Ravening Hordes: An Old Grumbler's Rules

March 29, 2018 | Author: Byron Lloyd Harmon | Category: Campaign Settings, Fantasy, Fantasy Worlds, Unrest, Armed Conflict
Share Embed Donate


Short Description

I must apologize for the formatting. This will get sorted as the rules are refined and settle a bit more. This book f...

Description

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 T H E K N I G H T ’ S V O W ..................................................................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

Units Bestigor Gors Ungors Centigor Warhoun ds Harpy Minotaur

d6-2 d6-3 d6-4 d6-4 d6-4 d6-4 d6-4

Characters Gor d6+lvl-4 Centigor d6+lvl-5 Minotaur d6+lvl-5

Gors and Ungors U NRULY 1 : At the beginning of each turn roll a die for

Beastmen

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.

Beastmen are Chaotic Evil Type

Number of attributes

1 Chaos 4th ed.

Centigors T RAMPLE 2 : centigors get an extra un modified attack C ENTAUROID :   

lvl1

4 5

4

3 4 2 3 1 7

lvl2

4 5

5

3 4 3 4 1 8+1

lvl3

4 6

5

3 4 4 4 1 9+2

lvl4

4 6

6

3 4 5 5 1

Lvl5

4 7

6

10+ 3 10+ 3 4 5 6 1 3

3

No Cavarly hide save 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)

Minotaurs B LOOD G REED : 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.

Magic Beastman Shamans Primary: Black, Red Secondary: black-white, green

Army Organization

4

Leaders of the Raucous Host 1-33% Your Warherd must have a general. Brayherd 25%+

Gathering Herds 0-33% Allies 0-25%

A L L I E S 0 -25% : May ally with the following to fight enemies of good, order or neutral disposition: Chaos Allies Skaven Dark Elves Orcs and Goblins Vampire Counts Giants Chaos Dwarves Orcs Ogres OF THE

R A U C O U S H O S T 1- 33%

Gor5 hero M Ws Bs S T W I A Ld

Int

Cl

Wp Pts

lvl1 lvl2 lvl3 lvl4 Lvl5

6 6 6 6 8+2

7 7 8+1 8+1 9+2

6 6 7+1 7+1 8+2

Int

Cl

Wp Pts

4 4 4 4 4

5 6 6 7 7

4 4 4 4 5

4 4 4 4 4

4 5 5 5 5

2 3 4 5 5

M Ws 8 5 8 6

lvl3

8 6

lvl4

8 7

Lvl5

8 7

7+ 1 8+ 7 2 8+ 8+ 1 2 8+ 9+ 1 3 9+ 9+ 2 3 7

B S T W I A Ld Int Cl s 3 5 4 2 3 2(3) 7 5 7 3 5 5 3 3 3(4) 8+1 5 7 8+ 3 5 5 4 4 3(4) 9+2 5 1 10+ 8+ 3 5 5 5 5 4(5) 5 3 1 10+ 7+ 9+ 4 5 5 5 5 4(5) 3 2 2

110 160 255 345 470

Wp Pts 6 6 7+ 1 7+ 1 8+ 2

82 132 182 232 282

Minotaur hero M Ws Bs S T W I A Ld

Int

Cl

Wp Pts

lvl1

6 5

4

5

7

6

90

lvl2

6 6

4

5

7

6

140

lvl3

6 6

4

lvl4

6 7

4

Lvl5

6 7

5

5 4 3 4 3 9 10+ 5 5 4 4 4 1 10+ 5 5 5 5 4 2 10+ 5 5 6 6 5 3 10+ 5 5 6 6 5 3

8+ 1 8+ 5 1 7+ 9+ 2 2 5

7+ 190 1 7+ 240 1 8+ 290 2

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.

Centigors and Chariots 0-33%

LEADERS

Centigor hero lvl1 lvl2

7 +1 8+ 2 8+ 2 9+ 3 9+ 3

4 4 5 6 6

2 3 3 4 4

7 8+1 9+2 10+3 10+3

Gor Shaman M Ws Bs S T W I A Ld

60 110 160 210 260

2 Beasts of Chaos 6th ed 3 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 more 5 You will notice that Beastmen had 2 wounds in 3 rd ed.

weapon

B RAY H E R D 2 5%+ Unit Type

M Ws Bs S T W I A Ld

In Cl Wp Pts t

Gor (10+ Per 4 4 3 3 4 2 3 1 5 6 7 6 10 Unit) Equipme Special Upgrades nt Rules great weapon +2, halberd +2, add hand +1, Shield +1, light armor Hand Unruly +2, Flails +1, Throwing spears +1, weapon one unit may have a magic standard up to 25 pts Unit Type

M

Ws

Bs S T W I A

L In C W Pt d t l p s

UnGor (10+ 4 3 3 331 31 5 5 6 5 7 Per Unit) Equipment Special Rules Upgrades Spear and Unruly, may deploy as Shield light infantry Unit Type

M Ws Bs S T W I A Ld

0-1 Bestigor (10+ per unit)

4 4

3 44 2 3 1 6 6 7 6

Special Rules

Equipment

May have a magic standard up to 50pts

CENTIGORS

AND

Unit type M

W B ST WI s s

8 4

Equipment

15

Upgrades

Great Weapon, heavy armor

Centigor (5+)

In C W Pt t l p s

C A R I O T S 0 -33% A

3 4 4 2 2 1(2) Special Rules

Ld

Int

Cl

Wp

Pts

7

5

7

6

32

Upgrades

Spear, Trample, buckler, hand unruly weapon

throwing axes +1, light armor +2, Swap buckler for shield free, replace spear and shield with great weapon free. Barding +6

L In C W Pt d t l p s Tuskgor Chariot 7 5 6 3 - - - - - (1+) 5 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 4 Equipment Special Rules Upgrades Small Chariot Scythed wheels +20 May have great Spears Unruly weapons +1pt Tusks (gore attack: Thick skinned (4+ see boars) hide save) Unit type

M

Ws Bs S

T

W

I A

G AT H E R I N G H E R D S 0- 33% WB L In W Pt S T W I A Cl s s d t p s Gor BeastMaster 6(1-3 1 4 4 3 3 4 2 3 1 5 6 7 6 masters per unit) 5 Chaos Warhounds (2-6 2 6 4 0 4 4 2 4 2 6 4 6 6 animals per master) 3 Special Equipment Upgrades Rules Light Armor +2, additional Hand weapon Unruly hand weapon +1 Teeth (front/side) Unit type

Unit type

M

M

Ws

Bs

S T WI A

L In C W Pt d t l p s

UnGor Raiders7 (55 3 3 3 3 1 315 6 6 5 10) Equipment Special Rules Upgrades Short bow, hand Unruly, Scouts, 6 Warhammer Armies 3rd ed. 7 Warhammer Beasts of Chaos 7th ed.

6

skirmish

Unit type M

W B ST WI s s

A

Ld

Int

Cl

Wp

Pts

Minotaur 64 3 443 3 2 9 5 7 6 40 (1-10) Special Equipment Upgrades Rules Hand fear, blood Shields +1, add hand +1, great weapon greed weapons +2, light armor +2 Unit type Harpies (5+) Equipmen t Claws

M Ws Bs S T W I A 4 3 Special Rules Fly 24”

3

L In C W Pts d t l p

3 31 426 5 7 7 Upgrades

14.5

Chaos Dwarves8 Chaos Dwarf Rules Armor: 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.

3. If a misfire is rolled consult the Chart below 4. Place the template, all models under take damage in accordance with the profile of the size of the Earth Shaker 5. 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.

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.

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.)

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.

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.

Hobgoblins are Evil

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.

Warmachines D E AT H

ROCKET9

1. Point in a direction 2. Choose a number 1-12 and roll that many D6 3. 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 armor 6. 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 normal 4-6 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

E A RT H S H A K E R Crew

Min

Max

4 16"

48"

5 18" 6 20"

64" 80"

Temp 1.5" rad 1.5" rad 2"

7 22"

96"

2"

Str

Woun ds

Armor

7 D4 8 D4+1 9 2D4 2D4+ 10 1

-4 -5 -6 -7

1. Point in direction/nominate target 2. Guess distance within the maximum and minimum ranges Scatter as per normal with artillery die. 8 Almost all rules presented here are derived from Chaos Dwarves 5th ed. 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.

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

Core Unit M Ws Bs S T w I A Ld Int Cl WP Pts type Chaos Dwarf 3 4 3 3 4 1 2 1 9 7 9 9 10 Warrior Equipm Special Upgrades ent Rules Light Great Weapon +2, Heavy Armor +1, armor Shield +1, Large Shields +2, One unit hand may have a magic standard weapon

Unit type

M

Ws

Bs

S

T

w

I

A

Ld

Int

Cl

WP

Pts

Chaos Dwarf Blunderbussiers

3

4

3

3

4

1

2

1

9

8

9

9

13

WP 6 3

Pts 13

Equipment

Special Rules

Upgrades

light armor, hand weapon, blunderbuss W B L In C W Pt ST w I A s s d t l P s 4. 4 3 3 33 1 21 7 6 6 6 5

Unit type

M

Hobgoblin Warrior Equipment

Shields +1, heavy armor +1

Special Rules

Upgrades

Hand weapon

Light armor +1, bow +1, Shield +.5

Unit type Hobgoblin wolf rider Giant Wolf Equipment Special Rules

M 4 9

Claws

Vicious (See O&G)

hand weapon, shield

May deploy as skirmishers

Ws 3 4

Bs 3 0

S 3 3

T 3 3

w 1 1

I A Ld 2 1 7 3 1 3 Upgrades

Int 6 3

Cl 6 3

light armor +2, Shortbows +1

Special Unit type Bull Centaur Equipment light armor, Shield, hand weapon, great weapon, stomp attack

M 7

Ws Bs S 4 3 4 Special Rules Thick-skinned save (4+ no thickness), no armor encumbrance

Unit type

M

Ws

Sneaky Gits

4

3

I A

3

2 1 7 6 6 6

Equipment Dagger, additional dagger

Special Rules envelope, anticoagulant poisoned attacks, light infantry

1

w 2

I 3

A 2

Ld Int 9 7 Upgrades

Cl 9

WP 9

Pts 40

Replace light armor with Heavy armor+1

L In C W Pt d t l P s

Bs S T w 3 3

T 4

6

Upgrades

Unit type

M

Ws

Bs

S

T

w

I

A

Ld

Int

Cl

WP

Pts

Hobgoblin Bolt thrower

-

-

-

-

7

3

-

-

-

-

-

-

30

4

3

3

3

3

1

2 1 7 Upgrades

6

6

6

Hobgoblin Crew (2) Equipment Special Rules 2 man bolt thrower

range 30" S5

hand weapon

Light armor +2

Unit type Death Rocket

M -

Ws -

Bs -

S -

T 7

w 3

I -

A -

Ld -

Int -

Cl -

WP -

Chaos Dwarf Crew (2)

3

4

3

3

4

1

2

1

9

7

9

9

Pts 50

Equipment

Special Rules

Upgrades

See rules Hand weapon, heavy armor

Rare Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Earth - - 7 3 - - - - 150 Shaker Chaos Dwarf 3 4 3 3 4 1 2 1 9 7 9 9 Crew (4) Equipmen Special Rules Upgrades t See rules, 4- 5-man Earth Shaker +22, 6-man man Earth Earth Shaker +44, 7-man Earth Shaker Shaker +66 Heavy armor, hand weapon

Chaos Dwarf Characters Chaos Dwarf Hero lvl1 lvl2 lvl3 lvl4 lvl5

M 3 3 3 3 3

Ws 5 6 6 7 7

Chaos Dwarf Wizard M lvl1 3 lvl2 3 lvl3 3 lvl4 3 lvl5 3 Chaos dwarves use red and black magic

Bs 4 4 4 4 5

Ws 5 5 6 6 7

S 4 4 4 4 4

Bs 4 5 5 6 6

T 4 5 5 5 5

S 3 3 3 3 3

T 4 4 4 4 4

w 1 2 3 4 4

I 3 3 4 4 5

A 2 3 3 4 4

Ld 9 10+1 10+2 10+3 10+3

Int 7 7 7 7 9+2

I 2 3 3 4 5

A 1 1 1 1 1

Ld 9 10+1 10+2 10+3 10+3

Int 8+1 9+2 9+2 10+3 10+3

Cl 9 9 10+1 10+1 10+2

Int 6 6 6 6 8+2

Cl 6 6 7+1 7+1 8+2

w 1 2 3 4 4

Cl 9 9 10+1 10+1 10+2

WP 9 9 10+1 10+1 10+2 WP 10+1 10+2 10+2 10+3 10+3

Pts 48 88 128 168 208 Pts 78 118 203 303 418

Hobgoblin heroes Character Hobgoblin lvl1 Hobgoblin lvl2 Hobgoblin lvl3 Hobgoblin lvl4 Hobgoblin lvl5

M 4 4 4 4 4

Ws 4 5 5 6 6

Bs 4 4 4 4 5

S 4 4 4 4 4

T 3 4 4 4 4

w 1 2 3 4 4

I 3 3 4 4 5

A 2 3 3 4 4

Ld 7 8+1 9+2 10+3 10+3

WP 6 6 7+1 7+1 8+2

Pts 28 50 72 95 117

WP 9 9 10+1 10+1 10+2

Pts 85 135 185 235 285

Bull Centaur Heroes Character Bull Centaur Lvl 1 Bull Centaur lvl2 Bull Centaur lvl3 Bull Centaur lvl4 Bull Centaur lvl5

M 7 7 7 7 7

Ws 5 6 6 7 7

Bs 4 4 4 4 5

S 5 5 5 5 5

T 4 5 5 5 5

w 2 3 4 5 5

I 4 4 5 6 6

A 3 4 4 5 5

Ld 9 10+1 10+2 10+3 10+3

Int 7 7 7 7 8+2

Cl 9 9 10+1 10+1 10+2

Allies May 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

H AT E

OTHER

E LV E S : Dark elves have hatred of all other elves

B E A S T S : 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

K H A I N I T E : can’t be joined by non-khainite characters and are always chaotic evil and always worship Khaine. S L A A N E S H I : 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.

D A R K I N F LU E N C E 1 0 : characters have D6-3 chaos attributes, units have D6-4 chaos attributes. N I G H T V I S I O N 1 1 : Plus 6” LOS at night Allies: Skaven Nippon Chaos Dwarves Chaos Beastmen Vampire Counts Fimir Ogres Orcs and Goblins

To Fight: High Elves Wood Elves Lizardmen Empire Bretonnia

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.

Corsairs S E A D RA G O N C LO A K :   

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. Dark Elf Hero[1]

W S

B S T W I A Ld S

Int Cl

WP Pt

Lvl 1Death Shade 5

5

5

4 3 1

6 2

9

9

8

48

Lvl 2 Witch Helm

5

6

5

4 3 2

6 3

9

9

8

88

Lvl 3 Master

5

6

5

4 3 3

7 3

Lvl 4 Death Dealer

5

7

5

4 3 4

8 4

Lvl 5 DreadLord

5

7

6

4 3 4

8 4

10 +1 10 9 +1 10 10 +2 +2

9+ 1 9+ 1 10 +2

12 8 16 8 20 8

Sorcere ss

M

W S

B S T W I A Ld S

Int Cl

WP Pt

Lvl 1 Hellfay

5

5

4

3 3 1

5 1

Lvl 2 Grimwitch

5

5

4

3 3 2

6 1

Lvl 3 Deathhood

5

6

4

3 3 3

6 1

Lvl 4 Witherwitches

5

6

5

3 3 4

7 1

Lvl 5 Wizendamn

5

7

6

3 3 4

9 1

10 +1 11 +2 12 +2 13 +3 13 +3

9+ 1 10 +2 10 +2 10 +3 10 +3

M

8 9+ 1 10 +2 10 +3 10 +3

8 9+ 1 10 +2 10 +3 10 +3

9

10 +1 10 +1 10 +2 10 +2 10 +3

78 11 8 20 3 30 3 41 8

10 Warhammer 3rd ed. 11 Seemed appropriate 12 Combination of Warhammer armies 3rd ed and Dark Elves 5th ed. M

Hero type (may choose 1, hero must be lvl 2 or lower and must join a unit of that type.

Bonus

Points cost

Immune to Psych, Halberd Witch elf Frenzy, double (regardless of daggers, level, higher levels anticoagulant poison, needn’t join a unit) khainite Shade Scout Killing Blow, Great Executioner Sword Sea dragon cape, Corsair Slaver Black Guard

5

10 5 6 4

Dark Elf Assassin

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Lvl 1 Bloodshade Lvl 2 Goredirker Lvl 3 Bloodfetch Lvl 4 Dagulus Lvl 5 Doomblade

5 5 5 5 5

8 9 9 10 10

8 8 8 8 9

4 4 4 4 4

3 3 3 3 3

1 2 3 4 4

8 8 9 10 10

2 3 3 4 4

8 9+1 10+2 10+3 10+3

9 9 9 9 10+2

9 9 10+1 10+1 10+2

8 8 9+1 9+1 10+2

64.5 118.25 172 225 279.5

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 Gear

Points

Missile Gear

Points

Armor

Points

Mounts

Points

Additional hand weapon

1

Crossbow

3

Shield

1

Cold One

22

Great Weapon

2

4

Large Shield

2

Elven steed

7

Lance Spear Sword Halberd Anticoagulant poisoned weapon13

2 1 .5 2

1 2

Light armor Heavy Armor Barding

2 3 4

Repeating Crossbow Throwing knife Crossbow Pistol

Assassin Points Gear Grappling 1 hook

5

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

Core Unit Type Dark Elf Warrior (5+) Equipment Shield, Sword, light armor

M 5(4)

WS BS S 4 4 3 Special Rules Hate elves, may deploy as light infantry

Unit Type M Dark Elf Crossbowman (5+) 5 Equipment Special Rules light armor, Sword, Hate elves, May deploy crossbow as light infantry

Unit Type

M

W I A Ld Int Cl WP 1 5 1 8 9 9 8 Improvements Spears +1, large shields +1

Pt 11.5

WS BS S T W I A Ld Int Cl WP Pt 4 4 3 3 1 5 1 8 9 9 8 13.5 Improvements Shields +1. repeating crossbow +1. one unit may have great swords weapons +2.5

W B S T W I A Ld Int Cl WP Pt S S

Corsair 5 4 4 33 1 51 8 9 (5+) Equipment Special Rules Two swords, light Hate elves, armor, nets, dragon Slavers, light cloak infantry

Unit Type Dark Rider (5+) Elven Steed Equipment Sword, light armor,

Unit Type Harpies (5+) Equipment Claws

T 3

M 4

M 5 9

WS 4 3

shield

WS 3

9 8

15

Improvements Crossbow Pistol +2

BS S 4 3 0 3 Special Rules May deploy as skirmishers, hate high elves Fear Fire

BS 3

T W I A Ld Int Cl WP Pt 3 1 5 1 8 9 9 8 20 3 1 3 1 4 4 3 3 Improvements Spear +1, one unit may get repeating crossbows +4

S T W I A Ld Int Cl WP 3 3 1 4 2 6 5 7 7 Special Rules Fly 24”, Beast - doesn't cause panic in Dark Elves, don't count toward core min.

