ravening hordes: an old grumbler's rules
DESCRIPTION
I must apologize for the formatting. This will get sorted as the rules are refined and settle a bit more.This book follows in the tradition of Warhammer Armies and Ravening Hordes to provide rules for all of the major Warhammer factions. It includes army lists, references, allies rules, and chaos mutations for Khorne, Slannesh, Nurgle, Tzeentch, the Horned Rat, and Khaine. It is intended to work in tandem with Warhammer: an Old Grumbler's Rules. These rules are meant to focus on the early editions of Warhammer and cherry pick the very best rules. Though, they do draw extensively from a broad range of Warhammer rules.We lay no claim or ownership to the intellectual content as it is all registered intellectual property of Games Workshop.TRANSCRIPT
Table of Contents
Beastmen...............................................................................................................................................4
Gors and Ungors...........................................................................................................................4
Unruly..........................................................................................................................................4
Centigors..........................................................................................................................................4
Trample.......................................................................................................................................4
Centauroid.................................................................................................................................4
Minotaurs.........................................................................................................................................4
Blood Greed:..............................................................................................................................4
Magic..................................................................................................................................................4
Army Organization......................................................................................................................4
Allies 0-25%:.............................................................................................................................4
Leaders of the Raucous Host 1-33%...............................................................................4
Brayherd 25%+.......................................................................................................................5
Centigors and Cariots 0-33%.............................................................................................5
Gathering Herds 0-33%.......................................................................................................5
Chaos Dwarves...................................................................................................................................6
Chaos Dwarf Rules.......................................................................................................................6
Firing the Blunderbuss..............................................................................................................6
Hobgoblin Rules............................................................................................................................6
Warmachines.................................................................................................................................6
Death rocket..............................................................................................................................6
Earth Shaker..............................................................................................................................6
Core....................................................................................................................................................7
Special...............................................................................................................................................7
Rare....................................................................................................................................................7
Chaos Dwarf Characters............................................................................................................7
Hobgoblin heroes.........................................................................................................................7
Bull Centaur Heroes....................................................................................................................7
Allies...................................................................................................................................................8
Dark Elves.............................................................................................................................................8
Team Rules......................................................................................................................................8
Hate other Elves:.....................................................................................................................8
Beasts:..........................................................................................................................................8
Khainite:......................................................................................................................................8
Dark Influence:.........................................................................................................................8
Night Vision:..............................................................................................................................8
Cauldron of blood.........................................................................................................................8
Corsairs.............................................................................................................................................8
Sea Dragon Cloak:...................................................................................................................8
Slavers..........................................................................................................................................8
Magic..................................................................................................................................................8
Dark Elf Hero..................................................................................................................................8
Sorceress..........................................................................................................................................8
Dark Elf Assassin..........................................................................................................................8
Assassin Rules..........................................................................................................................9
Core....................................................................................................................................................9
Special...............................................................................................................................................9
Rare..................................................................................................................................................10
DWARVES...........................................................................................................................................11
Dwarf Standard Rules..............................................................................................................11
Sturdy:.......................................................................................................................................11
Resolute:...................................................................................................................................11
Grudges:...................................................................................................................................11
People of Stone:.....................................................................................................................11
Gear..................................................................................................................................................11
Gromril:....................................................................................................................................11
Dwarven Arquebus:............................................................................................................11
Mining Pick:............................................................................................................................11
Miner’s Cap:............................................................................................................................11
Pavis:..........................................................................................................................................11
Range Finder:.........................................................................................................................11
Periscope:................................................................................................................................11
Range Markers:.....................................................................................................................11
Oathstone.................................................................................................................................11
Book Of Grudges...................................................................................................................11
Shield Bearers.............................................................................................................................11
Gyrocopters..................................................................................................................................12
Army Organization ...................................................................................................................12
Allies/Mercenaries:..................................................................................................................12
Clan Warriors 25%+.................................................................................................................13
Engineers’ Guild 0-35%..........................................................................................................13
Royal Clan Warriors 0-35%..................................................................................................14
Outsiders 0-25%.............................................................................................................................14
Dwarf Characters.......................................................................................................................14
The Empire........................................................................................................................................15
Gear of the Empire....................................................................................................................15
Heavy breast plate:..............................................................................................................15
Full plate armor +5pts.......................................................................................................15
Hochland long rifle +10pts...............................................................................................15
Fusillade and Caracole.......................................................................................................15
Repeating handgun +7pts:...............................................................................................15
Repeater pistol +5Pts.........................................................................................................15
Pigeon Bombs +10 pts each:............................................................................................15
Volley Gun.....................................................................................................................................15
Magic:..............................................................................................................................................15
Army Organization....................................................................................................................15
Allies 0-25%:..........................................................................................................................15
Character Costs 1-25%:.....................................................................................................15
Engineers.................................................................................................................................16
Priests of Sigmar...................................................................................................................16
StateTroops 25%+...............................................................................................................16
Knights and Nobility 0-35%............................................................................................17
Gunnery and Engineering 0-35%..................................................................................17
Irregulars 0-20%..................................................................................................................17
High Elves...........................................................................................................................................18
Team Rules...................................................................................................................................18
Meek:.........................................................................................................................................18
High elves and Sea elves:..................................................................................................18
Sea Elves........................................................................................................................................18
High Elves.....................................................................................................................................18
Valour of ages.........................................................................................................................18
Intrigue.....................................................................................................................................18
Oracle of Asuryan:................................................................................................................18
Gear..................................................................................................................................................18
Lion Cloak:...............................................................................................................................18
Ithilmar Armor:.....................................................................................................................18
Dragon Armor:.......................................................................................................................18
Army Organization....................................................................................................................18
Character Costs.....................................................................................................................19
Citizens and Militia 25%+......................................................................................................19
Equestrians and Monsters 0-50%......................................................................................19
Kindred Superiors 1-50%......................................................................................................19
Maritime Auxiliaries and Allies 0-33%............................................................................20
LizardMen..........................................................................................................................................21
Saurus/Lizardmen Rules........................................................................................................21
Immune to Panic...................................................................................................................21
Totem Warriors..........................................................................................................................21
Totem Hierarchy..................................................................................................................21
Aquatic:.....................................................................................................................................21
Eagle Warrior.........................................................................................................................21
Sacred Duty/Slann:..............................................................................................................21
Level 6............................................................................................................................................21
Newts/Skinks/Chameleons..................................................................................................21
Poisonous if eaten................................................................................................................21
Camouflage..............................................................................................................................21
Stegadon........................................................................................................................................21
Runs Amok..............................................................................................................................21
High Up.....................................................................................................................................21
Great Bow:...............................................................................................................................21
Army Organization....................................................................................................................21
Levies and Lesser Spawn 25%+....................................................................................22
Totem Warriors 1-50%.....................................................................................................22
Jungle Beasts 0-20%...........................................................................................................22
Orcs and Goblins..............................................................................................................................23
Racial hierarchy ..............................................................................................................................23
Dey iz Smaller:.......................................................................................................................23
Animosity......................................................................................................................................23
When not to test...................................................................................................................23
Modifiers..................................................................................................................................23
Animosity results.................................................................................................................23
Giants...................................................................................................................................................23
Trolls...............................................................................................................................................24
Stone Trolls.............................................................................................................................25
River Trolls.............................................................................................................................25
Black Orcs.....................................................................................................................................25
Orcs..................................................................................................................................................25
Big Un’s.....................................................................................................................................25
Savage Orcs..................................................................................................................................25
Forest Goblins.............................................................................................................................26
Goblins............................................................................................................................................26
Night Goblins...............................................................................................................................26
Fanatics..........................................................................................................................................27
Squig Hoppers.............................................................................................................................27
Squig Herders..............................................................................................................................27
Snotlings........................................................................................................................................28
Snotling Pump Wagon.............................................................................................................28
Boars...............................................................................................................................................28
Wolves............................................................................................................................................28
Giant Spiders...............................................................................................................................29
Doomdiver....................................................................................................................................29
Magic:..............................................................................................................................................30
Army Organization....................................................................................................................30
Biggest and Strongest:.......................................................................................................30
Mobs 33%+.............................................................................................................................31
Big Un's And Riders 1-50%..............................................................................................31
Warmachines 0-25%..........................................................................................................32
Monsters 0-15% (includes monsters for characters)..........................................32
Allies 0-33%.................................................................................................................................33
Heroes & Magic Users...................................................................................................................33
Night Goblins...............................................................................................................................33
Normal Goblins...........................................................................................................................33
Forest Goblins.............................................................................................................................33
Savage/Normal Orc..................................................................................................................33
Black Orc.......................................................................................................................................33
Skaven..................................................................................................................................................34
Skaven team Special Rules:...................................................................................................34
Strength in numbers:..........................................................................................................34
Lead from the back..............................................................................................................34
Warpstone weapons:..........................................................................................................34
Scurry Away:..........................................................................................................................34
Night Vision:...........................................................................................................................34
Chaos Attributes...................................................................................................................34
Attachments:..........................................................................................................................34
Skaven Clanrat Warriors........................................................................................................34
Black Skaven.....................................................................................................................................34
StormVermin...............................................................................................................................34
Slaves..............................................................................................................................................35
Meat Shield..............................................................................................................................35
Night Runners...................................................................................................................................35
Gutter Runners...........................................................................................................................35
Tunneling Team....................................................................................................................35
Assassin Gear...............................................................................................................................35
Smoke Bombs........................................................................................................................35
Plague Monks....................................................................................................................................36
Plagued.....................................................................................................................................36
Plague Censer Bearers.............................................................................................................36
Plague Censor:.......................................................................................................................36
Clan Moulder Beast Master...................................................................................................36
May Always lap around.....................................................................................................36
Don’t cause Panic.................................................................................................................36
Small..........................................................................................................................................36
Rat Ogres and Chaos Warhounds.......................................................................................36
Animal handlers....................................................................................................................36
Poison Wind Globadier...........................................................................................................37
Poison Wind Globes............................................................................................................37
Globadier deployment.......................................................................................................37
Jezzails............................................................................................................................................37
Pavis...........................................................................................................................................37
Warplock Jezzail...................................................................................................................37
DoomWheel..................................................................................................................................37
Movement................................................................................................................................37
Warp-Lightning.....................................................................................................................37
Crushing things.....................................................................................................................37
Crew Attacks..........................................................................................................................37
Fighting the doomwheel...................................................................................................37
Damage to the Parts............................................................................................................38
Other..........................................................................................................................................38
Lightning field........................................................................................................................38
Warpfire thrower......................................................................................................................38
Firing the warpfire thrower............................................................................................38
Warpfire Misfire Chart.......................................................................................................38
Other rules..............................................................................................................................38
Encumbrance.........................................................................................................................38
Loss of Crew...........................................................................................................................38
Fleeing.......................................................................................................................................38
Warp Lightning Cannon..........................................................................................................39
Fire the Warp-Lightning Cannon...................................................................................39
Ratling Gun...................................................................................................................................39
Firing the ratling gun..........................................................................................................39
Ratling gun misfire Chart..................................................................................................39
Warlock Engineer Equipment..............................................................................................39
Warplock Pistol.....................................................................................................................39
Warlock Arquebus...............................................................................................................39
Warp Blade.............................................................................................................................39
Warp Energy Condenser...................................................................................................39
Warp-power Accumulator...............................................................................................39
Vermin Lord Greater Daemon of the Horned Rat........................................................40
Otherworldly Creatures:...........................................................................................40
Daemon psychology:...................................................................................................40
Doom Glaive............................................................................................................................40
Screaming Bell............................................................................................................................40
Movement................................................................................................................................40
Fighting the bell....................................................................................................................40
Fleeing and pursuing..........................................................................................................40
Blessing of the Horned Rat...............................................................................................40
Warpstone Brazier..............................................................................................................40
Striking the bell.....................................................................................................................41
Screaming Bell Chart..........................................................................................................41
Character Equipment and costs..........................................................................................41
Core 25%+....................................................................................................................................41
Special 0-25%.............................................................................................................................41
Rare 0-20%..................................................................................................................................42
Skaven Character 1-25%........................................................................................................42
Magic...............................................................................................................................................42
Allies 0-25%.................................................................................................................................42
Assassin Rules.............................................................................................................................42
The Realm of Bretonnia...............................................................................................................43
Allies................................................................................................................................................43
Mercenaries.................................................................................................................................43
Knightly Virtues.........................................................................................................................43
THE KNIGHT ’S VOW .........................................................................................................43
Questing Vow.........................................................................................................................43
Grail Vow..................................................................................................................................43
Peasant’s Duty.............................................................................................................................43
Other Special Rules...................................................................................................................43
Impetuous:..............................................................................................................................43
Flying Cavalry:.......................................................................................................................43
Grail Relique...........................................................................................................................43
4man Catapult:......................................................................................................................43
Defensive Stakes:..................................................................................................................43
Army Organization....................................................................................................................43
Nobility 25-75%...................................................................................................................44
Servants of the Lady 0-35%............................................................................................44
Peasants and Lower Classes 25%+..............................................................................44
Artillery 0-10%.....................................................................................................................44
Tomb Kings........................................................................................................................................45
Magic...............................................................................................................................................45
Hierophant...................................................................................................................................45
Tomb Lords..................................................................................................................................45
Curse..........................................................................................................................................45
Fear.............................................................................................................................................45
My Will Be Done....................................................................................................................45
Magically Sustained.............................................................................................................45
Undeath..........................................................................................................................................45
Tomb Swarms.............................................................................................................................45
Tomb Guards...............................................................................................................................45
Tomb Scorpion...........................................................................................................................45
Casket of Souls............................................................................................................................45
Vampire Counts...............................................................................................................................47
Magic...............................................................................................................................................47
Hierophant...................................................................................................................................47
Undeath..........................................................................................................................................47
Ethereal..........................................................................................................................................47
Wolves and bats.........................................................................................................................47
Ghouls.............................................................................................................................................47
Wights.............................................................................................................................................47
Banshee..........................................................................................................................................47
Army Organization....................................................................................................................47
Shambling Hordes 25%+..................................................................................................48
Beasts of the Night 0-25%................................................................................................48
Cavalry 0-25%.......................................................................................................................48
Spectral Beings 0-33%.......................................................................................................48
Characters 1-33%......................................................................................................................48
Wood Elves........................................................................................................................................49
Universal Rules...........................................................................................................................49
Woods:......................................................................................................................................49
Expert craftsmanship:........................................................................................................49
Meek:.........................................................................................................................................49
Standard profile:........................................................................................................................49
Particular Rules..........................................................................................................................49
Feigned Flight:.......................................................................................................................49
Pounce Attack:.......................................................................................................................49
Bark Armors...........................................................................................................................49
Wardancers..................................................................................................................................49
Talismanic War Paint:........................................................................................................49
Dances:......................................................................................................................................49
Waywatchers...............................................................................................................................49
Treemen/women.......................................................................................................................49
Dryads............................................................................................................................................49
Wood Elf Magic...........................................................................................................................49
Army Organization....................................................................................................................49
Wood Elf Folk 25%+...........................................................................................................50
Kindred Superiors 1-50%................................................................................................50
Forest Spirits 0-33%...........................................................................................................50
Standard Allies Rules.....................................................................................................................52
..........................................................................................................................................53
Tilea......................................................................................................................................................54
Estalia...................................................................................................................................................55
Norse....................................................................................................................................................56
Werewolf rules...........................................................................................................................56
Vicious:.....................................................................................................................................56
Impatient:................................................................................................................................56
Night vision:............................................................................................................................56
Moot(Halflings )...............................................................................................................................57
Gnomes................................................................................................................................................58
Pygmies...............................................................................................................................................58
.....................................................................................................................................59
Nippon.................................................................................................................................................60
Sashimono:...................................................................................................................................60
Chaos Attributes..............................................................................................................................61
BeastmenBeastmen are Chaotic Evil
Type Number of attributes
Units
Bestigor d6-2
Gors d6-3
Ungors d6-4Centigor d6-4Warhounds d6-4Harpy d6-4Minotaur d6-4
CharactersGor d6+lvl-4Centigor d6+lvl-5Minotaur d6+lvl-5
Gors and Ungors
UNRULY1: At the beginning of each turn roll a die for each unit.
On the roll of a 1 the unit must charge an enemy unit if it is within charge distance (2M) or must move as quickly as possible toward the enemy.
CentigorsTRAMPLE2
: centigors get an extra un modified attack
CENTAUROID :
No Cavarly hide save3
Uses additional hand weapons, great weapons and shields as if it were an infantry model
May use spears as if it were mounted (+1 S on charge for example)
MinotaursBLOOD GREED: Minotaurs may not pursue, until they pass a Ld test during the compulsory phase. If charged by the enemy while feeding they become frenzied. May take an additional test to try and pass if shot at.
MagicBeastman ShamansPrimary: Black, RedSecondary: black-white, green
Army Organization4
Leaders of the Raucous Host 1-33%Your Warherd must have a general.
Brayherd 25%+
Centigors and Chariots 0-33%
Gathering Herds 0-33%
Allies 0-25%
ALLIES 0-25%:
May ally with the following to fight enemies of good, order or neutral disposition:Chaos AlliesSkavenDark ElvesOrcs and GoblinsVampire CountsGiantsChaos DwarvesOrcsOgres
LEADERS OF THE RAUCOUS HOST 1-33%
Gor5 hero M Ws Bs S T W I A Ld Int Cl Wp Pts
lvl1 4 5 4 4 4 2 4 2 7 6 7 6 60lvl2 4 6 4 4 5 3 4 3 8+1 6 7 6 110lvl3 4 6 4 4 5 4 5 3 9+2 6 8+1 7+1 160
lvl4 4 7 4 4 5 5 6 4 10+3 6 8+1 7+1 210Lvl5 4 7 5 4 5 5 6 4 10+3 8+2 9+2 8+2 260
Gor Shaman M Ws Bs S T W I A Ld Int Cl Wp Pts
lvl1 4 5 4 3 4 2 3 1 77+1
77+1
110
lvl2 4 5 5 3 4 3 4 1 8+1 8+2 78+2
160
lvl3 4 6 5 3 4 4 4 1 9+2 8+2 8+18+2
255
lvl4 4 6 6 3 4 5 5 110+3
9+3 8+19+3
345
Lvl5 4 7 6 3 4 5 6 110+3
9+3 9+29+3
470
Centigor hero M Ws Bs S T W I A Ld Int Cl Wp Pts
lvl1 8 5 3 5 4 2 3 2(3) 7 5 7 6 82lvl2 8 6 3 5 5 3 3 3(4) 8+1 5 7 6 132lvl3 8 6 3 5 5 4 4 3(4) 9+2 5 8+1 7+1 182lvl4 8 7 3 5 5 5 5 4(5) 10+3 5 8+1 7+1 232Lvl5 8 7 4 5 5 5 5 4(5) 10+3 7+2 9+2 8+2 282
Minotaur hero
M Ws Bs S T W I A Ld Int Cl Wp Pts
lvl1 6 5 4 5 4 3 4 3 9 5 7 6 90
lvl2 6 6 4 5 5 4 4 410+1
5 7 6 140
lvl3 6 6 4 5 5 5 5 410+2
5 8+1 7+1 190
lvl4 6 7 4 5 5 6 6 510+3
5 8+1 7+1 240
Lvl5 6 7 5 5 5 6 6 510+3
7+2 9+2 8+2 290
Character Models may be given any gear available to their respective types. That is a Beast man character may be given gear available to Gors and Bestigors and a Minotaur Hero may get gear available to minotaurs in the army list below. A Beastman Character may ride a chariot, replacing one of the crew; you may deduct the cost of the single crew man.
BRAYHERD 25%+
Unit Type M Ws Bs S T W I A Ld Int Cl Wp PtsGor (10+ Per Unit) 4 4 3 3 4 2 3 1 5 6 7 6 10Equipment Special Rules UpgradesHand weapon
Unruly great weapon +2, halberd +2, add hand +1, Shield +1, light armor +2, Flails +1, Throwing spears +1, one unit may have a
magic standard up to 25 pts
Unit Type M Ws Bs S T W I ALd
Int
Cl
Wp
Pts
UnGor (10+ Per Unit)
4 3 3 3 3 1 3 1 5 5 6 5 7
Equipment Special Rules UpgradesSpear and Shield
Unruly, may deploy as light infantry
1 Chaos 4th ed.2 Beasts of Chaos 6th ed3 Beasts of Chaos 6th ed.4 This army organization is a bit unorthodox, but the concept is derived from Warhammer ancients where army lists have categories like “Warriors” and “Cavalry and chariots” it seemed appropriate to make the army organization reflect this a bit more5 You will notice that Beastmen had 2 wounds in 3rd ed.
Unit Type M Ws Bs S T W I A Ld Int ClWp
Pts
0-1 Bestigor (10+ per unit)
4 4 3 4 4 2 3 1 6 6 7 6 15
EquipmentSpecial Rules
Upgrades
Great Weapon, heavy armor
May have a magic standard up to 50pts
CENTIGORS AND CARIOTS 0-33%
Unit type M Ws Bs
S T W I A Ld Int Cl Wp Pts
Centigor (5+)
8 4 3 4 4 2 2 1(2) 7 5 7 6 32
Equipment Special Rules
Upgrades
Spear, buckler, hand weapon
Trample, unruly
throwing axes +1, light armor +2, Swap buckler for shield free,replace spear and shield with great weapon free.Barding +6
Unit type M Ws Bs S T W I A Ld Int
Cl Wp
Pts
Tuskgor Chariot (1+)
- - - 5 6 3 - - - - - - 75
Gor Crew (2) 4 4 3 3 4 2 3 1 5 6 7 6 -Tuskgor (2) 7 3 - 4 4 1 2 1 3 4 4 4Equipment Special Rules Upgrades
Small Chariot Scythed wheels +20
Spears UnrulyMay have great weapons +1pt
Tusks (gore attack: see boars)
Thick skinned (4+ hide save)
GATHERING HERDS 0-33%
Unit type M Ws
Bs
S T W I A Ld Int Cl Wp
Pts
Gor BeastMaster 6(1-3 masters per unit)
4 4 3 3 4 2 3 1 5 6 7 6 15
Chaos Warhounds (2-6 animals per master)
6 4 0 4 4 2 4 2 6 4 6 6 23
EquipmentSpecial Rules
Upgrades
Hand weapon UnrulyLight Armor +2, additional hand weapon +1
Teeth (front/side)
Unit type M Ws Bs S T W I ALd
Int
Cl
Wp
Pts
UnGor Raiders7 (5-10) 5 3 3 3 3 1 3 1 5 6 6 5 6Equipment Special Rules UpgradesShort bow, hand weapon
Unruly, Scouts, skirmish
Unit type MWs
Bs
S T W I A Ld Int Cl Wp Pts
Minotaur (1-10)
6 4 3 4 4 3 3 2 9 5 7 6 40
EquipmentSpecial Rules
Upgrades
Hand weaponfear, blood greed
Shields +1, add hand +1, great weapons +2, light armor +2
Unit type M Ws Bs S T W I A LdInt
Cl Wp Pts
Harpies (5+)
4 3 3 3 3 1 4 2 6 5 7 7 14.5
Equipment Special Rules UpgradesClaws Fly 24”
Chaos Dwarves8
Chaos Dwarf RulesArmor: Chaos Dwarves do not suffer from encumbrance
Chaos Dwarves are Chaotic Evil
Hobgoblin Rules
Animosity: such is their distrust of hobgoblins due to their treachery that other green skins will preferentially take their animosity against the nearest hobgoblin unit (at least within 2M or archer range) instead of other green skins, the inverse is true of the hobgoblins. Other green skins may not lead a unit of hobgoblins.
Panic: All green skins would like nothing more than to see hobgoblins suffer and flee. Consequently, other green skins will not panic at the sight of hobgoblins fleeing or breaking.
6 Warhammer Armies 3rd ed.7 Warhammer Beasts of Chaos 7th ed.8 Almost all rules presented here are derived from Chaos Dwarves 5th ed.
Envelopment: Sneaky Gits, even if they lose the first round (but are not broken), may lap around with as many models as they see fit, so long as they are able to lap around they may not be pushed back. They break and route as per normal.
Hobgoblins are Evil
WarmachinesDEATH ROCKET9
1. Point in a direction2. Choose a number 1-12 and roll that many D63. Use a weighted scatter, doubles causes a misfire, otherwise continue
as normal. 4. Place the 1” radius template in the direction indicated by the
weighted scatter and the distance indicated by the dice, direct hits means the rocket goes in the direction the rocket is facing.
5. All models under the template take a S5 hit -2 armor6. Any unit suffering a casualty must take a panic test, cavalry,
monsters, and chariots take the test against their mounts’ unmodified Cl.
Death Rocket Misfire Chart
1-2 Boom! -remove the rocket
3-4 can’t shoot this turn or the next
5-6 the rocket goes 4d6 in the direction aimed, roll d6
1-3 the rocket explodes at this point, damage as normal4-6 roll a scatter die and move the rocket again 4d6, repeat this process until you roll a 1-3 where the rocket finally stops and explodes
EARTH SHAKER
Crew Min Max Temp Str Wounds Armor4 16" 48" 1.5" rad 7 D4 -45 18" 64" 1.5" rad 8 D4+1 -56 20" 80" 2" 9 2D4 -67 22" 96" 2" 10 2D4+1 -7
1. Point in direction/nominate target2. Guess distance within the maximum and minimum ranges Scatter as
per normal with artillery die. 3. If a misfire is rolled consult the Chart below4. Place the template, all models under take damage in accordance with
the profile of the size of the Earth Shaker5. Roll D6 consult chart
1. QUAKE! The models is thrown to the ground and may not shoot, move, or attack until their next movement phase
2-5. the unit moves at half rate, may not shoot, war machines may fire on the roll of a 4+6. the enemy braces for the blow and it has no effect
6. All models within 2D6” suffer the determined effect
Earth Shaker Misfire Chart
1 Boom! The round explodes within the Earth Shaker. Place the 2” radius template directly atop the Earth Shaker and resolve it as if it had struck there. Remove the warmachine as it is destroyed.
2 Too much powder! The Earth Shaker fires as normal scattering 12” directly away from the Earth Shaker. The Earth Shaker itself takes a hit of SS (strength equal to the strength of the warmachine itself.)
3 The Earth Shaker has overheated (ignore this result if this is the first shot fired) causing the powder to fire prematurely. The Earth Shaker fires as normal, except that it scatters 12” directly toward the Earth Shaker. The Earth Shaker permanently loses 2T.
4 Short Fuse! The fuse was short causing the round to detonate midflight. Place a 4” radius template D(distance guessed)” toward the target. That is, if you guessed a range of 31” you would roll a 31 sided die. Any model touched by the template is hit on a 5+ and takes a 5S blow -1 armor.
5 A crew man has injured himself (a random crewman takes a 4S hit.) The Earth Shaker does not fire this turn as they sort out what happened
6 The crew has made a routine mistake and must unload and reload the Earth Shaker. It does not fire this turn nor the next
CoreUnit type M Ws Bs S T w I A Ld Int Cl WP Pts
Chaos Dwarf
Warrior3 4 3 3 4 1 2 1 9 7 9 9 10
Equipment
Special Rules
Upgrades
Light armor hand
weapon
Great Weapon +2, Heavy Armor +1, Shield +1, Large Shields +2, One unit may have a magic
standard
Unit type M Ws Bs S T w I A Ld IntCl
WP Pts
Chaos Dwarf Blunderbussiers 3 4 3 3 4 1 2 1 9 8 9 9 13
EquipmentSpecial Rules
Upgrades
light armor, hand weapon, blunderbuss
Shields +1, heavy armor +1
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts
Hobgoblin Warrior 4 3 3 3 3 1 2 1 7 6 6 6 4.5
Equipment Special Rules Upgrades
Hand weapon Light armor +1, bow +1, Shield +.5
Unit type M Ws Bs S T w I A Ld IntCl
WP Pts
Hobgoblin wolf rider 4 3 3 3 3 1 2 1 7 6 6 6 13Giant Wolf 9 4 0 3 3 1 3 1 3 3 3 3
Equipment Special Rules Upgrades
ClawsVicious (See
O&G)
hand May deploy as light armor +2, Shortbows +1
weapon, shield
skirmishers
SpecialUnit type M Ws Bs S T w I A Ld Int Cl WP Pts
Bull Centaur 7 4 3 4 4 2 3 2 9 7 9 9 40
Equipment Special Rules Upgrades
light armor, Shield, hand
weapon, great weapon, stomp
attack
Thick-skinned save
(4+ no thickness), no armor
encumbrance
Replace light armor with Heavy armor+1
Unit type M Ws Bs S T w I A LdInt
Cl WP Pts
Sneaky Gits 4 3 3 3 3 1 2 1 7 6 6 6 6
Equipment Special Rules Upgrades
Dagger, additional dagger
envelope, anticoagulant poisoned attacks, light
infantry
Unit type M Ws Bs S T w I A Ld IntCl
WP Pts
Hobgoblin Bolt thrower - - - - 7 3 - - - - - - 30
Hobgoblin Crew (2) 4 3 3 3 3 1 2 1 7 6 6 6
EquipmentSpecial Rules
Upgrades
9 These rules are largely taken from Warhammer Ancient Armies, from the rules for the ancient Chinese rockets. They presented a more random and chaotic weapon, which seemed appropriate and are correspondingly cheaper.
