Special Characters
For the purposes of this campaign, the special characters may be use in any battel where they are permited or required, but both sides must use their respective characters. There is no effect on points value, as the prowess of both modles is assumed to cancell each other out. Also they will not change the number of characters you owuld normaly be able to bring to a battle. These special characters are in addition to what you may normaly bring. If two good or two bad or two neutral armies are fighting, simply decide who will be taking whcih side before the battel starts. In these circumstances it is allow to play on a side you normaly wouldnt. Two Shamen of the same type will never face each other.

Skaven, Dark Elves, All Chaos, Orcs and Goblins must use a Dark Shaman, under normal circumstances. The Empire, High Elves, Wood Elves, and Brettonia will use a forest shaman. Lizardmen and Dwarves will fight for the opposite of who ever they are fighting is supposed to take.

Dark Shamen
The Shamen devoted to Khorne have become twisted monsters. Even in servitude to the Blood God, magical abilities still cling to thier bodies, and they are equaly capable of Blasting foes to pieces with sorcerey, and well as rendering them with their blades.
Special Rules: Dark Shamen cause fear, recieve a 5+ ward save. Dark Shamen count as level 2 mages. Their magical abilities have been diluded by Khorne's power, but they have gained powerful anti-magical abilities. Therefore they will generate 3 dispell dice, and recieve at +1 to all dispell rolls.

Blood Rage:: If a Dark Shaman wins a round of combat, all spells that has cast that remain in play are instantly dispelled, and the Shaman will become
frenzied. The Shaman will remain frenzied until the end of the next hand to hand combat phase. If he wins again, he will remain frenzied, but if he looses, or is no longer in combat, the frenzy ends. While frenzied, the Shaman may not cast spells, or generate power dice. He is however, still allowed to dispell, and generate dispell dice as normal.

Forest Shamen

The Shamen who were not corrupted by Khorne and escaped the Unknown Lands weild powerful magic that they draw from the spirits of the forest, and other natural forces. They are fearless and determined to save their homeland.
Special Rules: Forest Shamen are Level 4 mages, and receive a 4+ ward save. all theri Spells are generated from the Shamantic Lore. He may join units, but cannot ride on, or in anything

Determination and resolve: When a Forest Shaman joins a unit, that unit counts as stubborn. However, the Shaman's leadership value is not used for any leadership based tests, unless the unit is confronting a Dark Shaman. Until the unit is facing a Dark Shaman, simply use the highest leadership in the unit other than that of the forest shaman, and the unit still counts as Stubborn. The Shaman's leadership may be used to take any break tests, panis tests, fear tests, ect that result from the unit he is with interacting with a Dark Shaman or the unit he is leading.

Bastions of Nature: Forest Shamen ar at harmony with nature, and the natural world responds to this. As a result, a Forest Shaman, and any unit he may have joined suffer no movement penalty when moving through woods.

The Shamantic Lore

The powerful and bizzare magics use by the Shamen of the Unkonwlands is confined to a single lore. Both Forest Shamen and the twisted Dark Shamen use it. to generate spells roll a D6 and consult the chart below.
The Shamantic Lore
1: The Pounding Hail
2: The Bliss
3: The Cowl
4: The Scortching Curse
5: The Khan's Bane
6: The Emerald Pasture
The Pounding Hail Casts on 3+
This
Magic Missle has a range of 24 inches. The affected unit is blasted by hail stones and suffers D6 S3 hits.

The Bliss Casts of 5+
The Shaman selects an enemy unit within 24 inches and screams at them slowly in a lost tounge. The selected unit begins to day dream, yawn, look off into space, and become generaly disintrested in whats going on around them. The unit is subject to
stupidity until the spell is dispelled. Remains in Play

The Cowl Casts on a 7+
The Shaman selects a friendly unit within 12 inches and tosses an invisible cloak of sorcery over them. The affected unit vanishes from sight.  The unit may move as normal, but may not be charged or shot at for the duration of the spell. Other wizards may still cast spells at the unit, and the spell ends if the unit charges into combat. If a Unit moves into a cowled unit, the spell also ends, and both units become disorganised and may do nothing for the rest of the turn wile straighten themselves out. The Only exception to this is if the unit is an enemy unit. If this si the case then they count as engauged in combat. Neither side counts as charging in this situation, and combat is resolved in initiative order.
Remains in Play.

The Scorching Curse Casts on a 9+
The Shaman slams his staff against the ground as a glowing red dust pours from his nostrils and flies toward a single enemy unit within 24 inches. As this
magic missle comes in contact with armor, it begins to rapidly heat up, causing the metal plates to glow red with heat. the Unit suffers D6 strength 3 hits with no armor saves alowed. Furthermore, every model in the unit looses 1 atack in the following hand to hand combat phase. All  wounds count as being made by flaming atacks for purposes of regeneration and flamable targets. This spell has no affect on units that do not have light, heavey or Chaos armor equiped. (no armor, no damage!)
The Khan's Bane Casts on a 10+
The Shaman selects a friendly unit within 30 inches that is equiped with ranged weapons (not war machines) and thier missles begin to quiver and shake with newly imbued power. In the next shooting phase, the unit's range is effectively extended 20 inches, and they may ignore the -1 to hit penalty for long range shooting.  This spell onl lasts for one turn.
The Emerald Pasture Casts on an 12+
An enemy unit up to 12 inches from the caster, that is not involved in hand to hand combat or fleeing, begins to see a warm green feild in the corner of their eyes.the unit imediately breaks into a mad scramble to make it to this paradise in the forzen cold. Roll a D6, 1-3 they head for the owning player's right table edge, on a 4-6 the go to the left. They move 2D6 inches in thier compulsary movement phase, and effectively count as immune to psychology for the spell's duration. they may be shot or charged, but cannot be broken, and will not strike back in combat, but instead, they will move away from combat towards the designated table edge in thier next movement phase, oblivious to the combat around them. hey will move around impassible or very difficult ground, and suffer no penalties for movie through difficult ground. If they run into another unit, they will move through it at no penalty, but the unit they move through, may move or shoot for the rest of the turn due to being disorganised. The only way to stop them is to dispell the spell. If sucessfully dispelled, the unit counts as rallying, and also suffers -2 to thier initiatve for the rest of the game, as they have become permenantly demoralised by being braught back into the cold (Initiatives may not be braught lower than 1 by this spell.). If the Spell fails, or is dispelled before it effects the unit, no change in intiative will happen. This spell has no effect on unbreakable or immune to psychology units.Wizards affected by this spell may not cast spells or generate power dice, but may still dispell and generate dispell dice.
Remains in Play