The Vanhu Kingdom

The Vanhu Kingdom (Last)

Weapon Enchantments

Spear of Evisceration

max 1 per Army (Enchantment: Hand Weapon, Spear)

The wielder of this enchanted weapon gains Multiple Wounds (D3+1) and Magic Attacks.
Some rare spears display multiple, deadly blades.

Armour Enchantments

Rhino Hide

max 1 per Army (Enchantment: Shield)

All Close Combat Attacks made against the bearer suffer -1 to wound. Once per game, activated at the start of a Melee Phase for the duration of that phase, all attacks against the bearer are made at half their Strength, rounded up.
The hide of a faithful rhino brace against any evil, as its remnants carry parts of its spirit.

Artefacts

Secrets of Mamlambo

max 1 per Army

The bearer is immune to the special effects of Poison Attacks.
Small snakes reveal the secrets of great serpents.

Tales of the Vile Poacher

max 1 per Army

Bound Spell (5/8) Savage Fury – Shamanism
Imbongi stories relating how Vile Poachers massacre animals always incite rage in all who hear it.

Feathers Helmet

max 1 per Army

Were-men only. All Beasts models within 6” may borrow the bearer’s Dis.
Animals know who the alpha leader is.

Statue of the Night Predator

max 1 per Army

Were-men only. The bearer’s own unit and one Spirit Animal unit associated with his Ancestor Spirit gain Vanguard.
The panther’s footprints tell his tactics.

Fang Necklace

max 1 per Army

Lone Hunters only. The bearer gains +1 Dis.
Lone Hunters legends inspire those who hear them

Tribal Masks

max 2 per Army

Wise Men only. The Model gains +1 modifier to its casting rolls when casting the Hereditary Spell.
Most Wise Men wear bright masks, which help them to get in tune with their Ancestor Spirits

Weather Dance Headdress

max 1 per Army

Wise Men only. At step 7 of the Pre-Game Sequence, select the weather. Its effects last two Games Turns and cease at the start of the game's 3rd Turn. Every unit may be affected, friend or foe, even those Engaged in Combat.
- Thunder Dance: At the start of every Magic Phase, the Active Player may choose a spot on the battlefield; each unit within 3" of that spot suffers the effects of the spell Quicksilver Lash - Alchemy.
- Storm Dance: Every unit gets -1 Adv, -3 Mar on ground. Units with Fly get Fly (-3, -6).
- Moon Dance: Models with Channel get Channel (+1).
- Rain Dance: All Shooting Weapons add +1 to their Aim.
- Sun Dance: Every unit’s Dis decreases by the best Armour Save available in that unit.
Some elaborate dances seem to give literally control over the weather.

Banner enchantement

Pennant of the Gold Cattle Skull

max 1 per Army

The unit gets +1 to its Rally test. If wielded by the Battle Standard Bearer, all units within range of Rally Around the Flag get +1 to their Rally tests.
Shepherds lead immense herds without ever losing any animal.

Animal Totem

max 1 per Army

Battle Standard Bearer only. The model gains Rally Around the Flag, applicable to friendly units of Spirit Animals and Living Legend associated with his own Ancestor Spirit.
Animals recognize totems showing their Animal Spirit.

Rending Banner

max 3 per Army

One use only. May be activated at the start of a Round of Combat. Close Combat Attacks from R&F models in the bearer’s unit gain +1 Armour Penetration until the bearer’s unit is no longer Engaged in Combat. A model can only be affected by a single Rending Banner at the same time.

Banner of Speed

max 3 per Army

A unit with one or more Banners of Speed gains +1″ Advance Rate and +2″ March Rate.

Stalker's Standard

max 3 per Army

The bearer’s unit gains Strider.

Aether Icon

max 3 per Army

The bearer gains Magic Resistance (1). If the unit contains a model with another instance of Magic Resistance, it increases that model’s Magic Resistance value by 1 instead.

Banner of Discipline

max 3 per Army

The bearer’s unit may reroll failed Panic Tests. If the Battle Standard Bearer or the General is part of the bearer’s unit, it automatically passes Panic Tests instead.

Flaming Standard

max 3 per Army

One use only. May be activated at the start of a Round of Combat or before shooting with the bearer’s unit.
The bearer’s unit gains Flaming Attacks. If activated when Engaged in Combat, the effect lasts until the bearer’s unit is no longer Engaged in Combat. If activated before shooting with the bearer’s unit, the effect lasts until the end of the phase.

Banner of the Relentless Company

max 3 per Army

One use only. May be activated during the owner’s Movement Phase. All Infantry models in the bearer’s unit always have March Rate 15″, until the end of the Player Turn. Only a single Banner of the Relentless Company may be activated during the same phase.

Legion Standard

max 3 per Army

A unit with one Legion Standard increases the maximum of its Rank Bonus by +1 (normally this means the unit can add up to 4 Full Ranks to its Combat Score). A unit with two or more Legion Standards increases the maximum of its Rank Bonus by +2 instead.

Racial Trait Spell

The Founding Ancestors taught to Wise Men the hidden Ways of the Animals.

