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Warhammer: The Island of Blood

Warhammer: The Island of Blood Rulebook

Table of Contents

Table of Contents

  • Welcome to Warhammer
    • You Are the General
    • What You Will Find in This Book
  • The Noble High Elves
  • The Malevolent Skaven
  • The Glittering Host
    • Althran Stormrider – High Elf Prince
    • Sword Masters of Hoeth
    • Caladris – High Elf Mage
    • Lothern Sea Guard
    • Ellyrian Reavers
  • The Verminous Horde
    • Skreet Verminkin – Warlord
    • Rat Ogres
    • Ratchitt – Warlock Engineer
    • Skaven Weapon Teams
    • Clanrats
  • Battle for the Island of Blood
    • The Armies Deploy
    • Fighting the Battle
    • Deciding the Winner
    • The Rematch
  • Island of Blood Reference Sheet
    • Skaven Clanrats
    • Skaven Weapon Teams
    • Skaven Rat Ogres
    • Warlock Engineer Ratchitt
    • Warlord Verminkin
    • High Elf Lothern Sea Guard
    • High Elf Sword Masters
    • High Elf Ellyrian Reavers
    • High Elf Mage Caladris
    • Prince Althran Stormrider

Welcome to Warhammer

Sound the trumpets and beat loud the drums of war, for you are about to enter a dark and bloody land. It is a world of Daemons and sorcery, a brutal era of warfare and conquest. Warhammer, the Game of Fantasy Battles, brings all the action onto your tabletop. You command armies of miniatures in a game that promises bold manoeuvre, daring riposte and untold slaughter.

You Are the General

The game of Warhammer makes you the general of an army of Citadel miniatures. You can lead regiments of resplendent High Elves, command the ragged hordes of ravenous rat-men known as Skaven, or marshal the armies of over a dozen other fantastic races. Your troops will march, manoeuvre and charge into the fray on your orders. At your command, hails of arrows and eldritch bolts of magic are unleashed upon the foe. But it is in the brutal close quarters of combat that most battles must be won, by stalwart troops and legendary heroes.

What You Will Find in This Book

This book will provide you with a broad overview of the Warhammer hobby. Within these pages you will find descriptions and pictures of the models included in the Island of Blood boxed game, along with instructions on how to assemble them and information on how to paint them. This will allow you to gather your army and fight the first of what we are sure will be many battles as a Warhammer General. By your victories shall the fate of the world be decided. Good luck!

The Noble High Elves

The supremely skilled and magically gifted High Elves were once the most powerful of all races, but centuries of bitter wars have ravaged their kingdom. Though the High Elves are now a race in their twilight, their magnificent armies remain resolute and unbowed.

The mainstay of any High Elf army is its ranks of citizen-soldiery, resplendent in white robes and equipped with finely wrought silver armour. Armed with elegantly crafted bows, or spears and shields, the High Elves are possessed of a speed and grace that makes the most dexterous of men look like clumsy apes in comparison. Alongside these soldiers march spell-wielding mages and elite warriors such as Sword Masters, Silver Helms and the legendary Phoenix Guard.

High Elves devote their whole centuries-long lifetimes to mastering their craft, be it the art of war or magic, and they are most skilful opponents in the world. Led to battle by noble Princes and joined by Griffons, Great Eagles, and majestic Dragons, the High Elves are a deadly yet graceful army. Conceited and supremely confident, the High Elves know it is their destiny to shape the fate of the world, and woe betide any that stand in their way.

The Malevolent Skaven

The Skaven are a vile race of evil ratmen. These cowardly, disease-ridden creatures swarm beneath the surface of the world in vast numbers, gnawing at the very roots of civilisation. They spend their time plotting for the day when they will boil out of their tunnels and conquer the world.

