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The Kurgan Tribes

A Warhammer army supplement for Warriors of Chaos

Lody
The Kurgan Tribes
Contents
Introduction ...................................................................................................................................................................... 3
History .................................................................................................................................................................................. 4
The Doom of the Great Kurgan ......................................................................................................................................... 5
The Enslavement of the Khazags ....................................................................................................................................... 6
The Vengeance of the Norsii ............................................................................................................................................... 8
The Rise of Asavar Kul ....................................................................................................................................................... 9
Tamurkhan and the Throne of Chaos ............................................................................................................................. 11
The Kurgan tribes .................................................................................................................................................................. 14
Religion ................................................................................................................................................................................... 15
Warfare ................................................................................................................................................................................... 16
Bestiary .............................................................................................................................................................................. 18
Army special rules ............................................................................................................................................................. 18
Equipment .......................................................................................................................................................................... 18
Titles of the Hunter ........................................................................................................................................................... 18
The tribes........................................................................................................................................................................... 19
Khazag ............................................................................................................................................................................ 19
Dolgan ............................................................................................................................................................................ 19
Tokmar ............................................................................................................................................................................ 19
Aghols ............................................................................................................................................................................ 20
Kul .................................................................................................................................................................................... 20
Vaan ................................................................................................................................................................................. 20
Muhak .............................................................................................................................................................................. 21
Tahmak ............................................................................................................................................................................ 21
Hastling......................................................................................................................................................................... 22
Avags ............................................................................................................................................................................... 23
Yusak ............................................................................................................................................................................... 24
Gahhuks ......................................................................................................................................................................... 25
Mustering an army ....................................................................................................................................................... 26
Lords................................................................................................................................................................................... 26
Heroes ................................................................................................................................................................................. 28
Core units ........................................................................................................................................................................... 30
Special units ....................................................................................................................................................................... 32
Rare units ........................................................................................................................................................................... 34
The lore of the Endless Sky ................................................................................................................................... 36
Warchest: magic items ............................................................................................................................................... 37

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Introduction
Kurgan is a term used to describe a race of mighty, nomadic
horse-warriors who dwell under the shadow of Chaos, in the
vast Eastern Steppes that border the Chaos Wastes. The very
term is derived from the burial mounds raised by the Scythian
horse-warriors of old, from whom both the Kurgan and their
traditional foes, the Gospodarin, descend, and the Kurgan have
thus come to be known by the name, for it is said that they desire
to bury the peoples of the south under such similar hills. A hardy
race of brutal warriors, the Kurgan people rule a vast if not
empty empire, bereft of all marks of civilization, leading a grim
nomadic existence punctuated by merciless inter-tribal warfare.
The Kurgan are renowned throughout the world as some of the
greatest and most proficient horsemen ever to ride, favouring
short squat ponies adapted for survival among the cold steppes
where the larger warhorses of the south would be hard pressed
to survive. Though their domains lie far from the borders of the
Empire, such is the fleetness of their steeds and their lust for
battle that none can be sure where their next savage assault will fall. The horsemen of the Chaos Wastes
know neither fear nor mercy, and slaughter all whom they find with unremitting brutality, piling high
towers of skulls to stand as testament to their victory. Yet the Kurgan are also a deeply spiritual people,
who worship countless spirits and daemonic gods, each of whom who are but an aspect of the Dark
Gods, whom the Kurgan perceive as forces of the natural world, and who keep the earth and all who
dwell within it in a constant state of growth and becoming.

The Kurgans are divided into countless clans and tribes, the most northerly of which are generally the
fiercest and most barbaric of all. Indeed, the Kurgans are by the far the most numerous of all the accursed
peoples of Chaos, with numbers far outstripping those of even the bloodthirsty Norscans or the
treacherous Hung. Raised in an unforgiving climate, the Kurgan are immersed into violence from an
early age. They recognize no concepts of nationality, borders or allegiance. Indeed, such things are alien
to them. To them, the only law is that of might and power, the will to take and hold. Thus, they are a
race of skilled warriors, who rule their bleak dominion with the axe and bow. After all, they must fight
from birth to survive.

When the shadow of Chaos expands over the world and the Northmen hear the clarion of battle, the
Kurgan are most benefited by their rootless existence, for as a nomadic people they are, alone amongst
the men of the north, able to bring each and every last member of their race to bear in these dark crusades.
Such is not motivated only by their sense of devotion to the Dark Gods they worship, but also because
to attach themselves to a great horde imparts numerous advantages, for they are able to ride ahead of
their Norse and Hung brethren as scouts and thus take for themselves the easiest of the plunder. No true
loyalty do the Kurgan harbour, for when the horde is inevitably reversed or gainstayed, it is observed
that the horsemen are just as quick to break off from the army and settle the lands they have conquered,
glutting themselves fat on stolen plunder before riding back to the steppes, thus escaping the forces of
retribution that march against them. Never will the horsemen, for all their great personal strength and
martial might, engage their enemies on equal terms, but will rather turn tail when met by men of mettle,
only to lead them into a trap and cut them down with abandonment before turning their bows and blades
upon the cowering innocents those fallen warriors strove to protect.

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History
The Kurgan are a race of hardy savages; tall of stature and grizzled of limb, powerfully built and vicious
in combat. Most Kurgan keep their coal black hair long and unbound, and grew long, bristling beards
which form great manes about the broad, oriental savagery of their faces. They match the mighty
Norscans for brawn, if not height. Robust and strong, they are ideally suited for life amidst the cold,
barren plains of the Eastern Steppes, where they must fight a constant struggle for survival against their
rivals and against the very land itself. It is a struggle the Kurgan have prevailed at for thousands of years,
creating a race of warriors unsurpassed, for even a single Kurgan is a threat to an entire band of southern
warriors.

The Kurgan are some of the most skillful archers to walk the world, their composite bows letting heavy
arrows fly with such force that no bascinet, cuirass or mail can protect against. The Kurgan let fly their
arrows with such rapidity as to evoke some mechanical marvel of the College of Engineers, their skill
at ranged combat marking them as unique from the other races of the North, such as the Norse, who see
the bow as the ultimate emblem of cowardice. Their ponies, smart and hard-trained, do not need rein
control, which further affords the Kurgan warriors great independence, as it allows them to fire even
while turning in the saddle. This combination of mobility and great offensive power causes the Kurgans
to be masters of the battlefield, easily a match for the heavy, ponderous knights of the southlands. The
preferred melee weapon of the Kurgan hordes is the pallasz: a double-edged broadsword six feet in
length drawn for combat on foot, while slightly curved scimitars are wielded while striking from the
backs of thundering horses. Other weapons more iconic of the Chaos Hordes, such as brutal axes and
maces so favoured by the Norscans, are utilized too by the Kurgans, as the two peoples have had their
contacts over the millennia. Indeed, these races, both so savage and proficient in warcraft, have much
in common, and it is not uncommon to see Kurgan tribesmen fighting alongside Norscans when the
Shadow of the North waxes, and most instances where Kurgan have raided the Empire have been while
allied to a larger Norsemen warband. Some Kurgan tribes are even bound to Norse ones through
marriage or blood oath, though this is rare.

The Kurgans follow age old migration routes throughout their barren grasslands, leading into lands they
dwell in seasonally. Other tribes simply plot their courses based on their seers' interpretation of the
myriad signs of the Dark Gods. Other tribes adopt a more settled lifestyle, establishing primitive villages
and cities at appropriate sites, coaxing what wealth they can from the earth. Kurgan tribes commonly
travel with large caravans pulled by their fleet steppe ponies, or in some rare cases, creatures molded by
Chaos who are all together less savory.

The Kurgan tribes are led by chieftains known as Zars, perhaps in imitation of the Tzars of Kislev, once
again illustrating the similarities between the great northern Steppes and the realm of the Ice Queen.
These chieftains rule with the guidance of the shaman and wise men, and claim a special connection to
the tribal gods the Kurgan serve, and indeed, many amongst the Zars are those who bear the marks of
Chaos. In times of war, the Horde possesses numerous levels of organization, such as the hetzars, who
are charged by the lords of the clans to lead the warriors of half a dozen or more tribes in battle. The
greatest of the Kurgan lords are the High Zars, who are roughly analogous to Norscan High Kings, as
they rule over multiple tribes and clans. The High Zars are celebrated champions of Chaos, no less
mighty than their Norse counterparts, who have distinguished themselves in battle time and time again.

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The Doom of the Great Kurgan
Before the raising of the Great Bastion of Cathay, or even
the rise of hammer-handed Sigmar in the verdant lands
of the Reik, it is said that in their vast lands in the east,
the Kurgan had established an empire whose dominion
spanned the length of the mighty steppes and ranged yet
further afield. An empire of swift horsemen, snarling
beasts and dread sorceries that cut down their foes far
swifter than any arrow, and whose warriors' blades were
ever whetted with blood. So mighty was this empire
bereft of fortress or border that its ruler was known
simply as the Great Kurgan, the mightiest warlord his
people had ever known, for his dominion was but an
extension of his bloody will. By war and conquest, the
Great Kurgan gathered all the war-like tribes who bore
his name under his yoke. Those who opposed him he
destroyed. Those who prostrated before him he enslaved,
for only the mighty would he allow to dwell amongst his
ranks.

With a never ending hunger for power over the steppe


lands and their people, the Great Kurgan prayed to the myriad gods of his people -- he prayed to the
winds of the North, South, West and East. He prayed to earth and sky and rain. By day to the sun and
by night to the moon, giving up great offerings of slaves and plunder to curry their favour. The Great
Kurgan was mighty, but he was wise enough to know that the Dark Lords of the Uttermost North were
mightiest above all -- and so in pact with Chaos's dark lords did the Great Kurgan pledge himself and
his race in fulsome service, and swore before the Gods that he would never falter in his dues to them.
The Great Kurgan had taken many wives from amongst the clans, but they had only borne him four
sons: Four brothers who were rivals to each other for their father's favour and the glory of conquest.
Sons whom their father had, in his greed, pledged to the Four Great Gods.

In the legends of the steppesmen, it is said that the Great Kurgan drew his sons to his side after gaining
victory in a great battle. There the warlord spoke of the favour he had been granted, and how by the
grace of the Gods he had been allowed to forge the Kurgan peoples into a mighty empire, driving before
them the hosts of Man, Orc and Dwarf to ruin. With this, his sons roared their battlecries and boasted of
how they would expand their father's domain yet further and spill the blood of his foes. Yet the chieftain
also spoke of how there are debts that not even a king can avoid to pay, and of how it pleases the gods
to take from a man that which he loves above all. In great despair did the mighty Zar fall to his knees as
the Children of the Dark Powers began to walk amongst his people, driving many to the darkest depths
of insanity and debased obeisance. Within his tent, the myriad trophies and battle-honours of the Great
Kurgan were cast contemptuously down, and the Dark Gods did take from the Great Kurgan that which
he treasured most. His four sons, taken screaming from their father's city, each transfigured with the
stigmatas of the Dark Gods. Khorne; Gore-clad Lord of Battle, Slaanesh; Prince of Fell Pleasures,
Nurgle; Corrupt Father of Plagues, and Tzeentch; Changer of Ways.

With his beloved sons taken from him, the Great Kurgan withheld his tears and instead raised his skull-
chalice in thanksgiving to his masters, though he knew well now that every victory he would attain from
henceforth would ring hollow, and every joy would turn to ashes in his mouth. The bargain complete,

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the fickle gods grew bored with the Great Kurgan's exploits, turning their attentions to their other
servants, and met the Great Kurgan's prayers with cold silence. Though still mighty beyond all
reckoning, a shade of ill-omen followed the warlord closely. His subjects whispered dark things in his
passing, and warriors began to offer sacrifices in the hopes of avoiding his fate. Soon, with no bloodline
to follow him, his lords gave in to cruel games of politicking, each vying for greater power and glory
and rulership of the empire. Thus it was that the Great Kurgan saw his mighty empire, which he won
through strength and cunning, fall from within thanks to the quarrelsome nature of his own people. All
glory it once had now ground to dust and forgotten. When finally the Great Kurgan fell in battle, none
would speak of his fate, and so it was that he became all but forgotten, a fireside legend amongst the
men of the North. As the centuries passed, many warlords arose in the Steppes, claiming descent from
this legendary father of the Kurgan people, but none could ever hope to match the legendary strength of
this ancient warrior-king.

