RED ELF

The following Special Character has not been playtested as thoroughly as the ones presented in the army books and is not necessarily as balanced or fair. Consequently, you must agree with your opponent about whether you can use him or not before the battle begins.

Your army may be led by Morglum Necksnapper. If you decide to do this, Morglum is the Warlord of your army and therefore replaces the Warlord described in the main army list. Your army must include at least one unit of Black Orcs if it is led by Morglum Necksnapper.

Black Orcs come from the east, from the Dark Lands and the Mountains of Mourn where the land lies under a cloud of black volcanic dust. Some Black Orc tribes have undertaken the arduous journey across the Dark Land into the west, where they have conquered Orc and Goblin tribes. The most feared of these tribes is the Necksnappers under their ambitious chieftain Morglum.

Most Orcs are loud and quarrelsome, but Black Orcs are quiet and stern, strong and silent. This is especially true of Morglum who appears to be almost entirely fearless. Morglum is renowned for his short, to the point battle cries and terse tactical observations. At the Battle of Death Pass he led his Black Orcs, Orcs and Goblins to a convincing victory against an errant Bretonnian army. As the Bretonnian duke and his knights galloped frantically out of Death Pass towards the setting sun, pursued by hordes of Goblins, Morglum Necksnapper made his famous pronouncement "Let 'em tell da King. Da east belongs to da Orcs. Da east belongs to Morglum. Da east is green."

Morglum is a powerful Black Orc Warlord from the east. He can be taken as a Lord choice, but will use up one of your Hero choices as well. Taking Morglum counts as taking a Lord and a Hero. He must be fielded exactly as presented here, and no extra equipment or magic items can be bought for him. The cost of his magic items is included in his total cost.

Profile
M
WS
BS
S
T
W
I
A
Ld
Points
Morglum
4
7
3
5
5
3
4
4
9
210
Boar
7
3
-
3
4
1
3
1
3

Weapons: Two axes.

Armour: Bulak's Bloody Armour.

Mount: Boar.

Bulak's Bloody Armour: This old and well-worn suit of armour is encrusted with blood that will never wash off. Most of the blood seems to actually be Bulak's rather than that of his enemies, which is why Morglum is now the one wearing it. Still, rumour has it his final fight wasn't at all fair and that somehow the spirit of the long-dead Bulak is trapped inside, eager for revenge.

Bulak's Bloody Armour counts as heavy armour. Combined with the bonus for riding a boar this gives Morglum a normal armour save of 3+. In addition, the armour gives Morglum a 4+ ward save. However, if he rolls a 1 when rolling his ward save he suffers 2 wounds instead of 1 as the bitter spirit of Bulak takes his revenge!

SPECIAL RULES

Immune to Psychology, Quell Animosity, Cause Fear.

Natural Leader: Morglum is in charge or there will be trouble. He doesn't take kindly to anyone trying to occupy his natural position as general, so any other character in the army with the same or higher Leadership will be counted as having Leadership 8 for the battle instead. This means that Morglum will always be your general.

War Boar: After beating his favourite boar in a day-long head-butting contest, Morglum gained its respect so that it now behaves itself in combat. Because of this he can use an axe in each hand to gain +1 Attack even though mounted models would not normally be able to do so.