2 man bolt thrower
range 30" S5
hand weapon Light armor +2
Unit type M Ws Bs S T w I A Ld IntCl
WP Pts
Death Rocket - - - - 7 3 - - - - - - 50
Chaos Dwarf Crew (2) 3 4 3 3 4 1 2 1 9 7 9 9
EquipmentSpecial Rules
Upgrades
See rules
Hand weapon, heavy armor
RareUnit type M Ws Bs S T w I A Ld Int Cl WP Pts
Earth Shaker - - - - 7 3 - - - - - - 150Chaos Dwarf
Crew (4)3 4 3 3 4 1 2 1 9 7 9 9
Equipment Special Rules UpgradesSee rules, 4-man
Earth Shaker5-man Earth Shaker +22, 6-man Earth Shaker +44, 7-man Earth Shaker +66
Heavy armor, hand
weapon
Chaos Dwarf CharactersChaos Dwarf Hero M Ws
Bs
S T w I A Ld Int Cl WP Pts
lvl1 3 5 4 4 4 1 3 2 9 7 9 9 48
lvl2 3 6 4 4 5 2 3 310+
17 9 9 88
lvl3 3 6 4 4 5 3 4 310+
27 10+1 10+1 128
lvl4 3 7 4 4 5 4 4 410+
37 10+1 10+1 168
lvl5 3 7 5 4 5 4 5 410+
39+2 10+2 10+2 208
Chaos Dwarf Wizard
MWs
Bs
S T w I A Ld Int Cl WP Pts
lvl1 3 5 4 3 4 1 2 1 9 8+1 910+
178
lvl2 3 5 5 3 4 2 3 110+
19+2 9
10+2
118
lvl3 3 6 5 3 4 3 3 110+
29+2
10+1
10+2
203
lvl4 3 6 6 3 4 4 4 110+
310+
310+
110+
3303
lvl5 3 7 6 3 4 4 5 110+
310+
310+
210+
3418
Chaos dwarves use red and black magic
Hobgoblin heroesCharacter M Ws Bs S T w I A Ld Int Cl WP Pts
Hobgoblin lvl1 4 4 4 4 3 1 3 2 7 6 6 6 28Hobgoblin lvl2 4 5 4 4 4 2 3 3 8+1 6 6 6 50
Hobgoblin lvl3 4 5 4 4 4 3 4 3 9+2 6 7+17+1
72
Hobgoblin lvl4 4 6 4 4 4 4 4 4 10+3 6 7+17+1
95
Hobgoblin lvl5 4 6 5 4 4 4 5 4 10+38+2
8+28+2
117
Bull Centaur HeroesCharacter M Ws Bs S T w I A Ld Int Cl WP Pts
Bull Centaur Lvl 1 7 5 4 5 4 2 4 3 9 7 9 9 85
Bull Centaur lvl2 7 6 4 5 5 3 4 410+
17 9 9 135
Bull Centaur lvl3 7 6 4 5 5 4 5 410+
27 10+1 10+1 185
Bull Centaur lvl4 7 7 4 5 5 5 6 510+
37 10+1 10+1 235
Bull Centaur lvl5 7 7 5 5 5 5 6 510+
38+2 10+2 10+2 285
AlliesMay ally with Beastmen, Dark Elves, Chaos, Orcs and Goblins, Skaven, Vampire Counts to fight Good or Neutral enemies.
Dark Elves
Team Rules Dark elves are either Order Evil or Chaotic Evil
HATE OTHER ELVES : Dark elves have hatred of all other elves
BEASTS : Don’t cause panic in fellow dark elves, not affected by cauldron of blood, no dark elf characters may join, do not use general’s Ld
KHAINITE : can’t be joined by non-khainite characters and are always chaotic evil and always worship Khaine.
SLAANESHI : Some Dark Elves deviate from the norm and follow Slaanesh instead of Khaine. When determining the number of chaos attributes each unit gets also determine if the unit follows Khaine or Slaanesh. This will affect which kinds of attributes they might receive. Units of opposing worship suffer animosity toward one another.
DARK INFLUENCE 10: characters have D6-3 chaos attributes, units have D6-4 chaos attributes.
N IGHT V IS ION 11: Plus 6” LOS at night
Allies: To Fight:Skaven High ElvesNippon Wood ElvesChaos Dwarves LizardmenChaos EmpireBeastmen BretonniaVampire Counts Fimir Ogres Orcs and Goblins
Cauldron of blood12: khainite units within 12”
replace their frenzy with autofrenzy and can’t lose it and gain +1 combat resolution and +2 Cl but -2 Ld as the witch elves become more determined but less orderly. A Cauldron of blood may be purchased for any Witch elf character +100 pts. It is accompanied by two standard witch elves. Up to 3 additional alter guards may be purchased. Alter guards may purchase additional gear as per the witch elf entry in the army list. The cauldron of blood may be moved (depending on your model) upwards of 5” per turn and may not charge or reserve move.
CorsairsSEA DRAGON CLOAK :
2 coverage vs ranged 1 coverage vs melee attacks 2 thickness, encumbers like light armor
Magic Dark Elves may have red, blue and black as primary colors
and green as a secondary color.
10 Warhammer 3rd ed.11 Seemed appropriate12 Combination of Warhammer armies 3rd ed and Dark Elves 5th ed.
Dark Elf Hero [1]
M WS BS S T W I A Ld Int Cl WP Pt
Lvl 1Death Shade 5 5 5 4 3 1 6 2 8 9 9 8 48Lvl 2 Witch Helm 5 6 5 4 3 2 6 3 9+1 9 9 8 88
Lvl 3 Master 5 6 5 4 3 3 7 310+2
910+1
9+1128
Lvl 4 Death Dealer 5 7 5 4 3 4 8 410+3
910+1
9+1168
Lvl 5 DreadLord 5 7 6 4 3 4 8 410+3
10+2
10+2
10+2
208
Sorceress M WS BS S T W I A Ld Int Cl WP Pt
Lvl 1 Hellfay 5 5 4 3 3 1 5 1 810+1
10+1
9+1 78
Lvl 2 Grimwitch 5 5 4 3 3 2 6 1 9+111+2
10+1
10+2
118
Lvl 3 Deathhood 5 6 4 3 3 3 6 110+2
12+2
10+2
10+2
203
Lvl 4 Witherwitches 5 6 5 3 3 4 7 110+3
13+3
10+2
10+3
303
Lvl 5 Wizendamn 5 7 6 3 3 4 9 110+3
13+3
10+3
10+3
418
Hero type (may choose 1, hero must be lvl 2 or lower and must join a
unit of that type.
Bonus Points cost
Black Guard Immune to Psych, Halberd 5Witch elf (regardless of
level, higher levels needn’t join a unit)
Frenzy, double daggers, anticoagulant poison,
khainite10
Shade Scout 5
Executioner Killing Blow, Great Sword 6
Corsair Sea dragon cape, Slaver 4
Dark Elf Assassin
M WS BS S T W I A Ld Int Cl WP Pt
Lvl 1 Bloodshade 5 8 8 4 3 1 8 2 8 9 9 8 64.5
Lvl 2 Goredirker 5 9 8 4 3 2 8 3 9+1 9 9 8 118.25
Lvl 3 Bloodfetch 5 9 8 4 3 3 9 3 10+2
9 10+1
9+1
172
Lvl 4 Dagulus 5 10 8 4 3 4 10
4 10+3
9 10+1
9+1
225
Lvl 5 Doomblade 5 10 9 4 3 4 10
4 10+3
10+2
10+2
10+2
279.5
ASSASSIN RULES
May be surreptitiously deployed in a friendly elf infantry unit at the beginning of the game.
The assassin remains hidden unless he/she attacks either at range or in close combat or chooses to leave the unit or they are the only model left.
Once revealed the Assassin replaces a rank and file model anywhere in the unit of the controlling player’s choice.
Unit’s may not use her/his Ld, Int, Cl, or Wp.
If she/he is in a unit that breaks or flees they must flee with that unit. Assassins are Khainite
Melee GearPoints
Missile Gear
Points
ArmorPoints
Mounts
Points
Assassin Gear
Points
Additional hand weapon
1 Crossbow 3 Shield 1Cold One
22Grappling hook
1
Great Weapon 2Repeating Crossbow
4Large Shield
2Elven steed
7
Lance 2Throwing
knife1
Light armor
2
Spear 1Crossbow
Pistol2
Heavy Armor
3
Sword .5Bardin
g4
Halberd 2Anticoagulant
poisoned weapon13
5
CoreUnit Type M WS BS S T W I A
Ld
Int
Cl
WP
Pt
Dark Elf Warrior (5+)
5(4) 4 4 3 3 1 5 1 8 9 9 811.5
Equipment Special Rules ImprovementsShield, Sword, light armor
Hate elves, may deploy as light infantry
Spears +1, large shields +1
M
13 In most of the lore regarding Witch elf and Dark elf poisons they refer to the slightest touch causing death, this doesn’t seem to refer to normal poisons
Unit Type M WS BS S T W I A Ld Int Cl WP PtDark Elf Crossbowman (5+)
5 4 4 3 3 1 5 1 8 9 9 8 13.5
Equipment Special Rules Improvements
light armor, Sword, crossbow
Hate elves, May deploy as light infantry
Shields +1. repeating crossbow +1. one unit may have great swords weapons +2.5
Unit Type M WS BS S T W I A Ld Int Cl WP PtCorsair (5+) 5 4 4 3 3 1 5 1 8 9 9 8 15
Equipment Special Rules Improvements
Two swords, light armor, nets, dragon cloak
Hate elves, Slavers, light infantry
Crossbow Pistol +2
Unit Type M WS BS S T W I A Ld Int Cl WP PtDark Rider (5+)
5 4 4 3 3 1 5 1 8 9 9 8 20
Elven Steed
9 3 0 3 3 1 3 1 4 4 3 3
Equipment Special Rules Improvements
Sword, light armor, shield
May deploy as skirmishers, hate high elves
Spear +1, one unit may get repeating crossbows +4
Fear Fire
Unit Type
MWS
BS S T W I A Ld Int Cl WP Pt
Harpies (5+)
4 3 3 3 3 1 4 2 6 5 7 7 14.5
Equipment Special Rules
ClawsFly 24”, Beast - doesn't cause panic in Dark Elves, don't count toward core min.
SpecialUnit Type
M WS BS S T W I A Ld Int Cl WP Pt
Shades (5-15)
5 4 4 3 3 1 5 1 8 9 9 8 13.5
Equipment
Special Rules Improvements
Sword,
Skirmishing, scouts, hate high elves
Great sword +2.5, or add sword+1, light armor +1, crossbow +3, repeating crossbow +4, shields +1
Unit Type
M WS BS S T W I A Ld Int Cl WP Pt
Witch Elves (5+)
5 4 4 3(2) 3 1 5(6) 1 8 9 9 8 13
Equipment Special Rules Improvements
dagger, dagger
Frenzy, Khainite, anti-coagulant poisoned attacks, hate high elves, light infantry
May replace a dagger w/ a sword +1 or both for +1.5, light armor +2
Unit Type M WS BS S T W I A Ld Int Cl WP PtExecutioners (5+) 5(4) 5 4 3(5) 3 1 5 1 8 9 9 8 15.5Equipment Special Rules Improvementsgreat sword, heavy armour
hate high elves, killing blow
May replace a dagger w/ a sword +1 or both for +1.5, light armor +2
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Cold one Chariot (1-
- - - - 7 3 - - - - - - 140.5
4)Charioteers (4)
5 4 4 3 3 1 5 1 8 9 9 8
Cold One puller (4)
7 3 0 4 4 1 1 2 2 4 9 9
Equipment
Special Rules Improvements
Heavy ChariotScythes +20, magic standard or musician +25
Sword, light armor
Hate elvesSpears +2, Repeating crossbow +8, crossbow +6, shields for all +8
jaws and stomp
Thick skinned mount, stupidity, armor piercing
Unit Type M WS BS S T W I A Ld Int Cl WP PtCold one Knight (5+)
5 5 4 4 3 1 6 1 8 9 9 838
Cold One Steed
7 3 0 4 4 1 1 2 2 4 9 9
Equipment Special Rules Improvements
Sword, light armor, shield
Heavy CavalryLance +2, Heavy Armor +1
Bite and Stomp
Thick skinned mount, stupidity, armor piercing bite (-1), fear
RareUnit Type M
WS
BS
S T W I A Ld Int Cl WP Pt
0-1 Black Guard (5+)
5(4)
5 44(5)
3 1 6 2 9 9 9 9 18.5
Equipment Special RulesImprovements
Halberd, Sword, heavy armorhate elves, immune to psych
Unit Type
MWS
BS S T W I A Ld Int Cl WP Pt
Dark elf Repeating bolt thrower
- - - - 7 3 - - - - - - 58.5
Dark Elf crew (2)
5 4 4 3 3 1 5 1 8 9 9 8
Equipment Special Rules Improvements30" S4 rank penetrating x3 shots, no multi-shot penalty or it may fire a single 5S shot that causes d3 wounds.
Sword, light armor, Hate Elves
Unit Type M WS BS S T W I A Ld Int Cl WP PtDark Elf Beastmaster (1-3)
5 4 4 3 3 1 5 1 8 9 9 8 13.5
Chaos Hound (0-6 per master)
6 4 0 4 4 2 4 2 6 4 7 7 23
Warhound (0-6 per master)
6 3 0 3 3 1 4 1 6 4 6 4 4
Hydra (0-.5 per master)
6 4 0 5 5 6 2 W 6 4 6 6 200
Equipment Special Rules Improvements
Sword Hate Elveslight armor +2, shield +1
bite, clawsbite, clawsLots of heads, -2 armor
Regen 3+, scaly skin 4+ no thickness, Fear 6", large target,
DWARVES
Dwarf Standard RulesSTURDY : Dwarves never suffer penalties for encumbrance
RESOLUTE : Dwarves may always reserve move
GRUDGES : Dwarves hate Goblinoids and have Animosity toward elves
PEOPLE OF STONE : All Dwarves have Magic Resistance 1 (6+ ward save against all magic)
GOLD FEVER : Dwarves will never willingly abandon gold. If there is a gold hoard on the field and the dwarves know of it and are personally tied to it, the Dwarves may not leave the field of battle except through rout. They are immune to panic and become subject to frenzy should an enemy model touch the gold. Test for frenzy immediately.
GearGROMRIL : 5pts 3 coverage and 3 thickness
DWARVEN ARQUEBUS 14: Same rules as a normal Arquebus, except at less than ½ range they get +1 to hit.
M IN ING P ICK 15: Mining picks are not designed for close-combat, but rather for splitting hard rock. Therefore the dwarf suffers -1 to hit, -3 initiative, and gains +3 strength and -2 armor penetration.
M INER ’S CAP 16: The models cannot have their LOS restricted to less than 12” but as a consequence they may also be seen. They may be used just like torches to start fires in buildings.
PAVIS 17: 5+ coverage, 1 thickness, benefit only applies against ranged fire, unit may use ranged weapons and pavis at the same time. May not countermarch.
RANGE F INDER 18: The Engineer may guess two distances and may choose the better one after measuring but before rolling artillery dice.
14 Dwarves 6th ed.15 This was sorta made up, but it is loosely based on the idea of “improvised weapons from warhammer 3rd ed, and that miners are supposed to have great weapons that smash through rock.16 Completely made up, except that the models have ‘em.17 This item appears regularly in Warhammer Ancients Age of Chivarly and it seemed appropriate to add it.18 Largely made up
PERISCOPE 19: The Engineer gains LOS through one interposing blocker shorter than a cavalry-sized model. E.g. a line of infantry, a wall or a hedge.
RANGE MARKERS 20: Before deployment, the dwarf player reveals to the Gm that he/she has come to the field with range markers. Range markers are small signs or posts placed on the battle field with measured and known distances for the dwarves. Intuitively, these markers must be staked into the ground with ample time before the enemy arrives. As a consequence every unit in the dwarf army counts as having an M value of 0.” The advantage is that the dwarf player will know the distance from the range marker to where the engineer is deployed, allowing for more accurate fire. The GM need only tell the dwarf player the distance once. Markers can be removed by the enemy without penalty by models who come in base contact.
OATHSTONE :
No other character model may join the unit, other than a huscarl and the model possessing the stone; or a battle standard if the stone is possessed by your general.
The Character may place the stone as a charge reaction, immediately following a successful move to engage, or during the movement phase.
Once the stone is placed the following also apply If the unit flees the dwarf player loses the value of the
unit in Victory points, even if they subsequently rally21.
The Character with the stone must issue and accept challenges
The unit forms into an infantry square, place the stone in the center
The unit gains rank bonuses equal to its greatest dimension and foot print (e.g. a 3x4 square would get a total of 3 ranks, whereas a 4x4 would get 4, and a 2x3 or 3x3 would get none as no dimension is great enough to constitute a rank)
Any other dwarf unit in 12” gains +1 Cl so long as the square holds.
The unit gains an additional magic resistance (for a total of 5+ ward save).
BOOK OF GRUDGES : The General and the unit he/she is with gains hatred against the foe.
Shield Bearers: If your general has shield
bearers other units within 18” may use her/his Ld, and Cl modifiers, subordinate commanders may have their radius increased to 3D6”. Shield Bearers are a special class of infantry with the following stat line.
Unit Type M WS BS S T W I A Ld Int Cl
WP
Shield Bearer (2)
3 5 3 4 4 1 3 1 9 7 9 9
They wear gromril and carry hand weapons. If a shield bearer dies, another dwarf from the unit the character has joined may drop his/her shield and take up carrying the
shield. Against arcing fire the shield bearers benefit as if they had a large shield. Due to his/her height advantage a dwarf character atop shield bearers gains a +1 to hit. If there is one or no more shield bearers the character must abandon the oversized shield and walk.
Gyrocopters22
Fly Speed of 10”
Shooting hits are randomized 1-5 Gyrocopter, 6 Pilot.
Close combat hits are randomized as well 1-3 Gyrocopter, 4-6 Pilot
Armaments:
Bombs: The Pilot carries crude ceramic grenades which he may attempt to lob or drop from the gyrocopter. Place the 1” radius explosion template anywhere within 4” of the gyrocopter’s flight path that turn. Roll to hit including any range or movement modifiers. And scatter the template the distance that the pilot missed by. Any model touched by the template is hit on a 3+ and takes a 3S hit with a -2 armor modifier.
Steam Gun: May only be fired during the shooting phase. Place the flame template in front of the barrel of the gun. For each model touched by the template roll to hit using the Pilot’s BS. Each model hit takes a S3 hit -1 to armor.
Close Combat: In close combat the pilot may make attacks to the front and side. Before blows are struck any flyer or model over 10’ tall must pass an i test or be struck by the propellers. This is dangerous for both the gyrocopter and the unfortunate monster. The gyrocopter takes D3 hits of S equal to the monster’s T+1. And the monster takes D3 S6 hits. If the gyrocopter takes a single wound in this fashion it plummets to the ground.
The Anvils of Doom
Unit Type M WS BS S T W I A Ld Int Cl WPAnvil Guard 3 5 3 4 4 1 3 1 9 7 9 9Anvil of Doom - - - - 10 4 - - - - - -
Gear: Anvil guard are equipped with large shield, great weapon, hand weapon and gromril armor
Special Rules:
Immune to Psychology- the Anvil guard is immune to psychology
Ancestral heirloom: The anvils of doom were crafted in a bygone era, there are none left who carry the knowledge to make them anew. Consequently the loss of a single anvil would be an irreplaceable loss. The capture or destruction of an anvil is worth an additional 100 victory points.
19 Same… just thought it would add flavor and interesting tactical hi-jinx20 European armies were known to do this to increase the accuracy of their weapons, especially at distances greater than 200 yards.21 This is where one might imagine slayers come from.22 Largely made up, but they feel right.
Randomize hits: hits are randomized just like shooting at a warmachine.
Strike Runes: Runes take a significant amount of preparation; the sigil must be shaped before it can be struck releasing its power. Consequently, runes are generally crafted before the battle so that they may be unleashed at the right moment. A player may buy runes from the list of sorcerous runes. Each rune may only be used once. However, if need be, runesmiths may craft new runes during a battle. This process requires 2 full magic phases to complete and may be cast on the third turn. To release a rune the runesmith must roll to hit the rune (Runesmith’s WS vs. the difficulty of the rune) if he/she strikes it the sorcery is released. Runes may be struck in the same phases as spells. A runesmith may strike as many runes as she/he has attacks each turn. Runic sorcery is effectively magic, however they may not be dispelled such is the absolute manner of Runes. At least no Dwarf has shared this lore to weavers of the magical winds. Magic resistance applies as normal.
Sorcerous Runes:23
Army Organization 24 25%+ Clan Warriors 0-35% Engineering Guilds (includes Engineer
Characters) 0-45% Royal Clan Warriors (includes Runesmiths and
Warrior Characters) 0-25% Outsiders (includes allies/Mercenaries and
rangers and slayers)
Allies/Mercenaries:
Will Ally With: To Fight:
HalflingsOrcs and Goblins
EmpireChaos Dwarves
Bretonnia SkavenKislev OgresGnomes Norse Ogres High Elves
Clan Warriors 25%+
Unit Type M WS BS S T W I A Ld Int Cl WPPt
Dwarf Clansman (10+ per unit)
3 4 3 3 4 1 2 1 9 7 9 910
Equipment Improvements
hand weapon, light armor
Heavy Armor +1, Shield +1, Large Shield +2, Great Weapon +2
Unit Type MWS
BS S T W I A Ld Int Cl WPPt
Dwarf Crossbowmen (10+ per unit)
3 4 3 3 4 1 2 1 9 7 9 913
Equipment Improvements
Hand Weapon, Light armor, Crossbow
Shield +1, or Pavis +1, One unit may have Great Weapon +2, Heavy Armor+1
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Long Beards (5+ per unit)
3 5 3 4 4 1 2 1 9 7 9 9 18
Equipment Special RulesHeavy Armor, Great Weapon, Hand Weapon, large shield
immune to panic, old grumblers (any unit of dwarves within 6” may re-roll a failed panic test, so long as the long beards are not fleeing), cannot outnumber clansmen in the army.
Engineers’ Guild 0-35%Unit Type M WS BS S T W I A Ld Int Cl WP
Pt
Dwarf Thunderers (10+ per unit)
3 4 3 3 4 1 2 1 9 7 9 911
Equipment Improvements
Hand weapon, light armor, Arquebus
Shield +1, or Pavise +1, One unit may have Heavy Armor+1
Unit Type
M WS BS S T W I A Ld Int Cl WPPt
Miners (5+ per unit)
3 4 3 3 4 1 2 1 9 7 9 914
Equipment Special Rules
Mining Pick, Hand Weapon, Miner Caps, heavy armor
Underground Advance (see 6th ed.) the number of miner units you are allowed equals the number of miners you have divided by 12 to a minimum of 1.
23 We’re working on it.24 This army organization is a bit arbitrary, but it is loosely based off of Warhammer Ancients wherein army lists had categories like “Cavalry,” “Infantry,” “Auxiliaries,” etc.
Unit Type M WS BS
S T W I A Ld
Int
Cl
WP Pt
Sappers (2 per unit) 3 4 3 3 4 1 2 1 9 7 9 9 15Equipment Special Rules
Mining Pick, Heavy Armor, Miner caps
Sappers25
Unit Type M WS BS S T W I A Ld Int Cl WP PtCatapults (1-3 per unit)
- - - - 7 3 - - - - - - 85
Crew (3) 3 4 3 3 4 1 2 1 9 7 9 9Equipment Special Rules Improvements
Three Man Catapult
Four man Catapult +22, Five man Catapult +44
Hand Weapon, Light armorHeavy Armor +1
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Cannon (1-3 per unit) - - - - 7 3 - - - - - -90
Crew (3) 3 4 3 3 4 1 2 1 9 7 9 9
Equipment Special Rules Improvements
Three Man Cannon
Four man Cannon +20, Five Man Cannon +40, Six man cannon +60
Hand Weapon, Light armorHeavy Armor +1
Unit Type M WS BS S T W I A Ld Int Cl WP PtBolt Thrower (1-3 per unit)
- - - - 7 3 - - - - - - 45
Crew (3) 3 4 3 3 4 1 2 1 9 7 9 9Equipment Special Rules Improvements
Three Man Bolt Thrower
Four Man Bolt Thrower +16, Five Man Bolt Thrower +32
Hand Weapon, Light armorHeavy Armor +1
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Organ Gun (1-3 per unit) - - - - 7 3 - - - - - - 125
Crew (3) 3 4 3 3 4 1 2 1 9 7 9 9
Equipment Special Rules Improvements
Organ Gun 3 barrels
Four Man Organ gun +16, Five Man Organ Gun +32
Hand Weapon, Light armorHeavy Armor +1
Unit Type M WS BS S T W I A Ld Int Cl WPPt
Flame Cannon (1 per unit)
- - - - 6 3 - - - - - -165
Crew (3) 3 4 3 3 4 1 2 1 9 7 9 9
Equipment Special RulesImprovements
Flame Cannon (see 6th ed. Rules, except that all models are hit automatically)
Hand Weapon, Light armor
Heavy Armor +1
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Gyrocopter (1-3 per unit) - - - - 6 3 - - - - - - 155
Pilot 3 4 3 3 4 1 2 1 9 7 9 9
Equipment Special Rules Improvements
See Entry
Hand Weapon
Royal Clan Warriors 0-35%Unit Type M WS BS S T W I A
Ld
Int
Cl
WP
Pt
0-1 Dwarf Hammerer (5+ per unit)
3 5 3 4 4 1 2 2 9 7 9 917
EquipmentSpecial Rules
Improvements
Heavy Armor, Great Weapon, Hand Weapon
Body Guard
Shield +1, Large Shield +2
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Ironbreakers (5+ per unit) 3 5 3 4 4 1 2 1 9 7 9 9 16
Equipment Special Rules ImprovementsGromril, hand weapon, Shield Large Shield +2
Outsiders 0-25%Unit Type M WS BS S T W I A Ld Int Cl WP Pt0-1 Dwarf Rangers (5-15)
3 4 3 3 4 1 2 1 9 7 9 9 16
Equipment Special Rules ImprovementsCrossbow, Great Weapon, light armor
Scout, light infantry, woodsmen
Heavy Armor +1, Shield +1, may replace crossbow with throwing axe -1
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
0-1 Troll Slayers (5+)
3 4 3 3 4 1 2 1 9 7 9 9 9
Ogre Slayer (any number)
3 5 3 3 4 1 2 1 9 7 9 +2 9 11
Equipment
Special Rules Improvements
Hand Weapon
Immune to living monster fear, frenzy, mixed unit formations
Shield +1, Great Weapon +2, Additional hand weapon +1
Hand Weapon
Immune to living monster fear, auto-Frenzy, Cannot Break from combat, mixed unit formation
Shield +1, Great Weapon +2, Additional hand weapon +1
Dwarf CharactersRoyal Heroes M
WS
BS
S T W I A Ld Int Cl WP Pt
Karl/Foe Smiter Lvl 1 3 5 4 4 4 1 3 2 9 7 9 9 48
Dreng/Anvil Cleaver Lvl 2
3 6 4 4 5 2 3 310 +1
7 9 9 86
Thegn/ War Forger Lvl 3
3 6 4 4 5 3 4 3 10+2 710+1
10+1
126
Jarl/ Battlewright Lvl 4 3 7 4 4 5 4 5 4 10+3 710+1
10+1
166
Kyning/Hold Master Lvl 5
3 7 5 4 5 4 5 4 10+39+2
10+2
10+2
208
Slayer Characters MWS
BS
S T W I A Ld Int Cl WP Pt
Giant Slayer Lvl 1 3 5 3 4 4 1 4 2 9 7 9 9 48
Manticore Slayer Lvl 2
3 6 3 4 5 2 4 310 +1
7 9 9 86
25 See old grumbler rule book
Wyvern Slayer Lvl 3 3 6 3 4 5 3 5 3 10+2 710+1
10+1
126
Dragon Lvl 4 3 7 3 4 5 4 6 4 10+3 710+1
10+1
166
Daemon Slayer Lvl 5 3 7 4 4 5 4 6 4 10+39+2
10+2
10+2
208
Special Rules
Immune to living monster fear, Frenzy, Cannot Break from combat, May only join Slayer units or by self, not general. Daemon Slayers are immune to all sources of fear
Engineers MWS
BS
S T W I A LdInt
ClWP
Pt
Surveyer Lvl 1
3 4 4 3 4 1 2 1 98+1
10+1
920
Bombadier Lvl 2
3 4 4 3 4 2 3 110 +1
9+2
10+1
950
Master Engineer Lvl 3
3 5 5 4 5 3 3 110+2
9+2
10+2
975
Special Rules
One Artillery may use his BS and re-roll misfire chart
Same, and may re-roll artillery die
Same, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.
Runesmiths MWS
BS
S T W I A Ld Int Cl WP Pt
Vola lvl 1 3 4 3 4 4 1 2 1 9 8+1 910+1
56
Runeskryre lvl 2
3 5 4 4 4 2 3 210+1
8+1 910+2
96
Skald lvl 3 3 5 4 4 5 3 3 210+2
9+210+1
10+2
136
Helrun lvl 4 3 6 5 4 5 4 4 310+2
9+210+1
10+3
176
Wyrdskryre lvl 5
3 7 5 4 5 4 5 310+3
10+3
10+2
10+3
216
Special Rules
Dwarf Runesmiths are magic users of their denoted level for all intents and purposes except that they may not cast spells. They are free to dispel.
Warriors Slayers Engineers Runesmiths
WeaponPts Weapons
Pts Weapons
Pts
Weapon
Pts
Great Weapon 2 Great Weapon 2 Mining Pick 2
Great Weapon 2
Add. Hand weapon 1
Additional Hand Weapon 1 Ranged Armor
Ranged Ranged Arquebus 1 Shield 1
Pistol 3 Throwing Axe 1 Pistol 3Large Shield 2
Arquebus 1 Armor Brace of Pistols 6Light Armor 2
Crossbow 3 Shield 1 Bombs10
Heavy Armor 3
Throwing Axe 1 Buckler
0.5 Armor
Gromril 5
Armor Pavis 1
Shield 1 Light Armor 2
Large Shield 2 Heavy Armor 3
Light Armor 2 Other Heavy Armor 3 Miner's Cap 1
Gromril 5 Periscope 9
Other Range Finder 8Shield
Bearers if general
30
Range Marker, may have multiple
15
Oath Stone25
Book of Grudges
25
Character type lvl 2 or lower Bonuses PointsDwarf Rangers Scout, woodsman 5Miner Underground advance, 4Long Beard Immune to panic, old grumblers 6
The Empire
Gear of the EmpireHEAVY BREAST PLATE 26: Empire soldiers are typically equipped with thick cuirasses and breastplates designed to ward off black powder weapons. These heavy breast plates provide 1 coverage and 3 thickness but encumber like heavy armor.
FULL PLATE ARMOR +5PTS : 3 coverage, 3 thickness
HOCHLAND LONG RIFLE +10PTS
36” range 4 strength armor piercing like arquebus, move or fire, every other turn, may single targets out at -1 to hit (which is none cumulative for individual/skirmishing models)
May only be used by engineers
FUSILLADE AND CARACOLE2 7
Whilst charging, pistoliers may fire a single pistol, and enter the combat with a sword drawn. In the event that the horses are held at bay due to pikes, halberds, or spears, the pistoliers may opt to fire their second pistol (even against an opponent who is moving to engage)
In the event that a pistolier wishes to discharge two pistols in a single turn, the unit must initiate a “caracole” maneuver as their final maneuver for it’s movement phase. A Caracole is a complex maneuver. If the maneuver is passed the unit may fire both pistols during the shooting phase and reserve move.
FORESTER
Foresters count woods as open ground. Woods additionally offer them hard cover and act as a defended obstacle when charged.
REPEATING HANDGUN +7PTS :
Like arquebus, except 3 shots May only be used by engineers
26 This was largely made up, but it seemed appropriate that the Empire would employ armor designed to stop black powder weapons, just as humans did during the late 1400’s-1600’s27 People actually did this.
REPEATER PISTOL +5PTS
Like pistol, except 3 shots May only be used by engineers
P IGEON BOMBS +10 PTS EACH2 8:
See 7th ed. Book May only be used by engineers
Volley Gun29
Has 3 sets of organ gun barrels, each of three. Each turn the volley gun may fire a set of three barrels, each of
which is fired at the same guessed range like a cannon and bounced individually.