The only real factor that keeps the Skaven in check is the constant warring between their clans, for life is cheap, and treachery commonplace in Skaven society. The numerous Warlord clans form the bulk of Skaven armies. Each has a fierce hierarchy, ranging from weakling Skavenslaves to vicious Stormvermin, and ultimately to a Skaven Warlord — a tyrannical warrior who constantly schemes to retain and further his rank.

The Skaven use the mutating power of warpstone to breed horrific fighting beasts such as the dreaded Rat Ogres. The Skaven also blend dark sorcery and science to power destructive weapons like Warpfire Throwers and Doomwheels. However, for all their diabolical weapons of war, it is when the Skaven attack in vast numbers that they are most dangerous — a seething mass of mangy fur and rusty blades that spills across the battlefield in a tide of anarchy and death.

The Glittering Host

The High Elves are an ancient race, steeped in magic, who have ruled their island-kingdom of Ulthuan for thousands of years. Beyond its borders their fleets scour the seas and their outposts keep a vigilant eye on the world.

The Island of Blood has been such an outpost for all these millennia, dating back to the time that the High Elves single-handedly defeated the first great invasion of Chaos. The island is shrouded in mist, surrounded by treacherous rocks and reefs, and is protected by magical wards. Only the High Elves know of the secret sea-route that needs to be followed in order to reach the island in safety.

A small garrison protects the outpost, recruited from the legendary Sword Masters of Hoeth and watched over by an Archmage from the White Tower of Saphery. Horribly outnumbered by the invading Skaven horde, the High Elves have been forced to send a mystical call for help. This desperate plea has been answered by Prince Althran Stormrider, who has rushed to the island to aid the beleaguered defenders.

Althran Stormrider – High Elf Prince

Prince Althran Stormrider comes from a proud and noble family, one that can trace its ancestry back thousands of years to the time of the first of the High Elf Phoenix Kings. Since that time Prince Althran's ancestors have led High Elf armies all across the Warhammer world, earning great glory and renown. Althran Stormrider is determined to carry on this grand tradition, and he will stop at nothing to protect his people and the domains of Ulthuan from the ravages of lesser, more primitive races.

Like all High Elves, Althran Stormrider is incredibly skilled in the art of combat. The magical Armour of Fortune that he wears is an ancient family heirloom, and so beautifully crafted that his freedom of movement is completely unimpaired. Prince Stormrider takes to battle astride the noble Griffon, Sharpclaw. Althran fights his enemies with a silver-steel tipped lance in one hand, while the other hand directs Sharpclaw to swoop upon his chosen foe and cut them down with talons and beak.

Sword Masters of Hoeth

The Sword Masters are warrior-scholars who have trained for endless decades to master the skills needed to wield the famous greatswords of Hoeth, making them amongst the most graceful and deadly troops in the Warhammer world. Their elegant weapons can be up to seven feet long, their razor-sharp blades never losing their edge. Sword Masters are clad in gleaming suits of heavy armour to protect them as they slay their foes.

Command of a regiment of Sword Masters falls to a Bladelord, a champion of unparalleled martial prowess and experience. There are few opponents as skilled as Bladelord Kalaer and he has stood guard on the Island of Blood for over three centuries. That Sword Masters are required to protect the island speaks of the great power and importance of the artefact hidden there.

Caladris – High Elf Mage

Caladris is relatively young by the standards of High Elf Mages, being a mere 150 years old. Like many of his race, however, Caladris has a natural affinity for the art of sorcery and an ability to manipulate the Winds of Magic that far surpasses the wizards of the younger races. This, combined with decades of tutelage under the Archmages of the fabled White Tower, have made Caladris a powerful Mage.

Caladris' and Althran's paths first crossed during the Battle for Stormkeep. The mage saved the Prince from being torn apart by a pack of Trolls, engulfing the beasts with fiery blasts of magic. Since that time the two have forged a bond of friendship. Althran has come to value Caladris' expert advice as much as his magical abilities — especially on matters that pertain to the mystical and the arcane.