Pt 14.5

Special Unit Type M WS BS S Shades (5-15) 5 4 4 3 Equipme Special Rules nt Skirmishing, scouts, hate high Sword, elves

Unit M WS BS S T W I A Type Witc h 3(2 5(6 5 4 4 3 1 1 Elves ) ) (5+)

T 3

W 1

I 5

A 1

Ld 8

Int 9

Cl 9

WP 8

Pt 13.5

Improvements Great sword +2.5, or add sword+1, light armor +1, crossbow +3, repeating crossbow +4, shields +1

Ld

Int

Cl

WP

Pt

8

9

9

8

13

Equipment Special Rules Frenzy, Khainite, anti-coagulant dagger, poisoned attacks, dagger hate high elves, light infantry

Unit Type Executioners (5+) Equipment great sword, heavy armour

Unit Type

Improvements May replace a dagger w/ a sword +1 or both for +1.5, light armor +2

M 5(4) Special Rules

WS 5

BS 4

hate high elves, killing blow

M

S T 3(5) 3 Improvements

W 1

I 5

A 1

Ld 8

Int 9

Cl 9

WP 8

Pt 15.5

May replace a dagger w/ a sword +1 or both for +1.5, light armor +2

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Cold one Chariot (14)

-

-

-

7

3

-

-

-

-

-

-

140.5

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 Chariot

Scythes +20, magic standard or musician +25

Sword, light armor

Hate elves

Spears +2, Repeating crossbow +8, crossbow +6, shields for all +8

jaws and stomp

Thick skinned mount, stupidity, armor piercing

Unit Type Cold one Knight (5+) Cold One Steed Equipment Sword, light armor, shield Bite and Stomp

M WS BS S T W I 5 5 4 4 3 1 6 7 3 0 4 4 1 1 Special Rules Heavy Cavalry Thick skinned mount, stupidity, armor piercing bite (-1),

A 1 2

Ld 8 2

Int Cl 9 9 4 9 Improvements Lance +2, Heavy

WP 8 9

Pt 38

Armor +1

fear

Rare Unit Type 0-1 Black Guard (5+) Equipment Halberd, Sword, heavy armor

Unit W M Type S Dark elf Repeati - ng bolt thrower Dark Elf crew 5 4 (2) Equipment

M 5(4)

WS 5

BS 4

S 4(5)

B S T S

W I A

Ld

In Cl t

WP

Pt

-

- 7

3

- -

-

-

-

-

58. 5

4 3 3

1

5 1

8

9

9

8

Special Rules

T W I A Ld Int 3 1 6 2 9 9 Special Rules hate elves, immune to psych

Cl 9

WP 9

Pt 18.5 Improvements

Improvemen ts

30" 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 Dark Elf Beastmaster (1-3) Chaos Hound (0-6 per master) Warhound (0-6 per master) Hydra (0-.5 per master) Equipment Sword bite, claws bite, claws Lots of heads, -2 armor

M WS 5 4 6 4 6 3 6 4 Special Rules Hate Elves

BS 4 0 0 0

S 3 4 3 5

T 3 4 3 5

W 1 2 1 6

I 5 4 4 2

A 1 2 1 W

Ld 8 6 6 6

Regen 3+, scaly skin 4+ no thickness, Fear 6", large target,

Int 9 4 4 4

Cl WP Pt 9 8 13.5 7 7 23 6 4 4 6 6 200 Improvements light armor +2, shield +1

DWARVES Dwarf Standard Rules S T U R DY : Dwarves never suffer penalties for encumbrance R E S O LU T E : Dwarves may always reserve move G R U D G E S : Dwarves hate Goblinoids and have Animosity toward elves PEOPLE

OF

S T O N E : All Dwarves have Magic Resistance 1 (6+ ward save against all magic)

G O L D F E V E R : 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.

Gear G R O M R I L : 5pts 3 coverage and 3 thickness D WA RV E N A R Q U E B U S 1 4 : Same rules as a normal Arquebus, except at less than ½ range they get +1 to hit. M I N I N G P I C K 1 5 : 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 I N E R ’ S C A P 1 6 : 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. P AV I S 1 7 : 5+ coverage, 1 thickness, benefit only applies against ranged fire, unit may use ranged weapons and pavis at the same

time. May not countermarch. R A N G E F I N D E R 1 8 : The Engineer may guess two distances and may choose the better one after measuring but before rolling

artillery dice. P E R I S C O P E 1 9 : 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. R A N G E M A R K E R S 2 0 : 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 14 Dwarves 6th ed. 15 This was sorta made up, but it is loosely based on the idea of “improvised weapons from warhammer 3 rd 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 19 Same… just thought it would add flavor and interesting tactical hi-jinx

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.

O AT H S T O N E :

 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). B O O K O F G R U D G E S : 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 Shield Bearer (2)

M 3

WS 5

BS 3

S 4

T 4

W 1

I 3

A 1

Ld 9

Int 7

Cl 9

WP 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

WP

20 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.

Anvil Guard Anvil of Doom

3 -

5 -

3 -

4 -

4 10

1 4

3 -

1 -

9 -

7 -

9 -

9 -

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. 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: Halflings Empire Bretonnia Kislev Gnomes Norse Ogres High Elves

To Fight: Orcs and Goblins Chaos Dwarves Skaven Ogres

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.

Clan Warriors 25%+ Unit Type Dwarf Clansman (10+ per unit) Equipment hand weapon, light armor

M WS BS S T W I A Ld Int 3 4 3 3 4 1 2 1 9 7 Improvements Heavy Armor +1, Shield +1, Large Shield +2, Great Weapon +2

Cl 9

WP 9

Pt 10

Unit Type M WS BS S T W I A Ld Int Cl WP Dwarf Crossbowmen (10+ per 3 4 3 3 4 1 2 1 9 7 9 9 unit) 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

Long Beards (5+ per 3 unit)

Pt 13

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

5

3

4

4

1

2

1

9

7

9

9

18

Equipment Special Rules Heavy Armor, Great Weapon, immune to panic, old grumblers (any unit of dwarves within 6” may re-roll a failed panic test, so Hand Weapon, large shield long as the long beards are not fleeing), cannot outnumber clansmen in the army.

Engineers’ Guild 0-35% Unit Type Dwarf Thunderers (10+ per unit) Equipment Hand weapon, light armor, Arquebus Unit Type M WS Miners (5+ per 3 4 unit) Equipment Mining Pick, Hand Weapon, Miner Caps, heavy armor

M 3

WS BS S T W I A Ld Int 4 3 3 4 1 2 1 9 7 Improvements Shield +1, or Pavise +1, One unit may have Heavy Armor+1

M 3

S

T

W

I

A

Ld

Int

Cl

WP

3

3

4

1

2

1

9

7

9

9

25 See old grumbler rule book

Pt 11

Pt 1 4

Special Rules 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.

WS 4

BS 3

M 3

S 3

WS 4

T 7 4

BS 3

W 3 1 Special

S 3

T 4

I A 2 1 Rules

Three Man Catapult Hand Weapon, Light armor

WP 9

BS

Unit Type Sappers (2 per unit) Equipment Mining Pick, Heavy Armor, Miner caps Unit Type Catapults (1-3 per unit) Crew (3) Equipment

Cl 9

W 1

Ld 9

I A Ld Int 2 1 9 7 Special Rules Sappers25 Int 7

Cl 9

WP 9

Pt 15

Cl WP Pt 85 9 9 Improvements Four man Catapult +22, Five man Catapult +44 Heavy Armor +1

BS S T W I A Ld Int

C WP Pt l

- -

-

-

3 4

3

Unit Type

M

Cannon (1-3 per unit) Crew (3) Equipment

W S

- 7 3

Hand Weapon, Light armor

Unit Type

M

- - -

-

Equipment

3 4 1 2 1 9 7 9 9 Special Rules Improvements Four man Cannon +20, Three Man Five Man Cannon Cannon +40, Six man cannon +60 Heavy Armor +1

-

- 7 3 - - -

-

3

3 4 1 2 1 9

7

Special Rules

Three Man Bolt Thrower

Hand Weapon, Light armor

Organ Gun (1-3 per unit) Crew (3)

9 0

W B S T W I A Ld Int Cl WP Pt S S

Bolt Thrower (1-3 per - unit) Crew (3) 3 4

Unit Type

-

M

-

-

45

9 9 Improveme nts Four Man Bolt Thrower +16, Five Man Bolt Thrower +32 Heavy Armor +1

W B L In C STWI A WP Pt S S d t l

- -

-

3 4

3 341 21 9 7

Equipment

- 73 - - -

-

Special Rules Organ Gun 3 barrels

Hand Weapon, Light armor

- -

125

9 9 Improveme nts Four Man Organ gun +16, Five Man Organ Gun +32 Heavy Armor +1

Unit Type

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Flame Cannon (1 per unit)

-

-

-

-

6

3

-

-

-

-

-

-

165

Crew (3) Equipment

3 4 3 3 4 1 2 1 9 7 9 Special Rules Flame Cannon (see 6th ed. Rules, except that all models are hit automatically)

Hand Weapon, Light armor

Unit Type Gyrocopter (1-3 per unit) Pilot Equipment

9 Improvements Heavy Armor +1

W B L STWI A Int Cl WP Pt S S d 15 - - - - 63 - - - - - 5 3 4 3 341 219 7 9 9 Special Rules Improvements See Entry M

Hand Weapon

Royal Clan Warriors 0-35% Unit Type 0-1 Dwarf Hammerer (5+ per unit) Equipment Heavy Armor, Great Weapon, Hand Weapon

M 3

WS 5

BS S T 3 4 4 Special Rules Body Guard

W 1

I A Ld Int Cl WP 2 2 9 7 9 9 Improvements Shield +1, Large Shield +2

Pt 17

W B L In C W ST WI A Pt S S d t l P Ironbreakers (5+ per 1 3 5 3 441 21 9 7 9 9 unit) 6 Special Improvement Equipment Rules s Large Shield Gromril, hand weapon, Shield +2 Unit Type

M

Outsiders 0-25% Unit Type 0-1 Dwarf Rangers (515) Equipment Crossbow, Great Weapon, light armor

M

WS

BS

S T W I A Ld Int Cl WP Pt

3

4

3

3 4 1 2 1 9

7

9 9

16

Special Rules Improvements 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 Hand Weapon Hand Weapon

Special Rules

Improvements Shield +1, Great Weapon +2, Additional hand weapon +1 Shield +1, Great Weapon +2, Additional hand weapon +1

Immune to living monster fear, frenzy, mixed unit formations Immune to living monster fear, auto-Frenzy, Cannot Break from combat, mixed unit formation

Dwarf Characters Royal Heroes

M

Karl/Foe Smiter Lvl 1 Dreng/Anvil Cleaver Lvl 2 Thegn/ War Forger Lvl 3 Jarl/ Battlewright Lvl 4 Kyning/Hold Master Lvl 5

3 5

4 441 329

3 6

4 452 33

3 6 3 7 3 7

Slayer Characters M

10 +1 10+ 4 453 43 2 10+ 4 454 54 3 10+ 5 454 54 3

W B S T W I A Ld S S

Giant Slayer Lvl 1 3 5 Manticore Slayer 3 6 Lvl 2 Wyvern Slayer Lvl 3 6 3 Dragon Lvl 4

W B S T W I A Ld S S

3 7

Daemon Slayer Lvl 3 7 5 Special Rules

3 441 429 10 +1 10+ 3 453 53 2 10+ 3 454 64 3 10+ 4 454 64 3 3 452 43

Int Cl

WP Pt

7

9

9

48

7

9

9

86

10 +1 10 7 +1 9+ 10 2 +2

10 +1 10 +1 10 +2

12 6 16 6 20 8

Int Cl

WP

Pt

7

9

9

48

7

9

9

86

10+ 1 10+ 1 10+ 2

12 6 16 6 20 8

7

10+ 1 10+ 7 1 9+ 10+ 2 2 7

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

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Surveyer Lvl 1

3

4

4

3

4

1

2

1

9

8+1

10+1

9

20

Bombadier Lvl 2

3

4

4

3

4

2

3

1

10 +1

9+2

10+1

9

50

Master Engineer Lvl 3

3

5

5

4

5

3

3

1

10+2

9+2

10+2

9

75

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

M

WS

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

9

10+1

56

Runeskryre lvl 2

3

5

4

4

4

2

3

2

10+1

8+1

9

10+2

96

Skald lvl 3

3

5

4

4

5

3

3

2

10+2

9+2

10+1

10+2

136

Helrun lvl 4

3

6

5

4

5

4

4

3

10+2

9+2

10+1

10+3

176

Wyrdskryre lvl 5

3

7

5

4

5

4

5

3

10+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 Weapon Great Weapon Add. Hand weapon Ranged Pistol Arquebus Crossbow Throwing Axe Armor Shield Large Shield Light Armor Heavy Armor Gromril Other Shield Bearers if general

Pts 2 1

Book of Grudges

Pts

Great Weapon Additional Hand Weapon Ranged Throwing Axe Armor Shield Buckler

3 1 3 1 1 2 2 3 5 30

Oath Stone

Slayers Weapons

2 1 1 1 0.5

Engineers Weapons

Pts

Mining Pick Ranged Arquebus Pistol Brace of Pistols Bombs Armor Pavis Light Armor Heavy Armor Other Miner's Cap Periscope Range Finder

2

Range Marker, may have multiple

15

1 3 6 10

Runesmiths Weapon Pts Great Weapon 2 Armor Shield 1 Large Shield 2 Light Armor 2 Heavy Armor 3 Gromril 5

1 2 3 1 9 8

25

25

Character type lvl 2 or lower Dwarf Rangers Miner Long Beard

Bonuses Scout, woodsman Underground advance, Immune to panic, old grumblers

The Empire Gear of the Empire

Points 5 4 6

H E AV Y

B R E A S T P L AT E 2 6 : 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

P L AT E A R M O R

HOCHLAND  

+ 5 P T S : 3 coverage, 3 thickness

LO N G R I F L E

+ 10 P T S

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

C A RA C O L E 2 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.

R E P E AT I N G  

PISTOL

+ 5P T S

Like pistol, except 3 shots May only be used by engineers

P I G E O N B O M B S + 10  

+7PTS:

Like arquebus, except 3 shots May only be used by engineers

R E P E AT E R  

HANDGUN

PTS EACH28:

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 forward 2. Move 2” backward 3. Pivot up to 90 degrees clockwise or counter clockwise 4. 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 handgun 9. 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” 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’s 27 People actually did this. 28 Empire 7th ed. 29 It seemed appropriate to make the volley gun into a rotating organ gun. 30 Empire 4th ed.

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%

A L L I E S 0 -25% : Will Ally With: Halflings Wood Elves Bretonnia Kislev Gnomes Norse Ogres High Elves Estalians Tileans Albionites

To Fight: Orcs and Goblins Chaos Skaven Vampire Counts

C H A RA C T E R C O S T S 1- 25%: Wizard Lvl M Ws Bs S T w I A Ld Int Cl 1 4 4 3 3 3 1 3 1 7 8+1 7 2 4 4 3 3 3 2 4 1 8+1 9+2 7 8+ 3 4 5 4 3 3 3 5 1 9+2 9+2 1 10+ 10+ 8+ 4 4 5 4 3 3 4 6 1 3 3 1 10+ 10+ 9+ 5 4 6 5 3 3 4 7 1 3 3 2 Hero Lvl 1 2 3 4 5

Ws 4 5 5 6 6

Bs 4 4 4 4 5

S 4 4 4 4 4

9+2 155 10+ 3 240 10+ 3 340 T 4 4 4 4 4

W 1 2 3 4 4

I 4 4 5 6 6

A 2 3 3 4 4

Ld 7 8+1 9+2 10+3 10+3

Int 7 7 7 7 9+2

Cl 7 7 8+1 8+1 9+2

WP 7 7 8+1 8+1 9+2

Pts 30 55 80 105 130

Points

Character type

M 4 4 4 4 4

WP Pts 8+1 60 9+2 85

Bonuses Stubborn, must be equipped with a great sword, you may have a single hero with Great this upgrade for each unit of great swords. Sword lvl 3 This hero must be a champion of a state or lower troop unit. 6 Flagellant rules, gear limited to flagellant selection, may not be general, may not join Flagellant knightly or state troop units. 6 ForestJaeg er lvl 3 or Scout, skirmish, may not be general, may lower not be mounted 5

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.

M

W B S T W I A Ld S S

Warrior Monk

4

4

Warrior Priest

4

4

Lector

4

Arch Lector

4

Grand Theogonist Special Rules

4

PRIESTS SIGMAR

OF

3 4 3 1 3 1

7

8 4 4 3 2 4 2 + 1 9 5 4 4 4 3 4 2 + 2 9 + 6 5 4 4 4 5 3 2 10 + 6 5 4 4 4 6 3 3

In t 8 + 1 8 + 1 9 + 2 9 + 2 10 + 3

C l 7 7 8 + 1 8 + 1 9 + 2

W P 8 + 1 9 + 2 9 + 2 10 + 3 10 + 3

White lvl 1, but only knows 1 minor spell White lvl 2, but only knows 2 minor spell and 0 mighty spells

Pt 4 5 7 0 1 1 5 1 7 5 2 3 5

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.

S TAT E T R O O P S 25%+ W B L In C W Pt STwI A s s d t l P s 1+ Reichsoldat (10-50 per 7. 4 3 3 331 317 7 7 7 unit) 5 Special Equipment Upgrades Rules shield +1 and one of the Sword, breast following: halberd +2, pikes +1, plate crossbow +3, arquebus +1, bow +2 Unit type

M

W B L In C W Pt STwI A s s d t l P s Crossbowmen (10-30 7. 4 3 3 331 317 7 7 7 per unit) 5 Equipment Special Rules Upgrades Dagger, May be deployed Hand weapon +.5 replace cross bow as light infantry Dagger with Sword +1 Unit type

M

Unit type

M

Ws

Bs

S

T

w

I

A

Ld

Int

Cl

WP

Pts

Harquebusiers32 (10+ per unit)

4

2

3

3

3

1

3

1

7

7

7

7

5.5

Equipment Dagger Arquebus

Special Rules

Upgrades Hand weapon +.5 Replace dagger with Sword +1

Unit type

M

W B L In C W Pt STwI A s s d t l P s

Swordsmen (530)33

4

4

Equipment

Special Rules

Upgrades

Light 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

Sword, breast plate

3 331 417 7 7 7

W B L In C W STwI A Pts s s d t l P 14. 4 3 331 318 7 8 8 5

Unit type

M

0-2 Great Swords (5-15)

4

Equipment

Special Upgrades Rules

great Sword, full plate, Sword

KNIGHTS

AND

10

One unit may have a magic Stubbor standard +50 and magic n instrument +25

N O B I L I T Y 0- 35%

Unit type 0-1 Inner Circle knight (5-20) Warhorse Equipment

W B L In C W STwI A Pts s s d t l P 25. 4 4 3 431 318 7 8 7 5 8 3 0 331 314 3 4 4 Speci Upgrades al M

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.