The Enslavement of the Khazags


"I have returned, father, to claim my birthright and my destiny. Once you spared me death, such was
your folly. I shall not make the same mistake. By right of birth and conquest, I claim leadership of the
Khazags in the names of the true gods."
—Tarok, First Zar of the Khazag, claiming leadership of the tribe

Though the Kurgan are considered by


the south to be amongst of the most
significant of Chaos's servants, due to
their numbers and willingness with
which they are known to prosecute
the unholy crusade of the Dark Gods,
it is also true that various tribes of
Kurgan have not always been slaves
to Darkness. In ancient days, the
Khazag tribe knew and cared little of
the wars and gods of the outside
world. For them, the hunt amidst the
snowy steppe and the ancient gods of
the wild were enough. The tribes
herded the mighty mammoth, subsisting on the creatures' colossal bounty and gloried in the fury of the
hunt. Theirs was a simple life, but a fool's paradise nonetheless, for none who dwell amidst the
northlands can evade the baleful gaze of the Dark Gods for long.

The fall of the Khazags into the worship of the Chaos Gods began with the fall of the chieftain's son,
Tarok. Foremost amongst the tribe's young men, he was ever renowned for his skill and strength as a
hunter, but his was a cruel and vengeful heart and as a young hunter, he and his followers often fell afoul
of knowledge passed down by tribal lore. One day, while Tarok and his followers were out hunting, an
argument arose regarding whose spear it was that felled the great mammoth. It was a custom of the
Khazag at that time that the hunter who slew the mammoth was alone entitled to feast upon its heart,
thus imparting its strength to its slayer. Tarok insisted it was his weapon that had dealt the killing blow,
and incensed by the continued denial of another hunter, had struck him dead with his blade. Kinslaying
was the worst sin a tribesman could commit, and word of Tarok's crime got out and spread amongst his
people like wildfire. Many were the voices calling for his dead. His father, the chieftain, could not bring

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himself to kill his own blood, and instead decreed that Tarok and his followers be cast from the tribe
and exiled to the lonely steppes, to live or die as Angkor, the mammoth god of the Khazags, decreed.
The Khazag moved on in their nomadic fashion, leaving Tarok to curse his fortunes. He led his warriors
northwards and by some stroke of dark luck, or the will of some greater power, did not die in the wastes,
but rather thrived. Not through honest labour, but rather by bartering their souls to the Dark Gods for
power. In time, Tarok became a mighty champion in his own right, having earned his glory by facing
the warbands of the other tribes and succeeding in battle against them. As he learned more of the dark
lore and rites of Chaos, Tarok also began to plot his revenge upon those who had betrayed him. When
his band grew strong enough, Tarok tracked his former tribe down and, in a night of blood and horror,
did avenge himself upon his erstwhile kinsmen, slaying his own father in cold blood and forcibly
installing himself as the new Zar. The Khazags were not quick to accept a murdering patricide as chief,
no matter his power, and many times did they revolt against Tarok's leadership, always failing to oust
the treacherous cur, but never did their spirits break regardless of whatever brutality he visited upon
them. The Khazags too did aggressively resist Tarok's attempts to convert them to the worship of the
Dark Gods, stubbornly adhering to their own worship of Angkor and the other spirits of nature.

Tarok grew anxious to establish his rule. Whatever he believed of his power, the truth of the matter was
that his entire existence was as a pawn the Dark Gods had used to cement their hold upon the Kurgan
race. The Zar begged his masters for the knowledge to turn his people to the true path. The Dark Gods
answered by telling Tarok he would have to prove the weakness of the Khazag's own gods before their
baleful might. Tarok knew at last what he was to do. One bloody night, he sacrificed a multitude of his
kinsmen to the gods that they would grant him aid for the battle to come, and he did take his trusted
band of followers north to the Chaos Wastes to find Angkor and bring him back in fetters. For a year
and a day it is said Tarok was abroad hunting He Who Carries the World On His Back, and it is said
that the battle to finally bring the creature to heel lasted fully three days, where most of Tarok's sworn
band was slain. At last, Tarok broke the Father of Mammoths, binding him to the service of Chaos and
riding him back to the lands of the Khazag, thereby demonstrating amply the supremacy of the Dark
Gods. Seeing their old god broken and humbled so, the Khazag submitted at last before Tarok and
eagerly accepted him as their chieftain and lord. Accepting his deities in place of their own, for truly
they must have been the greater powers, as he had always claimed. From then on, the Khazags had
joined their fellow tribes as servants of the Dark Gods. Once simple hunting folk, the Khazags were now
willing pawns of Chaos. In the ages to come, the Khazags would fight in the endless holy wars of the
gods, marshalling the ancient might of their mammoths to warfare and death. The scions of Tarok, the
Zars of the Khazags, leading their kinsmen to war from the back of Angkor himself, bow and pallasz in
hand. For thousands of years has it been thus, with the mighty Khazags raiding and pillaging the stanistas
of the Kislevites to carry back plunder, slaves and sacrifices in honour of their Gods.

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The Vengeance of the Norsii
"Now is the time to take the fire south."
—Comac Bloodaxe, High King of the Norsii

In 9 IC, the Kurgan tribes bestirred themselves for


battle once more with the rise of the mighty Norsii in
the north, who gathered under the leadership a great
king who was exalted in the eyes of Khorne. His
name was Cormac Bloodaxe of the Iron Wolves clan,
and already had he forged a reputation as perhaps the
greatest warrior of his age. Cormac, son of the slain
High King of the Norsii, had thirsted for the chance
to avenge the offenses the Emperor Sigmar and his
people had made against the Norsemen when he
drove them from the Reik decades ago, and had thus
resolved to make of the Empire a sacrifice to Khorne.
As tales of the Norse King's valour and exaltedness
spread throughout the north, the Kurgan, their
shamans recognizing the signs of battle, journeyed
west and joined their forces to Cormac's banner. In
time, the Kul, Mung, Khazag and other great tribes marched alongside the axe-wielding armies of the
Norsii, intent on bringing about the End Times upon the weakling Empire of Sigmar.

Under Cormac's leadership, the Norsii decisively defeated Sigmar's army, slaying a thousand men and
routing them. The horse-tribes had played an integral role in this triumph when they surrounded the
Thuringian vanguard and bogged them down, thus allowing heavily armoured Norsii cavalrymen to run
down and slaughter the berserkers, spelling the end for Sigmar's army. The Kurgan chieftains enjoyed
the spoils of victory alongside their Norsii counterparts. Sacrifices were offered to the Dark Gods in
droves, with hunchbacked Kul shamans ritualistically disemboweling their captives while daemons
gibbered and screamed at their shoulders, bidding them to devour the entrails. Khazag strong-men
pummeled their prisoners to death with their bare fists, and yet other tribes made more gruesome
sacrifices in their own traditional ways.

The Norsemen and Kurgan then laid siege to Middenheim, the great mountain city of the savage
Teutogen. In a long, grueling siege where the Northmen carried the walls, Cormac Bloodaxe is said to
have ascended to daemonhood, becoming an avatar of Khorne's fury. The Daemon Prince scaled the
mountain and shattered the city walls, allowing the Northmen to pour through and slaughter, but
whatever havoc they could wreak paled in comparison to the utter devastation Cormac now unleashed
upon the Imperial troops. At last, the Daemon Prince thundered its way to the menhir ringed Flame of
Ulric to face Sigmar Heldenhammer himself in combat. Strengthened by Ulric, Sigmar struck the
Daemon Prince down, sending Cormac screaming back to the Realm of Chaos. At the king's downfall,
the spirit of his hersirs was broken, and the Norsii were routed from Middenheim, though none would
quickly forget the terror and horror of their invasion. This was the first instance of contact with the Norse
in the Kurgan's history, and was also the first instance of the Kurgan waging war against the Empire, as
allies and sword-brothers to a Norse force. It was also the event that would mark the beginning of
relations between the Norsemen and the Kurgan, where both races would begin to influence each other
greatly.

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The Rise of Asavar Kul
In 2297 IC, the Dark Gods gathered in apocalyptic
union, at last seeing fit to impart their ultimate
blessing upon a warrior who would rise to unite the
disparate peoples of the North into a mighty army
capable of bringing about the End of all things.
Many great champions arose seeking to earn the
favour of the gods, but it was Asavar Kul, the
mightiest warrior of his age, chieftain of the
bloodthirsty Kul tribe, and vicious devotee of the
Dark Gods, who finally proved worthy over all
others, slaying his enemies in their thousands to
earn the crown of the Everchosen. Clad in his red-
lacquered plate, it was said that his eyes burned
with an otherworldly fury that marked him
outwardly as the chosen warrior of the Gods.
Under the mighty Asavar, the Kul tribe arose as the
greatest power in the North, vanquishing their
rivals in brutal wars in order to establish their
supremacy. Legends tell of Asavar's power, of his eyes that blazed with the power of Chaos, of his red-
lacquered armour festooned with the totems and fetishes of the Dark Gods, and of his savage hunger for
human flesh. When Asavar had succeeded in binding the fractious Kurgan and Hung tribes to his banner,
he turned his gaze westward and brought the savage Norsemen under his command as well, enlisting
his lieutenants from that hardy race -- Engra Deathsword, Sven Bloody-Hand and Valmir Aesling. In
2301 IC, Grandfather Nurgle saw fit to grace the lands of the Empire with his bounteous gifts, sickening
portents blooming across the length and breadth of the land, thousands dying as a result of abject crop
failure and ravening plagues, and massive corruption within the Empire's politics began to rise even
further to the fore. To the Kurgan chieftain, the Empire of the southmen seemed ripe for conquest and
destruction. As the Anointed One gathered his tribespeople for a new attack against the south, warbands
of Northmen had already begun to proceed his mighty warhosts, raiding and pillaging Nordland and
some even ranging as far as the walls of Altdorf itself.

Kul travails first led him northwards, for he could feel in his soul that the gates that divided the worlds
swelled with power and made haste to witness their glory. He knew well upon seeing them that all the
Men of the North would feel the call of the Dark Gods as he did. The Dark Shadow spilled southwards,
engulfing the lands of the tribes and absorbing them into the Realm of Chaos. Before this irresistible
tide, the Warriors of Chaos gathered, and Kul gathered them into his host. As the shadow spread further
south, he found his army growing all the more, joined as it was by hordes of ravenous Trolls, battle-
hardened Northman warbands from the borders of Troll Country, and all manner of monstrous and
hellish beasts that followed such a mighty horde. Asavar Kul's army soon grew to be amongst the largest
ever to threaten the realm of the Hammer and the Wolf.

Kul's horde swept into Kislev, setting all before it alight in an orgy of rape and pillage. Tzar Alexis of
Kislev sent calls for aid to the south, and in answer rode Count Bavaric of Ostland. Long had his province
been subject to the malignancy of the Beastmen, and thus was he a staunch foe of all the Scions of
Chaos. With Bavaric's armies reinforcing them, the Kislevites found renewed drive to resist the northern
invaders, and fought like maddened bears in defense of their homes.

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Yet their fury was little compared to that of the Kurgan, who blanketed the steppes between Murmagrad
and Chazask with Gospodar corpses. Asavar Kul himself fought at the head, a true warrior-king of the
Kurgan race, his wrath eclipsing all other warriors. His twin battle-axes slaughtered and smote all about
him, hacking cavalryman and footsoldier alike with terrible ease. Kul even faced and hacked down the
Great Bear, Urvitch, said to be the embodiment of primal spirit of the land of Kislev itself, in single
combat, turning the snow to slush with the noble creature's blood. As Kul's armies pressed on from the
East, from the North came his Norscan allies, who laid waste to the cities of Praag and Erengrad with
the terrible martial power for which the Norse are so renowned. The two mighty forces joined at the
screaming corpse of the great Ungol city of Praag, and then began to march upon the city of Kislev, the
seat of Tzar Alexis himself. To aid the Kislevites in opposing him rode forth the armies of Magnus the
Pious of Nuln, who had united the warring states of the Empire into a profoundly mighty fighting force.
Asavar Kul's incursion culminated in the cataclysmic melee that was the Battle of Kislev. Tzar Alexis,
grimly with characteristic Kislevite fatalism, resolved to hold the great capitol against the Kurgan and
Norse horde until Magnus and his vast army could arrive. To aid him in this was a throng of doughty
Dwarfen soldiers, who despite the unrest of their mountain realm of Karaz-a-Karak would not forsake
their oaths of friendship to the Empire and her allies. Though they were few in number, these were the
most battle-hardened warriors of the Dwarfen realm at the time.