Before a battle, Caladris will spend many long hours studying ancient texts, preparing for the ordeal ahead. Aided by his Channelling Staff, Caladris is fully capable of deflecting an enemy's magical attacks, or immolating entire regiments of warriors with but a glance. His presence is a reassuring one for the rest of the army, for as long as he is alive, they know victory will surely be theirs.

Lothern Sea Guard

Lothern is the capital city of Eataine and one of the greatest cities in all of Ulthuan. Every High Elf kingdom is expected to provide regiments of troops to fight in the Phoenix King's armies, and Eataine is no exception. Lothern provides the majority of warriors that fight in the High Elf fleets and these stalwart soldiers are known as the Sea Guard, as adept at fighting on land as they are at sea. When Prince Althran sails to the Island of Blood, he does so with a detachment of these fine warriors at his side.

While the majority of High Elf regiments fight with either a spear or a bow, the Lothern Sea Guard are armed with both, and can use either weapon with equal, deadly, skill. This makes them a wonderfully versatile force, capable of defeating a foe at range or at close quarters. The Sea Guard are protected against enemy attack by a light suit of armour and a shield upon which is emblazoned a mighty sea drake — the icon of their captain, Sea Master Althin.

Ellyrian Reavers

The Ellyrian Reavers have fought for generations against the raiders that strike at their kingdom, earning a hard-fought reputation as the finest fast cavalry in the Warhammer world. The Reavers have learnt to live off the land, and to launch devastating attacks on the enemy before vanishing back into the wilderness. Prince Althran has come to rely upon the skills of his Ellyrian Reavers and their champion, Eltheus Farsight, has been his trusted lieutenant for several decades.

Ellyrian Reavers wear light armour, and ride into battle on swift Elven steeds. Althran uses the Reavers to seek out the enemy and harass them from afar with unerringly accurate bow-fire. Once their missile fire has weakened the enemy, the Ellyrian Reavers will couch their spears and unleash a devastating charge, sweeping the foe from the field.

The Verminous Horde

The Skaven constantly plot and scheme, hatching evil plans that will add to their status or lead to the demise of a hated rival. It is just such a plan that has led to the Skaven invasion of the Island of Blood.

Warlord Skreet Verminkin has learnt that hidden upon the Island of Blood is a magical artefact known as the Phoenix Stone — one of the fabled Obsidian Amulets of ancient legend. Skreet neither knows nor truly does he care about the exact nature of the artefact. All that interests him is that should he control it, then it shall grant him enough power to defeat his rivals and become a mighty ruler in Skavenblight.

To this end Skreet has gathered together an army and ventured to the Island of Blood through the secret tunnels of the Skaven Under-Empire. The warpstone-powered devices of his Clan Skryre allies have allowed Skreet to breach the island's magical barriers, and the verminous warriors under his command have all but defeated its mortal defenders. The Phoenix Stone is almost within Skreet's clawed grasp...

Skreet Verminkin – Warlord

Skreet Verminkin is a Skaven Warlord who has risen to command of his vile army through a mixture devious cunning and ruthless savagery. Skreet craves power and all that have stood in his way have come to a nasty, usually painful, end. Having secured his rank and status, Skreet Verminkin now holds it by making sure that his underlings fear him more than any foe. Those upstarts that Skreet thinks may one day grow bold enough to challenge his rule soon find themselves ordered to carry out suicidally dangerous tasks, or else they mysteriously disappear, never to be heard of again.

Skreet Verminkin is extremely large and strong for a Skaven, making him a deadly opponent in the close combat. When battle beckons he dons heavy armour made from scavenged bronze and a back-pole atop which burns a baleful green fire. Skreet Verminkin fights with a wickedly sharp halberd he has named Slash-Slash and a large cleaver used to apply harsh discipline to his craven minions as often as it bites into his enemy's flesh. Around Skreet's neck glows a Talisman of Protection made from pure warpstone, whose magical aura protects him from harm.

