Warhammer Age of Sigmar Rules and Warscrolls

April 28, 2017 | Author: Simon | Category: N/A
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Warhammer Age of Sigmar Rulebook, Games Workshop List of Warscrolls included...

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Warhammer: Age of Sigmar puts you in command of a force of mighty warriors, monsters and war engines. This rules sheet contains everything you need to know in order to do battle amid strange and sorcerous realms, to unleash powerful magic, darken the skies with arrows, and crush your enemies in bloody combat!

THE ARMIES

THE BATTLEFIELD

MYSTERIOUS LANDSCAPES

Before the conflict begins, rival warlords gather their most powerful warriors.

Be they pillars of flame, altars of brass or haunted ruins, the realms are filled with strange sights and deadly obstacles.

The landscapes of the Mortal Realms can both aid and hinder your warriors. Unless stated otherwise, a model can be moved across scenery but not through it (so you can’t move through a solid wall, or pass through a tree, but can choose to have a model climb up or over them). In addition, once you have set up all your scenery, either roll a dice on the following table or pick a rule from it for each terrain feature:

In order to play, you must first muster your army from the miniatures in your collection. Armies can be as big as you like, and you can use as many models from your collection as you wish. The more units you decide to use, the longer the game will last and the more exciting it will be! Typically, a game with around a hundred miniatures per side will last for about an evening.

WARSCROLLS & UNITS All models are described by warscrolls, which provide all of the rules for using them in the game. You will need warscrolls for the models you want to use. Models fight in units. A unit can have one or more models, but cannot include models that use different warscrolls. A unit must be set up and finish any sort of move as a single group of models, with all models within 1" of at least one other model from their unit. If anything causes a unit to become split up during a battle, it must reform the next time that it moves.

TOOLS OF WAR In order to fight a battle you will require a tape measure and some dice. Distances in Warhammer: Age of Sigmar are measured in inches ("), between the closest points of the models or units you’re measuring to and from. You can measure distances whenever you wish. A model’s base isn’t considered part of the model – it’s just there to help the model stand up – so don’t include it when measuring distances. Warhammer: Age of Sigmar uses six-sided dice (sometimes abbreviated to D6). If a rule requires you to roll a D3, roll a dice and halve the total, rounding fractions up. Some rules allow you to re-roll a dice roll, which means you get to roll some or all of the dice again. You can never re-roll a dice more than once, and re-rolls happen before modifiers to the roll (if any) are applied.

Battles in Warhammer: Age of Sigmar are fought across an infinite variety of exciting landscapes in the Mortal Realms, from desolate volcanic plains and treacherous sky temples, to lush jungles and cyclopean ruins. The dominion of Chaos is allpervading, and no land is left untouched by the blight of war. These wildly fantastical landscapes are recreated whenever you play a game of Warhammer: Age of Sigmar. The table and scenery you use constitute your battlefield. A battlefield can be any flat surface upon which the models can stand – for example a dining table or the floor – and can be any size or shape provided it’s bigger than 3 feet square. First you should decide in which of the seven Mortal Realms the battle will take place. For example, you might decide that your battle will take place in the Realm of Fire. Sometimes you’ll need to know this in order to use certain abilities. If you can’t agree on the realm, roll a dice, and whoever rolls highest decides. The best battles are fought over lavishly designed and constructed landscapes, but whether you have a lot of scenery or only a small number of features doesn’t matter! A good guide is at least 1 feature for every 2 foot square, but less is okay and more can make for a really interesting battle. To help you decide the placement of your scenery, you can choose to roll two dice and add them together for each 2 foot square area of your battlefield and consult the following table: Roll 2-3 4-5 6-8 9-10 11-12

Terrain Features No terrain features. 2 terrain features. 1 terrain feature. 2 terrain features. Choose from 0 to 3 terrain features.

THE SCENERY TABLE Roll Scenery 1 Damned: If any of your units are within 3" of this terrain feature in your hero phase, you can declare that one is making a sacrifice. If you do so, the unit suffers D3 mortal wounds, but you can add 1 to all hit rolls for the unit until your next hero phase. 2 Arcane: Add 1 to the result of any casting or unbinding rolls made for a wizard within 3" of this terrain feature. 3 Inspiring: Add 1 to the Bravery of all units within 3" of this terrain feature. 4 Deadly: Roll a dice for any model that makes a run or charge move across, or finishing on, this terrain feature. On a roll of 1 the model is slain. 5 Mystical: Roll a dice in your hero phase for each of your units within 3" of this terrain feature. On a roll of 1 the unit is befuddled and can’t be selected to cast spells, move or attack until your next hero phase. On a roll of 2-6 the unit is ensorcelled, and you can re-roll failed wound rolls for the unit until your next hero phase. 6 Sinister: Any of your units that are within 3" of this terrain feature in your hero phase cause fear until your next hero phase. Subtract 1 from the Bravery of any enemy units that are within 3" of one or more units that cause fear.

THE BATTLE BEGINS Thunder rumbles high above as the armies take to the battlefield. You are now ready for the battle to begin, but before it does you must set up your armies for the coming conflict.

SET-UP Before setting up their armies, both players roll a dice, rolling again in the case of a tie. The player that rolls higher must divide the battlefield into two equal-sized halves; their opponent then picks one half to be their territory. Some examples of this are shown below.

Your Territory

Enemy Territory

Your Territory

Enemy Territory

Your Territory

Enemy Territory

The opposing player can continue to set up units. When they have finished, set-up is complete. The player that finishes setting up first always chooses who takes the first turn in the first battle round.

THE GENERAL Once you have finished setting up all of your units, nominate one of the models you set up as your general. Your general has a command ability, as described in the rules for the hero phase opposite.

GLORIOUS VICTORY In the Mortal Realms battles are brutal and uncompromising – they are fought to the bitter end, with one side able to claim victory because it has destroyed its foe or there are no enemy models left on the field of battle. The victor can immediately claim a major victory and the honours and triumphs that are due to them, while the defeated must repair to their lair to lick their wounds and bear the shame of failure. If it has not been possible to fight a battle to its conclusion or the outcome is not obvious, then a result of sorts can be calculated by comparing the number of models removed from play with the number of models originally set up for the battle for each army. Expressing these as percentages provides a simple way to determine the winner. Such a victory can only be claimed as a minor victory. For example, if one player lost 75% of their starting models, and the other player lost 50%, then the player that only lost 50% of their models could claim a minor victory. Models added to your army during the game (for example, through summoning, reinforcements, reincarnation and so on) do not count towards the number of models in the army, but must be counted among the casualties an army suffers.

SUDDEN DEATH VICTORIES The players then alternate setting up units, one at a time, starting with the player that won the earlier dice roll. Models must be set up in their own territory, more than 12" from enemy territory. You can continue setting up units until you have set up all the units you want to fight in this battle, or have run out of space. This is your army. Count the number of models in your army – this may come in useful later. Any remaining units are held in reserve, playing no part unless fate lends a hand.

Sometimes a player may attempt to achieve a sudden death victory. If one army has a third more models than the other, the outnumbered player can choose one objective from the sudden death table after generals are nominated. A major victory can be claimed immediately when the objective is achieved by the outnumbered player.

TRIUMPHS After any sudden death objectives have been chosen, if your army won a major victory in its previous battle, roll a dice and look up the result on the triumph table to the right.

THE SUDDEN DEATH TABLE Assassinate: The enemy player picks a unit with the Hero, Wizard, Priest or Monster keyword in their army. Slay the unit that they pick. Blunt: The enemy player picks a unit with five or more models in their army. Slay the unit that they pick. Endure: Have at least one model which started the battle on the battlefield still in play at the end of the sixth battle round. Seize Ground: Pick one terrain feature in enemy territory. Have at least one friendly model within 3" of that feature at the end of the fourth battle round.

THE TRIUMPH TABLE Roll Triumph 1-2 Blessed: You can change the result of a single dice to the result of your choosing once during the battle. 3-4 Inspired: You can re-roll all of the failed hit rolls for one unit in your army in one combat phase. 5-6 Empowered: Add 1 to your general’s Wounds characteristic.

BATTLE ROUNDS Mighty armies crash together amid the spray of blood and the crackle of magic. Warhammer: Age of Sigmar is played in a series of battle rounds, each of which is split into two turns – one for each player. At the start of each battle round, both players roll a dice, rolling again in the case of a tie. The player that rolls highest decides who takes the first turn in that battle round. Each turn consists of the following phases: 1. Hero Phase Cast spells and use heroic abilities. 2. Movement Phase Move units across the battlefield. 3. Shooting Phase Attack with missile weapons. 4. Charge Phase Charge units into combat. 5. Combat Phase Pile in and attack with melee weapons. 6. Battleshock Phase Test the bravery of depleted units. Once the first player has finished their turn, the second player takes theirs. Once the second player has also finished, the battle round is over and a new one begins.

PRE-BATTLE ABILITIES

ENEMY MODELS

Some warscrolls allow you to use an ability ‘after set-up is complete’. These abilities are used before the first battle round. If both armies have abilities like this, both players roll a dice, re-rolling in the case of a tie. The player that rolls highest gets to use their abilities first, followed by their opponent.

When you move a model in the movement phase, you may not move within 3" of any enemy models. Models from your army are friendly models, and models from the opposing army are enemy models.

HERO PHASE As the armies close in, their leaders use sorcerous abilities, make sacrifices to the gods, or give strident commands. In your hero phase you can use the wizards in your army to cast spells (see the rules for wizards on the last page of these rules). In addition, other units in your army may have abilities on their warscrolls that can be used in the hero phase. Generally, these can only be used in your own hero phase. However, if an ability says it can be used in every hero phase, then it can be used in your opponent’s hero phase as well as your own. If both players can use abilities in a hero phase, the player whose turn it is gets to use all of theirs first.

COMMAND ABILITY In your hero phase, your general can use one command ability. All generals have the Inspiring Presence command ability, and some may have more on their warscroll. Inspiring Presence: Pick a unit from your army that is within 12" of your general. The unit that you pick does not have to take battleshock tests until your next hero phase.

MOVEMENT PHASE The ground shakes to the tread of marching feet as armies vie for position. Start your movement phase by picking one of your units and moving each model in that unit until you’ve moved all the models you want to. You can then pick another unit to move, until you have moved as many of your units as you wish. No model can be moved more than once in each movement phase.

MOVING A model can be moved in any direction, to a distance in inches equal to or less than the Move characteristic on its warscroll. It can be moved vertically in order to climb or cross scenery, but cannot be moved across other models. No part of the model may move further than the model’s Move charracteristic.

Units starting the movement phase within 3" of an enemy unit can either remain stationary or retreat. If you choose to retreat, the unit must end its move more than 3" away from all enemy units. If a unit retreats, then it can’t shoot or charge later that turn (see below).

RUNNING When you pick a unit to move in the movement phase, you can declare that it will run. Roll a dice and add the result to the Move characteristic of all models in the unit for the movement phase. A unit that runs can’t shoot or charge later that turn.

FLYING If the warscroll for a model says that the model can fly, it can pass across models and scenery as if they were not there. It still may not finish the move within 3" of an enemy in the movement phase, and if it is already within 3" of an enemy it can only retreat or remain stationary.

SHOOTING PHASE A storm of death breaks over the battle as arrows fall like rain and war machines hurl their deadly payloads. In your shooting phase you can shoot with models armed with missile weapons. Pick one of your units. You may not pick a unit that ran or retreated this turn. Each model in the unit attacks with all of the missile weapons it is armed with (see Attacking). After all of the models in the unit have shot, you can choose another unit to shoot with, until all units that can shoot have done so.

CHARGE PHASE Howling bloodcurdling war cries, warriors hurl themselves into battle to slay with blade, hammer and claw. Any of your units within 12" of the enemy in your charge phase can make a charge move. Pick an eligible unit and roll two dice. Each model in the unit can move this number in inches. You may not pick a unit that ran or retreated this turn, nor one that is within 3" of the enemy.

The first model you move must finish within ½" of an enemy model. If that’s impossible, the charge has failed and no models in the charging unit can move in this phase. Once you’ve moved all the models in the unit, you can pick another eligible unit to make a charge, until all units that can charge have done so.

COMBAT PHASE Carnage engulfs the battlefield as the warring armies tear each other apart. Any unit that has charged or has models within 3" of an enemy unit can attack with its melee weapons in the combat phase. The player whose turn it is picks a unit to attack with, then the opposing player must attack with a unit, and so on until all eligible units on both sides have attacked once each. If one side completes all its attacks first, then the other side completes all of its remaining attacks, one unit after another. No unit can be selected to attack more than once in each combat phase. An attack is split into two steps: first the unit piles in, and then you make attacks with the models in the unit. Step 1: When you pile in, you may move each model in the unit up to 3" towards the closest enemy model. This will allow the models in the unit to get closer to the enemy in order to attack them. Step 2: Each model in the unit attacks with all of the melee weapons it is armed with (see Attacking).

BATTLESHOCK PHASE Even the bravest heart may quail when the horrors of battle take their toll. In the battleshock phase, both players must take battleshock tests for units from their army that have had models slain during the turn. The player whose turn it is tests first. To make a battleshock test, roll a dice and add the number of models from the unit that have been slain this turn. For each point by which the total exceeds the highest Bravery characteristic in the unit, one model in that unit must flee and is removed from play. Add 1 to the Bravery characteristic being used for every 10 models that are in the unit when the test is taken. You must choose which models flee from the units you command.

ATTACKING Blows hammer down upon the foe, inflicting bloody wounds. When a unit attacks, you must first pick the target units for the attacks that the models in the unit will make, then make all of the attacks, and finally inflict any resulting damage on the target units. The number of attacks a model can make is determined by the weapons that it is armed with. The weapon options a model has are listed in its description on its warscroll. Missile weapons can be used in the shooting phase, and melee weapons can be used in the combat phase. The number of attacks a model can make is equal to the Attacks characteristic for the weapons it can use.

PICKING TARGETS First, you must pick the target units for the attacks. In order to attack an enemy unit, an enemy model from that unit must be in range of the attacking weapon (i.e. within the maximum distance, in inches, of the Range listed for the weapon making the attack), and visible to the attacker (if unsure, stoop down and get a look from behind the attacking model to see if the target is visible). For the purposes of determining visibility, an attacking model can see through other models in its unit. If a model has more than one attack, you can split them between potential target units as you wish. If a model splits its attacks between two or more enemy units, resolve all of the attacks against one unit before moving onto the next one.

MAKING ATTACKS Attacks can be made one at a time, or, in some cases, you can roll the dice for attacks together. The following attack sequence is used to make attacks one at a time: 1. Hit Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Hit characteristic, then it scores a hit and you must make a wound roll. If not, the attack fails and the attack sequence ends. 2. Wound Roll: Roll a dice. If the roll equals or beats the attacking weapon’s To Wound characteristic, then it causes damage and the opposing player must make a save roll. If not, the attack fails and the attack sequence ends. 3. Save Roll: The opposing player rolls a dice, modifying the roll by the attacking weapon’s Rend characteristic. For example,

if a weapon has a -1 Rend characteristic, then 1 is subtracted from the save roll. If the result equals or beats the Save characteristic of the models in the target unit, the wound is saved and the attack sequence ends. If not, the attack is successful, and you must determine damage on the target unit. 4. Determine Damage: Once all of the attacks made by a unit have been carried out, each successful attack inflicts a number of wounds equal to the Damage characteristic of the weapon. Most weapons have a Damage characteristic of 1, but some can inflict 2 or more wounds, allowing them to cause grievous injuries to even the mightiest foe, or to cleave through more than one opponent with but a single blow! In order to make several attacks at once, all of the attacks must have the same To Hit, To Wound, Rend and Damage characteristics, and must be directed at the same enemy unit. If this is the case, make all of the hit rolls at the same time, then all of the wound rolls, and finally all of the save rolls; then add up the total number of wounds caused.

INFLICTING DAMAGE After all of the attacks made by a unit have been carried out, the player commanding the target unit allocates any wounds that are inflicted to models from the unit as they see fit (the models do not have to be within range or visible to an attacking unit). When inflicting damage, if you allocate a wound to a model, you must keep on allocating wounds to that model until either it is slain, or no more wounds remain to be allocated.

WIZARDS The realms are saturated with magic, a seething source of power for those with the wit to wield it. Some models are noted as being a wizard on their warscroll. You can use a wizard to cast spells in your hero phase, and can also use them to unbind spells in your opponent’s hero phase. The number of spells a wizard can attempt to cast or unbind each turn is detailed on its warscroll.

CASTING SPELLS All wizards can use the spells described below, as well as any spells listed on their warscroll. A wizard can only attempt to cast each spell once per turn. To cast a spell, roll two dice. If the total is equal to or greater than the casting value of the spell, the spell is successfully cast. If a spell is cast, the opposing player can choose any one of their wizards that is within 18" of the caster, and that can see them, and attempt to unbind the spell before its effects are applied. To unbind a spell, roll two dice. If the roll beats the roll used to cast the spell, then the spell’s effects are negated. Only one attempt can be made to unbind a spell.

ARCANE BOLT Arcane Bolt has a casting value of 5. If successfully cast, pick an enemy unit within 18" of the caster and which is visible to them. The unit you pick suffers D3 mortal wounds.

Once the number of wounds suffered by a model during the battle equals its Wounds characteristic, the model is slain. Place the slain model to one side – it is removed from play. Some warscrolls include abilities that allow wounds to be healed. A healed wound no longer has any effect. You can’t heal wounds on a model that has been slain.

MYSTIC SHIELD

MORTAL WOUNDS

THE MOST IMPORTANT RULE

Some attacks inflict mortal wounds. Do not make hit, wound or save rolls for a mortal wound – just allocate the wounds to models from the target unit as described above.

COVER If all models in a unit are within or on a terrain feature, you can add 1 to all save rolls for that unit to represent the cover they receive from the terrain. This modifier does not apply in the combat phase if the unit you are making saves for made a charge move in the same turn. Warhammer: Age of Sigmar © Games Workshop Limited 2015

Mystic Shield has a casting value of 6. If successfully cast, pick the caster, or a friendly unit within 18" of the caster and which is visible to them. You can add 1 to all save rolls for the unit you pick until the start of your next hero phase.

In a game as detailed and wide-ranging as Warhammer: Age of Sigmar, there may be times when you are not sure exactly how to resolve a situation that has come up during play. When this happens, have a quick chat with your opponent, and apply the solution that makes the most sense to you both (or seems the most fun!). If no single solution presents itself, both of you should roll a dice, and whoever rolls higher gets to choose what happens. Then you can get on with the fighting!

B E A STM E N

WARSCROLLS COMPENDIUM

Introduction The haunted forests and wastelands of the realms are home to savage creatures that live only to trample and despoil. Some call them the horned ones, others the true children of Chaos, but to mortal men they are known as

Beastmen. When the horns of battle call, the warherds mass alongside their bull-headed brethren to fight alongside the armies of Chaos. The only reward they seek is the chance to wreak utter havoc upon everything in their path.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 GORThOR ThE BEASTL ORD

2

U N DS WO

MELEE WEAPONS SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

10" 4+ 8 B

8

R AV ERy

description

3

4

Gorthor is a single model. He is armed with the Impaler. He rides into battle in a chariot pulled by a pair of Tuskgors that attack with blood-soaked Tusks and Hooves. The chariot is driven by Bagrar the Tamer, who fights with a gore-encrusted Beastspear.

KeyWOrDS

4+ 4+

Rend

3+

-1

3+

Damage

1

-

4+

1

-

1

Hatred of Heroes: You can re-roll failed wound rolls for the Impaler when Gorthor targets a Hero.

commA nd Ability

Gore-soaked Champion: If Gorthor uses this ability, then until your next hero phase, all Brayherd units in your army can add 1 to their charge, run and hit rolls whilst they are within 16" of him.

Tuskgor Charge: You can re-roll charge rolls for Gorthor. In addition, you can reroll all failed hit rolls made for Gorthor if he charged this turn.

CHAOS, BeASTMAn, BrAyHerD , HerO, BeASTlOrD, GOrTHOr

KhAzR AK ThE ONE-EyE 5 BR

7

3+

SAV E

U N DS WO

6"

MELEE WEAPONS

Scourge

Range

Attacks

3"

See below

3+

6

3+

Gor Blade

1"

AV ERy

description

Khazrak the One-eye is a single model. He is armed with a Gor Blade in one hand and a lethal magical whip called Scourge in the other. He is protected from harm and enemy spells by the Dark Mail, a suit of enchanted armour.

To hit

7

5+

SAV E

U N DS WO



12

Th e Scourge: W hen Scourge is used to attack, Khazrak makes a number of attacks equal to the number of enemy models that are within its range.

6

Bestial Cunning: If Khazrak uses this ability, then all Brayherd units from your army that are within 16" of him at the start of your next Movement phase can retreat and still charge this turn.

THe One-eye Rend

To Wound

Damage

To hit



1

4+

2+

-2

D6

Attacks

To hit

To Wound

Rend

Damage

2"



4+

3+

-1

1

2015

DAMAGE TABLE Wounds Suffered

Move

Massive horns

8

8"

0-2

7

6"

5

5"

4

4"

2

3"

10+

Abilities

A Cygor is a single model. Though practically blind, Cygors Hurl Boulders, chunks of rock or the remnants of fallen buildings at nearby foes, often targeting Wizards, who blaze like beacons before sports their unnatural sight. A Cygor also Massive Horns that it uses to gore the enemy to death.

Soul-eater: A Cygor can attempt to phase unbind 2 spells in each enemy hero in the same manner as a wizard. If it spell unbinds a spell, then the caster of the suffers 1 mortal wound and the Cygor heals a wound. hit Ghostsight: You can re-roll all failed rolls for a Cygor if the target of the attack is a Wizard.

OnSTer, CyGOr CHAOS, BU llGOr, WArHerD, M

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

commA nd Ability

Range

Hurl Boulder

MELEE WEAPONS

8-9

KeyWOrDS

1 1

Attacks Range Warhammer Age of Sigmar © Games MISSILE WEAPONS Workshop Ltd.

3-4

description

Damage

-

CHAOS, BeASTMAn, BrAyHerD , HerO, BeASTlOrD, KHAzrAK

Massive Horns

BR AV ERy

Rend

4+ 3+

Hatred of Heroes: You can re-roll failed wound rolls for Khazrak when he targets a Hero.

CyGOR MOV E

To Wound

Abilities

Th e Dark Mail: Your opponent must subtract 3 from any casting rolls he makes for a Wizard that is within 12" of Khazrak.

5-7

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

To Wound

3+

4 2

MOV E

KeyWOrDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

To hit

6

1"

Gorthor or inflict 1 mortal wound on an enemy unit within 10" of Gorthor.

Abilities

5

Attacks

1" 1"

Th e Impaler: If Gorthor makes a charge move, you can inflict D3 mortal wounds on one enemy unit that is within 1" of him after the charge is completed.

Skull of Magrar: In the hero phase, you can either heal 1 wound suffered by

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

Range

The Impaler

Tuskgors’ Tusks and Hooves Bagrar the Tamer’s Beastspear

Workshop Ltd. 2015

hurl Boulder

18" 15" 12" 6" 3"

Gorthor The Beastlord 10"

8

8

4+

sav e

U N DS WO

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Impaler

1"

6

3+

3+

-1

1

Tuskgors’ Tusks and Hooves

1"

4

4+

3+

-

1

Bagrar the Tamer’s Beastspear

1"

2

4+

4+

-

1

description

Gorthor is a single model. He is armed with the Impaler. He rides into battle in a chariot pulled by a pair of Tuskgors that attack with blood-soaked Tusks and Hooves. The chariot is driven by Bagrar the Tamer, who fights with a gore‑encrusted Beastspear.

Gorthor or inflict 1 mortal wound on an enemy unit within 10" of Gorthor.

Abilities

Tuskgor Charge: You can re-roll charge rolls for Gorthor. In addition, you can reroll all failed hit rolls made for Gorthor if he charged this turn.

The Impaler: If Gorthor makes a charge move, you can inflict D3 mortal wounds on one enemy unit that is within 1" of him after the charge is completed.

Skull of Magrar: In the hero phase, you can either heal 1 wound suffered by

Hatred of Heroes: You can re-roll failed wound rolls for the Impaler when Gorthor targets a Hero.

Command Ability

Gore-soaked Champion: If Gorthor uses this ability, then until your next hero phase, all Brayherd units in your army can add 1 to their charge, run and hit rolls whilst they are within 16" of him.

CHAOS, Beastman, brayherd, HERO, Beastlord, GORTHOR

KEYWORDS

Khazrak The One-eye 5

6" 7

3+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Scourge

3"

See below

3+

4+

-

1

Gor Blade

1"

6

3+

3+

-

1

br a ery v

description

Khazrak the One-eye is a single model. He is armed with a Gor Blade in one hand and a lethal magical whip called Scourge in the other. He is protected from harm and enemy spells by the Dark Mail, a suit of enchanted armour.

KEYWORDS

Abilities

The Dark Mail: Your opponent must subtract 3 from any casting rolls he makes for a Wizard that is within 12" of Khazrak. The Scourge: When Scourge is used to attack, Khazrak makes a number of attacks equal to the number of enemy models that are within its range.

Hatred of Heroes: You can re-roll failed wound rolls for Khazrak when he targets a Hero.

Command Ability

Bestial Cunning: If Khazrak uses this ability, then all Brayherd units from your army that are within 16" of him at the start of your next Movement phase can retreat and still charge this turn.

CHAOS, Beastman, brayherd, hero, Beastlord, Khazrak the One-eye Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Beastlord 6"

5

7

4+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Man-ripper Axe

1"

6

3+

Man-render Great Axe

1"

3

3+

3+

-1

1

3+

-2

2

br a ery v

description

A Beastlord is a single model. Some Beastlords are armed with two Man-ripper Axes, while others carry a single Manrender Great Axe to better cleave their foe; others enter battle armed with a Manripper Axe in one hand and carrying a heavy Brayshield in the other.

Abilities

Dual Axes: An extra weapon allows a warrior to brutally hack at the foe, making it harder for the target to evade the hit. You can re-roll hit rolls of 1 for a model armed with more than one Man-ripper Axe. Brayshield: A Beastlord with a Brayshield has a save of 3+ in the combat phase.

Command Ability

Grisly Trophy: A Beastlord can use this ability if any attacks it made in the previous turn resulted in an enemy model being slain. If he does so, then until your next hero phase, all Brayherd units in your army can add 1 to their charge, run and hit rolls whilst they are within 16" of him.

Hatred of Heroes: You can re-roll failed wound rolls for a Beastlord when he targets a Hero. CHAOS, Beastman, brayherd, HERO, BEASTLORD

KEYWORDS

Wargor Standard Bearer 5

6" 6

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gor Axe

1"

4

3+

3+

-1

1

br a ery v

description

A Wargor Standard Bearer is a single model. He is armed with a brutal Gor Axe and carries a great Beast Standard stitched together from the flayed skins of defeated enemies and adorned with the skulls and heads of his many victims.

KEYWORDS

Abilities

Braying Warcry: Red-hot rage festers in the savage minds of Wargors, their only desire to rend and destroy. You can add 1 to all hit rolls made for a Wargor if, before rolling the dice, you let loose a primal warcry. Your warcry must use no actual words, but angry grunts and raging snorts are encouraged.

Beast Standard: In your hero phase, a Wargor can plant his Beast Standard and unleash the bestial power contained within. If he does so, you may not move the Wargor until your next hero phase, but you can add 1 to any wound rolls made in the combat phase for all Brayherd models from your army whilst their unit is within 16" of the Beast Standard.

CHAOS, Beastman, Brayherd, hero, Totem, Wargor Standard Bearer Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Malagor, The Dark Omen 12"

5

6

6+

sav e

U N DS WO

MOV E

br a ery v

SPELLS

Range

Attacks

To Hit

To Wound

Rend

Damage

Carrion Viletide

24"

4D6

2+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crowfather’s Staff

2"

2

4+

4+

-1

D3

description

Malagor, the Dark Omen, is a single model, armed with the Crowfather’s Staff. Fly

Malagor can fly.

Harbinger of Disaster: Roll 2 dice for each enemy unit within 3" of Malagor at the start of the combat phase. If the total is higher than the unit’s Bravery, it cannot attack Malagor in that combat phase.

Magic

Abilities

Unholy Power: If Malagor successfully casts a spell, add 1 to his next casting or unbinding roll.

KEYWORDS

Malagor is a wizard. He can attempt to cast 2 different spells in each of your hero phases, and attempt to unbind 2 spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Viletide spells.

Viletide

This spell summons a vile wave of crawling, biting, stinging creatures that swarm over the foe. Viletide has a casting value of 6. If successfully cast, Malagor can immediately make an attack using the Carrion Viletide profile above.

CHAOS, Beastman, brayherd, hero, WIZARD, GREAT BRAY-SHAMAN, MALAGOR

Great Bray-Shaman 5

6" 6

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Fetish Staff

2"

1

4+

4+

-1

D3

br a ery v

description

A Great Bray-Shaman is single model. He is armed with a Fetish Staff.

Abilities

Infuse with Bestial Vigour: All Brayherd units from your army that are within 8" of a Great Bray-Shaman at the start of your movement phase can move an extra 3" that phase.

KEYWORDS

Magic

A Great Bray-Shaman is a wizard. He can attempt to cast 1 spell in each of your own hero phases, and attempt to unbind 1 spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Savage Dominion spells.

Savage Dominion

The shaman sends his mind winging into the wilds and possesses the largest creature he can find and bend to his will. Savage Dominion has a casting value of 9. If successfully cast, you can summon one Monster and add it to your army. Set up the summoned model within 6" of the edge of the battlefield and more than 9" from any enemy models. This counts as its move for the upcoming movement phase.

CHAOS, Beastman, brayherd, hero, WIZARD, GREAT BRAY-SHAMAN Warhammer Age of Sigmar © Games Workshop Ltd. 2015

morghur, master of skulls 6"

5

10 b

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Twisted Staff

2"

2

4+

4+

-1

D3

r av ery

description

Morghur, Master of Skulls, is a single model armed with a Twisted Staff.

Abilities

Spirit-essence of Chaos: In your hero phase, you may select one model from your army within 12" of Morghur and roll a dice. The selected model is slain, but on a roll of 4 or more it is replaced with a Chaos Spawn under your control.

Aura of Transmutation: Morghur cannot be attacked or affected by spells unless the attacker or spell caster is within 12". In addition, roll a dice for each enemy unit that is within 3" of Morghur at the start of the combat phase. On a roll of 4 or more that unit suffers 1 mortal wound.

Magic

Morghur is a wizard. He can attempt to cast 2 different spells in each of your hero phases, and attempt to unbind 2 different spells in each enemy hero phase. He

knows the Arcane Bolt, Mystic Shield and Devolve spells. Devolve

Morghur twists and mutates his victims psyche until only savage and animalistic parts remain and they are left mindless, growling beasts. Devolve has a casting value of 6. If cast successfully, pick a Hero within 16" and roll two dice. For each point that the total exceeds that model’s Bravery, it suffers a mortal wound.

CHAOS, Beastman, brayherd, hero, wizard, Morghur

KEYWORDS

Gors 1

6" 5

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gor Blade

1"

1

4+

4+

-

1

br a ery v

description

Banner Bearer

A unit of Gors has 10 or more models. Some units wield two Gor Blades, while others fight with a Gor Blade and Beastshield. Foe-render

The leader of this unit is a Foe-render. A Foe-render makes 2 attacks rather than 1. BRAYHORN

Models in this unit may have Brayhorns. A unit that includes any Brayhorns can run and charge in the same turn. KEYWORDS

Models in this unit may be Banner Bearers. While a Banner Bearer still stands, its unit can move an extra 1" each time runs or piles in.

Abilities

Rend and Tear: Wielding two weapons gives a warrior a better chance of landing a blow. You can re-roll hit rolls of 1 for models armed with more than one Gor Blade.

CHAOS, Beastman, brayherd, GORS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Beastshields: Units with Beastshields have a save of 4+ in the combat phase. Anarchy and Mayhem: Roll a dice before this unit piles in. Add 1 to the roll if the unit is within 8" of any Brayherd Hero from your army, and add a further 1 if the unit has 20 or more models. If the result is 4 or more, you can add 1 to all wound rolls for the unit in that combat phase. If the result is a 6 or more, all models in the unit make 1 extra attack with their Gor Blades as well.

Bestigors 1

6" 6

4+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bestigor Great Axe

1"

2

4+

3+

-1

1

br a ery v

description

Banner Bearer

A unit of Bestigors has 5 or more models. They are armed with Bestigor Great Axes. Gouge-horn

The leader of this unit is a Gouge-horn. A Gouge-horn makes 3 attacks rather than 2.

Models in this unit may be Banner Bearers. While a Banner Bearer still stands, its unit can move an extra 1" each time runs or piles in. BRAYHORN

Abilities

Despoilers: You can add 1 to the hit roll made for a Bestigor if it is attacking a model carrying a Totem or a unit that includes any standard bearers, banner bearers, icon bearers or flag wavers.

Models in this unit may have Brayhorns. A unit that includes any Brayhorns can run and charge in the same turn.

CHAOS, Beastman, brayherd, BESTIGORS

KEYWORDS

Tuskgor Chariots 6

10" 6

MELEE WEAPONS

4+

sav e

U N DS WO

MOV E

br a ery v

description

Range

Attacks

To Hit

Bestigor Crew Great Axe

1"

2

Ungor Crew Shortspear

2"

1

Tuskgors’ Tusks and Hooves

1"

4

A unit of Tuskgor Chariots has any number of models. Each chariot is crewed by a Bestigor armed with a bloody Great Axe and an Ungor with a Shortspear, and is pulled into battle by blood-frenzied Tuskgors that maul their enemies with their Tusks and Hooves.

KEYWORDS

Abilities

Tuskgor Charge: You can re-roll charge rolls for Tuskgor Chariots. In addition, you can re-roll all failed hit rolls made for a Tuskgor Chariot if its unit charged this turn.

CHAOS, Beastman, brayherd, TUSKGOR CHARIOTs Warhammer Age of Sigmar © Games Workshop Ltd. 2015

To Wound

Rend

Damage

4+

3+

-1

1

5+

4+

-

1

4+

3+

-

1

Ungors 1

6" 4

6+

MELEE WEAPONS sav e

U N DS WO

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Ungor Maul

1"

1

4+

4+

-

1

Ungor Shortspear

2"

1

5+

4+

-

1

br a ery v

description

Banner Bearer

A unit of Ungors has 10 or more models. Units of Ungor go to war armed either with Ungor Mauls or Ungor Shortspears, and carrying Half-shields.

Models in this unit may be Banner Bearers. While a Banner Bearer still stands, its unit can move an extra 1" each time runs or piles in.

Halfhorn

BRAYHORN

The leader of this unit is a Halfhorn. A Halfhorn makes 2 attacks rather than 1.

Models in this unit may have Brayhorns. A unit that includes any Brayhorns can run and charge in the same turn.

Abilities

Baying Hatred: You can re-roll hit rolls of 1 for Ungors in the combat phase if the unit has 20 or more models, or re-roll hit rolls of 1 and 2 if it has 30 or more models. Half-shields: Units with Half-shields have a save of 5+ in the combat phase.

CHAOS, Beastman, brayherd, UNGORs

KEYWORDS

Ungor Raiders 1

6" 4

6+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Raider Bow

18"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ungor Dagger

1"

1

5+

5+

-

1

description

BRAYHORN

A unit of Ungor Raiders has 10 or more models. They are armed with Raider Bows and Ungor Daggers. Halfhorn

The leader of this unit is a Halfhorn. You can add 1 to hit rolls made for a Halfhorn.

KEYWORDS

Models in this unit may have Brayhorns. An Ungor Raiders unit that includes any Brayhorns can run and shoot in the same turn. Banner Bearer

Models in this unit may be Banner Bearers. While a Banner Bearer still stands, its unit can move an extra 1" each time runs or piles in.

CHAOS, Beastman, brayherd, UNGOR RAIDERS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Vile Invaders: After set-up is complete, you can make a bonus move with this unit as if it were moving in the movement phase. Baying Anger: You can re-roll hit rolls of 1 for Ungor Raiders in the shooting phase if the unit has 20 or more models, or re-roll hit rolls of 1 and 2 if it has 30 or more models.

Doombull 8

7" 7

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Doombull Axe

1"

4

3+

Doombull Great Axe

1"

3

3+

3+

-1

2

3+

-2

3

br a ery v

description

A Doombull is a single model. Some Doombulls charge at their foe with a Doombull Axe, carrying a Bullshield in their other hand; others storm enemy lines with a pair of Doombull Axes, or hack the mightiest foes apart with a massive Doombull Great Axe.

Abilities

Bullshield: A Doombull with a Bullshield has a save of 4+ in the combat phase.

Bloodgreed: Each time you roll a wound roll of 6 or more for a Doombull’s attack it becomes filled with bloodgreed and can immediately make 1 extra attack with its melee weapon.

Command Ability

Slaughterer’s Call: If a Doombull uses this ability, then until your next hero phase you can add 1 to all wound rolls made for Warherd units in your army that are within 16" of this model when they attack in the combat phase.

Slaughter Storm: An extra weapon allows a Doombull to brutally hack through even more foes. A Doombull equipped with a pair of Doombull Axes makes 5 attacks instead of 4.

CHAOS, Bullgor, Warherd, HERO, DOOMBULL

KEYWORDS

Minotaurs 4

7" 6

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Minotaur Axe

1"

3

4+

3+

-1

2

Minotaur Great Axe

1"

2

4+

3+

-2

3

br a ery v

description

WarHerd DrummER

A unit of Minotaurs has 3 or more models. Some units of Minotaurs hew down their foes with Minotaur Great Axes; other units wield Minotaur Axes and towering Bullshields, while some storm the foe with a Minotaur Axe in each hand. Bloodkine

The leader of this unit is a Bloodkine. A Bloodkine makes 4 attacks rather than 3 with a Minotaur Axe, and makes 3 attacks rather than 2 with a Minotaur Great Axe. KEYWORDS

Models in this unit may be Warherd Drummers. Add 1 to the charge rolls of a unit that includes any Warherd Drummers for each enemy unit within 12". Warherd Banner Bearer

Models in this unit may be Warherd Banner Bearers. Add 1 to the Bravery of a unit that includes any Warherd Banner Bearers for each enemy unit within 12".

CHAOS, Bullgor, warherd, MINOTAURs Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Bloodgreed: Each time you roll a wound roll of 6 or more for a Minotaur’s attack it can immediately make 1 extra attack with its melee weapon. Dual Axes: You can re-roll hit rolls of 1 for models armed with more than one Minotaur Axe, as they have a better chance of landing a blow. Bullshields: Units with Bullshields have a save of 4+ in the combat phase.

Cygor ✹

12

7

MISSILE WEAPONS

5+

sav e

U N DS WO

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Hurl Boulder



1

4+

2+

-2

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Massive Horns

2"



4+

3+

-1

1

DAMAGE TABLE

description

Wounds Suffered

Move

Massive Horns

0-2

8"

8

18"

3-4

6"

7

15"

5-7

5"

5

12"

8-9

4"

4

6"

10+

3"

2

3"

A Cygor is a single model. Though practically blind, Cygors Hurl Boulders, chunks of rock or the remnants of fallen buildings at nearby foes, often targeting Wizards, who blaze like beacons before their unnatural sight. A Cygor also sports Massive Horns that it uses to gore the enemy to death.

KEYWORDS

Hurl Boulder

Abilities

Soul-eater: A Cygor can attempt to unbind 2 spells in each enemy hero phase in the same manner as a wizard. If it unbinds a spell, then the caster of the spell suffers 1 mortal wound and the Cygor heals a wound. Ghostsight: You can re-roll all failed hit rolls for a Cygor if the target of the attack is a Wizard.

CHAOS, Bullgor, warherd, Monster, CYGOR

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

GHORGON ✹

12

7

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Ghorgon Blades

2"

Huge Slavering Maw

1"

Damage



3+

3+

-1

3

1

4+



-1

D6

br a ery v

DAMAGE TABLE

description

Wounds Suffered

Move

Ghorgon Blades

Huge Slavering Maw

0-2

8"

5

2+

3-4

6"

4

3+

5-7

5"

3

3+

8-9

4"

2

4+

10+

3"

1

4+

A Ghorgon is a single model. It is armed with massive Ghorgon Blades that it uses to hack an enemy apart, and it has a Huge Slavering Maw that can devour a foe in a single bite.

KEYWORDS

Abilities

Ravenous Bloodgreed: Each time you roll a wound roll of 5 or more for a Ghorgon’s attack it becomes filled with bloodgreed and can immediately make 1 extra attack with the same melee weapon.

CHAOS, Bullgor, warherd, monster, GHORGON

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Strength from Flesh: A Ghorgon heals D3 wounds at the end of any combat phase in which it inflicted any wounds with its Huge Slavering Maw.

Centigors 12"

2

3

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gor Spear

2"

2

4+

4+

-

1

br a ery v

description

Centigor Banner Bearer

A unit of Centigors has 5 or more models. Centigors bear Gor Spears and carry Beastbucklers. Gorehoof

The leader of this unit is a Gorehoof. A Gorehoof makes 3 attacks rather than 2.

Models in this unit may be Centigor Banner Bearers. You can re-roll charge rolls for a unit that includes any Centigor Banner Bearers. BRAYHORN

Models in this unit may have Brayhorns. A unit that includes any Brayhorns can run and charge in the same turn.

Abilities

Beastbucklers: Units with Beastbucklers have a save of 4+ in the combat phase. Charging Spear: You can re-roll failed wound rolls for Centigors attacking with Gor Spears if they charged in the same turn. Drunken Courage: Roll a dice for this unit in each battleshock phase. Add the result of the roll to their Bravery until the end of that phase.

CHAOS, CENTIGORS

KEYWORDS

ghorros warhoof 5

12" 4

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mansmasher

1"

3

3+

3+

-1

D3

br a ery v

description

Ghorros Warhoof is a single model. He is armed with a mighty warclub named Mansmasher, and wears the Skull of the Unicorn Lord.

Abilities

Drunken Courage: Roll a dice for Ghorros Warhoof in each battleshock phase. Add the result of the roll to his Bravery until the end of that phase.

Sons of Ghorros: After set up is complete, you can pick one unit of Centigors in your army to be the Sons of Ghorros. You can add 1 to all hit rolls for attacks made by the Sons of Ghorros. Skull of the Unicorn Lord: Ghorros Warhoof can attempt to unbind two spells in each enemy hero phase as if he were a wizard.

KEYWORDS

CHAOS, Centigor, hero, Ghorros Warhoof Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command Ability

Father of Beasts: If Ghorros Warhoof uses this ability, then until your next hero phase, you may add 1 to all wound rolls made for Centigors that are within 20" of Ghorros when they attack in the combat phase. Furthermore, when Ghorros Warhoof uses this ability, Centigors can choose to use his Bravery instead of their own until your next hero phase.

RazOrgors 10"

4

6

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tusks and Hooves

1"

4

4+

3+

-1

1

br a ery v

description

A unit of Razorgors has any number of models. They attack with gore‑encrusted Tusks and Hooves.

Abilities

Uncontrollable Stampede: Razorgors must charge if their unit is within 12" of any enemy models in the charge phase. You can re-roll charge rolls for this unit. In addition, add 1 to all hit rolls for models in this unit if they charged earlier in the same turn.

CHAOS, RAZORGORs

KEYWORDS

Chaos Warhounds 1

10" 4

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slavering Jaws

1"

2

4+

4+

-

1

br a ery v

description

A unit of Chaos Warhounds has 5 or more models. They attack with fearsome Slavering Jaws.

KEYWORDS

Abilities

Outrunners of Chaos: When this unit runs, add 6" to its Move rather than rolling a dice.

CHAOS, CHAOS WARHOUNDS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

HARPIES 1

16" 3

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Claws and Fangs

1"

2

4+

4+

-

1

br a ery v

description

Abilities

A unit of Harpies has 5 or more models. They are armed with razor-sharp Claws and Fangs.

Prey Upon the Weak: Roll a dice every time an enemy model flees within 16" of any Harpies. On a roll of 6 an additional model from the same unit is pounced upon and devoured by the Harpies.

Fly

Harpies can fly.

CHAOS, Harpies

KEYWORDS

Chaos Spawn 2D6"

5

10 b

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Freakish Mutations

1"

2D6

4+

4+

-

1

r av ery

description

A unit of Chaos Spawn has any number of models. They attack with horrific Freakish Mutations.

KEYWORDS

Abilities

Cursed of the Dark Gods: If you wish, when setting up this unit, you can pick one of the following keywords to apply to this unit for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

CHAOS, Mortal, Slave to Darkness, CHAOS SPAWN Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Writhing Tentacles: If you roll a double when determining the number of attacks made by a Chaos Spawn’s Freakish Mutations, resolve those attacks with a To Hit and To Wound characteristic of 3+, instead of 4+.

GIANT ✹

12

6

5+

sav e

U N DS WO

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Massive Club

3"



3+

3+

-1

1

’Eadbutt

1"

1

4+

3+

-3



Mighty Kick

2"

1

3+

3+

-2

D3

DAMAGE TABLE Wounds Suffered

Move

0-2

8"

3D6

D6

6"

2D6

D6

5-7

5"

2D6

D3

8-9

4"

D6

D3

10+

3"

D6

1

A Giant is a single model. Giants are armed with Massive Clubs, and can also smash a foe by delivering a thunderous ’Eadbutt and a Mighty Kick. Timber!: If a Giant is slain, both players roll a dice, and whoever rolls highest decides in which direction the Giant falls (the player commanding the model wins any ties). Place the Giant on its side in the direction in which it falls – any unit (friend or foe) it lands on suffers D3 mortal wounds. Remove the Giant after resolving any damage caused by its falling body. KEYWORDS

’Eadbutt

3-4

description

Abilities

Massive Club

Stuff ’Em In Me Bag: Immediately before a Giant makes its attacks in the combat phase, pick an enemy model within 1" and then roll a dice. If the result is at least double the enemy model’s Wounds characteristic, it is grabbed and stuffed in the Giant’s bag ‘for later’. The enemy model is treated as being slain.

Drunken Stagger: If you roll a double when making a charge roll for a Giant, it immediately falls over instead of making the charge move. Determine the direction the Giant falls and the damage it causes as if it had been slain (see Timber!), but instead of removing the Giant after resolving the damage caused by its falling body, stand the model back up again as the Giant drunkenly regains its feet!

DESTRUCTION, Gargant, Aleguzzler, Monster, GIANT

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Jabberslythe ✹

10

6

5+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slythey Tongue

9"

1

3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Vorpal Claws

1"



3+

3+

-2

1

Spiked Tail

3"

1

4+



-1

D3

DAMAGE TABLE

description

Wounds Suffered

Move

Jabberslythes can fly. KEYWORDS

Spiked Tail

0-1

12"

6

3+

2-3

10"

5

3+

4-5

8"

4

4+

6-7

6"

3

4+

8+

4"

2

5+

A Jabberslythe is a single model. It attacks its prey with its horrible Slythey Tongue, unstoppable Vorpal Claws, and crushing Spiked Tail. Fly

Vorpal Claws

Abilities

Aura of Madness: Roll a dice for each enemy unit that is within 6" of this model at the beginning of your hero phase. On a roll of 6, the unit is overcome by madness until your next hero phase. That unit can’t be selected to cast spells, move, attack, charge or pile in.

CHAOS, MONSTER, JABBERSLYTHE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Spurting Bile Blood: Roll a dice for each wound inflicted upon this model in the combat phase. The unit that made the attack suffers D3 mortal wounds for each roll of 4 or more.

Beastmen

Ungor Raiders Ambush Abilities Raider Ambush: Endowed with the cunning of the hunting pack, Beastmen are adept at encircling the foe and attacking from an unexpected direction. Instead of setting up the units in an Ungor Raiders Ambush on the battlefield, you must place them to one side. In your first movement phase you must set up all of these units wholly within 6" of the edges of the battlefield, and more than 9" from any enemy models. This is the unit’s move for that movement phase.

Organisation An Ungor Raiders Ambush consists of the following units: • 3 units of Ungor Raiders • 1 unit of Ungors, Chaos Warhounds or Harpies

Attack the Weak and Injured: You can add 1 to the hit rolls made by any model in an Ungor Raiders Ambush when it targets an enemy unit that has lost at least half of its starting number of models or a Monster that has suffered at least half of its starting number of Wounds.

Beastmen

Furious Brayherd Organisation A Furious Brayherd consists of the following units: • 1 Beastlord • 1 Great Bray-Shaman • 1 unit of Bestigors, Centigors or Tuskgor Chariots • 1 unit of Ungors • 3 units of Gors

Abilities Primal Fury: Goaded on by their chieftains and shamans, the Beastmen become consumed by a savage fury, tearing apart the hated foe. Models from a Furious Brayherd make one extra attack with each of their melee weapons whilst they are within 8" of either their Beastlord or their Great Bray-Shaman. You can also re-roll wound rolls of 1 made for these models whilst they are within 8" of both their Beastlord and their Great Bray-Shaman.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Beastmen

bullgor stampede Organisation A Bullgor Stampede consists of the following units: • 1 Doombull • 3 units of Minotaurs • 1 Ghorgon

Abilities Bullgor Stampede: When a Bullgor Stampede charges the enemy, it does so with horns lowered, impaling and trampling anything in its path. Roll a dice each time a model from a Bullgor Stampede finishes its charge move within 1" of an enemy unit. On a 4 or more, that enemy unit suffers a mortal wound. Consumed by Bloodgreed: Bullgor Stampedes are driven mad by the need to gobble down steaming hunks of raw flesh. Models in a Bullgor Stampede that are affected by their Bloodgreed or Ravenous Bloodgreed ability can make 2 extra Attacks with their melee weapon instead of just 1.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit

Substitute Warscroll

Gorthor on Foot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Beastlord Taurox, the Brass Bull . . . . . . . . . . . . . . . . . . . . . . . . . Doombull Beastlord on Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . Gorthor the Beastlord Great Bray-Shaman on Chariot. . . . . . . . . . . . . . . . . . Gorthor the Beastlord Slugtongue . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Great Bray-Shaman Moonclaw, Son of Morrslieb . . . . . . . . . . . . . . . . . . . . Great Bray-Shaman Bray-Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Great Bray-Shaman Wargor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Beastlord Gorebull. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .Doombull Ungrol Four-horn . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ungor Halfhorn (see the Ungor Raiders warscroll) Razorgor Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tuskgor Chariot

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

BRETONNIA

WARSCROLLS COMPENDIUM

Introduction In fair Sigmaron the free people of humanity gather, preserving heraldry and cultural traditions from civilisations ground beneath the weight of unceasing strife. The clamour of warlike souls fills the heavens, united in

Sigmar’s name. Though some of these lost tribes have been driven from their homelands, and others cast adrift on the tides of time, every soul amongst them dreams of wreaking bloody revenge upon the forces of Chaos.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 THE gREEN KNIgHT

2

U N DS WO

12" 3+ 9

BR

Fly

KeyWORDS

3+ 4+

ORDeR, humAn, FRee PeOPLe, n

To Wound

Rend

3+

-1

3+

Damage

2

-

1

Summoned from the mists: Do not set up the Green Knight at the start of the battle. Instead, roll a dice in your hero phase. On a 4 or more, set up the Green Knight anywhere that is more than 9" from the enemy – this counts as his move for that turn. On a roll of 3 or less, the Green Knight does not appear, but you can roll again in your next hero phase. If the Green Knight is slain, he returns to the mists, and you can see if he returns as described above. Whenever he returns, all his wounds are healed.

Th e Foliate Shield: Roll a dice each time a wound or mortal wound is inflicted on this model. On a roll of 6 it is absorbed by the Foliate Shield and ignored.

ObiLiTy, gReen KnighT

BRETONNIAN LORD U N DS WO

MOV E

5

12" 3+ 9

BR

MELEE WEAPONS

A Bretonnian Lord is a single model. He rides a trusty Steed that has borne him into battles without number. The Lord is armed with a Ducal Sword and Dragonbane Lance, and carries a Ducal Shield. peGAsus

Some Bretonnian Lords ride Pegasi; these have a Move of 16" rather than 12". Fly

Attacks

2"

Steed’s Hooves

description

1"

To Hit

5

3+

2

4+

To Wound

Rend

4+

Damage

-1

D3

-

1

4+

Abilities

Courage of the bretonni: Roll a dice whenever a Nobility model from your army flees within 10" of this model. On a 4 or more, that model returns to the fray and does not flee.

Ducal Shield: You can re-roll save rolls of 1 for a Bretonnian Lord in the combat phase if he charged in the same turn.

coMMA nd Ability

Lord of the Realm: In your next charge phase, you can re-roll charge rolls for this model and all units of Nobility from your army within 15" when you determine their charge distance.

Dragonbane Lance: You can add 1 to the wound rolls and Damage of a Lord’s Ducal Sword and Dragonbane Lance if he charged in the same turn. You can also re-roll all failed hit rolls with this weapon if the target is a Monster.

KINg LOUEN LEONCOEUR

A Bretonnian Lord on a Pegasus can

✹ 9

ObiLiTy, heRO, bReTOnniAn L

Warhammer Age of Sigmar © Games

Range

MELEE WEAPONS

3+

SAV E

10

fly.

ORDeR, humAn, FRee PeOPLe, n

MOV E U N DS WO

Range

Ducal Sword and Dragonbane Lance

AV ERy

BR AV ERy

6

To Hit

To Wound

Rend

Damage

6

3+

3+

-1

D3

5

4+



-1

1



3+

-2

2" 2"

DAMAgE TABLE Hippogryph ’s Talons

King Louen Leoncoeur is a single model. He is armed with the Sword of Couronne bears and carries the Lion’s Shield. He also the a Regal Crown. The King rides upon noble Hippogryph Beaquis, who fights with his Talons and Razor-sharp Beak. King Louen Leoncoeur can fly.

Regal Crown: As long as Louen Leoncoeur is on the battlefield, he and all Free have People units from your army do not to take battleshock tests. e Lion’s Shield: You can re-roll save Th in the rolls of 1 for King Louen Leoncoeur combat phase if he charged in the same turn. Furthermore, he can attempt to in unbind 1 spell in the enemy’s hero phase the same manner as a wizard.

e Puissant Virtue: You can re-roll Th if failed hit rolls for the Sword of Couronne the target is a Hero or Monster. e Lady’s Champion: King Louen Th of Leoncoeur heals D3 wounds in each your hero phases.

coMMAnd Ability

King of the Realm: In your next combat phase, you can add 1 to hit rolls for Nobility units from your army if they charged that turn.

ObiLiTy, heRO, King LOuen Le

KeyWORDS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

5+

5+

6"

ORDeR, humAn, FRee PeOPLe, n

5+

4+

8"

Abilities

description

4+

4+

10"

Warhammer Age of Sigmar © Games

Workshop Ltd. 2015

3+ 4+

3+

12"

1 D6

Razor-sharp Beak

3+

14"

0-2

9+

KeyWORDS

Attacks

Move

Wounds Suffered

7-8

Fly

ORD

Workshop Ltd. 2015

2"

The Sword of Couronne Beaquis’ Talons Beaquis’ Razor-sharp Beak

5-6

6. Damage Table: Some models have a damage table that is used to determine any of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

To Hit

4 2

ethereal: Ignore the enemy’s Rend characteristic when making save rolls for the Green Knight.

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword on their warscroll. For example, a rule might say that it applies to ‘all Stormcast Eternals within 12"’. This means that it would apply to models that have the Stormcast Eternal keyword on their warscroll.

1"

Abilities

4

The Green Knight passes through physical barriers as though they were not there. He moves in the same manner as a model that can fly.

Attacks

1"

Shadow Steed

The Green Knight is a single model. He appears upon the battlefield astride his ghostly Shadow Steed, armed with the mighty Dolorous Blade and carrying the Foliate Shield.

5

Range

The Dolorous Blade

description

3

KeyWORDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

MELEE WEAPONS

AV ERy

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

5

SAV E

2. Characteristics: Each warscroll has a set of characteristics that tell you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

OnCOeuR

king louen leoncoeur 10

✹ 9

3+

MELEE WEAPONS

Range

Attacks

The Sword of Couronne

2"

Beaquis’ Talons

2"

Beaquis’ Razor-sharp Beak

2"

sav e

u n ds wo

MOV E

br a ery v

To Hit

To Wound

Rend

Damage

6

3+

5

4+

3+

-1

D3



-1

1

1



3+

-2

D6

DAMAGE TABLE Wounds Suffered

description

King Louen Leoncoeur can fly.

KEYWORDS

Hippogryph’s Talons

Razor-sharp Beak

0-2

14"

3+

3+

3-4

12"

3+

4+

5-6

10"

4+

4+

7-8

8"

4+

5+

9+

6"

5+

5+

King Louen Leoncoeur is a single model. He is armed with the Sword of Couronne and carries the Lion’s Shield. He also bears a Regal Crown. The King rides upon the noble Hippogryph Beaquis, who fights with his Talons and Razor-sharp Beak. Fly

Move

Abilities

Regal Crown: As long as Louen Leoncoeur is on the battlefield, he and all Free People units from your army do not have to take battleshock tests. The Lion’s Shield: You can re-roll save rolls of 1 for King Louen Leoncoeur in the combat phase if he charged in the same turn. Furthermore, he can attempt to unbind 1 spell in the enemy’s hero phase in the same manner as a wizard.

The Puissant Virtue: You can re-roll failed hit rolls for the Sword of Couronne if the target is a Hero or Monster. The Lady’s Champion: King Louen Leoncoeur heals D3 wounds in each of your hero phases.

COMMAND ABILITY

King of the Realm: In your next combat phase, you can add 1 to hit rolls for Nobility units from your army if they charged that turn.

Order, human, Free People, Nobility, HERO, King Louen Leoncoeur

KEYWORDS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

the fay enchantress 5

14" 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Fay Enchantress’ Blessed Blade

1"

3

4+

4+

-1

1

Silvaron’s Enchanted Horn

1"

1

4+

3+

-1

2

Silvaron’s Silvershod Hooves

1"

3

4+

4+

-

1

DESCRIPTION

Grail Guardians: You may re-roll failed hit rolls for units of Grail Knights from your army within 10" of the Fay Enchantress in the combat phase.

ABILITIES

Spiteful Glance: Before the Fay Enchantress makes any attacks in the combat phase, you can select a model within 3", roll two dice and add their results together. If the total is higher than the model’s Bravery, its unit suffers a mortal wound.

The Fay Enchantress is a single model. She rides the Unicorn Silvaron and wields a Blessed Blade. Silvaron defends his mistress with his Horn and Hooves. Chalice of Potions: Once in each of your hero phases, the Fay Enchantress can peer into the chalice and use it to stir up the magical power needed to cast one of her spells. If she does so, roll a single dice instead of making a normal casting roll. On a roll of 2 or more the spell is cast and cannot be unbound. On a roll of 1 the casting attempt is a failure, and the chalice cannot be used again for the rest of the battle.

KEYWORDS

Supreme Aura of the Lady: In your hero phase, select the Fay Enchantress or a Free People model within 6" of her; that model heals D3 wounds.

MAGIC

The Fay Enchantress is a powerful wizard. She can cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Favour of the Fay spells. Favour of the Fay

The Fay Enchantress stokes the fires of nobility and courage in the hearts of her followers, blessing them with the power to strike down their foes. Favour of the Fay has a casting value of 6. If successfully cast, pick one unit of Free People within 16". Until your next hero phase, you can add 1 to all hit rolls for that unit’s melee weapons. If that unit is Nobility, you can add 2 to all these hit rolls instead.

Order, human, Free People, Nobility, Hero, Wizard, Damsel of the Lady, FAY ENCHANTRESS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

the green knight 12"

5

9

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Dolorous Blade

1"

Shadow Steed

1"

4

3+

3+

-1

2

2

4+

3+

-

1

br a ery v

description

Abilities

Fly

The Foliate Shield: Roll a dice each time a wound or mortal wound is inflicted on this model. On a roll of 6 it is absorbed by the Foliate Shield and ignored.

The Green Knight is a single model. He appears upon the battlefield astride his ghostly Shadow Steed, armed with the mighty Dolorous Blade and carrying the Foliate Shield. The Green Knight passes through physical barriers as though they were not there. He moves in the same manner as a model that can fly.

Summoned from the Mists: Do not set up the Green Knight at the start of the battle. Instead, roll a dice in your hero phase. On a 4 or more, set up the Green Knight anywhere that is more than 9" from the enemy – this counts as his move for that turn. On a roll of 3 or less, the Green Knight does not appear, but you can roll again in your next hero phase. If the Green Knight is slain, he returns to the mists, and you can see if he returns as described above. Whenever he returns, all his wounds are healed.

Ethereal: Ignore the enemy’s Rend characteristic when making save rolls for the Green Knight.

Order, human, Free People, Nobility, Green Knight

KEYWORDS

Bretonnian lord 5

12" 9

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ducal Sword and Dragonbane Lance

2"

Steed’s Hooves

1"

5

3+

4+

-1

D3

2

4+

4+

-

1

br a ery v

description

A Bretonnian Lord is a single model. He rides a trusty Steed that has borne him into battles without number. The Lord is armed with a Ducal Sword and Dragonbane Lance, and carries a Ducal Shield. Pegasus

Some Bretonnian Lords ride Pegasi; these have a Move of 16" rather than 12". Fly

A Bretonnian Lord on a Pegasus can fly. KEYWORDS

Abilities

Courage of the Bretonni: Roll a dice whenever a Nobility model from your army flees within 10" of this model. On a 4 or more, that model returns to the fray and does not flee. Dragonbane Lance: You can add 1 to the wound rolls and Damage of a Lord’s Ducal Sword and Dragonbane Lance if he charged in the same turn. You can also re-roll all failed hit rolls with this weapon if the target is a Monster.