Rules Sword, full plate armor, lance, shield

Unit type Pistoliers (5-10) Horse Equipment 2 pistols, breast Sword

magic instrument +25, magic standard +100

M Ws Bs S T w I A Ld Int Cl WP Pts 4 3 3 3 3 1 3 1 7 7 7 7 15.5 8 3 0 4 3 1 3 0 3 3 3 3 Special Rules Upgrades plate, skirmish, caracole Afraid of fire

W B Pt S T w I A Ld Int Cl WP s s s Knightly order (5-20) 4 4 3 3 3 1 3 1 8 7 8 7 24 Warhorse 8 3 0 3 3 1 3 1 4 3 4 4 Special Equipment Upgrades Rules Sword, full plate magic instrument +25, armor, lance, shield magic standard +25 Barding Unit type

M

Unit type

M

0-2 Reichsguard34 (515) Special Equipment Rules Sword, full plate armor, shield

G U N N E RY

AND

Unit type

W B C Pt S T w I A Ld Int WP s s l s

4 4

3 33 1 41 8 7

8 7

14

Upgrades One unit may have halberds +2, grt wpns +2, flails +1 magic standard +25, magic instrument +25

E N G I N E E R I N G 0 -35% M

W B L In C STw I A WP s s d t l

Volley Gun (1- 3) Crew (3) 4 3 Equipment

-

- 73 - - -

-

- -

Pts 125

3 332 32 7 7 7 7 Special Rules Upgrades 3 barrel organ gun x3 Gunnery Tools (improvised weapon) Unit type Great Cannon (1-3) Crew (4) Equipment

M Ws Bs 4 3 3 Special Rules

S 3

4 man cannon

T w 7 3 3 2 Upgrades

I 3

A 2

Ld 7

Int 7

Cl 7

WP 7

Pts 100

Five man Cannon +20, Six man cannon +40

Gunnery Tools (improvised weapon)

L d - 7 3 - - 3 3 2 32 7 Special Rules

Unit type

M Ws Bs S T w I A

Mortar (1-3) Crew (3)

4

3

3

Equipment

In Cl WP t - - 7 7 7

Pts 75

Upgrades

Gunnery Tools (improvised weapon) Unit type Steam Tank Equipment

M Ws 1 Special Rules

34 Warhammer Armies 3rd ed and Empire 4th ed.

Bs 3

S 7

T w 10 5 Upgrades

I -

A -

Ld 10

Int 8

Cl 10+2``

WP 7

Pts 200

See Rules above, large target, fear +3, 10 US,

I R R E G U L A R S 0 -20% Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Flagellant (104 2 2 3 3 1 3 1 6 6 6 7 10 50) Equipment Special Rules Upgrades frenzy, hate chaos, Shields +1, flail unbreakable, may only be +1, additional hand weapon joined by priests of hand weapons Sigmar or flagellant +1, characters35

Unit type

M Ws Bs S T w I A Ld Int Cl WP

Pt s

ForestJaeger (515)36

4 3

10

3

Special Rules Scout, bow, hand weapon, skirmisher, light armor Forester Equipment

3 3 1 3 1 7

7

7 7

Upgrades May replace hand weapon with Sword +.5 or great axe +2

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 Rules WILL ALLY WITH: Wood Elves Kislevites Empire Dwarves Halflings Lizardmen 37 M E E K : all elves suffer double the effects of encumbrance

HIGH

E LV E S A N D

SEA

To Fight: Dark Elves Chaos of all kinds Orcs and Goblins

E LV E S : 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 feature 39 o Encumbrance includes pikes, armor save total thickness greater than 2, great weapons, and halberds o 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 rule 40. 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    

V A LO U R

O F A G E S 4 1 : 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 3 rd 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

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 books 42 High elves 6th, 7, 8th ed.

I N T R I G U E 4 3 : 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.

O RA C L E

OF

A S U RYA N 4 4 : 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.

Gear L I O N C LO A K 4 5 : 2 coverage no thickness, only effective against missile fire I T H I L M A R A R M O R 4 6 : 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.

D RA G O N A R M O R 4 7 : 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 +2Great Sword +2.5 Lance +2 Spear +2 Halberd +2 Sword +.5 Long Bow +3 Bow +2 Javelin +1 Shield +1 Large Shield +2 Light Armor +2 Heavy Armor +3 Dragon Armor +4 Ithilmar Armor +3.5 Barding +4 Elven Steed +7 Eagle +50 Unicorn +80 See Magical Creature Bestiary for more options

C H A RA C T E R C O S T S High Elf Hero (lvl) M WS BS S T W Kinthane (1) 5 5 5 4 3 1 Earl (2) 5 6 5 4 3 2 Kinlord (3) 5 6 5 4 3 3 Prince (4) 5 7 5 4 3 4 Suzerain (5) 5 7 6 4 3 4 Heroes level 3 or lower must be deployed as champions unless they Magic User (lvl) Incantor (1) Spellbard (2) Fey (3) Dreamguilers (4) Elven Mage (5) 

M 5 5 5 5 5

WS 5 5 6 6 7

BS 4 4 4 5 6

S 3 3 3 3 3

T 3 3 3 3 3

W 1 2 3 4 4

I 6 6 7 8 8 are

I 5 6 6 7 8

A Ld Int 2 8 9 3 9+1 9 3 10+2 9 4 10+3 9 4 10+3 11+2 a battle standard. A 1 1 1 1 1

Ld 8 9+1 10+2 10+3 10+3

Int 10+1 11+2 12+2 13+3 13+3

Cl 9 9 10+1 10+1 10+2

Cl 10+1 10+1 10+2 10+2 10+3

WP 8 8 9+1 9+1 10+2

WP 9+1 10+2 10+2 10+3 10+3

Pt 48 88 128 168 208

Pt 78 118 203 303 418

43 High Elves 6th ed 44 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.

Character type, must be high elves and level 3 or lower Phoenix Guard Shadow Warrior White Lion

Bonuses

Point s

Fear, Halberd, Oracle Asuryan Scout, Hate Dark elves Woodsmen, bodyguard, lion cloak, great weapon

10 6 8

Citizens and Militia 25%+ Unit Type

M WS

B In C W S T W I A Ld Pt S t l P 8. 4 3 3 1 51 8 9 9 8 5

Elven Kith49 (10+ per 5 4 unit) Equipme Special Improvements nt Rules sea elf or Shields +1, large shields high elf, +2, Ithilmar +3 ½, light armor +2 and may be Sword one of the following Spears +1, javelin deployed +1, long bow +3, great weapons +2, as light add hand +1 infantry

Unit Type Archers (10-20 per unit)

50

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

5

4

5

3

3

1

5

1

8

9

9

8

13

Equipment

Special Rules

Improvements

long bow, Sword

sea elf or high elf, light infantry

Light armor +2, Ithilmar +3 ½

Equestrians and Monsters 0-50% Unit Type Ellyrian Reaver (5-15 per unit) Elven Warhorse Equipment Special Rules Sword, light armor, spear high elf, skirmish afraid of fire

Unit Type Shore Rider51 (5-20 per unit) Elven Warhorse

M WS BS S 5 4 4 3 9 3 0 4 Improvements bows +2, or swap spear

T 3 3

W 1 1

I 5 3

A 1 1

Ld 8 4

Int 9 4

Cl 9 3

WP 8 3

Pt 19

for bow +1 replace with ithilmar +1.5

L In C W Pt d t l P

M

WS

BS

S T WI A

5

5

4

3 3 1 5 1 8 9 9 8 18

9 3 0 431 314 4 3 3 Special Equipment Improvements Rules Sea elf (horse may bows +2, Javelins +1, swim using light armor +4, Ithilmar spear, Sword, shield rider's +3.5 magical instrument unmodded +25 M), may skirmish afraid of fire Unit Type

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Silver Helm52 (5+ per unit)

5

5

4

3

3

1

5

1

8

9

9

8

22

Elven Warhorse

9

3

0

3

3

1

3

1

4

4

3

3

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.

Equipment lance and Sword, light armor, shield

Special Rules High elf, Heavy cav. afraid of fire

Improvements Ithilmar armor +1 ½, Ithilmar barding +4, one unit may carry a magic standard worth up to 25pts

B L In C W ST WI A Pt S d t l P 8 - - 773 - - - - - 5 5 4 4 331 51 8 9 9 8 9 3 0 331 31 4 4 3 3 Special Improvements Rules light chariot Light armor +2, ithilmar High Elf +3 ½ afraid of fire

Unit Type

M WS

Tiranoc Chariot (2-4 per unit) Elf Crew (2) Elven Warhorse (2) Equipment

spear, bow

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

Equipment Sword, light armor

Special Rules Heavy Chariot high elf afraid of fire

Improvements Scythed wheels +20, magic standard +25, magic instrument +25 Shield +1, Javelin +1, light armor +2, one crew may have a long bow +3

Unit Type

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Great Eagles/Osprey54 (2-6 per unit)

2

5

0

4

4

3

4

2

8

7

8

8

50

Equipment

Special Rules

Claws

Fly 32"

Improvements

Kindred Superiors 1-50% Unit Type Dragon Princes (5+ per unit) Elven Warhorse Equipment Sword, lance, dragon armor, shield ithilmar barding

M 5 9

WS 5 3

BS S T W 4 4 3 1 0 3 3 1 Special Rules high elf, Heavy Cav.

I 6 3

A 1 1

Ld 9 4

Int 9 4

Cl WP 10 9 3 3 Improvements Magic banner +25

Pt 29.5

In C W P t l P t Phoenix Guard (10+ 1 5 5 4 3 3 1 6 1 9 9 9 9 per unit) 7 Improvem Equipment Special Rules ents halberd, heavy high elf, cause fear, Oracle Ithilmar +1/2 armor of Asuryan Unit Type

M WS BS S T W I A Ld

I W B L CW P S T WI A n S S d l P t t Shadow warriors (5-15 per 1 5 4 4 331 51 8 9 9 8 unit) 6 Improvemen Equipment Special Rules ts Sword, long bow, scouts, skirmish, hate light armor dark elves, high elf Unit Type

M

52 This unit is a bit interesting, in the 3 rd 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 3 rd ed. and in the war of the beard mini ruleset.) The silver helm presented here is as it appears in High Elves 5 th ed. 53 Warhammer Armies 3rd ed. 54 Warhammer Rulebook 3rd ed.

Unit Type

M

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

Sword masters (10+ per unit)

5

6

4

3

3

1

6

1

8

9

9

8

16

Equipment

Special Rules

Improvements

great Sword, Sword, heavy armor

high elf,

May replace with Ithilmar +1/2 Magic banner +50

W B L In C W S T WI A Pt S S d t l P 1 White lions (10+ per unit) 5 5 4 4 3 1 5 1 8 9 9 8 5 Improvement Equipment Special Rules s Unit Type

M

Dagger, great weapon, light armor, lion cloak

High elf, woodsmen, Ithilmar +1 bodyguard (Stubborn if with ½ magic General) light infantry banner +50

Maritime Auxiliaries and Allies 0-33% Unit Type

M

W BS S T W I S

A Ld Int Cl WP Pt

Lotherm sea guard 5 4 4 3 3 1 5 1 8 9 9 8 13 (10+ per unit) Equip Special Improvements ment Rules spear, shields +1, Large shield +2, replace with bow, sea elf ithilmar +1 ½, may replace spear with light sword free of charge armor

Unit Type

M

Merchant companies55 (10-30 per unit) Equipmen Special t Rules Sword, light armor

sea elf

W B L In C W ST WI A Pt S S d t l P

54

4 33 1 51 8 9

9 8

11

Improvements 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

W B L In C W P S T WI A S S d t l P t 5 - - - - 7 3 - - - - - 2 5 4 4 3 3 1 51 8 9 9 8 Special Improvement Rules s M

Marine bolt batteries56 (1-4 per unit) Elf Crew (3) Equipment

30" S4 rank penetrating x3 shots, armor penetration 1, no multi-shot penalty Sword

Unit Type

Sea Elf

M

W B S T S S

W I

A Ld

light armor +2 In W Cl Pt t P

Ships company57 (10 5 4 4 3 3 1 5 1 8 9 9 per unit) Special Equipment Improvements Rules

8 13

55 Warhammer Armies 3rd ed. 56 The repeating bolt thrower changed every edition 57 Warhammer Armies 3rd ed. And Warhammer 6th Storm of Chaos High Elf Sea patrol

long bow, sea elf , hand light weapon, infantry light armor

great weapon +2, shields +1, grappling hook +1/2, one unit may have magic standard +25, magical instrument +25

LizardMen Saurus/Lizardmen Rules Lizardmen are neutral Order I M M U N E T O P A N I C 5 8 : 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.

T O T E M H I E RA RC H Y Temple Guard Eagle and Jaguar Warriors Alligator Warriors

A Q U AT I C : 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. E A G L E W A R R I O R : Eagle warriors pursue 3dM and discount the lowest value

S A C R E D D U T Y /S L A N N : 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 spells 60

Level 6 Slann Mages that are Lvl6 may have 6 minor spells and 4 Major spells Magic Slann and Skink magic users may use White, Green, Blue as primary colors and red as a secondary color

Newts/Skinks/Chameleons POISONOUS

I F E AT E N :

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.

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 3 rd, ed. The Slann army features a hierarchy of frog soldiers with these names. 60 Warhammer armies 3rd ed. 61 Just for fun

C A M O U F L A G E : 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.

Stegadon R U N S A M O K 6 2 : 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 I G H U P 6 3 : 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. G R E AT B O W : 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 Organization 1-33% on Characters the army must have a general 25+ on Levies and lesser Spawn 1-50% on Totem warriors the army must at least one unit of totem Warriors 0-20% on Jungle Beasts 0-25% Allies Will Ally With: To Fight: High Elves Norse Pygmies Skaven Chaos/Beast men Empire

LEVIES 25%+

AND

L E S S E R S PAW N M 4

64

Lizardman Youngblood (10+) Equipment Hand weapon, Scaly Skin 5+, bite attack

M

W S

BS S

Skink (10+) 5 2 3 Equipme Special nt Rules

Hand weapon

Light infantry W M S BS

3

W

I

A

Ld Int Cl

WP Pt

2

1

3

1

5

5

7

5

2.5

Improvements Skirmish +1, Scout +1, shield+1/2, buckler +1/2, poisoned range attacks (5+ neurotoxin) +1 and one of the following short bow +1/2, , javelin +1/2, blowpipe +1/2,

S Newts (10+) 5 2 3 3 Equipme nt Special Rules poison attacks (4+ Neurotoxin), hand poisonous if weapon, eaten, blowpip immune to e poison

Chameleon 0-2 units (5-15)

T

WS BS S T 2 2 3 4 Special Rules immune to panic

T W

I

A Ld Int Cl

WP Pt

2 1

3

1

5

5

7

5

3.5

Improvements

Skirmish +1, Scout +1, light armor +1, shield+.5, Buckler +.5, and replace their blowpipe with either short bow +.5, or Javelins+1,

W B L In W M S S S T W I A d t Cl P Pt 3 65 2 4 3 2 1 3 1 5 7 5 5 9

62 Warhammer Ancients, derived from rules for elephants 63 Warhammer Rulebook 3rd ed. 64 Warhammer Armies 3rd ed. The Slann have a cognate of this unit. 65 Chameleons are really slow.

W 2

I 1

A 1(2)

Ld Int Cl WP 8 4 8 8 Improvements Shield +1, spear +1

Pt 20

Equipment hand weapon, blowpipe

Special Rules Skirmish, scout, no characters, Camouflage

Improvements Short bow+1, poisoned arrows (5+neurotoxin) +1

WB M S S S T WI

I L n C WP A d t l P t

Kroxigator (1+) you may have up to X units of roughly equal size where x equals the number of Kroxigators/5 rounded 5 66 up 5 3 0 5 4 3 1 3 7 4 9 7 2 Equip ment Special Rules Improvements Great Weapo cause fear, aquatic, Mixed May replace great n, Unit formations with Skinks, weapon with either an Scaly armor penetrating 1, Doesn’t additional hand -1, or Skin count toward Lesser Spawn a Shield and hand 4+ minimum Weapon -1

TOTEM WARRIORS 1- 50% Lizardman Alligator Warrior Equipment Heavy Armor, Scaly skin 5+, hand weapon, bite attack

M WS BS S T W I A Ld Int Cl WP Pt 4 4 3 3 4 2 1 1(2) 9 5 9 9 29 Special Rules Improvements immune to one of the following Shield +1, add hand +1`, great weapon +2,, One unit may panic, aquatic have a magic standard +25 magic music +25

Lizardman Jaguar Warrior Equipment Light armor, shield, hand weapon, Scaly skin 5+, bite attack

Lizardman Eagle Warrior Equipment Light armor, shield, hand weapon, Scaly skin 5+, bite attack

M WS BS S T W I A Ld Int Cl WP Pt 4 4 3 3 4 2 2 1(2) 9 5 9 9 31 Special Rules Improvements Immune to panic, Forest strider, javelin +2, one unit may have a magic standard +50 Light infantry or magic music +25

M 5 Special Rules

T W I 4 2 2 Improvements

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

Lizardman Temple Guard Equipment Shield, Scaly Skin 4+, bite attack, hand weapon

WS 4

M 5 2 Special Rules Fly speed 18" I WB L n C WP M S S S T WI A d t l P t

Tronosaur (wall lizard), Triceratops (horned eye/face), 2 Ceratherasaur (horned beast 3 lizard), Stega=roof Don=tooth67 6 3 0 5 6 5 1 4 8 ? ? ? 5 Skink Crew (5) 5 2 3 3 2 1 4 1 5 7 5 5 Howdah - - - - 7 3 - - - - - Special Equipment Rules Improvements Horns and feet (2 to front and Causes sides 2 to all around), D4 terror, impact hits, scaly skin 3+, 2+ large against large targets or the target, 66 Lizardment 5th ed. 67 It really is a stupid name

S 4

A 1(2)

Ld 9

Int 5

Cl 9

WP 9

Pt 33

M WS BS S T W I A Ld Int Cl WP Pt 4 4 3 4 4 2 2 2(3) 9 5 9 9 37 Special Rules Improvements Immune to panic, sacred One unit may have a magical banner 100+ Halberd +2, light duty armor +2

J U N G L E B E A S T S 0- 20% Pterosaur Rider Pterosaur Equipment hand weapon, javelin Mounted +6

BS 3

WS 2 3

BS 3 3

S 3 4

T 2 3

W I A Ld 3 1 5 2 4 2 5 Improvements Shield +1, spear

Int 7 7 +1

Cl 5 5

WP 5 5

Pt 34

Runs amok, fear fire,

front, Giant Bow

Poisoned Ranged attacks (5+ neurotoxin) +1, Spears +1, Shields +1

hand weapon, javelins

Lizardmen Heroes Bonecracker lvl1 Skullbreaker lvl2 Thighsnapper lvl3 Headslitter lvl4 Warbiter lvl5

M 4 4 4 4 4

WS 4 5 5 6 6

Characters Skink Lvl1 Skink lvl2 Skink Lvl3 Skink Lvl4 Skink Lvl5

M 5 5 5 5 5

Characters Skink Priest Skink Priest Skink Priest Skink Priest

M 5 5 5 5

Lvl1 Lvl2 Lvl3 Lvl4

BS 4 4 4 4 5 WS 3 4 4 5 5

S 4 4 4 4 4

T 5 5 5 5 5

W 2 3 4 5 5

BS 4 4 4 5 5

WS 3 3 4 4

BS 3 3 3 4

S 4 4 4 4 4 S 3 3 3 3

I 2 2 3 4 4 T 3 3 3 3 3 T 2 2 2 2

A 2(3) 3(4) 3(4) 4(5) 4(5) W 1 2 3 4 4

Ld 9 10+1 10+2 10+3 10+3 I 4 4 5 6 6

W 1 2 3 4

I 3 4 4 5

A 2 3 3 4 4 A 1 1 1 1

Int 5 5 5 5 7+2 Ld 5 6+1 7+2 8+3 8+3

Ld 5 6+1 7+2 7+2

Cl 9 9 10+1 10+1 10+2

WP 9 9 10+1 10+1 10+2

Pt 74 124 174 224 274

Int 7 7 7 7 9+2

Cl 5 5 6+1 6+1 7+2

WP 5 5 6+1 6+1 7+2

Pt 36 66 96 126 156

Int 8+1 9+2 9+2 10+3

Cl 5 6+1 6+1 7+2

WP 6+1 7+2 7+2 8+3

Pt 52 76 133 202

Characters M WS BS S T W I A Ld Int Cl WP Pt Slann Mage lvl4 3 2 3 3 3 5 2 1 6+2 10+4 10+1 10+3 295 Slann Mage lvl5 3 2 4 3 3 6 2 1 7+4 11+5 10+1 10+4 380 Slann Mage Lvl6 3 1 5 2 3 7 1 1 8+5 12+6 10+2 10+5 500 Equipment Special Rules Improvements Palanquin 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.

Animosity69

Orcs

WHEN

and

Goblins Racial hierarchy

1. 2. 3. 4. 5. 6. 7. 8. 9.

68

Giant Ogres/trolls Black Orcs Big ‘uns Savage/normal Orcs Night/Forest/Normal Goblins Gnoblars Hobgoblins Snotlings

D E Y I Z S M A L L E R : 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.