Rat Ogres

The Skaven of Clan Moulder are the masters of creating mutated fighting-beasts, which they then sell to eager Skaven Warlords. The hulking Rat Ogres are amongst the most sought after of all their monsters, combining the ferocity and savagery of the Skaven with the sheer brute strength of an Ogre. Skreet Verminkin has secured the services of two Rat Ogres, and considers himself lucky to have promised Clan Moulder only half the plunder from the Island of Blood in return for their use.

Rat Ogres are extremely dangerous and notoriously difficult to control. In battle they are driven towards the foe by Greel, a Master Moulder who uses a powerful Shock-prod to goad the Rat Ogres towards their prey. Once the Rat Ogres close with the foe there is no stopping them, and they will tear the enemy apart with their huge teeth and claws in an orgy of bloodletting.

Ratchitt – Warlock Engineer

Ratchitt is slowly clawing his way up the hierarchy of the Warlock Engineers of Clan Skryre. Like the other members of his clan, he is obsessed with creating arcane devices that are a fusion dark sorcery and technology. Ratchitt has been only too eager to aid Skreet Verminkin in plundering the Island of Blood, though he has not revealed to the Warlord that this is so he can steal its magical artefacts for himself. Ratchitt fully plans to dispose of Skreet as soon as the items he wants are in his possession.

Ratchitt's current pride and joy is a heavily modified warplock pistol. He is a good shot and can shoot an opponent in the back from well over fifty yards. In his other claw Ratchitt wields a glaive, whose rune-encrusted blade is fashioned from a stolen Sword of Might. A humming warp generator of Ratchitt's own creation powers both of these Warlock-augmented weapons. Ratchitt is inordinately proud of all his devices, and he'll describe them at length to anyone foolish enough to listen.

Skaven Weapon Teams

Warlock Engineer Ratchitt is accompanied to the Island of Blood by two Clan Skryre Weapon Teams. Each Weapon Team consists of two Skaven that have been trained to operate one of the infernal weapons manufactured in the Clan Skryre weapon shops. Ratchitt has promised that these will ensure Skreet Verminkin is victorious over any opponent they may meet on the Island of Blood.

One of the Weapon Teams is armed with a Warpfire Thrower, a deadly war machine that hurls a blast of unnatural fire at the enemy. The other team is armed with a Poisoned Wind Mortar, a strange device that can lob poisoned wind globes towards the foe in a similar manner to a stone thrower. Both devices are capable of inflicting terrible devastation, but the exposed crew have little to protect them from enemy attack.

Clanrats

Skaven armies contain many regiments of Clanrats. Each clawpack of Clanrats owes allegiance to one of the thousands of Skaven clans that lurk in the Under-Empire. Skaven Clanrats wear primitive light armour, and will fight either with simple hand weapons or a spear. Most also carry a simple wooden shield to provide additional protection. They will usually be led into battle by a champion known as a Clawleader, and they will include a standard bearer and a musician to impose some measure of discipline on the otherwise feral horde.

Skreet Verminkin has brought with him his two most reliable Clanrat regiments — the clawpacks of Qretch Toothsnapper and Skreem Warptaker. The creatures that make up this skittering horde are slightly smaller than a man, standing only four or five feet high. Individually they are not especially brave or effective warriors, but when banded together they hurl themselves at any foe, crushing them by sheer weight of numbers.

Battle for the Island of Blood

The following pages give an overview of what a typical game of Warhammer involves, and what heroic deeds and daring exploits you can expect from your first deadly encounter on the Island of Blood.

The first step in playing a game of Warhammer is setting up the battlefield. Both players work together to place pieces of terrain on the tabletop, representing haunted forests, rocky hills and magical monuments.

We've used a selection of scenery from our collection for the battles shown in this book. You should do likewise, using whatever scenery you have to hand to create the battlefield for your first game. Warhammer battles are always more interesting when fought over interesting and varied terrain — the more the better!