Ducal Shield: You can re-roll save rolls of 1 for a Bretonnian Lord in the combat phase if he charged in the same turn.

COMMAND ABILITY

Lord of the Realm: In your next charge phase, you can re-roll charge rolls for this model and all units of Nobility from your army within 15" when you determine their charge distance.

Order, human, Free People, Nobility, Hero, Bretonnian Lord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

paladin 5

5" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Relic Weapon

1"

4

3+

3+

-1

D3

br a ery v

description

A Paladin is a single model. He goes to war armed with a Relic Weapon and carrying a Paladin’s Shield.

Abilities

Paladin’s Shield: Add 1 to the save rolls for the Paladin so long as he did not charge in the same turn.

Heroic Blow: Instead of making his usual attacks, a Paladin can attempt to slay his foe with a single mighty swing of his Relic Weapon. If he does so, choose a target as normal, but make only 1 attack instead of 4. If this attack hits, the Relic Weapon inflicts D6 mortal wounds on the target. You do not need to make a wound roll and your opponent cannot make a save roll for this attack.

Order, human, Free People, Nobility, HERO, PALADIN

KEYWORDS

Paladin standard bearer 5

10" 7

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Master-forged Sword

1"

5

3+

3+

-1

1

Destrier’s Iron-shod Hooves

1"

2

4+

4+

-

1

br a ery v

description

A Paladin Standard Bearer is a single model. He is armed with a Master-forged Sword and carries the Grail Banner. He rides into battle upon a fearsome Destrier that lashes out with Iron‑shod Hooves.

KEYWORDS

Abilities

The Grail Banner: Add 1 to the Bravery of all Peasantry and Nobility units from your army within 15" of any Grail Banners. In addition, if the Paladin Standard Bearer slays a Monster or a Hero, then from that point onwards, Peasantry and Nobility units from your army within 15" of him do not need to take battleshock tests.

Follow Me to Glory!: If a Paladin Standard Bearer makes a successful charge, you can re-roll charge rolls in the same charge phase for any units of Nobility in your army so long as the Grail Banner is visible to them.

Order, human, Free People, NOBILITY, Hero, TOTEM, Paladin, Paladin STANDARD BEARER Warhammer Age of Sigmar © Games Workshop Ltd. 2015

damsel of the lady 5"

5

6

6+

MELEE WEAPONS

Range

Attacks

To Hit

Staff of Purity

1"

1

Steed’s Hooves

1"

2

sav e

u n ds wo

MOV E

To Wound

Rend

Damage

4+

3+

-1

D3

4+

4+

-

1

br a ery v

description

A Damsel of the Lady is a single model. She is armed with a Staff of Purity. Purebred Horse or Pegasus

Some Damsels ride Purebred Horses, granting them a Move of 12"; others ride Pegasi, increasing their Move to 16". Both steeds attack with their Hooves. Fly

A Damsel of the Lady on a Pegasus can fly.

KEYWORDS

Abilities

Blessing of the Lady

Aura of the Lady: In your hero phase, select the Damsel or a Free People model within 6" of her; that model heals one wound.

Magic

A Damsel of the Lady is a wizard. She can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Blessing of the Lady spells.

The Damsel can call upon the Lady of the Lake to bestow her blessing on her followers and protect the virtuous from harm. Blessing of the Lady has a casting value of 5. If successfully cast, pick one unit of Free People within 16". Until your next hero phase, roll a dice whenever that unit suffers a wound or mortal wound. Add 1 to that roll if the unit is Nobility. On a 6 or more, that wound is ignored.

Order, human, Free People, Nobility, hero, Wizard, DAMSEL OF THE LADY

knights errant 2

10" 5

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Pendant Lance and Blade

2"

1

Charger’s Hooves

1"

2

To Hit

To Wound

Rend

Damage

4+

4+

-

1

4+

4+

-

1

br a ery v

description

BANNER Bearer

A unit of Knights Errant has 5 or more models. They ride to war on Chargers, driving their foes before them in a thunder of Hooves, and striking at them with Pendant Lances and Blades. On their left arms they carry Heraldic Shields. Cavalier

The leader of this unit is a Cavalier. A Cavalier makes 2 attacks with his Pendant Lance and Blade rather than 1.

KEYWORDS

Models in this unit can be Banner Bearers. You can re-roll battleshock tests for a unit that includes any Banner Bearers if it charged in the same turn. Trumpeter

Models in this unit can be Trumpeters. If a unit includes any Trumpeters, roll three dice instead of two when it charges and use the two highest scores to determine how far each model can move.

Abilities

Eager to Impress: You can re-roll failed hit rolls of 1 for this unit if it is within 18" of a Damsel of the Lady when it attacks (you can instead re-roll all failed hit rolls if the unit also has 10 or more models). Lances: You can add 1 to the wound rolls and Damage of this unit’s Pendant Lances and Blades if it charged in the same turn. Heraldic Shields: You can add 1 to save rolls for this unit in the combat phase if it charged in the same turn.

Order, human, Free People, Nobility, Knights Errant Warhammer Age of Sigmar © Games Workshop Ltd. 2015

knights of the realm 10"

2

6

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Pendant Lance and Blade

2"

Charger’s Hooves

1"

1

3+

4+

-

1

2

4+

4+

-

1

br a ery v

description

BANNER Bearer

A unit of Knights of the Realm has 5 or more models. They go to war armed with Pendant Lances and Blades, and carry Heraldic Shields. They ride Chargers that are trained to stove in the skulls of the enemy with their flashing Hooves. Gallant

The leader of this unit is a Gallant. A Gallant makes 2 attacks with his Pendant Lance and Blade rather than 1.

Models in this unit can be Banner Bearers. You can re-roll battleshock tests for a unit that includes any Banner Bearers if it charged in the same turn. Trumpeter

Models in this unit can be Trumpeters. If a unit includes any Trumpeters, roll three dice instead of two when it charges and use the two highest scores to determine how far each model can move.

Abilities

Virtue of Knightly Temper: Add 1 to the Bravery of this unit whilst it is within 8" of any Free People Hero from your army. Massed Cavalry: A Knight of the Realm makes an extra attack with his Pendant Lance and Blade whilst its unit has 10 or more models. Lances: You can add 1 to the wound rolls and Damage for this unit’s Pendant Lances and Blades if it charged in the same turn. Heraldic Shields: You can add 1 to the save rolls for this unit in the combat phase if it charged in the same turn.

Order, human, Free People, Nobility, Knights of the Realm

KEYWORDS

questing knights 2

10" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Knightly Greatblade

1"

2

3+

3+

-1

1

Charger’s Hooves

1"

2

4+

4+

1

1

br a ery v

description

BANNER Bearer

A unit of Questing Knights has 5 or more models. They ride Bretonnian Chargers that trample the foe beneath their Hooves, and wield Knightly Greatblades and Heraldic Shields.

Models in this unit can be Banner Bearers. You can re-roll battleshock tests for a unit that includes any Banner Bearers if it charged in the same turn.

PARAGON

Models in this unit can be Lutists. If a unit includes any Lutists, roll three dice instead of two when it charges and use the two highest scores to determine how far each model can move. You may re-roll the dice if there is an enemy Monster within 12".

The leader of this unit is a Paragon. A Paragon makes 3 attacks rather than 2 with his Knightly Greatblade.

KEYWORDS

Lutist

Abilities

The Questing Vow: Double the Damage of a Knightly Greatblade if the target is a Monster. Heraldic Shields: You can add 1 to save rolls for this unit in the combat phase if it charged in the same turn.

Order, human, Free PEople, Nobility, Questing Knights Warhammer Age of Sigmar © Games Workshop Ltd. 2015

GRail knights 10"

2

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sword and Sacred Lance

1"

Destrier’s Iron-shod Hooves

1"

2

3+

4+

-1

1

2

4+

4+

-

1

br a ery v

description

GRAIL BANNER Bearer

A unit of Grail Knights has 5 or more models. These devoted Knights are armed with Swords and Sacred Lances, and carry Grail Shields bearing proud heraldry. They ride into battle atop powerful Destriers that trample the foe beneath their Iron‑shod Hooves.

Models in this unit can be Grail Banner Bearers. You can re-roll battleshock tests for a unit that includes any Grail Banner Bearers if it charged in the same turn. Trumpeter

Models in this unit can be Trumpeters. If a unit includes any Trumpeters, roll three dice instead of two when it charges and use the two highest scores to determine how far each model can move.

Abilities

Grail Shields: You can add 1 to save rolls for this unit in the combat phase if it charged in the same turn. Lances: Add 1 to the wound rolls and Damage of this unit’s Swords and Sacred Lances if it charged in the same turn. The Grail Vow: You can re-roll all failed hit rolls for this unit if, before rolling the dice, you hold aloft a grail or goblet and shout ‘For the Lady’ in a heroic voice.

Order, human, Free People, Nobility, GRAIL KNIGHTs

KEYWORDS

pegasus knights 4

16" 6

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lance and Blade

2"

2

3+

4+

-

1

Pegasus’ Hooves

1"

2

4+

4+

-

1

br a ery v

description

BANNER Bearer

A unit of Pegasus Knights has 3 or more models. Each is armed with a Lance and Blade and a Heraldic Shield. They ride Pegasi, which lash out with their Hooves.

Models in this unit can be Banner Bearers. You can re-roll battleshock tests for a unit that includes any Banner Bearers if it charged in the same turn.

Fly

Trumpeter

Pegasus Knights can fly.

Models in this unit can be Trumpeters. If a unit of Pegasus Knights includes any Trumpeters, roll four dice instead of two when it charges and use the two highest scores to determine how far each model can move.

Gallant

The leader of this unit is a Gallant. A Gallant makes 3 attacks with his Lance and Blade rather than 2. KEYWORDS

Abilities

Lances: Add 1 to the wound rolls and Damage of a Pegasus Knight’s Lance and Blade if he charged in the same turn. Heraldic Shields: You can add 1 to save rolls for this unit in the combat phase if it charged in the same turn. Swooping Charge: A unit of Pegasus Knights can be chosen to pile in and attack twice, instead of only once, during a turn in which they charged.

Order, human, Free People, Nobility, pegasus knights Warhammer Age of Sigmar © Games Workshop Ltd. 2015

battle pilgrims 1

5" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Reliquary Sword

1"

1

5+

4+

-

1

br a ery v

description

Abilities

A unit of Battle Pilgrims has 6 or more models. The Battle Pilgrims are armed with Reliquary Swords and Pilgrim Shields.

Inspired Fervour: You can add 1 to any hit rolls for a unit of Battle Pilgrims that has a Grail Reliquae. If the unit has 10 or more models, you can add 1 to any wound rolls as well.

Grail Reliquae

A unit of Battle Pilgrims can have one Grail Reliquae. A Grail Reliquae has 3 Wounds instead of 1 and makes 3 attacks rather than 1. Whilst a unit of Battle Pilgrims includes a Grail Reliquae, it has the Nobility keyword.

Pilgrim Shields: You can re-roll save rolls of 1 for this unit, or save rolls of 1 and 2 if it has a Grail Reliquae.

Order, human, Free People, PEASANTRY, BATTLE PILGRIMS

KEYWORDS

men-at-arms 1

5" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Polearm

2"

1

5+

4+

-

1

br a ery v

description

Trumpeter

A unit of Men-at-arms has 10 or more models. The unit is armed with Polearms and Tower Shields.

Models in this unit can be Trumpeters. Add 1 to the run rolls of a unit that includes any Trumpeters.

Warden

Standard Bearer

The leader of this unit is a Warden. A Warden makes 2 attacks rather than 1.

Models in this unit can be Standard Bearers. Add 1 to the Bravery of all models in a unit that includes any Standard Bearers, or 2 if there is a Hero from the Nobility in your army within 15".

Drummer

Models in this unit can be Drummers. Add 1 to the charge rolls of a unit that includes any Drummers.

KEYWORDS

Relic Bearer

Abilities

Rowdy Mob: You can add 1 to hit rolls for this unit if it has 20 models or more, or add 2 if it has 30 models or more. Tower Shields: You can add 1 to save rolls for this unit so long as it did not charge in the same turn. Virtue of Empathy: You can add 1 to hit rolls for this unit whilst it is within 8" of a Paladin from your army.

Models in this unit can be Relic Bearers. Whilst any Relic Bearers stand, this unit can attempt to unbind one spell in each enemy hero phase as if it were a wizard.

Order, human, Free People, Peasantry, MEN-At-ARMS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

peasant bowmen 1

5" 4

6+

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Longbow

20"

1

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Skinning Knife

1"

1

5+

5+

-

1

sav e

u n ds wo

MOV E

br a ery v

description

Standard Bearer

A unit of Peasant Bowmen has 10 or more models. They are armed with Longbows and Skinning Knives. Some Peasant Bowmen prepare Stakes to protect them against enemy charges, and Burning Braziers to set their arrows aflame.

Models in this unit can be Standard Bearers. Add 1 to the Bravery of all models in a unit that includes any Standard Bearers, or 2 if there is a Hero from the Nobility in your army within 15".

Villein

The leader of this unit is a Villein. A Villein makes 2 attacks with his Longbow rather than 1.

Models in this unit can be Relic Bearers. Whilst any Relic Bearers stand, this unit can attempt to unbind one spell in each enemy hero phase as if it were a wizard.

Drummer

Abilities

Models in this unit can be Drummers. Add 1 to the charge rolls of a unit that includes any Drummers. Trumpeter

Models in this unit can be Trumpeters. Add 1 to the run rolls of a unit that includes any Trumpeters.

KEYWORDS

Relic Bearer

Arrowstorm: Once during the battle this unit can shoot an Arrowstorm in their shooting phase; when they do so you can triple the number of attacks made by their Longbows. If the unit has 20 models or more, quadruple the number of attacks instead. Peasant Bowmen cannot shoot an Arrowstorm if there are any enemy models within 3".

Stakes: After set-up is complete, you can place a line of stakes in front of each unit of Peasant Bowmen in your army. The stakes must be placed within 1" of the unit. Roll a dice for any enemy models that finish a charge move within 1" of the stakes. On a roll of 6 that model’s unit suffers a mortal wound. Burning Braziers: You can re-roll wound rolls of 1 for Longbows wielded by units with Burning Braziers. Virtue of Empathy: You can add 1 to hit rolls for this unit whilst it is within 8" of a Paladin from your army.

Order, human, Free People, Peasantry, Peasant bowmen

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

mounted yeomen 2

12" 4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Yeoman’s Bow

18"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hunting Spear

2"

1

4+

4+

-

1

Palfrey’s Sharp Teeth

1"

2

4+

5+

-

1

description

Standard Bearer

A unit of Mounted Yeomen can have any number of models. They are armed with Yeoman’s Bows and Hunting Spears, and sometimes bear small Wooden Shields. They ride lightweight Palfreys that bite their enemies with their Sharp Teeth.

Models in this unit can be Standard Bearers. Add 1 to the Bravery of all models in a unit that includes any Standard Bearers, or 2 if there is a Hero from the Nobility in your army within 15".

Warden

Models in this unit can be Trumpeters. Add 2 to the run rolls of a unit that includes any Trumpeters.

The leader of this unit is a Warden. A Warden makes 2 attacks with a Hunting Spear rather than 1.

KEYWORDS

Trumpeter

Abilities

Scouts: After set up is complete, a unit of Mounted Yeomen can make a move as if it were their movement phase. The unit can run when making this bonus move. Wooden Shields: You can add 1 to save rolls in the combat phase for models with Wooden Shields if they charged that turn. Virtue of Empathy: You can add 1 to hit rolls for this unit whilst it is within 8" of a Paladin from your army.

Order, human, Free People, Peasantry, mounted yeomen

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

field trebuchet war machine

5

✹ -

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rocks and Masonry

12"-48"



4+

3+

-2

D6

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Rocks and Masonry

4 models

4"

2

3 models

3"

2

2 models

2"

1

1 model

1"

1

No models

0

0

crew

1

1" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

5+

5+

-

1

br a ery v

description

A Field Trebuchet consists of a Trebuchet War Machine that can hurl Rocks and Masonry at the foe, and a Crew of 5 Peasants, who defend themselves with a variety of Tools.

Abilities

Siege Artillery: A Field Trebuchet can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Field Trebuchet in the shooting phase, they can fire the war

machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1"of their war machine. Virtue of Courage: Peasantry Crew do not need to take battleshock tests while there is a Paladin from your army within 8".

war machine KEYWORDS

Order, War Machine, FIELD TREBUCHET

crew KEYWORDS

Order, human, Free People, Peasantry, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Arcing Shot: This War Machine can shoot at enemy units that are not visible to it. Hard to Miss: Roll a dice before making a Rocks and Masonry attack. If the roll is less than the number of models in the target unit, the attack scores a hit without needing to make a hit roll.

Bretonnia

Defenders of the Realm Organisation A Defenders of the Realm battalion consists of the following units: • 1 Bretonnian Lord • 1 Paladin Standard Bearer • 1 Damsel of the Lady • 3 units of Knights of the Realm • 1 unit of Knights Errant • 1 unit of Questing Knights, Grail Knights, or Pegasus Knights

Abilities Form the Lance: Few foes can hope to stand before the Defenders of the Realm when they are charging full-tilt in their distinctive lance formation. You can re-roll wound rolls of 1 for models from the Defenders of the Realm if they charged in the same turn. Virtue of Stoicism: The Defenders of the Realm are never braver than when charging the enemy. You can choose to re-roll battleshock tests for any unit from the Defenders of the Realm if they charged that turn.

Bretonnia

Peasant Militia Organisation A battalion of Peasant Militia consists of the following units: • 1 Paladin • 2 units of Men-at-Arms • 2 units of Peasant Bowmen • 1 unit of Battle Pilgrims or a Field Trebuchet

Abilities The Peasant’s Duty: It is the commoner’s lot in life to stand firm in the face of the enemy and defend his lord’s land whilst he is off chasing glory on the battlefield. You can re-roll hit rolls of 1 for models in a Peasant Militia battalion if they did not move in the preceding movement phase. In It Together: The peasants of the Free People draw courage, and some small measure of solace, from knowing that they’re not alone in their misery when their low-born countrymen stand beside them. Add 1 to the Bravery of all models in a Peasant Militia unit whilst it is within 6" of another unit from the battalion.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Bretonnian Lord on foot. . . . . . . . . . . . . . . . . . . . . . Bretonnian Lord on Hippogryph . . . . . . . . . . . . . Prophetess of the Lady . . . . . . . . . . . . . . . . . . . . . . . Paladin on Warhorse . . . . . . . . . . . . . . . . . . . . . . . . Paladin on Pegasus . . . . . . . . . . . . . . . . . . . . . . . . . .

Warscroll

Paladin K ing Louen Leoncoeur Damsel of the Lady Bretonnian Lord on Steed Bretonnian Lord on Pegasus

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

DAEMONS OF CHAOS

WARSCROLLS COMPENDIUM

Introduction Hellish spawn of the Dark Gods, the daemons of Chaos exist only to corrupt and destroy. They are the foot soldiers of Chaos, malicious entities whose very existence is anathema to the Mortal Realms.

Though each Chaos God is served by their own rival daemons, all put aside their differences to invade the Mortal Realms. Only the most courageous can stand before such infernal hordes, and even they stand little chance...

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 SKULLtAKER

2

U N DS WO

5"

5

10

bR

4+

MELEE WEAPONS

SAV E

2. Characteristics: Each warscroll has a set of characteristics that tell you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

The Slayer Sword

description

3

Range

Attacks

1"

to Hit

3

to Wound

3+

Rend

3+

Damage

-1

3

AV ERy

Skulltaker is single model. He is armed with the murderous Slayer Sword, and wears his infamous Cloak of Skulls.

4

Abilities

Cloak of skulls: You can re-roll failed save rolls for Skulltaker. Decapitating strike: If the hit roll for the Slayer Sword is 6 or more, that blow inflicts 3 mortal wounds instead of its normal damage. skulls for K horne: You can re-roll all failed hit and wound rolls when Skulltaker targets a Hero.

5

KeYWORDs

HER ALD OF KHORNE U N DS WO

5

5"

10

bR

4+

MELEE WEAPONS

Blade of Blood

description

A Herald of Khorne is a single model that wields a ruinous Blade of Blood.

Attacks

1"

to Hit

4

to Wound

3+

Rend

3+

Damage

-1

1

Abilities

mAgic

Decapitating Blow: If the hit roll for a Blade of Blood is 6 or more, that blow inflicts a mortal wound instead of its normal damage.

Chaos Wizards know the Summon Herald of Khorne spell, in addition to any others they know. summon herAld oF Khorne

Th e Blood must flow: After a Herald of Khorne attacks in the combat phase, you can pick another Bloodletter unit within 8". That unit can immediately pile in and attack if it is within 3" of the enemy and has not already attacked this phase.

Summon Herald of Khorne has a casting value of 5. If successfully cast, you can set up a Herald of Khorne within 16" of the caster and more than 9" from any enemy models. This model is added to your army but cannot move in the following movement phase.

bLOODtHIRStER OF INSENSAtE RAgE

ChAOs, DAemOn, BlOODleTTeR

, KhORne , heRO, heRAlD Of K

Warhammer Age of Sigmar © Games

hORne

Workshop Ltd. 2015



14

10

4+

SAV E

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

to Hit

to Wound

Rend

Damage

2"



4+

2+

-2

D6

Great Axe of Khorne

DAMAgE tAbLE

bR AV ERy

6

Wounds Suffered

0-3 7-9

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Range

AV ERy

4-6

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword on their warscroll.

, KhORne , heRO, sK UllTAKeR

MOV E

KeYWORDs

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

ChAOs, DAemOn, BlOODleTTeR

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

10-12 13+

a A Bloodthirster of Insensate Rage is Axe single model. It wields a gigantic Great of Khorne in both hands. A Bloodthirster of Insensate Rage can

Abilities

great Axe of Khorne

4

10"

3

8"

2

6"

3 mortal wounds

1 mortal wound 1 mortal wound

3

7"

Outrageous Carnage

D3 mortal wounds D3 mortal wounds

4

9"

mAgic

description

Fly

Move

fly.

rolls of Rage Unbound: You can re-roll hit 1 for a Great Axe of Khorne if this model charged this turn.

Outrageous Carnage: A Great Axe of Khorne strikes with the boundless rage of the Blood God himself. As the unfortunate target is pulverised, those brains nearby are thrown backwards, their are exploding from their skulls as they If struck by a bow wave of incredible force. the wound roll for a Great Axe of Khorne 8" is 6 or more, each enemy unit within of of the Bloodthirster suffers a number mortal of mortal wounds. The number wounds suffered is shown in the damage table above.

Chaos Wizards know the Summon to Bloodthirster of Rage spell, in addition any others they know. oF rAge summon bloodthirster

a Summon Bloodthirster of Rage has casting value of 10. If successfully cast, you can set up a Bloodthirster of Insensate Rage within 16" of the caster and more e unit than 9" from any enemy models. Th in is added to your army but cannot move the following movement phase.

commAnd Ability

r Bloodthirst y Charge: If a Bloodthirste in of Insensate Rage uses this ability, then the your next charge phase, you can re-roll dice when determining the charge distance 8". for any Khorne Daemon units within

KeYWORDs

Of insensATe RAge

nsTeR, heRO, BlOODThiRsTeR ChAOs, DAemOn, KhORne, mO

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Workshop Ltd. 2015

bloodthirster of insensate rage 14



10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Great Axe of Khorne

2"



4+

2+

-2

D6

r av ery

DAMAGE TABLE Wounds Suffered

Move

Great Axe of Khorne

Outrageous Carnage

0-3

10"

4

3 mortal wounds

4-6

9"

4

D3 mortal wounds

7-9

8"

3

D3 mortal wounds

10-12

7"

3

1 mortal wound

13+

6"

2

1 mortal wound

description

A Bloodthirster of Insensate Rage is a single model. It wields a gigantic Great Axe of Khorne in both hands. Fly

A Bloodthirster of Insensate Rage can fly.

Abilities

Rage Unbound: You can re-roll hit rolls of 1 for a Great Axe of Khorne if this model charged this turn.

Outrageous Carnage: A Great Axe of Khorne strikes with the boundless rage of the Blood God himself. As the unfortunate target is pulverised, those nearby are thrown backwards, their brains exploding from their skulls as they are struck by a bow wave of incredible force. If the wound roll for a Great Axe of Khorne is 6 or more, each enemy unit within 8" of the Bloodthirster suffers a number of mortal wounds. The number of mortal wounds suffered is shown in the damage table above.

Magic

Chaos Wizards know the Summon Bloodthirster of Rage spell, in addition to any others they know. Summon Bloodthirster of Rage

Summon Bloodthirster of Rage has a casting value of 10. If successfully cast, you can set up a Bloodthirster of Insensate Rage within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Command Ability

Bloodthirsty Charge: If a Bloodthirster of Insensate Rage uses this ability, then in your next charge phase, you can re-roll the dice when determining the charge distance for any Khorne Daemon units within 8".

KEYWORDS

Chaos, Daemon, Khorne, monster, hero, Bloodthirster of insensate rage

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Bloodthirster of unfettered fury 14



10 b

4+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lash of Khorne

8"



4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mighty Axe of Khorne

2"

6

3+



-2

D3

DAMAGE TABLE Wounds Suffered

Move

Lash of Khorne

0-3

10"

4

2+

4-6

9"

3

3+

7-9

8"

3

3+

10-12

7"

2

4+

13+

6"

1

4+

description

A Bloodthirster of Unfettered Fury is a single model. It wields a barbed Lash of Khorne in one hand and a Mighty Axe of Khorne in the other. Fly

A Bloodthirster of Unfettered Fury can fly.

Abilities

Drawn In for the Kill: If a Bloodthirster of Unfettered Fury hits an enemy Hero or Monster with its Lash of Khorne but does not kill it, roll a dice at the end of the shooting phase and move the model that many inches directly towards the Bloodthirster. The model can be moved to within 3" of the Bloodthirster.

KEYWORDS

Mighty Axe of Khorne

The Land Rebels: The ground around a Bloodthirster of Unfettered Fury becomes cracked and broken beneath its stomping hooves, causing molten rock to bubble up from deep below. At the beginning of your hero phase, roll a dice for each enemy unit within 8". On a 6, that unit suffers a mortal wound and halves its Move until your next hero phase.

Command Ability

Rejoice in the Slaughter: A Bloodthirster of Unfettered Fury is an unsubtle leader, driving its subjects into the enemy in great numbers. If a Bloodthirster of Unfettered Fury uses this ability, then until your next hero phase Khorne Daemon units within 8" of this model when they pile in can move up to 6" instead of 3".

Magic

Chaos Wizards know the Summon Bloodthirster of Fury spell, in addition to any others they know. Summon Bloodthirster of Fury

Summon Bloodthirster of Fury has a casting value of 10. If successfully cast, you can set up a Bloodthirster of Unfettered Fury within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Khorne, monster, hero, Bloodthirster of unfettered fury

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Wrath of Khorne Bloodthirster ✹

14

10

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

Hellfire Breath

8"

1

To Hit

To Wound

Rend

Damage

See below

Bloodflail

12"

1

3+

3+

-1



MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mighty Axe of Khorne

2"

6

3+



-2

D3

DAMAGE TABLE Wounds Suffered

Move

Bloodflail

0-3

10"

6

2+

4-6

9"

3

3+

7-9

8"

3

3+

10-12

7"

D3

4+

13+

6"

D3

4+

description

A Wrath of Khorne Bloodthirster is a single model. It wields a murderous Bloodflail in one hand and a Mighty Axe of Khorne in the other. Fly

A Wrath of Khorne Bloodthirster can fly.

Abilities

Hellfire Breath: In the shooting phase, a Wrath of Khorne Bloodthirster can breathe a roaring blast of hellfire. Pick a unit within range that is visible to the Bloodthirster; that unit suffers D3 mortal wounds.

KEYWORDS

Mighty Axe of Khorne

Relentless Hunter: You can re-roll any failed hit rolls for attacks made by this model against Heroes or Monsters. Rune-crown of Khorne: A Wrath of Khorne Bloodthirster can attempt to unbind one spell in each enemy hero phase as if it were a wizard. Add 2 to the result of any unbinding rolls made for it.

Command Ability

Lord of the Blood Hunt: If a Wrath of Khorne Bloodthirster uses this ability, select a unit of Khorne Daemons within 16". Until your next hero phase, that unit can run and charge in the same turn and you can add 1 to its run and charge rolls.

Magic

Chaos Wizards know the Summon Bloodthirster of Wrath spell, in addition to any others they know. Summon Bloodthirster of Wrath

Summon Bloodthirster of Wrath has a casting value of 10. If successfully cast, you can set up a Wrath of Khorne Bloodthirster within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Khorne, monster, hero, wrath of khorne Bloodthirster

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skulltaker 5"

5

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Slayer Sword

1"

3

3+

3+

-1

3

r av ery

description

Skulltaker is single model. He is armed with the murderous Slayer Sword, and wears his infamous Cloak of Skulls.

Abilities

Cloak of Skulls: You can re-roll failed save rolls for Skulltaker. Decapitating Strike: If the hit roll for the Slayer Sword is 6 or more, that blow inflicts 3 mortal wounds instead of its normal damage. Skulls for Khorne: You can re-roll all failed hit and wound rolls when Skulltaker targets a Hero.

Chaos, Daemon, Bloodletter, Khorne, Hero, Skulltaker

KEYWORDS

Herald of Khorne 5

5"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blade of Blood

1"

4

3+

3+

-1

1

r av ery

description

A Herald of Khorne is a single model that wields a ruinous Blade of Blood.

Abilities

Decapitating Blow: If the hit roll for a Blade of Blood is 6 or more, that blow inflicts a mortal wound instead of its normal damage. The Blood Must Flow: After a Herald of Khorne attacks in the combat phase, you can pick another Bloodletter unit within 8". That unit can immediately pile in and attack if it is within 3" of the enemy and has not already attacked this phase.

KEYWORDS

Magic

Chaos Wizards know the Summon Herald of Khorne spell, in addition to any others they know. Summon Herald of Khorne

Summon Herald of Khorne has a casting value of 5. If successfully cast, you can set up a Herald of Khorne within 16" of the caster and more than 9" from any enemy models. This model is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Bloodletter, Khorne, Hero, Herald of Khorne Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Herald of Khorne on Juggernaut 6

8"

10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blade of Blood

1"

4

3+

3+

-1

1

Juggernaut’s Brazen Hooves

1"

3

3+

3+

-

1

br a ery v

description

A Herald of Khorne is a single model that wields a ruinous Blade of Blood. It rides atop a mighty Juggernaut of Khorne that gores and tramples its victims to death beneath its Brazen Hooves.

Abilities

Murderous Charge: After this model completes a charge move, roll a dice for each enemy unit within 1". On a roll of 4 or more that unit suffers D3 mortal wounds. Slaughter and Ruin: You can re-roll all failed hit rolls for this model if it charged in the same turn.

MAGIC

Chaos Wizards know the Summon Herald on Juggernaut spell, in addition to any others they know. SUMMON HERALD ON JUGGERNAUT

Summon Herald on Juggernaut has a casting value of 5. If successfully cast, you can set up a Herald of Khorne on Juggernaut within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Bloodletter, Khorne, Hero, Herald on Juggernaut

KEYWORDS

Blood Throne of Khorne 7

8"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

description

MELEE WEAPONS

Range

Attacks

Blade of Blood

1"

Hellblades

1"

Gnashing Maw

1"

A Blood Throne of Khorne is a single model. The Herald riding the Blood Throne wields a deadly Blade of Blood, and the Bloodletter Charioteers carry glowing Hellblades. The Blood Throne itself rolls forward to maul the foe with its Gnashing Maw.

KEYWORDS

To Hit

To Wound

Rend

Damage

4

3+

3+

-1

1

2

4+

3+

-1

1

1

4+

3+

-1

D3

Abilities

Gorefeast: The Blood Throne of Khorne heals a wound at the end of the combat phase for each wound that was inflicted by its Gnashing Maw. Decapitating Blow: If the hit roll for a Blade of Blood or a Hellblade is 6 or more, that blow inflicts a mortal wound instead of its normal damage.

Magic

Chaos Wizards know the Summon Blood Throne spell, in addition to any others they know. Summon Blood Throne

Summon Blood Throne has a casting value of 8. If successfully cast, you can set up a Blood Throne of Khorne within 16" of the caster and more than 9" from any enemy models. This model is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Bloodletter, Khorne, Hero, Blood Throne Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Bloodletters of Khorne 1

5"

10

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hellblade

1"

1

4+

3+

-1

1

br a ery v

description

A unit of Bloodletters of Khorne has 10 or more models. They each wield a murderous Hellblade. Bloodhunter

The leader of this unit is the Bloodhunter. A Bloodhunter makes 2 attacks rather than 1 with its Hellblade. Icon Bearer

Models in this unit may be Icon Bearers. Icon Bearers bear either a Gore-drenched Icon or a Bloodsoaked Banner. Hornblower

Models in this unit can be Hornblowers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Hornblowers.

KEYWORDS

Abilities

Decapitating Blow: If the hit roll for a Hellblade is 6 or more, that blow inflicts a mortal wound instead of its normal damage. Gore-drenched Icon: If you roll a 1 when making a battleshock test for a unit that includes any Gore-drenched Icons, reality blinks and the daemonic horde is bolstered. Add D6 Bloodletters to the unit. Bloodsoaked Banner: Daubed in the blood of champions, a Bloodsoaked Banner drives its bearers on in the name on Khorne. Each time a unit containing any Bloodsoaked Banners slays a Hero, add 1 to any charge rolls you make for it for the rest of the battle. Murderous Tide: Bloodletters attacking en masse are a terrifying prospect, swarming forward to eviscerate foes with their Hellblades. You can add 1 to hit rolls made for a Bloodletter if its unit contains 20 or more models.

Chaos, Daemon, Khorne, Bloodletters

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Locus of Fury: You can re-roll hit rolls of 1 for this unit if there is a Bloodletter Hero from your army within 8".

Magic

Chaos Wizards know the Summon Bloodletters spell, in addition to any others they know. Summon Bloodletters

Summon Bloodletters has a casting value of 6. If successfully cast, you can set up a unit of up to 10 Bloodletters of Khorne within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 20 Bloodletters of Khorne instead.

Bloodcrushers of Khorne 4

8"

10

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Hellblade

1"

1

4+

3+

-1

1

Juggernaut’s Brazen Hooves

1"

3

3+

3+

-

1

br a ery v

description

Hornblower

A unit of Bloodcrushers of Khorne has 3 or more models. The Bloodletter riders wield deadly Hellblades, while their Juggernaut mounts trample the foe with their Brazen Hooves.

Models in this unit can be Hornblowers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Hornblowers.

Bloodhunter

Decapitating Blow: If the hit roll for a Hellblade is 6 or more, that blow inflicts a mortal wound instead of its normal damage.

The leader of this unit is the Bloodhunter. A Bloodhunter makes 2 attacks with its Hellblade instead of 1. Icon Bearer

Models in this unit may be Icon Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D3 Bloodcrushers to the unit.

KEYWORDS

Abilities

Murderous Charge: After this unit completes a charge move, roll a dice for each enemy unit within 1". On a roll of 4 or more that unit suffers D3 mortal wounds.

Magic

Chaos Wizards know the Summon Bloodcrushers spell, in addition to any others they know. Summon Bloodcrushers

Summon Bloodcrushers has a casting value of 6. If successfully cast, you can set up a Bloodcrusher of Khorne within 16" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase. If the result of the casting roll was 10 or more, set up a unit of up to 3 Bloodcrushers of Khorne instead.

Locus of Wrath: You can re-roll all failed hit rolls for this unit if it charged this turn and there is a Bloodletter Hero from your army within 8".

Chaos, Daemon, Bloodletter, Khorne, Bloodcrushers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Karanak 5

8"

10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Gore-slick Claws

1"

Savage Maws

1"

Rend

Damage

4

3+

4+

-

1

2

4+

3+

-1

D3

br a ery v

description

Karanak is a single model who rips his prey to shreds with Gore-slick Claws and consumes the remnants with his three Savage Maws.

Abilities Brass Collar of Bloody Vengeance: Karanak can unbind one spell in each enemy hero phase as if he were a wizard. If he successfully unbinds a spell, the caster immediately suffers D3 mortal wounds. Prey of the Blood God: After set-up is complete, you can pick one Hero to be Karanak’s quarry. You can re-roll failed hit and wound rolls for Karanak when he attacks this model.

Call of the Hunt: Once per game, if Karanak is within 8" of his quarry during your hero phase, you can set up a unit of Flesh Hounds anywhere within 8" of Karanak. This unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Khorne, Flesh Hound, Karanak

KEYWORDS

Flesh Hounds of Khorne 2

8"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blood-dark Claws

1"

4

3+

4+

-

1

r av ery

description

Summon Flesh Hounds

A unit of Flesh Hounds of Khorne has 5 or more models. They tear their victims to pieces with their Blood-dark Claws.

Abilities

Collars of Khorne: This unit can unbind one spell in each enemy hero phase as if it were a wizard. Add 1 to the unbinding roll if the unit contains 10 or more models.

Locus of Abjuration: You can re-roll failed unbinding attempts for this unit if it is within 8" of a Bloodletter Hero from your army.

Magic

Chaos Wizards know the Summon Flesh Hounds spell, in addition to any others they know.

Tireless Hunters: You can re-roll failed charge rolls for this unit. KEYWORDS

Chaos, Daemon, Khorne, Flesh Hounds Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Summon Flesh Hounds has a casting value of 6. If successfully cast, you can set up a unit of up to 5 Flesh Hounds within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 10 Flesh Hounds instead.

Skull cannons of Khorne 7

8"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Burning Skull

30"

1

3+

3+

-2

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hellblades

1"

2

4+

3+

-1

1

Gnashing Maw

1"

1

4+

3+

-1

D3

description

A unit of Skull Cannons of Khorne can have any number of models. Each is ridden by a pair of Bloodletter crew that carry glowing Hellblades, whilst the cannon itself swallows victims with its Gnashing Maw and launches their Burning Skulls from its great, fanged barrel.

Abilities

Skull Cannon: When a Skull Cannon shoots a Burning Skull, add 1 to the hit roll if the target contains 10 or more models.

KEYWORDS

Grind their Bones, Seize their Skulls: Enemies seized by a Skull Cannon’s jaws are used to power the infernal machine, their skulls taken and used as fiery munitions. If the Skull Cannon’s Gnashing Maw causes any wounds in the combat phase, at the end of that phase you can make a Burning Skull attack as though it were your shooting phase. Decapitating Blow: If the hit roll for a Hellblade is 6 or more, that blow inflicts a mortal wound instead of its normal damage.

Magic

Chaos Wizards know the Summon Skull Cannon spell, in addition to any others they know. Summon Skull Cannon

Summon Skull Cannon has a casting value of 8. If successfully cast, you can set up a Skull Cannon of Khorne within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Bloodletter, Khorne, Skull Cannons

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Great Unclean One 10

5"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Noxious Bile

7"

D6

3+



-2

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plague Flail

2"

3

3+



-1

2

Massive Bilesword

2"



4+

3+

-2

D3

DAMAGE TABLE Wounds Suffered

Plague Flail

Massive Bilesword

0-2

2+

2+

3

3-4

3+

3+

3

5-6

3+

3+

2

7-8

4+

4+

2

9+

5+

4+

1

description

A Great Unclean One is a single model. It carries a large Plague Flail and a Massive Bilesword, and can vomit forth streams of Noxious Bile.

Abilities

Blubber and Bile: Roll a dice each time a Great Unclean One suffers a wound or mortal wound. If the result is 5 or more, the blow is lost amid the beast’s numerous rolls of flesh, and the wound is ignored. If the result is 6 and it is the combat phase, the attacker’s unit suffers a mortal wound as it is covered in spurting bile. Corpulent Mass: A Great Unclean One heals D3 wounds in each of your hero phases.

KEYWORDS

Noxious Bile

Command Ability

Grandfather’s Joy: If a Great Unclean One uses this ability, then whenever you roll a 7 for a Nurgle Daemon unit in your next charge phase you can shout ‘seven’ in mirthful tones. If you do, that unit can make 1 extra attack with each of its melee weapons in the following combat phase.

instead invigorated by the Plague Wind; if it passes over them one model in the unit heals D3 wounds.

Magic

Summon Great Unclean One

A Great Unclean One is a wizard. It can cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Plague Wind spells. PLAGUE WIND

The Great Unclean One summons a whirlwind of maggots and filth, basking in its feculence for a moment before sending it forth. Plague Wind has a casting value of 7. If successfully cast, pick an enemy model within 14" and draw a straight line between it and the caster. That unit, and every other unit that this line passes over each suffer D3 mortal wounds. Nurgle units are

Summon Daemons: Chaos Wizards know the Summon Great Unclean One spell, in addition to any others they know. Summon Great Unclean One has a casting value of 9. If successfully cast, you can set up a Great Unclean One within 14” of the caster and more than 9” from any enemy models. The model is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Nurgle, Monster, hero, wizard, Great Unclean One

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Epidemius 7

4"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Balesword

1"

3

4+

3+

-1

D3

Tiny Razor-sharp Teeth

1"

5

5+

5+

-

1

r av ery

description

Epidemius is a single model. He is armed with a malignant Balesword and is carried into battle atop his palanquin by a horde of Nurglings, which attack nearby enemies with their Tiny Razor-sharp Teeth.

Abilities

Disgustingly Resilient: Roll a dice each time Epidemius suffers a wound or mortal wound; on a 5 or more, the wound sloughs away rancid flesh but causes no real harm and is ignored.

Nurgle’s Tallyman: Keep a tally of the number of enemy models that have been slain by Nurgle models during the battle. At the start of each of your hero phases, consult the following table to see what benefits are bestowed upon all Nurgle models on the battlefield:

Models Slain Less than 7 7-13 14-20 21 or more

Effect No effect Re-roll wound rolls of 1 Re-roll hit rolls of 1 Add 1 to save rolls

These bonuses are cumulative, but are immediately lost if Epidemius is slain.

Chaos, Daemon, Plaguebearer, Nurgle, Hero, Epidemius

KEYWORDS

Herald of Nurgle 5

4"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Balesword

1"

3

4+

3+

-1

D3

r av ery

description

A Herald of Nurgle is a single model. It wields a repulsive Balesword that weeps vile toxins.

Abilities

Disgustingly Resilient: Roll a dice each time a Herald of Nurgle suffers a wound or mortal wound; on a 5 or more, the wound sloughs away rancid flesh but causes no real harm and is ignored. In Death There is Life: A Herald of Nurgle heals 1 wound each time a unit is wiped out within 7" of him.

KEYWORDS

Magic

Chaos Wizards know the Summon Herald of Nurgle spell, in addition to any others they know. Summon Herald of Nurgle

Summon Herald of Nurgle has a casting value of 5. If successfully cast, you can set up a Herald of Nurgle within 14" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Plaguebearer, NURGLE, Hero, Herald of NURGLE Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Plaguebearers of Nurgle 1

4"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plaguesword

1"

1

4+

3+

-

1

r av ery

description

A unit of Plaguebearers of Nurgle has 10 or more models. They are armed with vile Plagueswords. plagueridden

The leader of this unit is the Plagueridden. A Plagueridden makes 2 attacks rather than 1. Icon Bearer

Models in this unit may be Icon Bearers. If you roll a 1 when making a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D6 Plaguebearers to the unit. Pipers

Models in this unit can be Pipers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Pipers. KEYWORDS

Abilities

Cloud of Flies: Plaguebearers attract great clouds of flies that buzz about them, obscuring them from view. Your opponent must subtract 1 from any hit rolls made in the shooting phase that target a unit of Plaguebearers. If this unit contains 20 or more models, your opponent must instead subtract 2 from these hit rolls, as well as subtracting 1 from any hit rolls that targets it in the combat phase. Disgustingly Resilient: Roll a dice each time this unit suffers a wound or mortal wound; on a 5 or more, the wound sloughs away rancid flesh but does no real harm and is ignored. Locus of Fecundity: You can re-roll save rolls of 1 for this unit if it is within 7" of any Plaguebearer Heroes from your army.

Chaos, Daemon, Nurgle, Plaguebearers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Plaguebearers spell, in addition to any others they know. Summon Plaguebearers

Summon Plaguebearers has a casting value of 6. If successfully cast, you can set up a unit of up to 10 Plaguebearers within 14" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 20 Plaguebearers instead.

Plague Drones of Nurgle MISSILE WEAPONS

8"

5

10 b

5+

sav e

u n ds wo

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Death’s Head

14"

1

4+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plaguesword

1"

1

4+

3+

-

1

Prehensile Proboscis

1"

3

3+

4+

-

1

Venomous Sting

1"

1

4+

3+

-1

D3

description

Magic

Bell Tollers

A unit of Plague Drones of Nurgle has 3 or more models. The Rot Flies attack with their Prehensile Proboscises and Venomous Stings, while their Plaguebearer riders swing Plagueswords and throw virulent Death’s Heads. Fly

Plague Drones of Nurgle can fly. plaguebringer

The leader of this unit is the Plaguebringer. A Plaguebringer makes 2 attacks rather than 1 with its Plaguesword. Icon Bearer

Models in this unit may be Icon Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D3 Plague Drones to the unit.

Chaos Wizards know the Summon Plague Drones spell, in addition to any others they know.

Models in this unit can be Bell Tollers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Bell Tollers.

Summon Plague Drones

Abilities

Summon Plague Drones has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Plague Drones within 14" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 6 Plague Drones instead.

Disgustingly Resilient: Roll a dice each time this unit suffers a wound or mortal wound; on a 5 or more, the wound sloughs away rancid flesh but does no real harm and is ignored. Locus of Contagion: If the result of a wound roll made for this unit is a 6 or more, and this unit is within 7" of a Plaguebearer Hero from your army, that wound turns septic and flyblown in moments, inflicting a mortal wound on the target unit in addition to any other damage.

Chaos, Daemon, Plaguebearer, Nurgle, Plague drones

KEYWORDS

Nurglings 4

5"

10 b

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tiny Razor-sharp Teeth

1"

5

5+

5+

-

1

r av ery

description

A unit of Nurglings has 3 or more models. Nurglings attack with their Tiny, Razor‑sharp Teeth.

KEYWORDS

Abilities

Disease-ridden Demise: At the end of the combat phase, roll a dice for each enemy unit that suffered any wounds inflicted by Nurglings in that phase but was not slain. On a roll of 5 or more the unit begins to succumb to the virulent maladies carried by the Nurglings and suffers D3 mortal wounds.

Chaos, Daemon, Nurgle, Nurglings Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Endless Swarm: During each player’s battleshock phase, any Nurgling models that have suffered wounds that turn but have not been slain are immediately healed to their starting number of Wounds.

Beasts of Nurgle 6

5"

10

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Claws and Tentacles

1"

Slobbering Tongue

2"

Damage

D6

4+

3+

-

1

1

4+

3+

-

D3

br a ery v

description

A unit of Beasts of Nurgle has any number of models. Beasts of Nurgle batter their victims with their Claws and Tentacles, and shower them with affection by enveloping them with their Slobbering Tongues.

Abilities

Attention Seekers: Beasts of Nurgle are always looking for new friends to play with. Beasts of Nurgle can charge in the same turn in which they ran or retreated. Slime Trail: After an enemy unit makes a charge move, roll a dice for each of its models that are within 1" of any Beasts of Nurgle; for each roll of a 6 that model’s unit suffers a mortal wound as a warrior slips in the toxic slime trail surrounding the daemons. Locus of Virulence: If the result of a wound roll made for this unit is a 6 or more, and this unit is within 7" of a Plaguebearer Hero from your army, that attack inflicts double damage.

KEYWORDS

Chaos, Daemon, Nurgle, beastS of Nurgle

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Beasts of Nurgle spell, in addition to any others they know. Summon Beasts of Nurgle

Summon Beasts of Nurgle has a casting value of 6. If successfully cast, you can set up a Beast of Nurgle within 14" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 3 Beasts of Nurgle instead.

Kairos Fateweaver 10

10"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Staff of Tomorrow

3"

D6

Beaks and Claws

1"



To Hit

To Wound

Rend

Damage

4+



-1

2

4+

3+

-1

1

r av ery

DAMAGE TABLE Wounds Suffered

Staff of Tomorrow

Beaks and Claws

Gift of Change

0-2

2+

5

D6 mortal wounds

3-4

3+

4

D6 mortal wounds

5-6

3+

4

D3 mortal wounds

7-8

4+

3

D3 mortal wounds

9+

4+

3

1 mortal wound

description

Abilities

Fly

Secrets and Ciphers: When you make a casting or unbinding roll for Kairos Fateweaver, add 2 to the result of the roll if, just before rolling the dice, you can correctly spell the spell’s name backwards, aloud, without hesitating or looking it up.

Kairos Fateweaver is a single model. He carries the arcane Staff of Tomorrow, and can tear at his foes with his sharp Beaks and Claws. Kairos Fateweaver can fly.

Mastery of Magic: When you make a casting or unbinding roll for Kairos Fateweaver, change the result of the lowest dice so that it matches the highest.

Oracle of Eternity: Once per game, you can change the result of a single dice roll to the result of your choosing.

KEYWORDS

Magic

Kairos Fateweaver is a wizard. He can attempt to cast two different spells in each of your own hero phases and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Gift of Change spells. Kairos also knows the spells of all other Wizards from your army that are within 18" of him. Gift of Change

Kairos makes a burning sigil in the air and gifts his foes with the boon of mutating flesh. Gift of Change has a casting value of 8. If successfully cast, pick a visible enemy unit within 18". That unit suffers a number of mortal wounds as shown in the damage table, above. If any models were slain by this spell, you can set up a Chaos Spawn within 3" of that unit. This model is added to your army.

Chaos, Daemon, Tzeentch, monster, Hero, wizard, Lord of Change, Kairos Fateweaver

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Lord of Change 10

10" 10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

Staff of Tzeentch

3"

2

4+

Curved Beak and Wicked Talons

1"



4+

To Wound

Rend

Damage



-

2

3+

-1

1

br a ery v

DAMAGE TABLE Wounds Suffered

Staff of Tzeentch

Beak and Talons

0-2

2+

4

3 or more

3-4

3+

3

4 or more

5-6

3+

3

4 or more

7-8

4+

2

5 or more

9+

4+

2

5 or more

description

A Lord of Change is a single model. It carries a Staff of Tzeentch, and can tear at its foes with its Curved Beak and Wicked Talons.

Command Ability

A Lord of Change can fly.

Beacon of Sorcery: Spreading its arms wide, the Lord of Change saturates the area with magic. If a Lord of Change uses this ability, then until your next hero phase you can add 1 to all casting and unbinding rolls made for Tzeentch Daemon Wizards that are within 18" of the Lord of Change.

Abilities

Magic

Fly

Mastery of Magic: When you make a casting or unbinding roll for a Lord of Change, change the result of the lowest dice so that it matches the highest. Spell-thief: If the result of an unbinding roll for a Lord of Change is 9 or more, it learns the spell that is being cast, and can cast it in subsequent turns.

KEYWORDS

A Lord of Change is a wizard. It can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Infernal Gateway spells. infernal gateway

The Lord of Change opens a portal to the Realm of Chaos, pulling warriors to their doom. Infernal Gateway has a casting value of 7. If successfully cast, pick a unit within 18" that is visible to the caster and

Infernal Gateway

roll 9 dice. For each roll that equals or beats the number shown on the damage table above, the unit suffers a mortal wound. Summon Daemons: Chaos Wizards know the Summon Lord of Change spell, in addition to any others they know. Summon Lord of Change

Summon Lord of Change has a casting value of 9. If successfully cast, you can set up a Lord of Change within 18" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Tzeentch, monster, Hero, wizard, lord of change

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The Changeling 5

5"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Trickster’s Staff

2"

1

4+

3+

-1

D3

r av ery

description

The Changeling is a single model. It is armed with the Trickster’s Staff.

Abilities

Arch Deceiver: At the start of the battle, you can set up the Changeling in your opponent’s territory as though he were part of their army. Enemy units treat him as part of their own army – they can move within 3" of him but they cannot target him with spells or attacks, and so on. If he attacks, casts or unbinds a spell, or is within 3" of an enemy Hero in your opponent’s hero phase, he is revealed, and this ability no longer has an effect. KEYWORDS

Puckish Misdirection: Until the Changeling is revealed, you can pick one unit within 9" of the Changeling in the enemy’s hero phase. That unit halves its Move until your next hero phase. Formless Horror: Instead of using the Trickster’s Staff in the combat phase, you can pick a melee weapon wielded by the target unit and attack with that weapon, using its profile.

Magic

The Changeling is a wizard. He can cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt and Mystic Shield spells. The Changeling also knows the spells of any Wizard that is within 9" of him.

Chaos, Daemon, Horror, Tzeentch, HERO, WIZARD, The Changeling

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Herald of Tzeentch 5

5"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Magical Flames

18"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Staff of Change

2"

1

4+

3+

-1

D3

Ritual Dagger

1"

2

4+

4+

-

1

description

A Herald of Tzeentch is a single model. It is armed with a Staff of Change or a Ritual Dagger, and carries an Arcane Tome. It can also hurl Magical Flames at its foes.

Abilities

Arcane Tome: Once per game, the Herald can read from its Arcane Tome before attempting to cast a spell. You can roll three dice instead of two for that casting attempt. Fortune and Fate: If you roll a 9 or more for a Herald of Tzeentch’s casting roll, it can attempt to cast one extra spell this hero phase (it must be a different spell). KEYWORDS

MAGIC

A Herald of Tzeentch is a wizard. It can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Pink Fire of Tzeentch spells. PINK FIRE OF TZEENTCH

Pink Fire of Tzeentch has a casting value of 9. If successfully cast, a tide of writhing warpflame engulfs the foe. Pick a visible enemy unit within 18". That unit suffers D6 mortal wounds.

Summon Daemons: Chaos Wizards know the Summon Herald of Tzeentch spell, in addition to any others they know. SUMMON HERALD OF TZEENTCH

Summon Herald of Tzeentch has a casting value of 5. If successfully cast, you can set up a Herald of Tzeentch within 18" of the caster and more than 9" from any enemy models. The Herald is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Horror, Tzeentch, Hero, Wizard, Herald of Tzeentch

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Herald of Tzeentch on Disc Of Tzeentch MISSILE WEAPONS

5

16"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

Range

Attacks

Rend

Damage

Magical Flames

18"

2

4+

4+

-

1

Range

Attacks

To Hit

To Wound

Rend

Damage

Staff of Change

2"

1

4+

3+

-1

D3

Ritual Dagger

1"

2

4+

4+

-

1

Disc of Tzeentch’s Teeth and Horns

1"

D3

4+

3+

-1

D3

A Herald of Tzeentch on Disc of Tzeentch is a single model. The Herald wields a Staff of Change or a Ritual Dagger, and carries an Arcane Tome. The Herald can also hurl Magical Flames at his foes, and its Disc can attack with its piercing Teeth and Horns.

Magic

A Herald of Tzeentch is a wizard. It can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spells in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Blue Fire of Tzeentch spells.

Fly

Blue fire of tzeentch

A Herald of Tzeentch on Disc of Tzeentch can fly.

Blue Fire of Tzeentch has a casting value of 4. If successfully cast, a tide of iridescent mutating flame gouts forth. Pick an enemy unit within 18" that is visible to the caster. Roll 9 dice while your opponent rolls one dice. The target unit suffers a mortal wound each time one of your dice matches the score rolled by your opponent.

Arcane Tome: Once per game, the Herald can read from its Arcane Tome before attempting to cast a spell. You can roll three dice instead of two for that casting attempt. KEYWORDS

To Wound

MELEE WEAPONS

description

Abilities

To Hit

Summon Daemons: Chaos Wizards know the Summon Herald on Disc spell, in addition to any others they know. Summon Herald on Disc

Summon Herald on Disc has a casting value of 5. If successfully cast, you can set up a Herald of Tzeentch on Disc within 18" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Horror, TZEENTCH, Hero, wizard, Herald On Disc

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

herald of tzeentch on burning chariot

10 b

5+

f e nce

8

14"

de

u n ds Wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Staff of Change

2"

1

4+

3+

-1

D3

Ritual Dagger

1"

2

4+

4+

-

1

Screamers’ Lamprey Bites

1"

6

4+

3+

-

1

description

A Herald of Tzeentch on Burning Chariot is a single model. The Screamers pulling the chariot attack with their vicious Lamprey Bites, while the Herald of Tzeentch strikes out with a Staff of Change or Ritual Dagger, and reads aloud from an Arcane Tome. Fly

A Herald of Tzeentch on Burning Chariot can fly.

Abilities

Arcane Tome: Once per game, the Herald can read from its Arcane Tome before attempting to cast a spell. You can roll three dice instead of two for that casting attempt.

KEYWORDS

Sky-sharks: Screamers that manage to latch their teeth into a larger creature will not let go easily, eventually tearing out huge chunks of bloodied flesh. The Screamers’ Lamprey Bites attack inflicts D3 Damage if the target is a Monster. Wake of Fire: After a Burning Chariot moves in the movement phase, you can pick an enemy unit that it moved across. Roll a dice; on a roll of 4 or more, the unit suffers D3 mortal wounds.

Tzeentch’s firestorm

Magic

Summon Burning Herald has a casting value of 7. If successfully cast, you can set up a Herald of Tzeentch on Burning Chariot within 18" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

A Herald of Tzeentch is a wizard. It can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spells in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Tzeentch’s Firestorm spells.

Searing balls of scarlet flame begin to whip around the caster before spiralling outwards to engulf nearby enemies. Tzeentch’s Firestorm has a casting value of 9. If successfully cast, roll a dice for each enemy unit within 9". If the result is 4 or more, that unit suffers D3 mortal wounds. Summon Daemons: Chaos Wizards know the Summon Burning Herald spell, in addition to any others they know. Summon Burning Herald

CHAOS, DAEMON, Horror, TZEENTCH, HERO, WIZARD, HERALD ON BURNIng CHARIOT

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The Blue Scribes 5

16" 10

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Sharpened Quills

1"

2

5+

5+

-

1

Disc’s Many-fanged Mouths

1"

D3

4+

4+

-

1

br a ery v

description

The Blue Scribes are a single model. One of the Scribes, P’tarix, transcribes pages of magical sigils, halting only to stab at approaching enemies with his Sharpened Quills, while Xirat’p reads his twin’s scrawl, casting spells hither and yon. They ride a Disc of Tzeentch which attacks with its Many-fanged Mouths. Fly

The Blue Scribes can fly.

KEYWORDS

Abilities

Frantic Scribbling: Roll a dice each time a Wizard within 18" of the Blue Scribes successfully casts a spell (whether or not it is unbound); on a 4 or more the Blue Scribes learn that spell and can attempt to cast it in subsequent turns. Scrolls of Sorcery: Once in each of your hero phases, the Blue Scribes can attempt to read from their Scrolls of Sorcery instead of making a casting attempt. If they do, roll a dice; on a 1, they can’t decipher the scrawls and the casting attempt automatically fails, but on a 2 or more, that spell is successfully cast and can only be unbound on a roll of a 9 or more.

MAGIC

The Blue Scribes can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. They know the Arcane Bolt, Mystic Shield and Boon of Tzeentch spells. BOON OF TZEENTCH

The Blue Scribes reach forth, tapping into an unseen hoard of arcane power. Boon of Tzeentch has a casting value of 4. If successfully cast, you can re-roll failed casting rolls made for Tzeentch Wizards within 18" of the Blue Scribes for the rest of the hero phase.

Chaos, Daemon, Horror, Tzeentch, HEro, Wizard, the Blue Scribes

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Pink Horrors of Tzeentch 1

5"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Magical Flames

18"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Grasping Hands

1"

1

5+

4+

-

1

description

Hornblower

A unit of Pink Horrors of Tzeentch has 10 or more models. They hurl Magical Flames at their enemies, and strangle them with their Grasping Hands.

Models in this unit can be Hornblowers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Hornblowers.

Iridescent Horror

Abilities

MAGIC

A unit of Pink Horrors can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. Pink Horrors know the Arcane Bolt and Mystic Shield spells.

The leader of this unit is the Iridescent Horror. An Iridescent Horror makes 2 attacks rather than 1 with its Grasping Hands.

Flickering Flames: You can add 1 to hit rolls made for a Pink Horror’s Magical Flames attack if its unit contains 20 or more models.

Summon Daemons: Chaos Wizards know the Summon Pink Horrors spell, in addition to any others they know.

Icon Bearer

Locus of Conjuration: You can add 1 to any casting rolls made for this unit if it is within 9" of any Horror Heroes from your army.

Summon Pink Horrors has a casting value of 6. If successfully cast, you can set up a unit of up to 10 Pink Horrors within 18" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 20 Pink Horrors instead.

Models in this unit may be Icon Bearers. If you roll a 1 when making a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D6 Pink Horrors to the unit.

KEYWORDS

Chaos, Daemon, Tzeentch, wizard, Pink Horrors

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Summon Pink Horrors

Exalted Flamers 4

9"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Billowing Warpflame

18"

6

4+

3+

-

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Flaming Maw

2"

4

5+

3+

-

1

description

A unit of Exalted Flamers can have any number of models. An Exalted Flamer spouts Billowing Warpflame as it floats past the enemy or leaps to savage them with its Flaming Maw. FLY

Exalted Flamers propel themselves across the battlefield in great leaps and bounds. Exalted Flamers can fly.