NOT TO TEST

1. Enemy in 12” or charge reach (2M) and in LOS 2. Hated Enemy in LOS 3. Already in close combat due to animosity 4. The unit has fewer than 5 goblinoid models 5. The unit is fleeing or off the field 6. 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 Chart 1. 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

68 Warhammer 6th 7th and 8th with addition of Gnoblars and Hobgoblins

69 Warhammer Orcs and Goblins 4th, 6th, and 8th.

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. Squabble The unit can do nothing this turn as they squabble amongst themselves. 6. We’ll Show ‘em The 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.

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 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.

Giants70

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 71 Warhammer 3rd ed.

Unit Type Giant

M WS BS S T W I A Ld Int Cl WP Pt 6 3 3 6 5 6 3 - 6 5 7 7 205

72 Warhammer 3rd ed. 73 Warhammer Siege 3rd ed.

70 Giant rules here are an amalgam of 3rd-8th ed. rules, though giants really haven’t changed much at all.

74 Warhammer 8th ed. though really giants really haven’t changed much

are caused the club is lodged in the ground and the giant may not attack the following turn.

Stupidity: Trolls suffer from stupidity (Ld test at beginning of each 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.

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.

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

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.

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 2 3 4 5

6

Stuff into bag: the model is now in the “bag” make a note. Throw back into combat: The model takes a S5 hit. The unit takes d6 S3 hits. Hurl: The model takes a S5 hit. Target a random enemy unit in 12” that unit takes d6 3 hits. Squash: the model is dead 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. 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

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+. RIVER 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 Trolls (1-10)

M WS BS S T W I A Ld Int Cl WP Pt 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’ 75 Warhammer 3rd ed.

Unit Type

M WS

B S T W I A Ld S

Black Orcs

4

3 4 4 1 2 1

4

Black orcs M WS 1

4

5

2

4

6

8

Int

Cl

WP

Pt

5

7

7

11

Cl

WP

Pt

7

7

42

7

7

77

B S T W I A Ld Int S 4 4 4 1 3 2 8 5 8+ 4 4 5 2 3 3 5 1

76 Warhammer 3rd ed.

3 4 5

4

7

4

7

4

9+ 8+ 8+ 5 112 2 1 1 9+ 8+ 8+ 4 5 5 3 4 4 5 147 2 1 1 9+ 7+ 9+ 9+ 5 5 5 3 4 4 217 3 2 2 2 4 5 5 2 4 3

7

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

Savage Orc M WS 1

4

4

2

4

5

3

4

5

4

4

6

5

4

6

B S T W I A Ld Int S 4 4 4 1 3 2 7 5 7 7 33 8+ 4 4 5 2 3 3 5 7 7 61 1 8+ 8+ 8+ 4 4 5 2 4 3 5 88 2 1 1 9+ 8+ 8+ 11 4 4 5 3 4 4 5 3 1 1 6 9+ 7+ 9+ 9+ 14 5 5 5 3 4 4 3 2 2 2 3

Special Rules

Orcs

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

Unit Type Orc Boys Big Un’s Orc 1

M WS BS S T W

I

A Ld Int Cl WP

4

3

3

3 4

1

2 1

4

4

3

4 4

1

2 1

M WS BS S T W I A 4 4 4 4 4 1 3 2

2

4

5

4

4 5

2

3 3

3

4

5

4

4 5

2

4 3

4

4

6

4

4 5

3

4 4

5

4

6

5

5 5

3

4 4

7

5

7

7

Pt 8.5

10. 5 Ld Int Cl WP Pt 7 5 7 7 33 8+ 5 7 7 61 1 8+ 8+ 8+ 5 88 2 1 1 9+ 8+ 8+ 5 116 3 1 1 9+ 7+ 9+ 9+ 143 3 2 2 2 7

5

7

7

Special Rules B I G U N ’ 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 Forest Goblins

77 Warhammer Armies 3rd ed.

Savage Orcs

4

3

3 3 4 1 2 1

7

5

7

7

5.5

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.

Gear Limitations: Goblin Heroes may have any gear available to goblins in the army list

Night Goblins

Forest Goblins

2. 5

4

2 W M S 4 3

Goblin 1 2 3 4 5

4

4

4

4

4

5

4

5

3 33 1 2 1 5 5 5 5 B S S T W I A Ld Int Cl WP Pt 4 43 1 3 2 5 5 5 5 15 6+ 4 44 2 3 3 1 5 5 5 28 7+ 6+ 6+ 4 44 2 5 3 2 5 1 1 40 7+ 6+ 6+ 5 44 3 5 4 2 5 1 1 53 7+ 7+ 7+ 7+ 6 44 3 5 4 2 2 2 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.

Unit Type Night Goblins

W B M S S S T W I A Ld Int 4

Cl WP Pt 2. 5 5 5

2 3 33 1 3 1 5 5 W B Night Goblin M S S S T W I A Ld Int Cl WP Pt 1 4 3 4 43 1 4 2 5 5 5 5 15 6+ 2 4 4 4 44 2 4 3 1 5 5 5 28 7+ 6+ 6+ 3 4 4 4 44 2 5 3 2 5 1 1 40 7+ 6+ 6+ 4 4 5 4 44 3 6 4 2 5 1 1 53 7+ 7+ 7+ 7+ 5 4 5 5 44 3 6 4 2 2 2 2 65

Goblins 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

Unit Type M WS BS Goblins 4 2 3 Goblin M WS BS 1 4 3 4

S 3 S 4

T 3 T 3

W 1 W 1

I 2 I 3

2

4

4

4 4 4 2 3

3

4

4

4 4 4 2 4

4

4

5

5 4 4 3 5

5

4

5

6 4 4 3 5

A Ld Int Cl WP Pt 1 5 5 5 5 2.5 A Ld Int Cl WP Pt 2 6 5 6 5 15 7+ 3 5 6 5 28 1 7+ 7+ 6+ 3 5 40 1 1 1 7+ 7+ 6+ 4 5 53 1 1 1 8+ 7+ 8+ 7+ 4 65 2 2 2 2

Special Rules: Fear Elves: Goblins fear any unit of elves they do not outnumber 2:1 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

Fanatics

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   

 



 



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

W B L In C W STW I A Pt S S d t l P Squig hoppers (5- 3d 1 4 0 53 1 52 2 4 2 2 15) 6 7 Special Rules Unit Type

M

Immune to Psychology

Squig Herders

Unit Type Squigs

W B L In C STW I A WP Pt S S d t l 4 1 4 0 53 1 52 2 4 2 2 * 4

M

Squig handlers (24 2 3 33 1 31 5 5 5 5 2 16) Special Rules Squigs: 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

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.

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

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 snotlings 6. If a snotling wagon collides with a friendly unit it impacts it as if it were and enemy unit 7. 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

Snotlings

Boars83

Unit Type

M WS

B S T W I A Ld Int Cl WP Pt S

Snotlings (520)

4

2 2 2 5 3 5 4

2

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

Unit Type M WS BS S T W I A Ld Int Cl WP Pt War 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

Snotling Pump Wagon

Unit Type

M WS

Pump Wagon 2d (1) 6 Snotling crew 4 82 Pump Wagon

Wolves84

B L S T W I A Int Cl WP Pt S d

-

- 77 3 1 - -

-

-

-

2

2 22 5 3 5 4

4 4

4

40 Unit Type Wolf

M WS BS S T W I A Ld Int Cl WP Pt 9 3 0 3 3 1 3 1 3 4 4 4 8

81 Orcs and Goblins 4th ed.

83 Warhammer armies 3rd ed.

82 These are largely taken from Warhammer Armies 3rd ed.

84 Warhammer Armies 3rd ed, except the WS

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

Firing the Doomdiver: Infinite range,

Giant Spiders

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.

85

Doomdiver Misfire Chart

Unit Type Spider

M 7

W S 3

B S 0

S T W I 4 3 1

A

1 1

L d 5

In t 3

C l 6

W P 2

P t

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

85 Largely derived from Orcs and Goblins 7th ed.

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.

Primary: Black, Blue Secondary: Red

Panic: Doomdivers cause an automatic panic test to be taken by any goblin unit they hit

Forest Goblin Shaman Forest W B L Goblin M S T W I A S S d Shaman

Magic: Savage Orc Shamans Savage Orc W B L M S T W I A Shaman S S d 1 2 3 4 5

In W Cl Pt t P 6 6 6 4 4 3 4 4 1 2 1 7 + 7 + 3 1 1 8 7 7 9 4 4 3 4 4 2 2 1 + + 7 + 1 1 2 2 8 7 7 1 4 5 3 4 5 2 2 1 + + 7 + 6 2 2 2 3 8 8 8 2 4 5 4 4 5 3 2 1 + + 7 + 5 2 3 3 1 8 8 8 8 3 4 6 5 4 5 3 2 1 + + + + 5 2 3 1 3 3 unit with a shaman gets +1 to its war paint

a savage orc save. Primary: Black, Red Secondary: Green, Orc Shamans Orc W M Shaman S 1 4 2 4 3 4 4 4 5 4

4 4 5 5 6

1 4

3

2 4

3

3 4

4

4 4

4

5 4

3 3 3 4 5

4 4 1 2 1 4 4 2 2 1 4 5 2 2 1 4 5 3 2 1 4 5 3 2 1

7 8 + 1 8 + 2 8 + 2 8 + 2

In t 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Cl 7 7 7 7 8 + 1

W P 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Pt

1 4

3

2 4

3

3 4

4

4 4

4

5 4

2

3 4 3 1 3 1 5 6 3 4 3 2 3 1 + 1 7 3 4 4 2 3 1 + 2 7 4 4 4 3 3 1 + 2 7 5 3 4 3 3 1 + 2

2

Goblin Shamans Goblin W M Shaman S

2 4

3 3

B S T W I A Ld S 3 4 3 1 2 1 3 4 3 2 2 1

63 3 4

4

3 4 4 2 2 1

4 4

4

4 4 4 3 2 1

5 4

2

5 3 4 3 2 1

91 16 3 25 1 35 3

Primary: Red Secondary: Green, Blue

Night Goblin Shamans Night W B L Goblin M S T W I A S S d Shaman

6 3 4 3 2 2 1 + 1 7 3 4 4 2 2 1 + 2 7 4 4 4 3 2 1 + 2 7 5 3 4 3 2 1 + 2

6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Cl 5 5 5 5 6 + 1

W Pt P 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

4 5 5 8 1 1 5 1 8 8 2 7 5

Primary: Green, Red Secondary: Blue

1 4 B S T W I A Ld S

3 4 3 1 2 1 5

In t

6 7 + 1 8 + 2 8 + 2 8 + 2

In t 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Cl 6 6 6 6 7 + 1

W P 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Pt 4 5 5 8 1 1 5 1 8 8 2 7 5

Primary: Red, Blue Secondary: Green

Army Organization In t 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Cl 5 5 5 5 6 + 1

W P 6 + 1 7 + 2 7 + 2 8 + 3 8 + 3

Pt 4 5 5 8 1 1 5 1 8 8 2 7 5

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.

Mobs 33%+ Big Un’s and Riders 1-50% Includes Characters, your army must have a general Warmachines 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

B IGGEST AND S TRONGEST : 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.

M O B S 3 3%+ Unit Type Orc Boys (10-30)86 Equipment Hand weapon, light armor, shield

M 4

WS 3

BS 3

Special Rules

S 3

T 4

W 1

I 2

A 1

Ld 7

Int 5

Cl 7

WP 7

Pt 8.5

Improvements Halberds +2, Spears +1, add hand +1, one unit may have great weapons +2 or a magic banner up to 25 pts

Unit Type M WS BS S T W I A Ld Int Cl WP Pt 87 Orc Arrer Boys (10-30) 4 3 3 3 4 1 2 1 7 5 7 7 7.5 Equipment Special Rules Improvements bow, hand Light infantry, May skirmish +1 Shields +1, light armor +2, one unit may have crossbows +2 weapon pt Unit Type Goblin Archers (20-50)88 Equipment hand weapon, short bow Unit Type Goblins (20-100) Equipment Hand weapon

M WS BS S T 4 2 3 3 3 Special Rules Fear Elves, light infantry, may skirmish +1 pt M 4 Special Rules Fear Elves

Unit Type Savage Orcs (10-30) Equipment Special Rules Hand weapon

W I A Ld Int Cl WP 1 2 1 6 5 6 5 Improvements shields +.5, light armor +1

WS BS S T W I A Ld 2 3 3 3 1 2 1 5 Improvements Spears +.5, Shields +.5, light armor +1 M 4

WS 3

BS 3

Int 5

Cl 5

T W I A Ld Int Cl WP Pt 4 1 2 1 7 5 7 7 5.5 Improvements Shield +1, and one of the following throwing spears +1, fear warmachines, frenzy, war paint, spears +1, add hand +1, one unit may have, great may skirmish +1 pts weapon +2, magic standard up to 25 pts

Unit Type Snotlings (5-20)

M 4

WS 2

BS 2

S 2

T 2

T 4

W I A Ld Int Cl WP Pt 1 2 1 7 5 7 7 7.5 Improvements Shield +1, one unit may have add hand +1

W 5

I 3

A 5

Ld 4

Int 4

Equipment

Special Rules

spore weapons, rusty knives, stones, and rocks

May skirmish +1 pt, Mimic, Snotlings do not fulfill your mobs points requirement

Unit Type Night Goblins Equipment

M WS 4 2 Special Rules

Hand weapon,

fear elves, hate dwarves and gnomes,

Hand weapon,

Pt 2.5

S 3

Unit Type M WS BS S Savage Orc Archers (10-20) 4 3 3 3 Equipment Special Rules fear warmachines, frenzy, war paint, light infantry hand weapon, bow may skirmish +1 pts

Unit Type Forest Goblins Equipment

WP 5

Pt 3

BS 3

M 4

S 3

WS 2

Special Rules Fear elves, Toxin S2, light infantry,

B I G U N ' S A N D R I D E R S 1- 50% 86 Access to halberds, 3rd and 4th ed. 87 Access to skirmishers 3rd ed, crossbows, 3rd and 4th 88 Skirmishing goblins, 3rd ed.

T 3

BS 3

Cl WP Pt 4 4 30 Improvement s

W I A Ld Int Cl WP Pt 1 3 1 5 5 5 5 2.5 Improvements 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, S T W I A Ld Int Cl WP Pt 3 3 1 2 1 5 5 5 5 2.5 Improvements Shields +.5, Spear +.5, or only Short bow +.5, One unit may have a magic standard +25

Unit Type M Goblin Wolf Riders (54 20) Wolf 9 Equipment Special Rules

WS

BS

S

T

W

I

A

Ld

Int

Cl

WP

Pt

2

3

3

3

1

2

1

5

5

5

5

11

3

0

Hand weapon

Fear Elves, may skirmish +1 pt

Paws and Bite

No barding, Vicious, impatient, afraid of fire

Unit Type Spider rider (5-20) Spider Equipment

M 4 7

WS 2 3

BS 3 0

3 3 1 3 1 3 4 4 4 Improvements Short bows +1, light armor +2, Spears +1, Shields +1

S 3 4

T 3 3

W 1 1

I 2 1

A 1 1

Ld Int Cl WP Pt 5 5 5 5 11 5 3 6 2 Improvements Shields +1, spears +1, short bow +1

Special Rules

Hand weapon

Fear Elves, may skirmish +1 pt

Bite

Poisoned attacks, creeping assault, fear fire, ignore movement penalties for terrain (except water)

Unit Type Boar Boyz (10-20) War boar Equipment Hand Weapon, spear, shield, light armor

M WS 4 3 7 3 Special Rules

BS 3 0

S 3 3

T 4 4

W 1 1

I 2 3

A 1 1

Ld 7 3

Int Cl WP Pt 5 7 7 25 4 4 4 Improvements

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 Animosity vs black great weapon +2, shields +1, add hand +1, one unit may have halberds +2 weapon orcs, and/or a standard up to 50 pts

Unit Type Savage Orc Boar boy (5-20) Boar Equipment Special Rules shield, hand fear warmachines, frenzy, war weapon paint, heavy cavalry Boar Charge, thick skinned, difficult to control, no barding

M WS BS S T W I A Ld Int Cl WP Pt 4 3 3 3 4 1 2 1 7 5 7 7 22 7 3 0 3 4 1 3 1 3 4 4 4 Improvements Spears +2, throwing spears +1, one unit may have a magic standard up to 25 pts

W A R M A C H I N E S 0- 25% Unit Type

M

Pump Wagon (1) Snotling crew Equipment

WS

2d6 4

BS

S

T

W

I

A

Ld

Int

Cl

7 2 2 2 Special Rules Pump Wagon

7 2

3 5

1 3 5 4 4 4 Improvements Heavy pump wagon +20

WP

Pt

4

40

WP 5 7

Pt 35

Tiny hand weapons of sorts Unit Type Spear Chukka (1-2) Goblin Crew (3) Orc Bully (0-1) Equipment hand weapon hand weapon Unit Type Lead belcher (1-2) Goblin crew (3) Equipment Hand weapon

M 4 4

WS 2 3

BS 3 3

S 3 3

T 7 3 4

Special Rules Bolt Thrower Afraid of elves

M 4 Special Rules Organ gun 4 barrels

WS 2

BS 3

S 3

T 7 3

W I A Ld 3 1 2 1 5 1 2 1 7+2 Improvements Add Orc Bully 5pts

W 3 1

I 2

A 1

Int 5 5

Cl 5 7+2

Ld Int Cl 5 5 5 Improvements Light Armor +1

WP 5

5

Pt 103

Unit Type M WS BS S Goblin battle Chariot (1-6) 7 Goblin Crew (2) 4 2 3 3 Wolf 9 4 0 3 Equipment Special Rules Upgrading by at least one wolf makes it a heavy chariot Light Armor, hand Fear Elves weapon Bite/claw No barding, Vicious, impatient, afraid of fire

T W I A Ld Int Cl WP Pt 7 3 1 65 3 1 2 1 5 5 5 5 3 1 3 1 3 4 4 4 Improvements 2 more crew (3.5+ each) scythes +20, add wolf +4

Unit Type Boar Chariot (1-6) Orc Crew (2) Boars (2) Equipment

W 3 1 1

M 4 7

WS 3 3

BS 3 0

S 7 3 3

Shields +.5, short bow +.5

T 7 4 4

Special Rules

I A Ld 1 2 1 7 3 1 3 Improvements

Int 5 4

Cl 7 4

WP 7 4

Pt 81

scythes +20 magic banner upwards of 50 pts

Light Chariot hand weapon, light armor

Shields +1, short bows+1, Boar Charge, thick skinned, difficult to control, no barding

Unit Type Doom Diver (1-4) Goblin Crew(3-20) Equipment

M 4

WS 2

BS 3

Unit Type Rock Lobber Goblin Crew (3) Orc Bully (0-1) Equipment hand weapon, Hand weapon, light armor

M WS BS S 4 2 3 3 4 3 3 3 Special Rules 3 man stone thrower Afraid of Elves

M O N S T E R S 0- 15% ( I N C LU D E S

M 4 4

BS 0

WS 4 2

S 5

BS 0 3

T 3

A 1

Ld Int Cl 5 5 5 Improvements

S 5 3

W 1

I 5

A 2

T 3 3

W 1 1

I 5 3

Special Rules See bestiary can handle up to 3 squigs for every two handlers

S

T

W

I

A

Ld Int

6

5

4

3

1

3

4

1

I 2

WP 5

Pt 55 2.5

Pt 70 5

M O N S T E R S F O R C H A RA C T E R S )

M WS BS 3

W 3 1

T W I A Ld Int Cl WP 7 3 3 1 2 1 5 5 5 5 4 1 2 1 7+2 5 7+2 7 Improvements Add orc bully +5, 4 man lobber +20, 5 man lobber +44

Unit Type M WS squig hoppers (5-15) 3d6 4 Equipment Special Rules Skirmish, immune to psychology