Kul's warriors gathered before Kislev -- a sea of black-iron and war-like faces all screaming for the
death of the cowardly south. In the first assault the bloodthirsty men of the North made their onslaught,
their unmatched savagery and peerless fighting skill more than making up for their lack of discipline.
With unbridled ferocity, the Kurgan and Norse drove the Kislevites from their hastily constructed outer
positions, driving them back behind the walls of the city that held their name. The Dwarfen warriors
were the last to retreat, their rearguard action keeping the Northmen at bay and buying time for the
Kislevites to safely withdraw. As Kul prepared his hordes for the final assault that would have surely
wiped Kislev from the annals of history, the forces of Magnus the Pious had at last taken to the field and
fell upon the Forces of Chaos like the Hammer of the God-King Sigmar himself. Seeing the army arrayed
against him, Kul called his war-chiefs to his side and divided his forces into two groups -- one to carry
on the siege of Kislev and keep Tzar Alexis from joining the fray, and the other to slaughter the dogs of
Sigmar. Seeing the Imperials thrash the Chaos Horde, the Kislevites felt their hearts soar and their hopes
rise. Yet this elation soon died out as they beheld Magnus' army stumble and fail, its momentum dying
out as the Kurgan hordes fought back against them. Fearing their downfall of their allies, the Dwarfs of
Karaz-a-Karak charged forth from the gates of the city, roaring ancient Khazalid oaths of death and
vengeance. Yet the fighters surrounding Kislev were Chaos Warriors -- the greatest champions of the
Norse and Kurgan tribes, and Asavar Kul's personal vanguard. Not even the most hardened Dwarfen
warrior could hope to withstand the fury of the greatest warriors of the North. Asavar Kul himself fought
alongside his brothers, with the spirit of Khar raging within him as he slaughtered a score of Dwarfen
Longbeards with hideous ease. The Dwarfs were beaten back with heavy losses, and not even half
managed to escape back to Kislev alive.

With the Dwarfen offensive defeated and the threat from Magnus contained, Kul ordered his forces to
turn their attentions once upon Kislev. Though many Kurgan and Norscans had been slain in the battle
with Magnus' army, many thousands more yet remained, eager to sink their cruel axes into Gospodar
flesh. The beleaguered defenders thus grimly resolved to their lives in the last doomed defense of their
city. But just as Kul's siege towers were about to reach the city walls, the tide of battle took a sudden
and dramatic turn. Magnus's advance force of cavalry, the very warriors who had arrived too late to lift
the siege of Praag, now arrived to charge the northern flank of Kul's horde. Out of the foothills they
galloped, their lances lowered, and smashed into the Chaos army with truly unbridled fury. With the

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tremendous force of their cavalry charge, the lines of Kul's horde began to waver. Emperor Magnus and
Tzar Alexis, both realizing that victory could yet be snatched from defeat's gaping jaws, exhorted their
men to one final act of defiance against Chaos. In this mighty charge, Asavar Kul too fell, though the
circumstances of his death remain an elusive mystery. Imperial chronicles foolishly claim that the
Kurgan lord was slain in single combat with Magnus himself, but this is little more than the patriotic
ramblings of bards and storytellers. Magnus was ever regarded in his time as a statesman, not as a
particularly exceptional warrior, and Kul was not only a battle-hardened chieftain of the warlike Kurgan,
but also the greatest Chaos champion of his time. More even-headed scholars theorize that Asavar Kul
was slain by one of his lieutenants, for a jagged blade was found impaled in his skull in the aftermath of
the battle. Though a rather unremarkable end for the greatest warrior of the age, the cause of Kul's
demise ultimately proved irrelevant, for without his force of personality and military skill to unite them,
the combined Kurgan, Norse and Hung tribes found their fragile unity fraying. Caught on three sides,
Kul's once mighty horde had now devolved into a screaming mass of tribal warriors, unable to be brought
to true order. The Norse and Kurgan warriors fought on regardless, feeding the Imperial, Kislevite and
Dwarfen troops a horde of their own dead for every one of their own number that fell. Nonetheless,
these men were too few in number to fight on all fronts. Slowly, the Chaos Horde began to fracture, and
by the day's end, was broken and scattered. Thus did the Great War Against Chaos draw to a close, but
not without a massive cost to the enemies of Chaos.

Tamurkhan and the Throne of Chaos


Tamurkhan, the Maggot Lord, was known to have been
amongst the mightiest servants of the Plague Lord Nurgle, and
who claimed himself to be one of the lost sons of the mythical
Great Kurgan of yore, who had pledged his children to
servitude before the Great Gods. In the Year of Crow in the
sixth reign of the Black Moon, by the reckoning of the
Norscans, the Dark Gods saw fit to sound the clarion of war
which no man of the North, Norse, Kurgan and Hung alike,
could deny. The champions of the Dark Gods marshalled their
vast hosts and made way to the city of Zanbaijin deep within
the Chaos Wastes to earn the right to lead the next Great
Incursion. First from the frozen lands of Norsca came Khorne's
favoured slaughterer, Hakka the Aesling, whose brass-
armoured berserkers marched in brutal column. From the
endless steppes rode the Kurgan horsemasters of Sargath the
Vain, chosen slave of Slaanesh, and from the south came the daemon acolytes of Urak Soulfiend, servant
of Tzeentch.
The three armies clashed within the ruined cities, the fury of Hakka and his Norscans eclipsing that of
his foes, while Sargath's hordes of amorous madmen spitted themselves eagerly on the blades of their
foes and dragged them down, and above them both, Urak Soulfiend and his magicians' dark powers
wrested away victory from either army when it seemed triumph was imminent. Thus were the armies
locked in perpetual, bloody stalemate lifted only with the arrival of the Kurgan warlord, Tamurkhan.
The Nurglite champion's vast armies of plagued warriors and debased monsters smashed into the
competing hosts of his rivals. Sargath's horsemen bared the greatest brunt of the attack, driving the vain
Kurgan Zar into a rage as his noble hosts were undone by plagued abominations. Sargoth cut a path to
Tamurkhan, seated upon his colossal Toad Dragon, and leapt up upon the beast's broad head to cross
blades with the son of Nurgle. Sargath was renowned in the steppes for his swordsmanship, and so did
he cut down Tamurkhan with ease. Screaming his victory to the heavens, Sargath failed to notice the

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great, pale carrion that broke out of his fellow Kurgan's corpse -- Tamurkhan's true and malignant form.
The child-sized, fang-mawed maggot pounced upon Sargath, and feasted upon the screaming champion
of Slaanesh, eating its way within his body, and then arising to take control. With Sargath the Vain's
death, his Kurgan horsemen lost all hope in the face of their insurmountable doom. The plague hordes
to their front, and the ravenous Aesling blood-worshipers to their backs, the army of Sargath was
hemmed on all sides and annihilated. Urak Soulfiend, sensing victory was unattainable with the coming
of Zar Tamurkhan, promptly quit the field. leaving only the mighty Norscans to oppose the scion of the
Great Kurgan. After slaughtering the preening dogs of Slaanesh in honour of their god Khorne, the
Aeslings then prepared themselves to face Tamurkhan. Realizing their deaths were at hand, Hakka and
his battle-kin consigned their souls to Khorne's keeping and swore a solemn oath to slay as many of their
foes as they could before succumbing to death. Against the incredible might of the Norse warriors, the
front ranks of the Nurglite horde wavered and buckled. Hakka the Aesling was in the thick of battle,
slaughtering and slaying all about him, even when he was swept away from the shield-wall by the press
of battle. Though many thousands fell to the whirlwind fury of Hakka's twin battle-axes, the Khornate
champion was eventually overwhelmed and torn limb from limb by four hulking Bile Trolls. Not enough
remained of him for Tamurkhan even to fashion a trophy. With that, the Maggot-Lord had established
supremacy at Zanbaijin, and had thereby gained the right to quest for the fabled Throne of Chaos.

By right of conquest upheld by the Northmen, the remnants of the vanquished warhosts accepted the
Maggot-Lord's supremacy and pledged themselves to his service. The great horde thundered from
Zanbaijin into the Eastern Steppes, making for the snow-capped Altayan Hills. As news of his victory
spread, the sons of the Kurgan tribes, wandering warbands from Norsca and further abroad, and creatures
pulled from the darkest nightmares all attached themselves to the ever-growing army, and so did
Tamurkhan rule at the head of a fighting force unlike any other.

Amongst the Altayan Hills dwelt the fierce Dolgan, one of the most southerly and most powerful of all
the Kurgan confederations, renowned for their fractious nature and insular hatred of all other Northmen.
Tamurkhan greatly desired to bring these powerful warriors into his fold, particularly in order to add
their mighty war-mammoths to his repertoire. The Zar of the Dolgan at the time was the sorcerer known
as Sayl the Faithless, despised and feared amongst his people for his dark magic and duplicitous nature.
Yet Sayl was too a consummate politician and schemer, hence was he able to maintain his precarious
power over the honour-bound Dolgan. Befittingly, Sayl had not proved deaf to the tales of the rising
power of Tamurkhan, son of the Great Kurgan, nor of the size of the great army he rode ahead of. Seeing
his promised victory in the entrails of slaughtered sacrifices, Sayl realized it prudent to throw in his lot
and the lot of his tribe with the ambitions of Nurgle's chosen. It is testament to Sayl duplicity that even
while preparing to join his forces to Tamurkhan, he had deftly eliminated the more outspoken elements
in the tribe by sending the clans and chieftains who had often questioned his rule to their deaths in
harrying Tamurkhan's horde, having been sent under the pretext of 'defending the tribe's honour from
invaders'. When Tamurkhan finally fought his way to the lands of the Dolgan, Sayl the Faithless
prostrated before him and sold the Dolgans into slavery. Though the sorcerer had made no honourable
oath of fealty, merely a declaration of comradeship and common cause, he had appeased the Maggot
Lord well enough with his obeisance.

Though Sayl had suggested leading the horde south and west towards the rich and unprotected lands of
Kislev and the Empire, as many Kurgan warlords had before them, Tamurkhan led his army north, far,
far north, to the very edges of the monstrous storm known as the Chaos Wastes. This caused
consternation in the ranks of the newly formed host, and some began to tremulously whisper that
Tamurkhan sought to make war upon the Gods themselves. These fears at last proved ill-founded when

12
Tamurkhan adjusted his course eastwards, and those versed well in daemon-lore knew well where the
Maggot Lord was bound -- the Gallows Tree; a place of nightmare and legend to rival any within the
Chaos Wastes. Tamurkhan departed from the horde and entered the Tree, when he emerged he earned
the immediate rejoicing of all the devotees of Nurgle within his horde, as well as the weary respect of
those who shared Tamurkhan's goal for conquest rather than his faith. All could see that the Maggot
Lord had been greatly favoured by his god all the same, for when he emerged his body bore the blessings
of Nurgle and was strengthened, and in his hands he bore rotting scrolls scribed in blightened words the
True Names of mighty daemons. With the scrolls in hand, Tamurkhan sought out the hag-daemon of the
Gallows Tree, from whom he received hellish visions of what was to come, as well as the location of
the Throne of Chaos itself -- the great Imperial city of Nuln. In order to overcome this obstacle between
him and his ultimate goal, Tamurkhan would require great warmachines to reduce the gleaming walls
of the city to rubble, and great beasts and mighty daemons to whom the vaunted black powder weapons
and legendary battle-wizardry of the Imperial Colleges of Magic would prove naught but a distraction.
Only then would the superior fighting skill and battle-lust of the Kurgan horse-nomads and other scions
of Chaos prove ascendant over the weaklings of the south.