Strength 5, range of 24”
The crew reloads 1 barrel each turn.
Steam Tank30
1. During the movement phase determine the number of steam points you wish to generate, 0-5. All steam points must be used this turn
2. A single steam point may be used to :1. Move 3” straight forward2. Move 2” backward3. Pivot up to 90 degrees clockwise or counter clockwise4. Fire the steam cannon (only once a turn)
3. Roll a d6, on a 6+ something bad has happened, roll a further d6 and add the number of steam points generated and consult the “Imperial Steam Tank Boiler Chart”
4. Otherwise you may use your steam points to move the steam tank.5. Any model that is in the Steam Tank’s path must pass an i test or
suffer a S7 hit. 6. The enemy may charge, move to engage or already be in base contact
with a steam tank. They may attempt to wound the tank. However, the tank is not obliged to stay in close combat and can simply putter away. It need never take a break test.
7. For each wound that the steam tank sustains add +1 to the first die roll in rule 1. above.
8. The commander is armed with a repeating handgun9. Steam tanks take psychology tests as normal. However, rather than
flee the engineer lowers the hatch and hunkers down; doing nothing for the entire turn. If steam points must be expended, they are used to get away.
Firing the Steam Cannon
Range 36” Str 6 Wounds d3, -4 armor modifier
The cannon is fired in the same manner as a normal cannon, except that it can only fire directly forward. Should the cannon misfire, roll a d6 and add the number of steam points generated this turn and consult the “Imperial Steam Tank Boiler Chart”
Magic:Empire Mages may use any color.
Soldiers of the Empire are true neutral
Army Organization31
State Troops 25%+ Knights and Nobility 0-35%
o Includes Warrior type Heroes Gunnery and Engineering 0-35%
o Includes Engineers Irregulars 0-20%
o Includes Mages and Battle Priests Characters 1-25%
o Overlaps with other categories Allies/Mercenaries 0-25%
ALLIES 0-25%:
Will Ally With: To Fight:
HalflingsOrcs and Goblins
Wood Elves ChaosBretonnia SkavenKislev Vampire CountsGnomes Norse Ogres High Elves Estalians Tileans Albionites
CHARACTER COSTS 1-25%:
Wizard Lvl M Ws Bs S T w I A Ld Int Cl WP Pts1 4 4 3 3 3 1 3 1 7 8+1 7 8+1 602 4 4 3 3 3 2 4 1 8+1 9+2 7 9+2 853 4 5 4 3 3 3 5 1 9+2 9+2 8+1 9+2 1554 4 5 4 3 3 4 6 1 10+3 10+3 8+1 10+3 240
5 4 6 5 3 3 4 7 1 10+3 10+3 9+2 10+3 340
Hero Lvl M Ws Bs S T W I A Ld Int Cl WP Pts1 4 4 4 4 4 1 4 2 7 7 7 7 302 4 5 4 4 4 2 4 3 8+1 7 7 7 553 4 5 4 4 4 3 5 3 9+2 7 8+1 8+1 804 4 6 4 4 4 4 6 4 10+3 7 8+1 8+1 1055 4 6 5 4 4 4 6 4 10+3 9+2 9+2 9+2 130
Character type Bonuses
Points
Great Sword lvl 3 or lower
Stubborn, must be equipped with a great sword, you may have a single hero with this upgrade for each unit of great swords. This hero must be a champion of a state troop unit. 6
Flagellant
Flagellant rules, gear limited to flagellant selection, may not be general, may not join knightly or state troop units. 6
ForestJaeger lvl 3 or lower
Scout, skirmish, may not be general, may not be mounted 5
28 Empire 7th ed.29 It seemed appropriate to make the volley gun into a rotating organ gun.30 Empire 4th ed. 31 This army organization is largely made up, but derived from Warhammer Ancients wherein Army lists are presented with categories such as “Cavalry,” “Infantry,” “Artillery,” etc.
ENGINEERS M WS
BS
S T W I A Ld Int Cl WP
Pt
Surveyor Lvl 1 4 3 4 3 3 1 3 1 7 8+1
8+1
7 20
Bombardier Lvl 2
4 3 4 3 3 2 4 1 8+1
9+2
8+1
7 50
Master Engineer Lvl 3 4 4 5 4 4 3 4 1
9+2
9+2
9+2 7
75
Special Rules
One Artillery may use his/her BS and re-roll misfire chart
Same, and may re-roll the first artillery die
Same, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.
PRIESTS OF S IGMAR
M WS
BS
S T W I A Ld Int Cl WP
Pt
Warrior Monk 4 4 3 4 3 1 3 1 7 8+ 7 8+ 4
1 1 5
Warrior Priest 4 4 4 4 3 2 4 2 8+1
8+1
7 9+2
70
Lector 4 5 4 4 4 3 4 29+2
9+2
8+1
9+2
115
Arch Lector 4 6 5 4 4 4 5 39+2
9+2
8+1
10+3
175
Grand Theogonist 4 6 5 4 4 4 6 3
10+3
10+3
9+2
10+3
235
Special Rules
White lvl 1, but only knows 1 minor spell
White lvl 2, but only knows 2 minor spell and 0 mighty spells
White Lvl 3 but only knows 1 mighty spell
White (with black as secondary) lvl 4 but knows only 2 mighty spells
White (white and black secondary)Level 4
May wear armor. Additionally they and any unit they join are subject to hatred toward chaotic and evil models. Warrior priests of Sigmar are Order good.
STATETROOPS 25%+
Unit type MWs
Bs
S T w I ALd
Int
Cl
WP
Pts
1+ Reichsoldat (10-50 per unit)
4 3 3 3 3 1 3 1 7 7 7 7 7.5
EquipmentSpecial Rules
Upgrades
Sword, breast plate
shield +1 and one of the following: halberd +2, pikes +1, crossbow +3, arquebus +1, bow +2
Unit type MWs
Bs
S T w I ALd
Int
Cl
WP
Pts
Crossbowmen (10-30 per unit)
4 3 3 3 3 1 3 1 7 7 7 7 7.5
Equipment Special Rules UpgradesDagger, cross bow
May be deployed as light infantry
Hand weapon +.5 replace Dagger with Sword +1
Unit type MWs
Bs
S T w I ALd
Int
Cl
WP
Pts
Harquebusiers32 (10+ per unit)
4 2 3 3 3 1 3 1 7 7 7 7 5.5
EquipmentSpecial Rules
Upgrades
Dagger Arquebus
Hand weapon +.5 Replace dagger with Sword +1
Unit type M Ws Bs S T w I A Ld Int ClWP
Pts
Swordsmen (5-30)33 4 4 3 3 3 1 4 1 7 7 7 7 10
EquipmentSpecial Rules
Upgrades
Sword, breast plateLight Infantry
may replace breast plate with normal light armor for free, shield +1, buckler +1, bastard sword +2, add hand +1, may replace any hand weapon with a dagger at no cost, pistol +2
Unit type M WsBs
S T w I A Ld Int Cl WP Pts
0-2 Great Swords (5-15)
4 4 3 3 3 1 3 1 8 7 8 8 14.5
EquipmentSpecial Rules
Upgrades
great Sword, full plate, Sword Stubborn
One unit may have a magic standard +50 and magic instrument +25
KNIGHTS AND NOBILITY 0-35%
Unit type M WsBs
S T w I ALd
Int
Cl
WP
Pts
0-1 Inner Circle knight (5-20)
4 4 3 4 3 1 3 1 8 7 8 7 25.5
Warhorse 8 3 0 3 3 1 3 1 4 3 4 4
EquipmentSpecial Rules
Upgrades
Sword, full plate armor, lance, shield
magic instrument +25, magic standard +100
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsPistoliers (5-10) 4 3 3 3 3 1 3 1 7 7 7 7 15.5Horse 8 3 0 4 3 1 3 0 3 3 3 3
Equipment Special Rules Upgrades
2 pistols, breast plate, Sword skirmish, caracole
Afraid of fire
32 Most rule sets for warhammer make handguns just as expensive as crossbows and long bows, this is problematic. In editions of warhammer before 6th ed. hand guns fired every other turn, as they rightly should, but their cost often did not reflect this. Historically, gunpowder replaced arrows, not because of lethality, range, or accuracy (as long bows were certainly up the mark in all these regards) it was that arquebusiers were cheaper to train so a greater number could be brought to the field, simply out numbering traditional longbowmen who took a life time to train, if not many years. Consequently, handgunners are presented, with corners cut (WS -1, daggers, cheap handguns) to represent this.33 In Pike and Shot battle fields, swordsmen were often used to counter pikemen and needed to be maneuverable. Additionally, the Empire rulebooks routinely refer to the swordsmen as expert fencers, whom I would imagine to be much more adaptive and creative in their weapon use.
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsKnightly order (5-20) 4 4 3 3 3 1 3 1 8 7 8 7 24Warhorse 8 3 0 3 3 1 3 1 4 3 4 4
EquipmentSpecial Rules
Upgrades
Sword, full plate armor, lance, shield
magic instrument +25, magic standard +25
Barding
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts0-2 Reichsguard34 (5-15) 4 4 3 3 3 1 4 1 8 7 8 7 14
EquipmentSpecial Rules
Upgrades
Sword, full plate armor, shield
One unit may have halberds +2, grt wpns +2, flails +1 magic standard +25, magic instrument +25
GUNNERY AND ENGINEERING 0-35%
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsVolley Gun (1-3) - - - - 7 3 - - - - - - 125Crew (3) 4 3 3 3 3 2 3 2 7 7 7 7
Equipment Special RulesUpgrades
3 barrel organ gun x3
Gunnery Tools (improvised weapon)
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsGreat Cannon (1-3) - - - - 7 3 - - - - - - 100Crew (4) 4 3 3 3 3 2 3 2 7 7 7 7
EquipmentSpecial Rules
Upgrades
4 man cannon
Five man Cannon +20, Six man cannon +40
Gunnery Tools (improvised weapon)
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsMortar (1-3) - - - - 7 3 - - - - - - 75Crew (3) 4 3 3 3 3 2 3 2 7 7 7 7
Equipment Special Rules Upgrades
Gunnery Tools (improvised weapon)
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsSteam Tank
- 1 3 7 10 5 - -10
8 10+2`` 7 200
Equipment Special Rules Upgrades
See Rules above, large target, fear +3, 10 US,
IRREGULARS 0-20%
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsFlagellant (10-50) 4 2 2 3 3 1 3 1 6 6 6 7 10Equipment Special Rules Upgrades
hand weapon
frenzy, hate chaos, unbreakable, may only be joined by priests of Sigmar or flagellant characters35
Shields +1, flail +1, additional hand weapons +1,
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsForestJaeger (5-15)36 4 3 3 3 3 1 3 1 7 7 7 7 10
Equipment Special Rules Upgrades
bow, hand weapon, light armor
Scout, skirmisher, Forester
May replace hand weapon with Sword +.5 or great axe +2
34 Warhammer Armies 3rd ed and Empire 4th ed.35 Warhammer Armies 3rd ed.36 This unit appears in Warhammer Armies 3rd ed. as a “Forester” unit, that rule seemed tedious and over the top. Consequently removed.
High Elves
Team RulesWILL ALLY
WITH:To Fight:
Wood Elves Dark Elves
KislevitesChaos of all kinds
Empire Orcs and Goblins
Dwarves Halflings Lizardmen
MEEK 37: all elves suffer double the effects of encumbrance
H IGH ELVES AND SEA ELVES : in order to get an Equestrian and monsters, Kindred Superiors, or Allies and maritime auxiliaries choice that is a high elf or sea elf, the army must contain a kith regiment of that elf type.
Sea Elves38
Any unencumbered sea elf may swim at ½ M with no reserve move over any water feature39
o Encumbrance includes pikes, armor save total thickness
greater than 2, great weapons, and halberdso Ranged weapons may not be used whilst swimming
Magic: sea elves may have White, Green, Blue as primary colors. All Sea elf infantry have the phalanx rule40. Sea Elves are Good Neutral (if not a little chaotic by high elf
standards) Unless attached to a unit of Shore riders as a champion (lvl 3 or
lower) Sea elf characters may not ride horses.
High Elves VALOUR OF AGES 41: High elves may reroll failed
psychology tests when fighting dark elves Fight in 3 ranks42, High elves armed with spears may make
attacks from the 3rd rank in a similar manner to models in the 2nd rank
High Elves may have white, and Blue as primary colors and red, green, and black as secondary colors.
High Elves are Good Order
INTRIGUE 43: high elves are subject to byzantine intrigues and politicking. If your army contains one or more high elf characters, rank your characters in Ld order (highest to lowest) and roll a die. The result corresponds to the elf in order of Ld, that elf becomes your army’s general. If the die result is greater than the number of characters your army has or is a 6 you may choose your general.
ORACLE OF ASURYAN 44: At the Shrine of Asuryan Phoenix Guards come to know their ultimate fate, when they will die. For each model at the beginning of the game, roll a D3-1 and add up the total and record it for yourself and the GM. Each time that a phoenix guard model would die you may choose to prevent his death by expending one of these points.
Each point can only be used once. Poison toxin counters are removed if a toxin wound is prevented.
GearL ION CLOAK 45: 2 coverage no thickness, only effective against missile fire
ITHILMAR ARMOR 46: Cost of 3 ½ pts (1 1/2 pts more to replace light armor and ½ pts more to replace heavy armor) Provides a 5+ save but any blow that would normally pierce light armor also pierces ithilmar
armor, additionally it has the same encumbrance effect as light armor.
DRAGON ARMOR 47: Cost of 4 pts, heavy armor, and makes the model immune to fire attacks
Army Organization48
Citizens and Militia: 25%+
Equestrians and Monsters: 0-50%
Kindred Superiors 1-50%
Includes characters. Army must include a general.
Allies and Maritime Auxiliaries0-33%
Character gear/mounts:Add. hand weapon +1 Great Weapon +2 Great Sword +2.5Lance +2 Spear +2 Halberd +2 Sword +.5Long Bow +3 Bow +2 Javelin +1 Shield +1Large Shield +2 Light Armor +2 Heavy Armor +3Dragon Armor +4 Ithilmar Armor +3.5Barding +4Elven Steed +7 Eagle +50 Unicorn +80
See Magical Creature Bestiary for more options
CHARACTER COSTS
High Elf Hero (lvl) M WS BS S T W I A Ld Int Cl WP PtKinthane (1) 5 5 5 4 3 1 6 2 8 9 9 8 48Earl (2) 5 6 5 4 3 2 6 3 9+1 9 9 8 88Kinlord (3) 5 6 5 4 3 3 7 3 10+2 9 10+1 9+1 128Prince (4) 5 7 5 4 3 4 8 4 10+3 9 10+1 9+1 168Suzerain (5) 5 7 6 4 3 4 8 4 10+3 11+2 10+2 10+2 208
Heroes level 3 or lower must be deployed as champions unless they are a battle standard.
Magic User (lvl) MWS BS S T W I A Ld Int Cl WP Pt
Incantor (1) 5 5 4 3 3 1 5 1 8 10+110+1 9+1 78
Spellbard (2) 5 5 4 3 3 2 6 1 9+1 11+210+1 10+2 118
Fey (3) 5 6 4 3 3 3 6 110+2 12+2
10+2 10+2 203
Dreamguilers (4) 5 6 5 3 3 4 7 1
10+3 13+3
10+2 10+3 303
Elven Mage (5) 5 7 6 3 3 4 8 110+3 13+3
10+3 10+3 418
Character type, must be high
Bonuses Points
37 Warhammer Rules 3rd ed.38 Warhammer Rules 3rd ed.39 Warhammer 3rd ed.40 The phalanx rule is derived from Warhammer ancients, but it seemed appropriate to differentiate the Sea Elves’ fighting style from the high elves, comparable to the “eternal guard” being differentiated in later editions.41 6 and 7th ed. high elf army books42 High elves 6th, 7, 8th ed.43 High Elves 6th ed44 This rule is largely derived from the Warhammer ancients rules for Greek Phalanxes wherein the player was allotted combat resolution points that could be added at will to represent the God’s favor. It seemed appropriate to combine this rule concept with the idea that they are meant to die at a certain time. 45 High Elves 6th, 7th and 8th ed. Though modifier to represent a hide save, as arrows would still pierce the cloak.46 Mordheim with some modification.47 High Elves 6th, 7th and 8th ed.48 The army organization is fairly arbitrary, though borrowed loosely from warhammer ancients wherein armies organization had categories like “cavalry,” “infantry,” “Auxiliaries,” and “Artillery.” The current setup has an interesting dynamic wherein a greater number of Kindred superiors results in fewer Characters, and more Sea elves results in fewer allies.
elves and level 3 or lowerPhoenix Guard Fear, Halberd, Oracle
Asuryan10
Shadow Warrior Scout, Hate Dark elves 6White Lion Woodsmen,
bodyguard, lion cloak, great weapon
8
Citizens and Militia 25%+Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Elven Kith49 (10+ per unit) 5 4 4 3 3 1 5 1 8 9 9 8 8.5
Equipment Special Rules Improvements
Sword
sea elf or high elf, may be deployed
as light infantry
Shields +1, large shields+2, Ithilmar +3 ½, light armor +2 and one of
the following Spears +1, javelin +1, long bow +3, great weapons +2, add hand +1
Unit Type M WS BS S T W I ALd
Int
Cl
WP
Pt
Archers (10-20 per unit)50 5 4 5 3 3 1 5 1 8 9 9 8
13
Equipment Special Rules Improvements
long bow, Swordsea elf or high elf, light infantry
Light armor +2, Ithilmar +3 ½
Equestrians and Monsters 0-50%
Unit Type M WS BS S T W I A Ld Int Cl WP PtEllyrian Reaver (5-15 per unit)
5 4 4 3 3 1 5 1 8 9 9 8 19
Elven Warhorse 9 3 0 4 3 1 3 1 4 4 3 3
EquipmentSpecial Rules
Improvements
Sword, light armor, spear
high elf, skirmish
bows +2, or swap spear for bow +1 replace with ithilmar +1.5
afraid of fire
Unit Type M WS BS S T W I ALd
Int
Cl
WP
Pt
Shore Rider51 (5-20 per unit)
5 5 4 3 3 1 5 1 8 9 9 818
Elven Warhorse 9 3 0 4 3 1 3 1 4 4 3 3Equipment Special Rules Improvements
spear, Sword, shield
Sea elf (horse may swim using rider's unmodded M), may skirmish
bows +2, Javelins +1, light armor +4, Ithilmar +3.5 magical instrument +25
afraid of fire
Unit Type M WS BS S T W I A Ld Int Cl WP PtSilver Helm52 (5+ per unit)
5 5 4 3 3 1 5 1 8 9 9 822
Elven Warhorse 9 3 0 3 3 1 3 1 4 4 3 3
EquipmentSpecial Rules
Improvements
lance and High Ithilmar armor +1 ½, Ithilmar barding +4, one
Sword, light armor, shield
elf, Heavy cav.
unit may carry a magic standard worth up to 25pts
afraid of fire
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Tiranoc Chariot (2-4 per unit)
- - - 7 7 3 - - - - - -85
Elf Crew (2) 5 4 4 3 3 1 5 1 8 9 9 8 -Elven Warhorse (2) 9 3 0 3 3 1 3 1 4 4 3 3
EquipmentSpecial Rules
Improvements
light chariot
spear, bow High ElfLight armor +2, ithilmar +3 ½
afraid of fire
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Warwain53 (1-4 per unit)
- - - 7 7 3 1 - - - - -130
Elf Crew (4) 5 4 4 3 3 1 5 1 8 9 9 8
Elven Warhorse 9 3 0 3 3 1 3 1 4 4 3 3
EquipmentSpecial Rules
Improvements
Heavy Chariot
Scythed wheels +20, magic standard +25, magic instrument +25
Sword, light armor
high elfShield +1, Javelin +1, light armor +2, one crew may have a long bow +3
afraid of fire
Unit Type M WS BS S T W I ALd
Int
Cl
WP
Pt
Great Eagles/Osprey54 (2-6 per unit)
2 5 0 4 4 3 4 2 8 7 8 850
EquipmentSpecial Rules
Improvements
Claws Fly 32"
Kindred Superiors 1-50%Unit Type M
WS
BS
S T W I ALd
Int Cl WP Pt
Dragon Princes (5+ per unit)
5 5 4 4 3 1 6 1 9 9 10 9 29.5
Elven Warhorse 9 3 0 3 3 1 3 1 4 4 3 3
Equipment Special Rules ImprovementsSword, lance, dragon armor, shield
high elf, Heavy Cav. Magic banner +25
ithilmar barding
Unit Type M WS BS S T W I A LdInt
Cl
WP
Pt
Phoenix Guard (10+ per unit)
5 5 4 3 3 1 6 1 9 9 9 917
Equipment Special RulesImprovements
halberd, heavy armorhigh elf, cause fear, Oracle of Asuryan
Ithilmar +1/2
Unit Type MWS
BS
S T W I ALd
Int
Cl
WP
Pt
49 Warhammer Armies 3rd ed.50 Warhammer Armies 3rd ed., here they appeared as a +1 Missile Elite.51 Warhammer Armies 3rd ed. Though it is not clear whether shore riders are Ellyrian Reavers, they are quite comparable and the Ellyrian reaver text alludes to them patrolling the shore.52 This unit is a bit interesting, in the 3rd ed. it appeared as a +3 shock elite cavalry but had the potential to be heavily upgraded in gear, later silver helms were downgraded to make room for dragon princes (who used to ride dragons in the 3rd ed. and in the war of the beard mini ruleset.) The silver helm presented here is as it appears in High Elves 5th ed.53 Warhammer Armies 3rd ed. 54 Warhammer Rulebook 3rd ed.
Shadow warriors (5-15 per unit) 5 4 4 3 3 1 5 1 8 9 9 816
Equipment Special Rules Improvements
Sword, long bow, light armor
scouts, skirmish, hate dark elves, high elf
Unit Type MWS
BS
S T W I ALd
Int
Cl
WP
Pt
Sword masters (10+ per unit) 5 6 4 3 3 1 6 1 8 9 9 816
EquipmentSpecial Rules
Improvements
great Sword, Sword, heavy armor
high elf,May replace with Ithilmar +1/2 Magic banner +50
Unit Type MWS
BS S T W I ALd
Int
Cl
WP
Pt
White lions (10+ per unit) 5 5 4 4 3 1 5 1 8 9 9 815
Equipment Special Rules Improvements
Dagger, great weapon, light armor, lion cloak
High elf, woodsmen, bodyguard (Stubborn if with General) light infantry
Ithilmar +1 ½ magic banner +50
Maritime Auxiliaries and Allies 0-33%
Unit Type M WS BS S T W I A Ld Int Cl WP PtLotherm sea guard (10+ per unit)
5 4 4 3 3 1 5 1 8 9 9 8 13
Equipment
Special Rules
Improvements
spear, bow, light armor
sea elf shields +1, Large shield +2, replace with ithilmar +1 ½, may replace spear with sword free of charge
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Merchant companies55 (10-30 per unit)
5 4 4 3 3 1 5 1 8 9 9 8 11
Equipment Special Rules Improvements
Sword, light armor
sea elf
Shields +1, replace with ithilmar +1 ½, magic instrument +25, 1/2 unit must have long bows +3, other 1/2 may have spears +1, or halberds +2, one unit may have magic standard +25
Unit Type MWS
BS S T W I ALd
Int
Cl
WP
Pt
Marine bolt batteries56 (1-4 per unit)
- - - - 7 3 - - - - - -52
Elf Crew (3) 5 4 4 3 3 1 5 1 8 9 9 8
Equipment Special Rules Improvements
30" S4 rank penetrating x3 shots, armor penetration 1, no multi-shot penalty
Sword Sea Elf light armor +2
Unit Type MWS
BS S T W I A Ld Int ClWP
Pt
Ships company57 (10 per unit)
5 4 4 3 3 1 5 1 8 9 9 8 13
EquipmentSpecial Rules
Improvements
long bow, hand weapon, light armor
sea elf , light infantry
great weapon +2, shields +1, grappling hook +1/2, one unit may have magic standard +25, magical instrument +25
55 Warhammer Armies 3rd ed.56 The repeating bolt thrower changed every edition57 Warhammer Armies 3rd ed. And Warhammer 6th Storm of Chaos High Elf Sea patrol
LizardMen
Saurus/Lizardmen RulesLizardmen are neutral Order
IMMUNE TO PANIC58: Lizardmen are immune to psychology; they never have to take panic tests, except in close combat. They do not take fear tests and pass any psychology test they must take, excluding WP test. They may not flee as a charge reaction.
Totem Warriors59
Due to their privileged position in society, no unit in the Lizardman army may declare a charge or move to engage until the highest ranking totem unit has either declared a charge, fought a round of combat or is dead. They may declare charges the same turn, so long as the higher ranking one declares it first. Additionally, no totem warrior unit may start the game with more models than a lesser totem warrior unit.
TOTEM H IERARCHY
Temple GuardEagle and Jaguar WarriorsAlligator Warriors
AQUATIC : some lizardmen have the ability to move through water features without penalty. They may not reserve move in water. They may not shoot whilst in water. Encumbrance still affects swimming movement. Additionally models with this rule may deploy as scouts in water features and may not be targeted by missile fire or charges until the unit attempting to shoot or charge them passes an intelligence test or the aquatic unit moves. They pretend to be logs.
EAGLE WARRIOR : Eagle warriors pursue 3dM and discount the lowest value
SACRED DUTY /SLANN : Where there is a Slann Mage and a temple guard regiment, the Slann mage must join the regiment.
During a battle the temple guard may not voluntarily leave the Slann mage.
The Slann mage may be placed in the front rank, the rear, in the center of a square formation or in the middle of the unit where he/she disrupts ranks.
Slann Mages upon Palanquins may see over temple guard and be seen. He/she is a large target
The Temple Guard carrying the palanquin occupy a 2”x2” platform and fight as if they were in a 2x2 formation.
Ranged 1- Palanquin, 2,3 – Temple Guard 4,5,6 Slann Mage Close combat, attacks may be made against the Slann mage but
against the temple guard’s Ws. Protecting the Slann is more important that maintaining rank
and file for the temple guard, temple guard will preferentially take on the role of palanquin bearer over standing in rank.
Due to their occupation holding the palanquin, each temple guard lifting the Slann loses an attack
The palanquin has a move value equal to the number of guard holding it, should it be reduced to the 0 the Slann may choose to walk.
Should a Slann have to walk he/she is reduced to a Lvl 1 mage and may only use Minor spells60
Level 6Slann Mages that are Lvl6 may have 6 minor spells and 4 Major spells
MagicSlann and Skink magic users may use White, Green, Blue as primary colors and red as a secondary color
Newts/Skinks/ChameleonsPOISONOUS IF EATEN :61 If a newt is slain by a model that would conceivably kill it by eating it then it suffers from a S5 toxin. Ghouls, Minotaurs, most large monsters, wolves, etc.
CAMOUFLAGE : Chameleons are adept hiders, enemies wishing to shoot or charge them must pass an int. test. Additionally they have no minimum deployment distance if deployed out of LOS or they may be placed more than 12” away from the enemy but within LOS. In either case outside of the opponent’s deployment zone.
StegadonRUNS AMOK62: A stegadon is not affected by the loss of its crew (though the crew can panic and direct the stegadon to safety,) though it will be frightened by taking wounds. A stegadon that suffers a quarter or more wounds in a single turn must take a panic test. In the event that the stegadon fails it will flee directly away from the source of harm moving onto or directly through any intervening units friend or foe. Any unit moved through in this way suffers impact hits as if it had been run into.
H IGH UP63: models in the Howdah may only be targeted by models 10” or taller or mounted or armed with pikes, halberds, or spears. Conversely models in the howdah may only attack models under 10” or not mounted if they have a spear, pike, or halberd.
GREAT BOW : The great bow that is carried on the back of a stegadon may only target models in the front arc of the stegadon and requires 2 skinks to man it. It follows the rules for a 2 man bolt thrower. 30” range S5 -2 to armor
Army Organization1-33% on Characters the army must have a general25+ on Levies and lesser Spawn1-50% on Totem warriors the army must at least one unit of totem Warriors0-20% on Jungle Beasts0-25% Allies
Will Ally With: To Fight:High Elves NorsePygmies Skaven
Chaos/Beastmen
Empire
LEVIES AND LESSER SPAWN
25%+ MWS
BS S T W I A
Ld
Int
Cl
WP Pt
Lizardman Youngblood64 (10+) 4 2 2 3 4 2 11(2) 8 4 8 8
20
Equipment Special Rules ImprovementsHand weapon, Scaly Skin 5+, bite attack immune to panic
Shield +1, spear +1
M WS BS S T W I A Ld Int Cl WP PtSkink (10+) 5 2 3 3 2 1 3 1 5 7 5 5 2.5Equipment Special Rules ImprovementsHand weapon
Light infantry Skirmish +1, Scout +1, shield+1/2, buckler +1/2, poisoned range attacks (5+ neurotoxin)
58 Warhammer Armies 3rd ed.59 Historically Aztec warriors would enter combat in order of rank, relatedly, a similar rule appears in Warhammer Ancients describing the Japanese Samurai army. Additionally, in Warhammer Armies 3rd, ed. The Slann army features a hierarchy of frog soldiers with these names.60 Warhammer armies 3rd ed.61 Just for fun62 Warhammer Ancients, derived from rules for elephants63 Warhammer Rulebook 3rd ed.64 Warhammer Armies 3rd ed. The Slann have a cognate of this unit.