Unit Type Trolls (110) Equipme nt Hand weapon

T 7 3

Special Rules Doomdiver Afraid of Elves

Hand weapon

Unit Type Squigs squig handlers (2-16) Equipment Bite Hand weapon

S 3

Ld Int Cl 2 4 2 Improvements

A 2 1

Ld Int Cl 2 4 2 5 5 5 Improvements

WP 2

Pt 17

WP Pt 2 14 5 2

C W Pt l P

4 6 6 65 Improveme nts

Special Rules Fear, stupidity, regeneration, Fire damage, vomit, thump attack

Unit Type Stone Trolls (1-10) Equipment Hand weapon

M 6

WS 3

BS 1

S 5

T 4

W 3

I 1

Special Rules Fear, stupidity, regeneration, Fire damage, vomit, thump attack, scaly skin 5+, magic resistance 2

A Ld Int 3 4 4 Improvements

Cl 6

WP 6

Pt 75

Unit Type River Trolls (1 10) Equipment

M WS BS S T W I A Ld 6 3 1 5 4 3 1 3 4 Special Rules Fear, stupidity, regeneration, Fire damage, vomit, thump attack, River and marsh strider, stinky -1 to hit in melee

Hand weapon

Unit Type Giant Special Rules See Bestiary

M 6

WS 3

BS 3

S 6

T 5

W 6

I 3

A -

Ld 6

Int Cl WP 4 6 6 Improvements

Int 5

Cl 7

WP 7

Heroes & Magic Users

1

Night Goblins M

W S

B S T W I A Ld S

In t

Cl

W P

P t

1 4

3

4

4 3 1 4 2

5

5

5

1 5

4

6 4 4 2 4 3 + 1

2 4

3 4

4 4

5 4

Night Goblin Shaman

4

4

5

5

4

4

5

5

5

7 4 4 2 5 3 + 2 7 4 4 3 6 4 + 2

5

7 4 4 3 6 4 + 2

7 + 2

In t

1 4

3

2 4

3 4

4 4

5 4

5 6 + 1

5

W B L S T W I A S S d

M

5 6 + 1

6 + 1

6 + 1

7 + 2

7 + 2

2 8

3 4 3 1 3 1 5

5

4 5

3

6 3 4 3 2 3 1 + 1

7 + 2

5

7 + 2

5 8

4

7 3 4 4 2 3 1 + 2

7 + 2

5

7 + 2

1 1 5

4

7 4 4 4 3 3 1 + 2

8 + 3

5

8 + 3

1 8 8

2

7 5 3 4 3 3 1 + 2

8 + 3

6 + 1

8 + 3

2 7 5

Normal Goblins W S

B S

S T W I

1

3

4

4 3 1

2 3

4 4 4

4 4

4 4

4 4 2 4 4 2

A Ld

3 2

6

Int 5

7+ 1

5

4 3 7+

5

3 3

Cl 6 6

W P

Pt

5

1 5

5

7+ 6+

5

4 4 3

5 4

7+ 1

7+ 6+ 1 1

5 3

5

4

5

6

4 4 3

5 4

8+ 7+ 8+ 7+ 2 2 2 2

6 5

M

W S

B L S T W I A S d

In t

Cl

W P

Pt

1 4

3

3 4 3 1 2 1

6

6 + 1

6

6 + 1

4 5

3

7 3 4 3 2 2 1 + 1

7 + 2

6

7 + 2

5 8

3 4

4

8 3 4 4 2 2 1 + 2

7 + 2

6

7 + 2

1 1 5

4 4

4

8 4 4 4 3 2 1 + 2

8 + 3

6

8 + 3

1 8 8

2

8 5 3 4 3 2 1 + 2

8 + 3

7 + 1

8 + 3

2 7 5

Int

Cl

W P

Pt

Goblin Shaman

6 5

6 + 1

2 8 4

0

5

5 3

6 + 1

1

4

2 4

W Pt P

1

4

4 0

Cl

Gobli M n

Pt 205

Beastmen, Warriors of Chaos, Skaven, Chaos Dwarves, Ogres,

Allies 0-33%

Night Goblin

Pt 75

5 4

5

Forest Goblins Gobli M n

W S

B S

S T W I

1

4

3

4

4 3 1

3 2

5

5

5

5

1 5

2

4

4

4

4 4 2

3 3

6+ 1

5

5

5

2 8

3

4

4

4

4 4 2

5 3

7+ 2

5

6+ 6+ 1 1

4 0

4

4

5

5

4 4 3

5 4

7+ 2

5

6+ 6+ 1 1

5 3

A Ld

5

4

5

Forest Goblin Shaman

6

4 4 3

5 4

7+ 7+ 7+ 7+ 2 2 2 2

W B L M S T W I A S S d

1 4

2 4

3 4

4 4

5 4

6 5

S T W I A Ld

Int

Cl

W P

Pt

1 4

5

4

4 4 1 3 2

8

5

7

7

42

5

7

7

77

2 4

6

4

4 5 2 3 3

5

6 + 1

4 5

3 4

7

4

5 5 2 4 3

9 + 2

5

8 + 1

8 + 1

11 2

5

7 + 2

5 8

4 4

7

4

5 5 3 4 4

9 + 2

5

8 + 1

8 + 1

14 7

5

7 + 2

1 1 5

5 5 3 4 4

9 + 3

7 + 2

9 + 2

9 + 2

21 7

1 8 8

3

3 4 3 1 2 1 5

6 + 1

3

6 3 4 3 2 2 1 + 1

7 + 2

4

7 3 4 4 2 2 1 + 2

7 + 2

4

7 4 4 4 3 2 1 + 2

8 + 3

5

8 + 3

2

7 5 3 4 3 2 1 + 2

8 + 3

6 + 1

8 + 3

2 7 5

Cl

W P

Pt

1 4

4

4 4 4 1 3 2 7

5

7

7

3 3

2 4

5

8 4 4 5 2 3 3 + 1

5

7

7

6 1

3 4

5

8 4 4 5 2 4 3 + 2

5

8 + 1

8 + 1

8 8

4 4

6

9 4 4 5 3 4 4 + 3

5

8 + 1

8 + 1

1 1 6

5 4

6

9 5 5 5 3 4 4 + 3

7 + 2

9 + 2

9 + 2

1 4 3

B S T W I A Ld S

In t

Cl

W P

Pt

7

6 + 1

63

7

7 + 2

91

16 3

1 4

4

3

4 4 1 2 1

7

6 + 1

2 4

4

3

8 4 4 2 2 1 + 1

7 + 2 7 + 2

7

7 + 2

3 4

5

3

8 4 5 2 2 1 + 2

4 4

5

4

8 4 5 3 2 1 + 2

8 + 3

7

8 + 3

25 1

5 4

6

5

8 4 5 3 2 1 + 2

8 + 3

8 + 1

8 + 3

35 3

Black Orc

B S

8 + 1

In t

Orc W M Shaman S

W S

W Cl Pt P

W B L S T W I A S S d

M

M

In t

Savage/Normal Orc Orc/Sava ge Orc

Black orc

5 4

7

5

Skaven Skaven team Special Rules:

2

5 5

4

4 4 2 5 3

3

5 5

4

4 4 3 6 3

4

5 6

4

4 4 4 7 4

5

5 6

5

4 4 4 7 4

Skaven Are Chaotic Evil

S T R E N GT H

I N N U M B E R S : 8 9 +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

6 6 6 8 + 2

5 6 + 1 6 + 1 7 + 2

7 8 + 1 8 + 1 9 + 1

5 0 7 2 9 5 1 1 7

Black Skaven96

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

7 + 1 8 + 2 9 + 3 9 + 3

W E A P O N S : 9 1 Any weapon designated a

warpstone weapon also makes magical attacks.

S C U R RY A WAY : 9 2 +1 to flee distance

N I G H T V I S I O N : 9 3 +6” LOS at night C H A O S A T T R I B U T E S :94 units D6-3, Characters D6-4, clan Moulder beasts d6-2

A T TA C H M E N T S : 9 5 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.

Unit Type Black Skaven

Skaven Clanrat Warriors

Unit Type Clan rat Her o

W B M S S

L S T W I A d

In t

5 3 3 W B M S S

3 3 1 4 1 5 L S T W I A d

6 In t

5 Cl

7 W P

1

5 4

4 3 1 5 2 6

6

5

7

4

Cl

W P

M WS BS S T W I A Ld Int Cl WP Pt 5 4 3 3 3 1 4 1 5 6 5 7 6

StormVermin

Pt 5

Unit Type Stormvermin

M WS BS S T W I A Ld Int Cl WP Pt 5 4 3 3 3 1 5 1 5 6 5 7 7

Pt 2 8

89 Skaven 4th ed. onwards 90 Skaven 6th ed onwards 91 Warpstone Weapons existed very early on, however, they were described as magical attacks starting in the 6 th ed. 92 Skaven 6th ed 93 WFRP 1st ed. 94 Warhammer Armies 3rd ed. 95 Skaven 4th onwards

96 Black Skaven have shifted a bit over time. In 3 rd 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 Slaves

M WS BS S T W I A Ld Int Cl WP 5 2 2 3 3 1 3 1 5 5 3 5

Gutter Runners

Pt 2.5

Unit Type Gutter Runner

M WS BS S T W I A Ld Int Cl WP Pt 6 4 4 3 3 1 4 1 6 6 5 7 12.5

Special Rules

Special Rules:

Levy: Slaves follow the rules for levy formations

TUNNELING TEAM:

M E AT S H I E L D : Other Skaven expect slaves to be used as

After scouts are placed, place a “tunneling” marker.

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

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.

Unit Type Night Runner

M WS BS S T W I A Ld Int Cl WP Pt 6 3 3 3 3 1 5 1 6 6 5 7 6

Special Rules Light Infantry98

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 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 mobility

Scout 98 Night runners have been featured both as skirmishers and as standard block infantry, this seemed like a reasonable compromise

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

Assassin Gear SMOKE BOMBS If the assassin breaks from combat, flees, or withdraws from combat the enemy must pass an initiative test in order to pursue him

Attached: Plague censer bearers must stay within 3” of a parent plague monk unit until they declare a charge.

Plague Monks99

Clan Moulder Beast Master

Unit Type Plague Monks Special Rules

M WS BS S T W I A Ld Int Cl WP Pt 5 3 3 3 4 1 4 1 5 7 5 7 7

P L A G U E D : 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 Beast master Giant rats Special Rules

M WS BS S T W I A Ld Int Cl WP Pt 5 3 3 3 3 1 4 1 6 6 5 7 9.5 6 2 0 3 3 1 3 1 4 4 5 5 2.5

L A P A R O U N D : 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.

M AY A LWAY S

DON’T

CAUSE

P A N I C : Other Skaven need not take

a Panic test if a unit of giant rats panics Animal handlers (See Old Grumblers Rules) S M A L L : 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.

Unit Type Plague censer bearers Special Rules

Rat Ogres and Chaos Warhounds

B M WS S

S T W I A Ld Int Cl WP Pt

5 4

4 4 1 4 1 6

0

6

5 7

15

Plagued Skirmishers, Frenzy, hatred

P L A G U E C E N S O R : 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. 99 Much discussion went into Plague monks, in the 3 rd 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 Beast master Rat Ogre

M WS BS S T W I A Ld Int Cl WP Pt 5 3 3 3 3 1 4 1 6 6 5 7 9.5 6 3 2 4 5 3 3 2 5 4 5 7 38

Chaos Hounds Special Rules

6 4

0

4 4 2

4 2 6

4

6 6

20

but may fire and claim the benefit

W A R P LO C K J E Z Z A I L :

Frenzy: Rat Ogres benefit from Frenzy

ANIMAL

P AV I S : acts as a large shield only against ranged attacks,

H A N D L E R S : Should the pack masters die, the rat

ogres suffer from stupidity, Chaos warhounds take a monster reaction.

36” range -4 to armor at quarter range -3 armor otherwise 5 Strength Fires like an arquebus in all other regards

DoomWheel

Poison Wind Globadier

Unit Type M WS BS S T W I A Ld Int Cl WP Globadiers 5 3 3 3 3 1 2 1 6 6 5 7 Special Rules

Pt 20

Skirmish

P O I S O N W I N D G LO B E S : 1. 2. 3. 4. 5.

Range 8”. Place a 1" radius temp anywhere within 8” scatter the template D3” A natural result of 6 is a misfire. 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. D E P LOY M E N T : 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.

G LO B A D I E R

Jezzails

Unit Type Warpstone Generator

M

W B In S S ST W I A Ld t Cl WP Speci - - 5 al - - - - - -

Wheel

3D 6 -

-

Engineer

5

4

4 43 1

-

3

0 32 6

Rats

77 3

1- - 1 52 0 8 1 16 0 3

- 1 0 7 1 0 6

M OV E M E N T 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-LIGHTNING 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 M I S F I R E 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

Unit Type

W M S

Jezzail 5 3 Special Rules Skirmish

B S

S T

3

3 3 1

W I

L A d

2 1

6

In t

C l

W P

6

5

7

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. Pt 1 2

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

C R E W A T TA C K S 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

FIGHTING

THE DOOMWHEEL

Doomwheels are fought in the same manner as chariots. That is, hits in close combat and ranged are randomized. Shooting Warpstone Generator Wheel Rats Engineer

1 2-4 5 6

DAMAGE

TO THE

Close Combat Warpstone 1 Generator 2-3 Wheel 4-5 Rats 6 Engineer

P A RT S

Engineer

Warpfire thrower

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

LIGHTNING

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”

FIRING

T H E WA R P F I R E T H R O W E R

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 chart 6. Any unit suffering a casualty must take a panic test 7. May stand and fire

W A R P F I R E M I S F I R E C H A RT 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 E N C U M B RA N C E

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.

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.

Warp Lightning Cannon Ratling Gun

FIRE

THE

W A R P -L I G H T N I N G C A N N O N

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?

Range 15”, Strength 4, -2 armor, Move-or-fire

FIRING

T H E RAT L I N G G U N

1. Declare a target as per normal shooting restricitons 2. Roll a die, this result is the number of shots fired 3. You may opt to roll another die and add the result to the first 4. 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.

R AT L I N G

GUN MISFIRE

C H A RT

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 Equipment W A R P LO C K P I S T O L

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

D O O M G L A I V E : wounds from the Vermin Lord cause d3 wounds

Same Rules as Pistol except S5 and magical

Vermin Lords are lvl 4 and may use either black-red or black-green

W A R LO C K A R Q U E B U S

May not be the general or subcommander

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

W A R P E N E R GY C O N D E N S E R Allows the Warlock Engineer to cast Warp lightning with an additional magic die than his level allows

W A R P - P O W E R A C C U M U L AT O R Gives the Skaven player +1 magic die each turn

Vermin Lord Greater Daemon of the Horned Rat

M WS BS S T W I Vermin Lord 8 8 Special Rules

4

A Ld Int Cl WP Pt 8+ 9+ 8+ 8+ 7 7 7 10 6 1 2 1 1 650

Vermin Lords follow all of the rules for Greater Daemons found in the Magical Creature Bestiary, reproduced here for convenience

O T H E RW O R L D LY C R E AT U R E S : 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

P S YC H O LO GY :

Screaming Bell

M OV E M E N T 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.

FIGHTING

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 Seer 2-3 Bell Carriage 3-4 Bell Carriage 4-5 Screaming Bell 5 Screaming Bell 6 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 Bell Carriage Striker

BLESSING

M WS BS S T W I A Ld Int Cl WP - 5 7 6 1 - - 5 3 3 4 3 1 4 1 4 6 5 7

OF THE

H O R N E D R AT

The bell has Magic Resistance 4+

W A R P S T O N E B RA Z I E R 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

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

S C R E A M I N G B E L L C H A RT 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 costs Hero

Price

Grey Seer

Price

Sword Additional Hand Weapon Great Weapon Flail

0.5

Screaming Bell

200

1 2 1

Price 4 1

Halberd Spear Warplock Pistol

2 1 2

Warlock Arquebus

2

Light armor

2

Shield Heavy armor

1 3

Plague Monks plague censer Flail Additional hand weapon Warlock Engineer Warplock Pistol Warplock Arquebus Warp Energy Condenser Warp Power Accumulator Warpblade

1 Price 2 2 10 15 15

Assassin Additional Hand Weapon Sword Dagger Additional dagger Throwing Star Smoke Bomb Grappling Hook

Price 1 0.5 Free 0.5 1 20 1

Core 25%+ Unit M Type 0-1 5 Storm Vermi n (1020) Equipme nt hand weapon, light armor

WS

BS

S

T

W

I

A

Ld

Int Cl WP Pt

4

3

3

3

1

5

1

5

6

7. 5

Special Rules

Improvements

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 Black Skaven (10-20) 5 Equipment light armor, hand weapon

WS BS S T W I A Ld 4 3 3 3 1 4 1 5 Special Rules may have one attached weapons team, one unit may have50+ magic standard

Unit Type 1+ Clanrat (20+) Equipment Hand weapon, light armor, shield

Unit Type Slaves (20+) Equipment hand weapon

Unit Type

5 7

M W S 6 3

Night Runner (515) Equipme Special nt Rules hand Light weapon infantry

M 5

WS BS S T W 3 3 3 3 1 Special Rules may have one attached weapons team

M WS BS 5 2 2 Special Rules Levy, Meat shield

S 3

T 3

I 4

Int Cl WP Pt 6 5 7 6.5 Improvements Shields .5+, Halberd +1,

A 1

Ld Int Cl 5 6 5 Improvements Spear .5+

W I A Ld Int Cl 1 3 1 5 5 4 Improvements Spear .5+, Sling .5+, shield .5+

WP 6

WP 7

Pt 6

Pt 2.5

BS S T W I A Ld Int Cl WP Pt 3

Unit Type Beast master (1-4) Giant rats Equipment hand weapon Bite/claw

3 3 1

5 1 6

6

5

7

6

Improvements additional hand weapon 1+, buckler +.5, throwing knives +.5, additional dagger +.5. M WS BS 5 3 3 6 2 0 Special Rules animal handler, 2-6 US of See entry

S 3 3

T 3 3

W 1 1

I 4 3

animal models

A 1 1

Ld 6 4

Int Cl WP 6 5 7 4 5 5 Improvements shield .5+. Light armor +1

Pt 9.5 2.5

Special 0-25% Gutter Runner (5-10) Equipment Special Rules hand weapon hand weapon

Unit Type Plague Monks (5-20) Equipment hand weapon

Special Rules Plagued

M 6

WS BS S T W I A Ld Int Cl WP Pt 4 4 3 3 1 4 1 6 6 5 7 12.5 Improvements buckler +1, light armor 2+, additional hand 2+, throwing stars 1+, net +1, Grappling hooks +.5, tunneling team +3/model, M WS BS S T W I A 5 3 3 3 3 1 4 1 Improvements additional hand +1, 100+ magic banner

Ld 5

Int 7

Cl 5

WP 7

Pt 7

Unit Type Plague censer bearers (2-5) Equipment Plague Censer

Unit Type Beast master (1-4) Rat Ogre Chaos Hounds Equipment hand weapon Claws Bite

M WS BS 5 4 0 Special Rules See Entry

M WS BS S 5 3 3 3 6 3 2 4 6 4 0 4 Special Rules animal handler may command 2-6 US of Frenzy

