armour: Wardancer Weapons Options: • Upgrade one wardancer to a bladesinger for +14pts • Upgrade one wardancer to a musician for +17pts Special Rules: Shadow Dances of Loec, Immune to Psychology, Skirmish, Talismanic Tattoos
Shadowkin
Points/model: 25 M
WS
BS
S
T
W
I
A
LD
Shadowkin
5
4
5
3
3
1
5
1
8
Shadowstalker
5
4
6
3
3
1
5
1
8
Unit size: 5+ Weapons & Armour: two hand weapons and longbow Options: • Upgrade one Shadowkin to a Shadowstalker for +8 pts • The entire unit may be upgraded to have poisoned longbows for +2pts/model Special Rules: Skirmish, Lethal shot, Forest stalkers
Greater owlhawk Owlhawk
Points/model: 65
M
WS
BS
S
T
W
I
A
LD
2
5
0
5
4
3
5
3
8
Unit size: 1 Weapons & Armour: talons and beak Special Rules: Fly, Chilling Cry, Cause Fear
&
"
Rare units are the most uncommon and powerful units in the Forsaken army, deadly warriors and creatures 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 (see page 25)
#hadowkin are among the most lethal archers of the east, equal to the finest of the House of Cathay. In the twilight realm of Khuresh, no creature is safe from their arrows as they stalk the jungle like wraiths, killing any who stray into their path %wlhawks rarely reach a size greater than that of a large horse or a Warhawk. Yet there is a rarer breed of the creature that is the supreme master of the canopy, a great, silent shape that can swoop down with a cry and carry off anything from a goblin to a young Rakan.