+1 and one of the following short bow +1/2, , javelin +1/2, blowpipe +1/2,
M WS BS S T W I A Ld Int Cl WP PtNewts (10+) 5 2 3 3 2 1 3 1 5 7 5 5 3.5Equipment Special Rules Improvements
hand weapon, blowpipe
poison attacks (4+ Neurotoxin), poisonous if eaten, immune to poison
Skirmish +1, Scout +1, light armor +1, shield+.5, Buckler +.5, and replace their blowpipe with either short bow +.5, or Javelins+1,
MWS BS S T W I A Ld
Int Cl
WP Pt
Chameleon 0-2 units (5-15)365 2 4 3 2 1 3 1 5 7 5 5 9
Equipment Special Rules Improvementshand weapon, blowpipe
Skirmish, scout, no characters, Camouflage
Short bow+1, poisoned arrows (5+neurotoxin) +1
MWS
BS S T W I A
Ld
Int Cl
WP Pt
Kroxigator (1+) you may have up to X units of roughly equal size where x equals the number of Kroxigators/5 rounded up66 5 3 0 5 4 3 1 3 7 4 9 7
52
Equipment Special Rules ImprovementsGreat Weapon, Scaly Skin 4+
cause fear, aquatic, Mixed Unit formations with Skinks, armor penetrating 1, Doesn’t count toward Lesser Spawn minimum
May replace great weapon with either an additional hand -1, or a Shield and hand Weapon -1
TOTEM WARRIORS
1-50% M WS BS S T W I A Ld Int Cl WP PtLizardman Alligator Warrior 4 4 3 3 4 2 1 1(2) 9 5 9 9 29
EquipmentSpecial Rules Improvements
Heavy Armor, Scaly skin 5+, hand weapon, bite attack
immune to panic, aquatic
one of the following Shield +1, add hand +1`, great weapon +2,, One unit may have a magic standard +25 magic music +25
MWS BS S T W I A
Ld
Int Cl
WP Pt
Lizardman Jaguar Warrior 4 4 3 3 4 2 2 1(2) 9 5 9 9 31Equipment Special Rules ImprovementsLight armor, shield, hand weapon, Scaly skin 5+, bite attack
Immune to panic, Forest strider, Light infantry
javelin +2, one unit may have a magic standard +50 or magic music +25
MWS BS S T W I A
Ld
Int Cl
WP Pt
Lizardman Eagle Warrior 5 4 3 4 4 2 2 1(2) 9 5 9 9 33Equipment Special Rules ImprovementsLight armor, shield, hand weapon, Scaly skin 5+, bite attack
Immune to panic, pursue with extra die ignoring lowest, Light infantry
Spears +1, Javelins +1, one unit may have a magic standard +75 or magic music +25
M WS BS S T W I ALd
Int Cl
WP Pt
Lizardman Temple Guard 4 4 3 4 4 2 2 2(3) 9 5 9 9 37Equipment Special Rules ImprovementsShield, Scaly Skin 4+, bite attack, hand weapon
Immune to panic, sacred duty
One unit may have a magical banner 100+ Halberd +2, light armor +2
JUNGLE BEASTS 0-20% MWS
BS S T W I A
Ld
Int
Cl
WP Pt
Pterosaur Rider 5 2 3 3 2 - 3 1 5 7 5 534
Pterosaur 2 3 3 4 3 2 4 2 5 7 5 5 Equipment Special Rules Improvementshand weapon, javelin Shield +1, spear +1Mounted +6 Fly speed 18"
MWS
BS S T W I A
Ld
Int
Cl
WP
Pt
Tronosaur (wall lizard), Triceratops (horned eye/face), Ceratherasaur (horned beast lizard), Stega=roof Don=tooth67 6 3 0 5 6 5 1 4 8 ? ? ?
235
Skink Crew (5) 5 2 3 3 2 1 4 1 5 7 5 5 Howdah - - - - 7 3 - - - - - - Equipment Special Rules ImprovementsHorns and feet (2 to front and sides 2 to all around), D4 impact hits, scaly skin 3+, 2+ against large targets or the front, Giant Bow
Causes terror, large target, Runs amok, fear fire,
hand weapon, javelins
Poisoned Ranged attacks (5+ neurotoxin) +1, Spears +1, Shields +1
Lizardmen Heroes M WS BS S T W I A Ld Int Cl WP PtBonecracker lvl1 4 4 4 4 5 2 2 2(3) 9 5 9 9 74Skullbreaker lvl2 4 5 4 4 5 3 2 3(4) 10+1 5 9 9 124Thighsnapper lvl3 4 5 4 4 5 4 3 3(4) 10+2 5 10+1 10+1 174Headslitter lvl4 4 6 4 4 5 5 4 4(5) 10+3 5 10+1 10+1 224Warbiter lvl5 4 6 5 4 5 5 4 4(5) 10+3 7+2 10+2 10+2 274
Characters M WS BS S T W I A Ld Int Cl WP PtSkink Lvl1 5 3 4 4 3 1 4 2 5 7 5 5 36Skink lvl2 5 4 4 4 3 2 4 3 6+1 7 5 5 66Skink Lvl3 5 4 4 4 3 3 5 3 7+2 7 6+1 6+1 96Skink Lvl4 5 5 5 4 3 4 6 4 8+3 7 6+1 6+1 126Skink Lvl5 5 5 5 4 3 4 6 4 8+3 9+2 7+2 7+2 156
Characters M WS BS S T W I A Ld Int Cl WP PtSkink Priest Lvl1 5 3 3 3 2 1 3 1 5 8+1 5 6+1 52Skink Priest Lvl2 5 3 3 3 2 2 4 1 6+1 9+2 6+1 7+2 76Skink Priest Lvl3 5 4 3 3 2 3 4 1 7+2 9+2 6+1 7+2 133Skink Priest Lvl4 5 4 4 3 2 4 5 1 7+2 10+3 7+2 8+3 202
Characters M WS BS S T W I A Ld Int Cl WP PtSlann Mage lvl4 3 2 3 3 3 5 2 1 6+2 10+4 10+1 10+3 295Slann Mage lvl5 3 2 4 3 3 6 2 1 7+4 11+5 10+1 10+4 380Slann Mage Lvl6 3 1 5 2 3 7 1 1 8+5 12+6 10+2 10+5 500 Equipment Special Rules ImprovementsPalanquin held by 4 Temple Guard
Sacred duty/Slann
Temple Guard may have light armor +16
Lizardmen/Skink/Slann characters are limited to gear options available to models of the same type, eg skink characters can get gear available to skink infantrymen. To get a skink on a terradon or “tronosaur” simply purchase the monster in your jungle beast selection and minus the cost of a single skink crew that is being replaced.
65 Chameleons are really slow.66 Lizardment 5th ed.67 It really is a stupid name
Orcs and
Goblins
Racial hierarchy 68
1. Giant2. Ogres/trolls3. Black Orcs4. Big ‘uns5. Savage/normal Orcs6. Night/Forest/Normal Goblins7. Gnoblars 8. Hobgoblins9. Snotlings
DEY IZ SMALLER : Orcs and Goblins are unaffected by panicking friendly units of smaller stature (based on racial hierarchy)
Goblinoids can never be commanded/lead by a goblinoid of a lower tier with the exception of the general. Subordinate Commanders may only apply their Ld bonus to units of an equal or lower race.
Animosity69
WHEN NOT TO TEST
1. Enemy in 12” or charge reach (2M) and in LOS2. Hated Enemy in LOS3. Already in close combat due to animosity4. The unit has fewer than 5 goblinoid models5. The unit is fleeing or off the field6. Individual characters do not test, though they are
bound by the result of any unit they are in
TAKING THE TEST
1. During the compulsory phase roll a die for each Goblinoid unit (except black orcs.) If the result is a 5 or below all is well and you stop here.
2. On a 6+ consult the chart below.
Animosity Chart1. Get ‘Em!If you unit is armed with ranged weapons then it will halt for the turn and fire upon the nearest Goblinoid unit that had to take an animosity test. (e.g. they won’t shoot comrades that are fighting the enemy or are too small to test themselves.) Where two units are equidistant the unit will prefer the unit that is lowest on the hierarchy. If there is no acceptable target they will squabble instead.
If your unit is not armed with ranged weapons it will charge the nearest goblinoid unit that also had to test for animosity that turn and is in charge distance (2m”) If the nearest unit is outside of this range, they squabble instead. The units only fight for a single turn and neither need take a panic or rout test.
2-5. SquabbleThe unit can do nothing this turn as they squabble amongst themselves.
68 Warhammer 6th 7th and 8th with addition of Gnoblars and Hobgoblins69 Warhammer Orcs and Goblins 4th, 6th, and 8th.
6. We’ll Show ‘emThe unit immediately moves forward M” toward the nearest enemy, deducting normal move penalties. If you make it into base contact with the enemy you count as having charged. If you don’t make it into base contact but subsequently charge that turn, you may add this move to your total charge distance. Otherwise you may move the unit normally this turn, you may move and reserve move as normal.
Giants70
Unit Type M WS BS S T W I A Ld Int Cl WP PtGiant 6 3 3 6 5 6 3 - 6 5 7 7 205
Special Rules: Fear 6”, Large Target
1. Halves movement penalties for terrain under 10’ tall71
2. Troops not armed with Pikes, Halberd or spears get at -1 to hit a giant72
3. Giants may climb castle walls or onto the second level of a building. A Giant may be blocked by its width of models (4 orc sized for example) in a similar manner to a model using a ladder. Climbing takes a full movement phase wherein the Giant started within 2” of the wall/building.73
70 Giant rules here are an amalgam of 3rd-8th ed. rules, though giants really haven’t changed much at all.71 Warhammer 3rd ed.72 Warhammer 3rd ed.73 Warhammer Siege 3rd ed.
4. Fall over: A giant must test to see if it falls over in any of the following situations:74
The giant is beat in close combat The Giant is fleeing during the compulsory movement
phase The Giant crosses an obstacle Right before the Giant decides to jump up and down on an
enemy
To see if the Giant falls over roll a D6. On a 1 she/he falls over. When the giant dies she/he falls over. Falling Giants take a S5 hit.
Scatter the direction and place the Giant template (use which ever template you prefer, esp if it matches your Giant model) All models touched must pass an initiative test or suffer a S5 hit, no armor.
Once on the ground a Giant may not make attacks, though she/he retains their WS of 3. It takes a full turn to stand back up. Naturally, a Giant may not pursue if on the ground.
5. Special Attacks, roll a d6 and consult the appropriate chart
Versus Big Things (Troll or bigger)
1 Yell and Bawl
2-4 Thump with Club
5-6 ‘Eadbutt
Versus Tiny Things (Cavalry or smaller)
1 Yell and Bawl
2 Jump Up and Down
3 Pick Up and…
4 Stomp and Grind
5-6 Swing with Club
Yell and Bawl: The combat stops after this “attack” and the Giant’s side wins the combat by 2d6.
Thump with Club: Target a single model in based contact. That model must pass an i test or suffer a single 8S hit -4 armor causing d6 wounds. If 6 wounds are caused the club is lodged in the ground and the giant may not attack the following turn.
‘Eadbutt: Target model takes a S6 hit causing d2 wounds, no armor. If the model is wounded it may either not attack this turn if it has not already, or it may not attack next turn if it has already attacked this turn.
Jump Up and Down: Test to fall. If pass causes 2d6 S5 -3 armor hits. Take a WP test, if the giant fails she/he must continue to jump up and down every turn until the unit is destroyed or routed. Units armed with pikes, halberds or spears are esp. dangerous to jumping giants. After inflicting hits against such a unit roll a d6. On a 6 the giant was pricked on a point and immediately flees from combat to console its toe. It may not be pursued. 75
Pick Up and…: Target a model in base contact. That model may make a single attack. If it wounds it is safe. Otherwise roll a d6
1 Stuff into bag: the model is now in the “bag” make a note.2 Throw back into combat: The model takes a S5 hit. The unit
takes d6 S3 hits.3 Hurl: The model takes a S5 hit. Target a random enemy unit
in 12” that unit takes d6 3 hits.74 Warhammer 8th ed. though really giants really haven’t changed much75 Warhammer 3rd ed.
4 Squash: the model is dead5 Eat: the model is dead. Take a WP test. If passed giant throws
victim (See 3.) If failed the giant munches away and will not pursue or follow up.
6 Pick another: the 1st victim is stuffed in the bag. The giant picks up another victim roll again to see what she/he does
Swing with Club: d6 S6 hits -3 armor.
Trolls
Unit Type M WS BS S T W I A Ld Int Cl WP PtTrolls (1-10) 6 3 1 5 4 3 1 3 4 4 6 6 65
Special Rules
Smash Armor: the troll’s large club smack makes most armor irrelevant, Trolls’ attacks have a -2 armor modifier.
Fear: Trolls cause fear in models under 10’
Stupidity: Trolls suffer from stupidity (Ld test at beginning of each turn)
Regeneration: At the beginning of every turn any living troll that has suffered 1 or more wounds may regain a single wound on the roll of a 4+. Wounds caused by fire may not be regenerated in this manner.
Vomit: Trolls’ stomachs create some of the most caustic substance in the known world. Consequently, once per game a unit of trolls may elect to vomit upon the enemy. Each troll forfeits all of its profile attacks and instead automatically inflicts a single S5 hit with no armor save. Against character models roll for armor. If the armor saves it is destroyed. Roll a d6 for each other item the character has. On a 6 that item is destroyed. The character still takes a S5 hit. Destroyed weapons become improvised.
Thump Attack76: Trolls may elect to forego their usual attacks in favor of a single thump attack. -2a, +2Ws, +2 S, D3 W, -3 armor.
STONE TROLLS
Scaly Skin: Stone trolls have rough stony skin, giving them a 5+ coverage with a single thickness
Magic resistance: Rocks are intrinsically magic resistant and stone trolls’ diet which includes rocks helps them in this regard. They have magic resistance 2, meaning they will automatically disregard any magical attack or spell’s effects on the die result of a 5+.
76 Warhammer 3rd ed.
R IVER TROLLS
River and Swamp strider: River trolls do not suffer movement penalties due to fresh water features, but may not reserve move through them.
Slippery and slimy: River trolls are slimy and grimy and hard to hit, in close combat the enemy suffers a -1 to hit them.
Black Orcs
Unit Type M WS BS S T W I A Ld Int Cl WP PtBlack Orcs 4 4 3 4 4 1 2 1 8 5 7 7 11Black orcs M WS BS S T W I A Ld Int Cl WP Pt1 4 5 4 4 4 1 3 2 8 5 7 7 422 4 6 4 4 5 2 3 3 8+1 5 7 7 77 3 4 7 4 5 5 2 4 3 9+2 5 8+1 8+1 1124 4 7 4 5 5 3 4 4 9+2 5 8+1 8+1 1475 4 7 5 5 5 3 4 4 9+3 7+2 9+2 9+2 217
Animosity: Black Orcs are Immune to animosity and other green skins will not test against them.
Gear: Black Orc Heroes may have gear available to black Orcs in the army list
Orcs
Unit Type M WS BS S T W I A Ld Int Cl WP PtOrc Boys 4 3 3 3 4 1 2 1 7 5 7 7 8.5Big Un’s 4 4 3 4 4 1 2 1 7 5 7 7 10.5Orc M WS BS S T W I A Ld Int Cl WP Pt1 4 4 4 4 4 1 3 2 7 5 7 7 332 4 5 4 4 5 2 3 3 8+1 5 7 7 613 4 5 4 4 5 2 4 3 8+2 5 8+1 8+1 884 4 6 4 4 5 3 4 4 9+3 5 8+1 8+1 1165 4 6 5 5 5 3 4 4 9+3 7+2 9+2 9+2 143Special Rules
B IG UN ’S : any one orc unit(excluding black orcs) may be upgraded to big uns 2pts/model, +1Ws, +1S, and a may get a
standard upwards of 25 pts, units upgraded to big uns take up big un and rider unit selection.
Gear: Orc heroes may have gear available to Orcs in the army list
Savage Orcs
Savage Orcs 4 3 3 3 4 1 2 1 7 5 7 7 5.5Savage Orc M WS BS S T W I A Ld Int Cl WP Pt1 4 4 4 4 4 1 3 2 7 5 7 7 332 4 5 4 4 5 2 3 3 8+1 5 7 7 613 4 5 4 4 5 2 4 3 8+2 5 8+1 8+1 884 4 6 4 4 5 3 4 4 9+3 5 8+1 8+1 1165 4 6 5 5 5 3 4 4 9+3 7+2 9+2 9+2 143
Special Rules
Afraid of Warmachines and chariots77
Frenzy: Savage orcs are subject to frenzy
War Paint78: Savage Orcs benefit from a 5+ ward save against missile weapons including warmachines
Big Un’s: Savage Orcs may also be upgraded to Big un’s
Gear Limitations: Savage Orc Heroes are limited to any gear available to Savage Orcs in the army list
77 Warhammer Armies 3rd ed.78 We thought it would be more appropriate if the war paint facilitating them getting into the fight, similar to historical groups the Boxer Rebellion or Lakota uprisings who believed they were invulnerable to Whiteman’s bullets.
Forest Goblins
Forest Goblins 4 2 3 3 3 1 2 1 5 5 5 5 2.5Goblin M WS BS S T W I A Ld Int Cl WP Pt1 4 3 4 4 3 1 3 2 5 5 5 5 152 4 4 4 4 4 2 3 3 6+1 5 5 5 283 4 4 4 4 4 2 5 3 7+2 5 6+1 6+1 404 4 5 5 4 4 3 5 4 7+2 5 6+1 6+1 535 4 5 6 4 4 3 5 4 7+2 7+2 7+2 7+2 65
Special Rules
Fear Elves: Goblins fear any unit of elves they do not outnumber 2:1
Toxin S279: Forest goblins have poisoned attacks
Gear Limitations: Forest Goblin Heroes may have any gear available to forest goblins in the army list.
Goblins
Unit Type M WS BS S T W I A Ld Int Cl WP PtGoblins 4 2 3 3 3 1 2 1 5 5 5 5 2.5Goblin M WS BS S T W I A Ld Int Cl WP Pt1 4 3 4 4 3 1 3 2 6 5 6 5 152 4 4 4 4 4 2 3 3 7+1 5 6 5 283 4 4 4 4 4 2 4 3 7+1 5 7+1 6+1 404 4 5 5 4 4 3 5 4 7+1 5 7+1 6+1 535 4 5 6 4 4 3 5 4 8+2 7+2 8+2 7+2 65
Special Rules:
Fear Elves: Goblins fear any unit of elves they do not outnumber 2:1
Gear Limitations: Goblin Heroes may have any gear available to goblins in the army list
79 In 4th/5th ed. there was nothing to distinguish forest goblins from regular goblins except they couldn’t get armor. In this case we gave them the bad Ld of Night goblins and the bad initiative of normal goblins
Night Goblins
Unit Type M WS BS S T W I A Ld Int Cl WP PtNight Goblins 4 2 3 3 3 1 3 1 5 5 5 5 2.5Night Goblin M WS BS S T W I A Ld Int Cl WP Pt1 4 3 4 4 3 1 4 2 5 5 5 5 152 4 4 4 4 4 2 4 3 6+1 5 5 5 283 4 4 4 4 4 2 5 3 7+2 5 6+1 6+1 404 4 5 4 4 4 3 6 4 7+2 5 6+1 6+1 535 4 5 5 4 4 3 6 4 7+2 7+2 7+2 7+2 65
Special Rules
Fear Elves: Night Goblins fear any unit of elves they do not outnumber 2:1
Hate Dwarves and Gnomes
Gear Limitations: Night Goblin Heroes are limited to gear available to Night goblins in the army list but may also have great weapons
Fanatics
Up to 3 fanatics may hide in a single night goblin unit They stay there, hidden, until a non-flying enemy comes within 8”
whereupon they are immediately released. When released all movement on the board is momentarily paused,
the fanatics are immediately each moved 2d6” in predetermined directions
If they collide with a unit, move them 1” beyond that unit. The unit struck takes d6 S5 -2 armor hits
After the fanatics have made their initial move, unpause the other units and their controllers may opt whether to continue with their maneuvers or halt for that phase
During each subsequent compulsory phase each fanatic moves in a random direction 2d6” The roll of a doubles in these subsequent movements indicates that the fanatic has strangled himself or collapsed from exhaustion.
Collision with difficult terrain, linear obstacles, or buildings will also kill the fanatic. Buildings take d6 S5 hits.
A unit that moves through a fanatic takes hits as above. A unit that stops atop a fanatic takes an additional d6 hits and the fanatic is removed as a casualty.
Immune to Psychology
Squig Hoppers
Unit Type M WS BS S T W I A Ld Int Cl WP PtSquig hoppers (5-15) 3d6 4 0 5 3 1 5 2 2 4 2 2 17
Special Rules
Skirmish
Count as cavalry
To move, nominate a direction during the declare charges phase, they then move 3D6” in that direction during the move chargers phase. Any enemy unit they had LOS of at the beginning of the turn and are within that distance and direction are charged or if distance would put the unit directly on top of an enemy they could not see.
Squig hoppers ignore all terrain movement penalties even
impassable terrain, with the following caveat: they cannot cross water features (swamps, bogs, ponds, lakes, rivers, oceans etc.) They may only cross such a feature if their move would put them on the far side meaning they just jumped right over it. If they otherwise fine themselves in a water feature they are removed as casualties.
Hoppers pursue like normal squigs, 2d6”
In the event that the squigs route from combat the riders are shaken off and it “pops” like loose squigs, see squig entry below
Immune to Psychology
Squig Herders
Unit Type M WS BS S T W I A Ld Int Cl WP PtSquigs 4* 4 0 5 3 1 5 2 2 4 2 2 14Squig handlers (2-16) 4 2 3 3 3 1 3 1 5 5 5 5 2
Special RulesSquigs: follow animal trainers in the 3rd ed. Book. With the following exceptions, Squigs and herders must be purchased in ratios of 3:2 though an excess of herders is fine, in the event the unit panics or the herders are all dead the unit “pops” like 6th ed. loose squigs, that is, each squig moves 2d6” in a weighted scatter direction. And they move in this manner each compulsory phase. If they land upon a model they make two attacks and immediately jump again, they may only be attacked back by models of higher initiative, weapons that provide initiative modifiers vs. flyers would benefit against squigs in this manner. After making their attacks, jump them in a weighted scatter direction again, continue this process until they don’t land on a model. If you roll doubles, remove the squig from play as they have exhausted themselves or simply “popped” from over stimulation.*Squigs pursue 2d6”80
80 Since animals pursue at a rate different than handlers, it seems implied that the squigs’ M of 4 reflects the herders’ movement, whereas we might infer that the 2d6” commonly referred reflects their actual movement
Snotlings
Unit Type M WS BS S T W I A Ld Int Cl WP PtSnotlings (5-20) 4 2 2 2 2 5 3 5 4 4 4 4 30
Special Rules
Spore Weapons: S of user, thrown weapon, no armor, 6” range, 1 shot per platform, Place a 1” radius template. Roll to hit and scatter by how much the unit misses by. All models touching the template are hit. May Stand and shoot.
Mimic: snotlings mimic the psychology of the nearest goblinoid unit within 12” That is, so long as the closest goblinoid unit is not panicking they will not panic. And if the closest unit is frenzied they will be frenzied etc.81
Snotling Pump Wagon
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Pump Wagon (1) 2d6 - - 7 7 3 1 - - - - - 40Snotling crew 4 2 2 2 2 5 3 5 4 4 4 4
Pump Wagon82
1. Must move 2D6” each turn, turn radius of a light chariot
2. D8 S6 Impact hits. 3. May not reserve move, a pump wagon engaged in the
flank or rear may move despite being engaged.4. Ranged 1-2 snotling 3-6 wagon 5. Melee 1-2 wagon, 3-6 snotlings6. If a snotling wagon collides with a friendly unit it
impacts it as if it were and enemy unit7. On the charge the snotling crew may not attack.8. Heavy pump wagon doubles the crew (adding a top
platform) allowing the additional crew to attack on the charge
81 Orcs and Goblins 4th ed.82 These are largely taken from Warhammer Armies 3rd ed.
Boars83
Unit Type M WS BS S T W I A Ld Int Cl WP PtWar boar 7 3 0 3 4 1 3 1 3 4 4 4 16
Special Rules
Boar charge: boars get +2 S, +2 I, -1 armor save when they charge
Thick skinned: a model mounted on a boar gains a 4+ hide save
Difficult to control: any Cl or Ld test taken by a boar’s rider is at a -1
No Barding: wolves and boars may not have barding
Wolves84
Unit Type M WS BS S T W I A Ld Int Cl WP PtWolf 9 3 0 3 3 1 3 1 3 4 4 4 8
Vicious: wolves must follow up and pursue
Impatient: at the beginning of the controlling player’s turn if the wolves are in charge distance (2M”) of a unit half their size they must pass a Ld test or charge an enemy. At night, wolves have night vision +4 LOS.
Afraid of fire
Giant Spiders85
83 Warhammer armies 3rd ed.84 Warhammer Armies 3rd ed, except the WS85 Largely derived from Orcs and Goblins 7th ed.
Unit Type
M WS BS S T W I A Ld Int
Cl WP
Pt
Spider 7 3 0 4 3 1 1 1 5 3 6 2
Special Rule
Creeping assault: when assaulting a building the spiders may participate in the assault, additionally they may use their additional move to assault floors that are off the ground.
Poisoned Attacks: Neurotoxin
Fear Fire
Ignore movement penalties from terrain except water.
Doomdiver
Firing the Doomdiver: Infinite range,
1. nominate target, 2. guess distance, 3. scatter as normal, (See Misfire chart in the event of a misfire
result on artillery die) 4. then move the template D6” toward the target point (this may
lead to overcompensation)5. place 1” radius template, model directly under take 6S D3
wounds -2 armor, otherwise all models even partially hit suffer 3S.
Doomdiver Misfire Chart
1. The giant slingshot is pulled back too far and snaps whipping through the air. The goblin crew take d6 S5 hits and the catapult is destroyed.
2. The ammo gobbo panics at the last moment scrambling to escape. Thwang! The doomdiver fires as normal, except that it is scattered twice, treats further rolls of misfire that turn as 12 and does not move d6” toward the target as he is somersaulting through the air.
3. Creeeek! The crew have winched the band back to far causing the frame to whine. The Doomdiver takes an 8S hit. If this would destroy the Doomdiver the crew takes d6 S5 hits.
4. Bounce! The goblin is launched nearly horizontally. Draw a line d6 x10” straight forward from the doomdiver, the first model/Unit/terrain in this line takes d6 S4 hits.
5. Whut! Itz ‘Iz Turn! Whether its a mishap with the machinery or confusion over who is the ammunition, the crew for the entire battery is caught up squabbling or running about confusedly.
6. Wild shot. The doomdiver fires in a random direction 6d x 10”, don’t scatter or adjust toward the target
Crew/Ammo: Doomdivers come with a finite crew and ammunition, each time a doomdiver catapult is fired remove one crew as a casualty. Consequently doomdivers may be purchased as batteries of multiple catapults that would all draw upon the same pool of goblin crew/ammunition. Obviously, a doomdiver may not fire himself, so a doomdiver catapult may not fire if it has a single crew man left, similarly doomdivers are affected by normal crew loss rules. In the event of the warmachine’s destruction the crew may either gun other orc and goblin warmachines or form into a regiment in their own right, though armed with only hand weapons. Use of Goblins as ammo can cause panic to the remaining doomdiver crew.
Panic: Doomdivers cause an automatic panic test to be taken by any goblin unit they hit
Magic: Savage Orc Shamans
Savage Orc Shaman
M WS
BS
S T W I A Ld Int
Cl WP
Pt
1 4 4 3 4 4 1 2 1 7 6+1
7 6+1
63
2 4 4 3 4 4 2 2 1 8+1
7+2
7 7+2
91
3 4 5 3 4 5 2 2 1 8+2
7+2
7 7+2
163
4 4 5 4 4 5 3 2 1 8+2
8+3
7 8+3
251
5 4 6 5 4 5 3 2 1 8+2
8+3
8+1
8+3
353
a savage orc unit with a shaman gets +1 to its war paint save.Primary: Black, RedSecondary: Green,
Orc ShamansOrc Shaman
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 4 3 4 4 1 2 1 7 6+1
7 6+1
63
2 4 4 3 4 4 2 2 1 8+1
7+2
7 7+2
91
3 4 5 3 4 5 2 2 1 8+2
7+2
7 7+2
163
4 4 5 4 4 5 3 2 1 8+2
8+3
7 8+3
251
5 4 6 5 4 5 3 2 1 8+2
8+3
8+1
8+3
353
Primary: RedSecondary: Green, Blue
Night Goblin ShamansNight Goblin Shaman
M WS
BS
S T W I A Ld Int
Cl WP
Pt
1 4 3 3 4 3 1 3 1 5 6+1
5 6+1
45
2 4 3 3 4 3 2 3 1 6+1
7+2
5 7+2
58
3 4 4 3 4 4 2 3 1 7+2
7+2
5 7+2
115
4 4 4 4 4 4 3 3 1 7+2
8+3
5 8+3
188
5 4 2 5 3 4 3 3 1 7+2
8+3
6+1
8+3
275
Night goblins start the game with d3 magic mushrooms. Magic mushrooms may be eaten (used) while casting a spell to add an additional mana die to the casting attempt. If the magic mushroom die results in a 1 then something horrible has happened, roll a 3d6 and consult the miscast table.Primary: Black, BlueSecondary: Red
Forest Goblin ShamanForest Goblin Shaman
M WS
BS
S T W I A Ld Int
Cl WP
Pt
1 4 3 3 4 3 1 2 1 5 6+1
5 6+1
45
2 4 3 3 4 3 2 2 1 6+1
7+2
5 7+2
58
3 4 4 3 4 4 2 2 1 7+2
7+2
5 7+2
115
4 4 4 4 4 4 3 2 1 7+2
8+3
5 8+3
188
5 4 2 5 3 4 3 2 1 7+2
8+3
6+1
8+3
275
Primary: Green, RedSecondary: Blue
Goblin ShamansGoblin Shaman
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 3 3 4 3 1 2 1 6 6+1
6 6+1
45
2 4 3 3 4 3 2 2 1 7+1
7+2
6 7+2
58
3 4 4 3 4 4 2 2 1 8+2
7+2
6 7+2
115
4 4 4 4 4 4 3 2 1 8+2
8+3
6 8+3
188
5 4 2 5 3 4 3 2 1 8+2
8+3
7+1
8+3
275
Primary: Red, BlueSecondary: Green
Army OrganizationMobs 33%+Big Un’s and Riders 1-50%
Includes Characters, your army must have a generalWarmachines 0-25%Monsters 0-15%Allies 0-33%
In order to get any type of orc or goblin character/chariot/war machine/ special unit, that player must have a mob of that goblinoid type
BIGGEST AND STRONGEST: in a WAAAGH!
Leadership doesn’t tend to fall to the most tactically inclined nor the most studious orcs (these fellows tend to be shunned for their sneaky and foul play) rather it is determined based on sheer brute
size and strength. The Boss (general) of your Horde is the orc (or goblin) with the greatest combined strength, toughness and wounds, you may choose in the event of a tie. Or you may similarly fight a mini tournament amongst them all, whichever suits your fancy.