KEYWORDS

Abilities

Capricious Warpflame: Roll a dice at the end of the shooting phase for each unit that suffered wounds from an Exalted Flamer’s Billowing Warpflame. On a 4 or more, that unit suffers an additional D3 mortal wounds as the mutating flames refuse to die. On a 1, Tzeentch’s fickle nature reveals itself and one model in that unit heals D3 wounds instead.

MAGIC

Chaos Wizards know the Summon Exalted Flamer spell, in addition to any others they know. Summon Exalted Flamer

Summon Exalted Flamer has a casting value of 6. If successfully cast, you can set up an Exalted Flamer within 18" of the caster and more than 9" from any enemy models. This model is added to your army but cannot move in the following movement phase. If the casting roll was 11 or more, you can set up a unit of up to 3 Exalted Flamers instead.

Chaos, Daemon, Flamer, Tzeentch, Exalted Flamers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Flamers of Tzeentch 9"

2

10 b

5+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpflame

18"

3

4+

3+

-

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Flaming Maw

1"

2

5+

3+

-

1

description

A unit of Flamers of Tzeentch has 3 or more models. They spout searing gouts of Warpflame from their many mouths and gnash at their foes with Flaming Maws. Fly

Flamers of Tzeentch propel themselves across the battlefield in great leaps and bounds. Flamers can fly. Pyrocaster

The leader of this unit is the Pyrocaster. A Pyrocaster makes 4 attacks with its Warpflame rather than 3.

Abilities

Capricious Warpflame: Roll a dice at the end of the shooting phase for each unit that suffered wounds from a Flamer’s Warpflame. On a 4 or more, that unit suffers an additional D3 mortal wounds as the mutating flames refuse to die. On a 1, Tzeentch’s fickle nature reveals itself and one model in that unit heals D3 wounds instead. Locus of Transmogrification: Roll a dice each time a model in this unit is slain within 9" of a Horror Hero from your army; on a 6, add two Flamer models to this unit.

Magic

Chaos Wizards know the Summon Flamers of Tzeentch spell, in addition to any others they know. Summon Flamers of Tzeentch

Summon Flamers of Tzeentch has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Flamers of Tzeentch within 18" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 6 Flamers of Tzeentch instead.

Chaos, Daemon, Tzeentch, Flamers

KEYWORDS

Screamers of Tzeentch 3

16"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lamprey Bite

1"

3

4+

3+

-

1

r av ery

description

A unit of Screamers of Tzeentch has 3 or more models, which tear into their prey with their Lamprey Bites. Fly

Screamers of Tzeentch can fly.

Abilities

Sky-sharks: Screamers that manage to latch their teeth into a larger creature will not let go easily, eventually tearing out huge chunks of bloodied flesh. A Screamer’s Lamprey Bite attacks inflicts D3 Damage if the target is a Monster.

KEYWORDS

Slashing Fins: After a unit of Screamers moves in the movement phase, you can pick an enemy unit that it moved across. Roll a dice for each Screamer that passed across it; for each roll of 6, that unit suffers a mortal wound. Locus of Change: Whilst this unit is within 9" of any Horror Heroes from your army, they are surrounded by a twisting aura of change; if an enemy model targets such a unit your opponent must treat any hit rolls of a 6 as hit rolls of a 1 instead.

Chaos, Daemon, Tzeentch, Screamers Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Screamers spell, in addition to any others they know. Summon Screamers

Summon Screamers has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Screamers of Tzeentch within 18" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 6 Screamers of Tzeentch instead.

Burning CHariots of Tzeentch MISSILE WEAPONS

6

14"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Damage

Billowing Warpflame

18"

6

4+

3+

-

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Flaming Maw

2"

4

5+

3+

-

1

Blue Horrors’ Jabs

1"

3

5+

5+

-

1

Screamers’ Lamprey Bites

1"

6

4+

3+

-

1

description

A unit of Burning Chariots of Tzeentch can have any number of models. An Exalted Flamer stands atop each, spouting Billowing Warpflame as it careens past the enemy, or stopping to savage them with its Flaming Maw. Each Flamer is attended to by a trio of grumpy Blue Horrors, who jab at foes who are close enough. Each chariot is pulled by a pair of Screamers of Tzeentch that attack with their Lamprey Bites. Fly

A Burning Chariot of Tzeentch can fly.

Abilities

Capricious Warpflame: Roll a dice at the end of the shooting phase for each unit that suffered wounds from this model’s Billowing Warpflame. On a 4 or more, that unit suffers an additional D3 mortal wounds as the mutating flames refuse to die. On a 1, Tzeentch’s fickle nature reveals itself and one model in that unit heals D3 wounds instead. Sky-sharks: Screamers that manage to latch their teeth into a larger creature will not let go easily, eventually tearing out huge chunks of bloodied flesh. The Screamers’ Lamprey Bites attack inflicts D3 Damage if the target is a Monster.

Magic

Chaos Wizards know the Summon Burning Chariot spell, in addition to any others they know. Summon Burning Chariot

Summon Burning Chariot has a casting value of 8. If successfully cast, you can set up a Burning Chariot of Tzeentch within 18" of the caster and more than 9" from any enemy models. This model is added to your army but cannot move in the following movement phase.

Wake of Fire: After a Burning Chariot moves in the movement phase, you can pick an enemy unit that it moved across. Roll a dice; on a roll of 4 or more, the unit suffers D3 mortal wounds.

KEYWORDS

Rend

Chaos, Daemon, Flamer, Horror, Tzeentch, Burning Chariots

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Keeper of Secrets ✹

10

10

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Razor-sharp Claws

2"



3+

3+

-1

2

Elegant Greatblade

2"

2

3+



-2

D3

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Razor-sharp Claws

Elegant Greatblade

0-2

14"

6

2+

3-4

12"

5

3+

5-6

10"

4

3+

7-8

8"

3

4+

9+

6"

2

4+

description

A Keeper of Secrets is a single model. It fights with its Razor-sharp Claws and an Elegant Greatblade.

Abilities

Dark Temptations: In your opponent’s hero phase, a Keeper of Secrets can tempt an enemy Hero with a gift of power. If the tempting offer is accepted, that Hero can make up to 6 extra attacks with one of its weapons this turn. However, if the Hero accepted the gift of power and any of its hit rolls for that weapon are a 1 (before modifiers), its soul is immediately devoured by the Keeper of Secrets and it is slain. Delicate Precision: You can re-roll wound rolls of 1 made for a Keeper of Secrets.

KEYWORDS

Command Ability

Excess of Violence: If a Keeper of Secrets uses this ability, select a Slaanesh Daemon unit within 12". In your next combat phase, that unit can be selected to pile in and attack twice, instead of only once.

Magic

A Keeper of Secrets is a wizard. It can cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Cacophonic Choir spells.

Summon Daemons: Chaos Wizards know the Summon Keeper of Secrets spell, in addition to any others they know. Summon Keeper of Secrets

Summon Keeper of Secrets has a casting value of 9. If successfully cast, you can set up a Keeper of Secrets within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

CACOPHONIC CHOIR

The Keeper of Secrets screams a sanity‑shattering chorus of magical sound. Cacophonic Choir has a casting value of 6. If successfully cast, roll two dice; each enemy unit within 6" of the caster suffers D3 mortal wounds if their Bravery is less than the total rolled.

Chaos, Daemon, Slaanesh, monster, Hero, wizard, Keeper of Secrets

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The Masque of slaanesh 5

10" 10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Serrated Claws

1"

6

3+

4+

-1

1

Staff of Masks

1"

1

3+

5+

-

1

br a ery v

description

The Masque is a single model, armed with a pair of wickedly sharp Serrated Claws and the Staff of Masks.

Abilities

Unnatural Reflexes: At the start of the combat phase, roll a dice. Whenever an enemy model targets the Masque in the combat phase and your opponent’s hit roll matches your dice roll, that attack automatically misses as the Masque nimbly dances aside.

The Endless Dance: If you are dancing while rolling the dice for the Masque’s attacks in the combat phase, you can reroll any failed hit rolls. If, at any point, you can coerce your opponent to join in, you can re-roll any failed wound rolls as well.

Infernal Choreographer: It is impossible to stand still while in the presence of the Masque. The noblest warriors find themselves capering and twirling, caught up in elaborate spectacles without ever really knowing how or why. Enemy units that start their movement phase within 12" of the Masque of Slaanesh halve their Move that turn.

Chaos, Daemon, Daemonette, Slaanesh, Hero, The Masque

KEYWORDS

Herald of Slaanesh 5

6"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ravaging Claws

1"

Steed’s Poisoned Tongue

1"

6

3+

4+

-1

1

2

4+

4+

-

1

r av ery

description

A Herald of Slaanesh is a single model that attacks with its Ravaging Claws. Steed of Slaanesh

Some Heralds of Slaanesh ride upon lithe Steeds. These have Move 12" instead of 6" and gain the Steed’s Poisonous Tongue attack.

KEYWORDS

Abilities

Deadly Grace: Each time you make a hit roll of 6 or more for a Herald of Slaanesh’s Ravaging Claws, you can immediately make one extra attack using the same weapon. Quicksilver Dodge: You can re-roll failed save rolls for a Herald of Slaanesh in the combat phase.

Magic

Chaos Wizards know the Summon Herald of Slaanesh spell, in addition to any others they know. Summon Herald of Slaanesh

Summon Herald of Slaanesh has a casting value of 5. If successfully cast, you can set up a Herald of Slaanesh within 12" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Daemonette, SLAANESH, Hero, Herald of SLAANESH Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Herald of Slaanesh on Seeker Chariot 5

12"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Herald’s Flensing Whips

2"

6

3+

4+

-

1

Daemonette’s Piercing Claws

1"

2

4+

4+

-1

1

Steeds’ Poisoned Tongues

1"

4

4+

4+

-

1

A Herald of Slaanesh on Seeker Chariot of Slaanesh is a single model. The Herald wields murderous Flensing Whips, whilst a Daemonette charioteer attacks with cruel Piercing Claws. The steeds drawing the chariots attack with their Poisoned Tongues.

ABILITIES

Deadly Grace: Each time you make a hit roll of 6 or more for this model’s Flensing Whips or Piercing Claws, it can immediately make one extra attack using the same weapon. Impossibly Quick: When this model runs, there is no need to roll a dice; it always counts as having rolled a 6. Excess of Blades: After this model makes a charge move, roll a dice for each enemy model within 1". On a roll of 4 or more, that model’s unit suffers a mortal wound.

MAGIC

Chaos Wizards know the Summon Seeker Herald spell, in addition to any others they know. SUMMON SEEKER HERALD

Summon Seeker Herald has a casting value of 7. If successfully cast, you can set up a Herald of Slaanesh on Seeker Chariot within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Disturbing Beauty: Your opponent must subtract 1 from all hit rolls made for Heroes when they target this model. KEYWORDS

Chaos, Daemon, Daemonette, Slaanesh, Hero, Seeker Chariot

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Herald of Slaanesh on Exalted Seeker Chariot 9

12"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Herald’s Flensing Whips

2"

6

3+

4+

-

1

Daemonettes’ Piercing Claws

1"

6

4+

4+

-1

1

Steeds’ Poisoned Tongues

1"

8

4+

4+

-

1

A Herald of Slaanesh on Exalted Seeker Chariot of Slaanesh is a single model. A trio of Daemonettes crew the chariot, attacking with their cruel Piercing Claws. The steeds drawing it make darting attacks with their Poisoned Tongues. The Herald of Slaanesh attacks with her lightning-fast Flensing Whips.

ABILITIES

Swirling Shapes and Unholy Hues: Your opponent must add 1 to the result of any battleshock tests made for units within 3" of any Exalted Seeker Chariots that charged that turn. Exalted Excess of Blades: After this model makes a charge move, roll a dice for each enemy model within 1". On a roll of 4 or more, that model’s unit suffers D3 mortal wounds. Deadly Grace: Each time you make a hit roll of 6 or more for this model’s Flensing Whips or Piercing Claws, it can immediately make one extra attack using the same weapon.

MAGIC

Chaos Wizards know the Summon Exalted Herald spell, in addition to any others they know. SUMMON EXALTED HERALD

Summon Exalted Herald has a casting value of 7. If successfully cast, you can set up a Herald of Slaanesh on Exalted Seeker Chariot within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Disturbing Beauty: Your opponent must subtract 1 from all hit rolls made for Heroes when they target this model. KEYWORDS

Chaos, Daemon, Daemonette, Slaanesh, Hero, Exalted Seeker Chariot

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Daemonettes of Slaanesh 1

6"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Piercing Claws

1"

2

4+

4+

-1

1

r av ery

description

A unit of Daemonettes of Slaanesh has 10 or more models, each armed with deadly Piercing Claws. Alluress

The leader of this unit is the Alluress. An Alluress makes 3 attacks rather than 2. Icon Bearer

Models in this unit may be Icon Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D6 Daemonettes to the unit. Hornblower

Models in this unit can be Hornblowers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Hornblowers. KEYWORDS

Abilities

Lithe and Swift: Daemonettes can run and charge in the same turn. Graceful Killers: Each time you make a hit roll of 6 or more for a Daemonette’s Piercing Claws, that model can immediately make one extra attack. Daemonettes can make one extra attack with their Piercing Claws each time you make a hit roll of 5 or more if their unit contains 20 or more models. Locus of Beguilement: In the combat phase, your opponent must re-roll hit rolls of 6 or more against units of Daemonettes that are within 6"of any Daemonette Heroes from your army.

Chaos, Daemon, Slaanesh, Daemonettes

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Daemonettes spell, in addition to any others they know. Summon Daemonettes

Summon Daemonettes has a casting value of 6. If successfully cast, you can set up a unit of up to 10 Daemonettes within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 20 Daemonettes instead.

Seekers of Slaanesh 2

14" 10

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Piercing Claws

1"

2

4+

4+

-1

1

Poisoned Tongue

1"

2

4+

4+

-

1

br a ery v

description

A unit of Seekers of Slaanesh has 5 or more models. They attack with Piercing Claws, and ride lithe steeds that plunge Poisoned Tongues into their prey. Heartseeker

The leader of this unit is the Heartseeker. A Heartseeker makes 3 attacks rather than 2 with its Piercing Claws. Icon Bearer

Models in this unit may be Icon Bearers. If you roll a 1 when making a battleshock test for a unit that includes any Icon Bearers, reality blinks and the daemonic horde is bolstered. Add D6 Seekers to the unit.

Abilities

Graceful Killers: Each time you make a hit roll of 6 or more for a Seeker of Slaanesh’s Piercing Claws, you can immediately make one extra attack using the same weapon. Quicksilver Speed: When a unit of Seekers of Slaanesh runs, roll two dice and add them together instead of rolling a single dice. This unit can run and charge in the same turn. Locus of Swiftness: Add 1 to all charge and run rolls for this unit if it is within 12" of any Daemonette Heroes from your army.

Hornblower

Models in this unit can be Hornblowers. Your opponent must re-roll battleshock tests of 1 for units that are within 6" of any Hornblowers. KEYWORDS

Chaos, Daemon, Daemonette, Slaanesh, Seekers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Seekers spell, in addition to any others they know. Summon Seekers

Summon Seekers has a casting value of 8. If successfully cast, you can set up a unit of up to 5 Seekers of Slaanesh within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 10 Seekers of Slaanesh instead.

Fiends of Slaanesh 12"

4

10

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Deadly Pincers

1"

4

4+

4+

-

1

Barbed Stinger

2"

1

4+

3+

-1

D3

br a ery v

description

A unit of Fiends of Slaanesh has any number of models. They attack with a flurry of blows using their Deadly Pincers, and deliver lethal strikes with their Barbed Stingers.

Abilities

Magic

Soporific Musk: Your opponent must subtract 1 from any hit rolls that target a Fiend of Slaanesh in the combat phase.

Summon Fiends of Slaanesh

Vicious Pincers: If the wound roll for a Fiend’s Deadly Pincers is 6 or more, the attack has a Rend of -2.

Locus of Grace: You can re-roll hit rolls of 1 for this unit if it is within 6" of a Daemonette Hero from your army.

Chaos Wizards know the Summon Fiends of Slaanesh spell, in addition to any others they know. Summon Fiends of Slaanesh has a casting value of 6. If successfully cast, you can set up a Fiend of Slaanesh within 12" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 3 Fiends of Slaanesh instead.

Chaos, Daemon, Slaanesh, Fiends

KEYWORDS

Seeker Chariots of Slaanesh 6

12"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Alluress’ Flensing Whips

2"

3

4+

4+

-

1

Daemonette’s Piercing Claws

1"

2

4+

4+

-1

1

Steeds’ Poisoned Tongues

1"

4

4+

4+

-

1

A unit of Seeker Chariots of Slaanesh can have any number of models. An Alluress commands each chariot, attacking with a pair of Flensing Whips, whilst a Daemonette charioteer impales her foes with cruel Piercing Claws. The steeds drawing the chariots attack with Poisoned Tongues.

Abilities

Magic

Exenterating Blades: After this unit makes a charge move, roll a dice for each enemy model within 1". On a roll of 4 or more, that model’s unit suffers a mortal wound.

Summon Seeker Chariot

Impossibly Quick: When this unit runs, there is no need to roll a dice; it always counts as having rolled a 6.

Deadly Grace: Each time you make a hit roll of 6 or more for this model’s Piercing Claws or Flensing Whips, you can immediately make one extra attack using the same weapon. KEYWORDS

Chaos Wizards know the Summon Seeker Chariot spell, in addition to any others they know. Summon Seeker Chariot has a casting value of 7. If successfully cast, you can set up a Seeker Chariot within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Daemonette, Slaanesh, Seeker chariots Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Exalted Seeker CHariots of Slaanesh 9

12"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Alluress’ Flensing Whips

2"

3

4+

4+

-

1

Daemonettes’ Piercing Claws

1"

6

4+

4+

-1

1

Steeds’ Poisoned Tongues

1"

8

4+

4+

-

1

A unit of Exalted Seeker Chariots of Slaanesh can have any number of models. A trio of Daemonettes crews each, attacking with cruel Piercing Claws. The steeds drawing the chariots make darting attacks with their Poisoned Tongues. An Exalted Alluress perches atop each chariot, lashing out with a pair of Flensing Whips.

Abilities

Swirling Shapes and Unholy Hues: Your opponent must add 1 to the result of any battleshock tests made for units within 3" of any Exalted Seeker Chariots that charged that turn. Exalted Excess of Blades: After this unit makes a charge move, roll a dice for each enemy model within 1". On a roll of 4 or more, the model’s unit suffers D3 mortal wounds. Deadly Grace: Each time you make a hit roll of 6 or more for this model’s Piercing Claws or Flensing Whips, that model can immediately make one extra attack using the same weapon.

KEYWORDS

Magic

Chaos Wizards know the Summon Exalted Chariot spell, in addition to any others they know. Summon Exalted Chariot

Summon Exalted Chariot has a casting value of 8. If successfully cast, you can set up an Exalted Seeker Chariot within 12" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Daemonette, Slaanesh, Exalted Seeker Chariots

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Hellflayers of Slaanesh 6

12"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Alluress’ Piercing Claws

1"

3

4+

4+

-1

1

Daemonettes’ Flensing Whips

2"

4

4+

4+

-

1

Steeds’ Poisoned Tongues

1"

4

4+

4+

-

1

A unit of Hellflayers of Slaanesh can have any number of models. An Alluress is mounted on the carriage of each, attacking with her wicked Piercing Claws, while a pair of Daemonettes wield barbed Flensing Whips. The steeds at the front of the chariots strike out with their flicking Poisoned Tongues.

KEYWORDS

Abilities

Deadly Grace: Each time you make a hit roll of 6 or more for this model’s Piercing Claws or Flensing Whips, you can immediately make one extra attack using the same weapon. Soulscent: As a Hellflayer’s whirling blades mow down the enemy, it transmutes their souls into an exhilarating incense that drives its riders into an ecstatic frenzy. After this unit has finished a charge move, roll a dice for each enemy model within 1"; for each roll of 4 or more that model’s unit suffers a mortal wound. If any mortal wounds are caused in this way, you can reroll failed hit rolls for the Alluress’ Piercing Claws and the Daemonettes’ Flensing Whips until the end of the turn.

Magic

Chaos Wizards know the Summon Hellflayer spell, in addition to any others they know. Summon Hellflayer

Summon Hellflayer has a casting value of 7. If successfully cast, you can set up a Hellflayer of Slaanesh within 12" of the caster and more than 9" from any enemy models. This model is added to your army but cannot move in the following movement phase.

Chaos, Daemon, Daemonette, Slaanesh, Hellflayers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Daemon Prince 8

8"

10

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Daemonic Axe Hellforged Sword Malefic Talons

2" 2" 1"

4 4 3

4+ 3+ 4+

3+ 3+ 3+

-2 -1 -

D3 D3 2

description

A Daemon Prince is a single model. It cleaves the foe with a Daemonic Axe or Hellforged Sword and rends them apart with its Malefic Talons. Some Daemon Princes have been blessed with the ability to fly. FLY

A Daemon Prince that can fly has a Move of 12" instead of 8".

Abilities

Cursed Soul-eater: A Daemon Prince that is not dedicated to one of the Chaos Gods heals 1 wound at the end of any combat phase in which it killed any models. If it killed any Heroes or Monsters, it heals D3 wounds instead. Immortal Champion: When you set up this model, you can declare that it is dedicated to Khorne, Nurgle, Slaanesh or Tzeentch. If you do, the Daemon Prince replaces its Cursed Souleater ability with the relevant ability from the following list:

Khorne Daemon Princes, their veins running with liquid fire, are blood-crazed champions. You can add 1 to all hit rolls made for a Khorne Daemon Prince. Nurgle Daemon Princes are bloated with disease, and are unnaturally resistent to harm. A Nurgle Daemon Prince has a save of 3+. Tzeentch Daemon Princes are surrounded by a nimbus of magical light. A Tzeentch Daemon Prince is a wizard. It can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. A Tzeentch Daemon Prince knows the Arcane Bolt and Mystic Shield Spells.

Magic

Chaos Wizards know the Summon Daemon Prince spell, in addition to any others they know. Summon Daemon Prince

Summon Daemon Prince has a casting value of 8. If successfully cast, you can set up a Daemon Prince within 16" of the summoner and more than 9" from any enemy models. The model is added to your army but cannot move in the following Movement phase.

Slaanesh Daemon Princes are lithe and exotic, their every movement impossibly quick. When your opponent selects a unit within 3" of the Daemon Prince to pile in and attack in the combat phase, you can immediately select the Daemon Prince to pile in and attack before the enemy unit, even though it is not your turn to do so. This model can only do this if it has not already attacked in this phase.

Daemon Prince KEYWORDS

CHAOS, DAEMON, MONSTER, HERO, DAEMON PRINCE

Daemon Prince of Khorne KEYWORDS

CHAOS, DAEMON, KHORNE, MONSTER, HERO, DAEMON PRINCE

Daemon Prince of Nurgle KEYWORDS

CHAOS, DAEMON, NURGLE, MONSTER, HERO, DAEMON PRINCE

Daemon Prince of Tzeentch KEYWORDS

CHAOS, DAEMON, TZEENTCH, MONSTER, HERO, Wizard, DAEMON PRINCE

Daemon Prince of Slaanesh KEYWORDS

CHAOS, DAEMON, SLAANESH, MONSTER, HERO, DAEMON PRINCE Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Furies 1

12"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hooked Claws

1"

2

4+

4+

-

1

r av ery

description

A unit of Furies can have any number of models. Furies dive down to attack their prey with their Hooked Claws. Fly

Furies can fly.

Abilities

Shadows of the Dark Gods: If you wish, when setting up this unit, you can pick one of the following keywords to apply to this unit for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh. Prey Upon Terror: Roll a dice every time an enemy unit fails a battleshock test within 12" of any Furies. On a roll of 4 or more an additional model from the same unit is pounced upon and devoured by the Furies.

KEYWORDS

Chaos, daemon, Furies

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Furies spell, in addition to any others they know. Summon Furies

Summon Furies has a casting value of 6. If successfully cast, you can set up a unit of up to 5 Furies within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 10 Furies instead.

Soul grinder 16

✹ 10

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Harvester Cannon Phlegm Bombardment

16" 20"

✹ 1

4+ 4+

3+ 3+

-1 -2

1 3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Piston-driven Legs Hellforged Claw Warpmetal Blade Daemonbone Talon

1" 2" 2" 2"



4+ 4+ 4+ 3+

3+ 3+ 3+ 3+

-1 -2 -2 -1

1 D6 3 D3

1 2 4

DAMAGE TABLE Wounds Suffered

Move

Harvester Cannon

Piston-driven Legs

0-3

12"

D6

6

4-6

10"

D6

5

7-0

8"

D3

4

11-13

7"

D3

3

14+

6"

1

2

description

A Soul Grinder is a single model. It is armed with a fearsome Harvester Cannon, Piston-driven Legs and a Hellforged Claw, and can spit a horrific Phlegm Bombardment. Some Soul Grinders also wield a Warpmetal Blade, while others have a Daemonbone Talon.

Abilities

Daemon Engine of the Dark Gods: If you wish, when setting up a Soul Grinder, you can pick one of the following keywords to apply to this unit for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh. KEYWORDS

Implacable Advance: A Soul Grinder can shoot even if it ran in its movement phase. Caught by the Claw: Each time a Hellforged Claw attack hits a Hero or a Monster, you and your opponent both secretly use a dice to select a number and hide it underneath your hand. Reveal the dice on the count of three; if they are the same, the model grabbed by the claw suffers 6 mortal wounds instead of resolving the damage normally.

Chaos, Daemon, Monster, Soul Grinder

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Chaos Wizards know the Summon Soul Grinder spell, in addition to any others they know. Summon Soul grinder

Summon Soul Grinder has a casting value of 10. If successfully cast, you can set up a Soul Grinder within 16" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Daemons of Chaos

Daemon Cohort of Khorne Organisation A Daemon Cohort of Khorne consists of the following units: • 1 Bloodthirster of Insensate Rage, Bloodthirster of Unfettered Fury, Wrath of Khorne Bloodthirster or Khorne Daemon Prince • 1 Blood Throne of Khorne, Herald of Khorne or Herald of Khorne on Juggernaut • 3 units of Bloodletters of Khorne • 1 unit of Flesh Hounds, Skull Cannons of Khorne or Bloodcrushers of Khorne

Abilities Blood for the Blood God: Kill, maim, burn! Kill, maim, burn! You can add 1 to any wound roll made in the combat phase for a model in a Daemon Cohort of Khorne if its unit charged that turn. Skulls for the Skull Throne: Bloodshed begets more bloodshed, and Khorne demands more skulls! Roll a dice at the end of the combat phase for each unit in this battalion that wiped out an enemy unit during that phase; on a 6, that unit can immediately pile in and attack again.

Daemons of Chaos

Daemon Cohort of nurgle Organisation A Daemon Cohort of Nurgle consists of the following units: • 1 Great Unclean One or Nurgle Daemon Prince • 1 Herald of Nurgle • 3 units of Plaguebearers of Nurgle • 1 unit of Nurglings, Beasts of Nurgle or Plague Drones of Nurgle

Abilities Rot Glorious Rot: Where a Daemon Cohort of Nurgle treads, disease and plague blossoms in their wake. In each hero phase, roll a dice for every unit that is within 1" of any units from this battalion; on a 6 that unit suffers a mortal wound as it is gripped by some incurable and fatal disease. Do not roll for Nurgle units – they revel in the plagues and do not suffer mortal wounds from them. Blessings of Nurgle: Grandfather Nurgle blesses his cohorts with the ability to shrug off the most grievous wounds. You can re-roll save rolls of 1 for all models in a Daemon Cohort of Nurgle.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Daemons of Chaos

Daemon Cohort of Tzeentch Organisation A Daemon Cohort of Tzeentch consists of the following units: • 1 Lord of Change or Tzeentch Daemon Prince • 1 Herald of Tzeentch, Herald of Tzeentch on Disc of Tzeentch or Herald of Tzeentch on Burning Chariot • 3 units of Pink Horrors of Tzeentch • 1 unit of Flamers of Tzeentch, Burning Chariots of Tzeentch or Screamers of Tzeentch

Abilities The Great Sorcerer’s Boon: Tzeentch gifts his Daemon Cohorts with raw, arcane power. Wizards in a Daemon Cohort of Tzeentch can attempt to cast one additional spell in each of your hero phases. The Vagaries of Fate: There is no greater twist of fate than changing total victory in abject failure. If the last model from a unit in a Daemon Cohort of Tzeentch is slain, roll a dice. If the result is 6, set up the unit with its starting number of models anywhere on the battlefield that is not within 9" of the enemy.

Daemons of Chaos

Daemon Cohort of Slaanesh Organisation A Daemon Cohort of Slaanesh consists of the following units: • 1 Keeper of Secrets or Slaanesh Daemon Prince • 1 Herald of Slaanesh, Herald of Slaanesh on Exalted Seeker Chariot or Herald of Slaanesh on Seeker Chariot • 3 units of Daemonettes of Slaanesh • 1 unit of Seekers of Slaanesh, Seeker Chariots of Slaanesh, Exalted Seeker Chariots of Slaanesh, Hellflayers of Slaanesh or Fiends of Slaanesh

Abilities Song of Despair: The cries of torment are sweet hymns to Daemon Cohorts of Slaanesh, serving only to invigorate the Dark Prince’s warriors and lure more of them to the battlefield. Whenever an enemy unit fails a battleshock test within 3" of any units from a Daemon Cohort of Slaanesh, roll a dice for each of those units; on a 6, one model in that daemon unit heals D3 wounds (if it is a unit of Daemonettes, add D6 models to the unit instead). Unnatural Swiftness: Daemon Cohorts of Slaanesh can barely contain the thrill of chasing down their foes and tearing them apart in a glorious symphony of pain. All models in a Daemon Cohort of Slaanesh add 1 to their Move characteristic.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Warscroll

Herald of Khorne with Battle Standard. . . . . . Bloodletter Icon Bearer (see Bloodletters warscroll) Herald of Nurgle with Battle Standard . . . . . . Plaguebearer Icon Bearer (see Plaguebearers warscroll) Herald of Nurgle on Palanquin of Nurgle. . . . Epidemius Herald of Slaanesh with Battle Standard. . . . . Daemonette Icon Bearer (see Daemonettes warscroll) Herald of Tzeentch with Battle Standard . . . . Pink Horror Icon Bearer (see Pink Horrors warscroll) Ku’gath Plaguefather . . . . . . . . . . . . . . . . . . . . . Great Unclean One Skulltaker on Blood Throne of Khorne. . . . . . Blood Throne of Khorne Skulltaker on Juggernaut. . . . . . . . . . . . . . . . . . Herald of Khorne on Juggernaut Skarbrand. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Wrath of Khorne Bloodthirster

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

DARK ELVES

WARSCROLLS COMPENDIUM

Introduction Embittered and cruel, the aelf Exiles roam the Mortal Realms bringing death to every foe they meet. These swift and vicious warriors are ostensibly allies of Sigmar. In truth, they serve only the shadowy Malerion, and themselves.

Emerging from the darkened places of the realms, the Exile warbands engage in lightning raids that leave ravaged corpses piled high in their wake. Then they vanish as quickly as they came, like smoke melting away on the breeze.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 DREADLORD ON COLD ONE

2

MOV E

U N DS WO

description

5

kEYWOrDS

3+ 3+

Abilities

to Wound

Rend

3+

Damage

-1

4+

1

-1

1

commA nd Ability

tyrant Shield: You can re-roll failed save rolls for a Dreadlord with a Tyrant Shield.

Single-minded hunting Beasts: If a Dreadlord on a Cold One uses this ability, select a unit of Cold One knights or Cold One Chariots within 14". Until your next hero phase you can re-roll any of the dice when determining that unit’s charge distance and add 1 to wound rolls for that unit’s Ferocious Jaws.

D

DARK ELF SORCERESS 6"

5 bR

7

6+

MELEE WEAPONS

Witchstaff

Range

Attacks

2"

to Hit

1

to Wound

4+

Rend

3+

Damage

-1

D3

AV ERy

description

A Dark Elf Sorceress is a single model. A Dark Elf Sorceress carries a Witchstaff and a dagger which she can use to sacrifi ce her allies and boost her magical powers.

Abilities

Blood Sacrifice: In your hero phase, the Sorceress can sacrifice an Exiles model from your army within 3". If she does, that model is slain but you can then add 2 to all casting rolls for that Sorceress until the end of the hero phase.

mAGic

Word oF pAin

A Dark Elf Sorceress is a wizard. She can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Word of Pain spells.

As the Sorceress utters a forbidden name, her foes are wracked with agony. Word of Pain has a casting value of 7. If successfully cast, pick a visible unit within 16". Th at unit suffers a mortal wound. In addition, your opponent must subtract 1 from any hit rolls for that unit until your next hero phase.

g MALEKItH, tHE WItCH KIN

14

9

SOrCErESS

Ltd. 2015 to Hit Attacks Range Workshop

MELEE WEAPONS

4+

SAV E

U N DS WO



OrDEr, AElF, ExilES, hErO, WizArD,

Warhammer Age of Sigmar © Games

MOV E

bR AV ERy

6

The Destroyer Seraphon’s Claws Seraphon’s Fearsome Jaws

Wounds Suffered

0-3 7-9 10-12 13+

description

model. Malekith the Witch King is a single blade He is armed with the Destroyer, a fell that was forged by Malekith’s own hand. which He wears the Armour of Midnight, he and protects him from mortal harm, brow. his upon Iron of Circlet bears the Malekith rides the black dragon Seraphon, and a mighty beast which has slain kings beggars alike with her Fearsome Jaws Fly

kEYWOrDS

4+

3+

3

3+



DAMAgE tAbLE Seraphon’s Fearsome Jaws

2+

14"

6

mAGic

Amour of Midnight: Halve any wounds or mortal wounds inflicted on Malekith (rounding up). Noxious Breath: In your shooting phase, Seraphon can exhale a cloud of noxious that is gas. If she does so, pick a target unit in visible and roll one dice for each model roll of that unit that is within 6". For each 6, that unit suffers a mortal wound. Absolute Power: If Malekith the Witch from King uses this ability, Exiles units your army do not need to take battleshock the tests if they are within 20" of him in battleshock phase.

to Malekith is a wizard. He can attempt cast two different spells in each of your own hero phases, and attempt to unbind He two spells in each enemy hero phase. and Shield knows the Arcane Bolt, Mystic Soul Stealer spells. soul steAler

Witch Tendrils of shadow writhe from the of King’s fingers, draining the life-force his victims and renewing his own vigour. If Soul Stealer has a casting value of 6. within successfully cast, pick a visible unit 14". That unit suffers D3 mortal wounds. mortal Malekith heals one wound for each wound inflicted by this spell.

hErO, WizArD, MONStEr, MAlEkith

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Seraphon’s Claws

2

4+

6"

2

3

4+

8"

3 D6

-2

4

3+

10"

Damage

-1

5

3+

12"

OrDEr, AElF, DrAgON, ExilES,

-1

3+



commA nd Ability

Malekith the Witch King can fly.

Rend

3+

3

2" 3"

Move

to Wound

1"

Abilities

and Claws.

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

to Hit

6 2

Bladed Barding: Whenever a Dreadlord on a Cold One completes a charge move select an enemy model within 1" and roll a dice; on a 4 or more that model’s unit suffers a mortal wound.

OrDEr, AElF, ExilES, hErO, DrEADlOr

4-6

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Attacks

1" 1"

MOV E

kEYWOrDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

4

A Dreadlord on Cold One is a single model. He is armed with a Hydra Blade and carries a Tyrant Shield. He rides a Cold One that is equipped with bladed barding, and which attacks with its Ferocious Jaws.

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

3

Range

hydra Blade Cold One’s Ferocious Jaws

R AV ERy

U N DS WO

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MELEE WEAPONS

SAV E

10" 4+ 8 b

6

Workshop Ltd. 2015

MALEKITH, the witch king 14

✹ 9

MELEE WEAPONS

4+

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

The Destroyer

1"

3

3+

3+

-1

3

Seraphon’s Claws

2"



4+

3+

-1

2

Seraphon’s Fearsome Jaws

3"

3

3+



-2

D6

sav e

u n ds wo

MOV E

DAMAGE TABLE Wounds Suffered

description

Malekith the Witch King can fly.

KEYWORDS

Seraphon’s Fearsome Jaws

Seraphon’s Claws

0-3

14"

2+

6

4-6

12"

3+

5

7-9

10"

3+

4

10-12

8"

4+

3

13+

6"

4+

2

Malekith the Witch King is a single model. He is armed with the Destroyer, a fell blade that was forged by Malekith’s own hand. He wears the Armour of Midnight, which protects him from mortal harm, and he bears the Circlet of Iron upon his brow. Malekith rides the black dragon Seraphon, a mighty beast which has slain kings and beggars alike with her Fearsome Jaws and Claws. Fly

Move

Abilities

MAGIC

Noxious Breath: In your shooting phase, Seraphon can exhale a cloud of noxious gas. If she does so, pick a target unit that is visible and roll one dice for each model in that unit that is within 6". For each roll of 6, that unit suffers a mortal wound.

Soul Stealer

Amour of Midnight: Halve any wounds or mortal wounds inflicted on Malekith (rounding up).

command ability

Absolute Power: If Malekith the Witch King uses this ability, Exiles units from your army do not need to take battleshock tests if they are within 20" of him in the battleshock phase.

Malekith is a wizard. He can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Soul Stealer spells. Tendrils of shadow writhe from the Witch King’s fingers, draining the life-force of his victims and renewing his own vigour. Soul Stealer has a casting value of 6. If successfully cast, pick a visible unit within 14". That unit suffers D3 mortal wounds. Malekith heals one wound for each mortal wound inflicted by this spell.

Order, Aelf, Dragon, Exiles, hero, Wizard, monster, malekith

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Malus Darkblade 6

10" 8

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpsword of Khaine

2"

3

3+

3+

-1

D3

Spite’s Ferocious Jaws

1"

3

3+

4+

-

1

br a ery v

description

Malus Darkblade is a single model. He is armed with the Warpsword of Khaine and within him resides the Daemon Tz’arkan. Malus rides upon Spite, a notoriously aggressive Cold One who attacks with his Ferocious Jaws.

Abilities

command Ability

Tz’arkan: In your hero phase, Malus Darkblade can release the power of Tz’arkan. If he does, then until your next hero phase he makes 6 attacks with the Warpsword of Khaine instead of 3. However, whilst Tz’arkan is released, each time you make a hit roll of 1 for the Warpsword of Khaine and any units from your army are within 2" of Malus Darkblade, one of those units suffers D3 mortal wounds as Tz’arkan lashes out in a blind fury.

The Tyrant of Hag Graef: If Malus Darkblade uses this ability, then until your next hero phase you can re-roll battleshock tests for Exiles units from your army that are within 14" of him in the battleshock phase.

Order, Aelf, exiles, Hero, Dreadlord, Malus Darkblade

KEYWORDS

dreadlord 5

6" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chillblade

1"

3

3+

3+

-1

D3

Exile Blade

1"

6

3+

4+

-

1

br a ery v

description

A Dreadlord is a single model. Some Dreadlords enter battle carrying a viciously sharp Exile Blade and a Tyrant Shield, whilst others eschew the protection of a shield and prefer to wade through battle wielding an Exile Blade in each hand. A few Dreadlords instead carry a single double-handed and deadly Chillblade to war.

Abilities

The Price of Failure: If any Exiles from your army flee whilst within 3" of a Dreadlord they are ruthlessly cut apart, flayed or otherwise murdered as an example to those who would disappoint him. If this happens, other Exiles units from your army do not need to take battleshock tests in the same phase if they are within 14" of your Dreadlord. Tyrant Shield: You can re-roll failed save rolls for a Dreadlord with a Tyrant Shield.

KEYWORDS

Order, Aelf, exiles, Hero, Dreadlord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Exile Blades: A Dreadlord with two blades is a whirlwind of death few can escape from. You can re-roll hit rolls of 1 for a Dreadlord equipped with two Exile Blades.

command Ability

Cruel Tyrant: If a Dreadlord uses this ability, select an Exiles unit within 14". Until your next hero phase you can re-roll all failed wound rolls for that unit in the combat phase.

Dreadlord on Black Dragon MISSILE WEAPONS

14

✹ 8

4+

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Repeater Crossbow

16"

4

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

sav e

u n ds wo

MOV E

Exile Blade

1"

6

3+

4+

-

1

Lance of Spite

2"

3

3+

3+

-1

1

Black Dragon’s Claws

2"



4+

3+

-1

2

Black Dragon’s Fearsome Jaws

3"

3

4+



-2

D6

DAMAGE TABLE Wounds Suffered

Move

Fearsome Jaws

Claws

0-3

14"

2+

6

4-6

12"

3+

5

7-9

10"

3+

4

10-12

8"

4+

3

13+

6"

4+

2

description

A Dreadlord on Black Dragon is a single model. Many Dreadlords go to war armed with an Exile Blade and a Tyrant Shield, while others fight with a Lance of Spite and a Tyrant Shield. Some Dreadlords care not for the protection afforded by a shield and wield a Repeater Crossbow alongside their Exile Blade or a Lance of Spite, to shoot their prey from afar. Some particularly bloodthirsty Dreadlords wield an Exile Blade in each hand, the better to shed the blood of their foes. The Dreadlord’s Black Dragon can rend foes apart with its Claws and swallow men whole in its Fearsome Jaws. Black Dragons can also exhale a deadly Noxious Breath to poison and choke their prey. Fly

A Dreadlord on Black Dragon can fly. KEYWORDS

Abilities

Noxious Breath: In your shooting phase, a Black Dragon can belch forth a cloud of noxious gas. If it does so, pick a target unit that is visible and roll one dice for each model in that unit that is within 6". For each roll of 6, that unit suffers a mortal wound. Tyrant Shield: You can re-roll failed save rolls for a Dreadlord with a Tyrant Shield.

Command Ability

Do Not Disappoint Me: If a Dreadlord on Black Dragon uses this ability, pick an Exiles unit from your army within 12". You can re-roll hit rolls of 1 for that unit until your next hero phase. Furthermore, before that unit takes a battleshock test, roll four dice. If the total result is greater than the distance in inches between that unit and the Dreadlord, it does not need to take the battleshock test.

Exile Blades: A Dreadlord can more easily land a killing blow when equipped with two swords. If a Dreadlord has two Exile Blades you can re-roll hit rolls of 1 when he attacks with them. Lance of Spite: A Lance of Spite inflicts 2 Damage instead of 1 if the Dreadlord charged that turn.

Order, Aelf, Dragon, exiles, hero, monster, DREADLORD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dreadlord on cold one 6

10" 8

4+

MELEE WEAPONS sav e

u n ds Wo

MOV E

Range

Attacks

Hydra Blade

1"

6

Cold One’s Ferocious Jaws

1"

2

To Hit

To Wound

Rend

Damage

3+

3+

-1

1

3+

4+

-1

1

br a ery v

description

A Dreadlord on Cold One is a single model. He is armed with a Hydra Blade and carries a Tyrant Shield. He rides a Cold One that is equipped with bladed barding, and which attacks with its Ferocious Jaws.

Abilities

Tyrant Shield: You can re-roll failed save rolls for a Dreadlord with a Tyrant Shield. Bladed Barding: Whenever a Dreadlord on a Cold One completes a charge move select an enemy model within 1" and roll a dice; on a 4 or more that model’s unit suffers a mortal wound.

command Ability

Single-minded Hunting Beasts: If a Dreadlord on a Cold One uses this ability, select a unit of Cold One Knights or Cold One Chariots within 14". Until your next hero phase you can re-roll any of the dice when determining that unit’s charge distance and add 1 to wound rolls for that unit’s Ferocious Jaws.

Order, Aelf, exiles, Hero, Dreadlord

KEYWORDS

dark elf sorceress 5

6" 7

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Witchstaff

2"

1

4+

3+

-1

D3

br a ery v

description

A Dark Elf Sorceress is a single model. A Dark Elf Sorceress carries a Witchstaff and a dagger which she can use to sacrifice her allies and boost her magical powers.

Abilities

Blood Sacrifice: In your hero phase, the Sorceress can sacrifice an Exiles model from your army within 3". If she does, that model is slain but you can then add 2 to all casting rolls for that Sorceress until the end of the hero phase. KEYWORDS

MAGIC

A Dark Elf Sorceress is a wizard. She can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Word of Pain spells.

Order, Aelf, Exiles, Hero, Wizard, Sorceress Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Word of Pain

As the Sorceress utters a forbidden name, her foes are wracked with agony. Word of Pain has a casting value of 7. If successfully cast, pick a visible unit within 16". That unit suffers a mortal wound. In addition, your opponent must subtract 1 from any hit rolls for that unit until your next hero phase.

SORCERESS on Black Dragon 14

✹ 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Witch Rod

1"

1

4+

3+

-1

D3

Sword of Ghrond

1"

3

4+

4+

-

1

Witch Lash

2"

1

3+

4+

-

1

Black Dragon’s Claws

2"



4+

3+

-1

2

Black Dragon’s Fearsome Jaws

3"

3

4+



-2

D6

DAMAGE TABLE Wounds Suffered

Move

Fearsome Jaws

Claws

0-3

14"

2+

6

4-6

12"

3+

5

7-9

10"

3+

4

10-12

8"

4+

3

13+

6"

4+

2

description

A Sorceress on Black Dragon is a single model. Most Sorceress wield a Witch Rod – a magical symbol of their office – but more battle-frenzied Sorceresses prefer to wield a Sword of Ghrond in its place. Some Sorceress also wield a Witch Lash to inflict even more pain and misery of their foes. All Sorceresses carry a dagger, which they can use to sacrifice their allies and boost their magical powers. The Black Dragon can rend foes apart with its Claws and swallow men whole in its Fearsome Jaws. Black Dragons can also exhale a deadly Noxious Breath to poison and choke their prey.

Abilities

MAGIC

Noxious Breath: In your shooting phase, a Black Dragon can breathe a cloud of noxious gas. If it does so, pick a target unit that is visible and roll one dice for each model in that unit that is within 6". For each roll of 6, that unit suffers a mortal wound.

Bladewind

Blood Sacrifice: In your hero phase, a Dark Elf Sorceress can sacrifice an Exiles model from your army within 3". If she does, that model is slain, but you can then add 2 to all casting rolls for that Sorceress until the end of the hero phase.

Fly

A Sorceress on Black Dragon can fly. KEYWORDS

A Sorceress on Black Dragon is a wizard. She can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Bladewind spells. The Sorceress summons a cloud of ethereal blades to cut her foes to ribbons. Bladewind has a casting value of 6. If successfully cast, pick a visible enemy unit within 18" and roll 6 dice. Compare these with the unit’s best To Hit characteristic of any melee weapon it has; each time you rolled lower than this number the unit fails to parry an ethereal blade and suffers a mortal wound.

Order, Aelf, Dragon, exiles, hero, WIZARD, monster, sorceress

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Sorceress on Cold One 6

10" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Witchstaff

2"

1

4+

3+

-1

D3

Cold One’s Ferocious Jaws

1"

2

3+

4+

-

1

br a ery v

description

Chillwind

A Sorceress on Cold One is a single model. A Sorceress carries a Witchstaff and a dagger which she can use to sacrifice her allies and boost her magical powers. She rides a Cold One which attacks with its Ferocious Jaws.

Abilities

Blood Sacrifice: In your hero phase, a Sorceress can sacrifice an Exiles model from your army within 3". If she does, that

model is slain but you can then add 2 to all casting rolls for that Sorceress until the end of that hero phase.

MAGIC

A Sorceress on Cold One is a wizard. She can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Chillwind spells.

The Sorceress assails her foes with a freezing gale. Chillwind has a casting value of 5. If successfully cast, pick a visible enemy unit within 18". Roll a number of dice equal to the casting roll you made in order to cast this spell (for example, if the casting roll was 9, roll 9 dice); the target unit suffers a mortal wound for each roll of 6.

Order, Aelf, exiles, Hero, Wizard, Sorceress

KEYWORDS

cold one knights 2

10" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbed Lance and Blade

2"

1

3+

4+

-

1

Cold One’s Ferocious Jaws

1"

2

3+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Cold One Knights can have 5 or more models. They wield Barbed Lances and Blades and carry Darkshields. They are mounted on foul Cold Ones that tear into the enemy with their Ferocious Jaws. Dread Knight

The leader of this unit is a Dread Knight. A Dread Knight makes 2 attacks rather than 1 with his Barbed Lance and Blade.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

Order, Aelf, exiles, Cold One Knights Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Lance Charge: Add 1 to the wound rolls and Damage of a Cold One Knight’s Barbed Lance and Blade if he charged in the same turn. Darkshields: You can re-roll save rolls of 1 for a unit with Darkshields. You can re-roll failed save rolls of 1 or 2 for this unit in the combat phase instead.

cold one chariots 6

10" 7

4+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Repeater Crossbow

16"

4

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Charioteers’ Barbed Spears and Blades

2"

2

3+

4+

-

1

Cold Ones’ Ferocious Jaws

1"

4

3+

4+

-

1

A unit of Cold One Chariots can have any number of models. They are crewed by Charioteers that fight with Barbed Spears and Blades. The Charioteers can also shoot their foes from afar with a Repeater Crossbow. Cold One Chariots are drawn by reptilian beasts that tear into foes not cut down by the war machine’s scythed runners with their Ferocious Jaws.

KEYWORDS

Abilities

Scythed Runners: If a unit of Cold One Chariots charges, roll a dice for each enemy model that is within 1" of the unit after it is has completed its charge move; for each roll of a 6 that model’s unit suffers a mortal wound.

Order, Aelf, exiles, Cold One Chariots

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

beastmaster on manticore 10

✹ 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Great Scourge

2"

3

4+

4+

-

1

Savage Jaws and Claws

2"

3

4+



-1

2

Barbed Tail

2"



4+

3+

-

D3

DAMAGE TABLE

description

Wounds Suffered

Move

Savage Jaws and Claws

Barbed Tail

0-2

12"

3+

3

3-4

10"

3+

2

5-6

8"

4+

2

7-8

6"

4+

1

9+

4"

5+

1

A Beastmaster on Manticore is a single model. The Beastmaster is armed with a Great Scourge and wears a Sea Dragon Cloak, while its Manticore mount attacks with its Savage Jaws and Claws and swipes its Barbed Tail.

KEYWORDS

Abilities

Spiteful Dominance: In your hero phase, pick this model or a Monster from your army that is within 10". You can re-roll hit rolls of 1 for that model until your next hero phase. Sea Dragon Cloak: You can re-roll save rolls of 1 for a Beastmaster on Manticore in the shooting phase.

Order, Aelf, Manticore, exiles, hero, monster, Beastmaster

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

black ark Fleetmaster 6"

5

7

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Black Ark Cutlass

1"

Murder Hook

1"

Rend

Damage

3

3+

4+

-

1

2

4+

3+

-1

1

br a ery v

description

A Black Ark Fleetmaster is a single model. He fights with a Black Ark Cutlass in one hand and a Murder Hook in the other. He also wears a Sea Dragon Cloak, whose thick hide protects him from enemy arrows.

Abilities

Sea Dragon Cloak: You can re-roll save rolls of 1 for a Black Ark Fleetmaster in the shooting phase. Murderous Swashbuckler: You can reroll failed hit rolls for this model’s Black Ark Cutlass.

command Ability

At Them, You Curs!: If a Black Ark Fleetmaster uses this ability, pick one Exiles unit within 14". Until your next hero phase you can re-roll failed hit rolls of 1 for that unit. If you picked a unit of Black Ark Corsairs, you can reroll failed hit rolls of 1 or 2 for that unit instead.

ORDER, Aelf, Exiles, Hero, Black Ark Fleetmaster

KEYWORDS

lokhir fellheart 5

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Red Blades

1"

5

3+

4+

-

1

br a ery v

description

Lokhir Fellheart is a single model. He is armed with the Red Blades and wears a Sea Dragon Cloak and the Helm of the Kraken.

Helm of the Kraken: Lokhir Fellheart heals a wound at the start of each of your hero phases.

Abilities

Daring Leap: Lokhir Fellheart can pile in up to 6", moving over other models as he does so, if it will move him to within ½" of an enemy Hero.

The Red Blades: You can re-roll failed hit rolls for Lokhir Fellheart. Sea Dragon Cloak: You can re-roll save rolls of 1 for Lokhir Fellheart in the shooting phase.

KEYWORDS

command Ability

Take Them Alive!: If Lokhir Fellheart uses this ability, those under his command redouble their efforts to take prisoners until your next hero phase. Until then, roll a dice each time an enemy model flees whilst within 6" of Lokhir Fellheart, a Black Ark Fleetmaster or unit of Black Ark Corsairs from your army; on a 4 or more another model flees from that unit, captured by Lokhir’s Corsairs and destined for the slave pits.

Order, Aelf, exiles, Hero, Black Ark Fleetmaster, Lokhir Fellheart Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Black ark corsairs 6"

1

6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Repeater Handbow

9"

2

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Vicious Blade

1"

1

4+

5+

-

1

Wicked Cutlass

1"

1

4+

4+

-

1

description

Standard Bearer

A unit of Black Ark Corsairs has 10 or more models. Some units of Black Ark Corsairs pepper the foe with bolts from their Repeater Handbows before drawing close to attack with their Vicious Blades, while others prefer to attack with a Wicked Cutlass in one hand and a Vicious Blade in the other. Reaver

The leader of this unit is a Reaver. You can add 1 to any hit rolls for a Reaver.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

Abilities

Sea Dragon Cloaks: You can re-roll save rolls of 1 for Black Ark Corsairs in the shooting phase. Flashing Steel: You can add 1 to all hit rolls in the combat phase for a Black Ark Corsair if its unit has 20 or more models. Ravagers and Slavers: Roll a dice each time an enemy model flees within 6" of this unit; on a 6 another model flees from its unit, captured by the Corsairs.

Order, Aelf, exiles, Black Ark Corsairs

KEYWORDS

Master with Battle Standard 5

6" 8

4+

sav e

u n ds Wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbed Blade

1"

4

3+

3+

-

1

Dark Steed’s Vicious Bite

1"

2

4+

5+

-

1

br a ery v

description

A Master with Battle Standard is a single model. He is armed with a Barbed Blade and carries a Banner of Murder. Dark Steed

Some Masters ride to war upon a Dark Steed; these increase their Move to 14" and gain the Dark Steed’s Vicious Bite attack. Mounted Masters can fight with a Barbed Blade in each hand, their banner strapped to their steed’s side; you can re-roll hit rolls of 1 for this model’s Barbed Blade. KEYWORDS

Abilities

Treachery and Power: If your general is an Exile, a Master with Battle Standard can attempt to slit his throat if he is within 1" at the start of the hero phase. If he does so, roll a dice; on a 1 the Master is slain by the general. Otherwise, your general is slain and this model usurps his position; he becomes your general and gains all the command abilities known by his former lord.

Banner of Murder: These magical standards are steeped in the sacrificial blood of victims, their murderous auras instilling a thirst for death and violence. You can re-roll wound rolls of 1 for any Exiles unit from your army that is within 8" of a Banner of Murder when they attack in the combat phase. In your hero phase, a Master can hold his banner aloft. If he does so, you may not move the Master until your next hero phase, but until then the aura of the Banner of Murder affects all Exiles units from your army within 18".

Order, Aelf, exiles, Hero, Totem, master with battle standard Warhammer Age of Sigmar © Games Workshop Ltd. 2015

dreadspears 6"

1

6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Druchii Spear

2"

1

4+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Dreadspears has 10 or more models. They are armed with Druchii Spears and carry Darkshields. Lordling

The leader of this unit is a Lordling. A Lordling makes 2 attacks instead of 1.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

Abilities

Darkshields: You can re-roll save rolls of 1 for a unit with Darkshields. You can re-roll failed save rolls of 1 or 2 for this unit in the combat phase instead. City Guard: You can add 1 to hit rolls for a Dreadspear if it did not move in its preceding movement phase. Formidable Bastion: You can add 1 to hit rolls for a Dreadspear if its unit has 20 or more models.

Order, Aelf, Exiles, Dreadspears

KEYWORDS

bleakswords 1

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Druchii Sword

1"

1

3+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Bleakswords has 10 or more models. They are armed with Druchii Swords and carry Darkshields. Lordling

The leader of this unit is a Lordling. A Lordling makes 2 attacks rather than 1.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers. KEYWORDS

Order, Aelf, exiles, Bleakswords Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Quicksilver Strike: Each time you make a hit roll of 6 or more for a Bleaksword, that model can immediately make one extra attack with its Druchii Sword. If its unit has 20 or more models, it can make one extra attack on a hit roll of 5 or more instead. Darkshields: You can re-roll save rolls of 1 for a unit with Darkshields. You can re-roll failed save rolls of 1 or 2 for this unit in the combat phase instead.

darkshards 6"

1

6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Repeater Crossbow

16"

2

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cruel Dagger

1"

1

5+

5+

-

1

description

Standard Bearer

A unit of Darkshards can have any number of models. Darkshards are armed with fast-firing Repeater Crossbows and Cruel Daggers. Some units of Darkshards also carry Darkshields into battle. guardmaster

The leader of this unit is a Guardmaster. You can add 1 to hit rolls for a Guardmaster in the shooting phase.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

Abilities

Storm of Iron-tipped Bolts: You can add 1 to hit rolls for a Darkshard in the shooting phase if its unit has 20 or more models and there are no enemy models within 3". Darkshields: You can re-roll save rolls of 1 for a unit with Darkshields. You can re-roll failed save rolls of 1 or 2 for this unit in the combat phase instead.

Order, Aelf, exiles, Darkshards

KEYWORDS

dark riders 2

14" 6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Repeater Crossbow

16"

3

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbed Spears and Swords

2"

1

4+

4+

-

1

Dark Steeds’ Vicious Bites

1"

2

4+

5+

-

1

description

Standard Bearer

A unit of Dark Riders has 5 or more models. They are armed with deadly Repeater Crossbows and cruel Barbed Spears and Swords. Dark Riders also carry Darkshields. They ride Dark Steeds that attack with Vicious Bites.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army.

herald

Hornblower

The leader of this unit is a Herald. You can add 1 to any hit rolls for a Herald.

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

KEYWORDS

Order, Aelf, Exiles, Dark Riders Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Damage

Abilities

Sow Terror and Confusion: Enemy units within 14" of Dark Riders are terror-struck; if any of these units take a battleshock test and the roll for that test is a 1, you can roll a dice and add its score to the unit’s battleshock test result. Darkshields: You can re-roll save rolls of 1 for a unit with Darkshields. You can re-roll failed save rolls of 1 or 2 for this unit in the combat phase instead.

black guard of naggarond 1

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ebon Halberd

2"

2

3+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of Black Guard has 5 or more models. They fight with Ebon Halberds. tower Master

The leader of this unit is a Tower Master. A Tower Master makes 3 attacks rather than 2.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Drummers

Abilities

The Witch King’s Retinue: Black Guard units do not need to take battleshock tests if Malekith is within 28" of them in the battleshock phase. Eternal Hatred: You can re-roll failed hit rolls of 1 for Black Guard.

Models in this unit may be Drummers. You can re-roll a single dice when determining how far this unit can charge if it includes any Drummers. ORDER, Aelf, exiles, Black Guard

KEYWORDS

shades 1

6" 6

MISSILE WEAPONS

6+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

To Wound

Rend

Damage

Repeater Crossbow

16"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbed Sword

1"

2

4+

4+

-

1

A unit of Shades has 5 or more models. They are armed with Repeater Crossbows and Barbed Swords.

Abilities

A Shadow Moves Unseen: Instead of setting up this unit on the battlefield, you can place it to one side and say that it is skulking in the shadows. After setup is complete, you can set this unit up anywhere on the battlefield that is more than 9" from any enemy models. Blend with Darkness: Your opponent must subtract 1 from any hit roll made in the shooting phase that targets a unit of Shades in cover.

KEYWORDS

To Hit

Order, Aelf, exiles, Shades Warhammer Age of Sigmar © Games Workshop Ltd. 2015

reaper bolt thrower war machine

✹ 4

-

5+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Reaper Bolts

36"



4+

3+

-1

1

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Reaper Bolts

2 models

4"

12

1 model

2"

6

No models

0

0

crew

1

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Druchii Sword

1"

1

4+

4+

-

1

br a ery v

description

A Reaper Bolt Thrower consists of a vicious war machine that can loose deadly volleys of Reaper Bolts at the enemy, and a crew of two Dark Elves armed with Druchii Swords.

Abilities

Crewed War Machine: A Reaper Bolt Thrower can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Reaper Bolt Thrower in the shooting phase, they can fire the war machine. The Reaper Bolt Thrower cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Order, WAR MACHINE, Reaper Bolt Thrower

crew KEYWORDS

Order, Aelf, EXILES, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Reaper Bolts: Reaper Bolts are cruelly barbed and can cause horrendous damage. If you make a wound roll of a 6 or more for a Reaper Bolt, it inflicts 2 damage instead of 1.

harpies 1

16" 3

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Claws and Fangs

1"

2

4+

4+

-

1

br a ery v

description

A unit of Harpies has 5 or more models. They are armed with razor-sharp Claws and Fangs. Fly

Harpies can fly.