1. Prince Althran — Prince Althran is mounted on the Griffon 'Sharpclaw', making him one of the most powerful fighting units in the battle. He is positioned in a commanding position on top of a hill, from where he can either unleash a deadly flying charge, or quickly move to a new position to threaten the flanks of the Skaven battleline.

2. Weapon Teams — Skaven weapon teams can unleash deadly shooting attacks, but are very vulnerable to enemy attacks. Placing them near the Clanrats will allow them to hide behind the larger regiment, only scurrying out when they are in range of the enemy!

The Armies Deploy

With the terrain set up it is now time to choose table sides and deploy the two armies. Each battle is based upon a scenario, which determines how you place your models and how you will win. Some scenarios might hinge on seizing objectives, whilst others are gruelling battles to the death.

This is where you must start applying tactical thought. Each side's goals will be determined by the scenario being played, and you must consider how you will achieve them. Will you launch an all-out attack, or choose a defensive strategy and let the enemy come to you? Where will you place your most powerful units? Are there any terrain features that will give your troops an advantage? All these things and more need to be taken into account if victory is to be yours!

3. Caladris the Mage — Wizards are powerful characters that can dominate the battlefield if they can harness the fickle Winds of Magic. Caladris is a High Elf Mage who knows two spells, selected from one of the Lores of Magic in the rulebook (see page 162). When skilfully used, even a single spell can turn the course of a battle.

4. Temple of Skulls — Some pieces of terrain have special rules (see page 116 of the rulebook). The Temple of Skulls can imbue a character with the raw power of the Chaos Gods — but only at the risk of his soul!

Fighting the Battle

With the armies deployed it is now time to fight the battle. Players take turns to move and fight with the units in their armies. Each player will first move his units, perhaps charging some into combat with the foe. Next he will cast magical spells, and then unleash shooting attacks such as archery. Lastly, any hand-to-hand combats are fought out, after which one player's turn is over and the other player has a go.

This photograph shows the situation during the High Elves' second turn. Prince Althran has unleashed his Ellyrian Reavers in a ferocious cavalry charge. As they crash into the enemy, Althran himself has charged the Rat Ogres on the other flank. This two-pronged attack is risky, but the High Elves will be victorious if they can break the Skaven with this sudden onslaught.

As you can see, both sides have already suffered casualties from enemy shooting attacks. Models that are slain over the course of the battle are removed from play and placed somewhere safe off the battlefield. Thus, as the game progresses, units dwindle in size or disappear altogether in the bloody fighting.

Battle Key

  • A The Ellyrian Reavers charge the regiment of Clanrats.
  • B Prince Althran uses Sharpclaw's flying move to reposition himself on the opposite flank.
  • C Once there he charges the Skaven Rat Ogres — a risky tactic that might bring the High Elves victory!
  • D The Warpfire Thrower and Plague Mortar fire at the Lothern Seaguard.
  • E The Sea Guard and Caladris the Mage batter the Skaven Clanrats, causing many casualties. The High Elves are winning the shooting war.
  • F Ratchitt the Warlock Engineer moves round to lead the attack on the Skaven's right flank.

Next turn Warlord Skreet must decide if he will move to challenge Prince Althran, or instead aid the beleaguered Clanrats as they fight against the Ellyrian Reavers. The decision that he makes may well decide the outcome of the battle.

Deciding the Winner

After a fixed number of turns the battle is concluded. There are set rules to work out who has won, but often it will be obvious — one side's troops will be mostly dead or fleeing, perhaps with their General slain.

The Rematch

After your first battle, we recommend you take the chance to skim through the rulebook to see if there were any rules you missed or got slightly wrong. Then swap sides and fight the battle again.

Regardless of the outcome of the battle, conqueror or vanquished, it is customary to shake your opponent's hand at the end of the game, and then discuss the result over a refreshing drink!

You'll find all of the rules needed to fight this battle in the rulebook included with Island of Blood. The fighting characteristics for all of the models included in the game can be found in the reference section on page 154.