MOBS 33%+
Unit Type M WS BS S T W I A Ld Int Cl WP PtOrc Boys (10-30)86 4 3 3 3 4 1 2 1 7 5 7 7 8.5
Equipment Special Rules Improvements
Hand weapon, light armor, shield
Halberds +2, Spears +1, add hand +1, one unit may have great weapons +2 or a magic banner up to 25 pts
Unit Type MWS
BS
S T W I A Ld
Int
Cl WP
Pt
Orc Arrer Boys (10-30)87 4 3 3 3 4 1 2 1 7 5 7 7 7.5Equipment
Special Rules Improvements
bow, hand weapon
Light infantry, May skirmish +1 pt
Shields +1, light armor +2, one unit may have crossbows +2
Unit Type M WS BS S T W I ALd
Int
Cl
WP
Pt
Goblin Archers (20-50)88 4 2 3 3 3 1 2 1 6 5 6 5 3
Equipment Special Rules Improvementshand weapon, short bow
Fear Elves, light infantry, may skirmish +1 pt
shields +.5, light armor +1
Unit Type M WS BS
S T W I A Ld
Int
Cl WP
Pt
Goblins (20-100)
4 2 3 3 3 1 2 1 5 5 5 5 2.5
Equipment Special Rules
Improvements
Hand weapon Fear Elves Spears +.5, Shields +.5, light armor +1
Unit Type M WS
BS S T W I A Ld Int
Cl WP
Pt
Savage Orcs (10-30) 4 3 3 3 4 1 2 1 7 5 7 7 5.5Equipment Special Rules Improvements
Hand weapon
fear warmachines, frenzy, war paint, may skirmish +1 pts
Shield +1, and one of the following throwing spears +1, spears +1, add hand +1, one unit may have, great weapon +2, magic standard up to 25 pts
Unit Type MWS
BS S T W I A
Ld
Int
ClWP Pt
Savage Orc Archers (10-20) 4 3 3 3 4 1 2 1 7 5 7 7 7.5Equipment
Special Rules Improvements
hand weapon, bow
fear warmachines, frenzy, war paint, light infantry may skirmish +1 pts
Shield +1, one unit may have add hand +1
Unit Type M WS BS S T W I A Ld Int Cl
WP
Pt
Snotlings (5-20) 4 2 2 2 2 5 3 5 4 4 4 4 30
Equipment Special Rules Improvements
spore weapons, rusty knives, stones, and rocks
May skirmish +1 pt, Mimic, Snotlings do not fulfill your mobs points requirement
Unit TypeM
WS BS S T W I A Ld Int Cl
WP Pt
Night Goblins 4 2 3 3 3 1 3 1 5 5 5 5 2.5Equipment Special Rules Improvements
Hand weapon,
fear elves, hate dwarves and gnomes,
up to 3 fanatics per unit 25 pts each, nets +2, Shields +.5, spear +.5, or only short bow +.5, one unit may have magic standard 25 pts,
Unit TypeM WS BS S T W I A Ld
Int Cl
WP Pt
Forest Goblins 4 2 3 3 3 1 2 1 5 5 5 5 2.5Equipment Special Rules Improvements
Hand weapon,
Fear elves, Toxin S2, light infantry,
Shields +.5, Spear +.5, or only Short bow +.5, One unit may have a magic standard +25
B IG UN 'S AND R IDERS 1-50%
Unit Type M WS BS S T W I A Ld Int
Cl WP
Pt
Goblin Wolf Riders (5-20)
4 2 3 3 3 1 2 1 5 5 5 5 11
Wolf 9 3 0 3 3 1 3 1 3 4 4 4 Equipment Special Rules Improvements Hand weapon
Fear Elves, may skirmish +1 pt
Short bows +1, light armor +2, Spears +1, Shields +1
Paws and Bite
No barding, Vicious, impatient, afraid of fire
Unit Type M WS
BS
S T W I A Ld Int
Cl WP
Pt
Spider rider (5-20) 4 2 3 3 3 1 2 1 5 5 5 5 11Spider 7 3 0 4 3 1 1 1 5 3 6 2
Equipment Special Rules Improvements
Hand weapon Fear Elves, may skirmish +1 pt
Shields +1, spears +1, short bow +1
BitePoisoned attacks, creeping assault, fear fire, ignore movement penalties for terrain (except water)
Unit Type MWS BS S T W I A Ld
Int
Cl
WP
Pt
Boar Boyz (10-20) 4 3 3 3 4 1 2 1 7 5 7 7 25
War boar 7 3 0 3 4 1 3 1 3 4 4 4
Equipment Special Rules Improvements
Hand Weapon, spear, shield, light armor
Heavy cavalry
Boar Charge, thick skinned, difficult to control, no barding
Unit Type M WS
BS S T W I A Ld Int
Cl WP
Pt
0-1 Black Orcs (5-20) 4 4 3 4 4 1 2 1 8 5 7 7 11
Equipment Special Rules
Improvements
heavy armor, hand weapon
Animosity vs black orcs,
great weapon +2, shields +1, add hand +1, one unit may have halberds +2 and/or a standard up to 50 pts
86 Access to halberds, 3rd and 4th ed. 87 Access to skirmishers 3rd ed, crossbows, 3rd and 4th88 Skirmishing goblins, 3rd ed.
Unit Type M WS
BS
S T W I A Ld
Int
Cl WP
Pt
Savage Orc Boar boy (5-20) 4 3 3 3 4 1 2 1 7 5 7 7 22Boar 7 3 0 3 4 1 3 1 3 4 4 4 Equipment Special Rules Improvements shield, hand weapon
fear warmachines, frenzy, war paint, heavy cavalry
Spears +2, throwing spears +1, one unit may have a magic standard up to 25 pts
Boar Charge, thick skinned, difficult to control, no barding
WARMACHINES 0-25%
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Pump Wagon (1) 2d6 - - 7 7 3 1 - - - - - 40Snotling crew 4 2 2 2 2 5 3 5 4 4 4 4 Equipment Special Rules Improvements Pump Wagon Heavy pump wagon +20 Tiny hand weapons of sorts
Unit Type M WS BS S T W I A Ld Int Cl WP PtSpear Chukka (1-2) - - - - 7 3 - - - - - - 35Goblin Crew (3) 4 2 3 3 3 1 2 1 5 5 5 5 Orc Bully (0-1) 4 3 3 3 4 1 2 1 7+2 5 7+2 7 5Equipment Special Rules Improvements Bolt Thrower Add Orc Bully 5pts hand weapon Afraid of elves hand weapon
Unit Type M WS BS S T W I A Ld
Int Cl WP Pt
Lead belcher (1-2) - - - - 7 3 - - - - - - 103Goblin crew (3) 4 2 3 3 3 1 2 1 5 5 5 5 Equipment Special Rules Improvements
Organ gun 4 barrels Hand weapon Light Armor +1
Unit Type M WS
BS
S T W I A Ld
Int
Cl WP
Pt
Goblin battle Chariot (1-6) - - - 7 7 3 1 - - - - - 65Goblin Crew (2) 4 2 3 3 3 1 2 1 5 5 5 5 Wolf 9 4 0 3 3 1 3 1 3 4 4 4
Equipment Special Rules ImprovementsUpgrading by at least one wolf makes it a heavy chariot
2 more crew (3.5+ each) scythes +20, add wolf +4
Light Armor, hand weapon
Fear Elves Shields +.5, short bow +.5
Bite/claw No barding, Vicious, impatient, afraid of fire
Unit Type M WS
BS S T W I A Ld Int
Cl WP
Pt
Boar Chariot (1-6) - - - 7 7 3 1 - - - - - 81Orc Crew (2) 4 3 3 3 4 1 2 1 7 5 7 7 Boars (2) 7 3 0 3 4 1 3 1 3 4 4 4
Equipment Special Rules Improvements
Light Chariotscythes +20 magic banner upwards of 50 pts
hand weapon, light armor
Shields +1, short bows+1,
Boar Charge, thick skinned, difficult to control, no barding
Unit Type M WS
BS S T W I A Ld Int Cl WP Pt
Doom Diver (1-4) - - - - 7 3 - - - - - - 55Goblin Crew(3-20) 4 2 3 3 3 1 2 1 5 5 5 5 2.5Equipment Special Rules Improvements
Doomdiver Hand weapon Afraid of Elves
Unit Type M WS BS S T W I A Ld Int Cl WP PtRock Lobber - - - - 7 3 - - - - - - 70Goblin Crew (3) 4 2 3 3 3 1 2 1 5 5 5 5 Orc Bully (0-1) 4 3 3 3 4 1 2 1 7+2 5 7+2 7 5Equipment Special Rules Improvements
3 man stone thrower
Add orc bully +5, 4 man lobber +20, 5 man lobber +44
hand weapon, Afraid of Elves Hand weapon, light armor
MONSTERS 0-15% ( INCLUDES MONSTERS FOR CHARACTERS)
Unit Type M WS BS S T W I A Ld Int Cl WP Ptsquig hoppers (5-15) 3d6 4 0 5 3 1 5 2 2 4 2 2 17Equipment Special Rules Improvements
Skirmish, immune to psychology
Unit Type MWS
BS
S T W I ALd
Int
Cl
WP
Pt
Squigs 4 4 0 5 3 1 5 2 2 4 2 2 14squig handlers (2-16) 4 2 3 3 3 1 3 1 5 5 5 5 2Equipment Special Rules Improvements Bite See bestiary Hand weapon
can handle up to 3 squigs for every two handlers
Unit Type M WS BS S T W I A Ld Int Cl WP
Pt
Trolls (1-10)
6 3 1 5 4 3 1 3 4 4 6 6 65
Equipment Special Rules ImprovementsHand weapon
Fear, stupidity, regeneration, Fire damage, vomit, thump attack
Unit Type MWS BS S T W I A Ld
Int
ClWP Pt
Stone Trolls (1-10) 6 3 1 5 4 3 1 3 4 4 6 6 75Equipment Special Rules Improvements
Hand weapon
Fear, stupidity, regeneration, Fire damage, vomit, thump attack, scaly skin 5+, magic resistance 2
Unit Type M WS
BS
S T W I A Ld Int Cl WP Pt
River Trolls (1 10)
6 3 1 5 4 3 1 3 4 4 6 6 75
Equipment Special Rules Improvements
Hand weapon
Fear, stupidity, regeneration, Fire damage, vomit, thump attack, River and marsh strider, stinky -1 to hit in melee
Unit Type M WS BS S T W I A Ld Int Cl WP PtGiant 6 3 3 6 5 6 3 - 6 5 7 7 205
Special Rules
See Bestiary
Allies 0-33% Beastmen, Warriors of Chaos, Skaven, Chaos Dwarves, Ogres,
Heroes & Magic Users
Night GoblinsNight Goblin
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 3 4 4 3 1 4 2 5 5 5 5 15
2 4 4 4 4 4 2 4 3 6+1
5 5 5 28
3 4 4 4 4 4 2 5 3 7+2
5 6+1
6+1
40
4 4 5 4 4 4 3 6 4 7+2
5 6+1
6+1
53
5 4 5 5 4 4 3 6 4 7+2
7+2
7+2
7+2
65
Night Goblin Shaman
M WS
BS
S T W I A Ld Int
Cl WP
Pt
1 4 3 3 4 3 1 3 1 5 6+1
5 6+1
45
2 4 3 3 4 3 2 3 1 6+1
7+2
5 7+2
58
3 4 4 3 4 4 2 3 1 7+2
7+2
5 7+2
115
4 4 4 4 4 4 3 3 1 7+2
8+3
5 8+3
188
5 4 2 5 3 4 3 3 1 7+2
8+3
6+1
8+3
275
Normal GoblinsGoblin
M WS
BS
S T W I A Ld Int Cl WP Pt
1 4 3 4 4 3 1 3 2 6 5 6 5 15
2 4 4 4 4 4 2 3 3 7+1
5 6 5 28
3 4 4 4 4 4 2 4 3 7+1
5 7+1
6+1
40
4 4 5 5 4 4 3 5 4 7+1
5 7+1
6+1
53
5 4 5 6 4 4 3 5 4 8+2
7+2
8+2
7+2
65
Goblin Shaman
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 3 3 4 3 1 2 1 6 6+1
6 6+1
45
2 4 3 3 4 3 2 2 1 7+1
7+2
6 7+2
58
3 4 4 3 4 4 2 2 1 8+2
7+2
6 7+2
115
4 4 4 4 4 4 3 2 1 8+2
8+3
6 8+3
188
5 4 2 5 3 4 3 2 1 8+2
8+3
7+1
8+3
275
Forest GoblinsGoblin
M WS
BS
S T W I A Ld Int Cl WP Pt
1 4 3 4 4 3 1 3 2 5 5 5 5 15
2 4 4 4 4 4 2 3 3 6+1
5 5 5 28
3 4 4 4 4 4 2 5 3 7+2
5 6+1
6+1
40
4 4 5 5 4 4 3 5 4 7+2
5 6+1
6+1
53
5 4 5 6 4 4 3 5 4 7+2
7+2
7+2
7+2
65
Forest Goblin Shaman
M WS
BS
S T W I A Ld Int
Cl WP
Pt
1 4 3 3 4 3 1 2 1 5 6+1
5 6+1
45
2 4 3 3 4 3 2 2 1 6+1
7+2
5 7+2
58
3 4 4 3 4 4 2 2 1 7+2
7+2
5 7+2
115
4 4 4 4 4 4 3 2 1 7+2
8+3
5 8+3
188
5 4 2 5 3 4 3 2 1 7+2
8+3
6+1
8+3
275
Savage/Normal OrcOrc/Savage Orc
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 4 4 4 4 1 3 2 7 5 7 7 33
2 4 5 4 4 5 2 3 3 8+1
5 7 7 61
3 4 5 4 4 5 2 4 3 8+2
5 8+1
8+1
88
4 4 6 4 4 5 3 4 4 9+3
5 8+1
8+1
116
5 4 6 5 5 5 3 4 4 9+3
7+2
9+2
9+2
143
Orc Shaman
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 4 3 4 4 1 2 1 7 6+1
7 6+1
63
2 4 4 3 4 4 2 2 1 8+1
7+2
7 7+2
91
3 4 5 3 4 5 2 2 1 8+2
7+2
7 7+2
163
4 4 5 4 4 5 3 2 1 8+2
8+3
7 8+3
251
5 4 6 5 4 5 3 2 1 8+2
8+3
8+1
8+3
353
Black OrcBlack orc
M WS
BS
S T W I A Ld Int Cl WP
Pt
1 4 5 4 4 4 1 3 2 8 5 7 7 42
2 4 6 4 4 5 2 3 3 8+1
5 7 7 77
3 4 7 4 5 5 2 4 3 9+2
5 8+1
8+1
112
4 4 7 4 5 5 3 4 4 9+2
5 8+1
8+1
147
5 4 7 5 5 5 3 4 4 9+3
7+2
9+2
9+2
217
Skaven
Skaven team Special Rules:Skaven Are Chaotic Evil
STRENGTH IN NUMBERS : 89 +1 Cl for each full rank excluding the first to a maximum benefit of +3. Units may either benefit from the general’s Cl modifier or this modifier, they are non-cumulative
LEAD FROM THE BACK :90 Unit can use its leader’s Ld or CL modifier even if he/she is in back. Skaven characters may leave units and decline challenges without any loss of Ld ability nor spending the turn to transfer command.
WARPSTONE WEAPONS : 91 Any weapon designated a warpstone weapon also makes magical attacks.
SCURRY AWAY : 92 +1 to flee distance
N IGHT V IS ION : 93 +6” LOS at night
CHAOS ATTRIBUTES :94 units D6-3, Characters D6-4, clan Moulder beasts d6-2
ATTACHMENTS : 95 Clan Skryre weapons may be attached to units; they deploy with them and must remain within 4”, they are targeted just like character models within 4” of a regiment.
Skaven Clanrat Warriors
Unit Type M
WS
BS S T W I A Ld
Int Cl
WP Pt
Clanrat 5 3 3 3 3 1 4 1 5 6 5 7 5
Hero MWS
BS S T W I A Ld
Int Cl
WP Pt
1 5 4 4 4 3 1 5 2 6 6 5 7 28
2 5 5 4 4 4 2 5 37+1 6 5 7 50
3 5 5 4 4 4 3 6 38+2 6
6+1
8+1 72
4 5 6 4 4 4 4 7 49+3 6
6+1
8+1 95
5 5 6 5 4 4 4 7 49+3
8+2
7+2
9+1
117
Black Skaven96
Unit Type M WS BS S T W I A Ld Int Cl WP PtBlack Skaven 5 4 3 3 3 1 4 1 5 6 5 7 6
StormVermin
Unit Type M WS BS S T W I A Ld Int Cl WP PtStormvermin 5 4 3 3 3 1 5 1 5 6 5 7 7
89 Skaven 4th ed. onwards90 Skaven 6th ed onwards91 Warpstone Weapons existed very early on, however, they were described as magical attacks starting in the 6th ed. 92 Skaven 6th ed93 WFRP 1st ed. 94 Warhammer Armies 3rd ed.95 Skaven 4th onwards96 Black Skaven have shifted a bit over time. In 3rd ed. they were essentially big clanrats, later editions the designation black Skaven returned in the 6th ed. to refer to Gutter Runner Champions and in Mordheim they are a category of character.
Slaves
Unit Type M WS BS S T W I A Ld Int Cl WP PtSlaves 5 2 2 3 3 1 3 1 5 5 3 5 2.5
Special Rules
Levy: Slaves follow the rules for levy formations
MEAT SHIELD : Other Skaven expect slaves to be used as cannon fodder, they give little second thought to the plight of slaves, and consequently other Skaven units (other than fellow slaves) need not ever take a panic test from slaves panicking or fleeing.
Night Runners97
Unit Type M WS BS S T W I A Ld Int Cl WP PtNight Runner 6 3 3 3 3 1 5 1 6 6 5 7 6
Special Rules
Light Infantry98
Gutter Runners
Unit Type M WS BS S T W I A Ld Int Cl WP PtGutter Runner 6 4 4 3 3 1 4 1 6 6 5 7 12.5
Special Rules:
TUNNELING TEAM :
After scouts are placed, place a “tunneling” marker.
Starting with the 2nd turn roll a die at the beginning of each compulsory phase. On a 4+ they emerge.
When they emerge, scatter the tunneling marker like a stone thrower. Place the leader on the marker, and all the other runners in the unit within Square root of the US” of the leader and within 1” of any other runner.
If a misfire was rolled consult the following chart
Tunneling Misfire Chart (Roll a d6)
1-2, Collapse! All the rats are buried in the ground, dead.
3, I think we’re there. Move the marker 3d6” toward the Skaven starting edge and deploy the runners
4, Just check to make sure! The Leader tentatively pokes his head out of the ground to make sure they have come up in the right spot, deploy the unit in a block of equal ranks and files, it may not charge this turn or reserve move
5, Are you sure these are our plans? The enemy player may place the marker anywhere on the board, deploy as normal.
6, I told you to turn left! The unit finds themselves in completely the wrong place and doesn’t show up at all
Where the marker was place on impassible terrain deploy the leader on the closest edge. Where they were deployed under an enemy place them in base contact as if they were charging, but also fighting from low ground.
Skirmish
Scout
Assassin GearSMOKE BOMBS
If the assassin breaks from combat, flees, or withdraws from combat the enemy must pass an initiative test in order to pursue him
97 Night runners in Warhammer armies 3rd ed were +1 Shock elites, but had nothing to distinguish them from black Skaven except gear differences. Here we followed the trend of later editions where they were not +1 Shock elites but had different gear and mobility98 Night runners have been featured both as skirmishers and as standard block infantry, this seemed like a reasonable compromise
Plague Monks99
Unit Type M WS BS S T W I A Ld Int Cl WP PtPlague Monks 5 3 3 3 4 1 4 1 5 7 5 7 7Special Rules
PLAGUED : any unit that comes in base contact with the plagued unit suffers from the plague. At the end of the battle any model suffering from the plague is removed as a casualty on a 3+. Plague monks are removed on a 6.
Plague Censer Bearers
Unit Type M WS BS S T W I A Ld Int Cl WP PtPlague censer bearers 5 4 0 4 4 1 4 1 6 6 5 7 15Special Rules
Plagued
Skirmishers, Frenzy, hatred
PLAGUE CENSOR : Once the model attacks for the first time place a 1" template atop the plague censor model each combat phase during his initiative step. Any model touching this cloud of death must pass a T Test or suffer a wound. Pestilens and nurgle take wound on 6, Each subsequent turn the bearer benefits from a -1 to hit from archery after 1st round of combat
Attached: Plague censer bearers must stay within 3” of a parent plague monk unit until they declare a charge.
Clan Moulder Beast Master
Unit Type M WS BS S T W I A Ld Int Cl WP PtBeast master 5 3 3 3 3 1 4 1 6 6 5 7 9.5Giant rats 6 2 0 3 3 1 3 1 4 4 5 5 2.5Special Rules
MAY ALWAYS LAP AROUND : Unless broken in combat, giant rats may always lap around, even if they lost the round of combat. The enemy may only lap around if the Skaven play opts not to or there are not enough giant rats to lap around.
DON ’T CAUSE PANIC : Other Skaven need not take a Panic test if a unit of giant rats panics
Animal handlers (See Old Grumblers Rules)
SMALL : despite their strength value of 3, giant rats do not push forward in the same manner as other troops, their rank bonus is taken at a -1.
Rat Ogres and Chaos Warhounds
Unit Type M WS BS S T W I A Ld Int Cl WP PtBeast master 5 3 3 3 3 1 4 1 6 6 5 7 9.5Rat Ogre 6 3 2 4 5 3 3 2 5 4 5 7 38Chaos Hounds 6 4 0 4 4 2 4 2 6 4 6 6 20Special Rules
Frenzy: Rat Ogres benefit from Frenzy
ANIMAL HANDLERS : Should the pack masters die, the rat ogres suffer from stupidity, Chaos warhounds take a monster reaction.
Poison Wind Globadier
99 Much discussion went into Plague monks, in the 3rd ed. Plague monks did not have frenzy, but they didn’t have any other rules either. One got them presumably because they allowed for the purchase of banners. In later editions they had frenzy and additional hand weapons. We opted to make them plagued to represent their role in spreading diseases to humanity and civilization, We also considered having them generate magic dice like Horrors of Tzeentch…. Lots of ideas
Unit Type M WS BS S T W I A Ld Int Cl WP PtGlobadiers 5 3 3 3 3 1 2 1 6 6 5 7 20Special Rules
Skirmish
POISON W IND GLOBES :
1. Range 8”. 2. Place a 1" radius temp anywhere within 8”3. scatter the template D3” 4. A natural result of 6 is a misfire. 5. In the event of a misfire place the template directly above the
globadier, the globadier is automatically hit. 6. Any model under the template is hit on a 4+. 7. Any model hit takes a wound on a 4+, globadiers, due to their
protective gear, take a wound on a 6+. 8. Poison wind globes also act as soft cover against any ranged
weapons fired through it. To enhance this potential cover, poison wind globadiers always shoot first, regardless of turn order. To keep track, keep the templates where they land.
GLOBADIER DEPLOYMENT : May be deployed either as a pair attached to a friendly unit, just like a normal weapons team, or as a unit unto themselves of sizes between 5 and 10.
Jezzails
Unit Type M
WS BS S T W I A Ld Int
Cl WP Pt
Jezzail 5 3 3 3 3 1 2 1 6 6 5 7 12Special Rules
Skirmish
PAVIS : acts as a large shield only against ranged attacks, but may fire and claim the benefit
WARPLOCK JEZZAIL :
36” range-4 to armor at quarter range-3 armor otherwise5 StrengthFires like an arquebus in all other regards
DoomWheel
Unit Type M WS BS S T W I A Ld Int Cl WPWarpstone Generator - - - - 5 Special - - - - - -Wheel 3D6 - - 7 7 3 1 - - - - -Engineer 5 4 4 4 3 1 5 2 10 8 10 7Rats - 3 0 3 2 6 1 6 10 3 10 6
MOVEMENT
The Doomwheel moves during the move chargers phase. Otherwise treat the doomwheel like a light chariot with a randomly determined move distance of 3d6” but may not reserve move. Doomwheels move at half rate up hill and double rate downhill.
WARP-L IGHTNING
During the shooting phase the doomwheel may release three bolts of warplightning. If the engineer is still alive you may decline to release thee bolts. All three bolts have strength equal to the same artillery die roll. However each has a different range of 3d6” Bolts automatically hit. If several targets are equidistant away (within 1” margin of error, or in base contact, strike the model with the greatest total armor thickness) Models receive no armor save and suffer d6 wounds. If a MISFIRE was rolled consult the chart below
1-2 Backblast! The rats suffer d3 S3 hits. If the warpstone generator was struck in close combat the striking model takes d3 s3 hits no armor
3-4 Damaged. The warpstone generator is damaged and will hence forth generate 1 less bolt
5-6 Out of control! The stern wheel is temporarily jammed by a stray flare of warp lightning. The doomwheel moves in a random direction next turn. In subsequent turns it moves as normal.
CRUSHING THINGS
When the doomwheel runs into something it causes d6+2 impact hits at S7 -6 armor. The doomwheel may penetrate ranks like a wedge if it kills sufficient models between it and the rear of the unit to clear an entire path wide enough for the model. In subsequent rounds of combat the wheel does only d3 impact hits
CREW ATTACKS
As per normal, the doomwheel’s crew and animals may attack in close combat. Note that the engineer is high up, so he may only attack down with a pistol or other long weapon, and conversely may only be attacked by models over 10’ tall or wielding spears, halberds, or pikes
F IGHTING THE DOOMWHEEL
Doomwheels are fought in the same manner as chariots. That is, hits in close combat and ranged are randomized.
Shooting Close Combat
1 Warpstone Generator 1 Warpstone Generator2-4 Wheel 2-3 Wheel5 Rats 4-5 Rats6 Engineer 6 Engineer
DAMAGE TO THE PARTS
Engineer
The doomwheel will go in a random direction every turn, roll a scatter die and it goes in a straight line. The warp-lightning bolts are released each turn if able
The Wheels
If the wheels are destroyed the whole doomwheel is smashed to pieces, the crew perish as well
Warpstone Generartor
For each wound suffered by the generator roll on the misfire chart.
The Rats
The movement of the wheel slows by d6” for every 2 wounds suffered by the rats. If all the rats are dead the doomwheel cannot move nor generate power
OTHER
The doomwheel flees and pursues 3d6
L IGHTNING FIELD
Any spell cast at or within 6” of the doomwheel is automatically dispelled on a 4+, a magic user within 6” must on a single die roll less than their magic level if they wish to cast a spell
The rats are immune to psychology and otherwise bound to the psychology of the engineer above should he alter the controls
Large Target
Fear 6”
Warpfire thrower
F IR ING THE WARPFIRE THROWER
1. Point the crew in the correct direction or nominate a target as per shooting rules
2. Place the flame template with the narrow end at the end of the barrel and in the direction of the target
3. Roll an artillery die and move the template that many dice forwards
4. Any model touched by the template takes a flaming S5 hit causing d3 wounds with a -2 armor penalty
5. If the die result was a misfire consult the misfire chart6. Any unit suffering a casualty must take a panic test7. May stand and fire
WARPFIRE M ISF IRE CHART
1-2 Kaboom! The crew is annihilated in a mushroom cloud of flame, any model within d3+1” are also hit as if by the warpfire thrower
3-4 Fuel Catches Fire! The model with the barrels runs 2d4” in a random direction. At which point the barrels explode harming everyone within d3”.
5-6 Blockage! Fuel squirts onto the crew. Work out damage as if the crew had hit themselves with the warpfire thrower
OTHER RULES
ENCUMBRANCE
The weapon is heavy and counts as 2 thickness (note its not armor) encumbering like a suit of heavy armor.
LOSS OF CREW
By him/herself an individual Skaven cannot operate a warpfirethrower. If the crew suffers a casualty the weapon is effectively useless, the crew may hide in a friendly regiment they were attached to, or if party of a company of such weapons teams may stick around and join another team should the odd crew die.
FLEEING
The fuel is extremely volatile. Should the crew flee farther than 5” for any reason they explode in the same manner as the 3-4 result on the misfire chart.
Warp Lightning Cannon
F IRE THE WARP-L IGHTNING CANNON
1. Nominate a target point in LOS (mark with a die/coin/token/chit/what-have-you)
2. Guess/estimate/reason/fathom/reckon a distance within 36”
3. Roll to hit using the leader’s Bs factoring in all to hit modifiers (range modifiers are based on the range of the gun)
4. If you miss the GM will move the target marker to the left or right, perpendicular to the line of fire of the cannon, a number of inches equal to how much you missed by.
5. Measure out the distance you guessed toward the marker and roll the artillery die. If the result is a misfire roll a D6 and consult the chart below. If not add the result in inches to your guess from before.
6. Then roll the artillery die again, this result represents the bounce of the lightning arc and the strength of the hit. Add this distance to the guess and the previous extra distance. Any model that is overlapped by the “bounce” is hit. A misfire for the second artillery die, means that the arc did not bounce and dissipated or grounded into the earth.
7. Finally, at the end of the “bounce” place the 1.5” radius template to represent the “crackle” of the energy blast. Any model touched by this last template is also hit.
Warp-lightning Misfire Chart
1-2 Meltdown. The cannon explodes in a green fireball. Sabotage perhaps?
3-4 Energy overload. The gun is sent reeling by all the energy whirling about within. Roll a scatter die and turn the cannon to face in the indicated direction. Every model in a line 4d6” long and terminating in a 2.5” radius template is struck with S10
5-6 Spluttering Fizzle. The gun wheezes out a black green plume of smoke but otherwise does nothing this turn.
Ratling Gun
Range 15”, Strength 4, -2 armor, Move-or-fire
F IR ING THE RATLING GUN
1. Declare a target as per normal shooting restricitons2. Roll a die, this result is the number of shots fired3. You may opt to roll another die and add the result to the first4. This process may be continued as rolling as many dice as the user
likes. However any doubles with previous dice will constitute a misfire; consult the chart below based on the number of the doubles
5. Barring a misfire, determine if the target is in range. If they are roll to hit as normal ignoring multiple shots penalties.
RATLING GUN MISFIRE CHART
Double 1 or 2, Jammed! The pump powering the firing mechanism loses pressure before the crew can fire. No shots are fired this turn.
Double 3 or 4, Whoops! The steam pump controls malfunction and a cloud of green steam surrounds the crew as the gun spins around wildly. Roll the scatter die – all the shots (including those rolled that caused the misfire) are fired in the direction shown by the arrow and target the first unit in LOS and range. Roll the hit.
Double 5 or 6, Blam! The weapon builds up excessive pressure and the release mechanism locks shut. No shots are fired this turn, the weapon explodes and the crew is torn to shreds.
Ratling guns may stand and fire
Encumbrance (See Warpfire Thrower
Loss of Crew (See Warpfire thrower)
Warlock Engineer EquipmentWARPLOCK P ISTOL
Same Rules as Pistol except S5 and magical
WARLOCK ARQUEBUS
Same as Arquebus except S5 and magical
WARP BLADE
May be combined with any close-combat weapon allowed to heroes. Allows the engineer to cast warp lightning
WARP ENERGY CONDENSER
Allows the Warlock Engineer to cast Warp lightning with an additional magic die than his level allows
WARP-POWER ACCUMULATOR
Gives the Skaven player +1 magic die each turn
Vermin Lord Greater Daemon of the Horned Rat
Special Rules
Vermin Lords follow all of the rules for Greater Daemons found in the Magical Creature Bestiary, reproduced here for convenience
OTHERWORLDLY CREATURES :
Daemons are otherworldly entities existing on a separate plane from mortal beings. Consequently they benefit from a 3+ ward save versus mundane weapons and attacks
All attacks made by daemons are magical
DAEMON PSYCHOLOGY :
Daemons are immune to psychology except tests induced by equal or greater deamons
Greater Daemons cause fear 12” to all things
When a daemon would normally take a panic or break test, roll as normal using WP instead of Cl. If the daemon would normally fail instead the unit takes wounds distributed as per missile fire equal in number to how much it failed the test, no armor/ward save.