Tamurkhan's later travails would bring him each of these weapons in turn. His path to glory lead him to
battle his way past the western defenses of the Kurgans' mortal enemies, the Cathayans, and even the
haunted magic of the Ghost Fells. After fighting free of these obstacles, Tamurkhan was drawn into a
conflict with the debased descendants of the once mighty Sky Titans -- the Giants. These foes too were
crushed by the savagery of the horde, and near a hundred Giants were bound with black sorcery and
bound to the service of the Zar of the Kurgan. After overcoming and binding the Giants, Tamurkhan
found himself in battle with the barbaric Ogre tribes of the Mountains of Mourn to the west, for the path
southwards into the lands of the Empire lay through the vaunted High Pass, held by the intractable Ogres
of the Red Fist tribe, and their iron-fisted Tyrant, Karaka Breakmountain. The Kurgan overcame the
Ogres and took the pass, though at great cost, and Tamurkhan did slay the mighty Tyrant and took his
body for his own ends, discarding the putrefied carcass of Sargath. With that victory, the horde pushed
south.

After breaking free of the High Pass's deadly snows, the horde beheld the burning and cracked hellscape
that was the home of the Chaos Dwarfs -- the Empire of Zharr. Though only half of the Kurgan and
Norse horde that had come to Tamurkhan's band remained, his numbers had been replenished by the
enslaved giants, beastmen and ogres that had been brought to his banner. Many of whom had begun to
take a far more terrible aspect. Though Tamurkhan had fought a long and terrible war against the Legion
of Azgorh, the Chaos Dwarf army that defended the area he and his horde had arrived at, neither the
Kurgan nor the sons of Zharr were fully able to achieve a lasting advantage over the other, and so were
locked in stalemate. To alleviate this, Tamurkhan forged an alliance with the master of the Legion, Lord
Drazhoath, in exchange for not pillaging his lands further. Thus, soldiers and warmachines from the
Legion of Azgorh, comprising a full third of that army's strength, known as the Infernal Guard, joined
Tamurkhan's vast horde, and in order to cement his friendship with the Kurgan, Lord Drazhoath forged
for Tamurkhan a mighty black axe fit for his new Ogreish frame. So it was that in the dying summer of
2510 IC, Tamurkhan's forces had finally managed to circumvent the Death Pass and arrive in the
unprepared Border Kingdoms. At the sight of such rich lands, the tenuous discipline of the horde frayed
apart until the army was divided into a thousand independent warbands that drowned baronies and petty
kingdoms in lakes of blood as they pillaged and ransacked the length and breadth of the land. Eventually,
the remaining principalities of the Border Kingdoms joined together into a large single force known as
'the Confederation of the Eagle', under the leadership of the fearsome Border Prince, Lietpold the Black,
a mercenary captain and self-proclaimed lord who boasted a truly terrifying military reputation.

13
Unfortunately for the Empire, not even Lietpold's generalship and brutality was capable of stemming
the tide of death-hungry Kurgan horsemen, who easily annihilated his army of knights, pikemen and
heavily armoured infantrymen, leaving only Lietpold himself as the survivor of the ill-fated battle.

After some weeks, Tamurkhan dispatched messengers to bring the Kurgan nomads back to the greater
horde. Of these, most succeeded in rejoining their lord's army, but a few warbands, having grown tired
of Tamurkhan's yoke, fled into the highlands of the Border Princes, where they continue to plague its
successors to this day, forsaking their oaths to the Great Kurgan's scion. Yet nonetheless, the army that
had been gathered would prove enough to allow Tamurkhan to press on to Nuln. The armies of
Tamurkhan eventually faced off against the defenders of Nuln led by the fearsome Theodore Bruckner,
Countess Emmanuelle von Liebwitz' champion and one of the most brutal and deadly warriors in the
Empire. In several confrontations, Imperial knights and infantrymen faced off against mighty Dolgan
Khans and Kurgan riders, but the Kurgan horde was eventually blunted at the Battle of Crow's Levee,
where the Imperial flank had held. When Theodore Bruckner and his party had fought their way to where
Tamurkhan and his greatest acolytes were tapping into the power of the Throne of Chaos, readying
themselves to unleash a plague of unholy stature and to enact the final steps that would grant Tamurkhan
the dark apotheosis he so craved. The body Tamurkhan had claimed in the Mountains of Mourn now
had the stigmata of Nurgle writ so clearly upon it that all who looked upon him that shared his faith
rededicated themselves afresh to their lord. Theodore Bruckner and his allies emerged into Tamurkhan's
sanctum and fought him there, with Theodore succeeding in striking down the Kurgan Zar, but this
proved a hallow victory. From the husk of his daemonic host, the grey, pale maggot that was
Tamurkhan's true form leapt out upon the screaming body of Theodore Bruckner, intent upon claiming
his mighty body in order to complete his apotheosis, though the maggot was foiled at the moment of
truth and destroyed, along with Theodore himself. With Tamurkhan's death, the final fate of the Kurgan
horde was sealed, and the Children of Nurgle were scattered and withered to filthy ribbons in the span
of a heartbeat.

The Kurgan tribes


The Kurgan are a race of nomadic people, constantly prowling the great Eastern Steppes in search of
food and tending their herds. They have no sense of a permanent home, for their theology holds that the
world is ever-changing, and so they are content to wander and live off their hard and bleak land. It is a
common mistake made by Old Worlders to lump all Kurgan into one group, which is perhaps
understandable as they are constantly on the move. In truth, the people known as "Kurgan" are in fact
divided into several independent tribes, much like the Norse. These tribes owe fealty not to any one
chieftain nor have any true concept of nationhood. They war with Kurgan and non-Kurgan alike, fighting
each other in savage wars, some nearly to the extinction of one side or the other. The Kurgan tribes must
fight a constant struggle against ferocious Norse raiders, bellicose Hung tribesmen and most of all,
against the merciless slavers of the Tong that dwell in the far north. This has hardened the Kurgan into
a race of born warriors, who would rather die than submit. Although there are countless tribes, the most
renowned amongst them are: The Khazags, the Dolgans, the Tahmak, the Tokmar, the Yusak, the Avags,
the Hastling, the Aghols and the Kul. The latter being the most powerful and feared of the great tribes.
In addition to these tribes, there exist a multitude of lesser clans and families; such as the Vaan, the
Muhak, the Gahhuks and yet others besides. Another major tribe in the region are the Kvelligs. But due
to their close blood ties to both Norse and Hung factions, their status as a truly Kurgan tribe is often put
into question.

The Kurgan organize themselves under chieftains known as Zars, perhaps in imitation of the Tzars of
Kislev, and share other characteristics with the Gospodars and Ungols. For instance, there is a distinct

14
linguistic similarity between many Kurgan dialects and Kislevarin. Furthermore, there exists a clear
kinship between the northerly Ungols and Gospodar tribes and the Kurgan Khazag and Ungol, with
many common traditions existing between the former and latter. The more northerly Kislevites bear a
great affinity with the Kurgan tribes, and see their more southerly kinsmen as somewhat weak and effete
for forsaking this kinship in favour of giving into what they see as "corruptive" Imperial influence. The
Kurgan possess a deep, spiritual and dynamic culture. They see the work of the Dark Gods in all things,
whom they perceive as the natural forces of the world who keep it in flux. All is in a state of evolution
and becoming. Thus, mutation is not an affliction to the Kurgan, but rather an evolution of divine will
made flesh. This belief draws many parallels with the Norscan belief, which holds that mutation is the
hand of the gods revealing to a man his true form and a mark of the gods' favour. Those afforded a
mutation are granted a special place within the tribe. In order to hasten these changes, some of the more
northerly Kurgan tribes bind the heads of their children so that they grow oddly, becoming elongated
and malformed. Since the body is seen as an instrument of divine will, the Kurgan place a great emphasis
on strength and the mastery of the physical form.

Religion
"A foul people, they prostrate themselves to the enemies of humanity."
—Reiholt Von Krishoff, Demilancer

The Kurgan venerate the Ruinous Powers, seeing those deities as aspects of the natural world. A strike
of lightning could be the will of Tchar and an outbreak of plague the blessing of Nieglin. Every stone,
every plant, even the clouds that float through the sky, all hold the secrets of the gods. No one Ruinous
Power holds more sway than the rest, and most tribes will venerate all four in a pantheon, or even uphold
a pair of them in some cases. The Kurgan tribes also venerate various other gods in addition to the
Ruinous Powers, such as spirits and daemons. Change is the most important theme in the Kurgan
pantheon. Some Kurgan tribes also worship, or at least acknowledge various Kislevite gods, such as
Ursun and Dazh.

War is a central component of Kurgan beliefs, for war brings about the greatest change of all -- death,
and death in battle is the greatest expression of divine glory. When the armies of Chaos gather in the
North, the Kurgan leave their herding grounds in force in order to take up arms alongside the swollen
hordes of daemons and mutants, much like the Norse and Hung with whom they share the North. The
Kurgan construct no shrines to the Chaos Gods, though they tend to raise Monoliths as the Norse and
Hung do. Whilst the Kurgan may not regularly raise shrines to their gods, they do claim certain sites as
sacred. Of these, many are the burial mounds of Scythian warrior-kings. One of the most significant of
the Kurgan holy sites is known as Chamon Dharek, or "place of gold and darkness", a site of great
wonder and secrets tended by a clan of reclusive sorcerers on behalf of all the Northern Tribes. It serves
as safe haven for the Kurgan, and lies northeast of the great city of Erengrad. Though it is a sacred place
to the Kurgan, many Norse tribes also make pilgrimages there, offering prayers and bloody sacrifices to
the Dark Gods amidst the bones of Kurgan kings. Out of all the races of the North, it is perhaps the
Kurgan who live most directly under the corrupting shadow of the Chaos Wastes, and are thus able to
immerse themselves freely in the foul blessing of mutation that afflicts all who dwell so deeply in the
North. As a result, the Kurgan feel as though they are the truest champions of the Dark Gods. Truly,
they are dutiful people, who give themselves most willingly to their gods no matter the cost to their
minds or sanity. It is also for this reason that the Kurgan fight terrible blood-feuds with the Norscan
tribes to the west, for the Norse too claim the honour of being the greatest of Chaos's servants. Of these
scuffles, it is the Norscans who most often emerge victorious, driving the horsemen back to their vast
empty quarters in the east.

15
The Kurgan worship the Dark Gods as others of their kind: Khorne is looked to for strength in battle.
Tzeentch is prayed to by sorcerers and shaman for aid with their spellcraft and to gain pre-eminence
over the warrior-kings who command the tribes. Slaanesh for fulsome feasting and fertilty. And Nurgle
that his gifts might be withheld. Of all the Dark Gods, it is Tzeentch, or Tchar the Eagle as he is known
amongst the Kurgan, that seems to hold the most sway over the hearts of the nomads. The Changer's
doctrines of mutability appeal greatly to the nomads. Life on the great steppe is ever changing and the
Kurgan know well that to bind themselves too closely to one particular way of life is to consign
themselves to doom, thus, change is what shall preserve the tribes and lead them to bloody victory over
their foes. The Kurgan venerate Tzeentch a sky god, believing the eternal blue sky to be a manifestation
of the mutable truth of the Changer of the Ways. After Tzeentch, the worship of various aspects of
Khorne is most popular amongst the Kurgan, for they are a warrior race and the simple, brutal strictures
of the Blood God dovetail neatly with a people whose lives are based around wandering, blood-sacrifice
and war.

As the gods are thought to be very active in the lives of the Kurgan, their shamans wield incredible
power and influence amongst the tribes. The shaman attach themselves to warlords who have attained
great success in battle, in a sense wedding themselves to a Zar. To gain the services of these dark
sorcerers is a sign of great prestige and honour amongst the Kurgan, for they are able to call upon unholy
sorcery to aid the warriors in battle, and conduct black rituals and cast powerful spells that are said to
gain favour with the gods, convincing them to crush the enemies of the tribe. Much like their Norse
counterparts, Kurgan tribes dedicated to Khorne have little love for magic, and hence slay shaman where
they find them. The Kurgan are not known to have Bloodfathers amongst their ranks as the Norse do.

Warfare
"There was so much killing and bloodletting that no one could number the dead. The Kurgan pillaged
the temples and shrines and slew the Priests and virgins. They so devastated this land that it will never
rise again as it was before..."
—Marcia Nassus, On the destruction of a city in the Border Princes.