Island of Blood Reference Sheet

The characteristics, equipment, special rules and regiment composition of every unit included in the Island of Blood boxed set, exactly as given on the set's own quick-reference sheet.

Skaven Clanrats

MWSBSSTWIALd
Clanrat533331415
Qretch Toothsnapper533331425
Skreem Warptaker533331425

Equipment: Light armour, spear, hand weapon, shield.

Regiments: One regiment consists of 20 Clanrats with spears, including a musician, standard bearer and Clawleader Qretch Toothsnapper. One regiment consists of 20 Clanrats without spears, including a musician, standard bearer and Clawleader Skreem Warptaker.

Skaven Weapon Teams

MWSBSSTWIALd
Warpfire Thrower533331325
Poisoned Wind Mortar533331325

Equipment: Heavy armour, hand weapon.

  • The Warpfire Thrower uses the rules for Fire Throwers on page 114 of the rulebook.
  • The Poisoned Wind Mortar uses the rules for Stone Throwers on page 114 of the rulebook.

Unit Type: Infantry.

Skaven Rat Ogres

MWSBSSTWIALd
Rat Ogre631543435
Master Moulder Greel653442526

Equipment: Claws.

  • Master Moulder Greel has light armour and a hand weapon.

Special Rules: Frenzy, Fear.

Unit Type: Monstrous Infantry.

Regiment: The regiment consists of two Rat Ogres and Master Moulder Greel.

Warlock Engineer Ratchitt

MWSBSSTWIALd
Ratchitt533332415

Equipment: Pistol, halberd.

Special Rules: Level 1 Wizard (who always knows Warp Lightning, which is a Magic Missile causing D6 Strength 5 hits, and is cast on a 6+).

Unit Type: Infantry.

Warlord Verminkin

MWSBSSTWIALd
Skreet Verminkin564443747

Equipment: Heavy armour, hand weapon, halberd, Talisman of Protection (see page 175 of the rulebook).

Special Rules: Inspiring Presence.

Unit Type: Infantry.

High Elf Lothern Sea Guard

MWSBSSTWIALd
Lothern Sea Guard544331518
Sea Master Althin544331528

Equipment: Light armour, spear, hand weapon, bow, shield.

Special Rules: Always Strikes First.

Unit Type: Infantry.

Regiment: The regiment consists of 10 Lothern Sea Guard, including a musician, standard bearer and Sea Master Althin.

High Elf Sword Masters

MWSBSSTWIALd
Sword Master564331528
Bladelord Kalaer564331538

Equipment: Heavy armour, great weapon, hand weapon.

Special Rules: Always Strikes First.

Unit Type: Infantry.

Regiment: The regiment consists of 10 Sword Masters, including a musician, standard bearer and Bladelord Kalaer.

High Elf Ellyrian Reavers

MWSBSSTWIALd
Ellyrian Reaver544331518
Eltheus Farsight545331518
Elven Steed930331415

Equipment: Light armour, spear, hand weapon, bow.

Special Rules: Always Strikes First, Fast Cavalry.

Unit Type: Cavalry.

Regiment: The regiment consists of five Ellyrian Reavers including Eltheus Farsight.

High Elf Mage Caladris

MWSBSSTWIALd
Caladris544332518

Equipment: Hand weapon, Staff of Channelling (see page 176 of the rulebook).

Special Rules: Always Strikes First, Level 1 Wizard (may choose from any Lore of Magic).

Unit Type: Infantry.

Prince Althran Stormrider

MWSBSSTWIALd
Althran Stormrider5764338410
Sharpclaw650554547

Equipment: The Armour of Fortune (see page 174 of the rulebook), hand weapon, lance.

Special Rules: Always Strikes First, Inspiring Presence.

  • Sharpclaw may Fly, is a Large Target, and causes Terror.

Unit Type: Ridden Monster.