The Vanhu Kingdom

The Vanhu Kingdom

Weapon Enchantments

Spear of Evisceration

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

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) (War Chief, Lone Hunter only)

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.

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
War Chief:

Options

General (1-1 per Army) free
Must take a single Ancestor Spirit
Lion 30 pts
Cheetah 50 pts
Warthog 20 pts
Hippopotamus 40 pts
Honey Badger 40 pts
Zebra free
- may ride Spirit Animal
Lion 55 pts
Cheetah 65 pts
Warthog 65 pts
Hippopotamus 90 pts
Honey Badger 90 pts
Zebra 40 pts
- may ride Living Legend
Lion 280 pts
Cheetah 300 pts
Warthog 220 pts
Hippopotamus 450 pts
Honey Badger 180 pts
Zebra 180 pts
Battle Standard Bearer 30 pts
Special Equipment up to 200 pts
May take a Handgun (5+) 20 pts
May take Ritual Scarifications 20 pts
May take Ostrich Feathers 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
Wise Man:

Magic Options

Wizard Master (only if the General is a Wise Man) 225 pts
Shamanism

Shamanism

Druidism

Druidism

Options

General (1-1 per Army) free
Must take a single Ancestor Spirit
Lion 30 pts
Cheetah 50 pts
Warthog 20 pts
Hippopotamus 40 pts
Honey Badger 40 pts
Zebra free
- may ride Spirit Animal
Lion 55 pts
Cheetah 65 pts
Warthog 65 pts
Hippopotamus 90 pts
Honey Badger 90 pts
Zebra 40 pts
- may ride Living Legend
Lion 280 pts
Cheetah 300 pts
Warthog 220 pts
Hippopotamus 450 pts
Honey Badger 180 pts
Zebra 180 pts
Battle Standard Bearer 50 pts
Wizard Adept 75 pts
Special Equipment up to 100 pts
If Wizard Master (Wizard Master (only if the General is a Wise Man)) up to 200 pts
May get Ritual Scarifications 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
Were-man:

Options

General (1-1 per Army) free
Must take a single Ancestor Spirit may ride the Living Legend
Lion 30 pts
Cheetah 50 pts
Warthog 20 pts
Hippopotamus 40 pts
Honey Badger 40 pts
Zebra free
- may ride Spirit Animal
Lion 55 pts
Cheetah 65 pts
Warthog 65 pts
Hippopotamus 90 pts
Honey Badger 90 pts
Zebra 40 pts
- may ride Living Legend
Lion 280 pts
Cheetah 300 pts
Warthog 220 pts
Hippopotamus 450 pts
Honey Badger 180 pts
Zebra 180 pts
Battle Standard Bearer 40 pts
Special Equipment up to 100 pts
If General up to 200 pts
May take a Giant Bow (2+) 150 pts
May get Ritual Scarifications 20 pts
May take Ostrich Feathers 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
Were-man:

Options

General (1-1 per Army) free
Must take a single Ancestor Spirit
Lion 30 pts
Cheetah 50 pts
Warthog 20 pts
Hippopotamus 40 pts
Honey Badger 40 pts
Zebra free
- may ride Spirit Animal
Lion 55 pts
Cheetah 65 pts
Warthog 65 pts
Hippopotamus 90 pts
Honey Badger 90 pts
Zebra 40 pts
- may ride Living Legend
Lion 280 pts
Cheetah 300 pts
Warthog 220 pts
Hippopotamus 450 pts
Honey Badger 180 pts
Zebra 180 pts
Battle Standard Bearer 70 pts
Special Equipment up to 100 pts
If General up to 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

May take a Spear instead of a Short Spear 2 pts/mod.
May take Ostrich Feathers 2 pts/mod.
May get Ritual Scarifications 2 pts/mod.
May gain Vanguard 20 pts
Champion 20 pts
Standard Bearer 20 pts
Banner Enchantment (Standard Bearer)

Command Group Options

Musician 10 pts
Core

Married Men

100pts + 45 pts/extra model
15-60 models
0-3 Units/Army
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
Married Men:

Options

May take a Spear instead of a Short Spear 1 pts/mod.
May take a Painted Shield 1 pts/mod.
May get Ritual Scarifications 1 pts/mod.
Champion 20 pts
Standard Bearer 20 pts
Banner Enchantment (Standard Bearer)

Command Group Options

Musician 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

May replace their Spear and Shield with Paired Weapons free
Champion 20 pts
Standard Bearer 20 pts
Banner Enchantment (Standard Bearer)

Command Group Options

Musician 10 pts
Core

Spirit Guards

200pts + 30 pts/extra model
5-10 models
0-2 Units/Army
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

Must choose an Animal Spirit
Lion 30 pts
Cheetah 50 pts
Warthog 20 pts
Hippopotamus 40 pts
Honey Badger 40 pts
Zebra free

Command Group Options

Champion 10 pts
Spirit Animals
Living Legends
Living Legends

Triple-Horned Rhino

200pts
single model
0-1 Units/Army
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
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