Unit Type Globadiers (5-10) Equipment Poison wind globes, hand weapon

Unit Type Jezzails (3-8) Equipment jezzail, hand weapon

M 5

M 5

WS 3

WS 3

S 4

T 3 5 4

T 4

W I A Ld 1 4 1 6 Improvements

W 1 3 2

I 4 3 4

A Ld Int 1 6 6 2 5 4 2 6 4 Improvements Shield .5+. Light

models

BS 3

S 3

BS S T 3 3 3 Special Rules skirmish

T W I 3 1 2 Special Rules Skirmish

W 1

I 4

Int 6

A 1

A 1

Cl 5

WP 7

Pt 15

Cl 5 5 6

WP 7 7 6

Pt 9.5 38 20

armor +1

Ld Int Cl 6 6 5 Improvements light armor +2

Ld Int Cl 6 6 5 Improvements Pavis+2

WP 7

WP 7

Pt 20

Pt 12

Rare 0-20% Unit Type Warpfire throwers (2-4) Equipment hand weapon, light armor

Unit Type Doomwheel Warpstone Generator Wheel Engineer Rats Equipment

M WS BS 5 3 3 Special Rules See Rules entry

M

WS

BS

S

3D6 5

4 3

-

7 4 3

4 0

Warplock pistol, heavy armor

Unit Type Ratling Gun (2-4) Equipment hand weapon

Unit Type Warp lightning cannon Crew (3) Equipment hand weapon

T

S 3

W 1

W

5 Special 7 3 3 1 2 6 Special Rules See Rules See Rules High Up See Rules

M WS 5 3 Special Rules See Rules

BS 3

M

WS

BS

S

5

3

3

3

Special Rules See Rules, may not reserve move

T 3

S 3

T 3

I 2

A Ld Int 1 6 6 Improvements +2 heavy armor

Cl 5

WP 7

I

A

Ld

Int

Cl

WP

1 5 1

-

-

-

-

-

2 6

10 8 10 10 3 10 Improvements ,

W 1

I A Ld 4 1 6 Improvements Light Armor +2

T 6 3

W 4 1

I

A

3

1

Ld

Int 6

Cl 5

Int

6 Improvements

Pt 70

Pt 150

7 6

WP 7

Cl

WP

5

7

Pt 55

Pt 90

Skaven Character 1-25% (Character choice) Vermin Lord

M 8

WS 8

BS 4

S 7

T 7

W 7

I 10

A 6

Ld 8+1

Int 9+2

Cl 8+1

WP 8+1

Pt 650

Skaven heroes Clan Chieftain (1) Clan Warlord (2)

M 5 5

WS 4 5

BS 4 4

S 4 4

T 3 4

W 1 2

I 5 5

A 2 3

Ld 6 7+1

Int 6 6

Cl 5 5

WP 7 7

Pt 28 50

Vermin Lord (3) Sewer Tyrant (4) Lord of Decay (5) Skaven wizards Warlock engineer (1) plagued priest (1) plagued priest (2) Grey Seer (4) Grey Seer (5) Assassin Strangler (1) Culler (2) Garrotter (3)

5 5 5 M 5 5 5 5 5 M 6 6 6

5 6 6 WS 4 4 4 5 6 WS 5 6 6

4 4 5 BS 3 3 3 4 5 BS 4 4 4

4 4 4 S 4 3 3 4 4 S 4 4 4

4 4 4 T 3 3 4 4 4 T 3 4 4

3 4 4 W 1 2 2 4 4 W 1 2 3

6 7 7 I 4 5 5 6 7 I 5 5 6

3 4 4 A 1 2 2 1 1 A 2 3 3

8+2 9+3 9+3 Ld 6 6 7+1 8+2 9+3 Ld 7 8+1 9+2

6 6 8+2 Int 7+1 6 7+1 9+3 9+3 Int 6 6 6

6+1 6+1 7+2 Cl 6+1 5 5 7+2 8+3 Cl 7 7 8+1

8+1 8+1 9+1 WP 8+1 8+1 9+2 10+3 10+3 WP 7 7 8+1

72 95 117 Pt 15 56 100 200 235 Pt 39 72 104

Magic Grayseers may have black, red and blue as primary colors and green as a secondary color. Plagued Priests may only have blackgreen 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 Bretonnia Bretonnians 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.

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.

G RA I L V O W    

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 Duty Ultimately 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 Rules 100 Bretonnia 6th ed. 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.

I M P E T U O U S : 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.

F LY I N G C AVA L RY : 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”

G RA I L R E L I Q U E : 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

4 M A N C ATA P U LT : Min Range: 14” Max range:64” , 1” template, S6, D4+1 wounds, -3 armor.

D E F E N S I V E S TA K E S : 1 0 5 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 Organization Nobility 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 categories Allies 0-33% Wizard Lvl M Ws Bs S T w I A Ld Int Cl 1 4 4 3 3 3 1 3 1 7 8+1 7 2 4 4 3 3 3 2 4 1 8+1 9+2 7 8+ 3 4 5 4 3 3 3 5 1 9+2 9+2 1 10+ 10+ 8+ 4 4 5 4 3 3 4 6 1 3 3 1 10+ 10+ 9+ 5 4 6 5 3 3 4 7 1 3 3 2 Hero Lvl 1 2 3 4 5

M 4 4 4 4 4

Ws 4 5 5 6 6

Bs 4 4 4 4 5

S 4 4 4 4 4

T 4 4 4 4 4

W 1 2 3 4 4

I 4 4 5 6 6

A 2 3 3 4 4

Ld 7 8+1 9+2 10+3 10+3

Gear Table Nobility Weapons Lance Sword Bastard Sword Spear Halberd Morning Star Great Sword Armor Shield Large Shield (foot only) Light Armor Heavy Armor 104 Bretonnia 6th ed. 105 Bretonnia 6th ed. with 3rd ed. insights

Int 7 7 7 7 9+2

WP Pts 8+1 60 9+2 85 9+2 155 10+ 3 240 10+ 3 340

Cl 7 7 8+1 8+1 9+2

WP 7 7 8+1 8+1 9+2

Pts 30 55 80 105 130

Points 2 0.5 1.5 1 2 2 2.5 1 2 2 3

Damsels Weapons Dagger Sword Mounts Warhorse Horse Unicorn Pegasus

Points free 0.5 6 3 80 15

Barding Mount Warhorse Pegasus

4 6 15

N O B I L I T Y 25- 75% Unit Type Knights Errant (5+) War horse Equipment Lance, heavy armor, shield, swords Barding

M WS BS S T 4 3 3 3 3 8 3 0 3 3 Special Rules Impetuous, knights vow, heavy

Unit Type 1+ Knights of the Realm (5+) War horse Equipment Lance, heavy armor, shield, sword Barding

W 1 1

I 3 3

A 1 1

cavalry

M WS BS S 4 4 3 3 8 3 0 3 Special Rules knights vow, heavy cavalry

T 3 3

Ld Int Cl WP Pt 6 7 6 7 21.5 5 5 5 5 Improvements one unit may have banner +25

W I A Ld Int Cl 1 3 1 8 7 8 1 3 1 5 5 5 Improvements any unit may have banner

WP 7 5

Pt 22.5

+25

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

8 3 0 4 3 Special Rules knights vow Flying cav. 24" fly speed

1

4

1

3

Pegasus Equipment Lance, heavy armor, shield, Sword

S E RVA N T S

OF THE

4 3 3 Improvements barding +4

L A DY 0- 35%

Unit Type Questing Knights (5+) War horse Equipment bastard sword, heavy armor, shield Barding

M 4 8

WS BS 4 3 3 0 Special Rules Questing vow,

Unit Type Dismounted Questing Knights (5+) Equipment Special Rules Hand weapon, Bastard Sword, heavy Armor, Large Shield

S 4 3

T 3 3

W 1 1

I 4 3

A 1 1

Ld Int Cl 8 7 8 5 5 5 Improvements Any Unit may banner

heavy cavalry

WP 8 5

Pt 24

+50

M WS BS S T W I A Ld Int Cl WP Pt 4 4 3 4 3 1 4 1 8 7 8 8 16 Improvements May replace their bastard sword with Great Sword +1pts, hand weapon for dagger free, morning star +1. Any unit may have a banner +50

Questing Vow

Unit Type M WS grail knights (5+) 4 5 War horse 8 3 Equipment Heavy armor, lance, bastard sword, shield Barding

BS 3 0

S T W I 4 3 1 5 3 3 1 3 Special Rules grail vow, heavy cavalry

A 2 1

Ld Int Cl WP Pt 8 8 8 8 27.5 5 5 5 5 Improvements Any Unit may banner +100

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+) Equipment

4 2 2 3 3 1 3 1 8 8 8 8 10 Special Rules Improvements peasants’ duty, grail relique, hatred, stubborn, unit strength 6, may only be chosen if atleast one model has the grail vow peasents duty, hatred, stubborn, may only be chosen if atleast one model has the grail vow

Comes with 6 battle pilgrims, up to 24 addition pilgrims may be added hand weapon, shield, light armor

PEASANTS

AND

L O W E R C L A S S E S 2 5%+

Unit M WS Type Peasan ts 4 2 (10+) Equipme Special nt Rules Improvis Peasant ed 's duty, weapon levy

BS S T W

I

2

2 1 6

3 3 1

A Ld Int Cl WP 6

6

6

Pt 3

Improvements 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 Hand weapon, light armor Unit Type Long Bowmen Equipment dagger, long bow

Special Rules Peasant's duty

(10+) Special Rules Peasant's duty, light infantry

mounted yeomen (5-10) Horse Equipment hand weapon, spear & bow Stomp

Improvements Shield +1, Large Shield +2, Halberds+2, Spear +1, Swords +.5

M WS BS S T W I A Ld Int Cl WP Pt 4 3 3 3 3 1 3 1 7 7 7 7 8 Improvements light armor+2, defensive stakes +1 per model in front rank, hand weapon +.5, Sword +1, skirmish +1 4 8

3 3

3 0

Special Rules Peasant's duty, fast cavalry

3 3

3 1 3 1 6 6 6 6 3 1 3 0 5 5 4 4 Improvements light armor+2 but lose fast cavalry, shields +1

15

A RT I L L E RY 0 -10% Unit Type field trebuchet (1-4) Peasants (4) Equipment

M WS 4 2 Special Rules catapult with 4 crew

Improvised weapon

BS 2

S 3

T W I A Ld Int Cl 7 4 3 1 2 1 6 6 6 Improvements May upgrade to 5 man catapult for 20 pts May upgrade to 6 man catapult for 40 pts

WP 6

Pt 90

Peasant's duty

Tomb Kings are Neutral Order

Tomb Kings Magic

Liche 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.

Hierophant Tomb 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 Lords Tomb Princes, Kings and Pharaohs CURSE

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 WILL 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 WS During the shooting phase, you may take a WP test, if passed the unit gains +1 BS During 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. M A G I C A L LY S U S TA I N E D 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 Swarms Ignores Armor: attacks from tombs swarms ignore armor as they crawl and cling to the enemy. 5+ armor coverage with zero thickness to represent chitinous exoskeletons Swarm: Tomb Swarms follow all of the rules for swarms Came from below (see below)

Tomb Guards Tomb 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 Scorpion Fear 6” Both claw and stinger attacks pierce 1 thickness of armor May move through sand, rocks and scrub as if it were open ground It came from Below (see Below) Each turn the scorpion may make a single stinger/tail attack to the front, this attack is an adrenaline poison Magic Resistance 5+ Screaming Skull Catapults Range 12-48” small template May 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 Below

Tomb 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 Result First Turn N/A Second Turn 4+ to emerge Third Turn 3+ to emerge Fourth Turn 2+ to emerge Fifith 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 Dissipated The energy that awakens these creatures dissipates. The creatures are destroyed and the enemy may claim victory points. 3-4: Too Deep The creatures are unable to surface in time for the battle, however the enemy does not get victory points. 5-6: Missaligned Your opponent may place the marker anywhere on the battlefield and deploy the emerging unit.

Casket of Souls Casket of Souls

M -

WS -

BS -

S -

T 7

W 4

I -

A -

Ld -

Int -

Cl -

WP -

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 Tomb Officer lvl1 4 4 3 4 4 1 3 2 5 1 Tomb Herald lvl2 4 5 3 4 4 2 3 3 6+1 1 Tomb Prince lvl3 4 5

3

Tomb King lvl 4

4 6

3

Tomb Pharaoh lvl5 4 6

4

Cl 5 5 8+ 4 5 3 4 3 9+2 7 1 10+ 8+ 8+ 4 5 4 5 4 3 1 1 10+ 9+ 9+ 4 5 4 5 4 3 2 2

WP 5 5 8+ 1 8+ 1 9+ 2

Pt 30 55 105 125 150

Special Rules Undead, may be the army’s battle standard Undead, may be the army’s battle standard

W M S BS S

My 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 Barrow Seer Lvl 1 Doombinder Lvl 2 Deathmage Lvl 3

M

WS

BS

S

T

W

I

A

Ld

4

3

2

3

3

1

3

1

7+3

4

3

2

3

3

2

3

2

8+3

4

4

2

3

2

3

2

2

9+4

Dust Lord Lvl 4 Liche master Lvl 5 Tomb Warrior Gear Light armor Large Shield Bow Javelin Kopesh Great Kopesh Spear Flail Carrion Skeletal Steed Light Chariot (w/ driver)

4

4

3

2

2

4

1

2

4

5

4

2

2

4

1

2

9+4 10+ 5

Pt 2 2 2 1 1.5 3.5 1 1 36 10

Liche Priest Kopesh Casket of Souls Skeletal Steed Carrion

Pt 1.5 150? 10 36

Unit Type T W I A Ld Int Cl WP Pt Tomb Swarm 2+ 4 3 0 2 2 5 1 5 4 1 2 4 65 Equipment Special Rules Improvements Undead, see rules entry, don’t count toward core unit min. they must be evenly clumped Int together, if your army contains 5 or fewer than they must be 8+1Teensy deployed in 1 unit, 6-10 in at claws and most 2 units, 11-15 at most 3, 9+2mandibles etc. 10+ 3 11+ W 4 Special M S BS S T W I A Ld Int Cl WP Pt 12+Tomb Guard 5 (5+) 4 3 2 4 4 1 3 1 4 1 4 4 16.5 Speci al Equipment Rules Improvements Replace w/ Great Kopesh (has attributes of both Kopesh and great Kopesh, Light weapon)+2pts Armor, Large Undea One unit can get magic banner worth Shield d up to 50 points

35

Allies: Vampire Counts, Chaos Allies, Dark Elves Core

Unit Type Khemrian Spearmen (10+) Equipment Spear or hand weapon, Large Shield

M

WS BS S

T

W

I

A

W L In W Unit Type M S BS S T W I A d t Cl P Pt Khemrian Archer (10+) 4 2 2 33 1 2 1 4 1 2 4 8 Equipment Special Rules Improvements Bow (improvised melee Hand weapon weapon) Undead +.5

Ld Int Cl WP Pt

4 2 2 3 3 1 2 1 4 1 2 4 9 Special Rules Improvements One unit may be upgraded to have light armor +2 Undea One unit can get magic d banner worth up to 50 points

106 Level Names taken from Warhammer Armies 3rd ed.

Unit Type Light Chariot (3+) Chariotee r (2) Skeletal Steed (2)

M

WS BS S

T

W I

A

Ld Int

W Cl P Pt

-

-

-

-

6

3

-

-

-

-

-

4

3

3

3

3

1

2

1

4

1

2 4

8

2

0

3

3

1

2

1

4

1

Equipment d3 S5 impact hits, see rulebook The driver carries a large Shield and whip (improvised weapon) The other carries a bow, and javelins and hand weapon

Special Rules Form into units like skirmishers but without the benefit. Undead, so long as the driver is alive, both benefit from the large shield. Undead

-

4 0

2 4 Improvem ents

Light armor for both +4, Scythes +20

W M S BS S T 2 3 0 3 3 Special Rules Undead, 30" speed

Unit Type Carrion (3+) Equipment Bite/claw

W W I A Ld Int Cl P Pt 2 3 2 4 1 2 4 36 Improvements

unit takes a WP test, if failed the unit suffers wounds equal to how much it failed the test by.

Undeath 

B W WS S S T W I A Ld Int Cl P Pt 4 2 4 4 3 3 3 4 1 6 6 65 Special Equipment Rules Improvements Great Weapon, light may replace great weapon with armor Undead a Kopesh Unit Type M Ushabti (1+) 5

Unit Type Tomb Scorpion

M

W S BS S

T

W

I

In A Ld t Cl

7

4

5

4

3

4

0

5

4

1 5

Equipment Special Rules Poisoned Tail, giant claws, chitinous Undead, See armor (4+, 1 thick) Rules Entry W M S BS S 4 2 2 3 8 2 0 3 Special Rules

Unit Type Khemrian Rider Skeletal Steed Equipment Spear, large Shield

Undead Undead

T 3 3

7 85 Improve ments

T W I

L In W A d t Cl P Pt

4 2 2 3 3 1 2 1 4 1 2 4 8 2 0 3 3 1 2 1 4 1 2 4 Special Rules Improvements

Rare Screaming Skull Catapult Catapult Crew (3) Equipment

W A Ld Int Cl P Pt

- - - - 7 3 - - - - - 90 4 2 2 3 3 1 2 1 4 1 2 4 Special Rules Improvements See rules 12" min, 48" Max entry Hand weapons for all improvised weapons Undead +1.5

Unit Type Bone Giant

M 6

W S BS S 5 2 6

T 6

Equipment Heavy Armor, Additional hand weapon

W 6

W Ld Int Cl P Pt 4 1 5 4 220 Improvement Special Rules s Undead, fear 10" I 1



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.

15

Undead Undead W B M S S S T W I

 



W Ld Int Cl P Pt 4 1 2 4 16 4 1 2 4

A 1 1



W P Pt

Improvements One unit may have light armor +2

W B M S S S

Unit Type Khemrian Horse Archer Skeletal Steed Equipment Hand weapon, Bow

W I 1 2 1 2



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.

A 4

Vampire Counts

Wolves and bats Wolves 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.

Ghouls Ghouls 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 

Vampire Counts are Evil neutral

Magic Vampires and Necromancers use Black Magic. And may use Green, Red, and white as secondary colors.



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.