The Kurgan as a people value but one virtue over all others: strength. A people of hardened warriors;
courage, skill and brawn are their celebrated traits. If anything, they are most notable for the
thoroughness with which they carry out the slaughter of their enemies. They butcher any and all who
dare to stand against them, and pursue those who flee like cowards to the ends of the earth. Those few
who survive a Kurgan attack have but a life of slavery and misery to look forward to, for the horsemen
are so dark of soul that compassion and mercy are entirely foreign to them. They are ruthless warriors,
who fight in no regular order of battle, but instead by being extremely swift and sudden in their
movements, they disperse and come together in loose array, wreaking havoc upon their foes by
hammering them into oblivion with hails of arrows, spreading havoc upon the battlefield. The Kurgan
are no less fearsome in close-quarters; for with their cruel axes and curved swords, they fling themselves
into the fray without regard for their own safety and strike with ferocity and savagery unmatched by the
men of the south. While the enemy is intent upon parrying the thrusts of their swords, the Kurgan will
ensnare them with chains, so that he is made defenseless and thus all the easier to kill. The Kurgan fight
primarily as horse-archers, and so they are some of the most mobile warriors in the Warhammer world.
The primary Kurgan melee weapon is the Pallazs; a straight-edged blade nearly six feet in length, a
blade easily swung from the back of a charging horse as it is on foot in the slog of melee, curved swords
are just as common; cruel, crook-bladed weapons wielded by Kurgan warriors with surpassing skill and
deadliness. It is in their mastery of the bow that the Kurgan are truly fearsome, however; their archery

16
unmatched by all save the elves and the Ungols. While in the saddle, they are invincible, unassailable.
Heavy arrows sail through the air on wings of death when the Kurgan attack, and no armour forged by
Men can defend against the sheer power of their draws which strike with such accuracy that fell their
targets then and there. Some Kurgan are so skilled that they can launch multiple arrows from their bows
with a single draw, and these are warriors to be reckoned with on the field of battle.

The Kurgan are led in battle by Zars, barbarian chieftains of untamed savagery and brawn. These tribal
warlords hold their position by dint of martial skill, their favour with the Dark Gods, and the allegiance
of their warriors. Much as in Norsca, the obeisance warriors pay to their chieftain forms the fabric of
society in the Eastern Steppes. Chieftains earn the loyalty of their warriors by gifting them with spoils
garnered from the battlefield, with the most successful fighters reaping the lion's share of the rewards.
When not raining arrows upon their foes from horseback, these warriors serve their tribe as hunters,
riding down cattle and wild anteloppe in order to feed the tribe. More often than not, Chaos Spawn and
other dangerous beasts are brought back to the tribal yurts for even greater feasts. Not only do these
efforts serve to provide sustenance to the nomads, but they also sharpen the warriors' skills for when
they are called by the Zar or Khan to ride with him into battle.
So insatiably warlike are the Kurgan that they see it as their very duty to wage war upon those they
perceive as lesser men. Regularly do bloodthirsty horse warriors thunder southwards to ravage the
Kislevite stanistas, wreaking indescribable havoc upon the hovels of Gospodar scum scattered in the
shadow of the mountain. Amongst themselves, the tribes are constantly locked in war. Raiding and
stealing cattle and women from each other until some other tribe returns the favour. Their western
holdings are threatened by the Sea Wolves of Norsca, particularly the Aesling and Vargs who are ever
thirsty for Kurgan blood. While the most favoured among them make the journey northward to the Chaos
Wastes to prove themselves as true warriors before the Gods.

17
Bestiary
Army special rules
Horselords: Mounted units with this rule may re-roll the distance of their pursuit rolls.
Feigned flight: When a mounted unit with this rule elects to flee as a charge reaction, and is still caught
by the charging enemy, it immediately turns to fight as if it had elected to hold.
Warring tribes: Units specific to a tribe may not be fielded alongside units from a different tribe unless
the general is a High Zar. If a unit belongs to or is limited to any tribe(s) there must be at least one
character of the same tribe present in the army.

Equipment
Composite bow: Bow, multiple shots (2). A composite bow does not suffer the normal -1 to hit modifier
for multiple shots.
Hooks and chains: May be used as a flail in close combat and a throwing axe in the shooting phase.
Hooks and chains may be used from the back of a war mammoth in close combat.
Chaos armour: This confers a 4+ armour save.
Torches: Throwing weapon, flaming missiles. Has a range of 6 inch, hits are resolved at strength 2. Hits
scored on a target building or other man-made structure comprised, at least partly, of wood will always
wound on a 4+ and set the target ablaze on a roll of a 6. A target ablaze will suffer an automatic wound
at the start of each player’s turn.

Titles of the Hunter


Waste roamer (10 pts): The death seeker is immune to panic, fear and terror.
Victim skinner (15 pts): The death seeker skins his victims after defeating them in a challenge; he
causes fear after winning a challenge.
Man hunter (15 pts): The death seeker seeks out mighty foes to challenge them to single combat.
Nominate an enemy character at the start of the battle, any unsaved wounds on this character caused by
the death seeker will be multiplied into two wounds.
Shadow stalker (15 pts): The death seeker has the uncanny ability to remain unseen until it is too late,
he may be hidden in a unit of blood hunters or tribal warriors before the start of the battle.
Heart eater (20 pts): The death seeker eats the hearts of noteworthy foes to gain their strength and
battle prowess and he is always looking for his next meal, he gains +1A during a challenge.
Mammoth trapper (20 pts): The death seeker is adept at setting large traps for his prey. Enemy units
charging the death seeker, or the unit he is with, deduct D3” from their charging distance
Beast master (25 pts): The death seeker is accompanied by a variety of beasts, trained to help him sniff
out and chase the enemy. The death seeker can see through wooded terrain features and automatically
inflicts D6 S3 hits on all enemy units fleeing from a combat in which he is involved.
Creature slayer (40 pts): The death seeker roams the wastes hunting and slaying all manner of
terrifying monsters; he has the killing blow rule against large targets.

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The tribes
Khazag
The Khazag were the first tribe to ride the mighty mammoths to war. And it could be said that
for a long time the entire Khazag culture was utterly devoted to these mighty beasts. For
thousands of years the Khazag have travelled from their tribal lands to raid and pillage the
weak southerners. Their tribal god Angkor, He who carries the world upon his back, was
enslaved by the ruinous powers in aeons past and ever since the Khazag have ridden at the
forefront of every substantial chaos incursion. The raw power of their mounts an awe-inspiring
sight, even amongst the bloodcurdling ranks of a horde of chaos.

Units 1 point/model: Units of the Khazag tribe are equipped with hooks and chains.

Character 25 points: An army general of the Khazag tribe mounted on a war mammoth
counts as a battle standard bearer for as long as the mammoth is alive. A death seeker of the
Khazag must take the title of mammoth trapper, but the charge reduction is increased to
D6”. A caster of the Khazag, with an active familiar, will count as stubborn. This affects
any unit he joins as well.

Dolgan

The Dolgans, known as an especially dour and unfriendly people even amongst the chaos-
touched tribes of the north, have traditionally followed the migrating herds of mammoths as
they wander the plains of the Eastern Steppes. Their nomadic existence often brings them into
contact with roving bands of hobgoblin raiders, sparking an enduring enmity towards the
goblinoid races. They ride under the infamous wolf banner, the name either a reference to the
snarling wolf head displayed on the actual banner or the pelts of slaughtered hobgoblin wolves
hanging from its pole. (once friendly with kislev ungols, tribe of Vrkas (united under strong
leadership) and Sayl (fractured, political intrigue)).

Units 15 points: Dolgan units may reroll failed psychology tests and hate goblinoids.

Character 20 points: A Dolgan character is immune to psychology and hates goblinoids. A


caster of the Dolgan, with an active familiar, gains the hatred rule. This affects any unit he
joins as well.

Tokmar

A Tokmar’s life is dedicated to pleasure in all its varied forms. The entire tribe is devoted to
the dark prince of the chaos gods, Slaanesh, although they revere him as Loesh the Serpent.
The Tokmar seek out the very depths of depravity in all aspects of life. And it is not unheard of,
for desperate farmers under threat of attack to kill their wives and children to spare them the
sights of a Tokmar raiding party feasting in the wake of a victory. Very rarely one of the most
depraved pleasure cults is gifted a rare great serpent, the personification of Loesh’s sinuous
body and poisonous character. These giant snakes are milked by beautiful handpicked slave
girls, their laborious work producing a viscous black liquid which causes violent and ecstatic
seizures to whomever comes into contact with it.

Units 20 points: The Tokmar coat their weapons with venom giving them poisonous attacks
in close combat.

19
Character 20 points: A Tokmar character coats its weapons with venom, he has poisoned
attacks. A caster of the Tokmar may swap one of his spells for the Fangs of the serpent-
spell. With an active familiar, he adds +1 to his casting roll for this spell,

Aghols

The Aghols to a man have sworn fealty to Slaanesh. Their warriors rejoicing in his name by
mirroring the divine aesthetics of their patron’s unnatural speed and grace. Similar to the
Tokmar, they worship him in the guise of Loesh. And after a particularly sadistic display on the
battlefield, they are sometimes endowed with the appearance of a great serpent. These
coldhearted creatures are kept in large sacrificial pits and often provide an ironically merciful
death for captives, when their masters have finally grown weary of the playthings’ cries of pain.

Units 20 points: Aghols warriors practice tirelessly to emulate the speed and grace of their
god. They always strike first with a one-handed weapon.

Character 20 points: An Aghols character has the always strike first rule. A caster of the
Aghols, with an active familiar, adds D3” to his charge range. This affects any unit he joins
as well.

Kul

Some of the greatest champions of chaos to ever emerge from the Kurgan have belonged to the
Kul tribe. Foremost among them, Asavar Kul, perhaps the greatest Kurgan to have ever lived,
he who laid waste to the Kislevite cities of Praag and Erengrad in the Great Chaos Incursion
and was only defeated at the siege of Kislev by a combined force of dwarfs, elves and men under
the command of Magnus the Pious. The Kul’s current zar is the infamous Vardek Crom the
Conqueror, the herald of Archaon, the lord of the End Times himself, a fact which has ensured
the preeminence of the Kul over the other tribes of the Kurgan for the last two centuries.

Units 30 points: Chaos knights/warriors only. The chaos warriors of the Kul tribe have a
reputation for their iron-willed stubbornness, they are immune to psychology.

Character 60 points: An army with a general of the Kul, provided he is a zar or high zar,
may field chaos warriors as core choices and chaos knights as a special choice, he must
wear chaos armour. A death seeker of the Kul is immune to psychology and issues
challenges that cannot be refused. A caster of the Kul is immune to psychology and may
swap one of his spells for the Morrslieb’s baleful gaze-spell. With an active familiar, he
adds +1 to his casting roll for this spell. The caster, and any unit he joins, is immune to the
effects of this spell.

Vaan

The Vaan are willing followers of the Blood god. They are brutish warriors, each of them
ceremoniously adorned with the skulls of their slain foes and a wild variety of ornate bronze-
cast Khornate runes on their iron suits of armour. In battle the Vaan have no equal, their rage
is tempered by a keen tactical insight and their reputation for both martial prowess and crazed
bloodlust are often cause enough for most tribes to avoid them entirely. More recently the Vaan
have started enslaving a number of goblin tribes, forcing them to labor in their extensive
network of ore mines and ensuring a steady supply of valuable armaments.

20
Units 30 points: Chaos knights/warriors only. The Vaan are warriors of Khorne, they are
subject to frenzy.

Character 40 points: A Vaan character is a champion of Khorne, he is subject to frenzy. If


he is the general, the army may field chaos warriors as core choices. A caster can never
belong to the Vaan tribe.

Muhak

The Muhak are vicious cannibals imbued with an immense strength owing to deformed growths
of mutated muscle, crisscrossing their already heavily muscled frame. Somewhat
uncharacteristically amongst the Kurgan, and some say due to their grotesque size, the Muhak
do not keep horses and almost invariable travel and battle on foot. A Muhak warrior is a
monstrous adversary, they proudly wear the torn faces of honored foes as tokens of power and
are not above stealing women and children for their tribal meat feasts, making them one of the
most feared and degenerate tribes roaming the Eastern steppes.

Units 1 point/model: Models on foot only. A Muhak warrior may replace his regular hand
weapon with a club. They are subject to the mutated sinew rule. Degenerates receive +1I.

Character 30 points: Models on foot only. A Muhak death seeker, zar or high zar must
always be equipped with a great weapon. He ignores the always strike last rule. If the
general belongs to the Muhak tribe, that army may field 3 chaos spawns for every one rare
choice but no mounted units. A death seeker of the Muhak must take the title of victim
skinner, but he will cause terror after winning a challenge instead. A caster of the Muhak,
with an active familiar, inflicts D3 S5 hits at the start of each combat phase, instead of the
usual one.