Large Target
DOOM GLAIVE : wounds from the Vermin Lord cause d3 wounds
Vermin Lords are lvl 4 and may use either black-red or black-green
May not be the general or subcommander
Screaming Bell
MOVEMENT
The bell has an M value equal the half the rats pushing it (in base contact) to a maximum of 5”. The bell moves like a heavy chariot. It may wheel and charge with unit, but it may not turn or march. The Bell takes damage going through obstacles and rough terrain in the same manner as a chariot. Screaming bells are placed in the middle of the front rank like a standard bearer. Unless the Skaven unit is at least 4 models wide on either side of the screaming bell, the bell effectively nullifies any rank bonuses for the unit pushing it.
F IGHTING THE BELL
The bell is large enough that it may be singled out by ranged fire. Otherwise shooting and close-combat against the Screaming bell is comparable to fight a chariot.
Shooting Close Combat
1 Grey Seer 1-2 Grey Seer2-3 Bell Carriage 3-4 Bell Carriage4-5 Screaming Bell 5 Screaming Bell6 Striker 6 Striker
If the bell is struck by S6 or greater it immediately counts as being struck out of sequence roll immediately.
On the charge the bell causes d6 S6 impact hits and the grey seer and striker may both participate in close combat. Depending on your screaming bell model, the Grey seer maybe gain 360 LOS from an elevated position so that he can see over interposing terrain and models (within reason)Though they are a template weapon, a cannon will only hit one part of the screaming bell and should be randomized like other ranged weapons.
FLEEING AND PURSUING .
Should the pushing unit flee they abandon the bell, note that the grey seer and striker are unbreakable and will stay with bell. In pursuit the skaven push the bell at their pursuit speed with only a reduction of speed should their number fall below 10 pushers.
Unit Type M WS BS S T W I A Ld Int Cl WPBell Carriage - - - 5 7 6 1 - - - - -Striker 5 3 3 4 3 1 4 1 4 6 5 7
BLESSING OF THE HORNED RAT
The bell has Magic Resistance 4+
WARPSTONE BRAZIER
The Greyseer and striker are immune to psychology and unbreakable. Additionally the grey seer may attempt to channel an additional magic die.
STRIKING THE BELL
M WS BS S T W I A Ld Int Cl WP PtVermin Lord 8 8 4 7 7 7 10 6 8+1 9+2 8+1 8+1 650
During the compulsory phase roll a d6 for each turn the bell has consecutively been rung and add the results together. Consult the chart below
SCREAMING BELL CHART
1-2 The pushing unit may move (not charge) an additional dM”
3-4 Skaven across the taken may reroll Cl tests this turn
5-6 Each cavalry unit within 36” of the bells must take a panic test
7 This turn charging and shooting become simple maneuvers for enemy units
8-9 Roll a d6 for each building, wall, and warmachine within 24”. On a 5+ it takes d3 wounds
10-11 All Skaven within 24” become auto-frenzied until the next turn. Any unit not in close-combat will suffer dUS-dUS S3 hits during the close combat phase
12-13 Roll a d6 for each building, wall and warmachine within 30”. On a 4+ it suffers d4 wounds
14-15 All enemies subject to psychology fear Skaven until the next turn
16-17 Roll a d6 for each building, wall, and warmachine within 36” on a 3+ it suffers d6 wounds
18+ The screaming bell is destroyed, all models in 3d6” suffer a S3 hit.
The Bell striker is armed with an improvised great weapon.
Character Equipment and costsHero Price Grey Seer Price
Sword 0.5 Screaming Bell 200Additional Hand Weapon 1 Plague Monks PriceGreat Weapon 2 plague censer 4Flail 1 Flail 1
Halberd 2Additional hand weapon 1
Spear 1 Warlock Engineer PriceWarplock Pistol 2 Warplock Pistol 2Warlock Arquebus 2 Warplock Arquebus 2
Light armor 2Warp Energy Condenser 10
Shield 1Warp Power Accumulator 15
Heavy armor 3 Warpblade 15
Assassin PriceAdditional Hand Weapon 1Sword 0.5Dagger FreeAdditional dagger 0.5Throwing Star 1Smoke Bomb 20Grappling Hook 1
Core 25%+Unit Type
M WS BS S T W I A Ld Int Cl WP Pt
0-1 StormVermin (10-20)
5 4 3 3 3 1 5 1 5 6 5 7 7.5
EquipmentSpecial Rules Improvements
hand weapon, light armor
may have one attached weapons team, may have a magic banner worth 50 points, may have an instrument worth up to 25 points
great weapon +2, Shields 1+ , halberd +2, heavy armor +1,
Unit Type M WS BS S T W I A Ld Int Cl WP
Pt
Black Skaven (10-20)
5 4 3 3 3 1 4 1 5 6 5 7 6.5
Equipment Special Rules Improvementslight armor, hand weapon
may have one attached weapons team, one unit may have50+ magic standard
Shields .5+, Halberd +1,
Unit Type M WS BS S T W I A Ld
Int
Cl
WP
Pt
1+ Clanrat (20+) 5 3 3 3 3 1 4 1 5 6 5 7 6Equipment Special Rules ImprovementsHand weapon, light armor, shield
may have one attached weapons team
Spear .5+
Unit Type M WS BS S T W I A Ld Int Cl WP PtSlaves (20+) 5 2 2 3 3 1 3 1 5 5 4 6 2.5Equipment Special Rules Improvementshand weapon Levy, Meat shield Spear .5+, Sling .5+, shield .5+
Unit Type M WS BS S T W I A Ld Int Cl WP PtNight Runner (5-15)
6 3 3 3 3 1 5 1 6 6 5 7 6
Equipment
Special Rules Improvements
hand weapon
Light infantry additional hand weapon 1+, buckler +.5, throwing knives +.5, additional dagger +.5.
Unit Type M WS BS S T W I A Ld Int Cl WP PtBeast master (1-4)
5 3 3 3 3 1 4 1 6 6 5 7 9.5
Giant rats 6 2 0 3 3 1 3 1 4 4 5 5 2.5Equipment Special Rules Improvementshand weapon animal handler, 2-6 US of animal
modelsshield .5+. Light armor +1
Bite/claw See entry
Special 0-25% M WS BS S T W I A Ld Int Cl WP Pt
Gutter Runner (5-10) 6 4 4 3 3 1 4 1 6 6 5 7 12.5Equipment Special Rules Improvementshand weapon
hand weapon buckler +1, light armor 2+, additional hand 2+, throwing stars 1+, net +1, Grappling hooks +.5, tunneling team +3/model,
Unit Type M WS BS S T W I A Ld
Int Cl WP Pt
Plague Monks (5-20) 5 3 3 3 3 1 4 1 5 7 5 7 7
Equipment Special Rules Improvementshand weapon Plagued additional hand +1, 100+ magic banner
Unit Type M WS BS
S T W I A Ld
Int
Cl WP
Pt
Plague censer bearers (2-5)
5 4 0 4 4 1 4 1 6 6 5 7 15
Equipment Special Rules ImprovementsPlague Censer See Entry
Unit Type M WS BS S T W I A Ld
Int
Cl
WP
Pt
Beast master (1-4)
5 3 3 3 3 1 4 1 6 6 5 7 9.5
Rat Ogre 6 3 2 4 5 3 3 2 5 4 5 7 38Chaos Hounds
6 4 0 4 4 2 4 2 6 4 6 6 20
Equipment Special Rules Improvementshand weapon
animal handler may command 2-6 US of models
Shield .5+. Light armor +1
Claws FrenzyBite
Unit Type M WS BS S T W I A Ld Int Cl WP PtGlobadiers (5-10) 5 3 3 3 3 1 2 1 6 6 5 7 20Equipment Special Rules ImprovementsPoison wind globes, hand weapon Skirmish light armor +2
Unit Type M WS BS S T W I A Ld Int Cl WP PtJezzails (3-8) 5 3 3 3 3 1 4 1 6 6 5 7 12Equipment Special Rules Improvementsjezzail, hand weapon skirmish Pavis+2
Rare 0-20%Unit Type M WS BS S T W I A Ld Int Cl W
PPt
Warpfire throwers (2-4) 5 3 3 3 3 1 2 1 6 6 5 7 70Equipment Special Rules Improvementshand weapon, light armor See Rules entry +2 heavy armor
Unit Type M WS
BS
S T W I A Ld
Int
Cl WP
Pt
Doomwheel 150
Warpstone Generator
- - - - 5 Special
- - - - - -
Wheel 3D6
- 7 7 3 1
Engineer 5 4 4 4 3 1 5 2 10
8 10
7
Rats 3 0 3 2 6 1 6 10
3 10
6
Equipment Special Rules ImprovementsSee Rules ,See Rules
Warplock pistol, heavy armor High UpSee Rules
Unit Type M WS BS S T W I A Ld Int
Cl WP Pt
Ratling Gun (2-4) 5 3 3 3 3 1 4 1 6 6 5 7 55Equipment Special Rules Improvementshand weapon See Rules Light Armor +2
Unit Type M WS BS S T W I A Ld Int Cl WP PtWarp lightning cannon 6 4 90Crew (3) 5 3 3 3 3 1 3 1 6 5 7 Equipment Special Rules Improvements
See Rules, may not reserve movehand weapon
Skaven Character 1-25%
MagicGrayseers may have black, red and blue as primary colors and green as a secondary color. Plagued Priests may only have black-green as their color.
Allies 0-25% May ally with Orcs and Goblins, Chaos, Chaos Dwarves, Beastmen, Dark Elves and Fimir when fighting enemies of neutral or good disposition
Assassin Rules May be surreptitiously deployed in a friendly Skaven infantry unit at
the beginning of the game. (Make a note) The assassin remains hidden unless he/she attacks either at range or
in close combat or chooses to leave the unit or there are fewer than 5 models in the unit.
Once revealed the Assassin replaces a rank and file model anywhere in the unit of the controlling player’s choice.
Units may not use her/his Ld, Int, Cl, or Wp. If she/he is in a unit that breaks or flees they must flee with that unit. May be deployed individually as a scout
The Realm of BretonniaBretonnians are Good order
Magic: Bretonnians may use white, green, blue.The Blessing of the Lady100
The Lady of the Lake is the Patron Goddess of the Bretonnian people. In battle she protects the righteous from harm. Before the battle starts, after deployment, but before turn order has been established, the Bretonnian player may decide to pray for the protection of the lady. If he does then on the first turn his soldiers (excluding allies) may not move as they must pray to the lady. In subsequent turns, models with the knight’s vow gain a 5+ ward save against missile and magical attacks. If a model flees or refuses a challenge it loses the favor of the lady and consequently the 5+ ward save.
Allies: May ally with Halflings, Old Worlders, and Wood elves to
fight chaotic or Evil foes
Mercenaries: Half Orcs, Ogres, dwarves, norse, old
worlders
Knightly Virtues: Bretonnian martial society is largely
defined by a hierarchy of pledges and oaths. These oaths are a series obligations, reciprocal relationships and ideological tendencies that ultimately manifest on the battle field in various ways. What follows is a series of virtues or vows that are taken during a knight’s life in order and are cumulative.
100 Bretonnia 6th ed.
Skaven heroes M WS
BS
S T W I A Ld Int Cl WP Pt
Clan Chieftain (1) 5 4 4 4 3 1 5 2 6 6 5 7 28Clan Warlord (2) 5 5 4 4 4 2 5 3 7+
16 5 7 50
Vermin Lord (3) 5 5 4 4 4 3 6 3 8+2
6 6+1
8+1 72
Sewer Tyrant (4) 5 6 4 4 4 4 7 4 9+3
6 6+1
8+1 95
Lord of Decay (5) 5 6 5 4 4 4 7 4 9+3
8+2
7+2
9+1 117
Skaven wizards M WS BS S T W I A Ld Int Cl WP PtWarlock engineer (1)
5 4 3 4 3 1 4 1 6 7+1
6+1
8+1 15
plagued priest (1) 5 4 3 3 3 2 5 2 6 6 5 8+1 56plagued priest (2) 5 4 3 3 4 2 5 2 7+
17+1
5 9+2 100
Grey Seer (4) 5 5 4 4 4 4 6 1 8+2
9+3
7+2
10+3
200
Grey Seer (5) 5 6 5 4 4 4 7 1 9+3
9+3
8+3
10+3
235
Assassin M WS BS S T W I A Ld Int Cl WP PtStrangler (1) 6 5 4 4 3 1 5 2 7 6 7 7 39Culler (2) 6 6 4 4 4 2 5 3 8+
16 7 7 72
Garrotter (3) 6 6 4 4 4 3 6 3 9+2
6 8+1
8+1 104
(Character choice) M WS BS S T W I A Ld Int Cl WP PtVermin Lord 8 8 4 7 7 7 10 6 8+1 9+2 8+1 8+1 650
THE KNIGHT’S VOW101
A Knight of Bretonnia may not use a ranged weapon under any circumstance. Additionally, such is their disdain for cowardly bows and firearms that kill a man at distance, Knights hate any enemy model that carries a missile weapon.
A knight shall always accept a duel. If a knight of Bretonnia refuses a challenge, he has forfeited his family’s honor. You automatically lose that model’s victory points regardless if he should fall in battle. Additionally, the unit he is with may no longer use his Ld or coolness modifier.
Models with the Knight’s Vow look upon the lower classes with contempt. They do not suffer any psychology imposed by fleeing or otherwise models with the peasant’s duty rule.
No knight unit may be joined by a model with a lower vow.
QUESTING VOW
Models with the Questing Vow may not use a lance of any kind. (Grail knights are not bound to this restriction)
An army bearing Questing knights must also have a baggage train in order to sustain the knights on the constant trek
Questing knights may reroll any failed coolness, WillPower, or Leadership test.
GRAIL VOW
Models with the Grail Vow always begin the game with the blessing of the Lady
They are also immune to Psychology They make magical attacks may issue and accept challenges as if they were all hero models.
Peasant’s DutyUltimately Peasants are the very feet upon which Bretonnia stands; though this would never be admitted by the aristocracy, believing themselves superior both morally and physically. Strangely enough, the ruling class has convinced the peasants of the truth of their worldview. Consequently, models with the Peasant’s duty may use the Leadership of any model with the Knight’s Vow within 6”
Additionally, if the army contains a baggage train, it must contain a unit of peasants.102
Captured standards from peasants do not confer victory points; neither may they claim victory points for banners they capture
No unit of Peasants may be led by a Bretonnian hero (Magic users, on the other hand, may) of level 3 or greater.103
Other Special RulesIMPETUOUS : Young nobles of Bretonnia are so eager to prove themselves and earn their knighthood that they will often throw themselves at the enemy. After charges have been declared by both sides, if an enemy is within 2M” of the knights errant, they must pass a Cl test in order to restrain themselves from charging the enemy. If the unit fails and charges they become immune to psychology for the duration of the turn.
FLYING CAVALRY : Models with this rule get benefits for both being cavalry and flying. That is, they act as flyers, but also gain a standard cavalry save, have 2 unit strength, and are affected by spells that would normally affect cavalry or flyers. Also as armor is quite weighty, and flying with it of even greater burden, encumbrance modifiers are
doubled on a Pegasus inflight. So a Pegasus knight wearing heavy armor and shield would have a fly move of 22”
GRAIL RELIQUE : The relique acts as a single model though actually composed of 4 models. For all intents and purposes it is both a standard bearer and musician and must be placed in the front rank accordingly. Additionally, wounds that would be allocated against it are instead resolved against the remainder of the unit as another man rushes to fill the place. The armor of the relique bearers is the same as rank and file members in the unit. Also the unit benefits from the blessing of the lady, if the player opted to pray.104
4MAN CATAPULT :
Min Range: 14” Max range:64” , 1” template, S6, D4+1 wounds, -3 armor.
DEFENSIVE STAKES : 105 Professional Bretonnian bowmen can lay down defensive stakes before a battle to offer a level of protection. Set up the stakes at the start of the game when the unit is deployed. For deployment order purposes the unit counts as having movement 0”. Every model in the front rank has a stake base placed in front of it. The stakes must be placed in the deployment zone too. If the unit makes any move the stakes are removed. Enemy units charging the bowmen measure to the front of the stakes, all other measurements are to the peasants themselves. No unit gains any charge bonus when they charge the unit’s front.
Army OrganizationNobility 25-75%
Included Warrior Characters Must have at least one hero and unit of Knights of the realm
Servants of the Lady 0-35% Includes Damsels
Peasants and the Lower Classes 25%+Artillery 0-10%Characters 1-30%
Overlaps with the above mentioned categoriesAllies 0-33%
Wizard Lvl M Ws Bs S T w I A Ld Int Cl WP Pts1 4 4 3 3 3 1 3 1 7 8+1 7 8+1 602 4 4 3 3 3 2 4 1 8+1 9+2 7 9+2 853 4 5 4 3 3 3 5 1 9+2 9+2 8+1 9+2 1554 4 5 4 3 3 4 6 1 10+3 10+3 8+1 10+3 240
5 4 6 5 3 3 4 7 1 10+3 10+3 9+2 10+3 340
Hero Lvl M Ws Bs S T W I A Ld Int Cl WP Pts1 4 4 4 4 4 1 4 2 7 7 7 7 302 4 5 4 4 4 2 4 3 8+1 7 7 7 553 4 5 4 4 4 3 5 3 9+2 7 8+1 8+1 804 4 6 4 4 4 4 6 4 10+3 7 8+1 8+1 1055 4 6 5 4 4 4 6 4 10+3 9+2 9+2 9+2 130
Gear TableNobility Points Damsels PointsWeapons Weapons Lance 2 Dagger freeSword 0.5 Sword 0.5Bastard Sword 1.5 Mounts Spear 1 Warhorse 6Halberd 2 Horse 3Morning Star 2 Unicorn 80Great Sword 2.5 Pegasus 15Armor Shield 1Large Shield (foot only) 2Light Armor 2Heavy Armor 3Barding 4
101 Bretonnia 5th ed.102 Someone’s gotta do the work.103 They have virtues which allow this to happen, so it would suggest the nobility can’t normally do this.104 Bretonnia 6th ed.105 Bretonnia 6th ed. with 3rd ed. insights
Mount Warhorse 6
Pegasus 15
NOBILITY 25-75%
Unit Type M WS BS S T W I A Ld Int Cl WP PtKnights Errant (5+) 4 3 3 3 3 1 3 1 6 7 6 7 21.5War horse 8 3 0 3 3 1 3 1 5 5 5 5Equipment Special Rules ImprovementsLance, heavy armor, shield, swords
Impetuous, knights vow, heavy cavalry
one unit may have banner +25
Barding
Unit Type M WS
BS
S T W I A Ld
Int
Cl
WP
Pt
1+ Knights of the Realm (5+) 4 4 3 3 3 1 3 1 8 7 8 7 22.5War horse 8 3 0 3 3 1 3 1 5 5 5 5Equipment Special Rules ImprovementsLance, heavy armor, shield, sword
knights vow, heavy cavalry
any unit may have banner +25
Barding
Unit Type M WS
BS
S T W I A Ld
Int
Cl
WP
Pt
0-1 Pegasus knights (3-10) 4 4 3 3 3 1 3 1 8 7 7 7 28
Pegasus 8 3 0 4 3 1 4 1 3 4 3 3Equipment Special Rules ImprovementsLance, heavy armor, shield, Sword
knights vow
Flying cav. 24" fly speed barding +4
SERVANTS OF THE LADY 0-35%
Unit Type M WS BS S T W I A Ld Int Cl WP PtQuesting Knights (5+) 4 4 3 4 3 1 4 1 8 7 8 8 24War horse 8 3 0 3 3 1 3 1 5 5 5 5Equipment Special Rules Improvementsbastard sword, heavy armor, shield
Questing vow, heavy cavalry
Any Unit may banner +50
Barding
Unit Type M WS BS S T W I A Ld
Int Cl WP Pt
Dismounted Questing Knights (5+) 4 4 3 4 3 1 4 1 8 7 8 8 16Equipment Special Rules ImprovementsHand weapon, Bastard Sword, heavy Armor, Large Shield
Questing Vow
May replace their bastard sword with Great Sword +1pts, hand weapon for dagger free, morning star +1. Any unit may have a banner +50
Unit Type M WS BS S T W I A Ld Int Cl WP Ptgrail knights (5+) 4 5 3 4 3 1 5 2 8 8 8 8 27.5War horse 8 3 0 3 3 1 3 1 5 5 5 5Equipment Special Rules ImprovementsHeavy armor, lance, bastard sword, shield
grail vow, heavy cavalry
Any Unit may banner +100
Barding
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
grail relique (1) 4 2 2 3 3 6 3 4 8 8 8 8 118
battle pilgrim (4+) 4 2 2 3 3 1 3 1 8 8 8 8 10Equipment Special Rules ImprovementsComes with 6 battle pilgrims, up to 24 addition pilgrims may be added
peasants’ duty, grail relique, hatred, stubborn, unit strength 6, may only be chosen if atleast one model has the grail vow
hand weapon, shield, light armor
peasents duty, hatred, stubborn, may only be chosen if atleast one model has the grail vow
PEASANTS AND LOWER CLASSES 25%+
Unit Type M WS BS S T W I A Ld Int Cl WP PtPeasants (10+)
4 2 2 3 3 1 2 1 6 6 6 6 3
Equipment Special Improvements
Rules
Improvised weapon
Peasant's duty, levy
Shield +.5, and one of the following bow +1, spear +.5, Halberd +1 no unit may have a standard, nor musician
Unit Type M WS BS S T W I A Ld Int Cl WP
Pt
Men-at-arms (10+) 4 3 3 3 3 1 3 1 7 7 7 7 7
Equipment Special Rules
Improvements
Hand weapon, light armor
Peasant's duty
Shield +1, Large Shield +2, Halberds+2, Spear +1, Swords +.5
Unit Type MWS
BS S T W I A LdInt
ClWP
Pt
Long Bowmen (10+) 4 3 3 3 3 1 3 1 7 7 7 7 8Equipment
Special Rules
Improvements
dagger, long bow
Peasant's duty, light infantry
light armor+2, defensive stakes +1 per model in front rank, hand weapon +.5, Sword +1, skirmish +1
mounted yeomen (5-10) 4 3 3 3 3 1 3 1 6 6 6 6 15Horse 8 3 0 3 3 1 3 0 5 5 4 4Equipment Special Rules Improvementshand weapon, spear & bow
Peasant's duty, fast cavalry
light armor+2 but lose fast cavalry, shields +1
Stomp
ARTILLERY 0-10%
Unit Type M WS BS S T W I A Ld Int Cl WP Ptfield trebuchet (1-4)
- - - - 7 4 - - - - - - 90
Peasants (4) 4 2 2 3 3 1 2 1 6 6 6 6Equipment Special Rules Improvements
catapult with 4 crew
May upgrade to 5 man catapult for 20 ptsMay upgrade to 6 man catapult for 40 pts
Improvised weapon
Peasant's duty
Tomb KingsTomb Kings are Neutral Order
MagicLiche Priests of the tomb Kings use Black and White Magic, tomb kings are neutral in disposition, though vengeful upon any who enter their realm uninvited.
HierophantTomb Kings Armies are supported by a hierarchy of priests. At the head of this hierarchy is the Hierophant responsible for sustaining each particular army group. Before the battle you must elect from your higher most ranking liches to be the hierophant. All undead units in play and not lead but a lich or Tomb lord may use his/her Ld, Cl, Int, and WP. In the event of this model’s death, at the beginning of each tomb king compulsory phase each unit takes a WP test, if failed the unit suffers wounds equal to how much it failed the test by.
Tomb LordsTomb Princes, Kings and Pharaohs
C U R S E
the model/unit/units responsible for the death of a tomb lord must pass a WP test or take wounds equal to how much it failed by.
FEAR
Due to their incantations and being sustained beyond the expiration of their physical bodies, Tomb Lords cause fear in living creatures. However, due to the presence and wherewithal of the
soul still inhabiting the husk of a body, Tomb lords are still subject to fear themselves.
MY W ILL BE DONE
Any unit joined by a tomb lord may use his Ld, Cl, Int, and WP instead of the Hierophant. during the movement phase you may declare a charge with that unit. Take a WP test, if it is passed the unit may charge like a normal unit. During close combat you may take a WP test, if passed the unit gains +1 WSDuring the shooting phase, you may take a WP test, if passed the unit gains +1 BSDuring the Reserve Move phase, you make take a WP test, if passed the unit may make a reserve move if a normal regiment would be able to.
MAGICALLY SUSTAINED
Tomb Lords are sustained by magical incantations, magical attacks weaken these incantations, any wound suffered by a magical attack is doubled.
Undeath Unless magically compelled, the undead may not reserve
move or charge though they may move to engage. Undead Cavalry may charge.
Undead have no sense of self-preservation and are consequently unbreakable; they may not opt to flee under any circumstance including magic nor may they be pushed back except by magic
The Undead are immune to poisons, diseases, suffocation, thirst, starvation, cold, and heat (though not ice/cold magic and heat/fire magic.) As you may have surmised, yes, the undead can walk underwater through water features. Note that Tomb Lords and Liches are not technically undead, they still have the wherewithal and survival instincts of the living, though they too are immune to these mortal banes.
All Undead models cause fear in living creatures regardless of size.
When a unit would normally take a panic or break test, roll as normal. If the unit would normally fail instead the unit takes wounds distributed as per missile fire equal in number to how much it failed the test, no armor saves, though ward saves may be taken as normal.
Undead use the Leadership, Coolness, Intelligence, and Will power of the controlling Hierophant, Liche Priest, or Tomb Lord
The undead may always choose not to pursue
Tomb SwarmsIgnores Armor: attacks from tombs swarms ignore armor as they crawl and cling to the enemy.5+ armor coverage with zero thickness to represent chitinous exoskeletonsSwarm: Tomb Swarms follow all of the rules for swarmsCame from below (see below)
Tomb GuardsTomb Guards carry enchanted Kopeshes (sickle swords,) ideal for hooking enemy shields away.Blows struck by Tomb Guards are magical and the enemy must re-roll successful shield armor saves. In addition they have the sword designation.
Tomb ScorpionFear 6”Both claw and stinger attacks pierce 1 thickness of armorMay move through sand, rocks and scrub as if it were open groundIt came from Below (see Below)Each turn the scorpion may make a single stinger/tail attack to the front, this attack is an adrenaline poisonMagic Resistance 5+Screaming Skull CatapultsRange 12-48” small templateMay fire either normal stone munitions 5s, -2 armor Or screaming skulls 3s but the enemy must take a panic test if they take a wound.
It came from BelowTomb Swarms and Tomb Scorpions need not be deployed at the beginning of the game. Instead they may lie in wait below the ground. After scouts have been deployed place a marker for the unit. During the compulsory phase roll a die for each burrowed unit to see if they emerge.
Turn ResultFirst Turn N/ASecond Turn 4+ to emergeThird Turn 3+ to emergeFourth Turn 2+ to emergeFifith Turn Emerge Automatically
When the creature(s) emerge scatter the marker with an artillery die. Then replace the marker with the creature and all other creatures in the unit within 2”. The creatures may then act and move as normally including charging.
If the marker ends up beneath impassable terrain or under a unit place the creatures on the closest edge. If it was an enemy unit they count as having charged.
If a misfire was rolled consult the following chart
1-2: Magic DissipatedThe energy that awakens these creatures dissipates. The creatures are destroyed and the enemy may claim victory points.
3-4: Too DeepThe creatures are unable to surface in time for the battle, however the enemy does not get victory points.
5-6: MissalignedYour opponent may place the marker anywhere on the battlefield and deploy the emerging unit.
Casket of Souls M WS BS S T W I A Ld Int Cl WPCasket of Souls - - - - 7 4 - - - - - -
The casket of souls is guarded by two tomb guards with great kopeshes.
Using the Casket of Souls: During the magic phase you may attempt to use the casket of souls by expending magic dice just like you would to cast a spell. The casket is successfully activated on a threshold of 24. If cast, all enemy or allied models with LOS to the caster must take a WP test. If they fail they immediately suffer 1 wound that cannot be regenerated or saved by armor, ward saves apply as normal.
M WS BS S T W I A Ld Int Cl WP PtTomb Officer lvl1 4 4 3 4 4 1 3 2 5 1 5 5 30Tomb Herald lvl2 4 5 3 4 4 2 3 3 6+1 1 5 5 55Tomb Prince lvl3 4 5 3 4 5 3 4 3 9+2 7 8+1 8+1 105Tomb King lvl 4 4 6 3 4 5 4 5 4 10+3 8+1 8+1 8+1 125Tomb Pharaoh lvl5 4 6 4 4 5 4 5 4 10+3 9+2 9+2 9+2 150 Special RulesUndead, may be the army’s battle standardUndead, may be the army’s battle standardMy Will Be Done, Fear, Flammable, Curse, Magically Sustained
My Will Be Done, Fear, Flammable, Curse, Magically Sustained
My Will Be Done, Fear, Flammable, Curse, Magically Sustained
Liche Priests106 M WS BS S T W I A Ld IntBarrow Seer Lvl 1 4 3 2 3 3 1 3 1 7+3 8+1Doombinder Lvl 2 4 3 2 3 3 2 3 2 8+3 9+2
Deathmage Lvl 3 4 4 2 3 2 3 2 2 9+410+3
Dust Lord Lvl 4 4 4 3 2 2 4 1 2 9+411+4
Liche master Lvl 5 4 5 4 2 2 4 1 210+5
12+5
Tomb Warrior Gear Pt Liche Priest Pt
Light armor 2 Kopesh 1.5
Large Shield 2 Casket of Souls150?
Bow 2 Skeletal Steed 10
Javelin 1 Carrion 36
Kopesh 1.5
Great Kopesh 3.5
Spear 1
Flail 1
Carrion 36
Skeletal Steed 10 Light Chariot (w/ driver) 35
Allies: Vampire Counts, Chaos Allies, Dark Elves
Core Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Khemrian Spearmen (10+) 4 2 2 3 3 1 2 1 4 1 2 4 9
EquipmentSpecial Rules Improvements
Spear or hand weapon, Large Shield Undead
One unit may be upgraded to have light armor +2One unit can get magic banner worth up to 50 points
Unit Type M WS BS S T W I A Ld Int Cl WP PtKhemrian Archer (10+) 4 2 2 3 3 1 2 1 4 1 2 4 8Equipment Special Rules ImprovementsBow (improvised melee weapon) Undead Hand weapon +.5
Unit Type M WS BS S T W I A Ld Int Cl WP PtTomb Swarm 2+ 4 3 0 2 2 5 1 5 4 1 2 4 65Equipment Special Rules Improvements
Teensy claws and mandibles
Undead, see rules entry, don’t count toward core unit min. they must be evenly clumped together, if your army contains 5 or fewer than they must be deployed in 1 unit, 6-10 in at most 2 units, 11-15 at most 3, etc.