KEYWORDS

Abilities

Prey Upon the Weak: Roll a dice every time an enemy model flees within 16" of any Harpies. On a roll of 6 an additional model from the same unit is pounced upon and devoured by the Harpies.

Chaos, Harpies

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

scourgerunner chariotS MISSILE WEAPONS

6

12" 6

5+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

Repeater Crossbow

16"

Ravager Harpoon

18"

MELEE WEAPONS

Hook-spears Dark Steeds’ Vicious Bites

To Wound

4

5+

4+

-

1

1

4+

3+

-1

D3

Range

Attacks

To Hit

To Wound

Rend

Damage

2"

2

4+

4+

-

1

1"

4

4+

5+

-

1

High Beastmaster

A unit of Scourgerunner Chariots can have any number of models. They are crewed by Beastmasters that fight with cruel Hook-spears and a Repeater Crossbow. They can also send barbed Ravager Harpoons whistling towards their prey. Scourgerunner Chariots are drawn by swift Dark Steeds that have an extraordinarily Vicious Bite.

KEYWORDS

To Hit

The leader of this unit is a High Beastmaster. You can add 1 to hit rolls for a High Beastmaster in the shooting phase.

Order, Aelf, Exiles, Scourgerunner ChariotS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Rend

Damage

Lay The Beast Low: When a Scourgerunner Chariot targets a Monster with its Ravager Harpoon and the wound roll is 6 or higher, the weapon inflicts D6 Damage rather than D3.

War Hydra MISSILE WEAPONS

12

✹ 6

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Fiery Breath

9"



3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Razor-sharp Fangs

2"



4+

3+

-1

D3

Clawed Limbs

1"

2

3+

3+

-1

1

Handlers’ Cruel Goads and Whips

2"

2

4+

4+

-

1

DAMAGE TABLE

description

Wounds Suffered

Move

Fiery Breath

Razor Sharp Fangs

0-2

8"

6

6

3-5

7"

5

5

6-7

6"

4

4

8-9

5"

3

3

10+

4"

2

2

A War Hydra is a single model. It tears at the foe with Razor-sharp Fangs, swipes them aside with its massive Clawed Limbs, and incinerates them with its Fiery Breath. The War Hydra is guided by a pair of Beastmaster Handlers whose Cruel Goads and Whips flay flesh from bone.

KEYWORDS

Abilities

Sever One Head, Another Takes Its Place: It is almost impossible to kill a Hydra, for they regenerate wounds and regrow severed heads at an alarming rate. A War Hydra heals 3 wounds in each of your hero phases.

Quick With The Lash: Before a War Hydra makes a charge move, its Beastmaster Handlers can apply the lash. If they do so, you can roll three dice and discard the lowest when determining the War Hydra’s charge distance. However, if you roll a triple then the whips have driven the monster into a wild frenzy – the charge fails and this model suffers a mortal wound as the Beastmasters are savaged by their charge.

ORDER, aelf, exiles, MONSTER, Beastmaster, WAR HYDRA

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

doomfire warlocks 2

14" 6

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Cursed Scimitar

1"

2

4+

4+

-

1

Dark Steed’s Vicious Bite

1"

2

4+

5+

-

1

br a ery v

description

A unit of Doomfire Warlocks has 5 or more models. They are armed with Cursed Scimitars and ride Dark Steeds that have a Vicious Bite. Master of Warlocks

The leader of this unit is a Master of Warlocks. A Master of Warlocks makes 3 attacks with his Cursed Scimitar rather than 2.

KEYWORDS

MAGIC

A unit of Doomfire Warlocks can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. You can add 1 to any casting and unbinding rolls for this unit if it has 10 or more models. Doomfire Warlocks know the Arcane Bolt, Mystic Shield and Doombolt spells.

Order, Aelf, exiles, Wizard, Doomfire Warlocks

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Doombolt

The Doomfire Warlocks hurl bolts of blazing black flame at their foes. Doombolt has a casting value of 5. If successfully cast, pick a visible unit within 18". The target unit suffers D3 mortal wounds if the casting unit has less than 5 models, D6 mortal wounds if it has 5 to 9 models, or 6 mortal wounds if it has 10 or more models.

Kharibdyss 12

✹ 6

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

Hit

Wound

Rend

Damage

Fanged Tentacles

3"



4+

3+

-1

2

Clawed Limbs

1"

2

3+

3+

-1

1

Spiked Tail

2"

D6

4+



-

1

Handlers’ Cruel Goads and Whips

2"

2

4+

4+

-

1

DAMAGE TABLE

description

Wounds Suffered

Move

Fanged Tentacles

0-1

7"

6

2+

2-3

6"

5

3+

4-5

5"

4

4+

6-7

5"

3

5+

8+

4"

2

6+

A Kharibdyss is a single model. Its Fanged Tentacles snatch victims up one after another, while its heavy-set Clawed Limbs stomp and trample. A Kharibdyss can also cut a swathe through its foes with a swipe of its Spiked Tail and unleash an abyssal howl that leaves the foe panicked and terrified. It is goaded into battle by a pair of Beastmaster Handlers whose Cruel Whips crack and snap.

KEYWORDS

Spiked Tail

Abilities

Abyssal Howl: In your hero phase, a Kharibdyss can unleash an abyssal howl. If it does, pick a unit within 10". That unit must subtract 1 from its Bravery until your next hero phase. Feast of Bones: Roll a dice each time a Kharibdyss slays a model with its Fanged Tentacles; on a 6 it heals a wound.

Quick With The Lash: Before a Kharibdyss makes a charge move, its Beastmaster Handlers can apply the lash. If they do so, you can roll three dice and discard the lowest when determining the Kharibdyss’ charge distance. However, if you roll a triple then the whips have driven the monster into a wild frenzy – the charge fails and this model suffers a mortal wound as the Beastmasters are savaged by their charge.

Order, Aelf, exiles, monster, Beastmaster, kharibdyss

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

sisters of slaughter 1

6" 7

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbed Whip

2"

2

3+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Sisters of Slaughter has 5 or more models. They are armed with Barbed Whips and carry Bladed Bucklers. handmaiden

The leader of this unit is a Handmaiden. She makes 3 attacks rather than 2.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

Abilities

Bladed Buckler: Roll a dice each time you make a successful save roll of 6 or more for this unit in the combat phase; on a 4 or more a Sister of Slaughter will lash out and slit her assailant’s throat with her Bladed Buckler – the attacking model’s unit suffers a mortal wound after it has made all of its attacks. Dance of Death: You can add 2 to save rolls for this unit in the combat phase.

Order, Aelf, exiles, Sisters of Slaughter

KEYWORDS

morathi 6

16" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Heartrender

2"

2

3+

3+

-1

D3

Dark Pegasus’ Cruel Horns

1"

2

4+

3+

-

1

br a ery v

description

Morathi is a single model. She fights with Heartrender and rides the Dark Pegasus Sulephet who has Cruel Horns.

Enchanting Beauty: Your opponent must subtract 1 from any hit rolls that target Morathi in the combat phase.

Fly

MAGIC

Morathi can fly.

Abilities

The First Sorceress: You can add 1 to any casting rolls for Morathi. KEYWORDS

Morathi is a wizard. She can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Arnzipal’s Black Horror.

arnzipal’s black horror

At Morathi’s command a roiling black cloud of energy swirls into existence, slimy tentacles lashing out from it to clutch at any unfortunate enough to be nearby. Arnzipal’s Black Horror has a casting value of 7. If successfully cast, pick a visible unit within 18" and roll a dice. On a 1 that unit suffers a mortal wound, on a 2 or 3 it suffers D3 mortal wounds, and on a 4 or more it suffers D6 mortal wounds.

Order, Aelf, Exiles, Hero, Wizard, Sorceress, Morathi Warhammer Age of Sigmar © Games Workshop Ltd. 2015

bloodwrack medusae 5

8" 6

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Bloodwrack Stare

10"

MELEE WEAPONS

Range

Attacks

To Hit

Whisperclaw

1"

4

4+

Bloodwrack Spear

2"

1

3+

A unit of Bloodwrack Medusae can have any number of models. Each slashes at her enemies with her Whisperclaw before impaling them upon a wickedly barbed Bloodwrack Spear. However, a Bloodwrack Medusa’s stare is perhaps her most deadly weapon; should a victim’s eyes lock with hers for even a second its lifeblood violently rebels, flooding from every pore until its body collapses into a pool of gore.

KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

3+

-

1

3+

-1

D3

See below

Abilities

Bloodwrack Stare: When making a Bloodwrack Stare attack, pick a visible unit within range and roll a dice for each model in that unit; for each roll of 6 or more that unit suffers a mortal wound as they foolishly meet the Medusa’s deadly gaze. You can add 1 to these dice rolls if, between the time you declare the target of the attack and time you roll the dice, your opponent looks you directly in the eye.

ORDER, Bloodwrack Medusae

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Bloodwrack Shrine MISSILE WEAPONS

13

✹ 7

5+

sav e

u n ds wo

MOV E

br a ery v

Range

Bloodwrack Stare

10"

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Attacks

To Hit

To Wound

Rend

Damage

Rend

Damage

See below

Whisperclaw

1"

4

4+

3+

-

1

Bloodwrack Spear

2"

1

3+

3+

-1

D3

Shrinekeepers’ Goadstaves

2"



4+

4+

-

1

DAMAGE TABLE

description

Wounds Suffered

Move

Goadstaves

Aura of Agony

0-2

6"

6

9"

3-5

5"

5

7"

6-8

4"

4

5"

9-10

3"

3

3"

11+

2"

2

1"

A Bloodwrack Shrine is a single model. It is crewed by two Shrinekeepers who stab any who approach with their Goadstaves. Atop the Shrine writhes a Bloodwrack Medusa, who slashes at her enemies with her Whisperclaw before impaling them upon a Bloodwrack Spear. Should a victim’s eyes lock with hers for even a second its lifeblood violently rebels, flooding from every pore until its body collapses into a pool of gore.

KEYWORDS

Abilities

Bloodwrack Stare: When making a Bloodwrack Stare attack, pick a visible unit within range and roll a dice for each model in that unit; for each roll of 6 or more that unit suffers a mortal wound as they foolishly meet the Medusa’s deadly gaze. You can add 1 to these dice rolls if, between the time you declare the target of the attack and time you roll the dice, your opponent looks you directly in the eye.

Aura of Agony: Bloodwrack Shrines emit an aura that wracks enemies with waves of agony. Roll a dice for each enemy unit in range of the Aura of Agony at the start of your hero phase (the range of this ability is shown in the damage table above). On a 6, that unit suffers a mortal wound as pure agony courses through them.

Order, Aelf, exiles, Bloodwrack Medusa, Bloodwrack Shrine

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Cauldron of Blood 13

✹ 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Witch Elves’ Sacrificial Knives

1"



3+

4+

-

1

Hellebron’s Deathsword

1"

2

3+

3+

-1

D3

Hellebron’s Cursed Blade

1"

2

3+

4+

-

1

Death Hag’s Blade of Khaine

1"

4

3+

4+

-

1

DAMAGE TABLE Wounds Suffered

Move

Sacrificial Knives

Bloodshield

0-2

6"

6

9"

3-5

5"

5

7"

6-8

4"

4

5"

9-10

3"

3

3"

11+

2"

2

1"

description

A Cauldron of Blood is a single model. It is crewed by two Witch Elves who leap from its dais to attack with their Sacrificial Knives. Most Cauldrons of Blood are also attended to by a Death Hag, who opens the throats of her victims with a Blade of Khaine and gifts her followers with drafts of Witchbrew from her Chalice. Hellebron

One Cauldron of Blood in your army may instead be attended to by Hellebron. Hellebron fights with Deathsword and the Cursed Blade, and she also wears the Amulet of Dark Fire. Hellebron also has the Orgy of Slaughter command ability.

Abilities

Bloodshield: The powerful magic that fuels the Cauldron of Blood grants it and any Exiles models from your army protection so long as they are within range of the Bloodshield. The range of this ability is shown in the damage table above. If any of these models suffer a wound or a mortal wound, roll a dice. Add 1 to the result if the model is a Witch Elf. If the roll is a 6 or more, that hit has been absorbed by the Bloodshield and the wound or mortal wound is ignored. Witchbrew: Witchbrew drives the imbibers into such an ecstasy of destruction that they will fight on in the face of impossible odds. In your hero phase, the Cauldron of Blood’s attendants or a unit of Witch Elves within 3" can drink Witchbrew. If a unit does so, you can re-roll wound rolls of 1 for the unit and it does not need to take battleshock tests until your next hero phase.

Amulet of Dark Fire: Hellebron can attempt to dispel one spell in each enemy hero phase as if she were a wizard. Strength of Khaine: In your hero phase the Cauldron of Blood’s attendant can pray to Khaine. If she does so, pick an Exiles unit from your army within 14" and roll a dice; on a 1 the prayer is found unworthy and the Cauldron of Blood suffers a mortal wound. On a roll of 2 or more, the unit you picked is infused with Khaine’s Strength; until your next hero phase you can add 1 to any wound rolls for that unit in the combat phase.

command ability

Orgy of Slaughter: If Hellebron uses this ability, pick an Exiles unit within 14". That unit is gripped by a bloody frenzy and can be chosen to pile in and attack twice that turn instead of only once.

Cauldron of Blood attended by Death Hag KEYWORDS

Order, Aelf, exiles, totem, hero, Priest, Witch Elves, Death hag, cauldron of blood

Cauldron of Blood attended by Hellebron KEYWORDS

ORDER, AELF, EXILES, TOTEM, HERO, PRIEST, Witch Elves, DEATH HAG, HELLEBRON, CAULDRON OF BLOOD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

witch elves 7"

1

7

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sacrificial Knives

1"

2

3+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Witch Elves has 5 or more models. They are armed with deadly Sacrificial Knives.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army.

Hag

The leader of this unit is a Hag. A Hag makes 3 attacks rather than 2.

Hornblower

Models in this unit may be Hornblowers. You can re-roll a single dice when determining how far this unit can charge if it includes any Hornblowers.

Abilities

Frenzied Fervour: If this unit is within 14" of a Death Hag from your army when they attack in the combat phase, all of its models make one extra attack with their Sacrificial Knives. Sacrificial Knives: Witch Elves attack with such a flurry of blows that one is bound to find its mark. You can re-roll hit rolls of 1 for Witch Elves. You can re-roll all failed hit rolls instead if this unit has 20 or more models.

Order, Aelf, Exiles, Witch Elves

KEYWORDS

hellebron 5

6" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Hit

Wound

Rend

Damage

Deathsword

1"

2

3+

3+

-1

D3

Cursed Blade

1"

2

3+

4+

-

1

br a ery v

description

The Blood Queen: In your hero phase Hellebron can pray to Khaine. If she does so, pick a power and roll a dice; on a 1 or a 2 she suffers a mortal wound. On a roll of 3 or more the power is carried out.

Abilities

Cry of War: Enemy units within 3" of Hellebron in the battleshock phase must subtract 1 from their Bravery until your next hero phase.

Hellebron is a single model. She is armed with Deathsword and the Cursed Blade. She also wears the Amulet of Dark Fire to protect her from enemy spells. Amulet of Dark Fire: Hellebron can attempt to dispel one spell in each enemy hero phase as if she were a wizard.

command ability

Orgy of Slaughter: If Hellebron uses this ability, pick an Exiles unit within 14”. That unit is gripped by a bloody frenzy and can be chosen to pile in and attack twice that turn instead of only once.

Dance of Doom: Hellebron’s save is increased to 3+ until your next hero phase. KEYWORDS

Order, Aelf, eXILES, Hero, priest, Death hag, Hellebron Warhammer Age of Sigmar © Games Workshop Ltd. 2015

shadowblade 5

8" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Poison-coated Daggers

1"

6

3+

3+

-1

1

br a ery v

description

Shadowblade is a single model. He is armed with a pair of poison-coated Daggers. He also bears the Heart of Woe, a ruby that will explode upon his death sending lethal shards in all directions.

Abilities

Master of Assassins: You can re-roll failed hit rolls for Shadowblade’s attacks if the target is a Hero.

Black Lotus Venom: Shadowblade uses his deadliest poisons to slay kings and warlords. If the target of an attack made by Shadowblade is a Hero, his weapons inflict D3 damage rather than 1.

Master of Disguise: Instead of setting up Shadowblade normally, you can place him to one side and say that he is set up in hiding. At the start of any combat phase you can reveal Shadowblade; set him up within 1" of any of your Exiles units. He can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with.

Heart of Woe: If Shadowblade is slain, every unit within 3" of him immediately suffers D3 mortal wounds.

Order, Aelf, exiles, Hero, Dark Elf assassin, Shadowblade

KEYWORDS

death hag 5

7" 7

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blade of Khaine

1"

4

3+

4+

-

1

br a ery v

description

A Death Hag is a single model. She wields a Blade of Khaine in one hand and carries a chalice filled with Witchbrew in the other.

Rune of Khaine: The Death Hag’s Blade of Khaine inflicts D3 damage instead of 1 until your next hero phase.

Abilities

Touch of Death: Select a unit within 3" and then hide a dice in one of your hands. Ask your opponent to pick a hand; if that hand is holding the dice, the unit you picked suffers D3 mortal wounds.

Priestess of Khaine: In your hero phase, a Death Hag can pray to Khaine. If she does so, pick a power and roll a dice; on a 1 or a 2 the Death Hag is found unworthy and suffers a mortal wound. On a roll of 3 or more, the power is carried out.

KEYWORDS

Order, Aelf, exiles, Hero, Priest, Death Hag Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Witchbrew: Distilled from the blood of Hag Queens, Witchbrew drives the imbiber into such an ecstasy of destruction that they will fight on in the face of impossible odds. In your hero phase, either the Death Hag or a unit of Witch Elves within 3" of her can drink Witchbrew. If a unit does so, you can re-roll wound rolls of 1 for the unit and it does not need to take battleshock tests until your next hero phase.

dark elf assassin 5

6" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Envenomed Throwing Blades

12"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Poison-coated Blades

1"

5

3+

3+

-

1

description

Abilities

KEYWORDS

Order, Aelf, Exiles, Hero, Dark Elf Assassin

A Dark Elf Assassin is a single model. He is armed with Envenomed Throwing Blades for dealing with foes at a distance, and a pair of Poison-coated Blades for close kills.

Black Lotus Venom: Dark Elf Assassins use their deadliest poisons to slay kings and warlords. If the target of an attack made by a Dark Elf Assassin is a Hero, its weapons inflict D3 Damage rather than 1.

Hidden Murderer: Instead of setting up the Assassin normally, you can place him to one side and say that he is set up in hiding. If you do so, secretly note down one of your Exiles units for this unit to hide in. At the start of any combat phase you can reveal the Assassin; set him up within 1" of the unit you picked. The Assassin can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with. If the unit hiding the Assassin is destroyed before he is revealed, the Assassin is destroyed as well.

har ganeth executioners 1

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Executioner’s Draich

1"

2

3+

3+

-

1

br a ery v

description

Standard Bearer

A unit of Har Ganeth Executioners has 5 or more models. Each is armed with an Executioner’s Draich, a ceremonial weapon of his own forging that can decapitate its victim with one deft blow. Draich master

The leader of this unit is a Draich Master. A Draich Master makes 3 attacks rather than 2.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of any Exiles Hero from your army. Drummers

Models in this unit may be Drummers. You can re-roll a single dice when determining how far this unit can charge if it includes any Drummers.

Order, Aelf, Exiles, Har Ganeth Executioners Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Severing Strike: If the hit roll for a Har Ganeth Executioner is 6 or more, its Executioner’s Draich inflicts 2 mortal wounds on the target instead of its normal Damage – no roll to wound is necessary.

dark elves

ExileD warhost Organisation An Exiled Warhost consists of the following units: • 1 Dreadlord, Dreadlord on Black Dragon or Dreadlord on Cold One • 3 units of Darkshards, Bleakswords or Dreadspears, in any combination • 1 unit of Dark Riders • 1 unit of Cold One Knights or Cold One Chariots

Abilities Murderous Prowess: Exiled Warhosts are filled with proficient killers – for these warriors, murder is a pleasure and an art as much as it their duty. You can re-roll wound rolls of 1 in the combat phase for models from an Exiled Warhost. Strength Born of Hatred: A pit of hatred lurks in the soul of every Exile and when their Warhosts march to war this magnifies, becoming a source of strength that guides their blows as they give vent to their innermost fury. You can add 1 to any hit rolls for a model from an Exiled Warhost if it made a charge that turn.

dark elves

Exiled blood cult Organisation An Exiled Blood Cult consists of the following units: • 1 Death Hag or Cauldron of Blood • 3 units of Witch Elves • 1 unit of Har Ganeth Executioners

Abilities Dark Venom: Exiled Blood Cults enact dark rituals prior to battle, coating their blades in deadly venom. If the wound roll for a model in an Exiled Blood Cult is a 6 or more, that weapon inflicts a mortal wound upon the target instead of its normal Damage. Revelry in Slaughter: Freshly spilt blood and the prospect of spilling more drives the warriors of an Exiled Blood Cult into a murderous frenzy. If a unit is wiped out during the combat phase by an Exiled Blood Cult unit, you can add 1 to the Attacks of all melee weapons used by other units from this battalion for the remainder of that combat phase.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Warscroll

Dreadlord on Dark Steed. . . . . . . . . . . . . . . . . . . Master with Battle Standard on Dark Steed Dreadlord on Dark Pegasus. . . . . . . . . . . . . . . . . Dreadlord on Cold One (this model can Fly) Dreadlord on Manticore. . . . . . . . . . . . . . . . . . . . Beastmaster on Manticore Dreadlord on Cold One Chariot. . . . . . . . . . . . . Cold One Chariot High Beastmaster on Scourgerunner Chariot . Scourgerunner Chariot High Beastmaster on Manticore. . . . . . . . . . . . . Beastmaster on Manticore Kouran Darkhand . . . . . . . . . . . . . . . . . . . . . . . . Dreadlord Malekith (on foot). . . . . . . . . . . . . . . . . . . . . . . . . Dreadlord Malekith (on Cold One). . . . . . . . . . . . . . . . . . . . Dreadlord on Cold One Malekith (on Cold One Chariot). . . . . . . . . . . . . Cold One Chariot Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dreadlord Mengil’s Manflayers . . . . . . . . . . . . . . . . . . . . . . . Shades Supreme Sorceress. . . . . . . . . . . . . . . . . . . . . . . . . Dark Elf Sorceress Supreme Sorceress on Dark Steed. . . . . . . . . . . . Supreme Sorceress on Cold One Supreme Sorceress on Dark Pegasus . . . . . . . . . Morathi Sorceress on Manticore. . . . . . . . . . . . . . . . . . . . . Sorceress on Black Dragon Tullaris Dreadbringer. . . . . . . . . . . . . . . . . . . . . . Dreadlord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

DWARFS

WARSCROLLS COMPENDIUM

Introduction The air rings with cannon fire and booming Khazalid hymns as the Dispossessed go to war. No more resolute or resilient force is there in all the Mortal Realms, and when these duardin set forth from the gates of

Azyrheim the ground shakes to their marching tread. The Dispossessed have lost everything they held dear to the servants of Chaos. All these duardin have left is their grudges, and they fight harder than ever to see them avenged.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 tHOREK IRONbROW

2

U N DS WO

bR

3 4

1" 8

4+

MELEE WEAPONS

Attacks

2" 1"

to Hit

2

3+

4

3+

to Wound

Rend

3+

Damage

-1

4+

2

-1

1

description

This model consists of an Anvil of Doom, two loyal Anvil Guards and Thorek himself. Thorek Ironbrow wields his Forgehammer, Klad Brakak, and the Anvil Guards both bear Runic Hammers to smite any who dare approach.

Abilities

Anvil of Doom: This model cannot make charge moves. Master Runes of Spellbreaking: Th orek Ironbrow can attempt to unbind two spells in each enemy hero phase as if he were a wizard. You can add 2 to any unbinding rolls for Thorek. KEYwORDS

Strike the Runes: In your hero phase, Thorek can pray to the Ancestor Gods and strike a rune of power. If he does so, pick one of the following runes and roll a dice. On a 1 Thorek doesn’t strike the rune correctly (but blames his failure on his poor assistant) and nothing happens. On a roll of 2 or more the rune is struck correctly and its effect takes place. If this model is within 4" of Kraggi, Thorek can attempt to strike two different runes in your hero phase, instead of just one.

Rune of Hearth and Home: Pick a visible Dispossessed unit within 24". Until your next hero phase, that unit does not need to take battleshock tests. Rune of Oath and Steel: Pick a visible Dispossessed unit within 24". Until your next hero phase, add 1 to any save rolls for this unit. Rune of Wrath and Ruin: Pick a visible enemy unit within 24". That unit suff ers D3 mortal wounds.

ORDER, DuARDin, DiSpOSSESSE D, HERO, pRiEST, RunELORD, TH OREK iROn

BROw

KRAggI MOV E U N DS WO

5

Range

Klad Brakak Runic Hammers

AV ERy

3 bR

1" 7

5+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

8

SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

MELEE WEAPONS

Forging Tongs

Range

Attacks

1"

to Hit

1

to Wound

4+

Rend

5+

Damage

-

1

AV ERy

description

Kraggi is a single model who toils away at a raging forge furnace. He is Thorek Ironbrow’s overworked but enthusiastic assistant, and in dire times uses his Forging Tongs to bash in the heads of nearby foes.

KEYwORDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules. 5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Overworked: Kraggi makes 3 attacks instead of 1 whilst he is within 5" of Thorek Ironbrow.

ORDER, DuARDin, DiSpOSSESSE D, HERO, pRiEST, KRAGGi Warhammer Age of Sigmar © Games

Workshop Ltd. 2015

Enthusiastic Young Assistant: Kragg i is an apprentice Runesmith who has barely been smithing a century, but his youthfulness makes him very eager. Kraggi can attempt to unbind one spell in the enemy hero phase as if he were a wizard. You can re-roll the unbinding attempt if you are younger than your opponent.

High King Thorgrim grudgebearer 8

4" 9

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

The Axe of Grimnir

1"

4

3+

3+

-2

3

Runic Hammers

1"

4

3+

4+

-

1

br a ery v

description

High King Thorgrim Grudgebearer is a single model that consists of the Throne of Power, four Thronebearers and the High King himself. Thorgrim bears the Axe of Grimnir, wears the Armour of Skaldour and bears the Great Book of Grudges into battle. His Shieldbearers each wield a Runic Hammer.

KEYWORDS

Abilities

The Armour of Skaldour: You can re-roll failed save rolls for Thorgrim. Great Book of Grudges: When Thorgrim is set up, select an enemy unit on the battlefield. You can re-roll any failed wound rolls when a Dispossessed model from your army targets that unit. In addition, if you lose the battle, write down the name of your opponent’s general. The next time Thorgrim faces this general, you can select an additional 3 enemy units for this ability to apply to (one must be or include the enemy general).

ORDER, Duardin, Dispossessed, HERO, Dwarf Lord, high king THORGRIM grudgebearer

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command Ability

The High King: If Thorgrim uses this ability, then until your next hero phase all Dispossessed units from your army make one extra attack with each of their melee weapons if they are within 8" of him when they attack in the combat phase.

Thorek Ironbrow 8

1" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Klad Brakak

2"

2

Runic Hammers

1"

4

3+

3+

-1

2

3+

4+

-1

1

br a ery v

description

This model consists of an Anvil of Doom, two loyal Anvil Guards and Thorek himself. Thorek Ironbrow wields his Forgehammer, Klad Brakak, and the Anvil Guards both bear Runic Hammers to smite any who dare approach.

Abilities

Anvil of Doom: This model cannot make charge moves. Master Runes of Spellbreaking: Thorek Ironbrow can attempt to unbind two spells in each enemy hero phase as if he were a wizard. You can add 2 to any unbinding rolls for Thorek.

Rune of Hearth and Home: Pick a visible Dispossessed unit within 24". Until your next hero phase, that unit does not need to take battleshock tests.

Strike the Runes: In your hero phase, Thorek can pray to the Ancestor Gods and strike a rune of power. If he does so, pick one of the following runes and roll a dice. On a 1 Thorek doesn’t strike the rune correctly (but blames his failure on his poor assistant) and nothing happens. On a roll of 2 or more the rune is struck correctly and its effect takes place. If this model is within 4" of Kraggi, Thorek can attempt to strike two different runes in your hero phase, instead of just one.

Rune of Oath and Steel: Pick a visible Dispossessed unit within 24". Until your next hero phase, add 1 to any save rolls for this unit. Rune of Wrath and Ruin: Pick a visible enemy unit within 24". That unit suffers D3 mortal wounds.

ORDER, Duardin, Dispossessed, hero, priest, Runelord, Thorek ironbrow

KEYWORDS

Kraggi 3

1" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Forging Tongs

1"

1

4+

5+

-

1

br a ery v

description

Kraggi is a single model who toils away at a raging forge furnace. He is Thorek Ironbrow’s overworked but enthusiastic assistant, and in dire times uses his Forging Tongs to bash in the heads of nearby foes.

KEYWORDS

Abilities

Overworked: Kraggi makes 3 attacks instead of 1 whilst he is within 5" of Thorek Ironbrow.

ORDER, DUARDIN, DISPOSSESSED, HERO, PRIEST, KRAGGI Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Enthusiastic Young Assistant: Kraggi is an apprentice Runesmith who has barely been smithing a century, but his youthfulness makes him very eager. Kraggi can attempt to unbind one spell in the enemy hero phase as if he were a wizard. You can re-roll the unbinding attempt if you are younger than your opponent.

Belegar IronHammer 4"

5

8

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hammer of Angrund

1"

4

3+

3+

-1

D3

br a ery v

description

Belegar Ironhammer is a single model. He bears the Hammer of Angrund and carries the Shield of Defiance.

Abilities

Shield of Defiance: Halve any wounds or mortal wounds inflicted on Belegar Ironhammer (rounding up).

Belegar’s Oath Stone: In the hero phase, Belegar Ironhammer can stand atop his oath stone to increase the resolve of his followers. If he does so, he cannot move until his next hero phase, but all Dispossessed units from your army within 18" in the battleshock phase may use Belegar’s Bravery instead of their own.

Command Ability

Oath of Vengeance: If Belegar Ironhammer uses this ability, pick one enemy unit that is within 16". Until your next hero phase, any Dispossessed model from your army that targets that unit in the combat phase can make one extra attack with each of its melee weapons.

Revenge Incarnate: Once per battle, after Belegar Ironhammer has attacked in the combat phase, he can immediately attack again.

KEYWORDS

ORDER, Duardin, Dispossessed, HERO, Dwarf Lord, belegar ironhammer

Ungrim Ironfist The Slayer King 6

4"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Axe of Dargo

1"

4

3+

3+

-2

2

r av ery

description

Ungrim Ironfist the Slayer King is a single model. He wields the mighty Axe of Dargo and wears the Dragon Cloak of Fyrskar.

Abilities

Slayer Oath: You can add 1 to any wound rolls for Ungrim Ironfist if the target of the attack has more than 1 Wound.

KEYWORDS

A Mighty Death: If Ungrim Ironfist is slain in the combat phase, roll a dice before he is removed. On a roll of 4 or more, you can inflict D6 mortal wounds on the enemy unit that struck the fatal blow. Dragon Cloak of Fyrskar: Roll a dice each time Ungrim Ironfist suffers a wound or a mortal wound. On a 6 that wound or mortal wound is deflected by the Dragon Cloak of Fyrskar and is ignored.

Command Ability

The Slayer King: If Ungrim Ironfist uses this ability, pick one Dispossessed unit within 16". Until your next hero phase, you can add 1 to all hit and wound rolls for that unit in the combat phase.

ORDER, Duardin, Dispossessed, HERO, Dwarf Lord, UNGRIM IRONFIST the slayer king Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Josef Bugman 5

4" 7

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bugman’s Crossbow

20"

1

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ol’ Trustworthy

1"

4

3+

3+

-1

1

description

Josef Bugman is a single model. He is armed with his axe, Ol’ Trustworthy, a Crossbow, and carries his family heirloom, Bugman’s Tankard.

Abilities

Bugman’s Tankard: Bugman, or a Dispossessed Hero from your army within 4", can drink from this tankard in your hero phase to refresh and restore themselves. Any model that does so heals D3 wounds.

Bugman’s Rangers: Instead of setting up this model, you can inform your opponent that you will be launching an ambush. Place this model and up to 1 unit of Quarrellers – Bugman’s Rangers – to one side. In any of your movement phases after the first, you can set up Bugman and his Rangers anywhere on the battlefield more than 9" from the enemy. This is their move for that movement phase.

Liquid Fortification: You can add 1 to the Bravery of Josef Bugman and any Dispossessed unit from your army within 4" of him whilst you are holding a drink.

ORDER, Duardin, Dispossessed, HERO, JOSEf BUGMAN

KEYWORDS

Grimm BurlokSson 5

4" 7

4+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Grudge-Raker

16"

D6

3+

3+

-1

1

Brace of Dwarf Pistols

9"

2

3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Steam-powered Gauntlet

1"

1

4+

3+

-1

D3

Cog Axe

1"

3

3+

3+

-1

1

Grimm Burloksson is a single model. He is equipped with a veritable arsenal of weapons, including a Brace of Dwarf Pistols and the experimental handgun Grudge-Raker to despatch his foes from a distance. He is also armed with his Cog Axe and a Steam-powered Gauntlet for when things get up close and personal.

KEYWORDS

Abilities

Master Engineer: In your hero phase, Grimm Burloksson can repair a single War Machine within 4". That model repairs D3 wounds.

Experimental Weaponry: After set up is complete, you may select one unit of either Quarrellers or Thunderers. During the battle, add 6" to the range of all missile weapons used by that unit.

ORDER, Duardin, Dispossessed, HERO, Engineer, GRIMm BURLOKSSON Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dwarf Lord MISSILE WEAPONS

5

4" 8

4+

sav e

u n ds wo

MOV E

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Range

Attacks

To Hit

To Wound

Rend

Damage

Dwarf Pistol

8"

1

3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rune Weapon

1"

4

3+

3+

-1

D3

Great Rune Weapon

1"

3

3+

3+

-2

3

Shieldbearers’ Hammers

1"

2

4+

4+

-

1

description

A Dwarf Lord is a single model. Some Dwarf Lords wield a Rune Weapon in one hand and an Ancestor Shield in the other. Other Dwarf Lords prefer the heft and killing power of a double-handed Great Rune Weapon. A few Dwarf Lords instead go to war armed with a Rune Weapon and a finely-crafted Dwarf Pistol. Shieldbearers

Some Dwarf Lords are carried proudly aloft by a group of Shieldbearers. A Dwarf Lord with Shieldbearers has a Wounds characteristic of 7 rather than 5, and gains the Shieldbearers’ Hammers attack.

Abilities

Command Ability

Ancestor Shield: A Dwarf Lord with an Ancestor Shield has a save of 3+, instead of 4+.

Ancestral Grudge: If a Dwarf Lord uses this ability, pick one enemy unit within 16". Until your next hero phase, you can add 1 to wound rolls for all attacks made by Dispossessed models that target that unit.

Stubborn Oath Keeper: In the hero phase, a Dwarf Lord can swear an oath to stand his ground, calling on his warriors’ stoicism. If he does so, he cannot move until his next hero phase, but all Dispossessed units from your army within 18" in the battleshock phase increase their Bravery by 1.

ORDER, Duardin, Dispossessed, HERO, Dwarf LORD

KEYWORDS

Runelord 5

4" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rune Staff

1"

1

4+

3+

-

D3

Forgehammer

1"

2

4+

4+

-

1

br a ery v

description

A Runelord is a single model. He is armed with a Rune Staff and a Forgehammer.

Abilities

Runes of Spellbreaking: A Runelord can attempt to unbind one enemy spell in the enemy hero phase as if he were a wizard. You can add 2 to any unbinding rolls for a Runelord. KEYWORDS

Rune Lore: In your hero phase a Runelord can pray to the Ancestor Gods to imbue his allies’ weapons and armour with power. If he does so, pick a Dispossessed unit within 16" (pick a unit within 24" instead if the Runelord is within 8" of Thorek Ironbrow), select a power and roll a dice; on a 1 the Runelord has failed and nothing happens. On a roll of 2 or more the runes hammered into his allies’ wargear glow white-hot with rune magic and the power takes effect.

Ancestral Shield: Until your next hero phase, you can roll a dice whenever a model in this unit suffers a wound or a mortal wound. On a 6, that wound or mortal wound is ignored. Forgefire: Until your next hero phase, increase the Rend characteristics of the unit’s weapons by 1 (i.e. ‘-’ becomes -1, -1 becomes -2 and so on).

ORDER, Duardin, Dispossessed, hero, priest, runelord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dragon Slayer 5

4"

10

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Runic Axes

1"

6

3+

3+

-1

1

Runic Great Axe

1"

3

3+

3+

-2

D3

br a ery v

description

A Dragon Slayer is a single model. Many Dragon Slayers march to seek their doom in battle armed with a pair of Runic Axes, whilst others are equipped with a single double-handed Runic Great Axe.

Abilities

Runic Axes: A Dragon Slayer armed with two Runic Axes can launch a flurry of blows. You can re-roll all hit rolls of 1 for a model armed with Runic Axes. Epic Deathblow: If a Dragon Slayer is slain in the combat phase, roll a dice before it is removed. On a roll of 4 or more, you can inflict D3 mortal wounds on the enemy unit that struck the fatal blow (inflict D6 mortal wounds instead if a Monster struck the final blow).

Master Slayer: Attacks made by a Dragon Slayer inflict double Damage against Monsters. Slayer Oath: You can add 1 to any wound rolls for a Dragon Slayer if the target of the attack has more than 1 Wound. The Slayer King: Dragon Slayers make an extra attack with their melee weapon whilst within 8" of Ungrim Ironfist the Slayer King.

ORDER, Duardin, Dispossessed, HERO, DRAGON SLAYER

KEYWORDS

Dwarf Engineer 5

4" 7

5+

sav e

u n ds wo

MOV E

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description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dwarf Pistol

8"

1

3+

3+

-1

1

Dwarf Handgun

16"

1

3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Guild Hammer and Tools

1"

4

4+

4+

-

1

Steam Hammer

1"

2

3+

3+

-1

2

A Dwarf Engineer is a single model. All Dwarf Engineers are equipped with a Guild Hammer and Tools. Some Dwarf Engineers also go to war with a massive Steam Hammer and a Dwarf Pistol, while others prefer to arm themselves with a Dwarf Pistol in each hand (and another few tucked in their backpack or belt). A few Dwarf Engineers instead supplement their tools with a trusted Dwarf Handgun for targeting enemies at longer distances.

KEYWORDS

Abilities

Brace of Dwarf Pistols: A Dwarf Engineer armed with more than one Dwarf Pistol can shoot twice in the shooting phase instead of once.

ORDER, Duardin, Dispossessed, HERo, ENGINEER Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Engineer: In your hero phase, a Dwarf Engineer can repair a single War Machine within 4". That model repairs 1 wound.

Thane with Battle Standard 5

4" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancestral Hammer

1"

4

3+

3+

-

1

br a ery v

description

A Thane with Battle Standard is a single model. He is armed with an Ancestral Hammer and carries the War Throng’s Ancestral Rune Standard.

magnificent. You can re-roll any failed hit rolls when attacking with a Thane so long as you have a bigger and more impressive beard than your opponent.

Stubbornness of the Ancestors: Dispossessed units from your army within 16" of the Ancestral Rune Standard do not need to take battleshock tests.

Abilities

Ancestral Rune Standard: In your hero phase, a Thane can plant his Standard. If he does so, you may not move the Thane until your next hero phase, but he gains the following abilities:

Rune of Spellbreaking: Subtract 2 from any casting roll for a Wizard from your army within 16" of the Ancestral Rune Standard.

Honour of the Clan: It is a Thane’s duty to uphold the honour of his clan, and his fighting prowess is as deadly as his beard is

ORDER, Duardin, Dispossessed, hero, TOTEM, thane with battle standard

KEYWORDS

Hammerers 1

4" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gromril Great Hammer

1"

2

3+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of Hammerers has 5 or more models. They are armed with Gromril Great Hammers. Throng Musician

Models in this unit can be Hornblowers or Drummers. When a unit containing any Hornblowers or Drummers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

KEYWORDS

Models in this unit may be Standard Bearers. If you fail a battleshock test for a unit that has any Standard Bearers, halve the number of models that flee (rounding up). Keeper of the Gate

The leader of this unit is the Keeper of the Gate. A Keeper of the Gate makes 3 attacks rather than 2.

ORDER, Duardin, Dispossessed, HammerERs Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Kingsguard: You do not need to take battleshock tests for this unit if it is within 16" of a Dispossessed Hero from your army in the battleshock phase.

Ironbreakers 1

4" 7

4+

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Drakefire Pistol

8"

1

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Drakefire Pistol

1"

1

4+

4+

-

1

Ironbreaker Axe or Hammer

1"

2

3+

4+

-

1

description

Icon Bearer

A unit of Ironbreakers has 5 or more models. Ironbreakers are clad in suits of Gromril Armour. Each Ironbreaker goes to war armed with an Ironbreaker Axe or Hammer in one hand and a sturdy Gromril Shield in the other.

Models in this unit may be Icon Bearers. Roll a dice if an enemy spell affects a unit with any Icon Bearers. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally).

Ironbeard

Models in this unit can be Drummers. When a unit containing any Drummers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

The leader of this unit is an Ironbeard. Some Ironbeards choose to wield an Ironbreaker Axe or Hammer and a Gromril Shield. An Ironbeard makes 3 attacks with an Ironbreaker Axe or Hammer instead of 2. Other Ironbeards are armed with a single Drakefire Pistol – with which they can shoot the foe at range or club them in close combat – and a Cinderblast bomb, whilst some prefer to fight with a Drakefire Pistol in each hand.

KEYWORDS

Drummer

Abilities

Brace of Drakefire Pistols: You can make 2 attacks for an Ironbeard armed with more than one Drakefire Pistol in both the shooting and the combat phases. Cinderblast Bomb: Once per battle, a model with a Cinderblast Bomb can throw it in your shooting phase. To do so, pick a unit within 6" and roll a dice; on a 2 or more, that unit suffers D3 mortal wounds. Gromril Shields: This unit can create a shield wall instead of running or charging in its turn. If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase. Forge-proven Gromril Armour: When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better.

ORDER, Duardin, Dispossessed, IRONBREAKERS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Irondrakes 1

4" 7

4+

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Drakegun

16"

1

3+

3+

-1

1

Trollhammer Torpedo

20"

1

3+

3+

-2

D3

Drakefire Pistol

8"

1

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Drakefire Pistol

1"

1

4+

4+

-

1

Mailed Fist

1"

1

4+

5+

-

1

description

Icon Bearer

A unit of Irondrakes has 5 or more models. Irondrakes are clad in suits of Gromril Armour and are armed with Drakeguns to shoot the foe at range. Irondrakes can punch foes in close combat with their Mailed Fists.

Models in this unit may be Icon Bearers. Roll a dice if a spell affects a unit with any Icon Bearers. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally).

Ironwarden

Models in this unit can be Hornblowers. When a unit containing any Hornblowers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

The leader of this unit is an Ironwarden. Some Ironwardens wield a Drakegun, whilst others prefer to go into battle with a Trollhammer Torpedo. These Ironwardens are more than happy to punch foes in the face with their Mailed Fists. You can add 1 to hit rolls for an Ironwarden shooting a Drakegun. Other Ironwardens are instead equipped with a single Drakefire Pistol – with which they can shoot the foe at range or club them in close combat – and a Cinderblast bomb, whilst some prefer to fight with a Drakefire Pistol in each hand. KEYWORDS

Hornblowers

Abilities

Brace of Drakefire Pistols: You can make 2 attacks for an Ironwarden armed with more than one Drakefire Pistol in both the shooting and the combat phases. Trollhammer Torpedo: A Trollhammer Torpedo inflicts D6 Damage instead of D3 if the target has the Monster keyword.

ORDER, Duardin, Dispossessed, IRONDRAKEs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Cinderblast Bomb: Once per battle, an Ironwarden with a Cinderblast Bomb can throw it in your shooting phase. To do so, pick a unit within 6" and roll a dice; on a 2 or more, that unit suffers D3 mortal wounds. Forge-proven Gromril Armour: When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better. Blaze Away: Irondrakes can shoot twice with their Drakeguns if they did not move in their preceding movement phase and there are no enemy models within 3".

Longbeards 1

4" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Ancestral Axe or Ancestral Hammer

1"

Ancestral Great Axe

1"

Rend

Damage

1

3+

1

4+

4+

-

1

3+

-1

1

br a ery v

description

A unit of Longbeards has 10 or more models. Some units of Longbeards wield treasured Ancestral Axes or Ancestral Hammers. Other units prefer to march to war wielding double-handed Ancestral Great Axes to cut down the foe. In addition, some units carry sturdy Gromril Shields. Old Guard

The leader of this unit is the Old Guard. An Old Guard makes 2 attacks. Standard Bearer

Models in this unit may be Standard Bearers. If you fail a battleshock test for a unit that has any Standard Bearers, halve the number of models that flee (rounding up).

Abilities

Gromril Shields: This unit can create a shield wall instead of running or charging in its turn. If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase. Old Grumblers: In your hero phase, you can complain about something in a suitably Dwarfish manner. For example, the hardships you endured when you were younger, how the youth of today don’t respect their elders, how expensive beer is etc. If you do, this unit of Longbeards will join in and you can pick one of the grumblings listed below. The effects last until your next hero phase.

Throng Musician

Models in this unit can be Hornblowers or Drummers. When a unit containing any Hornblowers or Drummers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4". KEYWORDS

ORDER, Duardin, Dispossessed, LONGBEARDs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

‘I thought Dwarfs were made of sterner stuff!’: Roll a dice each time a Dispossessed model from your army flees whilst within 8" of this unit; on a 5 or more that model stands firm under the Longbeards’ stern gaze and does not flee. ‘Who does this beardling think he is?’: Dispossessed Heroes from your army within 8" of this unit in the hero phase can use their command abilities even if they are not your general. ‘Goblins are weedier these days!’: You can re-roll wound rolls of 1 for Dispossessed models from your army that are within 8" of this unit when they attack in the combat phase.

Dwarf Warriors 1

4" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dwarf Axe or Dwarf Hammer

1"

1

3+

4+

-

1

Double-handed Dwarf Axe

1"

1

4+

3+

-1

1

br a ery v

description

Hornblowers

A unit of Dwarf Warriors has 10 or more models. Most Dwarf Warriors enter battle armed with either a Dwarf Axe or a Dwarf Hammer, but some units prefer instead to wield Double-handed Dwarf Axes to cut down their foes with mighty swings. Many units also carry sturdy Dwarf Shields.

Models in this unit can be Hornblowers. When a unit containing any Hornblowers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

Veteran

Resolute in Defence: You can re-roll failed wound rolls of 1 when attacking with a Dwarf Warrior in your opponent’s combat phase. You can instead re-roll all failed wound rolls for a Dwarf Warrior if its unit has 20 or more models when it attacks in your opponent’s combat phase.

The leader of this unit is the Veteran. A Veteran makes 2 attacks rather than 1. Standard Bearers

Models in this unit may be Standard Bearers. Standard Bearers can carry either a Runic Icon or a Clan Banner.

KEYWORDS

Abilities

ORDER, Duardin, Dispossessed, Dwarf WARRIORs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dwarf Shields: A unit equipped with Dwarf Shields can create a shield wall instead of running or charging in its turn. If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase. Runic Icon: Roll a dice if a spell affects a unit with any Runic Icons. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally). Clan Banner: If you fail a battleshock test for a unit that has any Clan Banners, halve the number of models that flee (rounding up).

Miners MISSILE WEAPONS

1

4" 6

5+

sav e

u n ds wo

MOV E

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Attacks

To Hit

To Wound

Rend

Damage

Blasting Charges

6"

1

4+

3+

-2

1

Steam Harpoon

16"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Miner’s Pickaxe

1"

1

4+

3+

-1

1

Steam Drill

1"

1

4+

3+

-3

D3

Mule’s Bite

1"

1

5+

6+

1

1

description

Hornblowers

A unit of Miners has 10 or more models. Dwarf Miners are armed with doublehanded Miner’s Pickaxes. prospector

The leader of this unit is the Prospector. Some Prospectors fight with a Miner’s Pickaxe, but some instead wield a Steam Drill in battle. A Prospector makes 2 attacks rather than 1 when attacking with a Miner’s Pickaxe. Mining Cart

A unit of Miners can have one Mining Cart. A Mining Cart has 4 Wounds instead of 1. It is pulled by a stubborn Mule that will Bite any foe that annoys it – it cannot attack with any other weapons. A Mining Cart is filled with all sorts of mining equipment that the miners can use in battle – whilst a unit of Miners includes a Mining Cart they gain the Blasting Charges attack. Some Mining Carts also carry Steam Harpoons.

KEYWORDS

Range

Models in this unit can be Hornblowers. When a unit containing any Hornblowers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4". Standard Bearer

Models in this unit may be Standard Bearers. Standard Bearers can carry either a Runic Icon or a Clan Banner.

Abilities

Underground Advance: Instead of setting up a Dwarf Miners unit on the battlefield, you may place it to one side and say that it is set up underground. In any of your movement phases, the Dwarf Miners can surface. When they do so, set up the unit on the battlefield more than 9" from any enemy models. This is the unit’s move for that movement phase.

ORDER, Duardin, Dispossessed, MINERs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Runic Icon: Roll a dice if a spell affects a unit with any Runic Icons. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally). Clan Banner: If you fail a battleshock test for a unit that has any Clan Banners, halve the number of models that flee (rounding up). Steam Harpoon: If a unit of Dwarf Miners includes a Mining Cart with a Steam Harpoon, and the unit did not move in its movement phase (or arrive on the battlefield using the Underground Advance ability), they can ready the Steam Harpoon and use it as a makeshift weapon. If they do so, one Dwarf Miner within 1" of the Mining Cart can fire the Steam Harpoon in the shooting phase.

Quarrellers 1

4" 6

5+

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dwarf Crossbow

20"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ranger’s Axe

1"

1

4+

4+

-

1

description

Drummers

A unit of Quarrellers has 10 or more models. They go to war armed with Dwarf Crossbows and Ranger’s Axes. Some units of Quarrellers are also equipped with Dwarf Bucklers. Veteran

The leader of this unit is the Veteran. You can add 1 to hit rolls for a Veteran when he fires his Dwarf Crossbow. Standard Bearer

Models in this unit may be Standard Bearers. Standard Bearers can carry either a Runic Icon or a Clan Banner.

Models in this unit can be Drummers. When a unit containing any Drummers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

Abilities

Dwarf Bucklers: If a unit is equipped with Dwarf Bucklers, it can create a shield wall instead of running or charging in its turn. If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase.

Volley Fire: Quarrellers can shoot twice if their unit has 20 or more models and there are no enemy models within 3". Runic Icon: Roll a dice if a spell affects a unit with any Runic Icons. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally). Clan Banner: If you fail a battleshock test for a unit that has any Clan Banners, halve the number of models that flee (rounding up).

ORDER, Duardin, Dispossessed, QUARRELLERs

KEYWORDS

Slayers 1

4"

10

6+

sav e

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MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slayer Axes

1"

2

3+

4+

-

1

br a ery v

description

Hornblower

A unit of Slayers has 5 or more models. Slayers are armed with a variety of Axes. The leader of this unit is the Giant Slayer. A Giant Slayer makes 3 attacks rather than 2.

Models in this unit can be Hornblowers. When a unit containing any Hornblowers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

Icon Bearer

Abilities

Giant Slayer

Models in this unit may be Icon Bearers. Roll a dice if a spell affects a unit with any Icon Bearers. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally).

KEYWORDS

Seeking a Glorious Death: You do not need to take battleshock tests for a unit of Slayers if they can see an enemy Monster.

ORDER, Duardin, Dispossessed, slayers Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Deathblow: If a Slayer is slain in the combat phase, roll a dice before it is removed. On a roll of 4 or more, you can inflict 1 mortal wound on the enemy unit that struck the fatal blow after all of its attacks have been made. Slayer Oath: You can add 1 to any wound rolls for a Slayer if the target of the attack has more than 1 Wound. The Slayer King: Slayers make an extra attack with their Slayer Axes whilst their unit is within 8" of Ungrim Ironfist the Slayer King.

Thunderers 1

4" 6

5+

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MISSILE WEAPONS

Range

Attacks

To Wound

Rend

Damage

Dwarf Handgun

16"

1

4+

3+

-1

1

Brace of Dwarf Pistols

8"

2

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gun-butts

1"

1

4+

5+

-

1

Brace of Dwarf Pistols

1"

2

4+

4+

-

1

description

Drummers

A unit of Thunderers has 10 or more models. They go to war armed with Dwarf Handguns. Thunderers can bludgeon foes in close combat using their Gunbutts. Some units of Thunderers are also equipped with Dwarf Bucklers.

Models in this unit can be Drummers. When a unit containing any Drummers runs, they can ‘Sound the Advance’. If they do so, do not roll a dice to see how far the unit runs; instead, they can move up to an extra 4".

Standard Bearer

Abilities

Models in this unit may be Standard Bearers. Standard Bearers can carry either a Runic Icon or a Clan Banner. Veteran

The leader of this unit is the Veteran. Some Veterans fight with a Dwarf Handgun, but others prefer a Brace of Dwarf Pistols. You can add 1 to hit rolls for a Veteran when he fires a Dwarf Handgun. KEYWORDS

To Hit

Precision Fire: You can add 1 to all hit rolls for a Thunderer if its unit has 20 or more models and there are no enemy models within 3". Runic Icon: Roll a dice if a spell affects a unit with any Runic Icons. On a roll of a 5 or a 6, that spell has no affect on the unit (but it will affect other units normally).

ORDER, Duardin, Dispossessed, THUNDERERs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Clan Banner: If you fail a battleshock test for a unit that has any Clan Banners, halve the number of models that flee (rounding up). Dwarf Bucklers: If a unit is equipped with Dwarf Bucklers, it can create a shield wall instead of running or charging in its turn. If it does so, re-roll all failed save rolls for the unit in the combat phase until its next movement phase.

Gyrocopters 4

14" 6

4+

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Brimstone Gun

16"

3

3+

3+

-1

1

Steam Gun

6"

See below

3+

4+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rotor Blades

1"

D3

5+

4+

-

1

description

A Dwarf Gyrocopters unit can have any number of models. Some Gyrocopters are fitted with a nose-mounted Steam Gun, whilst others are armed with a Brimstone Gun. In either case, Gyrocopters have a pair of Guild Bombs that they can drop onto the foe. Each Gyrocopter is piloted by a Dwarf, who can, in desperate times, use his Gyrocopter’s Rotor Blades in a melee.

Abilities

Steam Gun: When firing a Steam Gun, select a target unit. You can then make one attack against that unit for each model in it that is within range.

Guild Bombs: Once per battle, a unit of Gyrocopters can drop their Guild Bombs. To do so, pick one enemy unit that the Gyrocopters flew over in the movement phase. Then, roll two dice for each Gyrocopter in the unit; each time you roll a 4 or more, the unit being bombed suffers a mortal wound.

Fly

Dwarf Gyrocopters can fly. ORDER, Duardin, Dispossessed, War Machine, GYROCOPTERs

KEYWORDS

Gyrobombers 5

12" 6

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Damage

Clattergun

20"

4

4+

3+

-1

1

Range

Attacks

To Hit

To Wound

Rend

Damage

Rotor Blades

1"

D3

5+

4+

-

1

Abilities

Grudgebuster Bombs: A unit of Gyrobombers can drop Grudgebuster Bombs as they fly over enemy units. To do so, pick one enemy unit that the Gyrobombers flew over in the movement phase. Then, roll one dice for each Gyrobomber in the unit; each time you roll a 4 or more, the unit being bombed suffers D3 mortal wounds.

Dwarf Gyrobombers can fly.

KEYWORDS

Rend

MELEE WEAPONS

A Dwarf Gyrobombers unit can have any number of models. Gyrobombers are fitted with nose-mounted Clatterguns and carry a rack of Grudgebuster Bombs to obliterate enemy formations as they fly over them. Each Gyrobomber is piloted by a Dwarf, who can, in desperate times, use his machine’s Rotor Blades in a melee. Fly

Range

ORDER, Duardin, Dispossessed, War Machine, GYRObombers Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dwarf Bolt Thrower war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Runic Bolts

38"



3+

3+

-1

D3

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Runic Bolts

3 models

4"

2

2 models

3"

2

1 model

2"

1

No models

0"

0

crew

1

4" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

4+

5+

-

1

br a ery v

description

A Dwarf Bolt Thrower consists of a War Machine that can fire Runic Bolts across the battlefield and 3 Duardin Crew, who are equipped with a variety of engineering and artillery Tools.

Abilities

Duardin Artillery: A Dwarf Bolt Thrower can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Bolt Thrower in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

ORDER, War Machine, DWARF BOLT THROWER

crew KEYWORDS

ORDER, Duardin, Dispossessed, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Penetrating Shot: If a wound roll for a Runic Bolt is a 6 or more, that shot inflicts double Damage and is resolved with a Rend of -3, instead of -1 Rune of Skewering: Engineers use these runes to infuse their War Machines with extra piercing ability. You can add 1 to wound rolls when firing Runic Bolts if there are any Duardin Engineers from your army within 1" of the War Machine.

Dwarf Cannon war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cannon Shell

32"



4+

2+

-2

D6

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Cannon Shell

3 models

4"

2

2 models

3"

2

1 model

2"

1

No models

0"

0

crew

1

4" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

4+

5+

-

1

br a ery v

description

A Dwarf Cannon consists of a Cannon War Machine and 3 Duardin Crew. The War Machine fires deadly explosive Cannon Shells into the enemy’s ranks and the Crew can defend their charge using their Tools as improvised weapons.

Abilities

Duardin Artillery: A Dwarf Cannon can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Cannon in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

ORDER, War Machine, Dwarf CANNON

crew KEYWORDS

ORDER, Duardin, Dispossessed, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Explosive Shells: You can re-roll the damage inflicted by a Cannon Shell if the target unit has 10 or more models. Rune of Accuracy: Engineers can inscribe Cannon Shells with magical runes to guide them to their target. You can re-roll failed hit rolls when firing a Cannon Shell if there is a Duardin Engineer from your army within 1" of the War Machine.

Flame Cannon war machine

✹ 5

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

Flame Burst



1

br a ery v

To Hit

To Wound

Rend

Damage

See below

WAR MACHINE CREW TABLE Crew within 1"

Move

Flame Burst

3 models

4"

24"

2 models

3"

18"

1 model

2"

12"

No models

0"

0"

crew

1

4" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

4+

5+

-

1

br a ery v

description

A Flame Cannon consists of a single War Machine that can belch a devastating Flame Burst, and 3 Duardin Crew equipped with Tools.

Abilities

Duardin Artillery: A Flame Cannon can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Flame Cannon in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine. Flame Burst: When firing a Flame Burst, pick a unit within range; it suffers D3 mortal wounds. After firing a Flame Burst, roll a dice; on a 1, 2 or 3, the flames die out and the unit you shot suffers no further damage, but on a 4 or more it is set ablaze and suffers another D3 mortal wounds before the flames are extinguished.

war machine KEYWORDS

ORDER, War Machine, FLAME CANNON

crew KEYWORDS

ORDER, Duardin, Dispossessed, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Rune of Burning: When an Engineer stamps this rune onto a Flame Cannon its next shot burns with the fury of a raging forge. A Flame Burst inflicts D6 mortal wounds on the target instead of D3 if there is a Duardin Engineer from your army within 1" of the War Machine (it will also inflict an additional D6 mortal wounds instead of D3 if the unit is set ablaze, as described in Flame Burst).

Organ Gun war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barrage of Shots

28"

D6



3+

-1

1

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Barrage of Shots

3 models

4"

3+

2 models

3"

4+

1 model

2"

5+

No models

0"

-

crew

1

4" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

4+

5+

-

1

br a ery v

description

An Organ Gun consists of an fourbarrelled War Machine that fires a lethal Barrage of Shots and 3 Duardin Crew equipped with Tools.

Abilities

Duardin Artillery: An Organ Gun can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Organ Gun in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

Organ Fire: In the shooting phase the Organ Gun’s Crew can load 1, 2, 3 or 4 barrels. If they load 2 or more barrels, roll a dice; if the result is equal to or greater than the number of loaded barrels, make one Barrage of Shots attack for each loaded barrel (roll separately to determine the number of Barrage of Shots attacks made for each barrel being fired). However, if the result is less than the number of loaded barrels, the Organ Gun jams and no shots are fired this phase.

war machine KEYWORDS

ORDER, War Machine, ORGAN GUN

crew KEYWORDS

ORDER, Duardin, Dispossessed, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Rune of Forging: These runes are used by Engineers to ensure that their War Machine stays true and does not misfire in the heat of battle. You can re-roll the dice rolled to see if an Organ Gun jams if there is a Duardin Engineer from your army within 1" of the War Machine.

Grudge Thrower war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Grudge Rock

8"-40"

1



3+

-2

3

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Grudge Rock

3 models

4"

3+

2 models

3"

4+

1 model

2"

5+

No models

0

-

crew

1

4" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

4+

5+

-

1

br a ery v

description

A Grudge Thrower consists of a single catapult that launches rune-inscribed Grudge Rocks, and 3 Duardin Crew equipped with Tools.