Banshee

Howl: 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 Like their Tomb King progenitors Vampire Count armies are magically sustained by a apply modifiers, e.g. howling wind might cancel it out, or snow might dampen the range 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 whereas a tunnel or cave might amplify it.. of this model’s death, at the beginning of each Vampire Count compulsory phase each

Hierophant

Army Organization Characters 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)

S H A M B L I N G H O R D E S 25%+ Unit type Zombie (20+) Equipment hand weapons

M Ws Bs S 4 1 0 3 Special Rules Undead, always strike even if killed

Unit type Skeletons (10+) Equipment

Special Rules

hand weapon,

Undead

BEASTS

OF THE

M Ws 4 2 Upgrades

Bs 2

T 3

w 1

S 3

I 1

T 3

w 1

A 1

Ld 5

I 2

A 1

Int 5

Cl 5

Ld 4

WP 5 Upgrades

Int 1

Cl 2

Pts 4

WP 4

Pts 5

Shield +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

N I G H T 0 -25%

Unit type Bat swarm (2+) Equipment

M 1 Special Rules

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 Giant bats (5+) Equipment Teeth and claws

Ws 3

Bs 0

M Ws Bs 1 3 0 Special Rules Fly 8", stomp attack, orc base, levy,

Unit type Ghouls (5+) Equipment hand weapon

M 4

Unit type Dire Wolf (5+) Equipment Bite

S 2

T 2

S 2

T 2

w 5

Ws 3

Bs 0

A W

Ld 3

Int 3

Cl 5

WP Pts 5 90 Upgrades

w I A Ld Int Cl 1 3 1 4 4 6 Upgrades All giant bats in your army must be aggregated together

Ws Bs S T 2 0 3 4 Special Rules See above, Fear, light infantry

M 9

I 1

W 1

S 3

T 3

I 3

w 1

A 2

I 2

Ld Int 2 5 Upgrades

A 1

Ld 3

WP 6

Cl 8

WP 8

Int Cl 3 3 Upgrades

Special Rules undead, +1 A on charge

Pts 2

WP 3

Pts 8

Pts 11

C AVA L RY 0 -25% Unit type Skeletal Rider (5+) Skeletal Steed Equipment

M 4 8 Special Rules

Ws 2 2 Upgrades

Bs 2 0

S 3 3

T 3 3

w 1 1

I 2 2

A 1 1

Ld 4 4

Int 1 1

Cl 2 2

WP 4 4

Hand weapon, Shield

Undead

Light armor +2, and one of the following lance +2, Spear +1, Bow +2, magic standard upwards of +35

Pts 14

Undead

S P E C T RA L B E I N G S 0 -33% Unit type Wights (5-20) Equipment

M 4 Special Rules

Wight blade, light armor, shield,

undead, fear 12”, see above, if mounted also takes up cavalry percentage of army

Unit type Banshee (1) Equipment Hand weapon

Ws 3

Bs 2

S 3

T 4

M Ws Bs S 6 3 0 3 Special Rules ethereal, undead, Fear 6”, Howl (See above)

T 3

w 2

Ghostly tendrils/hands

S 3

S 1

T 4

I 3

Fear12", ethereal, chill attack: each wound inflicted causes target to hit on -1

Bs 0

Ld 5

Int 5

Cl 5

WP 5

Pts 25

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,

Great Weapon

Ws 2

Bs 0

A 1

Special Rules

M 4 Special Rules

Ws 3

I 3

Unit type Wraith (1-10) Equipment

Unit type Ghost (2+) Equipment

M 4

w 2 Upgrades

T 3

w 3

w 4

A 1

I 3

I 3

Ld 5

A 2

A 1

Int 5

Ld 5

Ld 5

Cl 5

Int 5

Int 5

WP Pts 5 100 Upgrades

Cl 5

Cl 5

WP Pts 5 75 Upgrades

WP Pts 5 50 Upgrades

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 1: Vrolka

M 4

WS 5

BS 4

107 Names taken from Warhammer Armies 3rd ed.

S 5

T 4

W 1

I 5

A 3

Ld 7

Int 8

Cl 8

WP 8

Pt 83

2: Wurdalak 3: Lugosi 4: Nosferatu 5: Dracula Special Rules

4 4 4 4

6 6 7 7

4 4 4 5

5 5 5 5

5 5 5 5

2 3 4 4

5 6 7 7

4 4 5 5

8+1 9+2 10+3 10+3

8 8 8 10+2

8 9+1 9+1 10+2

8 9+1 9+1 10+2

123 183 233 283

Undead, 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 1: Necrus Adeptus 2: Morbidus 3: Necrosus 4: Magister Mortis 5: Necrarch

M 4 4 4 4 4 M

WS

Ws 4 4 5 5 6

BS

Bs 3 3 4 4 5 S

S 3 3 3 3 3

T 3 3 3 3 3

T

w 1 2 3 4 5

W

I 3 4 5 6 7

A 1 1 1 1 1

I

Ld 7 8+1 9+2 10+3 10+3

A

Int 8+1 9+2 9+2 10+3 10+3

Ld

Lvl 1 Wight

4

4

3

3

4

2

3

2

Lvl 2 Wight

4

5

3

3

5

3

3

3 6+1

Cl 8+1 8+1 9+2 9+2 10+3

Int 5

WP 8+1 9+2 9+2 10+3 10+3

Cl

Pts 60 85 155 240 340

WP

Pt

5

5

5

75

5

5

5

125

Lvl 3 Wight 4 5 3 3 5 4 5 3 7+2 5 6+1 6+1 175 Wight 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.

Wood Elves Universal Rules W O O D S : 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.

108 Names taken from Warhammer Armies 3rd ed.

E X P E RT

C RA F T S M A N S H I P 1 0 9 : wood elven longbows may fire

36” instead of 30” M E E K 1 1 0 : 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

Wood Elf

5

W S 4

B S 4

S T W

I

A

3 3 1

6 1

L d 8

In t 9

C l 9

W P 8

P t 8

Particular Rules F E I G N E D F L I G H T 1 1 1 : 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.

P O U N C E A T TA C K 1 1 2 : if the model charged and has double the initiative of the target it may double its attacks for the first round of combat.

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.

Waywatchers Hide116: 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.

BARK ARMORS113 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.

T RA P S 1 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.

Wardancers Immune to psychology

T A L I S M A N I C W A R P A I N T : 5+ magic resistance D A N C E S : choose a different dance at the beginning of each turn. Whirling Death: +1A Woven Mist: Enemy suffers -1 to hit

Darting waltz115: the wardancers gain +2i and +1M Taunting 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 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 1987 115 Made up, but thought they would be interesting to use.

Treemen/women When 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.

Dryads Different 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 +1T Willow: -1 to being hit in close combat Apple: +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 Magic Primary Colors: Green, Blue Secondary: White 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.

Army Organization

Fire

Wood 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 points Forest Spirits 0-33% Allies and Mercenaries 0-25%  Bretonnia, High Elves, Halflings may ally with these teams to fight evil or chaotic foes

W B L In W S T W I A Cl Pt S S d t P Scouts (5-15) 5 4 5 3 3 1 5 1 8 9 9 8 16 Improveme Equipment Special Rules nts Sword, long scouts, skirmish, 1 unit for every Traps +2 bow 1000pts Unit Type

M

Unit Type Wood Elf Hero119 (lvl) Glade Watcher (1) Guardian (2) Wood Lord (3)

M W B S T W I A Ld S S 5 5 5 43 1 72 8

Int

Cl

WP Pt

9

9

8

5 6 5 6

9 9

Sylvan Chieftain (4) Sylvan King (5)

5 7



M W B S T W I A Ld Int Cl S S 5 5 4 33 1 61 8 10 10 +1 +1 5 5 4 3 3 2 7 1 9+ 11 10 1 +2 +1 5 6 4 3 3 3 7 1 10 12 10 +2 +2 +2 5 6 5 3 3 4 8 1 10 13 10 +3 +3 +2 5 7 6 3 3 4 9 1 10 13 10 +3 +3 +3

Hero type (level 3 or lower) Wood Rider Scouts Wardancers Waywatcher Beast Master Falconer

Lance Net Spear Sword

5 7

9 10+ 1 9 10+ 1 11+ 10+ 2 2

8 88 9+1 12 8 9+1 16 8 10+ 20 2 8

Hero’s level 3 or lower must be deployed as Champions unless they are a battle standard. 120

Magic User (lvl) Woodfey (1) Spellsinger (2) Sylphseer (3) Greenfey (4) Spellweave r (5)

Melee Gear Add hand Great Weapon

5 4 3 2 7 3 9+1 5 4 3 3 8 3 10+ 2 5 4 3 4 9 4 10+ 3 6 4 3 4 9 4 10+ 3

48

Poi nts

Bonuses Feigned Flight (must be mounted) Scout, Wardancer Waywatcher, scout Animal handler Falconer

Missile Gear

Poi nts

1 Javelin Long 2 Bow Short 2 bow Throwing 1 Spear 1 +.5

Armor

WP Pt 9+ 1 10 +2 10 +2 10 +3 10 +3

11 8 20 3 30 3 41 8

5 5 12 7 5 3

Shield, Sword

Feigned flight, skirmish

5

4

B L In C W P S T WI A S d t l P t 1 4 3 3 1 5 1 8 9 9 8 1

Special Rules

Improvements

Light Infantry, every other unit of archers may skirmish

shields +1, one unit may have light armor +2, great weapon +2,

Unit Type

W B L In C S T WI A WP S S d t l

M

Warrior 121Kinbands (10-30) Special Equipment Rules

5 4

P t

4 3 3 1 51 8 9 9 8

9

Improvements

Shield, Sword

light armor +2, Spears +1, large May be shield +1, one unit may have, great deployed weapons +2, add hands +1, magic as light standard +25, magic instrument infantry +25

Unit Type M

W S

BS S

Hunters122 5 4 4 (5-10) Equipme Special nt Rules Spear, Light hand Infantry weapon

3

T

W

I

A

Ld Int Cl WP Pt

3

1

5

1

8

9

9

8

11

Improvements Javelin +1, bow +2, great sword +2.5, Shields +1, nets +1, traps +2, one unit may be mounted +6

K I N D R E D S U P E R I O R S 1- 50% Unit Type War Dancers (515) Equipme Special nt Rules

Moun ts Hors 1 e warh 2 orse

Poi nts

2 Eagle Unico 3 rn 4 Stag

75

Sword

M WS BS S T W I A Ld Int Cl WP Pt 5 5

5

3 3 1

5 1 8

9

9 8

22

Improvements

May have one of the following Add Wardance hand +1, dagger +1/2, great swords rs, +2.5, Spears +1, Shields +1, light skirmish armor +2, javelin +1

3 6

80 40

W O O D E L F F O L K 25%+ Unit Type Wood Riders (515) Elven Steed Equipme Special nt Rules

WS

Points

Poi nts

1 Shield Large 3 Shield Light 1 armor Heavy 1 Armor Barding

78

Archers (10-30) Equipm ent Sword, and longbo w

M

WB L In C W S T WI A Pt S S d t l P 5 4 5 3 3 1 6 1 9 9 9 8 16

Unit Type

M

Lord's Bowmen (5-20)123 Special Equipment Improvements Rules longbow, May great weapons +2, shield +1, Large light deploy as Shield +2, spear +1, magic armor, Light instrument +25, magic standard +25 Sword, Infantry

M WS BS S T W I A Ld Int Cl WP Pt 5

4

4

3 3 1

5 1 8

9

9 8

9

3

0

4 3 1

3 1 4

4

4 4

17

Improvements Light armor +2, and one of the following spear +1, bow +2, javelins +1, one unit may have a magical instrument +25

Afraid of

Unit Type

M

W B S T W I S S

A

L In C W Pt d t l P

Chariot124 (Chariot) (14)

-

-

-

-

-

121 Warhammer Armies 3rd ed. 122 Ravening Hordes 2nd 1987

119 Names from Warhammer armies 3rd

123 Warhammer Armies 3rd ed.

120 Warhammer Armies 3rd ed.

124 Warhammer Armies 4th ed.

-

7 3 -

-

-

-

76

Crew (2) Elven Steed (2) Equip Special ment Rules Light Chariot Light Armor , Sword Afraid of Fire

5 4 4 3 3 1 5 1 8 9 9 8 9 3 0 4 3 1 3 1 4 4 4 4

t Falconers127 0-2 units (5-10)

Improvements Scythes +20 One unit may have a magic standard +50 or magic instrument +25, crew may have long bows +6 , Shield +2, javelin +2,Spear +2,

Unit Type

M

WB S T WI S S

A

I L C W n Pt d l P t

War Wain125 (Chariot) (1- - - - 7 3 - - - - - - 125 4) Crew (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 Equipmen Special Improvements t Rules Heavy Scythes +20 Chariot One unit may have a magic standard Light +50 or magic instrument +25, crew Armor, may have long bows +12 , Shield Sword +4, javelin +4,Spear +4, Afraid of Fire

Equipm ent Sword, falcon

Special Rules

Improvements

Light Infantry, falconer128

great weapons +2, Shields +1, light armor +2

Unit Type Treeman (1) Equipment Thick bark (4 coverage, 1 thickness)

Unit Type

5 4 4 331 518 9 98

W B In W S T W I A Ld Cl Pt S S t P 6 8 3 6 7 6 2 2 9 9 9 9 280 Special Rules Improvements Flammable, hate Thick bark (4 goblinoids, fear 3", rooted coverage, 1 to the spot thickness) M

W S 5 5 2 4 M

B L In C S T WI A S d t l 4 3 3 1 5 1 8 9 9 - 3 3 1 5 1 7 6 7

M

F O R E S T S P I R I T S 0 -33% Unit Type

M WS

Beast master126 (15 4 3) Bear 4 3 Boar 7 3 Warhound 6 3 Wild cats 8 4

B S T W I A S

Ld Int Cl WP Pt

4

3 3 1 5 1

8 9

-

4 3 3 4

6 3 6 4

Equipment

Special Rules

hand weapon

animal handler

Claws (front/side) Tusks (front/side) Bite (front/side) bite and claws (front/side)

Unit Type Dryads (5-15) Equipme nt

4 3 3 3

2 1 1 1

3 3 4 4

2 1 1 2/4

9 8

13

3 6 6 20 4 4 4 6 4 6 6 4 4 7 7 21 Improveme nts shield+1, light armor +2,

cause fear, orc platform Cav. Platform, Thick skinned (6+ hide save), hard to control (-1 Ld) Cav. platform, Pounce attack, Cav. Platform

M

WS BS S T W I

4

4

3

Special Rules

Bark (4+) Flammable

3 4 2

A Ld Int Cl

3 2 8

6

9

WP

Pt

7

25

Improvements Ash +8, Oak +8, Willow +8, Apple +5, yew +4, Pine +5

Unit Type

W Pt P 8 30 7

WarHawk Rider (3-10) WarHawk Equipm Special Improvements ent Rules Shield +1, Light armor +2, spears +1, Sword Skirmish long bow +3 Fly (32")

W B L In C W S T WI A Pt S S d t l P Waywatcher 0-1 units 5 5 5 3 3 1 5 1 8 9 9 8 18 Equipment Special Rules Improvements waywatcher, skirmish, Sword, longbow Traps +2 scout Unit Type

1 1

M W B S T W I A L I C W Pt S S d n l P

125 Warhammer Armies 3rd ed.

127 Warhammer Armies 3rd ed.

126 Warhammer Armies 3rd ed.

128 See Warhammer Rulebook 3rd ed.

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.



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.

129 Subject to GM discretion



In close combat Mercenaries get +1 Cl and +1 Ld when



If the enemy outnumbers your mercenaries by at least 2:1



Hiring Mercenaries is intrinsically cheaper than training,



After the battle Mercenary units demand payment, the



Mercenaries’ prestige is not tied up with the rest of the

rallying or routing.

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.

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.

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.

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 1 4 4 3 3 3 1 3 1 7 8+1 7 2 4 4 3 3 3 2 4 1 8+1 9+2 7 8+ 3 4 5 4 3 3 3 5 1 9+2 9+2 1 10+ 10+ 8+ 4 4 5 4 3 3 4 6 1 3 3 1 10+ 10+ 9+ 5 4 6 5 3 3 4 7 1 3 3 2

WP Pts 8+1 60 9+2 85 9+2 155 10+ 3 240 10+ 3 340

Hero Lvl 1 2 3 4 5

M 4 4 4 4 4

Ws 4 5 5 6 6

Bs 4 4 4 4 5

S 4 4 4 4 4

T 3 4 4 4 4

W 1 2 3 4 4

I 4 4 5 6 6

A 2 3 3 4 4

Ld 7 8+1 9+2 10+3 10+3

Int 7 7 7 7 9+2

Cl 7 7 8+1 8+1 9+2

WP 7 7 8+1 8+1 9+2

Pts 30 55 80 105 130

Core W B L In C W Pt Unit type Ms s STwI Ad t l P s 0-1Thanes (Noble Warriors) (5-20) 5 4 3 4 3 1 4 1 6 7 6 6 11 Equipme nt Special Rules Upgrades Warband, hates Light armor +3, Great Axe which ever enemy and forfeit shield and Sword, slays the general if javelin, May replace Javelin, he/she was in the javelins for spears free of shield unit cost, may ride horse +4

Unit type Clansman (Freeman (10+)

In W M Ws Bs S T w I A Ld t Cl P 5 3 3 Special Rules

Equipment Hand Weapon, spear, Buckler Warband

lbion130

A

Neutral Will Ally With: High Elves Bretonnia Empire Hordes of Chaos Wood Elves Norse Dark Elves

To Fight: Anyone

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 Albion Characters may be equipped with a shotput131 it is a thrown weapon with a range of S and Strength of S+2 with –(S3+2) armor, throwing a shotput requires a movement of dM”, Shotputs encumber like light armor.

Magic Albion 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)

130 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. 131 Tragedy of MacDeath

Unit type Lowly clansmen Freemen) (15+) Equipment Javelins, hand weapon, buckler

33 1 3 1 5 6

Pt s

5 6

6

upgrades May swap spear for javelin free of cost

W B L In C W Pt Ms s STwI Ad t l P s (Poor 5 Special Rules Warband, Levy, Skirmish

2 3 331 315 6 5 6 upgrades

4

Every other unit may have bows +1

Special W Unit type M s Dog Trainer 1-3 per unit 5 3 Dog 0-6 per trainer 6 3 Equipment Special Rules Hand Animal handler, weapon Warband Bite

B C Pt s S T w I A Ld Int l WP s 3 3 3 1 3 1 6 6 6 6 8 0 3 3 1 3 1 3 4 3 3 5 Upgrades Javelin +1, light armor +3

Rare Unit type M Ws Bs S T w I A Ld Int Cl Fen Beast 0-3 6 3 0 5 5 4 2 3 10 * 10 Equipme nt Special Rules Fear, may regenerate in murky water features (3+), must have a Albion mage if he/she dies the fen beast also dies, Arms of unbreakable, single model unit, swamp peat walk

WP Pts * 90 Upgrad es

W B L In W M s s S T w I A d t Cl P Pts 6 5 3 7 6 6 2 * 6 5 6 6 250 Upgrade Equipment Special Rules s Hand See Giant Rules all their attacks are weapon made at +1S Unit type Giant of Albion

132

Core Unit type M Ws Bs S T W I A Ld Int Cl WP Pts Kossar 4 3 3 3 3 1 3 1 7 7 7 7 10 (10+) Equipment Special Rules Upgrades Bow, Great Axe Steady in the ranks, light infantry Unit type Winged Lancer (5+) Warhorse

Good Neutral Will Ally With: High Elves Dwarves Empire Bretonnia Norse

To Fight: Chaos Skaven Chaos Dwarves Ogres

M W B S T W I A Ld In Cl W s s t P 4 4 3 3 3 1 3 1 8 7 8 7 8 3

3

3 3 1 3 1 4

3

Pt s 17

4 4

Equipment

Special Rules

Upgrades

lance, light armor, hand weapon

Glorious Heavy armor +1, Shield Charge, Heavy +1 Cavalry

Unit type

MW B S TWI A L s s d Ungol Horse Archer 4 3 4 3 3 1 3 1 7 (5+) Horse 8 3 3 3 3 1 3 1 3 Equipment Special Rules Upgrades hand weapon, Skirmishes Bow afraid of fire

In C W Pt t l P s 7 7 7 14 3

3 3

Unit type M Ws Bs S T W I A Ld Int Cl WP Pts Kislevite 4 3 3 3 3 1 3 1 7 7 7 7 7 (10+) Equipment Special Rules Upgrades Great weapon, and light armor +2, hand weapon shield +1 Special Unit type Gryphon Legion (5+) Warhorse

M 4

W Bs S T W I A Ld Int Cl WP Pt s s 4 3 4 3 1 4 1 8 7 8 8 22

8(7 3 )

3

Equipment Lance, heavy armor, Shield, hand weapon

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. 132 Kislevite image circa “Warhammer Armies” 1991. Rules for kislevites, here, are largely derived from the 6 th edition White dwarf army list and roughly mashed up with the 3 rd ed. entries found in “Warhammer armies.”