Casting Range Type Duration Effect
The Wisdom of Our Ancestors All rank and File models in the target’s unit gain the third attribute relative to the caster’s Ancestor Spirit. The spell has no effect on Characters, or on Core Beasts related to a different Ancestor Spirit.
Mf 7+ [10+] Caster [18"] Augment Last one Turn
All rank and File models in the target’s unit gain the third attribute relative to the caster’s Ancestor Spirit. The spell has no effect on Characters, or on Core Beasts related to a different Ancestor Spirit.

Army organisation

Characters

Characters

(50% Max)

Core

Core

(35% Least)

Spirit Animals

Spirit Animals

(No Limit)

Living Legends

Living Legends

(20% Max)

Characters
Characters

War Chief

220pts
single model
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
6" 10" 9
Defensive HP Def Res Arm
3 4 4 0
Offensive Att Off Str Ap Agi
War Chief 3 5 4 1 5

Options

(1-1 per Army)

free
30 pts
50 pts
20 pts
40 pts
40 pts
free
55 pts
65 pts
65 pts
90 pts
90 pts
40 pts
280 pts
300 pts
220 pts
450 pts
180 pts
180 pts

(0-1 per Army)

30 pts
200 pts
20 pts
20 pts
5 pts
Characters

Wise Man

190pts
single model
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
4" 8" 8
Defensive HP Def Res Arm
3 4 4 0
Offensive Att Off Str Ap Agi
Wise Man 2 4 4 1 4

Magic Options

225 pts
Shamanism

Shamanism

Druidism

Druidism

Options

(1-1 per Army)

free
30 pts
50 pts
20 pts
40 pts
40 pts
free
55 pts
65 pts
65 pts
90 pts
90 pts
40 pts
280 pts
300 pts
220 pts
450 pts
180 pts
180 pts

(0-1 per Army)

50 pts
75 pts
100 pts
200 pts
20 pts
Characters

Lone Hunter

220pts
single model
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
5" 9" 8
Defensive HP Def Res Arm
3 4 4 0
Offensive Att Off Str Ap Agi
Were-man 3 5 4 1 5

Options

(1-1 per Army)

free
30 pts
50 pts
20 pts
40 pts
40 pts
free
55 pts
65 pts
65 pts
90 pts
90 pts
40 pts
280 pts
300 pts
220 pts
450 pts
180 pts
180 pts

(0-1 per Army)

40 pts
100 pts
200 pts
150 pts
20 pts
5 pts
Characters

Were-man

200pts
single model
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
6" 8" 8
Defensive HP Def Res Arm
3 4 4 0
Offensive Att Off Str Ap Agi
Were-man 3 5 4 1 5

Options

(1-1 per Army)

free
30 pts
50 pts
20 pts
40 pts
40 pts
free
55 pts
65 pts
65 pts
90 pts
90 pts
40 pts
280 pts
300 pts
220 pts
450 pts
180 pts
180 pts

(0-1 per Army)

70 pts
100 pts
200 pts
Core
Core

Runner Warriors

110pts + 9 pts/extra model
10-40 models
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
6" 10" 8
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Runner Warrior 1 4 4 0 4
Runner Warrior:

Options

2 pts/mod.
2 pts/mod.
2 pts/mod.
20 pts
20 pts
20 pts

Command Group Options

10 pts
Core

Married Men

100pts + 45 pts/extra model
15-60 models
0-3 Units/Army (Army organisation)
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 4 3 0
Offensive Att Off Str Ap Agi
Married Men 1 3 3 0 3

Options

1 pts/mod.
1 pts/mod.
1 pts/mod.
20 pts
20 pts

Command Group Options

10 pts
Core

Holy Maids

135pts + 12 pts/extra model
10-20 models
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
4" 8" 7
Defensive HP Def Res Arm
1 3 3 0
Offensive Att Off Str Ap Agi
Holy Maid 1 3 3 0 3
Holy Maid:

Options

free
20 pts
20 pts

Command Group Options

10 pts
Core

Spirit Guards

200pts + 30 pts/extra model
5-10 models
0-2 Units/Army (Army organisation)
Size:Standard
Type:Infantry
Base:20x20mm
Global Adv Mar Dis Model Rules
6" 8" 6
Defensive HP Def Res Arm
2 2 4 0
Offensive Att Off Str Ap Agi
Spirit Guard 2 5 4 1 3
Spirit Guard:

Options

30 pts
50 pts
20 pts
40 pts
40 pts
free

Command Group Options

10 pts
Spirit Animals
Living Legends
Living Legends

Triple-Horned Rhino

200pts
single model
0-1 Units/Army (Army organisation)
Size:Large
Type:Beast
Base:50x100mm
Global Adv Mar Dis Model Rules
6" 9" 6
Defensive HP Def Res Arm
4 3 6 4
Offensive Att Off Str Ap Agi
Triple-Horned Rhino 4 4 6 4 1
Living Legends

Crowned Bennu Bird

300pts
single model
0-1 Units/Army (Army organisation)
Size:Large
Type:Beast
Base:50x100mm
Global Adv Mar Dis Model Rules
3" 5" 7
fly 9" 18"
Defensive HP Def Res Arm
4 5 5 1
Offensive Att Off Str Ap Agi
Crowned Bennu Bird 3 3 4 1 2