Abilities

Duardin Artillery: A Grudge Thrower can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the catapult in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1” of their war machine. Lobbed Shot: A Grudge Thrower can hurl Grudge Rocks at units that are not visible to it.

war machine KEYWORDS

ORDER, War Machine, GRUDGE THROWER

crew KEYWORDS

ORDER, Duardin, Dispossessed, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Settling a Grudge: After a Grudge Thrower is set up, you may select any enemy unit on the battlefield. The Crew has a score to settle against that unit; you can re-roll failed hit and wound rolls for this Grudge Thrower when it targets that unit. Rune of Reloading: Engineers use this rune on the most reliable of Grudge Throwers to ensure that debts can be settled as soon as possible. A Grudge Thrower can fire two Grudge Rocks instead of one if there is a Duardin Engineer from your army within 1" of the War Machine.

Dwarfs

Dispossessed Clan throng Organisation A Dispossessed Clan Throng consists of the following units: • 1 Dwarf Lord • 1 unit of Hammerers • 1 unit of Longbeards • 2 units of Quarrellers or Thunderers • 2 units of Dwarf Warriors

Abilities Ancient Grudges: All Duardin can hold deep rooted grudges. When a Clan Throng goes to war, these sparks of bitterness are fanned into seething flames of vengeance that will only be extinguished when old scores are settled. You can re-roll all hit rolls of 1 for models in a Dispossessed Clan Throng. Stubborn to the End: Dispossessed Clan Throngs are renowned for their stubborn refusal to admit defeat, especially in the face of overwhelming odds. If you roll a 1, 2 or a 3 when taking a battleshock test for a unit in a Dispossessed Clan Throng, that unit stubbornly refuses to yield and is treated as having passed the battleshock test irrespective of any penalties on their Bravery or the number of casualties they have suffered that turn.

Dwarfs

Dispossessed Artillery Battery Organisation A Dispossessed Artillery Battery consists of the following units: • 1 Dwarf Engineer • Any 3 models chosen from the following: - Dwarf Bolt Thrower - Dwarf Cannon - Flame Cannon - Grudge Thrower - Organ Gun

Abilities Valiant Rune: Duardin Crew are famed for always defending their machines to the bitter end. Crew in a Dispossessed Artillery Battery do not need to take battleshock tests whilst they are within 1" of their war machine. Entrenched Positions: The Dwarf Engineers make sure to entrench their war machines before battle. You can re-roll failed save rolls in the shooting phase for models from a Dispossessed Artillery Battery so long as they have not moved in the battle. Once a model moves, it no longer benefits from this ability.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Warscroll

Daemon Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . .Dragon Slayer Doomseekers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Slayers Drunken Dwarfs. . . . . . . . . . . . . . . . . . . . . . . . . . Dwarf Warriors Dwarf Adventurers. . . . . . . . . . . . . . . . . . . . . . . . Dwarf Warriors Dwarf Lord on Oath Stone. . . . . . . . . . . . . . . . . . Dwarf Lord Garagrim Ironfist . . . . . . . . . . . . . . . . . . . . . . . . . Dragon Slayer Gotrek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dragon Slayer The White Dwarf. . . . . . . . . . . . . . . . . . . . . . . . . . Dwarf Lord Malakai Makaisson’s Goblin Hewer . . . . . . . . . Organ Gun Master Engineer. . . . . . . . . . . . . . . . . . . . . . . . . . . Dwarf Engineer Rangers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Quarrellers Runelord on Anvil of Doom . . . . . . . . . . . . . . . . Thorek Ironbrow Runesmith. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Runelord Thane. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dwarf Lord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

HIGH ELVES

WARSCROLLS COMPENDIUM

Introduction Once, the aelf Highborn were mighty. They ruled, proud and regal, over glittering cities and wonders beyond count. All of that is gone now. In place of their lost lands the Highborn have only the endless war against Chaos.

Though they defend enclaves throughout the Mortal Realms, the greatest concentration of Highborn dwells in Azyrheim. Here they fight for Sigmar’s alliance, raising militia armies to hold back the tides of darkness.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was..

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 tyRION

2

U N DS WO

12" 3+ 9

bR

AV ERy

5

KeyWOrDS

4

to Wound

Rend

Damage

3+

4+

to Hit

-

to Wound

1

6

3+

Rend

Damage

2

4+

3+

-2

D3

-

1

1"

3+

commA nd Ability

Defender of Ulthuan: If Tyrion uses this ability, then until your next hero phase Highborn units from your army within 24" of him may use his Bravery instead of their own.

Th e Dragon Armour of Aenarion: Tyrion’s armour is proof against all but the surest blows. When you make save rolls for Tyrion, ignore the enemy’s Rend characteristic unless it is -2 or better.

OrDer, Aelf, HigHbOrn, HerO , HigH elf PrinCe, TyriOn

tECLIS U N DS WO

MOV E

6"

5 bR

8

4+

MELEE WEAPONS

Range

Moon Staff of Lileath

description

Teclis is a single model. He wields the Sword of Teclis, a blade forged by his own hands, and the Moon Staff of Lileath. He also wears the War Crown of Saphery.

Abilities

blessings of lileath: You can add 2 to casting and unbinding rolls for Teclis.

Attacks

2"

The Sword of Teclis

1"

AV ERy

to Hit

1

4+

1

4+

War Crown of Saphery: If, when Teclis attempts to cast a spell, the casting roll is at least 3 more than that spell’s casting value, that spell’s range is doubled.

to Wound

Rend

3+

Damage

-1

3+

3

-2

1

him in the hero phase (but only whilst he remains within 16" of that wizard). tempest

Without warning, Teclis summons an eight-winded storm to break about the foe. Tempest has a casting value of 5. If successfully cast, select a visible unit within 18". That unit suffers a mortal wound and must halve the distance its models move, run and charge until your next hero phase.

mAGic

Teclis is a wizard. He can attempt to cast three different spells in each of your own hero phases, and attempt to unbind three spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Tempest spells. Teclis also knows the spells of any Highborn Wizard within 16" of

G ELtHARION ON StORMWIN

U N DS WO

Fangsword of Eltharion Starwood Lance Stormwing’s Razor-sharp Beak

8

4+

to Hit

to Wound

Rend

Damage

4

3+

3+

-2

D3

2

3+

2"

1



3+

2"



4+

3+

bR AV ERy

6

Wounds Suffered

Eltharion on Stormwing is a single model. Eltharion is armed with the Fangsword He of Eltharion and a Starwood Lance. also wears two ancient, magical artefacts – the Helm of Yvresse and the Talisman of Hoeth. Eltharion rides the griffon Stormwing, who attacks with his Wicked Talons and Razor-sharp beak. Eltharion on Stormwing can fly.

3

10"

2

8"

D6

-2

1

-1

Razor-shar p beak

3+ 4+ 5+ 5+

commA nd Ability

Helm of yvresse: Eltharion’s Save is only increased to 3+ against attacks that have a Damage characteristic of 1.

ability, Call to glor y: If Eltharion uses this Until select a Highborn unit within 16". failed your next hero phase, you can re-roll wound rolls for that unit.

Starwood lance: Eltharion’s Starwood 2 if he Lance inflicts D6 damage instead of charged in the same turn.

mAGic

The Talisman of Hoeth grants Eltharion the powers of magic. As a result, Eltharion is a wizard. He can attempt to cast one spell in each of your hero phases, and enemy attempt to unbind one spell in each and hero phase. He knows the Arcane Bolt Mystic Shield spells.

rn, HerO, WizArD, MOnSTer OrDer, Aelf, griffOn, HigHbO elTHAriOn On STOr MWing

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

4

12"

2

-1

4+

5

14"

Abilities

description

4+

6

16"

0-2

10+

KeyWOrDS

Workshop Ltd. 2015

2"

DAMAGE tAbLE Wicked talons Move

8-9

Fly

1"

Stormwing’s Wicked Talons

CliS

Attacks

Warhammer Age of Sigmar Range © Games

MELEE WEAPONS



SAV E

10

OrDer, Aelf, HigHbOrn, HerO , WizArD, HigH elf MAge, Te

MOV E

5-7

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

to Hit

6 Attacks

1"

Heart of Avelorn: The first time Tyrion is slain, roll a dice. On the roll of 2 or more, the Heart of Avelorn breaks, but Tyrion is not slain and all his wounds are healed.

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Attacks

8" Range

Abilities

Tyrion is a single model. He wields the fabled runesword, Sunfang, which can project sheets of flame at the foe. Tyrion wears the Dragon Armour of Aenarion and bears the Heart of Avelorn, which can restore him should he fall in battle. Tyrion rides to war astride his majestic steed, Malhandir, who strikes down foes with his Mighty Hooves.

KeyWOrDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

Sunfang Malhandir’s Mighty Hooves

description

3

Range

Sunfang MELEE WEAPONS

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

6

MISSILE WEAPONS SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

Workshop Ltd. 2015

, HigH elf PrinCe,

tyrion 6

12" 9

3+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sunfang

8"

6

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sunfang

1"

6

3+

3+

-2

D3

Malhandir’s Mighty Hooves

1"

2

4+

3+

-

1

description

Tyrion is a single model. He wields the fabled runesword, Sunfang, which can project sheets of flame at the foe. Tyrion wears the Dragon Armour of Aenarion and bears the Heart of Avelorn, which can restore him should he fall in battle. Tyrion rides to war astride his majestic steed, Malhandir, who strikes down foes with his Mighty Hooves.

Abilities

Heart of Avelorn: The first time Tyrion is slain, roll a dice. On the roll of 2 or more, the Heart of Avelorn breaks, but Tyrion is not slain and all his wounds are healed. The Dragon Armour of Aenarion: Tyrion’s armour is proof against all but the surest blows. When you make save rolls for Tyrion, ignore the enemy’s Rend characteristic unless it is -2 or better.

Command Ability

Defender of Ulthuan: If Tyrion uses this ability, then until your next hero phase Highborn units from your army within 24" of him may use his Bravery instead of their own.

Order, Aelf, Highborn, hero, High Elf Prince, Tyrion

KEYWORDS

teclis 5

6" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Moon Staff of Lileath

2"

1

4+

3+

-1

3

The Sword of Teclis

1"

1

4+

3+

-2

1

br a ery v

description

Teclis is a single model. He wields the Sword of Teclis, a blade forged by his own hands, and the Moon Staff of Lileath. He also wears the War Crown of Saphery.

Abilities

Blessings of Lileath: You can add 2 to casting and unbinding rolls for Teclis.

KEYWORDS

War Crown of Saphery: If, when Teclis attempts to cast a spell, the casting roll is at least 3 more than that spell’s casting value, that spell’s range is doubled.

MAGIC

Teclis is a wizard. He can attempt to cast three different spells in each of your own hero phases, and attempt to unbind three spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Tempest spells. Teclis also knows the spells of any Highborn Wizard within 16" of

him in the hero phase (but only whilst he remains within 16" of that wizard). Tempest

Without warning, Teclis summons an eight-winded storm to break about the foe. Tempest has a casting value of 5. If successfully cast, select a visible unit within 18". That unit suffers a mortal wound and must halve the distance its models move, run and charge until your next hero phase.

Order, Aelf, Highborn, hero, Wizard, High Elf Mage, Teclis Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Eltharion On Stormwing 10

✹ 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Fangsword of Eltharion

1"

4

3+

3+

-2

D3

Starwood Lance

2"

2

3+

4+

-1

2

Stormwing’s Razor-sharp Beak

2"

1



3+

-2

D6

Stormwing’s Wicked Talons

2"



4+

3+

-1

1

DAMAGE TABLE Wounds Suffered

Move

Wicked Talons

description

0-2

16"

6

3+

3-4

14"

5

4+

5-7

12"

4

4+

8-9

10"

3

5+

10+

8"

2

5+

Eltharion on Stormwing is a single model. Eltharion is armed with the Fangsword of Eltharion and a Starwood Lance. He also wears two ancient, magical artefacts – the Helm of Yvresse and the Talisman of Hoeth. Eltharion rides the griffon Stormwing, who attacks with his Wicked Talons and Razor-sharp beak. Fly

Eltharion on Stormwing can fly.

KEYWORDS

Razor-sharp Beak

Abilities

Helm of Yvresse: Eltharion’s Save is increased to 3+ against attacks that only have a Damage characteristic of 1. Starwood Lance: Eltharion’s Starwood Lance inflicts D6 damage instead of 2 if he charged in the same turn.

Command Ability

Call to Glory: If Eltharion uses this ability, select a Highborn unit within 16". Until your next hero phase, you can re-roll failed wound rolls for that unit.

MAGIC

The Talisman of Hoeth grants Eltharion the powers of magic. As a result, Eltharion is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt and Mystic Shield spells.

Order, Aelf, Griffon, Highborn, hero, Wizard, Monster, High Elf Prince, eltharion on stormwing

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Prince Imrik, Dragonlord 14

✹ 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Imrik’s Star Lance

2"

3

3+

3+

-1

2

Minaithnir’s Claws

2"



4+

3+

-1

2

Minaithnir’s Fearsome Jaws

3"

3

4+



-2

D6

DAMAGE TABLE Wounds Suffered

Move

Claws

0-3

14"

6

2+

4-6

12"

5

3+

7-9

10"

4

3+

10-12

8"

3

4+

13+

6"

2

4+

description

Abilities

Fly

The Dragonhorn: Blasts from this enchanted horn can cause even the mightiest monsters to cower and shy away. Once per game, in your hero phase, Prince Imrik can blow the Dragonhorn. When he does so, all enemy Monsters within 10" of him are cowed by the fearsome blast; your opponent must subtract 1 from all hit rolls, run rolls and charge rolls for them until your next hero phase.

Prince Imrik is a single model. He is armed with a Star Lance and carries the Dragonhorn to war. Prince Imrik rides atop the Dragon Minaithnir, who devours enemies in its Fearsome Jaws and tears them apart with its Claws. Minaithnir can also unleash a deadly torrent of Dragonfire to immolate its foes. Prince Imrik can fly.

KEYWORDS

Fearsome Jaws

Star Lance: Add 1 to the wound rolls and Damage of the Star Lance if Prince Imrik charged in the same turn.

Dragonfire: A Dragon can unleash a blast of Dragonfire in your shooting phase. When it does so, pick a visible unit within 12" and roll a dice; on a 1 or 2 that unit suffers a mortal wound, on a 3 or 4 that unit suffers D3 mortal wounds, and on a 5 or 6 that unit suffers D6 mortal wounds.

command ability

Lord of Dragons If Prince Imrik uses this ability, then until your next hero phase you can re-roll failed hit rolls for any Dragon from your army when it attacks with its Fearsome Jaws (including Minaithnir).

Order, Aelf, Dragon, Highborn, hero, Monster, High Elf Prince, prince imrik

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Prince Althran 6"

5

8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Stormrider’s Sword

1"

4

3+

4+

-

2

br a ery v

description

Prince Althran is a single model. He wields the Stormrider’s Sword and an Enchanted Shield. He also wears the Armour of Fortune.

Abilities

Enchanted Shield: You can re-roll all failed save rolls for Prince Althran. Armour of Fortune: In your hero phase, choose a number between 1 and 6. Until your next hero phase, roll a dice each time Prince Althran suffers a wound or a mortal wound; if the number is the same as the one you chose during your hero phase, the Armour of Fortune has deflected the hit and the wound or mortal wound is ignored.

Command Ability

Glory of the Elves: If Prince Althran uses this ability, then until your next hero phase you can re-roll hit rolls of 1 for all Highborn units from your army within 8" of him when they attack in the combat phase.

Order, Aelf, Highborn, hero, High Elf Prince, Prince Althran

KEYWORDS

High Elf Prince 5

6" 8

4+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Reaver Bow

20"

3

3+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Purebreed’s Ithilmar-shod Hooves

1"

2

4+

4+

-

1

Star Lance

2"

3

3+

4+

-1

2

Enchanted Polearm

1"

3

3+

3+

-1

D3

Starblade

1"

6

3+

4+

-

1

Elven Purebred

A High Elf Prince is a single model. Some Princes are armed with a magical Starblade, while others wield a larger Enchanted Polearm, such as a halberd or a spear. If riding to war, a Prince may instead slay his foes with a mighty Star Lance. Many High Elf Princes fight with an Enchanted Shield for protection, while others prefer instead to carry a magical Reaver Bow to shoot their foes from afar. Occasionally, a Prince will have the honour of carrying a Phoenix Banner. KEYWORDS

Some Princes ride to battle on Elven Purebreeds; these models have Move 12" instead of 6" and gain the steed’s Ithilmarshod Hooves attack.

Abilities

Phoenix Banner: A Prince with a Phoenix Banner gains the Totem keyword. You may re-roll battleshock tests for Highborn units from your army within 20" of a Phoenix Banner in the battleshock phase.

Order, Aelf, Highborn, hero, High Elf Prince Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Star Lance: Add 1 to the wound rolls and Damage of a Star Lance if the High Elf Prince charged in the same turn. Enchanted Shield: You can re-roll all failed save rolls for a High Elf Prince with an Enchanted Shield.

Command Ability

Might of the Asur: If a Prince uses this ability, pick a Highborn unit within 16". Until your next hero phase you can re-roll all failed hit rolls for that unit.

High Elf Prince on griffon ✹

10

8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Starwood Lance

2"

2

3+

4+

-1

2

Starblade

1"

4

3+

4+

-

1

Griffon’s Razor-sharp Beak

2"

1



3+

-1

D6

Griffon’s Wicked Talons

2"



4+

3+

-1

1

DAMAGE TABLE Wounds Suffered

Move

Wicked Talons

Razor-sharp Beak

0-2

16"

6

3+

3-4

14"

5

4+

5-7

12"

4

4+

8-9

10"

3

5+

10+

8"

2

5+

description

A High Elf Prince on Griffon is a single model. The Prince is armed with a Starwood Lance and a Starblade. He rides a nimble Griffon which attacks with its Razor-sharp Beak and Wicked Talons. Fly

A High Elf Prince on Griffon can fly.

Abilities

Predatory Leap: The Prince’s Griffon can carry him high over the battle line directly to his chosen foe. When this model piles in it can move up to 6" and can move over enemy models. Furthermore, it does not have to move towards the closest enemy model, as long as it ends its move within ½" of an enemy unit.

command Ability

Glittering Charge: If a High Elf Prince on Griffon uses this ability, then until your next hero phase you can re-roll any dice when determining the charge distance for Highborn units from your army if they are within 16" of this model when they charge.

Starwood Lance: Add 1 to the wound rolls and Damage of a Starwood Lance if this model charged in the same turn. KEYWORDS

Order, Aelf, Griffon, Highborn, hero, Monster, High Elf Prince

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

High Elf Prince on Dragon MISSILE WEAPONS



14

8

4+

Range

Attacks

To Hit

To Wound

Rend

Damage

Reaver Bow

20"

3

3+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dragon Lance

2"

3

3+

3+

-1

2

Dragon Blade

2"

4

3+

3+

-1

D3

Dragon’s Claws

2"



4+

3+

-1

2

Dragon’s Fearsome Jaws

3"

3

4+



-2

D6

sav e

u n ds wo

MOV E

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Claws

Fearsome Jaws

0-3

14"

6

2+

4-6

12"

5

3+

7-9

10"

4

3+

10-12

8"

3

4+

13+

6"

2

4+

description

A High Elf Prince on Dragon is a single model. Many Princes go to war armed with a Dragon Blade and an Enchanted Shield, while others fight with a Dragon Lance and an Enchanted Shield. Some Princes eschew the protection afforded by a shield and wield a Reaver Bow alongside their Dragon Blade or Dragon Lance, so that they might shoot their prey from afar. Some particularly noble Princes carry an Elven War Horn instead of a shield or bow, to sound the call to arms. A High Elf Prince’s Dragon mount devours enemies in its Fearsome Jaws and tears them apart with its Claws. The Dragon can also unleash a deadly torrent of Dragonfire to immolate its foes.

Abilities

Dragon Lance: Add 1 to the wound rolls and Damage of a Dragon Lance if the High Elf Prince on Dragon charged in the same turn. Enchanted Shield: You can re-roll all failed save rolls for a High Elf Prince on Dragon carrying an Enchanted Shield. Elven War Horn: Once per game, in your hero phase, a High Elf Prince on Dragon with an Elven War Horn can blow it to sound the attack. When he does so, all Highborn models from your army within 10" of this model when they attack in your next combat phase make one extra attack with each of their melee weapons.

Dragonfire: A Dragon can unleash a blast of Dragonfire in your shooting phase. When it does so, pick a visible unit within 12" and roll a dice; on a 1 or 2 that unit suffers a mortal wound, on a 3 or 4 that unit suffers D3 mortal wounds, and on a 5 or 6 that unit suffers D6 mortal wounds.

command ability

First Amongst Equals: If a High Elf Prince on Dragon uses this ability, pick up to three Highborn Heroes from your army within 16" of him; they can each immediately use one command ability that is listed on their warscroll, even though they are not your general.

Fly

A High Elf Prince on Dragon can fly. KEYWORDS

Order, Aelf, Dragon, Highborn, hero, Monster, High Elf Prince

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

High Elf Archmage on dragon 14

✹ 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Magestaff

2"

1

4+

3+

-1

D3

Sword of Saphery

1"

3

4+

4+

-

1

Dragon’s Claws

2"



4+

3+

-1

2

Dragon’s Fearsome Jaws

3"

3

4+



-2

D6

DAMAGE TABLE Wounds Suffered

Move

Claws

0-3

14"

6

2+

4-6

12"

5

3+

7-9

10"

4

3+

10-12

8"

3

4+

13+

6"

2

4+

description

A High Elf Archmage on Dragon is a single model. Archmages wield a Magestaff. Some also carry a Book of Hoeth, to aid them in casting spells, while others instead prefer to wield a Sword of Saphery alongside their Magestaff to smite their foes in combat. Almost every Archmage also carries a Talisman of Arcane Power to aid him in dispelling the fell sorceries of his foes. An Archmage’s Dragon mount devours enemies in its Fearsome Jaws and tears them apart with its Claws. The Dragon can also unleash a deadly torrent of Dragonfire to immolate its foes.

Abilities

Talisman of Arcane Power: You can add 1 to any unbinding rolls for a High Elf Archmage on Dragon with a Talisman of Arcane Power. Dragonfire: A Dragon can unleash a blast of Dragonfire in your shooting phase. When it does so, pick a visible unit within 12" and roll a dice; on a 1 or 2 that unit suffers a mortal wound, on a 3 or 4 that unit suffers D3 mortal wounds, and on a 5 or 6 that unit suffers D6 mortal wounds.

MAGIC

A High Elf Archmage on Dragon is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. An Archmage with a Book of Hoeth can attempt to cast two different spells in each of your hero phases instead of just one, and attempt to unbind two spells in each enemy hero phase. A High Elf Archmage on Dragon knows the Arcane Bolt, Mystic Shield and Drain Magic spells. Drain Magic

The Archmage conjures a vortex of antimagic, dispelling enemy conjurations and banishing daemons from the battlefield. Drain Magic has a casting value of 4. If successfully cast, select a visible unit within 18". Any spells that are affecting that unit immediately cease. Furthermore, if that unit is a Daemon unit, it suffers D3 mortal wounds as the magic sustaining their forms is ripped away and dissipated by the vortex.

Fly

A High Elf Archmage on Dragon can fly.

KEYWORDS

Fearsome Jaws

Order, Aelf, Dragon, Highborn, hero, WIZARD, Monster, High Elf archmage

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

High Elf Mage 5

6" 7

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Seerstaff

2"

1

4+

3+

-1

1

Elven Steed’s Swift Hooves

1"

2

4+

5+

-

1

br a ery v

description

A High Elf Mage is a single model. He wields a mystical Seerstaff that channels his arcane abilities. Almost every High Elf Mage also carries a Talisman of Arcane Power, be it a tome of spells or a magical amulet, to aid them in dispelling the fell sorceries of their foes. Elven Steed

A High Elf Mage can ride an Elven Steed. If he does so, his Move is increased to 14" and he gains the Swift Hooves attack. KEYWORDS

Abilities

Talisman of Arcane Power: You can add 1 to any unbinding rolls for a High Elf Mage with a Talisman of Arcane Power.

MAGIC

A High Elf Mage is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Shield of Saphery spells.

Shield of Saphery

The Mage weaves a dome of magical energy around himself and his allies. Shield of Saphery has a casting value of 6. If successfully cast, until your next hero phase, you can roll a dice each time the High Elf Mage, or a model in your army within 18" of him, suffers a wound or a mortal wound. On the roll of a 6 that hit is deflected by the magical barrier surrounding the Mage and is ignored.

Order, Aelf, Highborn, hero, Wizard, High Elf mage

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dragon Mage 14

✹ 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mage’s Sunstaff

2"

1

4+

3+

-1

D3

Dragon’s Claws

2"



4+

3+

-1

2

Dragon’s Fearsome Jaws

3"

3

4+



-2

D6

DAMAGE TABLE Wounds Suffered

Move

Claws

Fearsome Jaws

0-3

14"

6

2+

4-6

12"

5

3+

7-9

10"

4

3+

10-12

8"

3

4+

13+

6"

2

4+

description

A Dragon Mage is a single model. The Dragon Mage rider wields a Sunstaff alight with magical flame, while his Dragon mount devours enemies in its Fearsome Jaws and tears them apart with its Claws. The Dragon can also unleash a deadly torrent of Dragonfire to immolate its foes.

Dragonfire: A Dragon can unleash a blast of Dragonfire in your shooting phase. When it does so, pick a visible unit within 12" and roll a dice; on a 1 or 2 that unit suffers a mortal wound, on a 3 or 4 that unit suffers D3 mortal wounds, and on a 5 or 6 that unit suffers D6 mortal wounds.

Fly

MAGIC

A Dragon Mage can fly.

Abilities

Warrior Mage: A Dragon Mage makes 3 attacks with his Sunstaff instead of 1 if he charged in the same turn.

KEYWORDS

A Dragon Mage is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield, and Flames of the Phoenix spells.

FLAMES OF THE PHOENIX

The Dragon Mage summons forth flames out of the air to immolate the unworthy, and with every passing second they grow hotter. Flames of the Phoenix has a casting value of 7. If successfully cast, pick a visible enemy unit within 18". That unit suffers a mortal wound as it is set ablaze. Then, roll another dice – if the result is a 3 or less the flames die out and this spell ends. On a 4 or more, however, the unit suffers an additional 2 mortal wounds and continues to burn; roll another dice – if the result is a 3 or less the fire dies out, but on a 4 or more, the unit suffers an additional 3 mortal wounds and the conflagration continues. Keep rolling extra dice in this way, inflicting 1 more mortal wound than last time you rolled, until either the flames die out or unit does!

Order, Aelf, Dragon, Highborn, hero, WIZARD, Monster, dragon mage

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

High Elf Spearmen 1

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Silverwood Spear

2"

1

4+

4+

-

1

br a ery v

description

Standard Bearer

A unit of High Elf Spearmen has 10 or more models. They fight with Silverwood Spears and carry Elven Shields. Sentinel

The leader of this unit is a Sentinel. A Sentinel makes 2 attacks rather than 1.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Hornblower

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers.

Abilities

Elven Shield: You can re-roll save rolls of 1 for a unit with Elven Shields. You can instead re-roll failed save rolls of 1 or 2 for this unit in the shooting phase. Militia: High Elf Spearmen make 1 extra attack if their unit has 20 or more models. Spear Phalanx: You can re-roll hit rolls of 1 for a High Elf Spearman if it did not move in its preceding Movement phase.

Order, Aelf, Highborn, High Elf spearmen

KEYWORDS

High Elf Archers 1

6" 6

MISSILE WEAPONS

6+

sav e

u n ds wo

MOV E

br a ery v

Attacks

To Hit

To Wound

Rend

Damage

Silverwood Longbow

20"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Silverwood Longbow

1"

1

5+

5+

-

1

description

Standard Bearer

A unit of High Elf Archers has 10 or more models. They loose arrows from their Silverwood Longbows and fend off attackers in close combat using their bows as makeshift staves. Hawkeye

The leader of this unit is a Hawkeye. You can add 1 to hit rolls for a Hawkeye in the shooting phase.

KEYWORDS

Range

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Hornblower

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers.

Order, Aelf, Highborn, High Elf Archers Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Elven Archery: You can add 1 to hit rolls for a High Elf Archer in the shooting phase if its unit has 20 or more models and there are no enemy models within 3". Storm of Arrows: Once per battle, this unit can shoot a Storm of Arrows in their shooting phase; when they do so you can double the number of attacks made by their Silverwood Longbows. This unit cannot shoot a Storm of Arrows if there are any enemy models within 3".

Silver helms 2

12" 7

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Ithilmar Lance and Sword

1"

1

4+

4+

-

1

Elven Purebreed’s Swift Hooves

1"

2

4+

5+

-

1

br a ery v

description

Standard Bearer

A unit of Silver Helms has 5 or more models. They wield Ithilmar Lances and Swords and carry Elven Shields. Their steeds are robust Elven Purebreeds that strike out with their Swift Hooves. High helm

The leader of this unit is a High Helm. A High Helm makes 2 attacks rather than 1 with his Ithilmar Lance and Sword.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Hornblower

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers.

Abilities

Elven Shield: You can re-roll save rolls of 1 for a unit with Elven Shields. You can instead re-roll failed save rolls of 1 or 2 for this unit in the shooting phase. Lance Charge: Add 1 to the wound rolls and Damage of this unit’s Ithilmar Lances and Swords if it charged in the same turn. Knights of Ulthuan: You can add 1 to all hit rolls for this unit’s Lances and Swords if it has 10 or more models.

Order, Aelf, Highborn, silver helms

KEYWORDS

Ellyrian reavers 2

14" 6

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

Attacks

To Hit

To Wound

Rend

Damage

Reaver Cavalry Bow

16"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Starwood Spear

1"

1

4+

4+

-

1

Ellyrian Purebreed’s Swift Hooves

1"

2

4+

5+

-

1

description

A unit of Ellyrian Reavers has 5 or more models. They wield supple Reaver Cavalry Bows and deadly Starwood Spears, and ride Ellyrian Purebreeds that attack with their Swift Hooves. Harbinger

The leader of this unit is a Harbinger. A Harbinger makes 2 attacks rather than 1 with his Starwood Spear.

KEYWORDS

Range

Abilities

Ellyrian Purebreeds: In the shooting phase, before or after making attacks with this unit, you can roll two dice and move all of the models in this unit up to that many inches. Models cannot start or end this move within 3" of an enemy unit. Swift Volleys: Models in this unit make 3 attacks with their Reaver Cavalry Bows if the unit is not within 3" of an enemy unit.

Order, Aelf, Highborn, Ellyrian Reavers Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Dragon Princes of Caledor 12"

2

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Drake Lance and Sword

1"

Purebreed’s Ithilmar-shod Hooves

1"

Rend

Damage

2

3+

2

4+

4+

-

1

4+

-

1

br a ery v

description

Abilities

Standard Bearer

A unit of Dragon Princes of Caledor has 5 or more models. They wield Drake Lances and Swords and carry Drake Shields. Their steeds are graceful Caledorian Purebreeds that pummel the enemy with their Ithilmar-shod Hooves.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer.

Drakemaster

Hornblower

The leader of this unit is a Drakemaster. A Drakemaster makes 3 attacks rather than 2 with his Drake Lance and Sword.

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers.

Lance Charge: Add 1 to the wound rolls and Damage of this unit’s Drake Lances and Swords if it charged in the same turn. Drake Shield: You can re-roll save rolls of 1 for a unit with Drake Shields. You can instead re‑roll failed save rolls of 1 or 2 for this unit in the shooting phase. Arrogant Pride: This unit does not need to take a battleshock test if any Highborn models from your army have fled this turn.

Order, Aelf, Highborn, Dragon Princes of caledor

KEYWORDS

Tiranoc chariots 5

12" 6

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Charioteer’s Bows

18"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tiranoc Spears

2"

2

4+

4+

-

1

Ellyrian Purebreeds’ Swift Hooves

1"

4

4+

5+

-

1

A unit of Tiranoc Chariots can have any number of models. Each Chariot is crewed by two Elven charioteers who fight with Bows and Tiranoc Spears, and is drawn by a pair of Ellyrian Purebreeds that attack the foe with their Swift Hooves.

KEYWORDS

Abilities

Graceful Charge: You can re-roll all failed wound rolls for a Tiranoc Chariot in the combat phase if it made a charge in the same turn. Swift and Deadly: If a Tiranoc Chariot runs there is no need to roll a dice, it can always move up to an extra 6". In addition, Tiranoc Chariots can pile in up to 6", instead of 3".

Order, Aelf, Highborn, tiranoc chariots Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Damage

High Elf Repeater bolt thrower war machine



4

-

5+

MISSILE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Ithilmar Bolt

36"

1

3+

3+

-2

D3

Repeating Bolts

36"

6

4+

3+

-1

1

br a ery v

WAR MACHINE CREW TABLE Crew Within 1"

Move

Ithilmar Bolt

Repeating Bolts

2 models

4"

2

12

1 model

2"

1

6

No models

0"

0

0

crew

1

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ithilmar Blade

1"

1

4+

4+

-

1

br a ery v

description

A High Elf Repeater Bolt Thrower is a graceful war machine that can loose either devastating Ithilmar Bolts or volleys of smaller Repeating Bolts at the enemy. It is crewed by a pair of High Elves armed with Ithilmar Blades.

Abilities

Crewed War Machine: A Repeater Bolt Thrower can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Repeater Bolt Thrower in the shooting phase, they can fire the war machine. The Repeater Bolt Thrower cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Order, War machine, Repeater bolt thrower

crew KEYWORDS

Order, Aelf, Highborn, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Bolt Selection: Each time a High Elf Repeater Bolt Thrower is fired in the shooting phase, the crew can load and fire either Ithilmar Bolts or volleys of Repeating Bolts. They cannot load and fire both in the same turn.

Great Eagles 4

16" 6

6+

sav e

u n ds wo

mov e

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Beak and Talons

2"

4

4+

3+

-

1

br a ery v

description

A unit of Great Eagles has any number of models. They assail their foes with their sharp Beaks and Talons.

Abilities

Death from the Skies: A Great Eagle makes 6 Attacks rather than 4 if it charged in the same turn.

Fly

Great Eagles can fly.

KEYWORDS

Order, Great Eagles

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Soar Away: At the end of the combat phase, Great Eagles can retreat from close combat and soar away if there are any enemy models within 3" of their unit. If they do, roll three dice; the total scored is how far you can move the Great Eagles when they retreat. The Great Eagles must end this movement more than 3" from any enemy units – if they can’t move far enough then they do not retreat.

alith anar, the shadow king 6"

5

8

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Moonbow

24"

D3

3+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ithilmar Longsword

1"

4

3+

4+

-

1

description

Alith Anar, the Shadow King, is a single model. He is armed with the legendary Moonbow and an Ithilmar Longsword. He also carries the magical Stone of Midnight, which wraps him in shadow, and wears the Shadow Crown, which allows him to slow the passage of time itself.

Abilities

The Stone of Midnight: Your opponent must subtract 1 from the hit rolls for any attacks that target Alith Anar in the shooting phase.

The Shadow Crown: Once per game, Alith Anar can use the magic of the Shadow Crown to slow the passage of time. When he does, he can either move twice in that movement phase, shoot twice in that shooting phase or be picked to pile in and attack twice in that combat phase.

Command Ability

One With the Shadows: After set-up is complete, you can move Alith Anar up to 12". You may not move him within 3" of an enemy model.

Vengeance From Afar: If Alith Anar uses this ability, you can re-roll hit rolls of 1 in your next shooting phase for Highborn units if they are within 16".

Order, Aelf, Highborn, hero, alith Anar

KEYWORDS

Shadow Warriors 1

6" 6

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

Attacks

To Hit

To Wound

Rend

Damage

Nagarythe Bow

18"

1

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Shadow Blade

1"

2

3+

4+

-

1

description

A unit of Shadow Warriors has 5 or more models. They wield Nagarythe Bows and Shadow Blades. Shadow-walker

The leader of this unit is a Shadow-walker. A Shadow-walker makes 2 attacks with a Nagarythe Bow rather than 1.

KEYWORDS

Range

Abilities

One With the Shadows: After set up is complete, you can move this unit up to 12", as long as no model in the unit moves within 3" of an enemy model. Strike Unseen: If all models from this unit are in cover and are more than 6" from any enemy units, you can re-roll failed hit rolls for their Nagarythe Bows.

Order, Aelf, Highborn, shadow warriors Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The Shadow King’s Warriors: A Shadow Warrior makes 2 attacks with his Nagarythe Bow whilst Alith Anar is within 16" of his unit.

Alarielle the radiant 6"

5

8

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Stave of Avelorn

2"

1

4+

3+

-

D3

br a ery v

description

Alarielle the Radiant is a single model. She is armed with the Stave of Avelorn, and wears the Star of Avelorn on her brow.

Abilities

The Everqueen: You do not have to take battleshock tests for Highborn units in your army within 16" of Alarielle the Radiant in the battleshock phase.

Bane of Chaos: The Stave of Avelorn inflicts D6 damage against Chaos units. Star of Avelorn: Alarielle the Radiant heals 1 wound in each of your hero phases.

MAGIC

Alarielle the Radiant is a wizard. She can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Boon of Life spells.

Boon Of Life

With a gesture, magical energy infuses Alarielle’s allies, their wounds and injuries healing in an instant. Boon of Life has a casting value of 6. If successfully cast, pick a unit within 20". One model in that unit heals D6 wounds. In addition, until your next hero phase the energies of this spell persist; roll a dice each time a model in the unit suffers a wound or mortal wound. On a 6, that wound is instantly healed and is ignored.

Order, Aelf, Highborn, hero, Wizard, alarielle the radiant

KEYWORDS

Handmaiden of the everqueen 5

6" 7

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

To Hit

To Wound

Damage

Bow of Isha

18"

2

3+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Guardian Spear

2"

4

4+

4+

-

1

A Handmaiden of the Everqueen is a single model. She wields a Guardian Spear and a Bow of Isha which fires enchanted arrows that burn with a magical flame.

Abilities

Arrows of Isha: Creatures of Chaos cannot abide the magical flames of these enchanted arrows. You can add 1 to any wound roll made when a Handmaiden of the Everqueen targets a Chaos unit with her Bow of Isha.

The Everqueen’s Favour: Handmaidens have been blessed with mystical protection. You can re-roll failed save rolls for a Handmaiden of the Everqueen.

Quicksilver Shot: A Handmaiden of the Everqueen can attack twice in the shooting phase if she did not move in her movement phase.

KEYWORDS

Rend

Order, Aelf, Highborn, hero, Handmaiden of the everqueen Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Sisters of Avelorn 1

6" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bow of Avelorn

18"

1

3+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ithilmar Sword

1"

1

4+

4+

-

1

description

A unit of Sisters of Avelorn has 5 or more models. They carry Bows of Avelorn which fire enchanted arrows that burn with a magical flame. Sisters of Avelorn also wield Ithilmar Swords. High Sister

The leader of this unit is a High Sister. A High Sister makes 2 attacks rather than 1 with her Bow of Avelorn.

Abilities

Loose Until the Last: Once per turn, if an enemy unit ends its charge move within ½" of this unit, the Sisters of Avelorn can immediately shoot their Bows of Avelorn against the charging unit.

Arrows of Isha: Creatures of Chaos cannot abide the magical flames of these enchanted arrows. You can add 1 to any wound roll made when a Sister of Avelorn targets a Chaos unit with her Bow of Avelorn.

Paragons of the Maiden Guard: You can re-roll hit rolls of 1 for Sisters of Avelorn if their unit is within 8" of a Handmaiden of the Everqueen from your army when they attack in the shooting phase.

Quicksilver Shot: A unit of Sisters of Avelorn can attack twice in their shooting phase if they did not move in their movement phase.

Order, Aelf, Highborn, sisters of avelorn

KEYWORDS

Caradryan 5

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Phoenix Blade

2"

4

3+

3+

-1

D3

br a ery v

description

Caradryan is a single model. He has the honour of carrying the mighty Phoenix Blade to battle, and the glowing Mark of Asuryan itself is burned upon his brow – a rune that will smite down those who harm his chosen champion.

KEYWORDS

Abilities

Witness to Destiny: Whenever Caradryan suffers a wound or mortal wound, roll a dice. If the result is 4 or more, the wound or mortal wound is ignored. Mark of Asuryan: If Caradryan is slain, the unit that inflicted the final wound upon him immediately suffers D3 mortal wounds.

Command Ability

Captain of the Phoenix Guard: If Caradryan uses this ability, then until your next hero phase you can re-roll failed wound rolls of 1 for Highborn units from your army if they are within 8" of him when they attack in the combat phase (you can instead re-roll all failed wound rolls for Phoenix Guard units).

Order, Aelf, Highborn, hero, anointed of Asuryan, caradryan Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Anointed of Asuryan 6"

5

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Great Phoenix Halberd

2"

4

3+

3+

-1

1

br a ery v

description

An Anointed of Asuryan is a single model. He wields an ornate but deadly Great Phoenix Halberd.

Abilities

Witness to Destiny: Whenever an Anointed of Asuryan suffers a wound or mortal wound, roll a dice. If the result is 4 or more, the wound or mortal wound is ignored. Blessing of Asuryan: An Anointed of Asuryan can attempt to unbind one spell in each enemy hero phase as if he were a wizard.

Order, Aelf, Highborn, hero, anointed of Asuryan

KEYWORDS

phoenix GUARD 1

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Phoenix Halberd

2"

2

3+

3+

-

1

br a ery v

description

Standard Bearer

A unit of Phoenix Guard has 5 or more models. They wield finely crafted Phoenix Halberds. Keeper of the flame

The leader of this unit is a Keeper of the Flame. A Keeper of the Flame makes 3 attacks rather than 2.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Drummers

Models in this unit may be Drummers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Drummers.

Order, Aelf, Highborn, Phoenix guard Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Witness to Destiny: Whenever a Phoenix Guard suffers a wound or mortal wound, roll a dice. If the result is 4 or more, the wound or mortal wound is ignored. Aura of Dread: If an enemy unit within 3" of any Phoenix Guard fails a battleshock test, one extra model will flee. Emboldened: This unit does not need to take battleshock tests within 8" of an Anointed of Asuryan from your army.

Flamespyre Phoenix 12

✹ 8

5+

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Flaming Talons

2"



4+

3+

-1

2

Great Phoenix Halberd

2"

4

3+

3+

-1

1

sav e

u n ds wo

MOV E

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Flaming Talons

Wake of Fire

0-2

16"

6

D6 mortal wounds

3-4

14"

5

D3 mortal wounds

5-7

12"

4

D3 mortal wounds

8-9

10"

3

1 mortal wound

10+

8"

2

1 mortal wound

description

A Flamespyre Phoenix is a single model. It attacks with its Flaming Talons while enemies burn in its Wake of Fire. Anointed of Asuryan

Some Flamespyre Phoenixes are ridden by an Anointed of Asuryan. Flamespyre Phoenixes ridden by an Anointed of Asuryan gain the Phoenix Great Halberd and the Witness to Destiny ability. Fly

A Flamespyre Phoenix can fly.

Flamespyre Phoenix KEYWORDS

Abilities

Phoenix Reborn: If this model is slain, roll a dice in your next hero phase. On a result of 4 or more, it is reborn with all its wounds restored! Set up the model anywhere on the battlefield that is more than 9" from the enemy. This counts as the model’s move for that turn’s movement phase. Wake of Fire: A Flamespyre Phoenix can attack enemies with a Wake of Fire as it flies over them. To do so, pick one enemy unit that the Flamespyre Phoenix flew over in the movement phase. Then, consult the damage table above to see how many mortal wounds are inflicted on the unit as they are engulfed in flame.

Attuned to Magic: If a model within 12" of this model successfully casts a spell, whether or not the spell is unbound, roll a dice. If the result is 2 or more, you can add 1 to all save rolls for the Flamespyre Phoenix until your next hero phase. Witness to Destiny: Whenever a Flamespyre Phoenix ridden by an Anointed of Asuryan suffers a wound or mortal wound, roll a dice. If the result is 4 or more, the wound or mortal wound is ignored.



Order, Monster, flamespyre phoenix

Anointed of Asuryan on Flamespyre Phoenix KEYWORDS

Order, Aelf, Flamespyre Phoenix, Highborn, Hero, monster, Anointed of Asuryan

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Frostheart Phoenix 12

✹ 9

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ice-hard Talons

2"



3+

3+

-1

2

Great Phoenix Halberd

2"

4

3+

3+

-1

1

The Phoenix Blade

2"

4

3+

3+

-1

D3

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Ice-cold Talons

Blizzard Aura

0-2

16"

8

9"

3-4

14"

6

6"

5-7

12"

5

3"

8-9

10"

4

2"

10+

8"

3

1"

description

A Frostheart Phoenix is a single model. It attacks with its Ice-hard Talons while enemies freeze solid in its Blizzard Aura. Anointed of Asuryan

Some Frostheart Phoenixes are ridden by an Anointed of Asuryan. Frostheart Phoenixes ridden by an Anointed of Asuryan gain the Great Phoenix Halberd and the Witness to Destiny ability. Caradryan

One Frostheart Phoenix in your army may instead be ridden by Caradryan. This Frostheart Phoenix gains the Phoenix Blade, the Witness to Destiny and Mark of Asuryan abilities and the Captain of the Phoenix Guard command ability. Fly

Abilities

Blizzard Aura: Enemy models are chilled within this model’s Blizzard Aura, which extends out from it a number of inches as shown on the damage table above. Your opponent must subtract 1 from any wound rolls for models within range of any Blizzard Auras when they attack. Attuned to Magic: If a model within 12" of this model successfully casts a spell, whether or not the spell is unbound, roll a dice. If the result is 2 or more, you can add 1 to all save rolls for the Frostheart Phoenix until your next hero phase. Mark of Asuryan: If a Frostheart Phoenix being ridden by Caradryan is slain, the unit that inflicted the final wound upon it immediately suffers D3 mortal wounds.

Witness to Destiny: Whenever a Frostheart Phoenix ridden by either Caradryan or an Anointed of Asuryan suffers a wound or mortal wound, roll a dice. If the result is 4 or more, the wound or mortal wound is ignored.

Command Ability

Captain of the Phoenix Guard: If Caradryan uses this ability, then until your next hero phase you can re-roll failed wound rolls of 1 for Highborn units from your army if they are within 8" of this model when they attack in the combat phase (you can instead re-roll all failed wound rolls for Phoenix Guard units).

A Frostheart Phoenix can fly.

Frostheart Phoenix KEYWORDS

Order, Monster, frostheart phoenix

Anointed of Asuryan on Frostheart Phoenix KEYWORDS

Order, Aelf, Frostheart Phoenix, Highborn, Hero, monster, Anointed of Asuryan

Caradryan on Frostheart Phoenix KEYWORDS

Order, Aelf, Frostheart Phoenix, Highborn, Hero, monster, Anointed of Asuryan, Caradryan

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Loremaster of hoeth 5

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Greatsword of Hoeth

1"

2

3+

3+

-1

1

br a ery v

description

A Loremaster of Hoeth is a single model. He wields a Greatsword of Hoeth.

Abilities

Deflect Shots: Such is his skill that a Loremaster of Hoeth can deflect arrows in mid-air. You can re-roll failed save rolls for this model in the shooting phase.

MAGIC

Hand of Glory

A Loremaster of Hoeth is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Hand of Glory spells.

With a simple sign the Loremaster grants his allies the might of old. Hand of Glory has a casting value of 5. If successfully cast, pick a model within 18". Until your next hero phase you can re-roll all failed hit rolls and wound rolls for that model.

Order, Aelf, Highborn, hero, Wizard, Loremaster of hoeth

KEYWORDS

High Elf Swordmasters of hoeth 1

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Greatsword of Hoeth

1"

2

3+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of High Elf Swordmasters of Hoeth has 5 or more models. They wield mighty Greatswords of Hoeth. Bladelord

The leader of this unit is a Bladelord. A Bladelord makes 3 attacks rather than 2.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Hornblower

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers. KEYWORDS

Abilities

A Blur of Blades: Swordmasters wield and spin their blades so deftly that they can almost always land a fatal blow. You can re-roll hit rolls of 1 when attacking with a Swordmaster of Hoeth. Deflect Shots: Such is their skill that Swordmasters of Hoeth can deflect arrows in mid-air. You can re-roll failed save rolls for this unit in the shooting phase.

Order, Aelf, Highborn, High Elf Swordmasters of Hoeth Warhammer Age of Sigmar © Games Workshop Ltd. 2015

korhil 6"

5

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Woodsman’s Axe

1"

3

4+

3+

-

1

Chayal

1"

2

3+

3+

-1

D3

br a ery v

description

Korhil is a single model. He wields a Woodsman’s Axe and the magical great axe, Chayal, and he wears the Pelt of Charandris.

Abilities

Command Ability

Pelt of Charandis: You can add 2 to any save rolls for Korhil in the shooting phase.

Slay the Beasts: If Korhil uses this ability, then until your next hero phase you can add 1 to all wound rolls for Highborn models in your army when they target a Monster.

Ultimate Bodyguard: Each time a Highborn Hero from your army suffers a wound or a mortal wound within 3" of this model, Korhil can leap in front of the attack. If he does so, your Highborn Hero ignores that wound or mortal wound but Korhil suffers a mortal wound in its place.

Order, Aelf, Highborn, hero, white lion, korhil

KEYWORDS

White Lions of chrace 1

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chracian Great Axe

1"

2

3+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of White Lions of Chrace has 5 or more models. They are armed with hefty Chracian Great Axes and wear enchanted Lion Cloaks to protect them from enemy arrow fire. Guardian

The leader of this unit is a Guardian. A Guardian makes 3 attacks rather than 2.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Hornblower

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers.

Order, Aelf, Highborn, white lions Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Lion Cloak: You can re-roll save rolls of 1 for White Lions in the shooting phase. Unflinching Courage: Roll a dice each time a White Lion flees; on a 4 or more that model’s courage stirs up within him and he returns to the battle – he does not flee. Captain of the White Lions: You can re-roll failed hit rolls of 1 for this unit if it is within 8" of Korhil when it attacks in the combat phase.

White Lion Chariots 9"

6

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chracian Great Axes

1"

War Lions’ Fangs and Claws

1"

4

3+

3+

-1

1

4

4+

3+

-

1

br a ery v

description

A unit of White Lion Chariots can have any number of models. Each Chariot is crewed by a pair of White Lions that fight with Chracian Great Axes and wear enchanted Lion Cloaks to protect them from enemy arrow fire. Each chariot is drawn by two ferocious War Lions that savage their hapless victims with their Fangs and Claws.

Abilities

Lion Cloak: You can re-roll save rolls of 1 for White Lion Chariots in the shooting phase. Unbridled Ferocity: A White Lion Chariot’s War Lions make 8 attacks with their Fangs and Claws instead of 4 if this model charged in the same turn.

Captain of the White Lions: You can re-roll failed hit rolls of 1 for this unit if it is within 8" of Korhil when it attacks in the combat phase.

Order, Aelf, Highborn, White lion chariots

KEYWORDS

lothern sea helm 5

6" 7

5+

sav e

u n ds Wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Seaspear Trident

2"

2

4+

3+

-

2

Ithilmar Blade

1"

3

4+

4+

-

1

br a ery v

description

A Lothern Sea Helm is a single model armed with an Ithilmar Blade and an Enchanted Shield. Some Sea Helms also assail their enemies with a long Seaspear Trident, while others hold aloft a Sea Drake Pennant to inspire their warriors.

Abilities

Enchanted Shield: You can re-roll all failed save rolls for a Lothern Sea Helm.

KEYWORDS

Sea Drake Pennant: A Lothern Sea Helm with a Sea Drake Pennant gains the Totem keyword. You can add 1 to all wound rolls for Highborn units from your army if they are within 8" of a Sea Drake Pennant when they attack, and you can add 1 to all wound rolls for Lothern Sea Guard and Lothern Skycutters within 16".

Order, Aelf, Highborn, Hero, Lothern Sea Helm Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command Ability

Stand Fast!: If a Lothern Sea Helm uses this ability, pick one unit of Highborn within 16". That unit cannot move or charge this turn, but you can re‑roll any hit rolls, wound rolls and save rolls for it until your next hero phase.

lothern sea helm on skycutter 8

16" 7

5+

sav e

u n ds Wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Seaspear Trident

2"

2

4+

3+

-

2

Sea Helm’s Ithilmar Blade

1"

3

4+

4+

-

1

Sea Guard’s Sea Blade

1"

1

4+

4+

-

1

Swiftfeather Roc’s Raking Talons

3"

3

3+

4+

-1

1

description

A Lothern Sea Helm on Skycutter is a single model. The Sea Helm is armed with an Ithilmar Blade and an Enchanted Shield. Some Sea Helms also wield a Seaspear Trident, while others carry a Sea Drake Pennant. The Skycutter is also crewed by a Sea Guard – who carries a Sea Blade – and drawn by a Swiftfeather Roc with Raking Talons that gouge at the foe. Fly

A Lothern Sea Helm on Skycutter can fly.

Abilities

Windrider: A Lothern Sea Helm on Skycutter has a Save of 4+ instead of 5+ in the shooting phase.

Sea Drake Pennant: A Lothern Sea Helm with a Sea Drake Pennant gains the Totem keyword. You can add 1 to all wound rolls for Highborn units from your army if they are within 8" of this model when they attack, and you can add 1 to all wound rolls for Lothern Sea Guard and Lothern Skycutters from your army within 16".

Fleet of Wing: If this model runs, roll two dice instead of one and use the total when determining how much extra it can move.

Enchanted Shield: You can re-roll all failed save rolls for this model.

Command Ability

Swoop and Attack!: If a Lothern Sea Helm on Skycutter uses this ability, units in your army that can fly can charge in your next charge phase even if they ran this turn.

Order, Aelf, Highborn, Hero, Lothern sea helm

KEYWORDS

Lothern Sea Guard 1

6" 6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lothern Sea Bow

16"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Silverwood Spear

2"

1

4+

4+

-

1

description

Standard Bearer

A unit of Lothern Sea Guard has 10 or more models. They are armed with Silverwood Spears and Lothern Sea Bows, and carry Elven Shields. Sea Master

The leader of this unit is a Sea Master. A Sea Master makes 2 attacks rather than 1 with a Silverwood Spear.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 to their Bravery instead if the unit is within 8" of another Highborn unit from your army that includes a Standard Bearer. Hornblower

Models in this unit may be Hornblowers. You can re-roll any dice rolls of 1 when determining how far this unit can run or charge if it includes any Hornblowers.

Order, Aelf, Highborn, Lothern Sea Guard Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Elven Shield: You can re-roll save rolls of 1 for a unit with Elven Shields. You can instead re‑roll failed save rolls of 1 or 2 for this unit in the shooting phase. Sea Guard Soldiery: You can re-roll hit rolls of 1 for a Lothern Sea Guard if its unit has 20 or more models. Naval Discipline: If you fail a battleshock test for this unit whilst a Lothern Sea Helm from your army is within 16", halve the number of models that flee (rounding fractions up).

lothern skycutters MISSILE WEAPONS

8

16" 6

5+

sav e

u n ds wo

mov e

br a ery v

description

Lothern Skycutters can fly. KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

Lothern Sea Bows

16"

3

4+

4+

-

1

Eagle Eye Bolt Thrower

16"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Sea Blades and Spears

2"

2

4+

4+

-

1

Swiftfeather Roc’s Raking Talons

3"

3

3+

4+

-1

1

A unit of Lothern Skycutters can have any number of models. Each is drawn by a Swiftfeather Roc that swipes the foe with Raking Talons. Some Skycutters are crewed by a trio of Sea Guard that shoot the foe with Lothern Sea Bows, while some are instead crewed by a pair of Sea Guard who fire an Eagle Eye Bolt Thrower. The crew are also armed with Sea Blades and Spears, and Elven Shields. Fly

Range

Abilities

Elven Shield: You can re-roll save rolls of 1 for a unit with Elven Shields. You can instead re-roll failed save rolls of 1 or 2 for this unit in the shooting phase. Sea Blades and Spears: If a Lothern Skycutter is crewed by a trio of Sea Guard, it makes 3 attacks with its Sea Blades and Spears instead of 2. Fleet of Wing: If this model runs, roll two dice instead of one and use the total when determining how much extra it can move.

Order, Aelf, Highborn, Lothern skycutters

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Sky Chariot: Lothern Skycutters can shoot even if they ran in their movement phase. Naval Discipline: If you fail a battleshock test for this unit whilst a Lothern Sea Helm from your army is within 16", halve the number of models that flee (rounding fractions up).

High Elves

Glittering Host Organisation A Glittering Host consists of the following units: • 1 High Elf Prince • 2 units of High Elf Archers • 2 units of High Elf Spearmen • 1 unit of Silver Helms

Abilities Valour of Ages: The Glittering Host draws courage from the valour and nobility of their noble-born lords. You can roll two dice instead of one and discard the highest result when taking battleshock tests for a unit in the Glittering Host if it is within 16" of their High Elf Prince in the battleshock phase. Martial Prowess: The martial prowess of a Glittering Host is beyond compare. Once per turn, when one of the units from the Glittering Host finishes its attacks in the combat phase, you can pick a second unit from this battalion to pile in and make attacks. You cannot pick a unit that has already made attacks, and the unit that you pick cannot make attacks later in the phase.

High Elves

Dragon Host Organisation A Dragon Host consists of any 3 models chosen from the following: • High Elf Prince on Dragon • High Elf Archmage on Dragon • Dragon Mage

Abilities Dragonfire Conflagration: The combined inferno of a Dragon Host can immolate entire armies. If all 3 models from a Dragon Host are within 12" of the same enemy unit (and the target is visible to all the Dragons) they can combine their Dragonfire to immolate it; if they do so, instead of using the normal rules for their Dragonfire, roll a dice. On a 1 or 2 the target suffers D6 mortal wounds, on a 3 or 4 it suffers 2D6 mortal wounds and on a 5 or a 6 it suffers 4D6 mortal wounds. Ancient Dignity: Dragons are ancient and prideful creatures, and the Elves that ride them are no less haughty, but from such nobility and dignity stems an inner strength. If, during your entire hero phase, you can maintain a dignified (even arrogant) composure and not smile, smirk or laugh regardless of your opponent’s antics, you may re-roll all hit rolls of 1 made for models in a Dragon Host until your next hero phase.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below:

Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . Warscroll

Anointed of Asuryan on Flamespyre/Frostheart Phoenix. . . . . . . . . . . . . Flamespyre/Frostheart Phoenix Archmage. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . High Elf Mage Archmage on Great Eagle. . . . . . . . . . . . . . . . . . .Glade Lord on Great Eagle (see compendium Wood Elves) Caradryan on Ashtari. . . . . . . . . . . . . . . . . . . . . . Frostheart Phoenix Eagle Claw Bolt Thrower . . . . . . . . . . . . . . . . . . . Repeater Bolt Thrower Eltharion on foot. . . . . . . . . . . . . . . . . . . . . . . . . . High Elf Prince Korhil on Lion Chariot. . . . . . . . . . . . . . . . . . . . . White Lion Chariot Lion Chariot of Chrace. . . . . . . . . . . . . . . . . . . . . White Lion Chariot Mage on Great Eagle. . . . . . . . . . . . . . . . . . . . . . . Glade Lord on Great Eagle (see compendium Wood Elves) Mage on Tiranoc Chariot . . . . . . . . . . . . . . . . . . Tiranoc Chariot Noble. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . High Elf Prince Prince on Tiranoc Chariot . . . . . . . . . . . . . . . . . Tiranoc Chariot Prince on Great Eagle. . . . . . . . . . . . . . . . . . . . . . Glade Lord on Great Eagle (see compendium Wood Elves)

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

LIZARDMEN

WARSCROLLS COMPENDIUM

Introduction The Seraphon are beings of order, creatures of the stars whose minds and bodies sing with Azyrite energy. They are the sworn enemies of Chaos, ever-opposed to the Dark Gods and the bedlam they bring.

The cold-blooded savagery of the Seraphon is legendary. Directed by the inscrutable slann, their tightly disciplined cohorts and roaring saurian beasts tear through their enemies with the ferocity of true predators.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 CHAKAx, tHE EtERNIty WA RDEN

2

U N DS WO

5"

10

bR

4+

MELEE WEAPONS

SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

7

Attacks

1"

Fearsome Jaws

description

3

Range

Star-stone Mace

1"

AV ERy

to Hit

3

3+

1

4+

Abilities

4

Chakax, the Eternity Warden, is a single model. He is armed with a Star-stone Mace and tears into enemies with his Fearsome Jaws.

5

KeYworDs

10

bR

4+

SAV E

U N DS WO

5"

7

AV ERy

2 1

Slann Wizards know the Summon Eternity Warden spell, in addition to any others they know. suMMon eternity WArden

Summon Eternity Warden has a casting value of 5. If successfully cast, you can set up Chakax within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

rAphon, sAurus, hero, ChAK

MELEE WEAPONS

Range

Celestite War-mace Fearsome Jaws and Aeon Shield

Attacks

1" 1"

to Hit

5

3+

2

4+

description

Gor-Rok is a single model. He is a ferocious exemplar of the saurus’ martial might, crushing armour with his Celestite War-mace and tearing through flesh with his Fearsome Jaws and drakescale Aeon Shield. As well as being a deadly weapon, the massive Aeon Shield is almost impervious to damage.

Abilities

Aeon shield: When you make save rolls for this model, ignore the enemy’s Rend characteristic unless it is -3 or better.

Ax

to Wound

Rend

3+

-1

3+

Damage

1

-

1

suMMon sunblood

Ferocious rage: If the hit roll for one of this model’s attacks is 6 or higher, make D3 wound rolls rather than 1. If the wound roll for one of this model’s attacks is 6 or higher, it causes D3 damage rather than 1.

Summon Sunblood has a casting value of 5. If successfully cast, you can set up Gor-Rok within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

MAgic

Slann Wizards know the Summon Sunblood spell, in addition to any others they know.

coMMA nd Ability

scent of weakness: If Gor-rok uses this ability, pick an enemy unit within 15" – until your next hero phase, re-roll failed hit rolls for attacks made in the combat phase against that unit by any of your Saurus models.

KROq–gAR ON CARNOSAUR orDer, DAemon, CelesTIAl, se

rAphon, sAurus, hero, gor-r oK

Warhammer Age of Sigmar © Games

MISSILE WEAPONS



12

10

Range

Sunbolt Gauntlet

4+

SAV E

U N DS WO

MOV E

bR AV ERy

6

MELEE WEAPONS

Workshop Ltd. 2015 to Attacks

Wounds Suffered

4+

-1

1

to Wound

Rend

Damage

2"

3

3+

3+

-1

D3

2"

2



3+

2"



4+

3+

3+

4+

10"

4+

8"

5+

8"

5+

6"

10+

2

-

3

-1

Massive Jaws

5 4 3 2 1

MAgic

description

of Kroq-Gar is a single model. Flashes celestial fire leap forth from his Sunbolt on Gauntlet, while enemies are impaled the shimmering blade of his Sunstone mount Spear. Kroq-Gar’s Carnosaur grips Grymloq is a terrifying predator that enemies in his powerful Clawed Forelimbs . before rending them with his Massive Jaws Pinned Down: Carnosaurs tackle large prey by pinning them in place before jaws. tearing into them with their massive the If an enemy Monster is hit twice with can Carnosaur’s Clawed Forelimbs, you that add 2 to the result when rolling to hit Jaws target with the Carnosaur’s Massive in the same turn.

the Blood Frenzy: A Carnosaur that tastes flesh of the enemy becomes a rampaging has force of destruction. Once this model it can slain an enemy with its Massive Jaws, the run and charge in the same turn for rest of the battle. can Bloodroar: The roar of a Carnosaur to cause even the most daring warrior a turn and flee. If your opponent takes of battleshock test for a unit within 8" is result the If any Carnosaurs, roll a dice. higher than the result on your opponent’s well dice, D3 models flee from the unit (as as any that flee because of the test). a Blazing Sunbolts: If Kroq-Gar targets Chaos Daemon unit with his Sunbolt of the Gauntlet, you can add 2 to the result wound rolls.

orDer, DAemon, CelesTIAl, se Kroq-gAr

Slann Wizards know the Summon any Saurus Warlord spell, in addition to others they know. suMMon sAurus WArlord

Summon Saurus Warlord has a casting can value of 10. If successfully cast, you 15" set up Kroq-Gar on Carnosaur within any of the caster and more than 9" from to your enemy models. The model is added army but cannot move in the following movement phase.

coMMAnd Ability

Ancient Warlord: Kroq-Gar is a veteran of battles without number, an inspiring kin as leader who is as inspirational to his he is terrifying to the enemy. If Kroq-Gar hero uses this ability, then until your next phase, whenever a Saurus Hero from combat your army within 20" attacks in the 2 to phase, pick one of its weapons and add of its Attacks characteristic until the end the phase.

onsTer, hero, rAphon, CArnosAur, sAurus, m

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Damage

3+ to Hit

10"

0-2

Rend

D6 Attacks

DAMAgE tAbLE Clawed Forelimbs Move

8-9

KeYworDs

to Wound

Hit

18" Range

Sunstone Spear Carnosaur’s Clawed Forelimbs Carnosaur’s Massive Jaws

5-7

Abilities

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Damage

-

gOR–ROK

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

-1

MOV E

KeYworDs

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

orDer, DAemon, CelesTIAl, se

Rend

3+ 4+

MAgic

selfl ess protector: Each time this model is within 2" of a Slann that suffers a wound or mortal wound, he can attempt to intervene. If he does so, roll a dice. If the result is 2 or higher, the Slann ignores that wound or mortal wound but this model suffers a mortal wound in its place. Alpha warden: Temple Guard make an additional attack with their Celestite Polearms while their unit is within 5" of Chakax.

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

to Wound

Workshop Ltd. 2015

lord kroak 5"

✹ 10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancient Spirits’ Spectral Claws

3"

2D6

3+

3+

-1

1

r av ery

description

Magic

Fly

Celestial Deliverance

Lord Kroak can fly.

The spirits surrounding Kroak’s palanquin quiver with unfettered force before exploding outwards to bring ruin to his enemies.

Lord Kroak is a single model, a long-dead and mummified slann seated upon a mystical stone palanquin. Any foes who dare approach are swarmed by the ancient spirits that surround him and torn asunder by their Spectral Claws.

Abilities

Dead for Innumerable Ages: Lord Kroak’s physical form is ancient, withered and preserved only by his indomitable spirit. As such, he is immune to all but the most devastating attacks – those which can temporarily divorce his consciousness from his corpse. In the battleshock phase of each turn, roll a dice and add the number of wounds that Lord Kroak suffered during the turn. If the result is higher than his Bravery, he is ‘slain’. Otherwise, any wounds he has suffered are immediately healed. If an ability or rule would cause him to be slain outright, he is not; instead, he suffers D6 mortal wounds. KEYWORDS

Lord Kroak is a wizard. He can attempt to cast four spells in each of your own hero phases, and attempt to unbind four spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield, Celestial Deliverance and Comet’s Call spells.

Lord Kroak can cast Celestial Deliverance up to three times in the hero phase. It has a casting value of 7 the first time it is cast, 8 the second time and 9 the third time. If it is successfully cast, roll three dice to determine the spirits’ reach in inches. Each enemy unit within range suffers D3 mortal wounds. The vengeful spirits reserve a special hatred for Chaos Daemons, and tear into them with something akin to glee; as such, these units suffer D6 mortal wounds instead of D3.

Comet’s Call

His consciousness soaring up to the heavens, Lord Kroak summons a cluster of comets before sending them into the enemy’s ranks. Comet’s Call has a casting value of 7. If successfully cast, pick up to D3 enemy units, or D6 if the result of the casting roll was 10 or more. Each of these units is struck by a comet and suffers D3 mortal wounds.

COMMAND ABILITY

Impeccable Foresight: Lord Kroak casts his consciousness ahead, reading the threads of destiny as easily as a mortal would read a map. If Lord Kroak uses this ability, roll three dice. For each one that scores 4 or more, Lord Kroak gains an insight into the future. Each insight can be used to re-roll any single dice before your next hero phase.

order, Celestial, Seraphon, slann, hero, wizard, lord kroak

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

slann mage-priest 7

5"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Azure Lightning

3"

6

4+

3+

-1

1

r av ery

description

A Slann Mage-Priest is a single model that sits atop a floating palanquin graven with strange symbols and humming with power. Any enemies who come too close are immolated by crackling bolts of Azure Lightning that leap forth from the hovering throne. Fly

A Slann Mage-Priest can fly.

Abilities

Celestial Configuration: If your army includes any Slann Mage-Priests, roll a dice after set-up is complete and consult the table, right, to see which constellation is in the ascendant, and how it affects your army. This effect lasts as long as you have a Slann Mage-Priest on the battlefield, or until a new constellation comes into effect.

MAgic oll Ascendant Constellation R 1-2 The Hunter’s Steed: The image of a galloping war-beast blazes bright in the sky. Add 1 to run and charge rolls for Seraphon units in your army while this constellation is ascendant. 3-4 The Sage’s Staff: This constellation is held as a mythical portent of wisdom and magic – while it is ascendant, add 1 to the casting rolls when Seraphon Wizards in your army attempt to cast spells. 5-6 The Great Drake: The vast form of Dracothion himself writhes in the firmament. You can re-roll hit rolls of 1 for Seraphon units in your army while this constellation is ascendant. At the start of your hero phase, one Slann Mage-Priest in your army can attempt to turn the constellations to its advantage instead of casting one of its spells. If it does so, roll a dice. If the result is a 1, the slann is distracted by its exertions and cannot cast any spells this phase. If the result is 4 or higher, you can pick a new ascendent constellation from the table. Otherwise there is no effect. Arcane Vassal: Before a Slann Mage-Priest attempts to cast a spell, you can pick a vassal to channel it; this can be a Skink Hero or Troglodon from your army that is within 15". If the spell is successfully cast, measure the range and visibility from the vassal.

KEYWORDS

A Slann Mage-Priest is a wizard. It can attempt to cast three different spells in each of your own hero phases, and attempt to unbind three spells in each enemy hero phase. A Slann Mage-Priest knows the Arcane Bolt, Mystic Shield and Light of the Heavens spells. Light of the heavens

The Mage-Priest slowly blinks and raises its hands, bathing the battlefield in purest starlight. Light of the Heavens has a casting value of 6. If successfully cast, then until your next hero phase any battleshock tests for Celestial Daemon or Chaos Daemon units are made by rolling two dice rather than one. For Celestial units, discard the highest of the two dice; for Chaos units, discard the lowest.

command Ability

Gift from the Heavens: If a Slann MagePriest uses this ability, Seraphon units from your army within 10" are wrapped in a mantle of Azyrite energy, allowing them to disregard the laws of nature. Until your next hero phase, those units can fly and you can re-roll failed save rolls for them in the shooting phase.

order, Celestial, seraphon, slann, hero, wizard, slann mage-priest

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

12

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage



Sunbolt Gauntlet

18"

D6

3+

4+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sunstone Spear

2"

3

3+

3+

-1

D3

Carnosaur’s Clawed Forelimbs

2"

2



3+

-

2

Carnosaur’s Massive Jaws

2"



4+

3+

-1

3

10 b

4+

sav e

u n ds wo

Kroq–Gar on Carnosaur

r av ery

DAMAGE Table Wounds Suffered

Move

0-2

10"

3+

5

10"

4+

4

5-7

8"

4+

3

8-9

8"

5+

2

10+

6"

5+

1

Kroq-Gar is a single model. Flashes of celestial fire leap forth from his Sunbolt Gauntlet, while enemies are impaled on the shimmering blade of his Sunstone Spear. Kroq-Gar’s Carnosaur mount Grymloq is a terrifying predator that grips enemies in his powerful Clawed Forelimbs before rending them with his Massive Jaws. Pinned Down: Carnosaurs tackle large prey by pinning them in place before tearing into them with their massive jaws. If an enemy Monster is hit twice with the Carnosaur’s Clawed Forelimbs, you can add 2 to the result when rolling to hit that target with the Carnosaur’s Massive Jaws in the same turn.

KEYWORDS

Massive Jaws

3-4

description

Abilities

Clawed Forelimbs

Blood Frenzy: A Carnosaur that tastes the flesh of the enemy becomes a rampaging force of destruction. Once this model has slain an enemy with its Massive Jaws, it can run and charge in the same turn for the rest of the battle. Bloodroar: The roar of a Carnosaur can cause even the most daring warrior to turn and flee. If your opponent takes a battleshock test for a unit within 8" of any Carnosaurs, roll a dice. If the result is higher than the result on your opponent’s dice, D3 models flee from the unit (as well as any that flee because of the test). Blazing Sunbolts: If Kroq-Gar targets a Chaos Daemon unit with his Sunbolt Gauntlet, you can add 2 to the result of the wound rolls.

Magic

Slann Wizards know the Summon Saurus Warlord spell, in addition to any others they know. Summon Saurus Warlord

Summon Saurus Warlord has a casting value of 10. If successfully cast, you can set up Kroq-Gar on Carnosaur within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Command Ability

Ancient Warlord: Kroq-Gar is a veteran of battles without number, an inspiring leader who is as inspirational to his kin as he is terrifying to the enemy. If Kroq-Gar uses this ability, then until your next hero phase, whenever a Saurus Hero from your army within 20" attacks in the combat phase, pick one of its weapons and add 2 to its Attacks characteristic until the end of the phase.

order, Daemon, Celestial, Seraphon, Carnosaur, Saurus, monster, hero, Kroq-gar

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

saurus oldblood 7

5"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Suntooth Maul

1"

2

3+

4+

-1

D3

Celestite Warblade

1"

4

3+

3+

-

1

Celestite War-spear

2"

4

4+

3+

-1

1

Celestite Greatblade

1"

2

4+

3+

-1

2

Fearsome Jaws and Stardrake Shield

1"

1

4+

3+

-

1

description

A Saurus Oldblood is a single model. It takes to the field armed with a powerful Suntooth Maul or a swift Celestite weapon – either a Warblade, War-spear or Greatblade, depending on its chosen strategies. A seasoned predator, an Oldblood also tears at its foes with its Fearsome Jaws and its Stardrake Shield, which is as deadly in offence as it is indomitable in defence.

Abilities

Stardrake Shields: Saurus carry shields of celestial drakescale that are almost impervious to harm. When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better.

KEYWORDS

Wrath of the Seraphon: In the heat of battle, an Oldblood’s cold fury radiates outward and drives its lesser kin into a rage of their own. You can re-roll wound rolls of 1 for Saurus models within 5" of an Oldblood.

Magic

Slann Wizards know the Summon Oldblood spell, in addition to any others they know.

command ability

Paragon of Order: The Saurus Oldblood gives an unspoken command, causing its warriors to snap into a new formation. If a Saurus Oldblood uses this ability, each Seraphon unit from your army within 10" can immediately reform around one of its models. That model must stay where it is, but each other model in the unit can move up to 3" so long as it does not end this move within 3" of the enemy.

Summon Oldblood

Summon Oldblood has a casting value of 5. If successfully cast, you can set up a Saurus Oldblood within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Order, Daemon, Celestial, seraphon, saurus, hero, saurUs oldblood

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Saurus Oldblood on Cold One 7

10"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War-pick

1"

3

3+

3+

-1

1

Fearsome Jaws and Stardrake Shield

1"

1

4+

3+

-

1

Cold One’s Vicious Bite

1"

2

3+

4+

-

1

description

A Saurus Oldblood on Cold One is a single model. The Oldblood fights with many weapons at once – a Celestite War-pick, its Fearsome Jaws and the serrated edge of its Stardrake Shield – while its Cold One mount is almost as deadly with its Vicious Bite.

Abilities

Stardrake Shield: When you make save rolls for this model, ignore the enemy’s Rend characteristic unless it is -2 or better.

Magic

Slann Wizards know the Summon Knight Veteran spell, in addition to any others they know. Summon Knight Veteran

Summon Knight Veteran has a casting value of 5. If successfully cast, you can set up a Saurus Oldblood on Cold One within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Command Ability

Savage Charge: The Oldblood spurs its Cold One towards the enemy and urges its kin to follow. If a Saurus Oldblood on Cold One uses this ability, then you can re-roll charge rolls and hit rolls of 1 for Saurus units within 8". In addition, until your next hero phase this model and any Saurus Cavalry within 8" make an additional attack with their Cold Ones’ Vicious Bites.

Fury of the Seraphon: After this model has made all its Celestite War-pick attacks, roll a dice. If the result is 4 or higher, it can attack again with its Celestite War-pick. Roll again after those attacks; if the result is 6, it can attack for a third and final time. KEYWORDS

Order, Daemon, Celestial, seraphon, Saurus, hero, Saurus Oldblood on Cold One

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Chakax, The Eternity Warden 5"

7

10 b

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

Star-stone Mace

1"

3

Fearsome Jaws

1"

1

To Hit

To Wound

Rend

Damage

3+

3+

-1

2

4+

4+

-

1

r av ery

description

Chakax, the Eternity Warden, is a single model. He is armed with a Star-stone Mace and tears into enemies with his Fearsome Jaws.

Abilities

Selfless Protector: Each time this model is within 2" of a Slann that suffers a wound or mortal wound, he can attempt to intervene. If he does so, roll a dice. If the result is 2 or higher, the Slann ignores that wound or mortal wound but this model suffers a mortal wound in its place. Alpha Warden: Temple Guard make an additional attack with their Celestite Polearms while their unit is within 5" of Chakax.

Magic

Slann Wizards know the Summon Eternity Warden spell, in addition to any others they know. Summon Eternity Warden

Summon Eternity Warden has a casting value of 5. If successfully cast, you can set up Chakax within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

order, Daemon, Celestial, seraphon, Saurus, hero, chakax

KEYWORDS

Gor–rok 7

5"

10

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War-mace

1"

5

3+

3+

-1

1

Fearsome Jaws and Aeon Shield

1"

2

4+

3+

-

1

br a ery v

description

Gor-Rok is a single model. He is a ferocious exemplar of the saurus’ martial might, crushing armour with his Celestite War-mace and tearing through flesh with his Fearsome Jaws and drakescale Aeon Shield. As well as being a deadly weapon, the massive Aeon Shield is almost impervious to damage.

Abilities

Aeon Shield: When you make save rolls for this model, ignore the enemy’s Rend characteristic unless it is -3 or better.

KEYWORDS

Ferocious Rage: If the hit roll for one of this model’s attacks is 6 or higher, make D3 wound rolls rather than 1. If the wound roll for one of this model’s attacks is 6 or higher, it causes D3 damage rather than 1.

Magic

Slann Wizards know the Summon Sunblood spell, in addition to any others they know.

Summon Sunblood

Summon Sunblood has a casting value of 5. If successfully cast, you can set up Gor-Rok within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

command ability

Scent of Weakness: If Gor-rok uses this ability, pick an enemy unit within 15" – until your next hero phase, re-roll failed hit rolls for attacks made in the combat phase against that unit by any of your Saurus models.

order, Daemon, Celestial, seraphon, Saurus, hero, gor-rok Warhammer Age of Sigmar © Games Workshop Ltd. 2015

scar-veteran with battle standard 6

5"

10

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite War-pick

1"

3

3+

3+

-1

1

Fearsome Jaws

1"

1

4+

4+

-

1

br a ery v

description

A Scar-Veteran with Battle Standard is a single model. It wields a Celestite War-pick and savages the enemy with its Fearsome Jaws. It carries an ancient device that can increase the flow of celestial magic to the vicinity.

Abilities

Celestial Conduit: In your hero phase, this model can plant its standard and activate its powers. Until your next hero phase, you may not move this model, but you may add 1 to the result of the casting roll when a Seraphon Wizard in your army attempts to cast any spells. If the spell is cast, add 8" to its range. Proud Defiance: While the standard is planted, you can re-roll any failed hit rolls for this model and any Seraphon units from your army within 10".

KEYWORDS

Magic

Slann Wizards know the Summon Astrolith Bearer spell, in addition to any others they know. Summon Astrolith Bearer

Summon Astrolith Bearer has a casting value of 5. If successfully cast, you can set up a Saurus Scar-Veteran with Battle Standard within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Order, Daemon, Celestial, seraphon, saurus, hero, totem, scar-veteran with battle standard

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

scar-veteran on Carnosaur 12

✹ 10

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite Warblade

1"

6

3+

3+

-

1

Celestite War-spear Celestite Greatblade Fearsome Jaws and Stardrake Shield

2" 1" 1"

6 3 1

4+ 4+ 4+

3+ 3+ 3+

-1 -1 -

1 2 1

Carnosaur’s Clawed Forelimbs

2"

2



3+

-

2

Carnosaur’s Massive Jaws

2"



3+

3+

-1

D3

DAMAGE Table

description

Wounds Suffered

Move

Clawed Forelimbs

Massive Jaws

0-2 3-4

10"

3+

5

10"

4+

4

5-7

8"

4+

3

8-9

8"

5+

2

10+

6"

5+

1

A Saurus Scar-Veteran on Carnosaur is a single model. It is a warrior as much as a leader, frighteningly adept with its Celestite Warblade, War-spear or Greatblade. It is almost as deadly with its Fearsome Jaws and toothed Stardrake Shield. Its Carnosaur mount is a terrifying predator that swipes at enemies with its powerful Clawed Forelimbs and tears at them with its Massive Jaws.

Abilities

Pinned Down: Carnosaurs tackle large prey by pinning them in place before tearing into them with their massive jaws. If an enemy Monster is hit twice with the Carnosaur’s Clawed Forelimbs, you can add 2 to the result when rolling to hit that target with the Carnosaur’s Massive Jaws in the same turn. Blood Frenzy: A Carnosaur that tastes the flesh of the enemy becomes a rampaging force of destruction. Once this model has slain an enemy with its Massive Jaws, it can run and charge in the same turn for the rest of the battle. Bloodroar: The roar of a Carnosaur can cause even the most daring warrior to turn and flee. If your opponent takes a battleshock test for a unit within 8" of any Carnosaurs, roll a dice. If the result is higher than the result on your opponent’s dice, D3 models flee from the unit (as well as any that flee because of the test).

Magic

Slann Wizards know the Summon Carnosaur spell, in addition to any others they know. Summon Carnosaur

Summon Carnosaur has a casting value of 10. If successfully cast, you can set up a Scar-Veteran on Carnosaur within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Command Ability

Saurian Savagery: The Scar-Veteran looses an ear-splitting roar that drives nearby saurus into a frenzy. If a Saurus ScarVeteran on Carnosaur uses this ability, pick a Saurus unit within 15". Until your next hero phase, whenever you roll a hit roll of 6 or more for a model in that unit, that model can immediately make one additional attack using the same weapon.

Stardrake Shield: When you make save rolls for this model, ignore the enemy’s Rend characteristic unless it is -2 or better.

KEYWORDS

order, Daemon, Celestial, Seraphon, CArnosaur, saurus, monster, hero, scar-veteran

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

saurus warriors 1

5"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite Club

1"

1

4+

3+

-

1

Celestite Spear

2"

1

4+

4+

-

1

Powerful Jaws and Stardrake Shield

1"

1

5+

4+

-

1

description

Wardrum

A unit of Saurus Warriors has 10 or more models. Some units of Saurus Warriors wield Celestite Clubs, while others are armed with Celestite Spears. In either case, they also tear into the enemy with their Powerful Jaws and the serrated teeth of their Stardrake Shields. Alpha Talon

The leader of this unit is the Alpha Talon. An Alpha Talon makes 2 attacks rather than 1 with its Celestite Club or Spear. Stardrake icon

Models in this unit may carry stardrake icons that pulse with the terrifying essence of a celestial predator. If a battleshock test is made for an enemy unit within 5" of any stardrake icons, add 1 to the result.

KEYWORDS

Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so it doubles its Move characteristic, but cannot run or charge in the same turn.

Abilities

Stardrake Shields: When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better. Ordered Cohort: Saurus are even deadlier when fighting in organised ranks. Add 1 to this unit’s hit rolls if it has at least 20 models, and 1 to the number of attacks each model makes with its Celestite weapon if it has at least 30 models.

Magic

Slann Wizards know the Summon Saurus spell, in addition to any others they know. Summon Saurus

Summon Saurus has a casting value of 6. If successfully cast, you can set up a unit of up to 10 Saurus Warriors within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 20 Saurus Warriors instead.

Order, Daemon, Celestial, Seraphon, saurus, saurus warriors

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

temple guard 1

5"

10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite Polearm

1"

2

Powerful Jaws and Stardrake Shield

1"

1

3+

3+

-1

1

5+

4+

-

1

br a ery v

description

Wardrum

A unit of Temple Guard has 5 or more models. They wield Celestite Polearms, but these are far from their only weapons – their Powerful Jaws and Stardrake Shields make them even more terrifying to face.

Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so it doubles its Move characteristic, but cannot run or charge in the same turn.

Alpha guardian

Abilities

The leader of this unit is the Alpha Guardian. An Alpha Guardian makes 3 attacks rather than 2 with its Celestite Polearm. Stardrake icon

Models in this unit may carry stardrake icons that pulse with the terrifying essence of a celestial predator. If a battleshock test is made for an enemy unit within 5" of any stardrake icons, add 1 to the result.

KEYWORDS

Stardrake Shields: When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better. Sworn Guardians: Temple Guard were created to protect their masters. If this unit is within 8" of any Seraphon Heroes, add 2 to its Bravery and 1 to the result of any save rolls for it.

Magic

Slann Wizards know the Summon Saurus Guard spell, in addition to any others they know. Summon Saurus Guard

Summon Saurus Guard has a casting value of 6. If successfully cast, you can set up a unit of up to 5 Temple Guard within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 10 Temple Guard instead.

Order, Daemon, Celestial, seraphon, saurus, temple guard

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

saurus cavalry 2

7"

10

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Celestite Blade

1"

1

3+

3+

-

1

Celestite Lance

1"

1

4+

3+

-

1

Powerful Jaws and Stardrake Shield

1"

1

5+

4+

-

1

Cold One’s Vicious Bite

1"

2

3+

4+

-

1

description

Wardrum

A unit of Saurus Cavalry has 5 or more models. Some units wield Celestite Blades, while others prefer Celestite Lances. All attack with their heavy Stardrake Shields and Powerful Jaws, while their Cold One mounts give a Vicious Bite.

Models in this unit may carry wardrums. A unit that includes any wardrums can march in its movement phase. When it does so it doubles its Move characteristic, but cannot run or charge in the same turn.

Alpha Knight

Stardrake Shields: When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better.

The leader of this unit is the Alpha Knight. An Alpha Knight makes 2 attacks rather than 1 with its Celestite Blade or Lance. Stardrake icon

Models in this unit may carry stardrake icons that pulse with the terrifying essence of a celestial predator. If a battleshock test is made for an enemy unit within 5" of any stardrake icons, add 1 to the result.

KEYWORDS

Abilities

Blazing Lances: As Saurus Cavalry speed towards the foe, their lances burst into flame. If the wound roll for a Celestite Lance is 6 or higher and the model charged in the same turn, the attack inflicts an additional mortal wound.

Magic

Slann Wizards know the Summon Saurus Knights spell, in addition to any others they know. Summon Saurus Knights

Summon Saurus Knights has a casting value of 6. If successfully cast, you can set up a unit of up to 5 Saurus Cavalry within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 10 Saurus Cavalry instead.

Order, Daemon, Celestial, seraphon, saurus, saurus cavalry

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

tehenhauin, prophet of sotek 5

8"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tide of Serpents

8"

4

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blade of the Serpent’s Tongue

2"

4

3+

4+

-1

1

description

Tehenhauin, Prophet of Sotek, is a single model. He wields the venomous Blade of the Serpent’s Tongue and is ever accompanied by a Tide of Serpents that he can send forth to attack his enemies.

Abilities

Deadly Venom: If the hit roll for an attack made by Tehenhauin is 6 or more, do not roll to wound. Instead, the target unit suffers a mortal wound.

Magic

Slann Wizards know the Summon Skink Prophet spell, in addition to any others they know. Summon Skink Prophet

Summon Skink Prophet has a casting value of 5. If successfully cast, you can set up Tehenhauin within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

command Ability

Prophet of Sotek: Holding aloft the heart of a slain enemy as an offering to Sotek, Tehenhauin drives his fellow skinks into a holy rage. Until your next hero phase, you can re-roll hit rolls of 1 for attacks made by Skink models that are within 18" of Tehenhauin when they attack in the combat phase.

Priestly Rites: In your hero phase, Tehenhauin can perform a rite to harness the power of the Old Ones. If he does so, roll a dice. If the result is 4 or more, pick a Seraphon unit within 8". You can re-roll run rolls, charge rolls and save rolls for that unit until your next hero phase.

KEYWORDS

Order, Daemon, Celestial, seraphon, Skink, hero, Priest, tehenhauin

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Tetto’eko 5

5"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Astromancer’s Staff

2"

1

4

4+

-1

D3

r av ery

description

Tetto’eko is a single model carrying an Astromancer’s Staff and seated upon a Palanquin of Constellations – a floating throne of carved stone that incorporates augurs and seeing-stones for discerning the future from the movement of the stars. Fly

Tetto’eko can Fly.

Abilities

Cosmic Herald: In your hero phase, Tetto’eko can attempt to scry the future. Both you and your opponent secretly place a dice to show any number, then reveal them. You gain as many insights as the number on your dice – however, if your opponent’s dice shows the same number, Tetto’eko misreads the portents that are revealed and your opponent gains the insights instead! Each insight can be used to re-roll any single dice before your next hero phase.

MAGIC

Tetto’eko is a wizard. He can attempt to cast a spell in each of your hero phases, and unbind a spell in each enemy hero phase. He knows the Arcane Bolt, Curse of Fates and Mystic Shield spells.

KEYWORDS

Curse of Fates

Curse of Fates has a casting value of 4. If successfully cast, pick a unit within 20". Once per phase until your next hero phase, you can increase or decrease the result of a single dice roll for that unit by one. Slann Wizards know the Summon Starseer spell, in addition to any others they know. Summon Starseer

Summon Starseer has a casting value of 5. If successfully cast, you can set up Tetto’eko within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Order, Daemon, Celestial, seraphon, Skink, hero, wizard, tetto’eko

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

oxyotl 4

8"

10 b

6+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Golden Blowpipe of P’toohee

16"

6

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dart

1"

2

5+

5+

-

1

r av ery

description

Oxyotl is a single model. He fires a hail of poisoned darts from the Golden Blowpipe of P’toohee, but can defend himself in melee by wielding an envenomed Dart as an improvised dagger.

Abilities

Chameleon Ambush: Instead of setting up Oxyotl, you can place him to one side and say that he is in hiding. In any of your movement phases you can reveal him by setting him up anywhere on the battlefield.

KEYWORDS

Disappear from Sight: In your hero phase, Oxyotl can vanish from sight and go into hiding. If he does so, remove him from the battlefield. You can reveal him as described above in this turn or any subsequent turn. Flawless Mimicry: If Oxyotl is within or on a terrain feature, his Save characteristic is 3+ rather than 6+. This includes the bonus for being in cover.

Magic

Slann Wizards know the Summon Stalker spell, in addition to any others they know. Summon Stalker

Summon Stalker has a casting value of 5. If successfully cast, you can set up Oxyotl within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Master Predator: Add 2 to the result of any wound rolls for the Golden Blowpipe of P’toohee if Oxyotl did not move, and was not set up, in the movement phase of the same turn.

Order, Daemon, Celestial, Seraphon, SKINK, hero, oxyotl

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

skink priest 4

8"

10 b

5+

sav e

u n ds wo

MOV E

r av ery

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Starbolt

18"

D3

3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Star-stone Staff

1"

3

4+

3+

-1

1

A Skink Priest is a single model wielding a Star-stone Staff. Each has its own methods of performing celestial rites; some garb for war in a colourful Cloak of Feathers and cap their staff with an Azyrite gem that looses searing Starbolts, while others prefer to carry a variety of Priestly Trappings, from small glyph-stones to the bleached skulls of their foes.

Abilities

Celestial Rites: In your hero phase, a Skink Priest can perform a rite to harness the power of the cosmos. If it does so, roll a dice. If the result is 4 or more, pick a Seraphon unit within 8". You can re-roll run rolls, charge rolls and save rolls for that unit until your next hero phase. Cloak of Feathers: A Skink Priest wearing a Cloak of Feathers has a Save of 4+ rather than 5+, a Move of 14" rather than 8", and can fly.

Magic

Slann Wizards know the Summon Skink Priest spell, in addition to any others they know. Summon Skink Priest

Summon Skink Priest has a casting value of 5. If successfully cast, you can set up a Skink Priest within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Priestly Trappings: A Skink Priest wearing Priestly Trappings affects all Seraphon units from your army within 8" when it performs a celestial rite, rather than a single unit. KEYWORDS

Order, Daemon, Celestial, seraphon, Skink, hero, priest, skink priest

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

skink chief 4

8"

10

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blowpipe

16"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ornate Club

1"

4

4+

3+

-

1

Golden Sickle

1"

4

4+

4+

-1

1

description

A Skink Chief is a single model. He is armed either with a Golden Sickle or an Ornate Club, and carries a Star-buckler. Some Skink Chiefs also spit poisoned darts from a Blowpipe.

Abilities

Marked for Greatness: You can choose to re-roll a single dice for this model in each phase. Star-buckler: When you make save rolls for a Skink Chief, ignore the enemy’s Rend characteristic unless it is -2 or better.

KEYWORDS

Magic

Slann Wizards know the Summon Skink Chief spell, in addition to any others they know. Summon Skink Chief

Summon Skink Chief has a casting value of 5. If successfully cast, you can set up a Skink Chief within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

command Ability

Skink War Leader: Guided by the steady hand of a Chief, even the lowliest skink can be as deadly as a saurus. If a Skink Chief uses this ability, pick a Skink unit within 10". You can add 1 to all hit rolls for that unit until your next hero phase.

Order, Daemon, Celestial, seraphon, Skink, hero, skink chief

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skinks MISSILE WEAPONS

1

8"

10 b

6+

sav e

u n ds wo

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Meteoric Javelin

8"

1

5+

4+

-

1

Boltspitter

16"

1

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Meteoric Javelin

1"

1

6+

5+

-

1

Boltspitter

1"

1

5+

6+

-

1

Moonstone Club

1"

1

5+

4+

-

1

description

A unit of Skinks has 10 or more models. Some units wield Meteoric Javelins and carry Star-bucklers. Others loose crackling projectiles from Boltspitters and either wield Moonstone Clubs or carry Starbucklers, while some fight up close with Moonstone Clubs and Star-bucklers. Alpha

The leader of this unit is the Alpha. An Alpha makes 2 attacks rather than 1 in the combat phase.

Abilities

Celestial Cohort: A large group of skinks fighting in unison is a terrifying foe, becoming deadlier as celestial energy coruscates between them. Add 1 to hit rolls for this unit in the shooting phase if it has at least 20 models, or add 2 if it has at least 30 models. Star-buckler: Some Skinks carry bucklers as resilient as the scales of stardrakes. When you make save rolls for a unit carrying Star-bucklers, ignore the enemy’s Rend characteristic unless it is -2 or better. Wary Fighters: When it is this unit’s turn to pile in and attack, it can withdraw instead. Move each model in the unit up to 8", so that each one ends up at least 3" from the enemy.

KEYWORDS

Order, Daemon, Celestial, seraphon, skinks

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Slann Wizards know the Summon Skinks spell, in addition to any others they know. Summon Skinks

Summon Skinks has a casting value of 5. If successfully cast, you can set up a unit of up to 10 Skinks within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 10 or more, set up a unit of up to 20 Skinks instead.

Chameleon Skinks 1

8"

10

MISSILE WEAPONS

6+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Wound

Rend

Damage

Dartpipe

16"

2

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Envenomed Dart

1"

1

5+

5+

-

1

description

A unit of Chameleon Skinks has 5 or more models armed with Dartpipes that loose lethal projectiles sparkling with deadly star-venom. They prefer to keep the enemy at range, but are able to defend themselves by wielding their darts in close quarters.

Disappear from Sight: In your hero phase, this unit can blend with its surroundings and go into hiding. If it does so, remove it from the battlefield. You can reveal it as described above in any subsequent turn.

Abilities

Perfect Mimicry: If all models in this unit are within or on a terrain feature, their Save characteristic is 3+ rather than 6+. This includes the bonus for being in cover.

Chameleon Ambush: Instead of setting up this unit on the battlefield, you can place it to one side and say that it is in hiding. In any of your movement phases, you can reveal a unit that is in hiding by setting it up anywhere on the battlefield.

KEYWORDS

To Hit

Star-venom: If the hit roll is 6 or higher when a model attacks with a Dartpipe, the attack’s Damage characteristic is 2 rather than 1, or 3 rather than 1 if the target is a Chaos Daemon.

Magic

Slann Wizards know the Summon Chameleon Skinks spell, in addition to any others they know. Summon Chameleon Skinks

Summon Chameleon Skinks has a casting value of 6. If successfully cast, you can set up a unit of up to 5 Chameleon Skinks within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 10 Chameleon Skinks instead.

order, Daemon, Celestial, seraphon, Skink, CHAMELEON SKINKs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

terradon riders 3

14" 10

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Starstrike Javelin

10"

2

Sunleech Bolas

5"

1

MELEE WEAPONS

Range

Attacks

To Hit

Skyblade

1"

3

3+

Terradon’s Razor-sharp Beak

1"

4

4+

description

A unit of Terradon Riders has 3 or more models. Some units of Terradon Riders throw Starstrike Javelins, while others wield Sunleech Bolas. Their Terradon mounts make low dives to attack with their Razor-sharp Beaks. Unit leader The leader of this unit is either an Alpha or a Master of the Skies. An Alpha’s ranged weapon has a To Hit characteristic of 3+ rather than 4+, while a Master of the Skies is armed with a Skyblade instead of its ranged weapon. Fly

Terradon Riders can fly.

KEYWORDS

Attacks

Abilities

Deadly Cargo: Terradons carry heavy boulders hewn from meteoric rock and carved with sigils of destruction, ready to be dropped at a command from their riders. Once per game, the unit can drop its boulders onto an enemy unit it moves over during the movement phase. Roll a dice for each Terradon in this unit; for each result of 4 or more, the enemy unit is struck and suffers D3 mortal wounds. Sunleech Bolas: If an attack made with a Sunleech Bolas scores a hit, the projectile bursts into flame. Roll a dice and make that many wound rolls. Skyblade: If the target of an attack made with a Skyblade can fly, you can re-roll failed hit rolls.

To Hit

To Wound

Rend

Damage

4+

3+

-

1

4+

4+

-

1

To Wound

Rend

Damage

4+

-

1

4+

-

1

Swooping Dive: At the end of your movement phase, you can declare this unit will swoop down to attack the foe at close quarters. If you do so, then in the following combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground.

Magic

Slann Wizards know the Summon Terradons spell, in addition to any others they know. Summon Terradons

Summon Terradons has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Terradon Riders within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 6 Terradon Riders instead.

Order, Daemon, Celestial, seraphon, skink, terradon riders

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

ripperdactyl riders 3

14" 10

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

To Wound

Rend

Damage

Moonstone War-spear

2"

1

4+

4+

-

1

1"

3

3+

3+

-

1

Ripperdactyl’s Vicious Beak

1"

1

4+

3+

-

1

A unit of Ripperdactyl Riders has 3 or more models. The skink riders are armed with Moonstone War-spears and carry Star-bucklers, while their mounts attack with Slashing Claws and Vicious Beaks. Alpha

The leader of this unit is the Alpha. An Alpha makes 2 attacks rather than 1 with its War-spear. FLY

Ripperdactyl Riders can fly. Voracious Appetite: Each time a model from this unit attacks with its Vicious Beak and scores a hit, immediately make another hit roll against the same target. Carry on until a hit roll does not score a hit, then make any wound rolls.

KEYWORDS

To Hit

Ripperdactyl’s Slashing Claws

description

Abilities

Attacks

Star-bucklers: When you make save rolls for this unit, ignore the enemy’s Rend characteristic unless it is -2 or better. Swooping Dive: At the end of your movement phase, you can declare this unit will swoop down to attack the foe at close quarters. If you do so, then in the following combat phase you can re-roll failed hit and wound rolls for this unit as the enemy reels from the sudden assault. Until your next hero phase, measure range and visibility for models in this unit as though they were on the ground.

Magic

Slann Wizards know the Summon Ripperdactyls spell, in addition to any others they know. Summon Ripperdactyls

Summon Ripperdactyls has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Ripperdactyl Riders within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 6 Ripperdactyl Riders instead.

Toad Rage: In your first hero phase, place a Blot Toad anywhere on the battlefield for each of your units of Ripperdactyl Riders. In each of your movement phases, roll a dice and move the Blot Toad up to that many inches. Blot Toads do not count as enemy models to either side. If a Ripperdactyl attacks an enemy unit that is within 2" of any Blot Toad, it makes 3 attacks with its Vicious Beak instead of 1.

Order, Daemon, Celestial, Seraphon, SKINK, ripperdactyl riderS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skink Handlers 1

8"

10 b

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Goad-spears

2"

1

5+

5+

-

1

r av ery

description

A unit of Skink Handlers can have any number of models. Each Skink Handler is equipped with a Goad-spear, which they use to encourage seraphon war beasts to advance on the foe, or to jab at enemies who get too close.

Abilities

Magic

Slann Wizards know the Summon Skink Handlers spell, in addition to any others they know.

Aim for their Eyes: If you roll a hit roll of 6 or more for a Goad-spear, that attack has struck the target in the eyes and wounds automatically – there is no need to make a wound roll for that attack.

Summon Skink Handlers

Summon Skink Handlers has a casting value of 4. If successfully cast, you can set up a unit of up to 3 Skink Handlers within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Order, Daemon, Celestial, seraphon, Skink, Handlers

KEYWORDS

salamanders 3

8"

10

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

To Hit

Rend

Damage

Stream of Fire

8"

1

3+

3+

-2

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Corrosive Bite

1"

3

3+

3+

-1

1

A unit of Salamanders has any number of models. A Salamander spits a caustic Stream of Fire at its prey and attacks with a Corrosive Bite.

Abilities

Goaded to Fury: The range of a Salamander’s Stream of Fire attack is increased to 12" whilst its unit is within 3" of any Skink Handlers from your army. It Burns!: Roll a dice at the end of the shooting phase for each unit that suffered any wounds from a Salamander’s Stream of Fire in that phase. If the result is 4 or higher, the unit suffers D3 mortal wounds as the corrosive liquid eats through armour, flesh and bone.

KEYWORDS

To Wound

Order, Daemon, Celestial, Seraphon, salamanders Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Slann Wizards know the Summon Salamanders spell, in addition to any others they know. Summon Salamanders

Summon Salamanders has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Salamanders within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

razordonS 3

8"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Volley of Spikes

12"

2D6

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Fierce Bite and Spiked Tail

1"

3

4+

3+

-

1

description

A unit of Razordons has any number of models. A Razordon can unleash a deadly Volley of Spikes and attack with its Fierce Bite and Spiked Tail.

Abilities

Piercing Barbs: If a Razordon shoots a Volley of Spikes at a target within 6", it has a Rend characteristic of -1 rather than ‘-’.

Magic

Instinctive Defence: Once per turn, if an enemy unit ends a charge move within 3" of this unit, roll a dice. If the result is 4 or higher, the Razordons immediately attack the charging unit with their Volleys of Spikes.

Slann Wizards know the Summon Razordons spell, in addition to any others they know. Summon Razordons

Summon Razordons has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Razordons within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase.

Goaded to Anger: You can re-roll all hit rolls of 1 for a Razordon in the shooting phase whilst its unit is within 3" of any Skink Handlers from your army.

Order, Daemon, Celestial, Seraphon, Razordons

KEYWORDS

Kroxigor 4

8"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Drakebite Maul Moon Hammer Vice-like Jaws

description

A unit of Kroxigor has 3 or more models. They are armed with mighty Drakebite Mauls. 1 in every 3 models may instead be armed with a Moon Hammer. Even unarmed, Kroxigor are feared for the terrifying bite of their Vice-like Jaws.

Abilities

Energy Transference: When skinks are nearby, Kroxigor are energised by the nimbus of light that plays around the diminutive creatures. You can re-roll wound rolls of 1 for Kroxigor if they are within 3" of any Skinks.

KEYWORDS

Attacks

To Hit

To Wound

2"

4

4+

2"

See below

4+

1"

1

4+

Sweeping Blows: When a Kroxigor attacks with a Moon Hammer, it swings it in a wide arc that hits a number of foes. Select a target unit and make one attack against it for each of its models within range. Jaws like a Steel Trap: If the wound roll for an attack made with a model’s Vice-like Jaws is 6 or higher, the Kroxigor clamps its massive teeth around its victim and shakes it back and forth. Both you and your opponent roll a dice. If you score higher, your opponent does not make a save roll – instead, the target suffers a number of mortal wounds equal to the difference between the two dice rolls. Otherwise, the victim slips free and the attack causes no damage.

Order, Daemon, Celestial, seraphon, KROXIGOR Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Rend

Damage

3+

-

2

3+

-1

2

3+

-1

1

Magic

Slann Wizards know the Summon Kroxigor spell, in addition to any others they know. Summon Kroxigor

Summon Kroxigor has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Kroxigor within 15" of the caster and more than 9" from any enemy models. The unit is added to your army but cannot move in the following movement phase. If the result of the casting roll was 11 or more, set up a unit of up to 6 Kroxigor instead.

Stegadon 10

✹ 10

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Meteoric Javelins

8"

4

5+

4+

-

1

Skystreak Bow

25"

3

4+

3+

-1

D3

Sunfire Throwers

8"

See below

3+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Massive Horns

2"

3

3+

3+



2

Crushing Stomps

1"



4+

3+

-

1

DAMAGE Table Wounds Suffered

Move

Massive Horns

0-2

8"

-3

3D6

3-4

7"

-2

2D6

5-6

6"

-2

2D6

7-8

5"

-1

D6

9+

4"

-1

D6

description

A Stegadon is a single model. It impales enemies upon its Massive Horns and pounds them with its Crushing Stomps. From its howdah, the Stegadon’s skink crew hurl Meteoric Javelins that streak outwards in the form of shooting stars. The howdah also supports either a mighty Skystreak Bow or a set of Sunfire Throwers, and some Stegadons bear a Skink Alpha to battle, who directs nearby units from his lofty perch.

Abilities

Unstoppable Stampede: When a Stegadon attacks with its Crushing Stomps, add 1 to any wound rolls if it charged in the same turn. Steadfast Majesty: Stegadons are fearless beasts, and their stubborn refusal to back down when faced by even the most

KEYWORDS

fearsome foes inspires great courage in the lesser seraphon that swarm around them. You can re-roll battleshock tests for units of Skinks within 5" of any Stegadons. Gout of Sunfire: The Sunfire Throwers mounted on some howdahs unleash a great roiling cloud of cosmic flame. When a Stegadon attacks with its Sunfire Throwers, select a target unit and make one attack against it for each of its models within range.

Magic

Slann Wizards know the Summon Stegadon spell, in addition to any others they know. Summon Stegadon

Summon Stegadon has a casting value of 10. If successfully cast, you can set up a Stegadon within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Skink Alpha: If a Stegadon bears a Skink Alpha, then in your hero phase he can give orders to a Skink unit within 8". If that unit is not within 3" of an enemy unit, you can immediately roll a dice and move each of its models up to that many inches. In addition, until your next hero phase you can re-roll hit rolls of 1 for that unit.

order, Daemon, Celestial, seraphon, skink, monster, stegadon

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Crushing Stomps

Engine of the gods 10

✹ 10

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Meteoric Javelins

8"

4

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sharpened Horns

2"

4

3+

3+

-1

2

Crushing Stomps

1"



4+

4+

-

1

DAMAGE Table Wounds Suffered

Move

Crushing Stomps

Cosmic Engine

0-2

8"

3D6

3 dice

3-4

7"

2D6

3 dice

5-6

6"

2D6

2 dice

7-8

5"

D6

2 dice

9+

4"

D6

1 dice

description

An Engine of the Gods is a single model crewed by a Skink Priest and a number of skinks. The Stegadon bearing the engine attacks with its Sharpened Horns and flattens the foe with its Crushing Stomps, while the skinks riding in its howdah hurl Meteoric Javelins – enchanted projectiles that transmute into meteors as they soar towards the enemy.

Abilities

Unstoppable Stampede: When an Engine of the Gods attacks with its Crushing Stomps, add 1 to any wound rolls if it charged in the same turn. Cosmic Engine: The Engine of the Gods is an ancient device, so powerful that it is capable of disrupting the natural laws of the universe. In your hero phase, roll a number of dice as shown on the Cosmic Engine column of the damage table above and consult the following table. If there is a Slann within 10" it can flex its will to better control the engine; roll one additional dice, then discard one of your choice before adding them together.

KEYWORDS

Total Effect 1-2 The Engine of the Gods shakes violently as the universe resists its pull. This model suffers D3 mortal wounds. 3-5 The great dial thrums furiously and a brilliant white light shines forth. The Engine of the Gods and any Seraphon units within 3" each heal D3 wounds. 6-9 An enemy unit within 25" is hit with a bolt of azure energy that shoots from the engine, suffering D6 mortal wounds. 10-13 A whirlpool of starfire engulfs the enemy. Roll a dice for each enemy unit within 10". If the result is 4 or higher, the unit suffers D3 mortal wounds. 14-17 A Seraphon unit is called forth from Azyr to join your army. Set up all its models within 8" of this model, at least 9" from the enemy. 18+ Time crawls to a halt around your army. After this turn, you can immediately take another. If you roll this result a second time in the same turn, you count as having rolled 14-17 instead.

Steadfast Majesty: Stegadons are fearless beasts, and their stubborn refusal to back down when faced by even the most fearsome foes inspires great courage in the lesser seraphon that swarm around them. You can re-roll battleshock tests for units of Skinks within 5" of any Stegadons.

Magic

Slann Wizards know the Summon Engine of the Gods spell, in addition to any others they know. Summon Engine of the Gods

Summon Engine of the Gods has a casting value of 10. If successfully cast, you can set up an Engine of the Gods within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

order, Daemon, Celestial, seraphon, Stegadon, Skink, monster, Hero, priest, Skink Priest, engine of the gods

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

bastiladon 5"

8

10

3+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

Damage

Searing Beam

20"

2D6

4+

3+

-1

2

8"

4

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bludgeoning Tail

2"

3

3+

3+

-1

D3

A Bastiladon is a single model. It attacks with its Bludgeoning Tail, while the skinks riding atop its thick armour hurl Meteoric Javelins. Some Bastiladons carry a mysterious Ark of Sotek on their backs, which unleashes a tide of snakes to overwhelm the foe – others are deemed worthy to bear a devastating Solar Engine, capable of emitting a Searing Beam of celestial energy. Impervious Defence: When you make save rolls for a Bastiladon, ignore the attacker’s Rend characteristic. In addition, roll a dice whenever it suffers a mortal wound. On a result of 4 or higher, the wound is ignored.

KEYWORDS

Rend

Meteoric Javelins

description

Abilities

To Wound

Light of the Heavens: The light of a Solar Engine is utterly lethal to the minions of Chaos. If this model’s Searing Beam targets a unit of Chaos Daemons, its Damage characteristic is 3 rather than 2. Tide of Snakes: At the start of each combat phase, a Bastiladon carrying an Ark of Sotek can unleash a tide of venomous serpents. Pick up to six enemy units within 8" and mark each one with a dice showing a different number. Then roll twelve dice to see where the snakes go. Each enemy unit suffers one mortal wound for each roll that matches the number on its dice. Any dice that do not roll a matching number represent snakes slithering away or being crushed underfoot, so have no effect.

Magic

Slann Wizards know the Summon Bastiladon spell, in addition to any others they know. Summon Bastiladon

Summon Bastiladon has a casting value of 8. If successfully cast, you can set up a Bastiladon within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

Order, Daemon, Celestial, seraphon, skink, monster, bastiladon

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Troglodon 12



10 b

4+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Noxious Spittle



D3

3+

3+

-

2

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Venomous Bite

2"

6

4+



-

2

Troglodon’s Clawed Forelimbs

2"

2

4+

3+

-

2

Skink Oracle’s Divining Rod

1"

1

4+

5+

-

1

DAMAGE Table Wounds Suffered

Move

0-2

10"

18"

2+

3-4

9"

15"

3+

5-7

8"

12"

3+

7"

9"

4+

10+

6"

6"

5+

A Troglodon is a single model. It sprays Noxious Spittle at its enemies before pouncing on them with its Venomous Bite and Clawed Forelimbs. It is ridden by a Skink Oracle who wields a Divining Rod. Divining Rod: The Skink Oracle can use its Divining Rod to attempt to unbind a spell in each enemy hero phase in the same manner as a wizard.

KEYWORDS

Venomous Bite

8-9

description

Abilities

Noxious Spittle

Primeval Roar: Enemy units within 8" of any Troglodons in the battleshock phase must subtract 1 from their Bravery. Drawn to the Screams: If a unit suffers any wounds from this model’s Noxious Spittle in the shooting phase, the sound of screams and the smell of sizzling flesh will help the Troglodon locate its prey. If the Troglodon charges in the subsequent charge phase, you can add 3" to its charge distance as long as it ends its charge within ½" of a screaming unit.

Magic

Slann Wizards know the Summon Troglodon spell, in addition to any others they know. Summon Troglodon

Summon Troglodon has a casting value of 10. If successfully cast, you can set up a Troglodon within 15" of the caster and more than 9" from any enemy models. The model is added to your army but cannot move in the following movement phase.

order, Daemon, Celestial, seraphon, SKink, monster, troglodon

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Jungle Swarms 5

6"

10 b

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Envenomed Teeth and Fangs

1"

5

5+

5+

-

1

r av ery

description

A Jungle Swarm can have any number of models. The many small creatures that make up a Jungle Swarm bite their prey with Envenomed Teeth and Fangs.

KEYWORDS

Abilities

Swarming Tide: Jungle Swarms heal D3 wounds in your hero phase if they are within 3" of a terrain feature, as more creatures flood forth from their hiding places to supplement their number.

Order, jungle swarmS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Deadly Venom: If the hit roll for an attack made by a Jungle Swarm is 6 or more, do not roll to wound. Instead, the target unit suffers a mortal wound as warriors fall to the ground, their muscles spasming and their throats constricting as potent venom courses through their veins.

Lizardmen

skink Patrol Organisation A Skink Patrol consists of the following units:

Abilities Stealthy Advance: After set-up is complete, you can roll two dice for each unit in a Skink Patrol and move all of its models up to that many inches.

• 1 Skink Priest • 2 units of Chameleon Skinks or Skinks in any combination • 1 unit of Terradon Riders or Ripperdactyl Riders

Strike from the Skies: Instead of setting up the flying unit from this battalion on the battlefield, you can place it to one side and say that it is hidden amid the clouds. In any of your movement phases, the unit can plummet from the skies to assail the foe. When it does so, you can set it up anywhere more than 3" from the enemy. In the following combat phase, add 1 to the result of any wound rolls for models from that unit. The Trap is Sprung: In your hero phase, pick a unit that is visible to this battalion’s Skink Priest. Until your next hero phase, you can re-roll hit and wound rolls of 1 for units from the Skink Patrol that attack the unit you picked.

Lizardmen

saurus Host Organisation A Saurus Host consists of the following units: • 1 Saurus Oldblood • 3 units of Saurus Warriors • 1 unit of Temple Guard or Saurus Cavalry

Abilities Saurian Discipline: Saurus Hosts are order exemplified; warriors oblivious to danger marching forth in disciplined ranks. You do not need to take battleshock tests for units in a Saurus Host. Predatory Fighters: Saurus Hosts are made of the most savage and ferocious warriors who excel in the thick of battle. Models in a Saurus Host make 2 attacks with their Powerful Jaws and Stardrake Shields rather than 1.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Warscroll

Ancient Stegadon. . . . . . . . . . . . . . . . . . . . . . . . . . Stegadon Lord Mazdamundi . . . . . . . . . . . . . . . . . . . . . . . . Engine of the Gods Saurus Oldblood on Carnosaur. . . . . . . . . . . . . .Scar-Veteran on Carnosaur Saurus Scar-Veteran . . . . . . . . . . . . . . . . . . . . . . . Saurus Oldblood Saurus Scar-Veteran on Cold One . . . . . . . . . . . Saurus Oldblood on Cold One Skink Chief on Ancient Stegadon. . . . . . . . . . . . Stegadon Skink Chief on Ripperdactyl. . . . . . . . . . . . . . . . R ipperdactyl Alpha (see Ripperdactyl Riders warscroll) Skink Chief on Stegadon . . . . . . . . . . . . . . . . . . . Stegadon Skink Chief on Terradon . . . . . . . . . . . . . . . . . . . Master of the Skies (see Terradon Riders warscroll) Skink Chief with Battle Standard. . . . . . . . . . . . Skink Chief Skink Cohort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Skinks and Kroxigor warscrolls Skink Priest on Ancient Stegadon. . . . . . . . . . . .Engine of the Gods Skink Skirmishers. . . . . . . . . . . . . . . . . . . . . . . . . Skinks Slann Mage-Priest with Battle Standard. . . . . . Slann Mage-Priest Tehenhauin on Ancient Stegadon. . . . . . . . . . . . Engine of the Gods Tiktaq’to . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Master of the Skies (see Terradon Riders warscroll)

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

OGRE KINGDOMS

WARSCROLLS COMPENDIUM

Introduction The hulking ogors are obsessed with two things – eating and fighting. Given the chance, they will indulge in both at the same time. Emerging from their lairs in cave networks, mountainsides and tumbled ruins, the ravenous ogors

and their savage beasts go to war in every Mortal Realm. Brutish and dense, a single ogor can flatten a dwellingplace, whilst a rampaging horde of the gluttonous bullies can topple an entire city.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 tyR ANt 2

U N DS WO

8

MELEE WEAPONS

A Tyrant is a single model. Some Tyrants fight with a massive, double-handed Ogre Club, while others prefer to wield a Club, Basher or Slicer in each hand. Some Tyrants instead fight with a single Club, Basher or Slicer and carry a brace of Ogre Pistols.

Abilities

big name: Before setting this model up, roll a dice to discover its big name:

5

KEyWORDs

Rend

Damage

3+

to hit

-1

to Wound

D3

6

3+

Rend

Damage

4

3+

3+

-1

2"

DEsTRuCTiOn, OgOR, guTbusT

to Wound

4+

1"

3+

2

-2

3

Club ‘em then Club ‘em Again: All Tyrants know that two clubs are better than one. You can re-roll failed hit rolls for a Tyrant armed with more than one Club, Basher or Slicer.

commA nd Ability

bully of the First Degree: If a Tyrant uses this ability, pick one Ogor unit from your army within 6". That unit suffers D3 mortal wounds but does not then have to take battleshock tests for the rest of the battle whilst this Tyrant is alive and on the battlefield.

ER, HERO, TyRAnT

bRAGG thE GUtSMAN U N DS WO

MOV E

6"

7 bR

7

5+

MELEE WEAPONS

Great Gutgouger

Range

Attacks

3"

to hit

3

to Wound

4+

Rend

3+

Damage

-1

3

AV ERy

description

Bragg the Gutsman is a single model. He is armed with Great Gutgouger, a fearsome magical weapon that only he has the skill to wield.

Abilities

gutgouger: Any wound roll of 6or more made with the Great Gutgouger infl icts double Damage.

Th e gutsman: If Bragg inflicts any wounds in the combat phase, the opposing player must subtract 1 from the Bravery of any of their units that are within 6" of Bragg in the battleshock phase of the same turn.

slayer of Champions: You can add 1 to all hit rolls made for Bragg the Gutsman when he targets a Hero.

U N DS WO

MOV E



12

7

4+

SAV E

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

to hit

2 Attacks

D6 name 1 Deathcheater:The Tyrant has 9 Wounds instead of 8. 2 Brawlerguts:You can add 1 to wound rolls for this Tyrant in the combat phase if it charged in the same turn. 3 Mawseeker:The Tyrant has a Save of 3+ instead of 4+. 4 Longstrider:The Tyrant has a Move of 8" instead of 6". 5 Giantbreaker:If any of the Tyrant’s weapons targets a Monster, add 1 to its Damage. 6 Choose the result.

bR AV ERy

6

StONEhORN DEsTRuCTiOn, OgOR, guTbusT

MELEE WEAPONS

Rend

-

D3 3

to

Rend

Damage

2 3



D6

4+ 4+ 4+ 3+

horns

6 5

10"

4

8"

3

6"

2

4"

Abilities

A Stonehorn is a single model. The Ogre is Beastrider on the Stonehorn’s back armed with a Hunting Spear, a Harpoon Launcher, a Chaintrap or a Blood Vulture. The Beastrider can also lash out with Stonehorn e Th brutal Punches and Kicks. uses its Horns to pulverise the enemy, and can deliver terrible blows with its Crushing Hooves.

Earth-shattering Charge: If a Stonehorn the is within 12" of any enemy models at start of your charge phase, it must attempt to charge, even if it ran in the movement its phase! After a Stonehorn completes 1"; charge move, pick an enemy unit within that unit suffers D6 mortal wounds. stone skeleton: Halve any wounds, on a including mortal wounds, inflicted Stonehorn (rounding up).

Workshop Ltd. 2015

2 1 3 D3

-2 -1

Crushing hooves

2+ 3+ 3+ 4+ 4+

Blood blood Vulture: A Beastrider with a of Vulture can release it to hunt in each so, your shooting phases. When he does pick a unit within 30" of the Stonehorn. Your opponent then picks one of their Stonehorn. the own units within 30" of Roll a dice; on a 1, 2 or 3 the unit your opponent picked suffers a mortal wound. ers a On a 4, 5 or 6 the unit you picked suff mortal wound.

W, MOnsTER, sTOnEHORn DEsTRuCTiOn, OgOR, bEAsTClA

Warhammer Age of Sigmar © Games

3+ 4+ 3+



DAMAGE tAbLE

12"

0-2

10+

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

to Wound

to hit

Move

Wounds Suffered

8-9

KEyWORDs

Attacks

2" 1" 2" 1"

Beastrider’s Hunting Spear Beastrider’s Punches and Kicks Stonehorn’s Horns Stonehorn’s Crushing Hooves

5-7

description

Range

Damage

to hit

Attacks Range ER, HERO, bRAgg THE guTsMAn 3+ 4+ 1 20" Harpoon Launcher Warhammer Age of Sigmar © Games 3+ 12" Workshop1Ltd. 2015 4+ Chaintrap Wound

MISSILE WEAPONS

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Attacks

12" Range

Massive Ogre Club

description

4

Range

Brace of Ogre Pistols Club, Basher or Slicer

AV ERy

KEyWORDs

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

MISSILE WEAPONS

4+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

bR

3

6"

8

SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

Greasus Goldtooth 9

3" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Sceptre of Titans

1"

4

3+

3+

-2

D6

br a ery v

description

Command Ability

Abilities

- The unit cannot move in its next turn. - The unit cannot move, attack or cast spells in its next turn. - All models in the unit immediately flee. - The unit changes sides and immediately comes under your control.

Greasus Goldtooth is a single model. He and his treasure are carried by a tide of Gnoblars. Greasus bears the Sceptre of Titans and the Overtyrant’s Crown. Too Rich To Walk: The great bulk of Greasus’ treasure (and his massive gut) means that you only roll one dice when determining his charge distance. Overtyrant’s Crown: Ogor units from your army add 1 to their Bravery when taking battleshock tests if they are within 14" of Greasus Goldtooth. KEYWORDS

Everyone Has Their Price: If Greasus Goldtooth uses this ability, select an enemy unit anywhere on the battlefield and choose one of the effects listed below:

Then, offer your opponent a bribe (this can be anything you want to offer). If your opponent accepts your bribe, the chosen effect takes place – otherwise, nothing happens. Players are free to haggle over the offered bribe, or propose a counter-offer...

Destruction, Ogor, Gutbuster, Hero, Tyrant, Greasus Goldtooth

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skrag The Slaughterer 8

6"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Stump Blades

1"

2D6

4+

3+

-

1

r av ery

description

Skrag the Slaughterer is a single model. He fights with a pair of Stump Blades, crudely fixed to where his hands used to be. He is lashed to a huge cauldron with hooked chains sunk into his flesh, in which he collects the severed body parts of his victims.

Abilities

Cauldron of the Great Maw: Keep track of models that are slain by Skrag during each round of the battle. In your hero phase, look up the number of models slain by Skrag in the last battle round in order to find out what powers are granted to Skrag by the cauldron:

Models Slain Powers Granted to Skrag 1 Skrag, and all Gorgers from your army, heal D3 wounds. 2 As above. In addition, you can add 1 to all hit rolls made for Skrag and any Gorgers from your army within 14" of him when they attack in your next combat phase. 3+ Both of the above. In addition, you can add 1 to all wound rolls made for Skrag and any Gorgers from your army that are within 14"of him when they attack in your next combat phase.

Prophet of the Great Maw: In your hero phase, Skrag the Slaughterer can pray to the Great Maw. If he does so, pick one of the prayers below then roll a dice, adding 1 to the result if Skrag slew any enemy models in the previous turn. If the result is a 4 or higher, the prayer is answered, and its effect takes place. If the result is a 1, Skrag has a violent bout of indigestion and suffers a mortal wound. Bonecrusher: Skrag mumbles a prayer through great mouthfuls of ribs and skulls, and in answer the Great Maw causes enemy bones to snap and break. Roll a dice for each enemy unit within 7" of Skrag. On a 4 or more, that unit suffers a mortal wound. Trollguts: Skrag gobbles down the slippery innards of a Troll and beseeches the Great Maw to transfer the beast’s uncanny healing powers upon his chosen servants. Pick an Ogor model within 14". That model heals D3 wounds.

KEYWORDS

Destruction, Ogor, Gutbuster, Hero, Priest, Butcher, Skrag the Slaughterer

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Tyrant 8

6" 8

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Brace of Ogre Pistols

12"

2

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Club, Basher or Slicer

1"

6

3+

3+

-1

2

Massive Ogre Club

2"

4

3+

3+

-2

3

description

A Tyrant is a single model. Some Tyrants fight with a massive, double-handed Ogre Club, while others prefer to wield a Club, Basher or Slicer in each hand. Some Tyrants instead fight with a single Club, Basher or Slicer and carry a brace of Ogre Pistols.

Abilities

Big Name: Before setting this model up, roll a dice to discover its big name:

D6 Name 1 Deathcheater: The Tyrant has 9 Wounds instead of 8. 2 Brawlerguts: You can add 1 to wound rolls for this Tyrant in the combat phase if it charged in the same turn. 3 Mawseeker: The Tyrant has a Save of 3+ instead of 4+. 4 Longstrider: The Tyrant has a Move of 8" instead of 6". 5 Giantbreaker: If any of the Tyrant’s weapons targets a Monster, add 1 to its Damage. 6 Choose the result.

Club ‘em then Club ‘em Again: All Tyrants know that two clubs are better than one. You can re-roll failed hit rolls for a Tyrant armed with more than one Club, Basher or Slicer.

command Ability

Bully of the First Degree: If a Tyrant uses this ability, pick one Ogor unit from your army within 6". That unit suffers D3 mortal wounds but does not then have to take battleshock tests for the rest of the battle whilst this Tyrant is alive and on the battlefield.

Destruction, Ogor, Gutbuster, Hero, Tyrant

KEYWORDS

Bragg The Gutsman 7

6" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Great Gutgouger

3"

3

4+

3+

-1

3

br a ery v

description

Bragg the Gutsman is a single model. He is armed with Great Gutgouger, a fearsome magical weapon that only he has the skill to wield.

KEYWORDS

Abilities

Gutgouger: Any wound roll of 6or more made with the Great Gutgouger inflicts double Damage. Slayer of Champions: You can add 1 to all hit rolls made for Bragg the Gutsman when he targets a Hero.

The Gutsman: If Bragg inflicts any wounds in the combat phase, the opposing player must subtract 1 from the Bravery of any of their units that are within 6" of Bragg in the battleshock phase of the same turn.

Destruction, Ogor, Gutbuster, Hero, Bragg The Gutsman Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Bruiser Standard Bearer 6"

7

7

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ogre Pistol

12"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bruiser’s Club or Blade

1"

4

3+

3+

-1

2

description

A Bruiser Standard Bearer is a single model. He is armed with a Bruiser’s Club or Blade and carries the Banner of the Great Maw, hung with trophies and tokens of the tribe’s greatest victories and bloodiest accomplishments. Some Bruisers also carry an Ogre Pistol.

Abilities

Muscle-bound Bully: In the battleshock phase, you may re-roll any battleshock tests made for units of Ogors from your army that are within 6" of a Bruiser. If you choose to re-roll a battleshock test, the unit suffers D3 mortal wounds before you make the re-roll as the Bruiser dispenses some discipline with his fists – this can result in an additional penalty to the re‑roll if an ogre is beaten to death by the Bruiser!

Banner of the Great Maw: In your hero phase, a Bruiser can plant the Banner of the Great Maw in the ground with a mighty bellow. If he does so, he may not move until your next hero phase, but until then all Ogor units from your army within 18" of him are imbued with the hunger of the Great Maw. In the combat phase, wound rolls of 6 or more for these units inflict a mortal wound in addition to any other damage, as your warriors bite big chunks out of the foe.

Destruction, Ogor, Gutbuster, Hero, Totem, Bruiser Standard Bearer

KEYWORDS

Butcher 7

6" 8

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Butcher’s Cleaver or Tenderiser

1"

2

4+

3+

-1

D3

br a ery v

description

A Butcher is a single model. He is armed with a Butcher’s Cleaver or Tenderiser.

Abilities

Bloodgruel: Roll a dice each time a Butcher successfully casts or unbinds a spell (roll after resolving the effects of the spell). On a 2 or more, the Butcher heals 1 wound. On a roll of 1, however, the Butcher chokes on whatever gobbet of flesh he was ramming down his throat and suffers 1 mortal wound. KEYWORDS

Magic

A Butcher is a wizard. He can attempt to cast one spell in each of his own hero phases, and unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and The Maw spells. The Maw

By consuming a terrifying amount of raw meat, the Butcher summons the power of the Great Maw itself and the ground splits to reveal a tooth-lined, bottomless pit that hungrily snaps and snarls. The Maw has

a casting value of 7. If successfully cast, pick a unit within 18" that is visible to the caster. That unit suffers D3 mortal wounds. Roll a dice after resolving any damage; on a 1, 2 or 3 the maw emits a satisfied burp and then disappears. On any other roll it chomps again, inflicting another D3 mortal wounds on the unit. Keep repeating this process until either the maw is satisfied or all models in the unit have been eaten!

Destruction, Ogor, Gutbuster, Hero, Wizard, Butcher Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Ogres 4

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ogre Club or Blade

1"

3

4+

3+

-

2

br a ery v

description

A unit of Ogres has 3 or more models. Some units are equipped with Ogre Clubs or Blades in one hand and a spiked gauntlet called an Iron Fist in the other, which they use to bat aside an enemy’s blows before punching them in the face. Others instead prefer to wield an Ogre Club or Blade in each meaty hand. Crusher

The leader of this unit is a Crusher. A Crusher makes 4 attacks rather than 3. Bellower

Models in this unit may be Bellowers, who roar at the foe with incredible volume. Subtract 1 from the Bravery of enemy units that are within 6" of any Bellowers. Icon Bearer

Models in this unit may be Icon Bearers. Some Icon Bearers hold aloft a Great Beast Skull, whilst others carry a Tribal Banner. Some Tribal Banners also sport makeshift crow’s nests in which Look Out Gnoblars give warning of incoming fire. KEYWORDS

Abilities

Bull Charge: You can re-roll wound rolls of 1 for an Ogre unit if it made a charge move in the same turn. If the unit also has 10 or more models, you can re-roll all failed wound rolls instead. Ogre Clubs and Blades: All Ogres know that two clubs are better than one. You can re-roll hit rolls of 1 for an Ogre armed with more than one Ogre Club or Blade. Iron Fists: Each time you make a successful save roll of 6 or more for a unit of Ogres armed with Iron Fists, and the attacking unit is within 1", the attacking unit suffers 1 mortal wound after all of its attacks have been made. Great Beast Skull: Roll a dice whenever an enemy model flees whilst its unit is within 6" of any Great Beast Skulls from your army. On a 6, another model immediately flees from that unit.

Destruction, Ogor, Gutbuster, Ogres

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Tribal Banner: You can re-roll dice rolls of 6 when taking battleshock tests for a unit that includes any Tribal Banners. Look Out Gnoblar: Roll a dice whenever a unit with a Look Out Gnoblar suffers a wound or mortal wound from a missile weapon. On a 6, the Look Out Gnoblar screeches a warning in time and that wound is ignored.

Ironguts 4

6" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mighty Bashing Weapon

2"

3

4+

3+

-1

3

br a ery v

description

Rune Maw Bearer

A unit of Ironguts has 3 or more models. Units of Ironguts are armed with an assortment of Mighty Bashing Weapons. gutlord

The leader of this unit is a Gutlord. A Gutlord makes 4 attacks rather than 3. Bellower

Models in this unit may be Bellowers. Subtract 1 from the Bravery of enemy units that are within 6" of any Bellowers.

Models in this unit may be Rune Maw Bearers. Roll a dice whenever an enemy model flees whilst its unit is within 6" of any Rune Maw Bearers from your army. On a 6, another model immediately flees from that unit. In addition, the Rune Maw has a voracious appetite and can even consume magic. Roll a dice if an enemy spell affects an Ironguts unit with any Rune Maw Bearers. On a roll of a 6, that spell has no affect on the Ironguts (but it will affect other units normally).

Abilities

Down to the Ironguts: Once during the battle, in your hero phase, Ironguts can attempt to batter their way to victory. They can only do this after at least one Ogor model from your army has fled from the battle. When the Ironguts use this ability, you can re-roll hit, wound and save rolls of 1 for models in this unit until your next hero phase.

Destruction, Ogor, Gutbuster, Ironguts

KEYWORDS

LeadbelcherS 4

6" 6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Leadbelcher Gun

12"

D3

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Leadbelcher Gun

1"

2

4+

3+

-1

2

description

Bellower

A unit of Leadbelchers has 3 or more models. They are armed with heavy Leadbelcher Guns that can be used both to shoot at the enemy and batter them to death in close combat!

Models in this unit may be Bellowers, who roar at the foe with incredible volume. Subtract 1 from the Bravery of any enemy units that are within 6" of any Bellowers from your army.

Thunderfist

The leader of this unit is a Thunderfist. A Thunderfist makes 3 attacks rather than 2 when it uses its Leadbelcher Gun to batter the enemy in the combat phase.

KEYWORDS

Destruction, Ogor, Gutbuster, Leadbelchers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Thunderous Blasts of Hot Metal: As long as no enemy models are within 3" of this unit and it did not move in the movement phase of the same turn, its Leadbelcher Guns make D6 attacks in the shooting phase instead of D3.

Gorgers 5

6" 8

6+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Long Claws

1"

4

4+

3+

-

2

Distensible Jaw

1"

1

4+

3+

-1

D3

br a ery v

description

Abilities

A unit of Gorgers has any number of models. They attack with their filthy Long Claws and terrible Distensible Jaws.

Ambushing Hunters: Instead of setting up this unit on the battlefield normally, you can place it to one side. If you do so, then in your first movement phase set up this unit anywhere on the battlefield and more than 12" from any enemy models. This is the unit’s move for that movement phase. Insatiable Hunger: Gorgers can charge even if they made a run move in the same turn.

Destruction, Ogor, Gutbuster, Gorgers

KEYWORDS

Ironblaster 9

7" 6

4+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cannon of the Sky-Titans

6"-22"

1

4+

2+

-2

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ironblaster Gunner’s Club

1"

3

4+

3+

-

2

Rhinox’s Sharp Horns

1"

1

4+

3+

-1

D3

Gnoblar Scrapper’s Jagged Blade

1"

1

5+

5+

-

1

An Ironblaster is a single model. It is armed with a Cannon of the Sky-Titans that is crewed by an Ironblaster Gunner and a Gnoblar Scrapper. The Gunner fights in close combat with a weighty Club, while the Gnoblar Scrapper lashes out with its Jagged Blade. The Ironblaster is pulled into battle by a ferocious Rhinox that attacks any enemy foolish enough to approach with its wickedly Sharp Horns.

KEYWORDS

Abilities

Rhinox Charge: Add 1 to the damage inflicted by the Rhinox’s attack if it made a charge move in the same turn. Cannon Shell: You can re-roll failed hit rolls for a Cannon of the Sky-Titans if the target unit has 10 or more models.

Destruction, Ogor, Gutbuster, Ironblaster Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Gnoblar Scraplauncher 9

7" 4

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Scraplauncher

10"-33"

1

3+

4+

-

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gnoblar Scrappers’ Weapons

1"

7

5+

5+

-

1

Rhinox’s Sharp Horns

1"

1

4+

3+

-1

D3

description

A Gnoblar Scraplauncher is a single model. The Scraplauncher itself is a ramshackle catapult, and is crewed by seven Gnoblar Scrappers. The Scraplauncher is pulled into battle by a ferocious Rhinox that attacks any enemy foolish enough to get in its way with its wickedly Sharp Horns.

Abilities

Rhinox Charge: You can add 1 to the damage inflicted by the Rhinox’s attack if it made a charge move in the same turn. Deadly Rain of Scrap: A Scraplauncher can shoot targets that are not visible to it. If the Scraplauncher hits a unit that has 10 or more models, increase its Damage to D6. If it hits a unit that has 20 or more models, increase its Damage to 2D6 instead.

Destruction, Gnoblar, gutbuster, gnoblar Scraplauncher

KEYWORDS

Gnoblar Fighters 1

5" 3

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sharp Stuff

8"

1

4+

6+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Motley Assortment of Weapons

1"

1

5+

5+

-

1

description

A unit of Gnoblar Fighters has 10 or more models. They are armed with a Motley Assortment of Weapons to use in close combat, and carry a variety of Sharp Stuff to hurl at nearby enemies. groinbiter

The leader of this unit is a Groinbiter. You can add 1 to hit rolls made for a Groinbiter.

KEYWORDS

Abilities

Screeching Horde: A Gnoblar makes 2 attacks rather than 1 if its unit has 20 or more models. It makes 3 attacks instead if its unit has 30 or more models. Trappers: Many Gnoblars specialise in fighting dirty and laying traps. Roll a dice each time an enemy unit finishes a charge move within 3" of a unit of Gnoblar Fighters; on a 6 that unit immediately suffers D3 mortal wounds.

Destruction, Gnoblar, Gnoblar Fighters Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Firebelly 7

6" 6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Fire Breath

6"

MELEE WEAPONS

Range

Attacks

To Hit

Basalt Hammer

2"

2

4+

description

A Firebelly is a single model. He is armed with a Basalt Hammer, and can unleash a fearsome Fire Breath attack.

Abilities

Fire Breath: When a Firebelly breathes fire in your shooting phase, pick a unit that is within range and roll a dice; on a 4 or more that unit suffers D3 mortal wounds.

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

3+

-1

D3

See below

Magic

Cascading Fire-cloak

A Firebelly is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind a spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Cascading Fire‑Cloak spells.

The Firebelly creates a shield of fire around himself, scorching nearby foes. Cascading Fire-Cloak has a casting value of 6. If successfully cast, the caster is wreathed in flames until your next hero phase. At the end of each combat phase, roll a dice for each enemy unit within 3" of the caster. On a roll of 4 or more that unit suffers D3 mortal wounds.

Destruction, Ogor, Firebelly, hero, Wizard

KEYWORDS

Hunter 7

6" 7

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Damage

Hunter’s Crossbow

12"

1

4+

3+

-

D3

Great Throwing Spear

9"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hunter’s Culling Club

1"

4

4+

3+

-

2

A Hunter is a single model. He is armed with a Great Throwing Spear and a Hunter’s Culling Club. Some are also equipped with a Hunter’s Crossbow.

KEYWORDS

Rend

Abilities

A Hunter of Beasts: You can re-roll hit rolls and wound rolls of 1 when a Hunter targets a Monster. Mighty Throw: A Hunter can make an attack with its Great Throwing Spear even if it made a run move in the same turn. Furthermore, if it does so, the damage inflicted by the Great Throwing Spear is increased from D3 to D6, and its range from 9" to 18".

Destruction, Ogor, Beastclaw, Hero, Hunter Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Sabretusks 9"

2

5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Elongated Tusks

1"

3

4+

3+

-1

1

br a ery v

description

A unit of Sabretusks can have any number of models. They are armed with vicious Elongated Tusks.

KEYWORDS

Abilities

Their Master’s Voice: If this unit is within 16" of a Hunter from your army at the start of the charge phase, you can add 3 to the result of any charge rolls for the Sabretusks. In addition, if the Sabretusks are within 16" of a Hunter from your army at the start of the battleshock phase, the Sabretusks have a Bravery of 7 rather than 5.

Destruction, Beastclaw, Sabretusks

mournfang cavalry 6

9" 6

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ogre Pistol

12"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ogre Clubs and Blades

1"

3

4+

3+

-

2

Mournfang’s Tusks

1"

4

4+

3+

-1

1

description

Horn Blower

A unit of Mournfang Cavalry has 2 or more models. Some Mournfang Cavalry units are equipped with Ogre Clubs or Blades in one hand and a spiked gauntlet called an Iron Fist in the other, which they use to bat aside an enemy’s blows before punching them in the face. Other Mournfang Cavalry units prefer to wield an Ogre Club or Blade in each meaty hand. The Mournfangs themselves gore their foes with their massive Tusks. Crusher

The leader of this unit is a Crusher. A Crusher may be armed with an Ogre Pistol in addition to his other weapons.

KEYWORDS

Models in this unit may be Horn Blowers. You can re-roll the dice when determining the charge distance for a unit if it includes any Horn Blowers. Banner Bearer

Models from this unit may be Banner Bearers. These models carry Tribal Banners adorned with a Great Beast Skull. You can re-roll dice rolls of 6 when taking a battleshock test for a unit that includes any Tribal Banners. Furthermore, roll a dice whenever an enemy model flees whilst its unit is within 6" of any Great Beast Skulls from your army. On a 6, another model immediately flees from that unit.

Abilities

Ogre Clubs and Blades: All Ogres know that two clubs are better than one. You can re-roll hit rolls of 1 for an Ogre armed with more than one Ogre Club or Blade. Iron Fists: Each time you make a successful save roll of 6 or more for a unit of Mournfang Cavalry armed with Iron Fists, and the attacking unit is within 1", the attacking unit suffers 1 mortal wound after all of its attacks have been made. Mournfang Charge: Each time a Mournfang Cavalry model completes a charge move, select an enemy model within 1". On a roll of 4 or more that model’s unit suffers a mortal wound.

Destruction, Ogor, Beastclaw, Mournfang Cavalry Warhammer Age of Sigmar © Games Workshop Ltd. 2015

stonEhorn 12

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Harpoon Launcher Chaintrap

20" 12"

1 1

4+ 4+

3+ 3+

-

D3 3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Beastrider’s Hunting Spear Beastrider’s Punches and Kicks Stonehorn’s Horns Stonehorn’s Crushing Hooves

2" 1" 2" 1"

2 3

4+ 4+ 4+ 3+

3+ 4+ 3+

-2 -1

2 1 3 D3



D6



DAMAGE TABLE

description

Wounds Suffered

Move

Horns

Crushing Hooves

0-2

12"

6

2+

3-4

10"

5

3+

5-7

8"

4

3+

8-9

6"

3

4+

10+

4"

2

4+

A Stonehorn is a single model. The Ogre Beastrider on the Stonehorn’s back is armed with a Hunting Spear, a Harpoon Launcher, a Chaintrap or a Blood Vulture. The Beastrider can also lash out with brutal Punches and Kicks. The Stonehorn uses its Horns to pulverise the enemy, and can deliver terrible blows with its Crushing Hooves.

KEYWORDS

Abilities

Earth-shattering Charge: If a Stonehorn is within 12" of any enemy models at the start of your charge phase, it must attempt to charge, even if it ran in the movement phase! After a Stonehorn completes its charge move, pick an enemy unit within 1"; that unit suffers D6 mortal wounds. Stone Skeleton: Halve any wounds, including mortal wounds, inflicted on a Stonehorn (rounding up).

Blood Vulture: A Beastrider with a Blood Vulture can release it to hunt in each of your shooting phases. When he does so, pick a unit within 30" of the Stonehorn. Your opponent then picks one of their own units within 30" of the Stonehorn. Roll a dice; on a 1, 2 or 3 the unit your opponent picked suffers a mortal wound. On a 4, 5 or 6 the unit you picked suffers a mortal wound.

Destruction, Ogor, Beastclaw, Monster, Stonehorn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Thundertusk MISSILE WEAPONS

12

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Frost-wreathed Ice

18"

Chaintrap

12"

Harpoon Launcher

Attacks

To Hit

1

4+

To Wound

Rend

Damage

-

3

See below 3+

20"

1

4+

3+

-

D3

Range

Attacks

To Hit

To Wound

Rend

Damage

Beastriders’ Punches and Kicks

1"

6

4+

4+

-

1

Thundertusk’s Crushing Blows

2"

4

3+



-1

D3

MELEE WEAPONS

DAMAGE TABLE

description

Wounds Suffered

Move

Frost-wreathed Ice

Crushing Blows

0-2

8"

6 mortal wounds

2+

3-4

7"

D6 mortal wound

3+

5-7

6"

D3 mortal wounds

3+

8-9

5"

D3 mortal wounds

4+

10+

4"

1 mortal wound

4+

A Thundertusk is a single model. Two Beastriders are carried on the Thundertusk’s back. One of the Beastriders is armed with a Harpoon Launcher; the other carries either a Chaintrap or a Blood Vulture. The Beastriders can also lash out with Punches and Kicks. The Thundertusk can pound foes with Crushing Blows of its hooves and tusks, or shatter them with blasts of magical Frost‑wreathed Ice. KEYWORDS

Abilities

Blasts of Frost-wreathed Ice: In the shooting phase, pick a unit within 18" that is visible to the Thundertusk. Roll a dice; on a 2 or more that unit is struck and suffers a number of mortal wounds shown on the damage table above. Numbing Chill: Your opponent must subtract 1 from any hit rolls that target a Thundertusk in the combat phase.

Blood Vulture: A Beastrider with a Blood Vulture can release it to hunt in each of your shooting phases. When he does so, pick a unit within 30" of the Thundertusk. Your opponent then picks one of their own units within 30" of the Thundertusk. Roll a dice; on 1, 2 or a 3 the unit your opponent picked suffers a mortal wound. On a 4, 5 or 6 the unit you picked suffers a mortal wound.

Destruction, Ogor, Beastclaw, Monster, Thundertusk

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Golgfag Maneater 6"

7

8

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ogre Pistol

12"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slicer and Basher

1"

6

3+

3+

-1

2

description

Golgfag Maneater is a single model. He fights with a massive Slicer in one hand, and an equally large Basher in the other. Tucked into his belt is a large Ogre Pistol that he uses to pick off any enemies that are too frightened to approach within hitting distance.

Abilities

Golgfag’s Maneaters: After set-up is complete, you can pick one unit of Maneaters in the same army as Golgfag to be his personal retinue. You can re-roll wound rolls of 1 for that unit, and its models have a Bravery of 8 instead of 7.

D6 Wargear 1-2 Piercing Blade: Golgfag’s Slicer and Basher have a Rend of -3 instead of -1. 3-4 Gut Maw: Golgfag has a save of 3+ instead of 4+. 5-6 Masterwork Pistol: Golgfag’s Ogre Pistol has a Range of 18" instead of 12" and inflicts 3 Damage instead of D3.

Easy Come, Easy Go: Over the years Golgfag has owned and lost countless magic items and master-crafted weapons. After set-up is complete, roll a dice and see what he currently has:

Destruction, Ogor, Maneater, Hero, Golgfag

KEYWORDS

maneaters 4

6" 7

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Ogre Pistols or Throwing Stars

12"

1

3+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slicers and Bashers

1"

4

3+

3+

-1

2

A unit of Maneaters can have any number of models. Maneaters are armed with a huge variety of exotic Slicers and Bashers, which they use to carve up their foes. In addition, some carry Ogre Pistols or giant Throwing Stars that can be used to bring down their foes from afar.

KEYWORDS

Range

Abilities

Been There, Done That: When a Maneaters unit is set up, you can pick one ability to apply to the unit from the following list:

Destruction, Ogor, Maneaters Warhammer Age of Sigmar © Games Workshop Ltd. 2015

 Brawlers: You can re-roll hit rolls of 1 for this unit in the combat phase. Crack Shots: You can re-roll hit rolls of 1 for this unit in the shooting phase. Striders: This unit can run and charge in the same turn. Stubborn: This unit does not have to take battleshock tests.

Yhetees 4

9" 6

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Claws and Ice-encrusted Clubs

1"

3

4+

3+

-1

2

br a ery v

description

A unit of Yhetees has 3 or more models. Yhetees are armed with massive Claws and Ice-encrusted Clubs.

KEYWORDS

Abilities

Bounding Leaps: Yhetees can move 6" when they pile in. Aura of Frost: Your opponent must subtract 1 from any hit rolls that target a Yhetee in the combat phase.

Destruction, Yhetees

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Giant 12

✹ 6

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Massive Club

3"

’Eadbutt

1"

Mighty Kick

2"

Rend

Damage



3+

3+

-1

1

1

4+

3+

-3



1

3+

3+

-2

D3

DAMAGE TABLE Wounds Suffered

Move

0-2

8"

3D6

D6

6"

2D6

D6

5-7

5"

2D6

D3

8-9

4"

D6

D3

10+

3"

D6

1

A Giant is a single model. Giants are armed with Massive Clubs, and can also smash a foe by delivering a thunderous ’Eadbutt and a Mighty Kick. Timber!: If a Giant is slain, both players roll a dice, and whoever rolls highest decides in which direction the Giant falls (the player commanding the model wins any ties). Place the Giant on its side in the direction in which it falls – any unit KEYWORDS

’Eadbutt

3-4

description

Abilities

Massive Club

(friend or foe) it lands on suffers D3 mortal wounds. Remove the Giant after resolving any damage caused by its falling body. Stuff ’Em In Me Bag: Immediately before a Giant makes its attacks in the combat phase, pick an enemy model within 1" and then roll a dice. If the result is at least double the enemy model’s Wounds characteristic, it is grabbed and stuffed in the Giant’s bag ‘for later’. The enemy model is treated as being slain.

Drunken Stagger: If you roll a double when making a charge roll for a Giant, it immediately falls over instead of making the charge move. Determine the direction the Giant falls and the damage it causes as if it had been slain (see Timber!), but instead of removing the Giant after resolving the damage caused by its falling body, stand the model back up again as the Giant drunkenly regains its feet!

Destruction, Gargant, Aleguzzler, Monster, Giant

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Gutbusters

GUTBUSTER WARTRIBE Organisation A Gutbuster Wartribe consists of the following units: • 1 Tyrant • 1 Butcher • 3 units of Ogres • 1 unit of Ironguts • 1 unit of Leadbelchers

Abilities Ogre Charge: When working together, Ogres can harness the tremendous momentum of their collective bulk to crash into their foes with overwhelming force. Roll a dice each time a model from a Gutbuster Wartribe finishes a charge move. On a 4 or more, pick an enemy unit within 1" of the model; that unit suffers a mortal wound. If you rolled a 10 or more for the charge distance, or if the charging unit contains 10 or more models, the enemy unit suffers a mortal wound on the roll of a 3 or more instead.

Beastclaw

Beastclaw Avalanche Organisation A Beastclaw Avalanche consists of the following units: • 1 Stonehorn • 2 units of Mournfang Cavalry • 1 Thundertusk

Abilities Avalanche Charge: In your charge phase, the Beastrider of the Beastclaw Avalanche’s Stonehorn can order an Avalanche Charge, leading a monstrous stampede that crushes everything in its path. If he does so, the Stonehorn and all units from the Beastclaw Avalanche within 8" of it at the start of the charge phase roll 3 dice to determine their charge move rather than 2. This also means that these units can declare a charge if they are within 18" of an enemy unit rather than 12". After the Avalanche Charge moves have been made, any enemy unit within 1" of two or more units from the Beastclaw Avalanche that charged suffers D6 mortal wounds. Ground-shaking Advance: The ground itself trembles to the tread of a Beastclaw Avalanche, throwing off the enemy’s aim. In the shooting phase, your opponent must subtract 1 from hit rolls for units that are within 12" of two or more units from a Beastclaw Avalanche that ran or charged in their previous turn.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit

Warscroll

Slaughtermaster . . . . . . . . . . . . . . . . . . . . . . . . . . Butcher Bruiser . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tyrant Hunter on Stonehorn . . . . . . . . . . . . . . . . . . . . . . Stonehorn Gnoblar Trappers. . . . . . . . . . . . . . . . . . . . . . . . . . Gnoblar Fighters

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

ORCS & GOBLINS

WARSCROLLS COMPENDIUM

Introduction Nothing slaps a grin onto a greenskin’s face like a good bit of smashing stuff up. Whether thuggish orruks or sneaky grots, drunken gargants or dumb-asrock troggoths, all live for the day the Great Waaagh! is declared.

Part holy crusade, part anarchic riot, the Great Waaagh! sweeps across the realms laying waste to all in its path. So do the greenskins worship Gorkamorka, through total destruction and indiscriminate mayhem.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 ORC GREAt SHA MA N

2

U N DS WO

BR

6

MELEE WEAPONS

description

3

4

An Orc Great Shaman is a single model. He is armed with a Totemic Staff. WAr boAr

KeYWorDs

4+ 4+

Rend

Damage

-

D3

-

1

3+ 4+

As the Shaman chants and thrusts his head forward, beams of green energy blast outwards to smash into his victims. Gaze of Mork has a casting value of 6. If successfully cast, select up to 3 visible enemy units within 20". Roll a dice for each unit chosen; on a 1 it escapes unharmed, on a 2-5 it suffers 1 mortal wound, and on a 6 it suffers D3 mortal wounds.

An Orc Great Shaman is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. An Orc Great Shaman knows the Arcane Bolt, Mystic Shield and Gaze of Mork spells.

DesTruCTion, orru K, Greens

to Wound

gAze of mork

Waaagh! energy: Add 1 to casting rolls made by an Orc Great Shaman that is within 8" of 20 or more Orruk models.

Kinz, Hero, WizArD, orC GreA T sHAMAn

ORC BULLy U N DS WO

MOV E

5"

4 BR

6

5+

MELEE WEAPONS

Bully’s Whip

Range

Attacks

2"

to Hit

2

to Wound

4+

Rend

4+

Damage

-

1

AV ERy

description

An Orc Bully is a single model. He is armed with a Bully’s Whip, which he uses to encourage (or simply beat) Goblin War Machine crews to work faster.

Abilities

Get Back to Work, Maggots!: Snivelling grots are unlikely to run away when an Orc Bully is looming over them barking orders. You do not have to take battleshock tests for any units of Grot Crew that are within 3" of this model in the battleshock phase.

AzHAG tHE SLAUGHtERER DesTruCTion, orru K, Greens



12

8

Kinz, Hero, orC Bu LLY Hit Attacks Ltd. 2015 to Range Workshop

Warhammer Age of Sigmar © Games

MELEE WEAPONS

4+

SAV E

U N DS WO

MOV E

BR AV ERy

6

Slagga’s Slashas

Skullmuncha’s Horns, Claws and Teeth Tail Skullmuncha’s Barbed, Venomous

3+

2

4+



Azhag the Slaughterer is a single model. and Azhag is armed with Slagga’s Slashas upon wears the Crown of Sorcery. He rides the great Wyvern, Skullmuncha, who as attacks with his Horns, Claws and Teeth Barbed, his of sweeps well as with powerful Venomous Tail. FLY Azhag the Slaughterer can Fly.

Abilities

Agonising Venom: If an enemy model suffers a wound from Skullmuncha’s Barbed, Venomous Tail, but is not slain, a 4 or roll a dice at the end of the turn. On more, that model suffers a mortal wound as it doubles over in violent paroxysms.

2

-1

3

-1

DAMAGE tABLE Venomous tail Horns, Claws and teeth Barbed,

2+

6 5 4 3

6"

2

4"

3+ 4+ 5+ 6+

commA nd Ability

mAgic

description

1

4+

8"

10+

Damage

-1

3+



10"

7-9

Rend

3+

6

2"

12"

0-2

to Wound

1" 3"

Move

Wounds Suffered

5-6

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

to Hit

1 2

mAgic

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Attacks

2" 1"

Abilities

Some Orc Great Shamans ride to battle on War Boars; these models have Move 9" instead of 5" and gain the War Boar’s Tusk attack.

5

Range

Totemic Staff War Boar’s Tusks

AV ERy

KeYWorDs

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

5+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

5"

5

SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

The Crown of Sorcery speaks to Azhag the with a voice as dry as the grave. Azhag to Slaughterer is a wizard. He can attempt cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Life Drain spells.

Get on Wiv it!: If Azhag the Slaughterer of uses this ability, select a single unit hero Orruks within 18". Until your next phase you can add 1 to all hit, run and charge rolls made by this unit.

life drAin

unAs Azhag opens his maw an ancient, of Orcish voice speaks forth and the souls a the foe are snuffed out. Life Drain has pick casting value of 5. If successfully cast, roll and 24" within unit a visible enemy than two dice. If the total score is greater D3 the chosen unit’s Bravery, it suffers at least mortal wounds. If the total score is D6 double that unit’s Bravery, it suffers mortal wounds instead.

slagga’s slashas: You can re-roll failed hit rolls when Azhag fights with Slagga’s Slashas.

KeYWorDs

n, GreensKinz, Mon DesTruCTion, orru K, WYVer AzHAG THe sLAuGHTerer

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Workshop Ltd. 2015

Boss, sTer, Hero, WizArD, orC WAr

gorbad ironclaw 7

9" 8

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Morglor the Mangler

1"

Gnarla’s Giant Tusks

1"

5

3+

3+

-2

D3

2

4+

3+

-

1

br a ery v

description

Gorbad Ironclaw is a single model. He is armed with a mighty axe named Morglor the Mangler. He rides Gnarla, a war boar of prodigious size, might and flatulence, who gores the enemy with his Giant Tusks.

KEYWORDS

Abilities

Greenskinz are da Best: You can reroll wound rolls of 1 for Greenskinz from your army that are within 6" of Gorbad Ironclaw when they attack in the combat phase.

Command Ability

Da Great Leader: If Gorbad Ironclaw uses this ability, all other Greenskinz from your army add 2 to their Bravery whilst they are within 16" of him. In addition, you can re-roll wound rolls of 1 for these units if they are within 16" of him when they attack in the combat phase. This ability lasts until your next hero phase.

Destruction, Orruk, Greenskinz, Hero, Orc Warboss, Gorbad Ironclaw

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

azhag the slaughterer 12

✹ 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slagga’s Slashas

1"

6

3+

3+

-1

1

Skullmuncha’s Horns, Claws and Teeth

2"



4+

3+

-1

2

Skullmuncha’s Barbed, Venomous Tail

3"

2

4+



-1

3

DAMAGE TABLE Wounds Suffered

Move

0-2

12"

6

2+

3-4

10"

5

3+

5-6

8"

4

4+

7-9

6"

3

5+

10+

4"

2

6+

description

Magic

Fly Azhag the Slaughterer can Fly.

Life Drain

Azhag the Slaughterer is a single model. Azhag is armed with Slagga’s Slashas and wears the Crown of Sorcery. He rides upon the great Wyvern, Skullmuncha, who attacks with his Horns, Claws and Teeth as well as with powerful sweeps of his Barbed, Venomous Tail.

Abilities

Agonising Venom: If an enemy model suffers a wound from Skullmuncha’s Barbed, Venomous Tail, but is not slain, roll a dice at the end of the turn. On a 4 or more, that model suffers a mortal wound as it doubles over in violent paroxysms. Slagga’s Slashas: You can re-roll failed hit rolls when Azhag fights with Slagga’s Slashas.

KEYWORDS

Horns, Claws and Teeth Barbed, Venomous Tail

The Crown of Sorcery speaks to Azhag with a voice as dry as the grave. Azhag the Slaughterer is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Life Drain spells.

Command Ability

Get on Wiv It!: If Azhag the Slaughterer uses this ability, select a single unit of Orruks within 18". Until your next hero phase you can add 1 to all hit, run and charge rolls made by this unit.

As Azhag opens his maw an ancient, unOrcish voice speaks forth and the souls of the foe are snuffed out. Life Drain has a casting value of 5. If successfully cast, pick a visible enemy unit within 24" and roll two dice. If the total score is greater than the chosen unit’s Bravery, it suffers D3 mortal wounds. If the total score is at least double that unit’s Bravery, it suffers D6 mortal wounds instead.

Destruction, Orruk, Wyvern, greenskinz, Monster, Hero, Wizard, Orc Warboss, Azhag the Slaughterer

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

ORC WARBOSS 6

5" 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Boss Choppa

1"

6

3+

3+

-1

1

Massive Choppa

1"

3

4+

3+

-2

D3

Great Waaagh! Banner

2"

4

4+

4+

-

1

War Boar’s Tusks

1"

2

4+

4+

-

1

description

An Orc Warboss is a single model. Some Orc Warbosses are armed with a Boss Choppa and a Boss Shield, while others wield a pair of Boss Choppas. Some instead enter battle with a single Massive Choppa or a Great Waaagh! Banner. War Boar

Some Orc Warbosses ride to battle on War Boars; these models have Move 9" instead of 5" and gain the War Boar’s Tusks attack.

KEYWORDS

Abilities

Choppa Boss: Orc Warbosses can carve their way through even more foes when they wield a pair of Boss Choppas. These Bosses make 8 attacks, instead of 6. Great Waaagh! Banner: An Orc Warboss with a Great Waaagh! Banner gains the Totem keyword. You can re-roll all wound rolls of 1 for Orruk units from your army that are within 16" of a Great Waaagh! Banner when they attack in the combat phase.

Boss Shield: You can re-roll all failed save rolls for an Orc Warboss with a Boss Shield.

Command Ability

Waaagh!: If an Orc Warboss uses this ability, then all Orruk units from your army that are within 12" of him when they attack in your next combat phase are frenzied. All models in these units make 1 extra attack with all of their melee weapons.

Destruction, Orruk, Greenskinz, Hero, Orc Warboss

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

orc warboss on wyvern 10

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Boss Choppa

1"

6

3+

3+

-1

1

Wyvern’s Horns, Claws and Teeth

2"



4+

3+

-1

2

Wyvern’s Barbed, Venomous Tail

3"

2

4+



-1

3

DAMAGE TABLE Wounds Suffered

Move

Horns, Claws and Teeth Barbed, Venomous Tail

0-1

12"

5

2+

2-3

10"

4

3+

4-5

8"

3

4+

6-7

6"

2

5+

8+

4"

1

6+

description

Abilities

Fly An Orc Warboss on Wyvern can Fly.

Boss Shield: You can re-roll all failed save rolls for an Orc Warboss on Wyvern.

An Orc Warboss on a Wyvern is a single model. The Orc Warboss is armed with a Boss Choppa and a Boss Shield. He rides upon a Wyvern who attacks with its Horns, Claws and Teeth as well as with powerful sweeps of its Barbed, Venomous Tail.

KEYWORDS

Agonising Venom: If an enemy model suffers a wound from a Wyvern’s barbed, venomous tail, but is not slain, roll a dice at the end of the turn. On a 4 or more, that model suffers a mortal wound as it doubles over in violent paroxysms.

Command Ability

Waaagh!: If an Orc Warboss on Wyvern uses this ability, then all Orruk units from your army that are within 12" of him when they attack in your next combat phase are frenzied. All models in these units make 1 extra attack with all of their melee weapons.

Destruction, orruk, wyvern, greenskinz, Monster, Hero, Orc Warboss

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

orc Great shaman 5

5" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Totemic Staff

2"

1

War Boar’s Tusks

1"

2

4+

3+

-

D3

4+

4+

-

1

br a ery v

description

An Orc Great Shaman is a single model. He is armed with a Totemic Staff. War Boar

Some Orc Great Shamans ride to battle on War Boars; these models have Move 9" instead of 5" and gain the War Boar’s Tusk attack.

KEYWORDS

Abilities

Gaze of Mork

Waaagh! Energy: Add 1 to casting rolls made by an Orc Great Shaman that is within 8" of 20 or more Orruk models.

As the Shaman chants and thrusts his head forward, beams of green energy blast outwards to smash into his victims. Gaze of Mork has a casting value of 6. If successfully cast, select up to 3 visible enemy units within 20". Roll a dice for each unit chosen; on a 1 it escapes unharmed, on a 2-5 it suffers 1 mortal wound, and on a 6 it suffers D3 mortal wounds.

Magic

An Orc Great Shaman is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. An Orc Great Shaman knows the Arcane Bolt, Mystic Shield and Gaze of Mork spells.

Destruction, Orruk, greenskinz, Hero, Wizard, Orc great Shaman

orc Bully 4

5" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bully’s Whip

2"

2

4+

4+

-

1

br a ery v

description

An Orc Bully is a single model. He is armed with a Bully’s Whip, which he uses to encourage (or simply beat) Goblin War Machine crews to work faster.

KEYWORDS

Abilities

Get Back to Work, Maggots!: Snivelling grots are unlikely to run away when an Orc Bully is looming over them barking orders. You do not have to take battleshock tests for any units of Grot Crew that are within 3" of this model in the battleshock phase.

Destruction, Orruk, greenskinz, Hero, Orc Bully Warhammer Age of Sigmar © Games Workshop Ltd. 2015

ORCs 1

5"

5+

sav e

u n ds wo

MOV E

5

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Choppa

1"

1

4+

4+

-1

1

Pigstikka Spear

2"

1

4+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Orcs has 10 or more models. Units of Orcs are armed either with Choppas or Pigstikka Spears, and carry Waaagh! Shields. Some units of Orcs are instead armed with a pair of Choppas.

Abilities

Mob Rule: Orcs make 1 extra attack with their melee weapons if their unit has 20 or more models.

Orc Banner: You can add 2 to the Bravery of all models in a unit that includes any Orc Banners as long as there is an enemy model within 3" of the unit.

Orc Boss

The leader of this unit is an Orc Boss. An Orc Boss makes 2 attacks rather than 1. Waaagh! Drummer

Waaagh! Shield: You can re-roll save rolls for a unit with Waaagh! Shields in the combat phase.

Skull Icon: If a model flees from a unit that includes any Skull Icons, roll a dice; on a 6 the Icon Bearer thumps some courage back into the cowardly Orc – he returns to the fight and doesn’t flee.

Models in this unit may be Waaagh! Drummers. You can add 2 to the charge rolls of a unit that includes any Waaagh! Drummers, but only if you bellow ‘Waaagh!’ when rolling the dice.

KEYWORDS

Choppas: Wielding two weapons gives an Orc a better chance of landing a blow. You can re-roll hit rolls of 1 for a model attacking with two Choppas.

Models in this unit may be Standard Bearers. Standard Bearers can carry either an Orc Banner or a Skull Icon.

Destruction, Orruk, Greenskinz, Orcs

ORC Arrer Boyz 1

5"

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

5

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Orc Bow

18"

1

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cutta

1"

1

4+

5+

-

1

A unit of Orc Arrer Boyz has 3 or more models. Units of Orc Arrer Boyz are armed with Orc Bows and Cuttas.

KEYWORDS

Range

Abilities

Ready Boyz! Aim! Fire!: You can add 1 to the hit rolls of Orc Bows if the unit using them is more than 3" away from any enemy units, and did not move in the preceding movement phase.

Destruction, Orruk, greenskinz, Orc Arrer Boyz Warhammer Age of Sigmar © Games Workshop Ltd. 2015

ORC BOAR BOYZ 9"

2

5

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Choppa

1"

1

4+

4+

-1

1

Pigstikka Spear

2"

1

4+

4+

-

1

War Boar’s Tusks

1"

2

4+

4+

-

1

description

Glyph Bearer

A unit of Orc Boar Boyz has 5 or more models. Units are armed with either Choppas or Pigstikka Spears, and carry Tusker Shields. They ride upon foultempered War Boars that gore the foe with their sharp Tusks.

Models in this unit may be Glyph Bearers. You can add 2 to the Bravery of all models in a unit that includes any Glyph Bearers as long as there is an enemy model within 3" of the unit.

Orc Boar boy Boss

Models in this unit may carry Waaagh! Horns. You can add 2 to the charge rolls of a unit that includes any Waaagh! Horns, but only if you bellow ‘Waaagh!’ when rolling the dice.

The leader of this unit is an Orc Boar Boy Boss. An Orc Boar Boy Boss makes 2 attacks rather than 1 with his Choppa or Pigstikka Spear.

Waaagh! Horns

Abilities

Tusker Charge: You can re-roll failed wound rolls when attacking with a War Boar’s Tusks if its unit charged in the same turn. Tusker Shield: You can re-roll save rolls for a unit with Tusker Shields in the combat phase.

Destruction, Orruk, greenskinz, Orc Boar Boyz

KEYWORDS

orc BOAR CHARIOTS 6

9" 6

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Pigstikka Spears

2"

2

4+

4+

-

1

War Boars’ Tusks

1"

4

4+

4+

-

1

br a ery v

description

A unit of Orc Boar Chariots can have any number of models. Each chariot has a Crew of Orcs armed with Pigstikka Spears. The ramshackle chariots have Scythed Wheels and are drawn into battle by War Boars that bite and gore the foe with their sharp Tusks.

KEYWORDS

Abilities

Scythed Wheels: Roll a dice after an Orc Boar Chariot has successfully charged during its turn: on a 4 or more it inflicts D3 mortal wounds on an enemy unit within 1". Tusker Charge: You can re-roll failed wound rolls when attacking with a War Boar’s Tusks if its unit charged in the same turn.

Destruction, Orruk, greenskinz, Orc Boar Chariots Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Ruglud’s Armoured Orcs 1

5" 5

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Orc Crossbow

12"

1

5+

3+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cutta

1"

1

4+

5+

-

1

br a ery v

description

Maggot

Ruglud’s Armoured Orcs is a unit of 10 or more models. They are armed with Orc Crossbows and Cuttas. Ruglud

The leader of this unit is Ruglud. He has a Wounds characteristic of 3 instead of 1, and makes 2 attacks with his Cutta instead of 1, which wound on a 3+ instead of a 5+.

KEYWORDS

The idol bearer of this unit is the lucky Maggot. Add 1 to the Bravery of all models in a unit that includes Maggot. Roll a dice whenever Maggot suffers a wound or a mortal wound; on a 4 or more it is negated.

Abilities

Shoot ‘em Again, Boyz!: So long as Ruglud is alive you can shoot twice with this unit if it is more than 3" away from any enemy units, and did not move in the preceding movement phase.

Waaagh! Drummer

Models in this unit may be Waaagh! Drummers. You can add 2 to the charge rolls of a unit that includes any Waaagh! Drummers, but only if you bellow ‘Waaagh!’ when rolling the dice.

Destruction, Orruk, Greenskinz, Ruglud’s Armoured Orcs

Grimgor ironhide 7

5" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gitsnik

1"

4

3+

3+

-2

2

Almighty ‘Eadbutt

1"

1

3+

4+

-

D3

br a ery v

description

Grimgor Ironhide is a single model. He is armed with his axe, Gitsnik, and can bash his enemies with an Almighty ‘Eadbutt.

KEYWORDS

Abilities

I’m Da Best: You can add 1 to all the hit rolls for Grimgor Ironhide if he is within 10" of any other Orruk Hero from your army in the combat phase. Da Immortulz: If you set-up Grimgor Ironhide within 3" of a unit of Black Orcs, that unit is Da Immortulz. You can re-roll hit rolls of 1 when attacking with Da Immortulz.

Command Ability

Everyone Fights, or Else!: If Grimgor Ironhide uses this ability, then until your next hero phase you can add 1 to all hit rolls for Orruk models from your army that are within 10" of him when they attack in the combat phase.

Destruction, ORRUK, Ironjaw, Hero, Black Orc Big Boss, Grimgor Ironhide Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Black orc Big Boss 5"

6

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Deff Choppa

1"

6

3+

3+

-1

1

Slaughter-choppa

1"

3

3+

3+

-2

D3

br a ery v

description

A Black Orc Big Boss is a single model. Some Black Orc Big Bosses are armed with a Deff Choppa and a Tusker Shield, while others wield a pair of Deff Choppas. Some Black Orc Big Bosses instead enter battle with a single Slaughter-choppa.

Abilities

Tusker Shield: You can re-roll save rolls for a Black Orc Big Boss with a Tusker Shield in the combat phase.

Command Ability

I’m Da Best: You can add 1 to all the hit rolls for a Black Orc Big Boss if it is within 10" of any other Orruk Hero from your army in the combat phase.

Keepin’ Order: If a Black Orc Big Boss uses this ability, all Ironjaw units from your army that are within 5" of him when they fail a battleshock test suffer 1 mortal wound, but are then considered to have passed the test. This ability lasts until your next hero phase.

Chop, Chop, Chop: Black Orc Big Bosses can carve their way through even more foes when they wield a pair of Deff Choppas. These Bosses make 1 extra attack each time you roll a hit roll of 6.

Destruction, Orruk, Ironjaw, Hero, Black Orc Big Boss

KEYWORDS

BLACK ORCS 2

5" 6

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Array of Kill-choppas

1"

2

4+

3+

-1

1

br a ery v

description

Black Orc Boss

A unit of Black Orcs has 5 or more models. They are armed to da teef with a huge array of their favourite weaponry, collectively called Kill-choppas. Waaagh! Drummer

Models in this unit may be Waaagh! Drummers. You can add 2 to the charge rolls of a unit that includes any Waaagh! Drummers, but only if you bellow ‘Waaagh!’ when rolling the dice.

KEYWORDS

The leader of this unit is a Black Orc Boss. He makes 3 attacks rather than 2. Standard Bearer

Models in this unit may be Standard Bearers. Standard Bearers can carry either an Orc Banner or an Icon of Mork (or possibly Gork).

Abilities

Orc Banner: You can add 2 to the Bravery of all models in a unit that includes any Orc Banners as long as there is an enemy model within 3" of the unit.

Destruction, Orruk, Ironjaw, Black Orcs Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Icon of Mork (or possibly Gork): If a model flees from a unit that includes any of these Icons, roll a dice; on a 6 the Icon Bearer thumps some courage back into the cowardly Orc – he returns to the fight and doesn’t flee. We’s da Best: You can add 1 to all the hit rolls for models in this unit if it is within 6" of any Black Orc Big Bosses from your army in the combat phase.

wurrzag, Da Great Green Prophet 5

5" 6

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Baleful Mask

12"

2D6

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bonewood Staff

2"

2

4+

3+

-

D3

description

Wurrzag, da Great Green Prophet, is a single model. He carries the Bonewood Staff and wears the Baleful Mask, which shoots green bolts of purest spite. Wurrzag is also accompanied by a Squiggly Beast.

Abilities

Warpaint: Roll a dice whenever Wurrzag suffers a wound or a mortal wound. On a 6 that wound is negated.

KEYWORDS

Squiggly Beast: This odd beast was once a Shaman that was transformed by Wurrzag. You can add 1 to any casting and unbinding rolls that Wurrzag makes.

Magic

Wurrzag is a wizard. He can attempt to cast two different spells in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. Wurrzag knows the Arcane Bolt, Mystic Shield and Wurrzag’s Revenge spells.

Wurrzag’s Revenge

With a furious frown and a snap of his fingers, Wurrzag turns his rivals into squig-like beasts. Wurrzag’s Revenge has a casting value of 6. If successfully cast, you can select a Wizard within 12" and roll a dice. On a 1 that Wizard suffers a mortal wound, on a 2-5 it suffers D3 mortal wounds and on a 6 it suffers D6 mortal wounds. If a Wizard is slain by Wurrzag’s Revenge, you can replace it with a single Cave Squig under your control.

Destruction, orruk, Bonesplittas, Hero, Wizard, Wurrzag

Savage orc warboss 6

5" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Granite Choppa

1"

7

4+

3+

-1

1

Stonecleava

2"

4

4+

3+

-2

D3

War Boar’s Tusks

1"

2

4+

4+

-

1

description

A Savage Orc Warboss is a single model. Some Savage Orc Warbosses are armed with a single massive Stonecleava. Others instead enter battle with a Granite Choppa and a Bone Shield, while others still wield a pair of Granite Choppas. War Boar

Some Savage Orc Warbosses ride to battle on War Boars; these have Move 9" instead of 5" and gain the War Boar’s Tusks attack.

KEYWORDS

Abilities

Warpaint: Roll a dice whenever a Savage Orc Warboss suffers a wound or a mortal wound. On a 6 that wound is negated. Granite Choppas: Wielding two weapons gives a Savage Orc Warboss a better chance of landing a blow. You can re-roll failed hit rolls for a Savage Orc Warboss attacking with two Granite Choppas.

Command Ability

More Choppin!: If a Savage Orc Warboss uses this ability, you can select a Bonesplittas unit within 14" of him. Until your next hero phase, whenever you roll a 6 to hit for a model in that unit, it can immediately make one extra attack using the same weapon.

Bone Shield: You can re-roll all failed save rolls for a Warboss with a Bone Shield.

Destruction, orruk, Bonesplittas, Hero, Savage Orc Warboss Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SAVAGE orc shaman 5

5" 6

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Totemic Bone-staff

2"

1

4+

3+

-

D3

War Boar’s Tusks

1"

2

4+

2+

-

1

br a ery v

description

A Savage Orc Shaman is a single model. He is armed with a Totemic Bone-staff. War Boar

Some Savage Orc Shamans ride to battle on War Boars; these have Move 9" instead of 5" and gain the War Boar’s Tusks attack.

Abilities

Waaagh! Energy: Add 1 to casting rolls made by a Savage Orc Shaman that is within 8" of 20 or more Orruks. Warpaint: Roll a dice whenever a Savage Orc Shaman suffers a wound or a mortal wound. On a 6 that wound is negated.

Magic

A Savage Orc Shaman is a wizard. He can attempt to cast one spell in each of your

KEYWORDS

own hero phases, and attempt to unbind one spell in each enemy hero phase. A Savage Orc Shaman knows the Arcane Bolt, Mystic Shield and Foot of Gork spells. Foot of Gork

Foot of Gork has a casting value of 6. If successfully cast, select a visible unit within 18"; inflict D3 mortal wounds on that unit. Then roll a dice – on a 4 or more Gork stomps again! Inflict another D3 mortal wounds on that unit.

Destruction, orruk, Bonesplittas, Hero, Wizard, Savage Orc Shaman

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SAVAGE ORCS MISSILE WEAPONS

1

5" 5

6+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Wound

Rend

Damage

Feral Bow

18"

1

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Stone Choppa

1"

1

4+

4+

-1

1

Flint Spear

2"

1

4+

4+

-

1

Bone Shiv or Gnarled Fist

1"

1

4+

5+

-

1

Big Stabba

2"

2

4+

3+

-1

3

description

Big Stabba

A unit of Savage Orcs has 10 or more models. Some units of Savage Orcs fight with Stone Choppas while others fight with Flint Spears. These units also carry either Bone Shivs to make themselves even more fighty, or Crude Shields for much needed protection in combat.

The two Savage Orcs carrying a Big Stabba count as a single model with 2 Wounds.

Some units of Savage Orcs are instead armed with Feral Bows. These units are also equipped with either Stone Choppas, to hack the foe apart up close, or fistfuls of Extra Arrows to make themselves dead shooty; Savage Orcs with Extra Arrows simply punch anything that gets too close with their Gnarled Fists.

Models in this unit may be Icon Bearers. You can add 2 to the Bravery of all models in a unit that includes any Icon Bearers if there is an enemy model within 3".

For every ten Savage Orcs in the unit, two may carry a Big Stabba between them. KEYWORDS

To Hit

Savage Orc Boss

The leader of this unit is a Savage Orc Boss. Add 1 to hit rolls for this model. icon Bearer

Skull Bashers

Models in this unit may be Skull Bashers. You can add 2 to the charge rolls of a unit that includes any Skull Bashers, but only if you bellow ‘Waaagh!’ when rolling the dice.

Destruction, Orruk, Bonesplittas, Savage Orcs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Loadsa Arrers: You can add 1 to the hit rolls of Savage Orcs with Extra Arrows in the shooting phase so long as there are no enemy models within 3" of their unit and they did not move in their preceding movement phase. Crude Shield: You can re-roll save rolls for a unit with Crude Shields in the combat phase. Frenzied Mob: You can re-roll failed hit rolls for a Savage Orc if its unit has 20 or more models. Warpaint: Roll a dice whenever a Savage Orc suffers a wound or a mortal wound. On a 6 that wound is negated.

SAVAGE ORC BOAR BOYZ 9"

2

5

6+

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crude Choppa

1"

1

4+

4+

-1

1

Flint Spear

2"

1

4+

4+

-

1

War Boar’s Tusks

1"

2

4+

4+

-

1

sav e

u n ds wo

MOV E

br a ery v

description

Tribal Drummer

A unit of Savage Orc Boar Boyz has 5 or more models. Units are armed with either Crude Choppas or Flint Spears, and carry Crude Shields. Some units instead carry a pair of Crude Choppas. They ride War Boars that attack with sharp Tusks.

Models in this unit may be Tribal Drummers. You can add 2 to the charge rolls of a unit that includes any Tribal Drummers, but only if you bellow ‘Waaagh!’ when rolling the dice.

Savage Orc Boar Boy Boss

Crude Shield: You can re-roll save rolls for a unit with Crude Shields in the combat phase.

A Savage Orc Boar Boy Boss leads this unit. Add 1 to hit rolls for this model. Icon Bearer

Models in this unit may be Icon Bearers. You can add 2 to the Bravery of all models in a unit that includes any Icon Bearers if there is an enemy model within 3".

KEYWORDS

Abilities

Tusker Charge: You can re-roll failed wound rolls when attacking with a War Boar’s Tusks if its unit charged in the same turn. Warpaint: Roll a dice whenever a Savage Orc Boar Boy suffers a wound or a mortal wound. On a 6 that wound is negated.

Crude Choppas: Wielding two weapons gives a Savage Orc Boar Boy a better chance of landing a blow. You can re-roll hit rolls of 1 for a model attacking with two Crude Choppas.

Destruction, orruk, Bonesplittas, Savage Orc Boar Boyz

Grom The PauncH 6

12" 7

4+

sav e

u n ds wo

MOV E

br a ery v

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Axe of Grom

1"

3

3+

3+

-1

D3

Niblet’s Slasha

1"

2

5+

5+

-

1

Giant Wolves’ Slavering Jaws

1"

6

4+

4+

-

1

Grom the Paunch is a single model. Grom is armed with the Axe of Grom and his assistant, Niblet, is armed with a Slasha and carries the Lucky Banner. Grom and Niblet ride to battle on a great chariot pulled by a trio of Giant Wolves, who attack with their Slavering Jaws.

KEYWORDS

Abilities

Fat on Troll Flesh: Ever since Grom ate a portion of raw Troll flesh he has gained the ability to regenerate wounds. Roll a dice in each of your hero phases. On a 4 or more Grom heals a single wound. Da Lucky Banner: Roll a dice whenever Grom the Paunch suffers a wound or a mortal wound. On a 6, that wound or mortal wound is negated.

Command Ability

Grom’s Waaagh!: If Grom the Paunch uses this ability, then until your next hero phase you can re-roll all failed hit rolls for Gitmob units from your army that are within 10" of Grom when they attack in the combat phase.