Tahmak

Residing closest to the hellish nightmare of the Chaos Wastes, the Tahmak are known for their
horrendous mutations, the sight of which is enough to turn the stomach of the most grizzled
warriors. Universally grotesque, the Tahmak consider a lack of malformities as an affront to
the gods, and they gleefully despoil anything considered beautiful by normal men. Be it a clean-
limbed maiden fair or a luxurious ornate palace, they are ravaged with equal zeal by a Tahmak
warrior. Their unnatural, almost jubilant, attraction to the vile and abhorrent has not gone
unnoticed, as the tribe has earned the favor of Father Nurgle. The Tahmak know him as Nieglin,
the Crow god, and large war bands are often seen accompanied by flocks of diseased carrion
birds, their phlegm-ridden caws the first sign of attack for the Tahmaks’ unwitting victims.

Units 30 points: Any enemy unit targeting Tahmak tribesman is at -1 to hit for shooting
attacks and -1 Ws when in base contact.

Character 40 points: A Tahmak character has an additional wound and causes fear. A caster
of the Tahmak may swap one of his spells for the Vermin bile-spell. With an active familiar,
he adds +1 to his casting roll for this spell,

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Hastling

Amongst the Kurgan, despite the overt depravity of the Tokmar; the grotesque appearance of
the Tahmak; the cannibalistic rituals of the Muhak; and a dozen other smaller but equally
horrifying clans, there is no tribe more despised and hated than the Hastling. This sentiment is
entirely driven by the Hastling’s cruel hunting practices. They are unparalleled hunters of men,
often riding many hundreds of leagues to avoid losing sight of their quarry once they start
giving chase. When they do finally succeed in cornering their prey, they prefer to pick at them
from afar with wickedly barbed arrows designed to tear flesh and spill their victims’ blood.
This drives the Hastling steeds into a terrible frenzy, as it is custom amongst the tribe to feed
their horses a steady diet of fresh blood. In times of great wars the Hastling are welcome
additions to an aspiring conqueror’s army, but in times of relative peace the Hastling turn their
attention back towards their neighbors, for none are save from their tireless hunt. Many a
Kurgan has seen their life end on the plains, their body beset by exhaustion due to extreme
blood loss and the whistling sound of black-fletched arrows in their ears.

Units 15 points: Mounted models only. The Hastling shoot barbed arrows with the armour
piercing rule.

Character 30 points: Mounted models only. A Hastling death seeker, zar or high zar is
equipped with a composite bow, shooting arrows with armour piercing. He has the multiple
shots (3x) rule. A death seeker of the Hastling must be mounted on a steppe horse (+10 pts),
and he loses his scouts rule. He cannot take the title of shadow stalker. A caster of the
Hastling, with an active familiar, may inflict one S5 hit, distributed like shooting, at 12”
range during each friendly shooting phase. Any unit joined by the caster adds +1 to hit to
its shooting attacks.

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Avags

The Avags are something of a peculiarity among the varied tribes of the Kurgan. They have
close ties of blood with some of the more vicious Hung tribes to the east and they have
accompanied their incursions across the Great Bastion protecting the lands of Cathay, on
numerous occasions. More successful invasions often turn into yearlong forays behind the
formidable chain of fortresses. It is said that on one of these extended raids, the zar of the Avags
was captured by an imperial army.

Bartered off as a slave, his impressive feats in the fighting pits of the seedy underbelly of
Cathayan society soon brought him to the attention of a corrupt official, named Mei Do.

Employing the giant Kurgan as an enforcer to harass and intimidate his political allies, Mei
Do eventually rewarded him with an officer’s rank, when the ruthless official won the coveted
post of governor after his opponent was found brutally beaten to death and nailed to the door
of his own stately manor. Excelling in his new position of authority as an officer under Mei
Do’s protection, the silent but skilled Kurgan proved an able and trusted commander. He
remodeled the light cavalry to more closely resemble the Kurgan way of fighting, and soon
mastered the more advanced tactics available to a Cathayan officer. With their traditional
strategy of massed infantry hopelessly outclassed by the lighting-fast attacks of the Kurgan’s
mounted archer regiments, other provinces soon learned to stop contesting the brazen claims
to mining rights and other similar border disputes engineered by Mei Do.

Despite his many accomplishments, the Kurgan still yearned for the endless steppes of his
homeland and in his heart he never faltered in his devotion to the dark gods of his people. After
many years of furthering the governor’s schemes, an opportunity finally arose for him to
reverse his fate. The corrupt Mei Do, growing ever greedier, halved the soldiers’ rations and
pay, using the money to fund various vanity projects and lavishly decadent parties thrown in
his honor, while the army and the general populace suffered under a lengthy drought. Seeing
his chance, the former zar of the Avags led a violent military coup, executing Mei Do and two
out of every three bureaucrats in the province and brutally asserting his rule over the rest.
Though victorious, the Kurgan knew he could not face the full might of the Cathayan emperor’s
armies seeking retribution for his insolent revolt. Convincing his most loyal soldiers to
accompany him, he set out to rejoin his former tribe. After briefly occupying one of the
fortresses of the Great Bastion and fighting of an imperial army giving pursuit, the Kurgan
succeeded in tracking down the Avags.

He was not greeted kindly upon his return. Dressed in the stately garb of an imperial officer,
he was spat at and ridiculed by his former brothers-in-arms. A hundred arrows pointing at him,
the grim Kurgan proclaimed his challenge to the current zar. The new zar, a towering
musclebound man with shaggy wild hair and a murderous glint in his one remaining eye, roared
with laughter at this foppish dandy challenging him to a duel. Unsheathing his axe, he
unleashed a powerful blow at the Kurgan’s head. Effortlessly sidestepping the swing, the
Kurgan pierced the zar’s throat with a contemptuous flick of his wrist. The Avags, maddened
by the death of their zar, would have shot him down then and there, if it were not for the blaring
horns heralding an enemy attack. A Cathayan army had risked the perils of the steppes to exact
their revenge on the Kurgan, and the Avags were now in danger of total annihilation.
Clamoring for leadership, the Avags only hesitated momentarily when the Kurgan started
shouting orders. Rallying the scattered horseman, the Kurgan fought an exhausting battle,
continually harassing the Cathayan battle-lines and retreating each time they sought to give

23
chase. In the end, the Avags were triumphant and the Kurgan was once again crowned the zar
of his people.

Three-hundred years later, the Avags still benefit from the legacy of this nameless zar, his
legend serving as an inspiration and continuing source of pride for the tribe. Their warriors
are respected as the most accomplished horse archers amongst the Kurgan people, and to this
day a keen student of Cathayan strategy would be able to recognize his craft in some of the
Avags’ more inventive battle tactics.

Units 15 points: Mounted models only. The horsemen of the Avags do not suffer a -1 to hit
for moving and shooting.

Character 20 points: Mounted models only. An Avags death seeker, zar or high zar is
equipped with a composite bow, they may target characters in units but still suffer a -1
modifier when targeting individual man-sized models. They do not however suffer a -1 to
hit for moving and shooting. A death seeker of the Avags must be mounted on a steppe
horse (+10 pts), and he loses his scouts rule. He cannot take the title of shadow stalker. A
caster of the Avags, with an active familiar, may inflict one S3 hit, distributed like shooting,
at 24” range during each friendly shooting phase. Any unit joined by the caster adds +1 to
hit to its shooting attacks.

Yusak

It is the sorcerer-god Tzeentch who is honored most amongst the tribes of the Eastern steppes,
as the mutability of life is a concept well-understood by the nomadic Kurgan. To them,
Tzeentch is the god of the endless sky and consequently he is venerated as Tchar, the Eagle. It
is said that with each sunrise Tchar flies out across the steppes, severing and reweaving the
threads of fate with every beat of his mighty wings. It is also whispered that in his great shadow,
the children of the Eagle are blessed with the most glorious of gifts.

Though almost all Kurgan tribes revere Tchar in one form or another, there are none more
devoted to this aspect of the Changer of ways than the Yusak. (always on the move, cast of
sorcerers)

Units 15 points: Mounted models and chariots only. Yusak units are subject to a 6+ ward
save, increased to 5+ on the turn they charge. A unit loses this ward save for the remainder
of the battle when it is defeated in combat.

Character 10 points: Mounted and chariot-riding models only. A Yusak character has a 6+
ward save and can be upgraded to a wizard for +40 points per level, up to level 2 for a zar
or death seeker and level 4 for a high zar. They may use the lore of the Endless sky, death,
fire, shadow or heavens. A death seeker of the Yusak must be mounted on a steppe horse
(+10 pts), and he loses his scouts rule. He cannot take the title of shadow stalker, and he
may only use the lore of the beasts if he is upgraded to a wizard. A seer or tribal shaman of
the Yusak may swap one of his spells for the Coruscating bolt-spell. With an active familiar,
he adds +1 to his casting roll for this spell,

24
Gahhuks

The Gahhuks are comprised exclusively of master horsemen, feared not only for the swiftness
of their steeds but also the ferocious brutality of their raids. In utter contempt for their own
mortality, they refuse to wear any armour to battle, hoping to better attract the gaze of the gods
with their wild abandon. To be accepted as a warrior of the tribe means participating in an
infamous and grisly death-cult. To cement his loyalty to the tribe a young Gahhuk is forced to
slay one of his own kinsmen, ceremoniously flaying the skin to be worn upon the victorious
youngster’s back. It is not uncommon to see Gahhuk warriors covered in elaborate tattoos,
each swirl and harsh stroke a record of some dark and abhorrent deed.

Units 25 points: Mounted models only. Gahhuk horsemen wear no armour, they may reroll
failed rolls to hit in combat.

Character 25 points: Mounted and chariot-riding models only. A Gahhuk death seeker, zar
or high zar wears no armour, they may reroll failed rolls to hit in combat. A death seeker of
the Gahhuks must be mounted on a steppe horse (+10 pts), and he loses his scouts rule. He
cannot take the title of shadow stalker. A caster of the Gahhuks, with an active familiar, will
cause fear.

25
Mustering an army
Lords
High Zar: (180 points)
M Ws Bs S T W I A Ld
High Zar 4 7 5 5 5 3 7 5 9
Equipment: Hand weapon
Special rules: Horselords
Options:
May be equipped with one of the following weapons:
Great weapon +12 pts
Additional hand weapon +8 pts
Flail +8 pts
Halberd +8 pts
May wear chaos armour +20 pts
May wear a shield +10 pts
May ride one of the following mounts:
Steppe horse +12 pts
Barbed chaos steed +24 pts
Daemonic mount +50 pts
Chimera +240 pts
Chaos dragon +360 pts
Eastern steppes chariot replacing one of the crew +80 pts
May take magic items up to a total of 100 pts
The character may belong to a specific tribe gaining the warring tribes rule no points limit

Tribal shaman: (165 points)


M Ws Bs S T W I A Ld
Shaman 4 3 3 3 4 3 3 1 8
Equipment: Hand weapon
Special rules: Lvl3 wizard who uses the lore of the Endless sky, death, fire, shadow, beasts or heavens
Options:
Lvl4 +35 pts
May ride a steppe horse +12 pts
May ride a disc of Tzeentch +20 pts
May take magic items up to a total of 100 pts
The character may belong to a specific tribe gaining the warring tribes rule no points limit

26
Mounts
Disc of Tzeentch: 20 pts
M Ws Bs S T W I A Ld
Disc 1 3 0 3 3 1 4 1 7
Equipment: Serrated shark-like teeth (hand weapon)
Special rules: Fear, flaming attacks, fly
Tribes: All

Daemonic mount: 50 pts


M Ws Bs S T W I A Ld
Daemonic mount 8 4 0 5 5 1 3 2 8
Equipment: Iron shod hooves (hand weapon)
Special rules: Fear
Tribes: All

Chimera: 240 pts


M Ws Bs S T W I A Ld
Chimera 6 4 0 6 5 4 2 6 5
Equipment: Claws, horns, teeth and venomous tail (hand weapon)
Special rules: Poisoned attacks, breath weapon (S4), scaly skin (4+), fly, large target, terror
Tribes: All