3 3 1 3 1 4

3

4 4

Special Rules Upgrades Glorious charge, Heavy Cavalry

Tilea133

s 4 4

Tilean Duelists (5+) Equipment Special Rules Sword Light Infantry

3

d 3 3 1 4 1 7

t 7

P 7 7

Upgrades Buckler +.5, add hand +1, Pistol +2, throwing knives +1

Unit type

M W B S T w I A L In C W s s d t l P Citizen Militia Pikemen 4 2 2 3 3 1 2 1 6 8 6 6 (15+) Equipment Special Rules upgrades Pike Levy Light armor +1, Heavy Armor +1.5 Special Unit type

- 4 3

Improvised weapons

-

W B S T w I A L In C W Pt s s d t l P s Siege Crossbowmen 4(3 3 3 3 3 1 3 1 7 7 7 7 13 (10+)137 ) Equipment Special Rules upgrades Full plate, Crossbow, pavis=large shield pavis, hand weapon only against ranged

Neutral To Fight: Anyone but Fellow Tileans

Rare Unit type galloper Gun Crew(3) Horse Equipment

Tilean Characters are limited to gear available to Tilean troops

Core

M

Tilean Condottieri (5+)134 Warhorse

8(7. 3 5)

Equipment lance, hand weapons, heavy armor

3 33 1 31 3 3

3 3

Special Rules upgrades Heavy cav. Shields +1

Unit type

M W B S T w I A L In C W Pt s s d t l P s

Tilean Crossbowmen (10+)135

4 3

Equipment crossbow, Sword

Special Rules upgrades light armor+2, Shield +1

4 331 41 7 7

M W Bs S T w I A L rd

M Ws Bs S T w I

A Ld Int Cl

-

-

-

-

6 6 2

-

-

-

W Pts P 100

-

4 3 3 3 3 1 3 1 7 7 7 7 8 3 3 3 3 1 3 0 2 2 2 2 Special Rules Upgrades Two man cannon, may march and flee at crew movement rate Afraid of fire

W B S T W I A L In C W Pt s s d t l P s 3 3 3 3 1 3 1 7 7 7 7 18

4

M

hand weapons

Magic: may use Blue, White and Red magic

Unit type

A Ld Int C WP Pt l s 7 7 3 - - - - - 95

3 3 3 1 3 1 7 7 7 7 Special Rules Upgrades range 84", 9S, -7 armor Swords +1

Unit type

Dwarves Empire Bretonnia High Elves Ogres

Pt s 4. 5

M Ws Bs S T w I

Gigantic Ballista136 Crew (6) Equipment

Will Ally With: Estalians

s 7.5

7 7

10. 5

In Cl W Pt

133 Image is from Warhammer Armies 3 ed. The list is a combination of Dogs of war, warhammer 3rd ed. and Warhammer Historical Armies of chivalry

Unit type

M W B S T w I A L In C W Pt s s d t l P s Birdmen of Catrazza 3 3 3 3 3 1 3 1 7 7 7 7 25 (5+) Equipment Special Rules upgrad es light crossbow (bow) fly 12", may shoot and hand weapon, wings move without penalty, skirmish

W B S T W I A Ld Int Cl S S

Engineers

M

Surveyor Level 1

4 3

Bombardier Level 2

4 3

Master Engineer Level 3 Special Rules

4 4

8+ 1 8+ 9+ 4 332 41 1 2 9+ 9+ 5 443 41 2 2 4 331 31 7

W Pt P

8+ 7 1 8+ 7 1 9+ 7 2

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.

134 Warhammer 3rd ed.

136 Da Vinci’s Codex

135 Marksmen of Miragliano

137 Braganza’s besiegers

2 0 5 0 7 5

Unit type

M W B S T w I A L In C W Pts s s d t l P Cabellero Estaliano 4 4 3 3 3 1 3 1 7 7 7 7 16. (5+)141 5 Warhorse 8 3 3 33 1 31 3 3 3 3 Equipment Special Upgrades Rules Lance, Sword, heavy armor +2, Shield +2, one light armor unit may have a magic banner

Special

W B S T w I A L In C W Pt s s d t l P s Hombres Villanos 4(3 4 3 3 3 1 4 1 8 7 7 7 10 (10+) ) Equipment Special Upgrades Rules Breastplate, Shield, Drilled, May replace shield Rapier, dagger light with buckler for infantry free

Estalia138 Will Ally With: Tileans Dwarves Empire Bretonnia High Elves Ogres

Unit type

Magic: Estalians may use white as a primary color and red or black as secondary colors Rapiers: Sword, single hand, pierces light armor.

M

M Ws Bs S T w I

Duelists 4 (5+) Equipment rapier, Add dagger, throwing knives

To Fight: Anyone but Fellow Estalians

Order Neutral Estalian Characters are limited to gear available to Estalian troops

Core Unit type

M

Unit M type Cannon Crew 4 (2) Equipment

4

3

3 3 1

Unit type

3

W s 3

B s 3

S T w I 7 7 3 3 3 1

Hand weapon

A Ld Int Cl W Pt P s 3 3 1 3 1 8 7 7 7 9

Any number of models in the unit may replace their pike for a crossbow at +1

W B S T w I A L In C W Pt s s d t l P s 3 4 331 31 8 7 7 7 7

Bandolleros Gringos 4 140 (10+) (3.5) Equipment Special Rules Arquebus, Rapier Drilled

A L d - - 3 1 7

Special Rules range 24", 6S, D4 wounds

Upgrades

M

4 1 7

7

7

Special Rules skirmish, parrying cloaks142 (-1 to hit in close combat, stacks with sword)

Ws Bs S T w I

Tercio 4 3 Pikemen (3.5) (10+)139 Equipment Special Rules pike, Mixed unit breast formation, plate, drilled rapier

A Ld Int Cl WP Pts

Upgrades Breastplate +2

138 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 legion

141 Warhammer armies 3rd

140 Warhammer armies 3rd ed.

142 Vesperos vendetta

In t 7

7

10

Upgrades

C l 7

W P 7

Pt s 65

Upgrades

Norse143 Chaotic Neutral Will Ally With: To Fight: Albion Lizardmen Dwarves Bretonnia Empire Albion Chaos Empire Kislev Chaos Bretonnia Dark Elves Magic: The Norse may use green, red, or red white Norse 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.

Core Unit type Huscarls (1020) Equipment Sword, light armor, Shield Unit type

M

W B S T w I A Ld Int Cl W Pt s s P s 4(3. 4 3 4 3 1 4 2 8 7 8+ 7 13 5) 1 Special Upgrades Rules Frenzy Throwing Axe +1, Great Axe +2, M W Bs S T w I A Ld Int Cl W s P 4 3 3 3 3 1 3 1 6 7 7 7

Pt s 6

Bondsmen (10+) Equipme Speci Upgrades nt al Rules Sword, Great axe +2, Spear +1, light armor +2, Shield bows +2, throwing axes +2. Your army may not have more missile armed bondsmen than those armed with other weapons.

V I C I O U S : wolves must follow up and pursue I M PAT I E N T : 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

NIGHT

V I S I O N : +4 LOS at night

Magic: The Norse may use Green, Red and red-black as a secondary

143 Norse image taken from “warhammer armies.” This list is largely a combination of the Norse Allies found in “warhammer Armies” and Warhammer Ancients Vikings.

Special Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Berserkers (5- 4 3 3 3 3 1 3 1 7 7 7 7 10 20) Equipme Special Rules Upgrades nt Hand Unbreakable, Shield +1, Additional hand weapon autofrenzy weapon +1, Great axe +2

Unit type Ulfwerenar (5-20) Wolfman Equipment Sword

M 4

Ws 4

Bs 3

S 3

T 3

6

4

0

4

4

w 1

A 1

Ld 8

Int 7

Cl 8+2

WP 8

Pts 15

1 4 2 5 5 7 8 Upgrades Additional Hand weapon +1, Great weapon +2, Shield +2,

Special Rules Frenzy

Claws and bite

I 4

Vicious, impatient, Night vision, fear, afraid of fire

Moot(Halflings )144 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

Good Neutral

Will Ally With: Dwarves Empire Wood Elves Bretonnia

To Fight: Orcs and Goblins Vampire Counts Chaos Skaven Dark elves Ogres

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 Halfling Militia (10+) Equipmen Special t Rules hand weapon

M Ws Bs S T w I A Ld Int Cl WP Pts 3 2 4 2 2 1 5 1 6 7 6 8 3. 5 Upgrades Shield +.5, Light armor +1, and one of the following Spear +.5, Bow+2, or Sling +1

Special Unit type

Magic, halflings use green with blue and white as secondary

Halfling Scouts (515)145 Equipment bow, hand weapon

Unit type Halfling Foragers (515)146 144 Halfling image from “Warhammer Armies.” Rules largely taken from Warhammer armies and remade rules for the hotpot.

M Ws B S T w I A Ld Int C WP Pts s l 3 2 4 2 2 1 5 1 6 7 6 8 9. 5 Special Rules Upgrades skirmish, scout

M W B S T w I A L In C W Pt s s d t l P s 3 2 4 2 2 1 5 1 6 7 6 8 9. 5

145 Warhammer Armies 3rd ed. 146 Ravening Hordes 1987

Equipment blunderbuss, hand weapon

Special Rules skirmish, scout

Upgrades

Unit type Hot Pot Catapult (1-3)147 Chef crew (3) Equipment Special Rules See above Hand weapon

147 Warhammer The Empire 4th ed.

M 3

Ws 2

Bs 4

S 3 2

T 4 2

w 2 1

I 5

A 1

Ld 6

Int 7

Cl WP 6 8 Upgrades

Pts 50

Gnomes148

Unit type

W B L In C W Pt M s s STWI Ad t l P s

Gnome Crossbowmen (10+)149

4

4 3 32 1 31 8 7 7

8

Equipment

Special Rules

Upgrades

hand weapon, crossbow

hate goblinoids (but not orcs),

Shields +1 or Pavis +2, light armor +2,

5

Pygmies150

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.

Chaotic Neutral

Gnomes benefit from +6” night vision. Gnomes hate goblins, Gnoblars, hobgoblins and especially snotlings.

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.

Core W B L In C W Pt M s s STWI Ad t l P s

Unit type 1+ Gnome Warrior (12+)

4

4 3 32 1 31 8 7 7

8

Equipme nt Special Rules

Upgrades

hand weapon

shield +1, light armor +2, heavy armor +3, and one of the following Spear +1, great weapon +2,

hate goblinoids (but not orcs),

Core Unit type Pygmy Brave (5+) Equipment

4

blowpipes, hand weapon

5

148 Gnomes appeared in Warhammer Armies, Warhammer 3rd ed, and Ravening Hordes 1987.

M Ws Bs S T w I

Unit type Pygmy Warrior (10+) Equipment

3

A Ld Int Cl WP Pts

3 2 2 1 3 1 7 7 5 7 Special Rules Upgrades

4

light infantry, warband W B M s s S T w I

L In W A d t Cl P Pts

4 3 3 2 2 1 3 1 7 7 5 7 Special Rules Upgrades

3.5

149 Ravening Hordes 1987 150 Pygmies like the Gnomes only appeared in the 3 rd ed. Similarly, the rules that appear here are derived only from that one source.

light infantry, hand weapon, shield warband

javelins +.5

Special Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Pygmy Impis (520) 4 4 3 2 2 1 4 1 7 7 5 7 5 Equipment Special Rules Upgrades javelins +.5, shields +.5, one Light infantry, unit may have a magic hand weapon Warband standard Unit type Pygmy Scouts (515) Equipment Hand weapon, blowpipe

W M s Bs S T

w I

4 3 3 2 2 1 Special Rules Scout, skirmish

In W Pt A Ld t Cl P s

3 1 7 7 7 7 8 Upgrades Javelin +.5, Shields +5,

151 Sourced from Warhammer 3rd ed, Warhammer Armies 3rd ed., White Dwarf 102 and Warhammer Fantasy Roleplay 1 st ed.

Evil Neutral

Core Unit type Shearl (5+)

M

Ws 4

Bs S T w I 3

1 4 3

Equipment

A Ld Int

2 2 1

Special Rules

6

Cl WP

5

6

Pts 6

10

Upgrades

Hand weapon

Unit type

M W B S T w I A L In C W Pt s s d t l P s

1+ Fimm Warriors (5+)

4

Equipment

4 3 4 5 2 3 2 6 5 6

Special Rules

hand weapon

6 31

Upgrades Shield +1, one unit may have light armor+2

Special Special Rules

Unit type

Fimir use 40mm x 40mm bases 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.

M Ws Bs S T w I A Ld Int Cl WP Pts

Fianna Fimm (510)

4

5

Equipment

Special Rules

hand weapon, light armor

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. 

3 5 5 2 4 2

6

5 6

6 38

Upgrades 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

Fellow

Dark Elves

Will Ally With:

To Fight:

Chaos

Old Worlders

Skaven

High Elves

Orcs and Goblins

Dwarves

Dark Elves

Wood Elves

Vampire Counts

Albionites

Nipponese Order Neutral Nipponese 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. 152 This army list is a combination of Warhammer Ancients Japanese and Warhammer 3rd ed. Nippon.

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.

Katana (bastard sword)

Heavy armor +3 or Samurai Armor (see ithilmar) +4, longbow +3, Spear Stubborn +1, Sashimono +1.5 afraid of fire

Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Ninja (5-15) 5 4 4 3 3 1 4 1 7 7 7 7 10 Equipmen Special t Rules upgrades Add hand +1, naginata (halberd+2), Hand Skirmish, throwing stars +1, light armor +2, weapon scout, grappling hooks +.5

Rare Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Monk (5-15) 5 5 5 4 3 1 7 2 10 9 10 10 25 Equipment Special Rules upgrades add. Hand Skirmish, good may swap to spears or weapons disposition naginata for free

Core Unit type Peasants (15+)

M Ws Bs S T w I A Ld Int Cl WP Pts 4 2 2 3 3 1 3 1 5 6 5 6 3 upgrad Equipment Special Rules es improvised hand weapons light infantry, levy, may and improvised Throwing only declare a charge if weapons lead by a hero

Chaos Attributes Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Ashigaru (10+) 4 3 3 3 3 1 3 1 7 7 7 7 5 Equipmen Special t Rules upgrades Spear+1, Naginata (halberd) +2, bow Hand Light +2, Arquebus +1, light armor +2, weapon infantry Sashimono+1.5

Special Unit type M Ws Bs S T w I A Ld Int Cl WP Pts Samurai Infantry (5+) 4 4 4 3 3 1 4 2 8 7 9 8 13 Special Equipment Rules upgrades Heavy armor +3 or Samurai Armor Katana (see ithilmar) +4, Sashimono +1.5 and (bastard Stubbor one of the following Spear +1, add sword) n hand +1, longbow +3

Unit type Samurai Cavalry (5+) Horse Special Equipment Rules

W Ms 4 4 8 3

B L s S T wI A d 4 3 3 1 4 2 8 3 3 3 1 3 0 3

upgrades

In t 7 3

C l 9 3

W P Pts 8 16 3

Khaine Mutation 1 Albino

Character -1T, stupidity in day light

Unit Stupidity in daylight

Murderous Must attempt to Unit must pass a Cl test or Temperamen kill one model make as many attacks as 2 t every turn it failed by toward itself 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 3 Blood Greed additional test to try and pass if shot at. Khainite 4 Mane of Hair largely aesthetic During compulsory phase roll a die, on a 1 the character/unit moves/charges directly 5 Feral Mind toward the enemy, -1 Ld Animal 6 appearance

aesthetic fur, scales, hooves, tail, take your pick

Extra fast 7 Agility

+3i +1m

8 Fangs Predator 9 Eyes

+1bite and fear +1 Bs and night sight

1 Precision 0 killer

killing blow

+1i every other model gets +1 bite rounded up +1 Bs and Night sight

Khorne Mutation 1 Stupid

2 Skull Fetish Flesh Hound 3 Skin

Character Unit Stupidity May not kill more than one model a In a single turn the turn as he/she front rank may not kill collects the skull of more models than it the killed model has The model's skin is flayed, open, and exposing tendons and muscle, opponents may re-roll failed to wound rolls

Appearance 4 of Khorne

5 6 7 8 9 1 0

Matted fur, hooves, flesh hound nostrils take your pick +1S, cannot fit in armor, -1M as their +1S +1W cannot fit legs struggle to in armor or upon a support their upper Hulking Mass horse bodies Warband Gains unruly -2 Cl gains warband every other model Horns or Gains +1 Bite or Gore gains a bite or gore Fangs Attack attack Collar of Khorne Immune to Magic Magic resistance 4+ Frenzy Frenzy every other model may spit like a Bloodletter The character may bloodletter (rounded spit spit like a blood letter up)

Slaanesh Mutation Character Unit Hypersen 1 sitivity afraid of everything unfriendly Slender 2 Build -1S double encumbrance -1 S Must pass a WP test every turn or do nothing, for Alcoholic/ each turn it passes it loses 1 WP, for each turn it fails reset its WP 3 addict Locomotes with snake tail instead of legs -1/2M, 4 Snake tail causes fear Hermaphr 5 odite Is effected by all sex/gender specific rules 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 Sexy stuff any model wishing to strike them in close 6 goin' on combat must pass a WP test or do nothing Delights 7 in war immune to psychology Head of Gains a tongue attack every other model 8 Slaanesh (see realm of chaos) gains a tongue attack 9 Long Legs +1M +1M Fear, every other 1 Deamone Replaces 1 arm, gives model rounded up gets 0 tte Claw +1 A w/ +1S fear +1A made with S4

1

Nurgle Mutation Emaciated

2 3

Leprosy Enormously fat

4

Appearance of Nurgle

5 6 7 8 9 1 0

Nurgle's Rot Slime Trail and tail Cloud of Flies Putrid leathery skin Rotting Flesh Poisoned attacks

Character Unit -1T The character loses a The unit random limb/body part, loses a roll to lose a random stat random stat 1/2 M, +1T, -1i 1/2 M Aesthetic, tiny horns, nurgling eyes, drooling, tentacles, cycloptic eyes, take your pick 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 3/4M -1i and the unit leaves slime trail counters just like beasts of Nurgle Models striking at the model in close combat get a -1 to hit +1T Cause Fear Gains S2 Toxin

Horned Rat Mutation Mousy Squeaky 1 voice

2 Cowardice Pea Sized 3 Brain Scampery 4 legs Appearance of the 5 Horned Rat 6 Fat

7

8 9 1 0

Character

Unit

-2 Ld, no longer causes fear can't accept challenges, requires Cl test to charge, fear any outnumbering foe

-2 Ld, no longer causes fear

-3 int, stupidity

-3 Int, stupidity

flee 2d7"

Flee 2d7"

Fear any outnumbering foe

Horns, hooves, black or grey fur, pores -1 M, +1T -1i -1 M, -1i Every other model may make a gore +1 Gore attack on attack on the Horns charge charge Every other model May have an additional may make tail Prehensile hand weapon, any attacks to side or tail directions rear Rotting flesh Fear Fear every other model may make a Diseased plague bite attack plagued bite attack Tzeentch Mutation

Character Unit 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 Irrational people (e.g. being in a crowd over 20 US) GM 1 Fear makes one up] 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 Siamese to the more skilled stupidity, every other 2 twin twin, gains stupidity model gets +1A 3 Silly walk The unit and character lose fear and -1 M the unit causes fear, Character is bright and enemies must pass an flashy, he/she may be Ld not to shoot them targeted by ranged and +1 to hit at over Bright and attacks but causes half range with missile 4 Flashy fear weapons Appearanc Aesthetic, take on the appearance of Tzeentch, e of feathers, fundgoid limbs, partial beaks, bird 5 Tzeentch legs, knobbly parts, stripes Fungoid Moves like a squig The unit moves like 6 Body hopper squig hoppers 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 Gangly they were double height, enemies gain killing 7 long limbs blow against them The models in the unit need never test for falling, diving, leaping over gaps, and may make low level swoops/leaps of M" to Feathery The character may fly bound over obstacles, 8 Wings 14" doesn't apply to steeds each model adds +.5 to the GM's roll to Sorcerous determine each turns 9 powers +1 Magic Level +1 INT magic dice total 1 Knowledg The model may re-roll once per turn the unit 0 e of one die roll in Ld" may re-roll one entire Change every turn 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

Feet

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

Regenerati on

The character gains reneration (4+)

One 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

Chaos undivided Mutation

Character

Unit

1

Hopper

Divide Movement by 3

Divide movement in half

2

Stubby Legs

-1M

-1M

3

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

5

Flipper

Fear, -1Ws

Added encumbrance on land, may swim

1 0

Regeneratio n (5+)

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF