Basic warhammer

Home
fishmen armylist
pirate army list
misc (rules, lores, scenarios etc)
modeling
News
Warhammer/40k races
Fantasy sub groups
40k subgroups
interactive
Photos
Downloads
About me
Links
fishmen armylist

This is a 3-column page.

Enter subhead content here

Rules:

 

Aquatic: may pass through water with no penalty to move

 

Items:

 

 Scale armour: gives the wearer 4+ armour save

 

Coral sword: 2 handed weapons, gives wearer +1 strength

 

 

Lords

 

Fish lord 70

 

                M      Ws         Bs       S             T    W     I      A   LD    

Fish lord      4         5            4      5                    4    3     4      3    10

 

 

Weapons: spear, shield

 

Options:

 

.May chose a hand weapon 2pts, coral sword at 5 pts or a bow at 3 pts

 

.May wear ether light armour at 3 pts or scale armour at 6 pts

 

. May ride a aqua beast at 30 pts or a shell chariot at 40 pts

 

. May choose a mix of items form the fish men magic item list of the common item list up to a total of a 100 pts

 

Special rules

Aquatic 

 

Shark lord 100pts

 

                M      Ws         Bs       S             T    W     I      A   LD    

Shark lord 4         6            4      5             5    4     4      4    10

 

Weapons: coral sword

 

Options:

 

.May chose a hand weapon 2pts or a bow at 3 pts

 

.May wear ether light armour at 3 pts or scale armour at 6 pts

 

. May ride a aqua beast at 30 pts or a shell chariot at 40 pts

 

. May choose a mix of items form the fish men magic item list of the common item list up to a total of a 100 pts

 

Special rules

Aquatic

 

 

Aquamancer Lord 80pts

 

                M      Ws         Bs       S             T    W     I      A   LD    

Aqua lord  4         4            4      4              4    2     3      2    9

 

Weapons: hand weapon

 

Options:

 

. May ride a aqua beast at 30pts

 

. May choose a mix of items form the fish men magic item list of the common item list up to a total of a 100 pts

 

. May choose the water lore (described later) or the other 8 lores

Special rules

Aquatic

 

Heroes

 

Aquamancer 40pts

 

                M      Ws         Bs       S             T    W     I      A   LD    

Aquamancer  4         4         4      4              4    2     3      1    8

 

 

Weapons: hand weapon

 

Options:

 

. May ride a lesser aqua beast at 12 pts

 

. May choose a mix of items form the fish men magic item list of the common item list up to a total of a 50 pts

 

. May choose the water lore (described later) or the other 8 lore’s

Special rules

Aquatic

 

Fish prince 50

 

              M      Ws         Bs       S             T    W     I      A   LD    

F prince  4    5            4      4                 4    2     4      2    9

 

 

Weapons: spear, shield

 

Options:

 

.May chose a hand weapon 2pts, coral sword at 5 pts or a bow at 3 pts

 

.May wear ether light armour at 2pts or scale armour at 4pts

 

. May ride a lesser aqua beast at 15pts

. May choose a mix of items form the fish men magic item list of the common item list up to a total of a 50ts

 

Special rules

Aquatic

Core units

 

Whelps 5 pts per model

 

              M      Ws         Bs       S             T    W     I      A   LD    

Whelps   4        2            3     3                   3    1     3      1    5

 

 

Weapons: 2 hand weapons

 

Unit size: 3-30

 

Options:

May upgrade to a big whelp at 12 pts (the big whelp has +1 strength)

May upgrade to a musician at 6 pts

May upgrade to a standard bearer at 12 pts

 

.May wear light armour at 3 pts per model

 

Special rules

Aquatic

 

 

Fish Men School 6 pts per model

 

                M      Ws         Bs       S             T    W     I      A   LD    

Fish men 4         3            3     3                  3    1     3      1    7

 

 

Weapons: spear, hand weapon shield

 

Unit size:3-40

 

Options:

May upgrade to a big fish at 12 pts (the big fish has +1 attack)

May upgrade to a musician at 6 pts

May upgrade to a standard bearer at 12 pts

 

.May wear light armour at 3 pts per model

 

Special rules

Aquatic

 

Fish Men archer School 6 pts per model

        

                M      Ws         Bs       S             T    W     I      A   LD    

Fish men   4      3            3     3                  3    1     3      1    7

 

 

Weapons: hand weapon, crossbow

 

Unit size:3-15

 

Options:

May upgrade to a archer of the sea at 12 pts (the archer of the sea has +1 bs)

May upgrade to a musician at 6 pts

May upgrade to a standard bearer at 12 pts

 

May wear light armour at 3 pts per model

May swap their crossbow for a bow for free

 

Special rules

Aquatic

 

 

Lesser shark men school 11 pts per model

                M      Ws         Bs       S             T    W     I      A   LD    

L s fish     4         4            3     4            3    1     3      1    8

 

Weapons: coral sword, hand weapon 

 

Unit size: 3-15

 

Options:

May upgrade to a shark fish at 16 pts (the shark fish has +1 attack)

May upgrade to a musician at 8 pts

May upgrade to a standard bearer at 16 pts

 

May wear ether light armour at 3 pts per model

 

Special rules

Aquatic

Special units

 

 

1- Shark men School 16 pts per model

 

                M      Ws         Bs       S             T    W     I      A   LD    

shark fish   4         4            3     4            4    1     4      1    8

 

Weapons: coral sword, hand weapon and light armour

 

Unit size:5-40

 

Options:

May upgrade to a shark noble at 20 pts (the shark noble has +1 strength)

May upgrade to a musician at 10 pts

May upgrade to a standard bearer at 20 pts

 

.May wear scale armour at 6 pts per model

 

Special rules

Aquatic, stubborn

 

Fish Men rider School 10 pts per model

 

                M      Ws         Bs       S             T    W     I      A   LD    

fish man   4         3            3     3            3    1     3      1    7

 

 

Weapons: spear, hand weapon shield

 

Unit size:3-12

 

Steed: lesser aqua beast (stats and rules in steed section)

 

Options:

May upgrade to a big fish rider at 14 pts (the big fish rider has +1 attack)

May upgrade to a musician at 8 pts

May upgrade to a standard bearer at 14 pts

 

.May wear ether light armour at 3 pts per model

 

 

Special rules

Aquatic

 

 

Shell chariot 30 pts per model    (2 counts as 1 special unit slot)

 

                M      Ws         Bs       S             T    W     I      A   LD    

fishmen    4         4            3     4            3    1     3      1    8

chariot   -       -       -   -        5   3   -    - 

Steeds: 2 lesser aqua beasts

 

Weapons: spear, hand weapon shield

 

Unit size: 2

 

Crew: 2 fish men

 

Options: may place a fishlord, Aquamancer lord or sharklord in the chariot displacing 1 crew member the value of the crew man is lost.

 

Special rules

Aquatic, chariot, scythed

 

 

Water guardians 14 pts per model

 

                M      Ws         Bs       S             T    W     I      A   LD    

Wguardians 4         4        3     4            4    2     3      2    7

 

 

Weapons: great weapons, scale armour

 

Unit size:3-10

 

Options:

 

Special rules

Aquatic

 

Statue: the water guardians are statues of the fishman’s god and there for have no feelings. They count as being immune to psychology

 

NOTE: ushabti are great base models for water guardians

 

 

Rare units

 

Sea titan 210 pts

    

                M      Ws         Bs       S      T    W     I      A   LD    

titan      5         3            3     4     3    1     3      special   10

                

 

Weapons: a big shell club

 

Unit size: a titan counts as 1 unit

 

 

Special rules

Aquatic, follows the rules as a giant except ignore green skin panic which is replaced by ignore fish men panic, stubborn

 

  

Shell launcher 68 pts per model 2 units count as 1 rare choice

 

                M      Ws         Bs       S             T    W     I      A   LD    

S launcher -      -            -    -               7     3      -   -   -

 

 

Unit size:1-2

 

Crewed by 3 fishmen armed with hand weapons

 

Options:

 

Special rules

Aquatic, counts as a bolt thrower

Magic items

 

 

 

Magic Weapons

 

The sword of ilkixllky: 80 pts

This sword was once owned by the fabled fish lord of tilea. This sword can grant strength to even the weakest whelps.

This weapon gives 1+ strength, toughness and initiative but strikes last AND 2 HANDED

 

Spear of ikadsllyka 65pts

This spear has a strange aura of power about it.

The owner receives a 5+ ward save and is granted +1 strength

 

The trident of posiden 45pts

A spear favoured by the spirits of the deep.

Counts as a halberd, strikes last but adds 1 weapon skill

 

 

 

Corel sword of kasllkkhgy 40pts

This sword is marked by kasllkkhgy the fish men’s god of Victory.

Bearer always hits first unless the model has the same ability and lets you re roll failed wound saves

 

Club of cronos 35pts

Wielded by cronos. The father, of all titans.

Hand weapon, 2+ strength but strikes last

 

Magic armour

 

Armour of the deep 60 pts

This armour has been to the deepest of the waters and survived the pressure. To this day only the highest and noblest of the fish men can wear it.

Gives the wearer a 4+ armour and ward save

 

Shield of the surfacer 40pts

This shield was once owned by an unknown human noble who was killed in a fight against a fishman army. It has the symbol of sigmar on it.

This shield grants the bearer a 5 ward save in addition humans (only the empire) hate the bearer.

 

Armour of the tide 30 pts

Found by shark lord texasdacslly this leather armour slows attacks

Against the wearer.

Light armour. Any attack (missile, cannon ball etc…) againsnt the bearer suffer -2 to shooting at him

 

 

Conch shell: 30pts

This shield is made out of the hardest shells making it nearly indestructible.

Bearer rerolls failed armour saves

 

Talismans

 

Water amulet 50pts

This golden amulet blocks attacks

The Model my ignore its first wound

 

Orb of the sea 30pts

This orb of water absorbs all water that would harm the bearer

The model (including his mount) carrying the orb of the sea is immune to water magic even if it is cast with irresistible force.

 

Arcane items

 

Icon of the sea 50pts

A Potent relic which stops spells being cast against the bearer

Counts as 2 dispel scrolls

 

Shell of kildadsafas 40pts

This shell has been blessed by the fish men’s god of magic

Adds 1 to any casting roll.

Steeds

             

                    M      Ws         Bs       S         T    W     I      A   LD    

L aqua beast 7         3         0     3         4    1     3      1    5

Aqua beast    7         4        0     5         5    3     3      2    7

 

 

Rules: Aquatic, scaly skin (4+), large target (aqua beast only)

 

Enter supporting content here