Chaos dragon: 360 pts


M Ws Bs S T W I A Ld
Chaos dragon 6 6 0 6 6 6 3 6 8
Equipment: Claws, horns, teeth and venomous tail (hand weapon)
Special rules: Breath weapons (S4, and S2 with a -3 armour modifier), scaly skin (3+), fly, large
target, terror
Tribes: All

27
Heroes
Zar: (95 points)
M Ws Bs S T W I A Ld
Zar 4 6 4 5 4 2 6 4 8
Equipment: Hand weapon
Special rules: Horselords
Options:
May be equipped with one of the following weapons:
Great weapon +8 pts
Additional hand weapon +4 pts
Flail +4 pts
Halberd +4 pts
May wear chaos armour +10 pts
May wear a shield +5 pts
May ride one of the following mounts:
Steppe horse +10 pts
Barbed chaos steed +16 pts
Daemonic mount +50 pts
Eastern steppes chariot replacing one of the crew +80 pts
May take magic items up to a total of 50 pts
Battle standard bearer +25 pts
May carry any magic banner (can’t carry other magic items or be the army general)
The character may belong to a specific tribe gaining the warring tribes rule no points limit

Scythian death seeker: (120 points)


M Ws Bs S T W I A Ld
Death seeker 4 5 4 5 4 2 5 4 8
Equipment: Great axe (great weapon), light armour
Special rules: Blood hunt (hatred, a huntmaster or death seeker must always issue challenges, each
won challenge adds +1 to any following combat resolution they are involved in), barbarous (cannot
be the army general), killing blow, scouts
Options:
May be equipped with either:
Torches +1 pt
Throwing axes +2 pts
May wear either:
Heavy armour +6 pts
Chaos armour +10 pts
May take titles of the hunter up to a total of 50 pts
The character may belong to a specific tribe gaining the warring tribes rule no points limit

28
Bloodfather (0-1): (85 points)
M Ws Bs S T W I A Ld
Bloodfather 4 S 3 4 4 2 5 2 8
Equipment: Hand weapon
Special rules: Warrior-priest of Khorne (a bloodfather always counts as having a higher weapon
skill then models fighting him, he adds two dispel dice to the dispel pool and cannot be the army
general), visions of bloodshed (the bloodfather and any unit he joins are subject to frenzy)
Options:
May be equipped with one of the following weapons:
Great weapon +8 pts
Additional hand weapon +4 pts
Flail +4 pts
May wear either:
Light armour +3 pts
Heavy armour +6 pts
Chaos armour +10 pts
May ride a steppe horse +10 pts
May wear a collar of Khorne (magic res (2), 6+ ward save) +25 pts

Seer: (65 points)


M Ws Bs S T W I A Ld
Seer 4 3 3 3 3 2 3 1 7
Equipment: Hand weapon
Special rules: Lvl1 wizard who uses the lore of the Endless sky, shadow, beasts or heavens
Options:
Lvl2 +35 pts
May ride a steppe horse +10 pts
May take magic items up to a total of 50 pts
The character may belong to a specific tribe gaining the warring tribes rule no points limit

29
Core units
Tribal warriors 10+: (4 points/model)
M Ws Bs S T W I A Ld
Warrior 4 4 3 3 3 1 4 1 7
Champion 4 4 3 3 3 1 4 2 7
Equipment: Hand weapon
Special rules: None
Options:
May be equipped with any of the following:
Shields +1 pt/model
Light armour +1 pt/model
Flails +1 pt/model
Great weapons +1 pt/model
Upgrade one warrior to musician +4 pts
Upgrade one warrior to standard bearer +8 pts
Upgrade one warrior to a champion +8 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All

Steppe bowmen 10+: (8 points/model)


M Ws Bs S T W I A Ld
Bowmen 4 3 3 3 3 1 4 1 7
Hunter 4 3 4 3 3 1 4 1 7
Equipment: Hand weapon, composite bow
Special rules: None
Options:
May be equipped with any of the following:
Shields +1 pt/model
Light armour +1 pt/model
Wicker mantlets (soft cover) +1 pt/model
Braziers (flaming shooting) +1 pt/model
Upgrade one bowmen to a hunter +5 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All

Degenerates 10+: (8 points/model)


M Ws Bs S T W I A Ld
Degenerate 4 3 2 4 4 1 3 1 7
Headbreaker 4 3 2 4 4 1 3 2 7
Equipment: Clubs (Hand weapon)
Special rules: Mutated sinew (the unit may use their clubs as a two-handed weapon striking last in
combat but gaining +1S), skirmishers, warring tribes
Options:
Upgrade one degenerate to a headbreaker +8 pts
The entire unit may belong to a specific tribe no points limit
Tribes: Muhak, Tahmak

War hounds* 5+: (5 points/model)


M Ws Bs S T W I A Ld
War hound 7 4 0 3 3 1 3 1 5
Equipment: Slavering jaws (hand weapon)
Tribes: All
*Does not count towards the minimum number of core units

30
Kurgan horsemen 5+: (16 points/model)
M Ws Bs S T W I A Ld
Horsemen 4 4 3 3 3 1 4 1 7
Champion 4 4 3 3 3 1 4 2 7
Steppe horse 8 3 0 3 3 1 3 1 5
Equipment: Hand weapon, composite bow
Special rules: Horselords, feigned flight, fast cavalry
Options:
May be equipped with light armour +1 pt/model
May wear shields* +1 pt/model
May be equipped with spears +1pt/model
Upgrade one horsemen to a musician +4 pts
Upgrade one horsemen to a standard bearer +8 pts
Upgrade one horsemen to a champion +8 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All
*A unit equipped with both light armour and shields will cease to be fast cavalry

Pillagers 5+: (16 pts/model)


M Ws Bs S T W I A Ld
Pillager 4 4 3 3 3 1 4 1 7
Despoiler 4 4 3 3 3 1 4 2 7
Steppe horse 8 3 0 3 3 1 3 1 5
Equipment: Flail, hand weapon, light armour
Special rules: Horselords, feigned flight, raiders (pillagers gain an additional +1 to their combat
resolution when attacking from the flank or rear), fast cavalry
Options:
May be equipped with either:
Torches +1 pt/model
Throwing axes +2 pts/model
May wear shields* +1 pt/model
Upgrade one pillager to a musician +4 pts
Upgrade one pillager to a standard bearer +8 pts
Upgrade one pillager to a despoiler +8 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All
*A unit equipped with both light armour and shields will cease to be fast cavalry

31
Special units
Chaos warriors 10+: (15 points/model)
M Ws Bs S T W I A Ld
Chaos warrior 4 5 3 4 4 1 5 2 8
Champion 4 5 3 4 4 1 5 3 8
Equipment: Hand weapon, chaos armour
Options:
Shields +1 pt/model
Additional hand weapons +1 pt/model
Great weapons +2 pt/model
Halberds +1 pt/model
Upgrade one warrior to a musician +6 pts
Upgrade one warrior to a standard bearer +12 pts
He may carry a magic standard worth up to 50 pts
Upgrade one warrior to a champion +12 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All

Scythian hunters 10+: (15 points/model)


M Ws Bs S T W I A Ld
Hunter 4 4 3 4 4 1 4 2 8
Huntmaster 4 4 3 4 4 1 4 3 8
Equipment: Great axes (great weapon), light armour
Special rules: Blood hunt (hatred, a huntmaster or death seeker must always issue challenges, each
won challenge adds +1 to any following combat resolution they are involved in), killing blow,
skirmishers, scouts
Options:
May be equipped with either:
Torches +1 pt/model
Throwing axes +2 pts/model
Upgrade one hunter to a huntmaster +12 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All

Damned souls (0-1) 10+: (12 points/model)


M Ws Bs S T W I A Ld
Damned soul 4 4 3 4 3 1 4 1 10
Soulless 4 4 3 4 3 1 4 2 10
Equipment: Hand weapon, shield, chaos armour
Special rules: Cursed treasure of Chamon Dharek (damned souls are subject to the unbreakable and
frenzy rule, they never lose their frenzy and cannot be joined by characters)
Options:
Upgrade one damned soul to a musician +6 pts
Upgrade one damned soul to a standard bearer +12 pts
Upgrade one damned soul to a soulless +12 pts
Tribes: All

32
Devil rider cavalry 5+: (24 points)
M Ws Bs S T W I A Ld
Devil rider 4 5 3 4 3 1 5 2 8
Daemon face 4 5 3 4 3 1 5 3 8
Steppe horse 8 3 0 3 3 1 3 1 5
Equipment: Two hand weapons, light armour
Special rules: Horselords, feigned flight, sword dance (+1A for two hand weapons on horseback in
the first turn of combat), fast cavalry, warring tribes
Options:
Upgrade one rider to a musician +9 pts
Upgrade one rider to a standard bearer +18 pts
Upgrade one rider to a daemon face +18 pts
The entire unit may belong to a specific tribe no points limit
Tribes: Yusak, Gahhuks

Stravar horse archers 5+: (24 points)


M Ws Bs S T W I A Ld
Stravar archer 4 4 4 3 3 1 4 1 8
Dead eye 4 4 5 3 3 1 4 1 8
Steppe horse 8 3 0 3 3 1 3 1 5
Equipment: Hand weapon, composite bow
Special rules: Horselords, feigned flight, wings of death (multiple shots (3x) unless the unit marched
that turn), fast cavalry, warring tribes
Options:
Upgrade one archer to a dead eye +18 pts
The entire unit may belong to a specific tribe no points limit
Tribes: Hastling, Avags

Eastern steppes chariot: (100 points)


M Ws Bs S T W I A Ld
Kurgan 4 4 3 3 3 1 4 1 8
Chariot - - - 5 5 4 - - -
Steppe horse 8 3 0 3 3 1 3 1 5
Crew: 2 charioteers Drawn by: 2 steppe horses
Equipment: Flails, scythes, 5+ armour save
Special rules: Horselords, chariot
Options:
The chariot may belong to a specific tribe gaining the warring tribes rule no points limit
Tribes: All

Horsemen of Ruin (0-1) 3+: (60 points/model)


M Ws Bs S T W I A Ld
Horsemen 4 5 3 4 4 1 4 2 8
Apocalypse rider 4 5 3 4 4 1 4 3 8
Thunder horse 8 4 0 5 5 3 3 2 8
Equipment: Great axes (great weapon), light armour
Special rules: Horselords, daemonic steeds (6+ WS, ethereal for the purpose of movement), fear
Options:
Upgrade one rider to a musician +10 pts
Upgrade one rider to a standard bearer +20 pts
He may carry a magic standard worth up to 50 pts
Upgrade one rider to an apocalypse rider +20 pts
Tribes: All

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Rare units
Chaos knights 5+: (40 points/model)
M Ws Bs S T W I A Ld
Knight 4 5 3 4 4 1 5 2 8
Champion 4 5 3 4 4 1 5 3 8
Chaos steed 8 3 0 4 3 1 3 1 5
Equipment: Ensorcelled hand weapons, chaos armour, shield, barded chaos steed
Special rules: Horselords, fear
Options:
Ensorcelled hand weapons may be replaced with lances +5 pts/model
Upgrade one knight to a musician +10 pts
Upgrade one knight to a standard bearer +20 pts
He may carry a magic standard worth up to 50 pts
Upgrade one knight to a champion +20 pts
The entire unit may belong to a specific tribe gaining the warring tribes rule
Tribes: All

Chaos spawn*: (55 points)


M Ws Bs S T W I A Ld
Chaos spawn 2D6 3 0 4 5 3 2 D6+1 10
Equipment: Flailing appendages (hand weapon)
Special rules: Fear, compulsory movement, unbreakable
Tribes: All
*Up to two spawns may be taken as a single rare choice

Great serpent (0-1): (150 points)


M Ws Bs S T W I A Ld
Great serpent 9 4 0 5 5 4 6 4 7
Equipment: Poisonous fangs (hand weapon)
Special rules: Favor of Loesh (units of the Tokmar or Aghols tribe gain hatred if a great serpent dies),
poisoned attacks, always strike first, coldblooded, scaly skin save (4+), large target, terror,
warring tribes
Tribes: Tokmar, Aghols

Turul: (175 points)


M Ws Bs S T W I A Ld
Turul 5 5 0 5 5 4 5 4 7
Equipment: Powerful talons and razor sharp beak (hand weapon)
Special rules: Sky herald (immune to lightning-based attacks, friendly units who have a clear line of
sight to a turul may reroll failed panic tests), fly, large target, terror
Tribes: All