Special MWS BS S T W I A Ld Int Cl WP Pt
Tomb Guard (5+) 4 3 2 4 4 1 3 1 4 1 4 4 16.5
EquipmentSpecial Rules Improvements
Kopesh, Light Armor, Large Shield Undead
Replace w/ Great Kopesh (has attributes of both Kopesh and great weapon)+2ptsOne unit can get magic banner worth up to 50 points
Unit Type M WS BS S T W I A Ld Int ClWP Pt
Light Chariot (3+) - - - - 6 3 - - - - - - 40Charioteer (2) 4 3 3 3 3 1 2 1 4 1 2 4 Skeletal Steed (2) 8 2 0 3 3 1 2 1 4 1 2 4
Equipment Special RulesImprovements
d3 S5 impact hits, see rulebook
Form into units like skirmishers but without the benefit.
The driver carries a large Shield and whip (improvised weapon) The other carries a bow, and javelins and hand weapon
Undead, so long as the driver is alive, both benefit from the large shield.
Light armor for both +4, Scythes +20
Undead
Unit Type M WS BS S T W I A Ld Int Cl WP PtCarrion (3+) 2 3 0 3 3 2 3 2 4 1 2 4 36Equipment Special Rules ImprovementsBite/claw Undead, 30" speed
Unit Type M WS BS S T W I A Ld Int ClWP Pt
Ushabti (1+) 5 4 2 4 4 3 3 3 4 1 6 6 65
EquipmentSpecial Rules Improvements
Great Weapon, light armor Undead
may replace great weapon with a Kopesh
Unit Type M WS BS S T W I A Ld Int ClWP Pt
Tomb Scorpion 7 4 0 5 5 4 3 4 4 1 5 7 85
Equipment Special RulesImprovements
Poisoned Tail, giant claws, chitinous armor (4+, 1 thick)
Undead, See Rules Entry
Unit Type M WS BS S T W I A Ld Int Cl WP PtKhemrian Rider 4 2 2 3 3 1 2 1 4 1 2 4 16Skeletal Steed 8 2 0 3 3 1 2 1 4 1 2 4 Equipment Special Rules ImprovementsSpear, large Shield Undead One unit may have light armor +2 Undead
Unit Type M WS BS S T W I A Ld Int Cl WP PtKhemrian Horse Archer 4 2 2 3 3 1 2 1 4 1 2 4 15Skeletal Steed 8 2 0 3 3 1 2 1 4 1 2 4 Equipment Special Rules ImprovementsHand weapon, Bow Undead Undead
Rare M WS BS S T W I A Ld Int Cl WP PtScreaming Skull Catapult - - - - 7 3 - - - - - - 90Catapult Crew (3) 4 2 2 3 3 1 2 1 4 1 2 4 Equipment Special Rules Improvements12" min, 48" Max See rules entry improvised weapons Undead Hand weapons for all +1.5
106 Level Names taken from Warhammer Armies 3rd ed.
Unit Type M WS BS S T W I A Ld Int Cl WP PtBone Giant 6 5 2 6 6 6 1 4 4 1 5 4 220Equipment Special Rules ImprovementsHeavy Armor, Additional hand weapon Undead, fear 10"
Vampire CountsVampire Counts are Evil neutral
MagicVampires and Necromancers use Black Magic. And may use Green, Red, and white as
secondary colors.
HierophantLike their Tomb King progenitors Vampire Count armies are magically sustained by a
central figurehead. The Vampire Counts’ general fulfills this role. All undead units in
play and not lead but a character model may use his/her Ld, Cl, Int, and WP. In the
event of this model’s death, at the beginning of each Vampire Count compulsory phase
each unit takes a WP test, if failed the unit suffers wounds equal to how much it failed
the test by.
Undeath Unless magically compelled, the undead may not reserve move or charge
though they may move to engage. Undead cavalry may charge. Undead have no sense of self-preservation and are consequently
unbreakable; they may not opt to flee under any circumstance including magic nor may they be pushed back except by magic
The Undead are immune to poisons, diseases, suffocation, thirst, starvation, cold, and heat (though not ice/cold magic and heat/fire magic.) As you may have surmised, yes, the undead can walk underwater through water features.
All Undead models cause fear in living creatures regardless of size. When a unit would normally take a panic or break test, roll as normal. If the
unit would normally fail instead the unit takes wounds distributed as per missile fire equal in number to how much it failed the test, no armor saves, though ward saves may be taken as normal.
Undead use the Leadership, Coolness, Intelligence, and Will power of the controlling General, or character model in their unit.
Ethereal May pass through terrain without penalty. The only exception to this are
linear obstacles and houses. These objects were created with the intentionality of safety and protection. Ethereal beings may not cross the threshold of a house unless the door is already open and may not cross linear obstacles. Nor may ethereal beings harm these obstacles.
May not cross water May not be hurt by mundane attacks Afraid of fire and light Ethereal creatures will suffer casualties for failed WP tests like other
undead unless they are within a bound location. This should not apply to most games as they will be summoned to fight for an undead army. However, should the Gm see fit, they may protect a site that they are bound to, for example their burial mound, or an ancient hoard of treasure/weapons, or a place they were sworn to protect in life.
Wolves and batsWolves and Bats do not normally participate in pitched battles between embittered foes.
Rather they must be magically compelled. If the general dies they must take a monster
reaction test and act accordingly. Note that wolves also being undead will
simultaneously crumble in addition to their reaction.
GhoulsGhouls are the remains of depraved and ravenous men driven mad by cannibalism and
ousted from civilized company. To sate their appetite they lurk in shadows and
opportunistically bound on hapless foes. Consequently they are vicious but ultimately
cowardly creatures. The following rules are intended to represent this behavior:
If beaten in close combat they automatically break, If the enemy breaks from combat Ghouls will not pursue. Instead they will
feast on the fallen. They count as unformed whilst feeding. Ghouls live to feed on fresh meat but they will stop under the following
circumstances:1. They are charged by the enemy
2. The enemy is within 12" at the beginning of the compulsory phase, roll a D6 on a 4+ they have the wherewithal to stop and immediately conduct a reform maneuver
Wights semi-ethereal, Wights occupy a spiritual place between animated
skeletons and geists. Consequently, they obey all rules for ethereal except they are vulnerable to mundane attacks like skeletons.
Wight Blade: Magical attack, killing blow.
BansheeHowl: 8” range causes 2d6+2-WP wounds, models immune to psychology/unbreakable
may ignore the effects of this ability. Against warmachines divide the hits randomly as
per shooting and ignore any that strike the warmachine/chariot itself. Buildings and
terrain are immune. In certain situations where hearing might be restricted the GM may
apply modifiers, e.g. howling wind might cancel it out, or snow might dampen the range
whereas a tunnel or cave might amplify it..
Army OrganizationCharacters 1-33%
Shambling Hordes 25%+
Beasts of the Night 0-25%
Cavalry 0-25%
Spectral beings 0-33%
Allies 0-25% (Tomb Kings, Skaven, Dark Elves, Chaos)
SHAMBLING HORDES 25%+
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsZombie (20+) 4 1 0 3 3 1 1 1 5 5 5 5 4Equipment Special Rules Upgradeshand weapons Undead, always strike even if killed
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsSkeletons (10+) 4 2 2 3 3 1 2 1 4 1 2 4 5
EquipmentSpecial Rules
Upgrades
hand weapon,
UndeadShield +1 or Pavis+1, Light armor +2 or Heavy armor+3, and one of the following Spear +1, Halberd +2, Great weapon +2, bow +2, Crossbow +3
BEASTS OF THE N IGHT 0-25%
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsBat swarm (2+) 1 3 0 2 2 5 1 W 3 3 5 5 90Equipment Special Rules Upgrades
Teeth and claws
fly 8" may hover without landing, "cloud of horror" -1 to hit in close combat, doesn't skirmish despite flying. Swarm
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsGiant bats (5+) 1 3 0 2 2 1 3 1 4 4 6 6 2Equipment Special Rules Upgrades Teeth and claws
Fly 8", stomp attack, orc base, levy,
All giant bats in your army must be aggregated together
Unit type M Ws Bs S T W I A Ld Int Cl WP PtsGhouls (5+) 4 2 0 3 4 1 3 2 2 5 8 8 8Equipment Special Rules Upgradeshand weapon See above, Fear, light infantry
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsDire Wolf (5+) 9 3 0 3 3 1 2 1 3 3 3 3 11Equipment Special Rules UpgradesBite undead, +1 A on charge
CAVALRY 0-25%
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsSkeletal Rider (5+) 4 2 2 3 3 1 2 1 4 1 2 4 14Skeletal Steed 8 2 0 3 3 1 2 1 4 1 2 4
EquipmentSpecial Rules
Upgrades
Hand weapon, Shield
UndeadLight armor +2, and one of the following lance +2, Spear +1, Bow +2, magic standard upwards of +35
Undead
SPECTRAL BEINGS 0-33%
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsWights (5-20) 4 3 2 3 4 2 3 1 5 5 5 5 25Equipment Special Rules Upgrades
Wight blade, light armor, shield,
undead, fear 12”, see above, if mounted also takes up cavalry percentage of army
Heavy armor+1, large Shield +2 (if on foot) Skeletal steeds +6, barding +4 one of the following: Great Weapon +2, Halberd +1, Morning star +1, Flail +1 Mounted Spear +1, Lance +2,
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsBanshee (1) 6 3 0 3 3 2 3 1 5 5 5 5 100Equipment Special Rules UpgradesHand weapon ethereal, undead, Fear 6”, Howl (See above)
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsWraith (1-10) 4 3 0 3 4 3 3 2 5 5 5 5 75Equipment Special Rules UpgradesGreat Weapon
Fear12", ethereal, chill attack: each wound inflicted causes target to hit on -1
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsGhost (2+) 4 2 0 1 3 4 3 1 5 5 5 5 50
Equipment Special Rules Upgrades Ghostly tendrils/hands
undead, Fear 6", Ethereal, Each hit by a ghost reduces the Ld and Cl of its target by 1 for that round
Characters 1-33% Vampire Lvl107 M WS BS S T W I A Ld Int Cl WP Pt1: Vrolka 4 5 4 5 4 1 5 3 7 8 8 8 832: Wurdalak 4 6 4 5 5 2 5 4 8+1 8 8 8 1233: Lugosi 4 6 4 5 5 3 6 4 9+2 8 9+1 9+1 1834: Nosferatu 4 7 4 5 5 4 7 5 10+3 8 9+1 9+1 2335: Dracula 4 7 5 5 5 4 7 5 10+3 10+2 10+2 10+2 283Special RulesUndead, but may march and charge, not immune to psychology and can break from combat, won’t crumble or collapse. Transfixing glare: Each turn at the beginning of the combat phase target one enemy model in close combat, that model must pass a WP test or re-roll all to hit rolls in close combat. Vampires may be of varying magic user levels. Vampires are intrinsically Lvl1 magic users, they may be upgraded. Lvl 2 +30, Lvl 3 +75, Lvl 4 +135, Lvl 5 +210. The Hunger: After Each combat that the Vampire personally killed an enemy and won the combat roll a die. On a 6 the vampire regains a lost wound. If a Vampire is encumbered she/he need not move slower if leading or a part of a unit as it is assumed they may use their reserve move to catch up
Necromancer Lvl108 M Ws Bs S T w I A Ld Int Cl WP Pts1: Necrus Adeptus 4 4 3 3 3 1 3 1 7 8+1 8+1 8+1 602: Morbidus 4 4 3 3 3 2 4 1 8+1 9+2 8+1 9+2 853: Necrosus 4 5 4 3 3 3 5 1 9+2 9+2 9+2 9+2 1554: Magister Mortis 4 5 4 3 3 4 6 1 10+3 10+3 9+2 10+3 2405: Necrarch 4 6 5 3 3 5 7 1 10+3 10+3 10+3 10+3 340
M WS BS S T W I A Ld Int Cl WP PtLvl 1 Wight 4 4 3 3 4 2 3 2 5 5 5 5 75
Lvl 2 Wight 4 5 3 3 5 3 3 3 6+1 5 5 5 125
Lvl 3 Wight 4 5 3 3 5 4 5 3 7+2 5 6+1 6+1 175Wight Characters follow the same rules as wights in the army list, additionally they
are limited to gear available to wights in the army list, with the exception of magical
items.
107 Names taken from Warhammer Armies 3rd ed.108 Names taken from Warhammer Armies 3rd ed.
Wood Elves
Universal RulesWOODS : Wood elves, Treemen, and dryads may move through woods as if it were open ground. Additionally the wood elf player may replace any single terrain during the terrain placement process with a wood.EXPERT CRAFTSMANSHIP 109: wood elven longbows may fire 36” instead of 30”MEEK 110: Wood elves suffer double the effects of encumbrance and may never have toughness greater than 3, unless magically induced. On the character randomization chart, any bonuses to toughness are transferred first to initiative, then WS.
Wood Elves are good Neutral
Standard profile:Unit Type M WS BS S T W I A Ld Int Cl WP PtWood Elf 5 4 4 3 3 1 6 1 8 9 9 8 8
Particular RulesFEIGNED FLIGHT 111: This is the same as the voluntary withdrawal from close combat, with the exception that they need not take a Ld, though they still automatically rout if caught. This ability may not be used if the unit is engaged to its flank or rear.
POUNCE ATTACK 112: if the model charged and has double the initiative of the target it may double its attacks for the first round of combat.
BARK ARMORS1 1 3
Dryads have a 4+ save due to their bark, though it can be pierced by any strength attack.Treemen also have a 4+ save due to their bark, however, it may only be pierced by attacks that would normally be able to pierce a shield.
TRAPS1 1 4 2PTS
Some wood elves are cunning and are able to deploy traps in a combat setting. A trap may only be placed once and activated once. To place a trap the unit must remain stationary for an entire turn and may not move. A model may only be equipped to carry a single trap. During the movement phase place a 20mm square token next to a model laying a trap. Any model that moves over a trap activates it on a d6 result of 6; 5 or 6 if the trap was placed in a wood, scrub, hedge or other cunning place. A model that activates a trap takes a S4 hit with no armor save.
WardancersImmune to psychologyTALISMANIC WAR PAINT : 5+ magic resistanceDANCES : choose a different dance at the beginning of each turn.Whirling Death: +1AWoven Mist: Enemy suffers -1 to hit
Darting waltz115: the wardancers gain +2i and +1MTaunting performance: the wardancers taunt a single enemy unit within 2M”. that unit must pass a Cl test or charge the wardancers. If the unit is out of that range and has ranged weapons it will also take a Cl test or shoot the wardancers with a +1 to hit due to the wardancers making themselves an easy target.
Vanishing footsteps: if a portion of the unit is hidden from LOS of the targeting enemy or behind cover, it counts as hidden and may only be targeted if the enemy passes an initiative test. Sideswipe: the wardancer unit forms into a snake. This snake can move along the sides of enemy regiments (within an inch.) Both the wardancers and the unit may exchange blows. These attacks contribute to combat resolution, with the following exceptions: no flank charge is awarded, and the wardancers are free to continue moving during the reserve phase and subsequent turns/phases as if it were not engaged in combat. Though, while blows are exchanged missile fire should be randomized between the two units due to their proximity.Declare that the unit is performing this maneuver during the charge phase and treat the unit as if it had declared a charge. The Unit only pulls of the side swipe if it gets the charge, otherwise it is charged as normal.
WaywatchersHide116: the unit must elect that it is hiding and must be contained within a wooded feature. The waywatchers then may not move. They may only be targeted by your opponent after passing an initiative test. Waywatchers charge at half rate distance when hidden but gain an additional +1 to hit.
Treemen/womenWhen a treeman/woman dies roll a die. On a 6 nothing happens as he/she is too rooted into the ground to collapse. Any other result, scatter and place the treeman template at his/her feet. Any model covered must pass an i test or takes a 6S hit -3 armor. Rooted to the spot117
Treemen/women may not be pushed back, and only take a break test if they personally took a wound.
DryadsDifferent types of Dryads118
As one might imagine there is a great variety to the number of trees that a forest spirit may choose to inhabit and that these different trees would have different properties. Dryads collectively as a unit may choose a single tree type or none at all.Ash: +1A Oak: +1S +1TWillow: -1 to being hit in close combatApple: +25 victory points each after the game.Yew: 1S toxin, Poisonous if eaten, any model that would conceivably bite or eat a dryad to kill it takes a 3S Toxin. Esp herbivores.Pine: After the battle a single unit affected by a poison or disease may be healed, preventing the enemy from gaining those victory points. Similarly in game, during the movement phase the dryads may move into base contact with a friendly unit. So long as neither unit does any other action that turn they may remove their poison counters.
Wood Elf MagicPrimary Colors: Green, BlueSecondary: White
Army OrganizationWood Elf Folk 25%+Kindred Superiors 1-50% Includes characters (warriors and mages) Must have a general Characters may not exceed 33% of your total army pointsForest Spirits 0-33%
109 Warhammer Rulebook 3rd ed. Wood Elves 4th ed.110 Warhammer Rulebook 3rd ed.111 Wood Elves 4th ed.112 Warhammer Armies 3rd ed.113 Wood Elves 4th ed.114 Ravening Hordes 1987115 Made up, but thought they would be interesting to use.116 Wood Elves 4th ed.117 Wood Elves 4th ed.118 In warhammer 4th ed, dryads could change their shape taking on different attributes each turn, much like a wardancer. This seemed a bit odd and made them a bit over powered… besides branches that inflicted a S4 hit seemed questionable, bearing in mind that getting stabbed is S3. Further note, linguistically, the word dryad refers to a spirit that has possessed an oak tree specifically.
Allies and Mercenaries 0-25% Bretonnia, High Elves, Halflings may ally with these teams to fight
evil or chaotic foes
Wood Elf Hero119 (lvl) M WS
BS S T W I A Ld Int Cl WP Pt
Glade Watcher (1) 5 5 5 4 3 1 7 2 8 9 9 8 48
Guardian (2) 5 6 5 4 3 2 7 3 9+1 9 9 8 88
Wood Lord (3) 5 6 5 4 3 3 8 3 10+2
9 10+1
9+1 128
Sylvan Chieftain (4) 5 7 5 4 3 4 9 4 10+3
9 10+1
9+1 168
Sylvan King (5) 5 7 6 4 3 4 9 4 10+3
11+2 10+2
10+2
208
Hero’s level 3 or lower must be deployed as Champions unless they are a battle standard.120
Magic User (lvl)
M WS
BS S T W I A Ld Int Cl WP Pt
Woodfey (1) 5 5 4 3 3 1 6 1 8 10+1
10+1 9+1 78
Spellsinger (2) 5 5 4 3 3 2 7 1 9+1 11+2
10+1 10+2 118
Sylphseer (3) 5 6 4 3 3 3 7 1 10+2 12+2
10+2 10+2 203
Greenfey (4) 5 6 5 3 3 4 8 1 10+3 13+3
10+2 10+3 303
Spellweaver (5) 5 7 6 3 3 4 9 1 10+3 13+3
10+3 10+3 418
Hero type (level 3 or lower) Bonuses PointsWood Rider Feigned Flight (must be mounted) 5Scouts Scout, 5Wardancers Wardancer 12Waywatcher Waywatcher, scout 7Beast Master Animal handler 5Falconer Falconer 3
Melee Gear
Points
Missile Gear
Points Armor
Points
Mounts
Points
Add hand 1 Javelin 1 Shield 1 Horse 3Great Weapon 2 Long Bow 3
Large Shield 2
warhorse 6
Lance 2 Short bow 1Light armor 2 Eagle 75
Net 1Throwing Spear 1
Heavy Armor 3
Unicorn 80
Spear 1 Barding 4 Stag 40 Sword +.5
WOOD ELF FOLK 25%+
Unit Type M WS BS S T W I A Ld Int Cl WP PtWood Riders (5-15) 5 4 4 3 3 1 5 1 8 9 9 8 17Elven Steed 9 3 0 4 3 1 3 1 4 4 4 4 Equipment Special Rules Improvements
Shield, Sword
Feigned flight, skirmish
Light armor +2, and one of the following spear +1, bow +2, javelins +1, one unit may have a magical instrument +25
Afraid of Fire
Unit Type M WS BS S T W I A Ld Int Cl WP PtScouts (5-15) 5 4 5 3 3 1 5 1 8 9 9 8 16
Equipment Special Rules ImprovementsSword, long bow scouts, skirmish, 1 unit for every 1000pts Traps +2
Unit Type M WS BS
S T W I A Ld Int
Cl WP
Pt
Archers (10-30)
5 4 4 3 3 1 5 1 8 9 9 8 11
Equipment
Special Rules Improvements
Sword, and longbow
Light Infantry, every other unit of archers may skirmish
shields +1, one unit may have light armor +2, great weapon +2,
Unit Type M WS BS S T W I A Ld Int Cl WP Pt
Warrior 121Kinbands (10-30)
5 4 4 3 3 1 5 1 8 9 9 8 9
Equipment Special Rules
Improvements
Shield, Sword
May be deployed as light infantry
light armor +2, Spears +1, large shield +1, one unit may have, great weapons +2, add hands +1, magic standard +25, magic instrument +25
Unit Type M WS BS S T W I A Ld Int Cl WP PtHunters122 (5-10)
5 4 4 3 3 1 5 1 8 9 9 8 11
Equipment Special Rules ImprovementsSpear, hand weapon
Light Infantry
Javelin +1, bow +2, great sword +2.5, Shields +1, nets +1, traps +2, one unit may be mounted +6
K INDRED SUPERIORS 1-50%
Unit Type M WS BS S T W I A Ld Int Cl WP PtWar Dancers (5-15) 5 5 5 3 3 1 5 1 8 9 9 8 22Equipment Special Rules Improvements
SwordWardancers, skirmish
May have one of the following Add hand +1, dagger +1/2, great swords +2.5, Spears +1, Shields +1, light armor +2, javelin +1
Unit Type M WS
BS
S T W I A Ld Int
Cl WP
Pt
Lord's Bowmen (5-20)123 5 4 5 3 3 1 6 1 9 9 9 8 16Equipment Special Rules Improvementslongbow, light armor, Sword,
May deploy as Light Infantry
great weapons +2, shield +1, Large Shield +2, spear +1, magic instrument +25, magic standard +25
Unit Type M WS
BS S T W I A Ld Int
Cl WP
Pt
Chariot124 (Chariot) (1-4) - - - - 7 3 - - - - - - 76Crew (2) 5 4 4 3 3 1 5 1 8 9 9 8 Elven Steed (2) 9 3 0 4 3 1 3 1 4 4 4 4 Equipment
Special Rules Improvements
Light Chariot Scythes +20Light Armor, Sword
One unit may have a magic standard +50 or magic instrument +25, crew may have long bows +6 , Shield +2, javelin +2,Spear +2,
Afraid of Fire
Unit Type MWS
BS
S T W I ALd
Int
ClWP
Pt
War Wain125 (Chariot) (1-4) - - - - 7 3 - - - - - - 125Crew (4) 5 4 4 3 3 1 5 1 8 9 9 8 Elven Steed (4) 9 3 0 4 3 1 3 1 4 4 4 4 Equipment Special Rules Improvements
119 Names from Warhammer armies 3rd120 Warhammer Armies 3rd ed.121 Warhammer Armies 3rd ed.122 Ravening Hordes 2nd 1987123 Warhammer Armies 3rd ed.124 Warhammer Armies 4th ed.125 Warhammer Armies 3rd ed.
Heavy Chariot
Scythes +20
Light Armor, Sword
One unit may have a magic standard +50 or magic instrument +25, crew may have long bows +12 , Shield +4, javelin +4,Spear +4,
Afraid of Fire
Unit Type M WS BS S T W I A Ld Int Cl WP PtWaywatcher 0-1 units 5 5 5 3 3 1 5 1 8 9 9 8 18Equipment Special Rules ImprovementsSword, longbow waywatcher, skirmish, scout Traps +2
FOREST SPIRITS 0-33%
Unit Type M WS BS S T W I A Ld Int Cl WP PtBeast master126 (1-3) 5 4 4 3 3 1 5 1 8 9 9 8 13Bear 4 3 - 4 4 2 3 2 6 3 6 6 20Boar 7 3 - 3 3 1 3 1 3 4 4 4 6Warhound 6 3 - 3 3 1 4 1 6 4 6 6 4Wild cats 8 4 - 4 3 1 4 2/4 4 4 7 7 21Equipment Special Rules Improvements
hand weapon animal handler shield+1, light armor +2,
Claws (front/side)
cause fear, orc platform
Tusks (front/side)
Cav. Platform, Thick skinned (6+ hide save), hard to control (-1 Ld)
Bite (front/side)
Cav. platform,
bite and claws (front/side)
Pounce attack, Cav. Platform
Unit Type M WS BS S T W I A Ld Int Cl WP PtDryads (5-15)
4 4 3 3 4 2 3 2 8 6 9 7 25
Equipment Special Rules Improvements
Bark (4+) Flammable Ash +8, Oak +8, Willow +8, Apple +5, yew +4, Pine +5
Unit Type M WS
BS
S T W I A Ld
Int
Cl
WP
Pt
Falconers127 0-2 units (5-10) 5 4 4 3 3 1 5 1 8 9 9 8 11Equipment
Special Rules Improvements
Sword, falcon
Light Infantry, falconer128
great weapons +2, Shields +1, light armor +2
Unit Type M WS
BS S T W I A Ld Int Cl WP
Pt
Treeman (1) 6 8 3 6 7 6 2 2 9 9 9 9 280Equipment Special Rules ImprovementsThick bark (4 coverage, 1 thickness)
Flammable, hate goblinoids, fear 3", rooted to the spot
Thick bark (4 coverage, 1 thickness)
Unit Type M WS
BS
S T W I A Ld
Int
Cl WP
Pt
WarHawk Rider (3-10) 5 5 4 3 3 1 5 1 8 9 9 8 30WarHawk 2 4 - 3 3 1 5 1 7 6 7 7 Equipment
Special Rules
Improvements
Sword Skirmish Shield +1, Light armor +2, spears +1, long bow +3 Fly (32")
126 Warhammer Armies 3rd ed.127 Warhammer Armies 3rd ed.128 See Warhammer Rulebook 3rd ed.
Standard Allies Rules Unless Allies hate the enemy they suffer from -1 Cl for rout and panic
tests129 This represents them having less of an investment in the battle.
Allied forces are armies in their own right and consequently must fulfill the requirements for army organization. They must be composed, at minimum, of a general and a single core unit
The ally contingent general’s Ld, and Cl modifier only applies to forces from the ally contingent. Similarly, allied troops do not benefit from the main army general.
Standard Mercenary Rules Mercenary contingents must fulfil all criterion of an army, they must
meet all requirements for unit types and sizes and must include a general. Or, the contingent may be a single unit of any sort and a general.
Your army must have a baggage train if able If the mercenary contingent becomes aware that the main general
was slain roll a die and add the following modifiers+1 if the mercenary commander has been slain+1 if a baggage train is in 12” +1 if the friendly table edge is within 12” If the result is a 6 or more the mercenaries will finish any
engagement they are currently fighting and move as quickly as possible toward the table edge. They will only shoot if shot at and if it does not impede their hasty withdrawal. They will not engage or fight anyone unless charged or attacked. If they come within 12” of a baggage train they will attempt to kill the defenders, sack the contents and leave the next turn.
On a 6 or less they continue to fight as normal.
Mercenary Professionalism Mercenaries automatically pass any test to restrain pursuit. In close combat Mercenaries get +1 Cl and +1 Ld when rallying or
routing. If the enemy outnumbers your mercenaries by at least 2:1 and they
push them back, they may “offer terms.” When terms are offered, the combat comes to an immediate halt and neither unit may move that turn. The terms are that the mercenary unit will leave the battle field, taking no further part in the battle. In return they will not be attacked and will be allowed to leave unmolested. To determine if the mercenaries accept roll a die and add [(US of enemy/US of Mercs)-2] if the result is 6 or more the Mercenaries have accepted the terms and withdraw. Terms cannot be offered if either party hates the other.
Hiring Mercenaries is intrinsically cheaper than training, and arming one’s own citizenry. To represent this Mercenary contingents cost
15% less. Any Race/army/force that could be chosen as an ally may be hired as a mercenary.
After the battle Mercenary units demand payment, the player hiring mercenaries loses the full value of each mercenary unit that survives that battle. However, a player cannot gain victory points for killing mercenaries. This rule is void, if the killing of the mercenaries is important to determining victory points due to an outside consideration e.g. there is an outpost and the only possible defenders for miles are the mercenaries at hand, their loss in this case would have more serious implications if there were another immediate threat to the outpost after the initial battle.
Mercenaries’ prestige is not tied up with the rest of the army, consequently any victory points that a player might normally gain for prestige is void if it is gained through mercenaries. E.g. the stealing of a standard, saving of innocents, and looting. Points are stilled gained for models killed by mercenaries and tactical accomplishments.
Below are standard Human Wizard and Hero stat lines. Use these for character stat lines for each human ally/contingent character. Standard Human Character characteristics and costs, characters are limited to the gear available to soldiers in their force
Wizard Lvl M Ws Bs S T w I A Ld Int Cl WP Pts1 4 4 3 3 3 1 3 1 7 8+1 7 8+1 602 4 4 3 3 3 2 4 1 8+1 9+2 7 9+2 853 4 5 4 3 3 3 5 1 9+2 9+2 8+1 9+2 1554 4 5 4 3 3 4 6 1 10+3 10+3 8+1 10+3 240
5 4 6 5 3 3 4 7 1 10+3 10+3 9+2 10+3 340
Hero Lvl M Ws Bs S T W I A Ld Int Cl WP Pts1 4 4 4 4 3 1 4 2 7 7 7 7 302 4 5 4 4 4 2 4 3 8+1 7 7 7 553 4 5 4 4 4 3 5 3 9+2 7 8+1 8+1 804 4 6 4 4 4 4 6 4 10+3 7 8+1 8+1 1055 4 6 5 4 4 4 6 4 10+3 9+2 9+2 9+2 130
Albion130
NeutralWill Ally With: To Fight:High Elves AnyoneBretonnia Empire Hordes of Chaos Wood Elves Norse Dark Elves
Special Rules Albion Characters may only be given gear available to models in their army
at the same cost as well, have an M of 5 but -1 Ld and Cl. Albionites may not adopt a shieldwall unless armed with Spears. One unit of Thanes or Clansmen may be placed as scouts. Albionites are immune to the effects of wind, fog, rain except LOS modifiers
129 Subject to GM discretion130 Albionite image Circa Tragedy of McDeath. The Albionites are an amalgam of a number of sources, “Warhammer Ancients: Shield Wall” Irish (even though McDeath depicts them as scots, Dal Riata or Pict may be more appropriate), Dogs of War (which included the Giants of Albion and their druid companion) and the Dark shadows 2000 campaign where the Truthsayers, dark emissaries and fen beasts come from.