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War mammoth: (500 points)
M Ws Bs S T W I A Ld
War mammoth 8 3 1 10 7 10 1 S 5
Equipment: Massive feet and tusks (hand weapon), light armour
Special rules: Howdah*, large target, terror, immune to psychology, 5+ armour save, warring
tribes
Mammoth special attacks (roll at the start of each turn of combat):
Attacking large targets: 1-2: Butt, 2-5: Gore, 6: Bellow
Attacking anything else: 1-2: Trample, 3-4: Stomp, 5: Bellow, 6: Pick up and...
• Trample: D6 for each rank of the target unit hits at strength 10.
• Butt: Inflicts one automatic hit against a chosen model in base contact, causing D3 hits at S10.
These hit have the multiple wounds rule (D3).
• Gore: The mammoth receives D6 attacks with the heroic killing blow rule.
• Bellow: The mammoth automatically wins the combat with +1 combat resolution.
• Stomp: The mammoth automatically strikes last but causes 4D6 S10 hits to a unit in base contact.
• Pick up and (roll a D6, the target may immediately make an attack to try and fend off the truck):
(1) Thrown back into combat. Throw back in combat causing 2D6 S4 hits on the unit, the victim
is removed as a casualty.
(2) Hurl. The model is thrown at a randomly determined enemy unit within 18 inch, these count
towards the mammoth’s combat results.
(3) Eat. The model is eaten and removed from the game, the mammoth regains one wound
previously lost and may pick another victim (roll again).
(4) Flail wildly. All units (friend and foe) within 2D6 inch suffer D6 S6 hits, the victim suffers a
S10 hit for each affected unit. All wounds count towards the mammoth’s combat results.
(5) Thrown into the air and swat. Place the small template within 4D6 inch and scatter it D6 inch.
Any models touched by the template suffer a S4 hit. The victim then suffers 2D6 wounds with no
armour saves allowed.
(6) Squash and pick another. The model is removed as a casualty and the mammoth may pick
another victim (roll again).
The war mammoth must be ridden by an infantry unit (max.20) and/or character (max.1) from the
Khazag or Dolgan tribe. These may be equipped with hooks and chains +1 pt/model.
Tribes: Khazag, Dolgan
*Up to 10 models may use hooks and chains to attack units in close combat with the Mammoth. Whilst
in the howdah, the unit counts as skirmishers for the purposes of resolving combat. If the Mammoth is
killed the surviving models must spend their next turn reforming. Any characters or units can mount or
dismount from the Mammoth, but it must remain stationary for the entire turn, and they can do nothing
else during that turn. Whilst mounting, put the unit in base contact with the Mammoth model, as if
reforming. A character may dismount to take part in a challenge, and may automatically remount if he
survives. The howdah can be targeted by missile fire separately from the Mammoth and counts as hard
cover for those in it. All attacks against the Mammoth and its riders must be resolved against the
Mammoth, except for flying models which can target either the riders or the Mammoth itself. The
Mammoth is so tall that troops in the howdah can use it as a siege tower.

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The lore of the Endless Sky

1 Summon A familiar is summoned by the caster to protect him in the din of battle. The caster 4+
familiar discounts the next wound he suffers. Attacks with killing blow or the multiple
wounds rule will never cause more than a single wound. A caster may never have
more than one familiar active at any time. As long as the familiar is alive, it will
inflict one S5 hit at the start of each close combat round to a target enemy in base
contact to the caster.
2 Vermin bile The caster may make a S2 breath weapon attack with no armour saves allowed. 6+
3 Fangs of the All shooting from the affected unit will count as poisoned shots until the start of 7+
Serpent the caster’s next magic phase. These count as magical attacks.
4 Coruscating This spell can be cast on any model on the tabletop. If successful, the model takes 9+
bolt a S4 hit with no armour saves allowed. Each model in base contact to the affected
target suffers a S3 hit with a -2 modifier to their armour save.
5 Morrslieb’s Place the large template anywhere on the tabletop within sight of the caster and 10+
baleful gaze roll the scatter dice as if firing a mortar. All units touched by the template suffer a
-1 reduction to their Ld and must reroll successful psychology tests until the start
of the caster’s next magic phase. If a misfire is rolled, the spell affects the entire
battlefield instead.
6 Soul of Each unit (friend or foe) within 12 inch of the caster takes 2D6 S6 hits. If the caster 11+
Chaos is accompanied by a unit, they are immediately killed and removed from play. This
will not cause a panic test for the caster, though other friendly units are affected as
normal. This spell has no effect on daemons or units/characters riding daemonic
steeds.

36
Warchest: magic items
Magic Weapons
Gorefeaster: 75 pts. A character wielding the Gorefeaster gains D6 extra attacks in close combat plus
one permanent extra attack for every won combat involving the bearer. If the character, or the unit he is
with, is defeated in combat, the blade devours its master. The character is immediately removed from
play, this does not count towards combat resolution.
Fire Lance of the Ancient Hyperboreans: 60 pts. Lance. Hits caused by the Fire Lance always wound
on the roll of a 2 or higher and count as flaming attacks.
Shimmering Glaive: 55pts. Halberd. Wounds caused by this weapon ignore ward saves.
Kit’e, the Jade Ji: 50 pts. many masters, inherited a portion of each wielder’s strength and battle
prowess. Adds +2 Ws, +2I and +2S to the bearer.
Sword of Havoc: 50 pts. Let slip the sword of Havoc. Each successful wound caused by this sword will
count double when calculating combat resolution.
Rune-etched Basterd Sword: 45 pts. +1S. Any model suffering a hit from this sword will lose any
weapon bonuses for the rest of the game. Magical weapons are destroyed on a 4+, roll separately for
each hit.
War-scythe of Ruin: 45 pts. Once the war-scythe is sated with the blood of 5 models the bearer receives
+1A, after having slain 10 models, the bearer gains the fly rule. After killing 15 models, the bearer also
becomes ethereal. Units caught after fleeing do not count.
Urdor’s Black Hatchet: 35 pts. Models wounded by the hatchet must pass a toughness test or suffer
an additional wound.
Thirteenth Blade: 25 pts. During a challenge, at the start of each combat phase, both combatants are
forced to pass an initiative test or suffer an automatic wound with no saves of any kind allowed.
Serpent’s Kiss: 20 pts. Composite bow. Shooting attacks with this bow have the poisoned rule (5+).
Feathered Spiritbow: 20 pts. Composite bow. The spiritbow will always hit on a 2+.
Snaketooth Dagger: 20 pts. Tokmar tribe only. Successful poisoned attacks are multiplied into two
wounds after saves.

Magic Armour
Armour of Zhurkar, the cursed king: 80 pts. Chaos armour. The wearer may reroll failed armour
saves. In addition, the armour also confers magic res (3).
Sanguine Mail of Brax the Destroyer: 40 pts. Vaan tribe only. Chaos armour. Successful rolls to
wound against the wearer of the sanguine mail must be rerolled.
Scythian War Helm: 35 pts. The war helm bestows both stupidity and terror upon its wearer.
Aegis of the Pixiu: 30 pts. Shield. During combat, one chosen enemy model in base contact loses an
attack.
Daemonforged Armour: 25 pts. Model on foot only. Provides the wearer with a 1+ armour save which
cannot be improved in any way.
Leering skullcap: 20 pts. Provides the wearer with a 6+ armour save which can be combined with other
armour and equipment as normal. The wearer causes fear.
Mammoth-hide Jerkin: 5 pts. Provides the wearer with a 6+ armour save which can be combined with
other armour and equipment as normal.

Talismans
Wyrdbone necklace: 35 pts. Provides the wearer with a 4+ ward save. If the wearer is ever reduced to
one wound, he is immediately slain.
Pendant of the Vile: 20 pts. Tahmak tribe only. One use only. The wearer may exchange his attacks to
inflict D6S5 hit with no armour saves allowed to an enemy unit in base contact.
String of Ears: 20 pts. Nominate one enemy character at the start of the battle. All rolls to hit and
wound against this target may be rerolled by the wearer of the string of ears.
Dragon Claw Tattoos: 20 pts. Gahhuks tribe only. For each successful wound (after saves) in close
combat, the character receives an additional attack.
Mark of the Chosen: 10 pts. Kul tribe only. Enemy characters cannot refuse challenges issued by a
character with the mark of the chosen.

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Arcane Items
Pickled Bloodletter Head: 45 pts. The head works exactly as a dispel scroll. It may be used once during
each magic phase. If it is used, the wearer must declare a charge or, if impossible, move straight towards
the nearest enemy unit in the subsequent turn.
Twelve Eyes of Aereaan: 40 pts. One use only. At the start of the magic phase, the wearer may unleash
the power of the twelve eyes to destroy a randomly determined magic item belonging to an enemy
player.
Oculus Corvidae: 35 pts. Any enemy hidden units or characters are revealed at the start of the battle.
Nightmare catcher: 30 pts. An enemy character chosen at the start of the battle suffers a –D3 reduction
to its Leadership value until the wearer of the nightmare catcher is killed or flees of the map.
Horn of Dagosh: 25 pts. One use only. Each model in base contact, including the wearer, suffers an
automatic wound with no saves of any kind allowed.
Familiar of Nieglin: 20 pts. The wizard has the fly rule.
Familiar of Tchar: 20 pts. Once per magic phase, the wizard may add D3 to his casting roll. If the
player rolls a natural 1, the familiar stops providing this bonus for the remainder of the battle.
Familiar of Loesh: 20 pts. Models on foot only. The wizard may transform into a giant snake and back
during each friendly magic phase, gaining +3M, +2I, +1A and the coldblooded and poisoned attacks
rules. The caster cannot cast spells while he is transformed.

Enchanted Items
Vial of Screams: 40 pts. Hastling tribe only. Each wound caused by the wearer with a shooting attack
will empower the vial with one scream. The contents of the vial may be released at the start of a close
combat phase causing a number of hits, distributed like shooting, equal to the number of screams stored
in the vial at that moment. These hits always wound on a 4+ and ignore armour saves.
Ring of the Dead: 25 pts. Bestows the Cursed treasure of Chamon Dharek rule upon the wearer. The
character may only join a unit of damned souls and cannot be the army’s general.
Silver Hawk: 25 pts. Yusak tribe only. The wearer has a shooting attack with 30” range, armour
piercing and no targeting restrictions. The attack will always hit on a 3+ and is resolved at S3.
Malodorous manacles of Binding: 25 pts. One use only. A target enemy character (man-sized model)
in base contact must immediately pass an initiative test or be captured. A captured character is removed
from play until the battle ends or the wearer is slain, in which case the character is returned to its owner
in base contact to the position occupied by the slain wearer.
Chimeric Brew: 20 ps. The wearer rolls a D6 at the start of each friendly turn:
(1-2) Breath weapon S3, (3-4) Poisoned attacks, (5-6) 5+ scaly skin save.
Chalice of Reinvigoration: 20 pts. At the start of each friendly turn, the wearer regains one wound
previously lost in battle.
Scroll of the Tactician: 15 pts. Avags tribe only. The player may add +1 to the roll for deciding which
player goes first.
Chains of Angkor: 15 pts. Model from the Khazag tribe riding a war mammoth only. The Mammoth
may reroll its results when determining its special attack in close combat.
Quicksilver Scabbard: 10 pts. Aghols tribe only. The wearer gains +1A if he strikes first during that
combat.

Magic Banners
Pennant of the Great Kurgan: 100 pts. All units belonging to a specific tribe, and within 12 inch of
the character carrying the pennant of the Great Kurgan, count as stubborn.
Drums of Gonghi: 75 pts. Enemy units within 12 inch of the standard bearer may not use their general’s
Leadership value.
Death’s Head Panoply: 35 pts. One use only. The unit may add D6” to their charge distance. If a 1 is
rolled the unit may not charge at all. On the other hand, if a 6 is rolled the unit becomes subject to frenzy.
Banner of the Flayed: 30 pts. Muhak tribe only. The unit is immune to panic and is subject to hatred.
Wolf Banner: 20 pts. Dolgan tribe only. Goblins fear the wearer of the wolf pelt banner. Ridden beasts
(not large targets) may not direct their attacks against a unit carrying this banner.

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