Albion Characters may be equipped with a shotput131 it is a thrown weapon with a range of S and Strength of S+2 with –(S-3+2) armor, throwing a shotput requires a movement of dM”, Shotputs encumber like light armor.
MagicAlbion Armies either have Truthsayers or Dark Emissaries as mages (i.e. all their mages must use either all white or all black magic respectively)Armies of Good disposition may not get Dark Emissaries, and Armies of Evil or Chaotic Disposition may not get Truthsayers, any army may get Druids (Primary green, secondary Blue, red, white, black)
Core
Unit type MWs
Bs S T w I A
Ld
Int
Cl
WP
Pts
0-1Thanes (Noble Warriors) (5-20) 5 4 3 4 3 1 4 1 6 7 6 6 11Equipment Special Rules Upgrades
Sword, Javelin, shield
Warband, hates which ever enemy slays the general if he/she was in the unit
Light armor +3, Great Axe and forfeit shield and javelin, May replace javelins for spears free of cost, may ride horse +4
Unit type M Ws Bs S T w I A Ld Int Cl WPPts
Clansman (Freeman (10+) 5 3 3 3 3 1 3 1 5 6 5 6 6Equipment Special Rules upgradesHand Weapon, spear, Buckler Warband
May swap spear for javelin free of cost
Unit type MWs
Bs S T w I A
Ld
Int
Cl
WP
Pts
Lowly clansmen (Poor Freemen) (15+) 5 2 3 3 3 1 3 1 5 6 5 6 4Equipment Special Rules upgradesJavelins, hand weapon, buckler
Warband, Levy, Skirmish
Every other unit may have bows +1
SpecialUnit type M Ws Bs S T w I A Ld Int Cl WP PtsDog Trainer 1-3 per unit 5 3 3 3 3 1 3 1 6 6 6 6 8 Dog 0-6 per trainer 6 3 0 3 3 1 3 1 3 4 3 3 5Equipment Special Rules UpgradesHand weapon Animal handler, Warband Javelin +1, light armor +3 Bite
RareUnit type M Ws Bs S T w I A Ld Int Cl WP PtsFen Beast 0-3 6 3 0 5 5 4 2 3 10 * 10 * 90Equipment Special Rules Upgrades
Arms of peat
Fear, may regenerate in murky water features (3+), must have a Albion mage if he/she dies the fen beast also dies, unbreakable, single model unit, swamp walk
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsGiant of Albion 6 5 3 7 6 6 2 * 6 5 6 6 250Equipment Special Rules UpgradesHand weapon
See Giant Rules all their attacks are made at +1S
132
Good Neutral
Will Ally With: To Fight:High Elves ChaosDwarves SkavenEmpire Chaos DwarvesBretonnia OgresNorse
Rules
Glorious charge: When this unit charges with unit strength 10+ the charged unit must be regarded as if it was charged in the flank whilst engaged in the front.
Steady in the ranks: the unit may always stand and fire, the -1 for chargers only applies if the enemy charges within M”
Kislevites are immune to the effects of slush/snowed/snowing/blizzard and frigidly cold except for LOS restrictions.
Kislevite characters are limited to the gear available to Kislevite troops, though they may purchase a pistol at standard cost.
Kislev warrior heroes are stubborn and cost +15% additional points.
Magic: Kislevite Magic Users may use blue and black blue.
CoreUnit type M Ws Bs S T W I A Ld Int Cl WP Pts
131 Tragedy of MacDeath132 Kislevite image circa “Warhammer Armies” 1991. Rules for kislevites, here, are largely derived from the 6th edition White dwarf army list and roughly mashed up with the 3rd ed. entries found in “Warhammer armies.”
Kossar (10+) 4 3 3 3 3 1 3 1 7 7 7 7 10Equipment Special Rules UpgradesBow, Great Axe Steady in the ranks, light
infantry
Unit type M Ws Bs S T W I A Ld Int Cl WP PtsWinged Lancer (5+) 4 4 3 3 3 1 3 1 8 7 8 7 17Warhorse 8 3 3 3 3 1 3 1 4 3 4 4
Equipment Special Rules Upgrades
lance, light armor, hand weapon
Glorious Charge, Heavy Cavalry
Heavy armor +1, Shield +1
Unit type M Ws Bs S T W I A Ld Int Cl WP PtsUngol Horse Archer (5+) 4 3 4 3 3 1 3 1 7 7 7 7 14Horse 8 3 3 3 3 1 3 1 3 3 3 3 Equipment Special Rules Upgradeshand weapon, Bow Skirmishes afraid of fire
Unit type M Ws Bs S T W I A Ld Int Cl WP PtsKislevite (10+) 4 3 3 3 3 1 3 1 7 7 7 7 7Equipment Special Rules UpgradesGreat weapon, and hand weapon
light armor +2, shield +1
SpecialUnit type M Ws Bs S T W I A Ld Int Cl WP PtsGryphon Legion (5+) 4 4 3 4 3 1 4 1 8 7 8 8 22Warhorse 8(7) 3 3 3 3 1 3 1 4 3 4 4 Equipment Special Rules UpgradesLance, heavy armor, Shield, hand weapon
Glorious charge, Heavy Cavalry
Tilea133
Neutral
Will Ally With: To Fight:Estalians Anyone butDwarves Fellow TileansEmpireBretonniaHigh ElvesOgres
Tilean Characters are limited to gear available to Tilean troops
Magic: may use Blue, White and Red magic
Core M Ws
Bs
S T W I A Ld
Int
Cl
WP
Pts
Tilean Condottieri (5+)134
4 3 3 3 3 1 3 1 7 7 7 7 18
Warhorse 8(7.5)
3 3 3 3 1 3 1 3 3 3 3
Equipment Special Rules upgradeslance, hand weapons, heavy armor Heavy cav. Shields +1
Unit type M Ws
Bs
S T w I A Ld
Int
Cl
WP
Pts
Tilean Crossbowmen (10+)135
4 3 4 3 3 1 4 1 7 7 7 7 10.5
Equipment Special Rules upgradescrossbow, Sword light armor+2, Shield
+1
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsTilean Duelists (5+) 4 4 3 3 3 1 4 1 7 7 7 7 7.5Equipment Special Rules UpgradesSword Light Infantry Buckler +.5, add hand +1, Pistol +2,
throwing knives +1
Unit type M Ws
Bs
S T w I A Ld
Int
Cl
WP
Pts
Citizen Militia Pikemen (15+)
4 2 2 3 3 1 2 1 6 8 6 6 4.5
Equipment Special Rules upgrades
Pike Levy Light armor +1, Heavy Armor +1.5
133 Image is from Warhammer Armies 3rd ed. The list is a combination of Dogs of war, warhammer 3rd ed. and Warhammer Historical Armies of chivalry134 Warhammer 3rd ed.135 Marksmen of Miragliano
SpecialUnit type M Ws Bs S T w I A Ld Int Cl WP PtsGigantic Ballista136 - - - 7 7 3 - - - - - - 95Crew (6) 4 3 3 3 3 1 3 1 7 7 7 7Equipment Special Rules Upgrades
range 84", 9S, -7 armor
Improvised weapons Swords +1
Unit type M Ws
Bs
S T w I A Ld
Int
Cl
WP
Pts
Siege Crossbowmen (10+)137
4(3)
3 3 3 3 1 3 1 7 7 7 7 13
Equipment Special Rules upgradesFull plate, Crossbow, pavis, hand weapon
pavis=large shield only against ranged
RareUnit type M Ws Bs S T w I A Ld Int Cl WP Ptsgalloper Gun - - - 6 6 2 - - - - - - 100Crew(3) 4 3 3 3 3 1 3 1 7 7 7 7Horse 8 3 3 3 3 1 3 0 2 2 2 2Equipment Special Rules Upgrades
Two man cannon, may march and flee at crew movement rate
hand weapons
Afraid of fire
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsBirdmen of Catrazza (5+) 3 3 3 3 3 1 3 1 7 7 7 7 25Equipment Special Rules upgradeslight crossbow (bow) hand weapon, wings
fly 12", may shoot and move without penalty, skirmish
Engineers M WS BS S T W I A Ld Int Cl WP Pt
Surveyor Level 1 4 3 4 3 3 1 3 1 7 8+1 8+1 7 20Bombardier Level 2 4 3 4 3 3 2 4 1 8+1 9+2 8+1 7 50Master Engineer Level 3 4 4 5 4 4 3 4 1 9+2 9+2 9+2 7 75Special Rules
One Artillery may use his/her BS and re-roll misfire chart
Same, and may re-roll the first artillery dieSame, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.
Estalia138
Will Ally With: To Fight:Tileans Anyone butDwarves Fellow EstaliansEmpireBretonniaHigh ElvesOgres
Order NeutralEstalian Characters are limited to gear available to Estalian troops
Magic: Estalians may use white as a primary color and red or black as secondary colors
Rapiers: Sword, single hand, pierces light armor.
Core Unit type M Ws Bs S T w I A Ld Int Cl WP PtsTercio Pikemen (10+)139
4 (3.5)
3 3 3 3 1 3 1 8 7 7 7 9
Equipment Special Rules
Upgrades
pike, breast plate, rapier
Mixed unit formation, drilled
Any number of models in the unit may replace their pike for a crossbow at +1
Unit type M Ws
Bs
S T w I A Ld
Int
Cl
WP
Pts
Bandolleros Gringos 140(10+)
4 (3.5)
3 4 3 3 1 3 1 8 7 7 7 7
Equipment Special Rules UpgradesArquebus, Rapier Drilled Breastplate +2
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsCabellero Estaliano (5+)141 4 4 3 3 3 1 3 1 7 7 7 7 16.5Warhorse 8 3 3 3 3 1 3 1 3 3 3 3 Equipment Special
RulesUpgrades
Lance, Sword, light armor
heavy armor +2, Shield +2, one unit may have a magic banner
Special M Ws Bs S T w I A Ld Int Cl WP Pts
136 Da Vinci’s Codex137 Braganza’s besiegers138 This army list is derived from Warhammer 3rd ed., Dogs of War, and the addition of the cannon unit… just cuz.139 Pirazzo’s lost legion140 Warhammer armies 3rd ed.141 Warhammer armies 3rd
Hombres Villanos (10+) 4(3) 4 3 3 3 1 4 1 8 7 7 7 10
Equipment Special Rules UpgradesBreastplate, Shield, Rapier, dagger
Drilled, light infantry
May replace shield with buckler for free
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts
Duelists (5+) 4 4 3 3 3 1 4 1 7 7 7 7 10
Equipment Special Rules Upgradesrapier, Add dagger, throwing knives
skirmish, parrying cloaks142 (-1 to hit in close combat, stacks with sword)
Unit type M Ws Bs S T w I A Ld Int Cl
WP Pts
Cannon - - - 7 7 3 - - - - - - 65Crew (2) 4 3 3 3 3 1 3 1 7 7 7 7 Equipment Special Rules Upgrades range 24", 6S, D4 wounds Hand weapon
Norse143
Chaotic Neutral
Will Ally With: To Fight:
Albion LizardmenDwarves BretonniaEmpire AlbionChaos EmpireKislev Chaos Bretonnia Dark Elves
Magic: The Norse may use green, red, or red whiteNorse Characters are limited to gear available to Norse Troops
Werewolf rules When the Gm rolls to determine if the game is a night fight,
he/she adds a +3 modifier to that roll, if Werewolves are present When the GM rolls to determine when nightfall comes, she/he
subtracts 1 from the die roll if werewolves are present. When the Gm Rolls to determine the phase of the moon she/he
adds 6 to their result if werewolves are present Any turn in which it is both a full moon and night time
Ulfwerenar automatically turn into wolfmen Wolfmen may not use their human gear, though if they revert
they are assumed to still possess their gear.
V IC IOUS : wolves must follow up and pursue
IMPATIENT : at the beginning of the controlling player’s turn if the wolves are in charge distance (2M”) of a unit half their size they must pass a Ld test or charge an enemy
N IGHT VISION : +4 LOS at night
Magic: The Norse may use Green, Red and red-black as a secondary
CoreUnit type M Ws Bs S T w I A Ld Int Cl WP PtsHuscarls (10-20) 4(3.5) 4 3 4 3 1 4 2 8 7 8+1 7 13Equipment Special Rules UpgradesSword, light armor, Shield
Frenzy Throwing Axe +1, Great Axe +2,
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts
Bondsmen (10+) 4 3 3 3 3 1 3 1 6 7 7 7 6Equipment Special
RulesUpgrades
Sword, Shield
Great axe +2, Spear +1, light armor +2, bows +2, throwing axes +2. Your army may not have more missile armed bondsmen than those armed with other weapons.
142 Vesperos vendetta143 Norse image taken from “warhammer armies.” This list is largely a combination of the Norse Allies found in “warhammer Armies” and Warhammer Ancients Vikings.
SpecialUnit type M Ws Bs S T w I A Ld Int Cl WP PtsBerserkers (5-20) 4 3 3 3 3 1 3 1 7 7 7 7 10Equipment Special Rules UpgradesHand weapon
Unbreakable, autofrenzy
Shield +1, Additional hand weapon +1, Great axe +2
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts
Ulfwerenar (5-20) 4 4 3 3 3 1 4 1 8 7 8+2 8 15
Wolfman 6 4 0 4 4 1 4 2 5 5 7 8Equipment Special Rules UpgradesSword Frenzy Additional Hand weapon +1,
Great weapon +2, Shield +2,
Claws and bite
Vicious, impatient, Night vision, fear, afraid of fire
Moot(Halflings )144
Good Neutral
Will Ally With: To Fight:
DwarvesOrcs and Goblins
Empire Vampire CountsWood Elves ChaosBretonnia Skaven
Dark elvesOgres
Magic, halflings use green with blue and white as secondary
4. A Halfling character may ride a horse (mule) for +3 pts but are otherwise limited to gear
available to halfling troops. A hero of level 3 or lower maybe be upgraded to a scout for 5 pts.
5. Additionally, for each Militia Unit not armed with bow or sling, a Halfling army may have a unit armed with bow or sling
6. Halflings suffer from alcoholism, and must pass a WP to stop themselves from spending a turn investigating any potential food store that they come within 4” of.
Firing the Hot Pot Catapult
1. Nominate a target in LOS
2. Guess a distance within 36”
3. Place the 1.5” radius template that many inches from the hotpot catapult toward the target.
4. Scatter the template like a stone thrower (Misfire consult the stone thrower chart)
5. Place the flame template such that the bulbous end overlaps with the round template and the narrow end points toward the hotpot catapult.
6. All the models covered by the template suffer a 3s hit no armor save. For each full 12” between the template and the hot pot it loses 1S.
Core Unit type M Ws Bs S T w I A Ld Int Cl WP PtsHalfling Militia (10+) 3 2 4 2 2 1 5 1 6 7 6 8 3.5
Equipment Special Rules
Upgrades
hand weapon
Shield +.5, Light armor +1, and one of the following Spear +.5, Bow+2, or Sling +1
Special Unit type M Ws Bs S T w I A Ld Int Cl WP PtsHalfling Scouts (5-15)145 3 2 4 2 2 1 5 1 6 7 6 8 9.5Equipment Special Rules Upgradesbow, hand weapon skirmish, scout
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsHalfling Foragers (5-15)146 3 2 4 2 2 1 5 1 6 7 6 8 9.5Equipment Special Rules Upgradesblunderbuss, hand weapon skirmish, scout
144 Halfling image from “Warhammer Armies.” Rules largely taken from Warhammer armies and remade rules for the hotpot.145 Warhammer Armies 3rd ed. 146 Ravening Hordes 1987
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsHot Pot Catapult (1-3)147 - - - 3 4 2 - - - - - - 50Chef crew (3) 3 2 4 2 2 1 5 1 6 7 6 8 Equipment Special Rules Upgrades See above Hand weapon
147 Warhammer The Empire 4th ed.
Gnomes148
Good Neutral Gnomes may only ally with Dwarves against other subterranean foes.
Gnome characters may ride a horse (donkey) for +3 pts. Donkeys are horses for all concerns except they only have a move of 6” and their rider may not get any benefits for charging. Otherwise characters are limited to gear available to gnomish troops.
Gnomes use blue magic or Red Green magic. Gnomes may cast the “move through stone” spell on the unit she/he is with. The unit may move at full speed and may deploy as an advanced force without the opponent knowing and may make an advanced force move despite not being the fastest advanced unit.
Gnomes benefit from +6” night vision.
Gnomes hate goblins, Gnoblars, hobgoblins and especially snotlings.
CoreUnit type M Ws Bs S T W I A Ld Int Cl WP Pts1+ Gnome Warrior (12+) 4 4 3 3 2 1 3 1 8 7 7 8 5Equipment Special Rules Upgrades
hand weapon
hate goblinoids (but not orcs),
shield +1, light armor +2, heavy armor +3, and one of the following Spear +1, great weapon +2,
Unit type M Ws Bs S T W I A Ld Int Cl WP PtsGnome Crossbowmen (10+)149 4 4 3 3 2 1 3 1 8 7 7 8 5Equipment Special Rules Upgradeshand weapon, crossbow hate goblinoids (but not orcs),
Shields +1 or Pavis +2, light armor +2,
148 Gnomes appeared in Warhammer Armies, Warhammer 3rd ed, and Ravening Hordes 1987. 149 Ravening Hordes 1987
Pygmies150
Chaotic Neutral
2. Pygmy Shamans may use black, green, or red magic.3. Pygmy Blowpipes utilize a 4+ neurotoxin.
4. Pygmy Characters are limited to gear available to pygmy troops.
CoreUnit type M Ws Bs S T w I A Ld Int Cl WP PtsPygmy Brave (5+) 4 3 3 2 2 1 3 1 7 7 5 7 4Equipment Special Rules Upgrades
blowpipes, hand weaponlight infantry, warband
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsPygmy Warrior (10+) 4 3 3 2 2 1 3 1 7 7 5 7 3.5Equipment Special Rules Upgrades
hand weapon, shieldlight infantry, warband javelins +.5
SpecialUnit type M Ws Bs S T w I A Ld Int Cl WP PtsPygmy Impis (5-20) 4 4 3 2 2 1 4 1 7 7 5 7 5Equipment Special Rules Upgrades
hand weaponLight infantry, Warband
javelins +.5, shields +.5, one unit may have a magic standard
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsPygmy Scouts (5-15) 4 3 3 2 2 1 3 1 7 7 7 7 8Equipment Special Rules UpgradesHand weapon, blowpipe Scout, skirmish Javelin +.5, Shields +5,
150 Pygmies like the Gnomes only appeared in the 3rd ed. Similarly, the rules that appear here are derived only from that one source.
Evil Neutral
Special Rules
Fimir use 40mm x 40mm bases
151 Sourced from Warhammer 3rd ed, Warhammer Armies 3rd ed., White Dwarf 102 and Warhammer Fantasy Roleplay 1st ed.
Fimm Characters may have Additional hand weapons, Flails, nets, Spears and Great weapons and are otherwise limited to gear available from the army list.
All Fimm (Not Shearl, Dirach or Meargh) have an additional tail attack that may be directed to the rear or sides.
1. Dirach and Meargh use Blue as a primary color and Green, Red, Black as Secondary. Before determining spells Dirach and Meargh may forego one spell and take the “Engulfing Fog” spell.
Will Ally With: To Fight:Chaos Old WorldersSkaven High ElvesOrcs and Goblins DwarvesDark Elves Wood ElvesVampire Counts Albionites
Core Unit type M Ws Bs S T w I A Ld Int Cl WP PtsShearl (5+) 4 3 1 4 3 2 2 1 6 5 6 6 10
Equipment Special Rules UpgradesHand weapon
Unit type M Ws Bs S T w I A Ld Int Cl WP Pts1+ Fimm Warriors (5+) 4 4 3 4 5 2 3 2 6 5 6 6 31
Equipment Special Rules Upgradeshand weapon Shield +1, one unit may
have light armor+2
Special Unit type M Ws Bs S T w I A Ld Int Cl WP PtsFianna Fimm (5-10) 4 5 3 5 5 2 4 2 6 5 6 6 38Equipment Special Rules Upgradeshand weapon, light armor Replace light armor with
heavy Armor +1, may have magic standard +25 and Magic instrument +25
152
Will Ally With: To Fight:Empire Anyone but Estalia FellowDark Elves Nipponese
Order NeutralNipponese Characters are limited to gear available to Nipponese Troops
Magic: The magic users of Nippon fall into two camps, they are either trusted and sagely masters who may use Green, Blue and White, or they are spiteful sorcerers who may utilize black and red magic. Alignment: Unlike the overall team alignment, the green, white and blue magic users are good and cannot ally with chaotic or evil aligned teams. Correspondingly, the spiteful sorcerers are evil and may not ally with good teams. Relatedly, Monks are good and may not ally with chaotic or evil teams. Ninjas are evil and may not ally with Good teams.
Sashimono: The Sashimono is a small banner attached to the
back of a warrior. While predominantly used for identification, the cumulative effect of the sashimono is dazzling and overwhelming suggestive of a much larger force. Any model with a sashimono may double its unit strength.
152 This army list is a combination of Warhammer Ancients Japanese and Warhammer 3rd ed. Nippon.
Core Unit type M Ws Bs S T w I A Ld Int Cl WP PtsPeasants (15+) 4 2 2 3 3 1 3 1 5 6 5 6 3Equipment Special Rules upgrades
improvised hand weapons and improvised Throwing weapons
light infantry, levy, may only declare a charge if lead by a hero
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsAshigaru (10+) 4 3 3 3 3 1 3 1 7 7 7 7 5
EquipmentSpecial Rules upgrades
Hand weapon
Light infantry
Spear+1, Naginata (halberd) +2, bow +2, Arquebus +1, light armor +2, Sashimono+1.5
SpecialUnit type M Ws Bs S T w I A Ld Int Cl WP PtsSamurai Infantry (5+) 4 4 4 3 3 1 4 2 8 7 9 8 13
EquipmentSpecial Rules upgrades
Katana (bastard sword) Stubborn
Heavy armor +3 or Samurai Armor (see ithilmar) +4, Sashimono +1.5 and one of the following Spear +1, add hand +1, longbow +3
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsSamurai Cavalry (5+) 4 4 4 3 3 1 4 2 8 7 9 8 16Horse 8 3 3 3 3 1 3 0 3 3 3 3
EquipmentSpecial Rules upgrades
Katana (bastard sword) Stubborn
Heavy armor +3 or Samurai Armor (see ithilmar) +4, longbow +3, Spear +1, Sashimono +1.5
afraid of fire
Unit type M Ws Bs S T w I A Ld Int Cl WP PtsNinja (5-15) 5 4 4 3 3 1 4 1 7 7 7 7 10
EquipmentSpecial Rules upgrades
Hand weapon
Skirmish, scout,
Add hand +1, naginata (halberd+2), throwing stars +1, light armor +2, grappling hooks +.5
RareUnit type M Ws Bs S T w I A Ld Int Cl WP PtsMonk (5-15) 5 5 5 4 3 1 7 2 10 9 10 10 25Equipment Special Rules upgradesadd. Hand weapons
Skirmish, good disposition
may swap to spears or naginata for free
Chaos AttributesKhaineMutation Character Unit
1 Albino-1T, stupidity in day light Stupidity in daylight
2Murderous Temperament
Must attempt to kill one model every turn
Unit must pass a Cl test or make as many attacks as it failed by toward itself
3 Blood Greed
may not pursue, until they pass a Ld test at the beginning a turn. If charged by the enemy while feeding they become frenzied. May take an additional test to try and pass if shot at.
4Khainite Mane of Hair largely aesthetic
5 Feral Mind
During compulsory phase roll a die, on a 1 the character/unit moves/charges directly toward the enemy, -1 Ld
6Animal appearance aesthetic fur, scales, hooves, tail, take your pick
7 Extra fast Agility +3i +1m +1i
8 Fangs +1bite and fearevery other model gets +1 bite rounded up
9 Predator Eyes +1 Bs and night sight +1 Bs and Night sight
10 Precision killer killing blow
KhorneMutation Character Unit
1 Stupid Stupidity
2 Skull Fetish
May not kill more than one model a turn as he/she collects the skull of the killed model
In a single turn the front rank may not kill more models than it has
3Flesh Hound Skin
The model's skin is flayed, open, and exposing tendons and muscle, opponents may re-roll failed to wound rolls
4Appearance of Khorne Matted fur, hooves, flesh hound nostrils take your pick
5 Hulking Mass +1S +1W cannot fit in +1S, cannot fit in armor, -
armor or upon a horse1M as their legs struggle to support their upper bodies
6 Warband Gains unruly -2 Cl gains warband
7 Horns or FangsGains +1 Bite or Gore Attack
every other model gains a bite or gore attack
8 Collar of Khorne Immune to Magic Magic resistance 4+9 Frenzy Frenzy
10 Bloodletter spitThe character may spit like a blood letter
every other model may spit like a bloodletter (rounded up)
SlaaneshMutation Character Unit
1Hypersensitivity afraid of everything unfriendly
2Slender Build -1S double encumbrance -1 S
3Alcoholic/addict
Must pass a WP test every turn or do nothing, for each turn it passes it loses 1 WP, for each turn it fails reset its WP
4 Snake tail Locomotes with snake tail instead of legs -1/2M, causes fear
5Hermaphrodite Is effected by all sex/gender specific rules
6Sexy stuff goin' on
Aesthetic, aromatic musk, arousing appearance, pheromones, extra breasts, piercings, tattoos, its got something going on. The character and the unit she/he is with stuffers from stupidity, but any model wishing to strike them in close combat must pass a WP test or do nothing
7Delights in war immune to psychology
8Head of Slaanesh
Gains a tongue attack (see realm of chaos)
every other model gains a tongue attack
9 Long Legs +1M +1M
10
Deamonette Claw
Replaces 1 arm, gives +1 A w/ +1S fear
Fear, every other model rounded up gets +1A made with S4
NurgleMutation Character Unit
1 Emaciated -1T
2 Leprosy
The character loses a random limb/body part, roll to lose a random stat
The unit loses a random stat
3 Enormously fat 1/2 M, +1T, -1i 1/2 M
4Appearance of Nurgle
Aesthetic, tiny horns, nurgling eyes, drooling, tentacles, cycloptic eyes, take your pick
5 Nurgle's Rot
at the end of the game, any model/unit that came in contact with the unit must pass a T test or die, including each model in the unit
6 Slime Trail and tail 3/4M -1i and the unit leaves slime trail counters just like beasts of Nurgle
7 Cloud of FliesModels striking at the model in close combat get a -1 to hit
8 Putrid leathery skin + 1 T 9 Rotting Flesh Cause Fear10 Poisoned attacks Gains S2 Toxin
Horned RatMutation Character Unit
1Mousy Squeaky voice -2 Ld, no longer causes fear
-2 Ld, no longer causes fear
2 Cowardice
can't accept challenges, requires Cl test to charge, fear any outnumbering foe
Fear any outnumbering foe
3 Pea Sized Brain -3 int, stupidity -3 Int, stupidity
4 Scampery legs flee 2d7" Flee 2d7"
5Appearance of the Horned Rat Horns, hooves, black or grey fur, pores
6 Fat -1 M, +1T -1i -1 M, -1i
7 Horns +1 Gore attack on charge
Every other model may make a gore attack on the charge
8 Prehensile tailMay have an additional hand weapon, any directions
Every other model may make tail attacks to side or rear
9 Rotting flesh Fear Fear10 Diseased plague bite attack every other model may
make a plagued bite
attack
TzeentchMutation Character Unit
1Irrational Fear
becomes afraid of one of the following chosen at random: [humans, elves, dwarves, anything bigger, good alignment, wizards/magic, goblinoids, winged creatures, things of a particular color (gm chooses) Loud Noises, Reptiles, insects, horses, small mammals, being inside a building. fire, large units of friendly people (e.g. being in a crowd over 20 US) GM makes one up]
2 Siamese twin
Establish the Ws of each twin by taking the original Ws and adding d3-2, each twin gets half of the attacks, where there is an odd amount it goes to the more skilled twin, gains stupidity
stupidity, every other model gets +1A
3 Silly walk The unit and character lose fear and -1 M
4Bright and Flashy
Character is bright and flashy, he/she may be targeted by ranged attacks but causes fear
the unit causes fear, enemies must pass an Ld not to shoot them and +1 to hit at over half range with missile weapons
5Appearance of Tzeentch
Aesthetic, take on the appearance of Tzeentch, feathers, fundgoid limbs, partial beaks, bird legs, knobbly parts, stripes
6Fungoid Body Moves like a squig hopper
The unit moves like squig hoppers
7Gangly long limbs
Roll d6 1-2 Legs, +1M 3-5 Arms, count as having spears in addition to current weapon types 6 Necks, may see over obstacles as if they were double height, enemies gain killing blow against them
8Feathery Wings The character may fly 14"
The models in the unit need never test for falling, diving, leaping over gaps, and may make low level swoops/leaps of M" to bound over obstacles, doesn't apply to steeds
9Sorcerous powers +1 Magic Level +1 INT
each model adds +.5 to the GM's roll to determine each turns magic dice total
10Knowledge of Change
The model may re-roll one die roll in Ld" every turn
once per turn the unit may re-roll one entire set of die rolls for the entire unit… e.g. they all re-roll their to hit roll or they all re-roll their armor save
Chaos undividedMutation Character Unit
1 Hopper Divide Movement by 3
Divide movement in half
2 Stubby Legs -1M -1M3 Weak Arms -1S -1S
4 Tentacles
Roll d6, 1-3, one arm, 4,5 two arms, 6 all arms +d6 total tentacles, tentacles can use weapons as normal but do not allow the other objects, cause fear Fear, -1Ws
5 Flipper Feet
Added encumbrance on land, may swim during movement phase full speed through water, doesn't
apply to mounts
6 Four legs-1M, can't be pushed back nor encumbered, ignore
difficult terrain
7 Massive Increase M, S, T and W by 50% rounded down
8 Scorpion Tail
The Character or every other model in the unit gain scorpion tails, may only make attacks to the front, on
a 4+ these attacks are made with an adrenaline poison
9 Regeneration The character gains reneration (4+)Regeneration (5+)
10One hundred Eyes!
the character/unit has 360 Degree LOS and may make charges in any direction by making an about face and
charging as normal (wheeling does not count as a complext manouvre in this context) the about face takes away a quarter of their total charge distance