Destruction, Grot, Gitmob, Hero, Goblin Warboss, Grom the Paunch Warhammer Age of Sigmar © Games Workshop Ltd. 2015

goblin warboss 5"

4

6

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Git-cutta

1"

5

3+

4+

-

1

Git-slicer

1"

3

3+

4+

-1

D3

Giant Wolf’s Slavering Jaws

1"

2

4+

4+

-

1

description

A Goblin Warboss is a single model. Many Goblin Warbosses are armed with a Gitcutta and a Git Shield, while others wield a pair of Git-cuttas. Some Goblin Warbosses instead enter battle with a single Git-slicer. Giant Wolves

Goblin Warbosses often ride to battle on giant wolves; these Warbosses have Move 12" instead of 5" and gain the Giant Wolf’s Slavering Jaws attack.

Abilities

Git-cuttas: Wielding two weapons gives a Goblin Warboss a better chance of landing a blow. You can re-roll hit rolls of 1 for a model attacking with two Git-cuttas.

Kunnin’ (or just Lucky): Roll a dice whenever a Goblin Warboss suffers a wound or mortal wound and another unit from your army is within 3". On a 5 or more you may negate the wound, but if you do the nearest unit from your army suffers a mortal wound.

Command Ability

Wot I Sez Goes, Now Get ‘em!: If a Goblin Warboss uses this ability, you can select a Gitmob unit within 10". Until your next hero phase, add 1 to the unit’s Bravery and 1 to the Attacks of all of their melee weapons.

Git Shield: You can re-roll failed save rolls for a Goblin Warboss with a Git Shield.

Destruction, Grot, Gitmob, Hero, Goblin Warboss

KEYWORDS

GOBLIN SHAMAN 4

5" 5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Shaman Stick

2"

1

4+

4+

-1

D3

Giant Wolf’s Slavering Jaws

1"

2

4+

4+

-

1

br a ery v

description

A Goblin Shaman is a single model. He is armed with a Shaman Stick. Giant Wolves

Some Goblin Shamans ride to battle on Giant Wolves; they have Move 12" instead of 5" and gain the Giant Wolf’s Slavering Jaws attack.

KEYWORDS

Abilities

Kunnin’ (or just Lucky): Roll a dice whenever a Goblin Shaman suffers a wound or a mortal wound and a friendly unit is within 3". On a 5+ you may negate the wound, but if you do the nearest friendly unit suffers a mortal wound.

Magic

A Goblin Shaman is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. A Goblin Shaman knows the Arcane Bolt, Mystic Shield and Sneaky Stabbin’ spells.

Sneaky Stabbin’

Sneaky Stabbin’ has a casting value of 7. If successfully cast, you can choose one Gitmob unit within 16". Until your next hero phase, whenever that unit attacks, their weapons seek their enemies’ weak points: add 1 to their wound rolls and increase the Rend characteristics of their weapons by 1 (i.e. ‘-’ becomes -1, -1 becomes -2 and so on).

Destruction, Grot, Gitmob, Hero, Wizard, Goblin Shaman Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Goblins 5"

1

4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Goblin Bow

16"

1

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slasha

1"

1

5+

5+

-

1

Jabbin’ Spear

2"

1

5+

4+

-

1

description

Flag Waver

A unit of Goblins has 10 or more models. Some units of Goblins are armed with Jabbin’ Spears and Gobbo Shields, while others go to war armed with Goblin Bows and Slashas.

Models in this unit may be Flag Wavers. You can add 2 to the Bravery of all models in a unit that includes any Flag Wavers as long as there are no enemy models within 3" of the unit.

Goblin Boss

Hornblower

The leader of this unit is a Goblin Boss. A Goblin Boss makes 2 attacks when fighting with a Goblin Bow or a Jabbin’ Spear, rather than 1.

Models in this unit may be Hornblowers. Add 2 to the run rolls of a unit that includes any Hornblowers.

KEYWORDS

Abilities

Gobbo Shield: If a unit with Gobbo Shields has 10 or more models, it has save of 5+. Unruly Rabble: You can add 1 to all hit rolls for Goblins if their unit has 20 or more models. If the unit has 30 or more models, you can add 2 to all these hit rolls instead.

Destruction, grot, Gitmob, Goblins

GOBLIN WOLF RIDERS 2

12" 4

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wolf Bow

16"

2

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slitta

1"

1

5+

5+

-

1

Pokin’ Spear

2"

1

5+

4+

-

1

Giant Wolf’s Slavering Jaws

1"

2

4+

4+

-

1

description

Standard Bearer

A unit of Goblin Wolf Riders has 5 or more models. Some units are armed with Slittas and Wolf Bows, while others carry Pokin’ Spears. They ride upon Giant Wolves that attack their quarry with slavering jaws. Some units of Goblin Wolf Riders also carry Raidin’ Shields into battle. Hornblower

Models in this unit may be Hornblowers. Add 2 to the run rolls of a unit that includes any Hornblowers. KEYWORDS

Models in this unit may be Standard Bearers. You can add 2 to the Bravery of all models in a unit that includes any Standard Bearers as long as there are no enemy models within 3" of the unit. Goblin Wolf Rider Boss

The leader of this unit is a Goblin Wolf Rider Boss. A Goblin Wolf Rider Boss makes 2 attacks with his Pokin’ Spear or Slitta, rather than 1.

Destruction, Grot, Gitmob, Goblin Wolf Riders Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Pokin’ Spear: You can add 1 to wound rolls for Goblin Wolf Riders attacking with Pokin’ Spears if they charged in the same turn. Pounce: Goblin Wolf Riders can make pile in moves of up to 6", instead of up to 3". Raidin’ Shield: If a unit with Raidin’ Shields has 5 or more models, it has save of 4+.

GOBLIN WOLF CHARIOTS 4

12" 5

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wolf Bow

16"

2

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Giant Wolves’ Slavering Jaws

1"

4

4+

4+

-

1

Crew’s Slittas

1"

3

5+

5+

-

1

A unit of Goblin Wolf Chariots can have any number of models. Each chariot has a crew of goblins armed with a Wolf Bow, Slittas and a Wolf Icon. The chariots are drawn into battle by Giant Wolves that attack with their Slavering Jaws.

KEYWORDS

Abilities

Loping Charge: You can re-roll the dice when determining how far this unit runs or charges. Fightin’ Platform: This unit can attack in the shooting phase and charge even if it ran in the Move phase.

Destruction, Grot, Gitmob, Goblin Wolf Chariots

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Wolf Icon: Goblin Wolf Riders and Grot Heroes riding Giant Wolves from your army gain the Loping Charge ability whilst they are within 8" of a Goblin Wolf Chariot.

GOBLIN SPEAR CHUKKA war machine

✹ 4

-

5+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Chukkin’ Spear

36"

br a ery v

Attacks

To Hit

To Wound

Rend

Damage



4+

3+

-2

D3

WAR MACHINE CREW TABLE Crew within 1"

Move

Chukkin’ Spear

3 models

4"

2

2 models

3"

2

1 model

2"

1

No models

0

0

crew

1

5" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Improvised Weapons

1"

1

5+

5+

-

1

br a ery v

description

A Goblin Spear Chukka consists of a war machine and a crew of 3 grots, who can fight foes in melee using Improvised Weapons (although they’d rather shoot the foe before they get that close). The war machine fires Chukkin’ Spears into the enemy’s ranks.

Abilities

Grot War Artillery: A Spear Chukka can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Spear Chukka in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Destruction, war machine, Goblin Spear Chukka

crew KEYWORDS

Destruction, grot, Gitmob, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Get the One with the Big Hat: You can add 1 to the hit roll when firing a Spear Chukka if the target is a Hero. You Better Hit ‘em, Runts!: Goblin Spear Chukkas are often commanded by orc overseers to ensure the crew take aim and hit their target. You can re-roll failed hit rolls when firing a Chukkin’ Spear if there is an Orc Bully from your army within 1" of the war machine.

goblin rock lobber war machine

✹ 5

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Big Rock

6-40"

1



3+

-2

3

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Big Rock

4 models

4"

3+

3 models

3"

4+

2 models

2"

4+

1 model

1"

5+

No models

0

0

crew

1

5" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Improvised Weapons

1"

1

5+

5+

-

1

br a ery v

description

A Goblin Rock Lobber consists of a catapult war machine and a crew of 4 grots, who can fight foes in melee using Improvised Weapons (although they’d rather shoot the foe before they get that close). The catapult can hurl Big Rocks across the battlefield to crush the enemy into bloody smears.

Abilities

Grot War Artillery: A Rock Lobber catapult can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Rock Lobber in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Destruction, War Machine, Goblin Rock Lobber

crew KEYWORDS

Destruction, Grot, Gitmob, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Flatten the Lot of ‘em: This war machine can shoot at enemy units that are not visible to it. In addition, you can add 1 to the hit roll when targeting a unit that has 10 or more models. Load it Again!: Goblin Rock Lobbers are often commanded by orc overseers to ensure the crew works to reload and fire as quickly as possible. If you roll a 6 or more to hit with a Goblin Rock Lobber’s Big Rock and there is an Orc Bully from your army within 1" of the war machine, you can immediately make another Big Rock attack at the same target.

doom diver catapult war machine

✹ 4

-

5+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage



1

3+

3+

-1

D3

Divin’ Gobbo

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Divin’ Gobbo

4 models

4"

6-50"

3 models

3"

6-40"

2 models

2"

6-30"

1 model

1"

6-20"

No models

0

0

crew

1

5" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Improvised Weapons

1"

1

5+

5+

-

1

br a ery v

description

A Doom Diver Catapult consists of a muscle powered catapult war machine and a crew of 4 grots, who can fight foes in melee using Improvised Weapons (although they’d rather shoot the foe before they get that close). The catapult can launch Divin’ Gobbos across the battlefield.

Abilities

Grot War Artillery: A Doom Diver Catapult can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Doom Diver Catapult in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Destruction, war machine, Doom Diver Catapult

crew KEYWORDS

Destruction, Grot, Gitmob, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Gobbo-guided Missile: This war machine can shoot at enemy units that are not visible to it. In addition, if you fail to hit with a Divin’ Gobbo attack, roll a dice. On a 4 or more the plucky grot has managed to steer his descent; you may pick a different enemy unit within 10" of the original target – the unfortunate Divin’ Gobbo has hit that target instead. Oi Tubby, You’re Next: Doom Diver Catapults are often commanded by orc overseers to ensure that only the biggest, heaviest grots are flung towards the enemy to ensure maximum damage on impact. A Divin’ Gobbo attack inflicts D6 Damage instead of D3 if there is an Orc Bully from your army within 1" of the war machine.

Nasty Skulkers 5"

1

4

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Back Stabbas

1"

2

5+

5+

-1

1

br a ery v

description

A unit of Nasty Skulkers can have any number of models. They are armed with vicious Back Stabbas.

Abilities

Surprise!: Instead of setting up this unit normally, you can place it to one side and say that it is set up in hiding. If you do so, secretly note down one of your Goblins units for this unit to hide in. At the start of any combat phase you can reveal the Nasty Skulkers: set up the Nasty Skulkers within 1" of the unit that is hiding them. The Nasty Skulkers can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with first. If the unit hiding the Nasty Skulkers is destroyed before

revealing the Nasty Skulkers, those Nasty Skulkers are destroyed as well. Right in da ‘Urty Bitz!: If you roll a 6 or more when rolling to hit with a Nasty Skulker’s Back Stabba, you have hit the foe right in da ‘urty bitz. Do not make a wound roll for that hit – the target suffers a mortal wound instead.

Destruction, Grot, Gitmob, Nasty Skulkers

KEYWORDS

skarsnik, Warlord of the Eight Peaks 6

5" 6

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

To Hit

To Wound

Rend

Skarsnik’s Prodder

14"

D6

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Skarsnik’s Prodder

2"

4

4+

3+

-1

1

Gobbla’s Gaping Maw

1"

4

4+

3+

-1

D3

Skarsnik, Warlord of the Eight Peaks, is a single model. He carries Skarsnik’s Prodder, which can project a spiteful blast at his foes. Skarsnik is accompanied by his pet, a huge and ferocious Giant Cave Squig called Gobbla who devours his prey with his Gaping Maw.

Abilities

Sneaky Schemes, Tricksy Traps: If Skarsnik, or a Moonclan unit from your army within 10" of him, retreats, roll a dice before moving any models. On a 4 or more the retreating unit sets a sneaky trap and one enemy unit within 3" immediately suffers D3 mortal wounds.

Command Ability

Warlord of the Eight Peaks: If Skarsnik uses this ability, pick one Moonclan unit within 10". That unit can pile in and attack twice in your next combat phase, instead of once. In addition, that unit does not need to take battleshock tests in your next battleshock phase.

Down in One!: If you roll a 6 or more when rolling to wound with Gobbla’s Gaping Maw, that attack inflicts D6 damage instead of D3. KEYWORDS

Damage

Destruction, grot, Moonclan, Hero, Night Goblin Warboss, Skarsnik Warhammer Age of Sigmar © Games Workshop Ltd. 2015

night goblin WarBoss 5"

4

5

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Moon-cutta

1"

5

3+

4+

-

1

Moon-slicer

1"

3

3+

4+

-1

D3

br a ery v

description

A Night Goblin Warboss is a single model. Some Night Goblin Warbosses are armed with a curved Moon-cutta and carry a Git Shield, while others wield a pair of Mooncuttas. Some Goblin Warbosses instead fight with a two-handed Moon-slicer.

Abilities

Git Shield: You can re-roll failed save rolls for a Night Goblin Warboss with a Git Shield.

Moon-cuttas: Wielding two weapons gives a Night Goblin Warboss a better chance of landing a blow. You can re-roll hit rolls of 1 for a model attacking with two Moon‑cuttas. Dead Tricksy (or just Lucky): Enemy units that target a Night Goblin Warboss with an attack treat all hit rolls of 6 as 1 instead.

Command Ability

I’m da Boss, Now Stab ‘em Good!: If a Night Goblin Warboss uses this ability, you can select a Moonclan unit within 20". Until your next hero phase, any wound roll of 6 or more for that unit inflicts double damage.

Destruction, Grot, Moonclan, Hero, Night Goblin Warboss

KEYWORDS

Night Goblin Warboss on Great Cave Squig 2D6"

6

6

5+

MELEE WEAPONS sav e

U N DS WO

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Moon-cutta

1"

5

3+

4+

-

1

Night Stabba

2"

5

4+

4+

-

1

Fang-filled Gob

1"

4

4+

3+

-1

1

A Night Goblin Warboss on Great Cave Squig is a single model. The Night Goblin Warboss is armed with either a Mooncutta or a Night Stabba, and a Git Shield. They ride a Great Cave Squig, which attacks its prey with its huge, Fangfilled Gob.

KEYWORDS

Range

Abilities

Git Shield: You can re-roll failed save rolls for a Night Goblin Warboss on Great Cave Squig. Supreme Bounder: If a Night Goblin Warboss on Great Cave Squig rolls a double for its charge move, its Fang-filled Gob inflicts double damage in the ensuing combat phase.

Command Ability

Even More Boingy: If a Night Goblin Warboss uses this ability, then until your next hero phase, all Moonclan units from your army that are within 10" of him at the beginning of the movement phase can move and run an extra 1". Night Goblin Squig Hopper units that are within 10" of him at the beginning of the movement phase become even more boingy instead; you can re-roll the dice for these units when determining how far they can move or run in that phase.

Destruction, grot, Moonclan, Hero, Night Goblin Warboss Warhammer Age of Sigmar © Games Workshop Ltd. 2015

NIGHT GOBLIN SHAMAN 4

5" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Moon Staff

2"

1

4+

4+

-1

D3

br a ery v

description

A Night Goblin Shaman is a single model. He is armed with a Moon Staff and carries a stash of Madcap Mushrooms.

Abilities

Madcap Mushrooms: When a Night Goblin Shaman attempts to cast a spell he can eat a Madcap Mushroom. If he does so roll a dice; on a 2 or more add 2 to the casting roll. On a 1 the mushroom was bad and he can do nothing else until your next hero phase as he starts hallucinating. KEYWORDS

Magic

A Night Goblin Shaman is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. A Goblin Shaman knows the Arcane Bolt, Mystic Shield and Curse of da Bad Moon spells.

Curse of da Bad Moon

With a chilling howl the Shaman summons a great pale moon with a leering goblinoid face and tusk-like fangs to attack the enemy. Curse of da Bad Moon has a casting value of 8. If successfully cast, select a visible model within 18". That model’s unit suffers D3 mortal wounds. Then roll a dice for each other unit within 6" of the target model (roll before removing any slain models); on a 4 or more that unit will also suffer D3 mortal wounds.

Destruction, Grot, MoonClan, Hero, Wizard, Night Goblin Shaman

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

NIGHT GOBLINs MISSILE WEAPONS

1

5" 4

6+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Wound

Rend

Damage

Night Bow

16"

1

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbed Net

2"

3

4+

5+

-

1

Stabba

1"

1

4+

4+

-

1

Pokin’ Spear

2"

1

5+

4+

-

1

Slitta

1"

1

5+

5+

-

1

description

A unit of Night Goblins has 10 or more models. Units are armed either with Pokin’ Spears or Stabbas, and carry Moon Shields. Some units are instead armed with Night Bows and Slittas. A few Night Goblins instead carry a vicious Barbed Net to ensnare their foes. Night Goblin Boss

The leader of this unit is a Night Goblin Boss. You can add 1 to any hit roll for a Night Goblin Boss. Standard Bearer

Models in this unit may be Standard Bearers. Standard Bearers can carry either a Goblin Flag or a Bad Moon Icon. Gong Basher

Abilities

Moon Shield: If a unit with Moon Shields has 10 or more models, it has save of 5+. Backstabbing Mob: It’s loads easier to stab your enemy in the back when he’s surrounded by all yer mates. You can add 1 to all wound rolls made in the combat phase for Night Goblins if their unit has 20 or more models. If the unit has 30 or more models, you can add 2 to all these wound rolls instead. Bad Moon Icon: You can add 1 to any save rolls for a unit of Night Goblins in the shooting phase if it includes any Bad Moon Icons as the leering, yellow face sucks away light and shrouds the gobbos in a shield of darkness.

Models in this unit may be Gong Bashers. Add 2 to the run rolls of a unit that includes any Gong Bashers. KEYWORDS

To Hit

Destruction, Grot, Moonclan, Night Goblins

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Goblin Flag: You can add 2 to the Bravery of all models in a unit that includes any Goblin Flags as long as there are no enemy models within 3" of the unit. Netters: Your opponent must subtract 1 from any hit rolls made in the combat phase for any of his models that are within 2" of a Night Goblin with a Barbed Net.

Night Goblin FANATICS 1

10 b

-

sav e

u n ds wo

MOV E

2D6"

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ball and Chain

1"

D6

4+

3+

-2

D3

r av ery

description

to hide in. At the start of any charge phase you can release the fanatics: set up the Night Goblin Fanatics within 1" of the unit that is hiding them. The Fanatics can then charge, even if it isn’t your charge phase.

A unit of Night Goblin Fanatics can have any number of models. They are armed with whirling Balls and Chains, and a distinct lack of self-preservation.

Abilities

If the unit hiding the Night Goblin Fanatics is destroyed before releasing the Fanatics, those Night Goblin Fanatics are destroyed as well.

Release the Fanatics!: Instead of setting up this unit normally, you can place it to one side and say that it is set up in hiding. If you do so, secretly note down one of your units of Night Goblins for this unit

Out of Control, Splat!: If you roll a double when determining the Night Goblin Fanatics’ move distance, the unit suffers a mortal wound as one of the Fanatics collides with a tree, rock, or another Fanatic and comes to a very sudden and terminal stop.

Destruction, Grot, MoonClan, Night Goblin Fanatics

KEYWORDS

night goblin squig hoppers 2D6"

2

4

6+

sav e

u n ds wo

MOV E

br a ery v

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slitta

1"

1

5+

5+

-

1

Massive Gob Full of Teeth

1"

2

4+

3+

-1

1

A unit of Night Goblin Squig Hoppers has 5 or more models. The riders are armed with Slittas. They ride upon extra boingy Squigs that attack their quarry with a Massive Gob Full of Teeth.

KEYWORDS

Abilities

Boing! Boing! Boing!: Once in a while, squigs get so much bounce in their springy stride that they become hurtling toothy meteors. If a unit of Night Goblin Squig Hoppers rolls a double for its charge move, each model in the unit can make 4 attacks with its Massive Gob Full of Teeth instead of 2 in the ensuing combat phase.

Destruction, Grot, MoonClan, Night Goblin Squig Hoppers Warhammer Age of Sigmar © Games Workshop Ltd. 2015

NIGHT GOBLIN SQUIG HERDERS 1

5" 4

6+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Noisemaker

1"

2

5+

6+

-

1

Squig Prodder

2"

1

5+

4+

-

1

br a ery v

description

A unit of Night Goblin Squig Herders has 2 or more models. Each model is armed with either a Squig Prodder or a Noisemaker.

KEYWORDS

Abilities

Keep Close, use ‘em for Cover: Your opponent must subtract 1 from any hit roll that targets a Night Goblin Squig Herder whilst it is within 5" of any Cave Squigs from your army.

Destruction, Grot, MoonClan, Night Goblin Squig Herders

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

mangler squigs 10



10 b

5+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Massive Fangs

2"

6



3+

-1

2

Balls and Chains

2"



4+

3+

-2

3

Night Goblins’ Bashin’ Sticks

1"

4

5+

5+

-

1

DAMAGE TABLE

description

Wounds Suffered

Move

Massive Fangs

Balls and Chains

0-2

3D6"

2+

2D6

3-4

3D6"

3+

2D6

5-6

2D6"

4+

D6

7-8

2D6"

5+

D6

9+

D6"

6+

D3

Mangler Squigs are a single model. They chomp using their Massive Fangs and cause untold destruction with the Balls and Chains clamped onto them. A group of Night Goblins swing at the enemy with their Bashin’ Sticks as they try desperately to hold on.

KEYWORDS

Abilities

Ker-splat!: If you roll any doubles when rolling to determine the Mangler Squigs’ charge range, you can add 1 to the model’s hit rolls when it attacks with its Balls and Chains until the end of the turn.

Watch Out!: Mangler Squigs can cause mayhem even in their wildly bouncing death throes. If slain, roll a dice for each unit within 6" of the Mangler Squigs, friend or foe, before the model is removed from the battlefield. On a roll of 4 or more that unit suffers D3 mortal wounds. Remove the Mangler Squigs from the battlefield after resolving any damage.

Destruction, Grot, Moonclan, Monster, Mangler Squigs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Cave squigs 2

5" 3

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Massive Gob Full of Teeth

1"

1

5+

3+

-1

D3

br a ery v

description

A unit of Cave Squigs has 3 or more models. They fight with a Massive Gob Full of Teeth (and a foul temperament).

Abilities

Squigs Go Wild: Roll a dice each time a Cave Squig flees, before it is removed from the battlefield. On a roll of 4 or more the nearest unit within 6" (friend or foe), suffers 1 mortal wound as the squig goes wild. When determining the closest unit, ignore the Cave Squig’s own unit, and Moonclan units, who’ve had lots of practice getting out of the way. Remove the Cave Squig from the battlefield if you rolled a 3 or less, or after it has gone wild.

Yer Makin’ ‘em Angry: You can add 1 to all hit rolls made by a Cave Squig whilst its unit is within 5" of any Night Goblin Squig Herders from your army. Go Dat Way!: You can re-roll the dice when determining how far Cave Squigs run or charge if they are within 5" of any Night Goblin Squig Herders from your army when the roll is made.

Destruction, Moonclan, Cave Squigs

KEYWORDS

Goblin Big Boss on Gigantic Spider 6

8" 6

4+

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Swamp Spear

2"

4

4+

4+

-1

1

Gigantic Spider’s Fangs

1"

4

4+

3+

-1

1

sav e

u n ds wo

MOV E

br a ery v

description

Spider Venom: If you roll a 6 or more to hit for a Gigantic Spider’s Fangs attack, do not make a separate wound roll for that attack – it inflicts 1 mortal wound on the target instead.

Abilities

Wall-crawler: A Goblin Big Boss on a Gigantic Spider can choose to move across scenery as if it was not there.

A Goblin Big Boss on Gigantic Spider is a single model. The Goblin Big Boss is armed with a Swamp Spear and a Boss Shield. The Gigantic Spider fights with its massive, venomous Fangs. Boss Shield: You can re-roll failed save rolls for a Goblin Big Boss on Gigantic Spider.

KEYWORDS

Command Ability

Blessing of the Spider-god: If a Goblin Big Boss on Gigantic Spider uses this ability, then until your next hero phase all Spiderfang units from your army that are within 8" of this model when they attack in the combat phase receive the blessing of the Spider-god. When attacking with these units, their Spider Venom ability will inflict a mortal wound on a hit roll of a 5 or more, instead of a 6 or more.

Destruction, Grot, Spiderfang, Hero, Goblin Big Boss Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Forest Goblin Spider Riders 2

8" 4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Spider-bow

16"

2

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crooked Spear

2"

1

5+

4+

-

1

Giant Spider’s Fangs

1"

2

4+

4+

-

1

description

Icon Bearer

A unit of Forest Goblin Spider Riders has 5 or more models. The riders are armed with Crooked Spears and Forest Gobbo Shields. They ride upon Giant Spiders that attack their prey with poisoned Fangs. Some riders are also armed with Spider-bows.

Models in this unit may be Icon Bearers. You can add 2 to the Bravery of all models in a unit that includes any Icon Bearers as long as there are no enemy models within 3" of the unit.

Spider Rider Boss

Models in this unit may be Bone Drummers. Add 2 to the run rolls of a unit that includes any Bone Drummers.

The leader of this unit is a Spider Rider Boss. A Spider Rider Boss makes 2 attacks with his Crooked Spear, rather than 1.

KEYWORDS

Bone Drummer

Abilities

Forest Gobbo Shield: If a unit with Forest Gobbo Shields has 5 or more models, it has save of 5+. Spider Venom: If you roll a 6 or more to hit for a Giant Spider’s Fangs attack, do not make a separate wound roll for that attack – it inflicts 1 mortal wound on the target instead. Wall-crawler: Forest Goblin Spider Riders can choose to move across scenery as if it was not there.

Destruction, Grot, Spiderfang, Forest Goblin Spider Riders

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

arachnarok spider MISSILE WEAPONS

Range

14

✹ 6

4+

sav e

u n ds wo

MOV E

Attacks

To Hit

To Wound

Rend

Damage

Flinger

18"

1

4+

3+

-

D3

Forest Goblin Crew’s Spider-bows

16"

4

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Forest Goblin Crew’s Crooked Spears

2"

4

5+

4+

-

1

Chitinous Legs

2"



4+

3+

-1

1

Monstrous Fangs

1"

4



3+

-1

D3

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Chitinous Legs

Monstrous Fangs

0-3

8"

8

3+

4-6

6"

6

3+

7-9

5"

5

4+

10-12

4"

4

4+

13+

3"

2

5+

description

An Arachnarok Spider is a single model. It attacks its prey with venomous Monstrous Fangs and its massive Chitinous Legs. Forest Goblins

Many Arachnarok Spiders carry a howdah of Forest Goblins into battle, who attack those below with Spider-bows and Crooked Spears. These howdahs can also mount either a Flinger – a crude web-slinging catapult – or a Catchweb Spidershrine – a magical artefact tended to by a Forest Goblin Shaman.

Abilities

Spider Venom: If you roll a 6 or more to hit for an Arachnarok Spider’s Monstrous Fangs, do not make a separate wound roll for that attack – it inflicts D3 mortal wounds on the target instead. Wall-crawler: An Arachnarok Spider can choose to move across scenery as if it was not there.

Magic

An Arachnarok Spider with a Forest Goblin Shaman is a wizard, and gains the Wizard keyword. Due to the Catchweb Spidershrine he can attempt to cast two different spells in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. The Forest Goblin Shaman knows the Arcane Bolt, Mystic Shield and Gift of the Spider-god spells. Gift of the Spider-God

With a hiss, the Shaman calls upon the Spider-god for its wicked aid. Gift of the Spider-god has a casting value of 4. If successfully cast, select a Spiderfang unit within 8". Until your next hero phase, double the number of mortal wounds inflicted as a result of that unit’s Spider Venom ability.

Arachnarok Spider KEYWORDS

Destruction, Spiderfang, Monster, Arachnarok Spider

Arachnarok Spider carrying Forest Goblins KEYWORDS

DESTRUCTION, GROT, SPIDERFANG, MONSTER, ARACHNAROK SPIDER

Arachnarok Spider carrying Forest Goblins and Forest Goblin Shaman KEYWORDS

DESTRUCTION, GROT, SPIDERFANG, Hero, Wizard, MONSTER, ARACHNAROK SPIDER

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SNOTLINGS 4

5"

-

10 b

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Explodin’ Spores

6"

4

5+

6+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Pokin’ Sticks

1"

5

5+

6+

-

1

description

A unit of Snotlings has 2 or more models. They are armed with Pokin’ Sticks and can fling Explodin’ Spores at the enemy.

Abilities

Enthusiastic Show-offs: You can add 1 to the hit rolls for Snotlings’ Pokin’ Sticks if there are any Orruks from your army within 6" of them.

Destruction, Gitmob, Snotlings

KEYWORDS

Snotling PUMP WAGONS MISSILE WEAPONS

2D6"

4

10

6+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Explodin’ Spores

6"

4

5+

6+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Pokin’ Sticks

1"

5

5+

6+

-

1

Ram Spikes and Scythed Wheels

1"

D6

5+

4+

-

1

A unit of Snotling Pump Wagons can have any number of models. A Snotling Pump Wagon impales and cuts down the enemy with its Ram Spikes and Scythed Wheels. Each of these ramshackle contraptions is crewed by a team of over-enthusiastic snotlings who attack with their Pokin’ Sticks and fling Explodin’ Spores at the enemy.

KEYWORDS

Range

Abilities

Enthusiastic Show-offs: You can add 1 to the hit rolls for the Crew’s Pokin’ Sticks if there are any Orruks from your army within 6" of the Snotling Pump Wagon.

Pump Harder Ladz: If you roll a double when moving or charging, this unit is pumped up until the end of your turn. Pumped up units move an additional 6" when moving or charging and make 2D6 attacks with their Ram Spikes and Scythed Wheels instead of D6.

Destruction, snotling, Gitmob, War MachinE, Pump Wagons Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Trolls 6"

4

5

5+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Noxious Vomit

6"

1

3+

3+

-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Troll Club

2"

3

4+

3+

-1

2

To Wound

Rend

Damage

br a ery v

description

A unit of Trolls has 3 or more models. They are armed with Troll Clubs and can project a disgusting stream of Noxious Vomit at their foes.

Abilities

Regeneration: Roll a dice for each Troll in each of your hero phases. On a 2 or more that model heals D3 wounds. Too Dumb to Die: Roll a dice each time a Troll is slain. On a 4 or more the Troll is not slain, but instead remains on the battlefield with 1 wound remaining.

Destruction, troggoth, Sourbreath, Trolls

KEYWORDS

stone trolls 4

6" 5

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

Noxious Vomit

6"

1

3+

3+

-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Boulderbasher

2"

3

4+

3+

-1

2

A unit of Stone Trolls has 3 or more models. They are armed with Boulderbashers and can project forth a disgusting stream of Noxious Vomit.

KEYWORDS

Range

Abilities

Regeneration: Roll a dice for each Stone Troll in each of your hero phases. On a 2 or more that model heals D3 wounds. Resistant to Magic: Roll a dice each time a unit of Stone Trolls suffers a wound or a mortal wound that was inflicted by a spell or a Wizard. On a 6, that wound is ignored.

Destruction, troggoth, Rockgut, Stone Trolls Warhammer Age of Sigmar © Games Workshop Ltd. 2015

river trolls 4

6" 5

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Noxious Vomit

6"

1

3+

3+

-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Creek Club

2"

3

4+

3+

-1

2

A unit of River Trolls has 3 or more models. They are armed with spike- and fang-encrusted Creek Clubs and can project forth a disgusting stream of Noxious Vomit at will.

KEYWORDS

Abilities

Regeneration: Roll a dice for each River Troll in each of your hero phases. On a 2 or more that model heals D3 wounds. Terrible Stench: Your opponent must subtract 1 from any hit roll made by one of his models that targets a River Troll in the combat phase.

Destruction, Troggoth, Fellwater, River Trolls

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

GIANT ✹

12

6

5+

sav e

U N DS WO

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Massive Club

3"



3+

3+

-1

1

’Eadbutt

1"

1

4+

3+

-3



Mighty Kick

2"

1

3+

3+

-2

D3

DAMAGE TABLE Wounds Suffered

Move

’Eadbutt

0-2

8"

3D6

D6

3-4

6"

2D6

D6

5-7

5"

2D6

D3

8-9

4"

D6

D3

10+

3"

D6

1

description

A Giant is a single model. Giants are armed with Massive Clubs, and can also smash a foe by delivering a thunderous ’Eadbutt and a Mighty Kick.

Abilities

Massive Club

Timber!: If a Giant is slain, both players roll a dice, and whoever rolls highest decides in which direction the Giant falls (the player commanding the model wins any ties). Place the Giant on its side in the direction in which it falls – any unit (friend or foe) it lands on suffers D3 mortal wounds. Remove the Giant after resolving any damage caused by its falling body.

Stuff ’Em In Me Bag: Immediately before a Giant makes its attacks in the combat phase, pick an enemy model within 1" and then roll a dice. If the result is at least double the enemy model’s Wounds characteristic, it is grabbed and stuffed in the Giant’s bag ‘for later’. The enemy model is treated as being slain.

Drunken Stagger: If you roll a double when making a charge roll for a Giant, it immediately falls over instead of making the charge move. Determine the direction the Giant falls and the damage it causes as if it had been slain (see Timber!), but instead of removing the Giant after resolving the damage caused by its falling body, stand the model back up again as the Giant drunkenly regains its feet!

KEYWORDS

DESTRUCTION, gargant, Aleguzzler, Monster, GIANT

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Orcs & Goblins

Ironjaws Big Mob Organisation An Ironjaws Big Mob consists of the following units:

Abilities Might Makes Right: Only the biggest and meanest fighters can survive as a warrior in this mob; you can add 1 to all wound rolls for models in an Ironjaws Big Mob.

• 1 Black Orc Big Boss • 3 units of Black Orcs • 1 Giant

Get ‘em Boss: An Ironjaw Big Mob’s Black Orc Big Boss is the meanest of the mean, and his ladz cheer whenever he challenges an enemy champion to a real fight and then gives them a good thumping. You can re-roll any hit dice when this Black Orc Big Boss targets a Hero or Monster with all of its attacks in the combat phase, but only if you bellow a suitably orc-like challenge or boast before rolling the dice (e.g. ‘Come ‘ere you snivelling git’, ‘Yooze gonna get stomped’, ‘I’m gonna chop you dead’, ‘Waaagh!’, etc.).

Orcs & Goblins

Greenskinz Big Mob Organisation A Greenskinz Big Mob consists of the following units: • 1 Orc Warboss or Orc Warboss on Wyvern • 1 Orc Great Shaman • 1 unit of Orc Boar Boyz or Orc Boar Chariots • 3 units of Orcs or Orc Arrer Boyz in any combination

Abilities Ere We Go! Ere We Go! Ere We Go!: Greenskinz Big Mobs are forever rushing forwards to get stuck into the fight; units in this battalion can run and charge, or run and shoot, in the same turn. Da Big Waaagh!: Once per game, in your hero phase, a Greenskinz Big Mob’s Orc Warboss can declare a Big Waaagh! When he does so, all units from his Big Mob that are within 9" become frenzied until the end of your next combat phase. These models make 1 extra attack with each of their melee weapons. If this Orc Warboss is your general, the frenzied models instead make 2 extra attacks with each of their melee weapons (your general cannot use his Waaagh! and Da Big Waaagh! abilities in the same turn).

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Orcs & Goblins

BoneSPLITTAS Big Mob Organisation A Bonesplittas Big Mob consists of the following units: • 1 Savage Orc Warboss • 1 Savage Orc Shaman • 1 unit of Savage Orc Boar Boyz • 3 units of Savage Orcs

Abilities Magical Ju-ju Warpaint: The models in a Bonesplittas Big Mob are daubed with warpaint with extra magical ju-ju; add one to all the dice rolls for these models’ Warpaint ability. Frenzied Big Mob: Savage Orcs are angry at the best of times, but when a large group mobs together their collective rage turns them into howling maniacs. The first time each unit from a Bonesplittas Big Mob makes a charge move, models in that unit are frenzied until the end of your next combat phase; when these models attack, they make 1 extra attack with each of their melee weapons.

Orcs & Goblins

Great Gitmob Organisation A Great Gitmob consists of the following units: • 1 Goblin Warboss • 1 Goblin Shaman • 1 unit of Goblin Wolf Chariots or Goblin Wolf Riders • 3 units of Goblins • 1-3 units of Nasty Skulkers

Abilities Ravening Hordes: Goblins prefer to attack the foe only when they have the advantage of overwhelming numbers. When a model from a Great Gitmob attacks, you can add 1 to the hit rolls if its unit has more models than the target unit. If your unit outnumbers the enemy unit by at least two-to-one, you can add 1 to the wound rolls as well. Da Boss is Going Up in Da World: Goblin Warbosses are renowned more for their cruelty and spitefulness than acts of courage and heroism in the heat of battle. If the Great Gitmob’s Goblin Warboss slays a Hero or Monster, all other units in this battalion will be so amazed and awestruck that they will not need to take battleshock tests for the rest of the game.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Orcs & Goblins

Great Moonclan Organisation A Great Moonclan consists of the following units: • 1 Night Goblin Warboss or Night Goblin Warboss on Great Cave Squig • 1 Night Goblin Shaman • 1 unit of Night Goblin Squig Hoppers or Mangler Squigs, or 1 unit each of Cave Squigs and Night Goblin Squig Herders • 3 units of Night Goblins • 1-3 units of Night Goblin Fanatics

Abilities Fungus Brew: Before battle, the goblins of a Great Moonclan drink copious amounts of fungus brew, turning them into a horde of high-pitched shrieking psychopaths. The models in a Great Moonclan have +1 Bravery. In addition, each time you roll a 6 or more to hit with one of these model’s weapons, that model can immediately make an extra attack with that weapon. Hooded Villain: A Great Moonclan’s Warboss is a mean-spirited villain whose beady red eyes stare malevolently from beneath his hood before he launches his attack. You can re-roll any hit dice when this Warboss attacks, but only if you are either wearing a hood or you can beat your opponent in a staring contest before rolling the dice (first one to blink or look away loses).

Orcs & Goblins

Spiderfang Venom Mob Organisation A Spiderfang Venom Mob consists of the following units: • 1 Goblin Big Boss on Gigantic Spider • 3 Arachnarok Spiders • 3 units of Forest Goblin Spider Riders

Abilities Venom Surge: All the spiders in a Spiderfang Venom Mob, from the lowliest Giant Spider to the massive Arachnarok, are amongst the most sinister and venomous of their eight-legged kind; when one of these models attacks, you can add 1 to any wound rolls for the spider’s Fangs. Embodiment of the Spider-god: This Spiderfang Venom Mob’s Arachnarok Spiders are worshipped by the Forest Goblins as living embodiments of the almighty Spider-god. Units in a Spiderfang Venom Mob do not need to take battleshock tests if they are within 8" of any of their Arachnarok Spiders.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit

Substitute Warscroll

Wurrzag on War Boar. . . . . . . . . . . . . . . . . . . . . . . . . . Savage Orc Shaman on War Boar Orc Warboss on Orc Boar Chariot. . . . . . . . . . . . . . . Orc Boar Chariot Black Orc Warboss . . . . . . . . . . . . . . . . . . . . . . . . . . . . Black Orc Big Boss Black Orc Big Boss with Army Standard. . . . . . . . . . Orc Warboss with Great Waaagh! Banner Black Orc Warboss on Orc Boar Chariot . . . . . . . . . Orc Boar Chariot Black Orc Big Boss on War Boar. . . . . . . . . . . . . . . . . Orc Warboss on War Boar Black Orc Warboss on Wyvern. . . . . . . . . . . . . . . . . . Orc Warboss on Wyvern Goblin Warboss on Giant Spider . . . . . . . . . . . . . . . . Goblin Big Boss on Gigantic Spider Goblin Warboss on Wolf Chariot. . . . . . . . . . . . . . . . Goblin Wolf Chariot Goblin Warboss on Gigantic Spider. . . . . . . . . . . . . . Goblin Big Boss on Gigantic Spider Orc Great Shaman on Wyvern . . . . . . . . . . . . . . . . . . Azhag the Slaughterer Orc Great Shaman on Orc Boar Chariot. . . . . . . . . . Orc Boar Chariot Savage Orc Great Shaman . . . . . . . . . . . . . . . . . . . . . . Savage Orc Shaman Savage Orc Great Shaman on Wyvern. . . . . . . . . . . . Azhag the Slaughterer Savage Orc Great Shaman on Orc Boar Chariot . . . Orc Boar Chariot Goblin Great Shaman . . . . . . . . . . . . . . . . . . . . . . . . . Goblin Shaman Goblin Great Shaman on Wolf Chariot. . . . . . . . . . . Goblin Wolf Chariot Night Goblin Great Shaman . . . . . . . . . . . . . . . . . . . . Night Goblin Shaman Gitilla Da Hunter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Goblin Warboss on Giant Wolf Snagla Grobspit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Goblin Big Boss on Giant Spider Orc Big Boss. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Orc Warboss Savage Orc Big Boss. . . . . . . . . . . . . . . . . . . . . . . . . . . . Savage Orc Warboss Savage Orc Big Boss with Army Standard. . . . . . . . . Orc Warboss with Great Waaagh! Banner Savage Orc Warboss on Wyvern. . . . . . . . . . . . . . . . . Orc Warboss on Wyvern Goblin Big Boss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Goblin Warboss Goblin Big Boss on Giant Spider. . . . . . . . . . . . . . . . . Goblin Big Boss on Gigantic Spider Goblin Big Boss on Wolf Chariot. . . . . . . . . . . . . . . . Goblin Wolf Chariot Goblin Big Boss with Army Standard. . . . . . . . . . . . Goblin Flag Waver (see Goblins warscroll) Night Goblin Big Boss . . . . . . . . . . . . . . . . . . . . . . . . . Night Goblin Warboss Night Goblin Big Boss on Great Cave Squig. . . . . . . Night Goblin Warboss on Great Cave Squig Night Goblin Big Boss with Army Standard. . . . . . . Night Goblin Flag Waver (see Night Goblins warscroll) Orc Shaman . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Orc Great Shaman Goblin Shaman on Wolf Chariot. . . . . . . . . . . . . . . . Goblin Wolf Chariot

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

S K AV E N

WARSCROLLS COMPENDIUM

INtroduction Screeching and scrabbling throughout time and space, the skaven gnaw at the fringes of every nation. The Children of the Horned Rat infest the Mortal Realms much as vermin infest a sewer, watching, lurking and sniffing out

opportunities to further their vile agendas. They are each desperate to rise above friend and foe alike, and will commit acts of shocking betrayal to do so, for all skaven possess a vicious ingenuity born of a desire for conquest.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 qUEEK hEADtAKER

2

U N DS WO

bR

6

MELEE WEAPONS

to hit

3

3+

3

3+

4

5

KeyWORDS

Headtaker: You can re-roll failed wound rolls for Queek Headtaker when he targets a Hero.

Rend

3+

Damage

-1

D3

-

1

3+

Kill-kill!: If Queek Headtaker uses this ability, you can re-roll any hit rolls of a1 for any Skaven unit from your army that is within 13" of Queek when it is chosen to fight in the combat phase. You can re-roll failed hit rolls of 1 and 2 instead if the Skaven unit is attacking a Dwarf or an Orcs & Goblins unit. This ability lasts until your next hero phase.

Dwarf Gouger: When Queek Headtaker targets a Duardin unit with Dwarf Gouger, the damage inflicted is doubled.

CHAOS, SK Aven, veR MInuS, He

to Wound

coMMA nd AbilitY

Warp-shard Armour: If you pass a save roll for Queek Headtaker with a roll of 6 or more, the unit that struck the blow immediately suffers 1 mortal wound.

RO, SKAven WARLOR D, queeK H

eADTAKeR

WARLORD SPINEtAIL U N DS WO

MOV E

6"

5 bR

6

4+

MELEE WEAPONS

Blade of Corruption

Range

Attacks

1" 1"

to hit

3 3

to Wound

3+ 3+

Rend

3+ 4+

Damage

-

D3

Rusty Dagger

AV ERy

1

description

Warlord Spinetail is a single model. He wields the Blade of Corruption alongside a Rusty Dagger, and he can throttle foes to death with his abnormally large Spined Tail.

Abilities

Spined Tail: If Warlord Spinetail is within 3" of an enemy Hero at the start of a combat phase, he can attempt to throttle them with his tail. If he does, both you and

your opponent roll a dice. If you roll the higher result, the enemy Hero suffers a mortal wound. If your result is double your opponent’s, that model suffers D3 mortal wounds instead.

wound. Nurgle units are not affected by this ability and do not suffer this extra mortal wound.

coMMA nd AbilitY

Attack-attack!: If Warlord Spinetail uses this ability, you can re-roll any wound rolls of a 1 for any Verminus unit from your army if it is within 13" of Spinetail when it is chosen to fight in the combat phase.

Blade of Corruption: At the end of the combat phase, roll a dice for each enemy model that suffered any wounds from the Blade of Corruption in that phase but was not slain. On a 6 that model succumbs to a corrupting disease and suffers a mortal

R thANqUOL AND bONERIPPE

U N DS WO

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13

7

CHAOS, SK Aven, veR MInuS, He

RO, SKAven WARLOR D, WARLO RD SPIneTAIL Rend

to hit Attacks Warhammer Age of SigmarRange MISSILE WEAPONS © Games Workshop Ltd. 2015

to Wound

8"

Warpfire Projectors

4+

SAV E

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

1"

Abilities

Queek Headtaker is a single model. He wields the fabled Dwarf Gouger in one claw and a Barbed Sword in the other. He is protected by War-shard Armour and carries the severed heads of his latest enemies upon a trophy rack.

bR AV ERy

6

Range

Attacks

to hit

to Wound

Rend

Damage

Staff of the Horned Rat Warpfire Braziers Crushing Blows

2"

2

4+

3+

-1

D3

2"

4

3+

2"



4+

Move

Wounds Suffered

3+

model Thanquol and Boneripper is a single that comprises the scheming Grey Seer Thanquol and the latest (and enormous!) incarnation of his loyal Rat Ogre armed bodyguard, Boneripper. Thanquol is bears with the Staff of the Horned Rat and of a Warp-amulet. He also has a stash his Warpstone Tokens that he uses to boost magical powers (and feed his addiction). Boneripper can be equipped either with a deadly Warpfire Projectors that burn re swathe of death at range, or with Warpfi Braziers that trail green flame as they wreak utter havoc in melee. Either way, sheer his using Boneripper can also attack with foe the pulverising bulk, physical Crushing Blows.

9+

3

10+

2

6"

scorch

Abilities

description

8+

4

7"

11+

7+

5

8"

2

-1

6+

6

9"

3

-2

Casting Value

Crushing blows

10"

0-3

9-10

Warp-amulet: Thanquol and Boneripper heal 1 wound in each of your hero phases. Warpfi re Projectors: When firing Boneripper’s Warpfire Projectors, pick a unit within range; it suffers 2D6 mortal wounds. Warpstone Addiction: W hen Thanquol attempts to cast a spell he must consume he a piece of unrefined warpstone. When can does so, roll a D6; on a 2 or more you if it re-roll the subsequent casting attempt is failed. On the roll of a 1, the Warpstone Token has no effect (other than to a heighten Thanquol’s sense of megalomani and paranoia).

MAGic

to Thanquol is a wizard. He can attempt cast two different spells in each of your own hero phases, and attempt to unbind He two spells in each enemy hero phase. Shield Mystic Bolt, knows the Arcane and Scorch spells. Thanquol also knows that the spells of any Skaven Wizard is within 13" in the hero phase (but only whilst he remains within 13" of that Wizard).

foes Thanquol thrusts out his paw and his by a (or his underlings) are roasted alive casting gout of magical flame. Scorch has a a value of 6. If successfully cast, select ers visible unit within 26". That unit suff a D3 mortal wounds. If Thanquol targets D6 Skaven unit with this spell, it suffers mortal wounds instead.

coMMA nd AbilitY

anquol Blessings of the Horned Rat: If Th uses this ability, select a Skaven unit roll within 13". Until your next hero phase, a dice whenever that unit suffers a wound or mortal wound. Add one to the result a6 if the unit has 13 or more models. On minion his saves Rat Horned the or more, from harm and that wound or mortal wound is ignored.

HeRO, WIZARD, GRey SeeR, TH

CHAOS, SK Aven, MASTeRCLAn,

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

3+

DAMAGE tAbLE

6-8

KeyWORDS

Damage

See below

MELEE WEAPONS

4-5

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Attacks

1"

Barbed Sword

description

3

Range

Dwarf Gouger

AV ERy

KeyWORDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

3+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

6"

5

SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

Workshop Ltd. 2015

AnquOL AnD BOneR IPPeR

thanquol and boneripper 13

✹ 7

4+

sav e

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MOV E

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MISSILE WEAPONS

Range

Warpfire Projectors

8"

Attacks

To Hit

To Wound

Rend

Damage

See below

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Staff of the Horned Rat

2"

2

4+

3+

-1

D3

Warpfire Braziers

2"

4

3+

3+

-2

3

Crushing Blows

2"



4+

3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Crushing Blows

Casting Value

0-3

10"

6

6

4-5

9"

5

7

6-8

8"

4

8

9-10

7"

3

9

11+

6"

2

10

description

Thanquol and Boneripper is a single model that comprises the scheming Grey Seer Thanquol and the latest (and enormous!) incarnation of his loyal Rat Ogre bodyguard, Boneripper. Thanquol is armed with the Staff of the Horned Rat and bears a Warp-amulet. He also has a stash of Warpstone Tokens that he uses to boost his magical powers (and feed his addiction). Boneripper can be equipped either with deadly Warpfire Projectors that burn a swathe of death at range, or with Warpfire Braziers that trail green flame as they wreak utter havoc in melee. Either way, Boneripper can also attack using his sheer physical bulk, pulverising the foe with Crushing Blows.

Abilities

Warp-amulet: Thanquol and Boneripper heal 1 wound in each of your hero phases. Warpfire Projectors: When firing Boneripper’s Warpfire Projectors, pick a unit within range; it suffers 2D6 mortal wounds. Warpstone Addiction: When Thanquol attempts to cast a spell he must consume a piece of unrefined warpstone. When he does so, roll a dice; on a 2 or more you can re-roll the subsequent casting attempt if it is failed. On the roll of a 1, the Warpstone Token has no effect (other than to heighten Thanquol’s sense of megalomania and paranoia).

MAGIC

Thanquol is a wizard. He can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Scorch spells. Thanquol also knows the spells of any Skaven Wizard that is within 13" in the hero phase (but only whilst he remains within 13" of that Wizard). KEYWORDS

Scorch

Thanquol thrusts out his paw and his foes (or his underlings) are roasted alive by a gout of magical flame. Scorch has a casting value shown in the damage table, above. If successfully cast, select a visible unit within 26". That unit suffers D3 mortal wounds. If Thanquol targets a Skaven unit with this spell, it suffers D6 mortal wounds instead.

Command AbilitY

Blessings of the Horned Rat: If Thanquol uses this ability, select a Skaven unit within 13". Until your next hero phase, roll a dice whenever that unit suffers a wound or mortal wound. Add one to the result if the unit has 13 or more models. On a 6 or more, the Horned Rat saves his minion from harm and that wound or mortal wound is ignored.

CHAOS, Skaven, MASTERCLAN, HERO, WIZARD, Grey Seer, thanquol and boneripper

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

skaven grey seer 5

6" 6

5+

sav e

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MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpstone Staff

2"

1

4+

3+

-1

D3

br a ery v

description

A Skaven Grey Seer is a single model. He carries a Warpstone Staff to battle and a stash of Warpstone Tokens.

Abilities

Warpstone Tokens: When a Skaven Grey Seer attempts to cast a spell he can consume a piece of unrefined warpstone. If he does so, roll a dice; on a 2 or more you can re-roll the subsequent casting attempt if it fails. On the roll of a 1, the warpstone ravages the Skaven Grey Seer’s body and he suffers a mortal wound.

KEYWORDS

MAGIC

Command AbilitY

Vermintide

‘Underlings Will not Flee, must Fightfight!’: If a Skaven Grey Seer uses this ability, then until your next hero phase you can roll a dice whenever a Skaven model from your army flees whilst within 26" of the Grey Seer. On a 4 or more that model is more scared of the Grey Seer’s wrath than the enemy and does not flee.

A Skaven Grey Seer is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Vermintide spells. The Grey Seer summons a tide of voracious rats that scurry forth and gnaw a swathe of ruin across the battlefield. Vermintide has a casting value of 6. If successfully cast, select an enemy unit that is within 26" of the caster. Roll a dice for each model in the selected unit; it suffers a mortal wound for each result of a 6 you roll.

CHaos, Skaven, MASTERclan, Hero, Wizard, Grey Seer

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

screaming bell ✹

12

10 b

4+

sav e

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MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpstone Staff

2"

3

4+

4+

-1

1

Rat Ogre’s Claws

1"

4

4+

3+

-1

2

Rusty Wheels and Spikes

1"

D6



3+

-

1

DAMAGE TABLE Wounds Suffered

Move

0-2 3-4

Peal of Doom Range

4"

2+

13"

4"

3+

11"

5-7

2"

4+

9"

8-9

2"

4+

7"

10+

1"

5+

5"

description

A Screaming Bell is a single model crewed by a hulking Rat Ogre who heaves on a great chain to ring the dreaded bell. A Grey Seer perches atop the Screaming Bell, exhorting his minions and casting spells. He carries a Warpstone Staff. A brazier of warpstone burns at the fore of the Screaming Bell, disrupting the abilities of spellcasters unaccustomed to the baleful vapours. Any who come too close to the Screaming Bell meet a quick and messy end beneath its Rusty Wheels and Spikes or are pulverised by the Rat Ogre’s Claws.

Abilities

Pushed Into Battle: For every 3 Skaven models that are within 1" of a Screaming Bell at the start of your movement phase, add 1" to its Move characteristic until the end of the phase. If there are at least 10 Skaven models within 1" of this model when you roll the dice to see how far it can charge, it makes 2D6 attacks with its Rusty Wheels and Spikes in the following combat phase rather than D6. Warpstone Brazier: The fell stench of burning warpstone disrupts the flow of many spellcasters. All Wizards must subtract 1 from their casting rolls if they are within 6" of any Screaming Bells. This does not affect Chaos Wizards.

KEYWORDS

Rusty Wheels & Spikes

Peal of Doom: In your hero phase, the Screaming Bell tolls. Roll two dice, add the scores together and consult the table below to see what happens (no modifiers can be applied to this roll). If a result says that it effects units ‘within range of the Peal of Doom’, consult the Damage Table above to see the current range of that effect.  agical Backlash: The Screaming M Bell immediately suffers 1 mortal wound. 3-4 Unholy Clamour: The Screaming Bell can move an extra 6" in its next movement phase. 5-6 Deafening Peals: Roll a dice for every enemy unit within range of the Peal of Doom. On a 4 or more, that unit suffers a mortal wound. 7 Avalanche of Energy: Add 1 to all casting rolls for Skaven Wizards that are within range of the Peal of Doom during this hero phase. 8-9 Apocalyptic Doom: Roll a dice for every enemy unit within range of the Peal of Doom. On a 4 or more, that unit suffers D3 mortal wounds. 10-11 Wall of Unholy Sound: All Skaven models from your army that are within 13" of the Screaming Bell when they attack in your next combat phase make one extra attack with each of their melee weapons. 12 A Stirring Beyond the Veil: The bell summons a Verminlord to the battlefield. Set up a single Verminlord anywhere on the battlefield that is more than 9" from any enemy model. The Verminlord cannot move in its next movement phase. 2

13

I mprobable Victory!: Against all probability and reason, you immediately win the battle (and are hereafter branded a cheat – not that that should bother a true skaven general).

MAGIC

The Grey Seer atop a Screaming Bell is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Cracks Call spells. Cracks Call

With an arcane incantation, the Grey Seer causes the very ground to split asunder. Cracks Call has a casting value of 6. If successfully cast, select a unit within 18" and roll two dice; that unit suffers a mortal wound for each point by which the total score exceeds its Move characteristic (for example, if you rolled a 7, and the unit’s Move was 4", it would suffer 3 mortal wounds). Cracks Call has no effect on units that can fly.

COMMAND AbilitY

The Altar of the Horned Rat: If the Grey Seer atop the Screaming Bell uses this ability, then until your next hero phase you can add one to the Move and Bravery of all Skaven units from your army that can see the Screaming Bell.

CHAOS, Skaven, MASTERCLAN, HERO, WIZARD, grey seer, SCREAMING BELL Warhammer Age of Sigmar © Games Workshop Ltd. 2015

lord skreech verminking 12

✹ 8

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

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Range

Attacks

To Hit

To Wound

Rend

Damage

Prehensile Tails

6"



3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Doom Glaive

3"

4

3+

3+

-1

3

Plaguereaper

1"



3+

3+

-

1

DAMAGE TABLE Wounds Suffered

Move

Prehensile Tails

Plaguereaper

0-2

12"

5

5

3-4

10"

4

5

5-7

8"

3

4

8-9

6"

2

4

10+

4"

1

3

description

Lord Skreech Verminking is a single model. He wields a Doom Glaive and Plaguereaper and can lash out with his long Prehensile Tails.

Abilities

The Thirteen-headed One: In each of your hero phases, Lord Verminking can call upon his knowledge of the stealth of the Eshin clans, the flesh-crafting skills of the Moulder clans, the plague-craft of the Pestilens clans, the technological insight of the Skryre clans, the warrior skills of the Verminus clans or the arcane lore of the Grey Seers. Depending on the option you choose, he gains the following benefit, which lasts until your next hero phase: Eshin Clans: Your opponent must subtract 1 from any hit rolls that target Lord Verminking.  Moulder Clans: Lord Verminking heals D3 wounds.

KEYWORDS

 Pestilens Clans: You can add 1 to all wound rolls for Lord Verminking. Skryre Clans: Lord Verminking’s Doom Glaive inflicts an extra D3 Damage (for a total of D3+3). Verminus Clans: You can add 1 to all hit rolls for Lord Verminking. Grey Seers: You add 1 to all casting and unbinding rolls for Lord Verminking.

MAGIC

Lord Skreech Verminking is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows Arcane Bolt, Mystic Shield and the Dreaded Thirteenth Spell.

the dreaded thirteenth spell

With a sickening lurch, the fabric of reality is torn open by the twisting, mutating power of the Great Horned Rat. The Dreaded Thirteenth Spell has a casting value of 8. If successfully cast, pick a visible enemy unit within 13" and roll 13 dice. For each roll of 4 or more that unit suffers a mortal wound. Each model slain by the spell is mutated into a skaven as follows: after resolving this spell you can set up a new Verminus unit within 9" of the target unit – set up one model in this new unit for each model slain by this spell. The unit may not move in the following movement phase.

ComMAND AbilitY

The Rat King: If Lord Skreech Verminking uses this ability, then until your next hero phase you can re-roll wound rolls of 1 for all Skaven units from your army that are within 13" of Lord Verminking when they attack in the combat phase.

CHAOS, Daemon, Masterclan, HERO, WIZARD, MONSTER, Verminlord, LORD SKREECH VERMINKING

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

verminlord warbringer MISSILE WEAPONS



12

6

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Prehensile Tails

6"



3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Doom Glaive

3"

4

3+

3+

-1

3

Punch Dagger

1"

4



3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Prehensile Tails

Punch Dagger

0-2

12"

5

2+

3-4

10"

4

3+

5-7

8"

3

3+

8-9

6"

2

4+

10+

4"

1

4+

description

A Verminlord Warbringer is a single model. It wields a Doom Glaive and Punch Dagger, and can lash out with its long Prehensile Tails.

Abilities

Verminous Fury: You can re-roll failed hit rolls for a Verminlord Warbringer if it charged in the same turn.

KEYWORDS

MAGIC

This model is a wizard. It can cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Death Frenzy spells. Death Frenzy

Command Ability

Tyrants of Battle: If a Verminlord Warbringer uses this ability, you can re-roll hit rolls and wound rolls of 1 for Verminus models from your army that are within 13" of the Verminlord when they attack in the combat phase.

Gesticulating wildly, the Verminlord gifts his minions with a rabid and frothing rage that even death does not cool. Death Frenzy has a casting value of 5. If successfully cast, select a Verminus unit within 13". Until your next hero phase, each time a model from that unit is slain in the combat phase, you can make a pile in move and then attack with it before removing it.

CHAOS, DAEMON, MASTERCLAN, VERMINUS, HERO, WIZARD, MONSTER, VERMINLORD, VERMINLORD WARBRINGER

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

verminlord corruptor ✹

12

6

4+

sav e

u n ds wo

MOV E

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Prehensile Tails

6"



3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plaguereapers

1"



3+

3+

-

1

DAMAGE TABLE Wounds Suffered

Move

Plaguereapers

0-2

12"

5

10

3-4

10"

4

9

5-7

8"

3

8

8-9

6"

2

7

10+

4"

1

6

description

A Verminlord Corruptor is a single model. It wields a pair of Plaguereapers, and can lash out with its long Prehensile Tails.

Abilities

Plaguereapers: You can re-roll failed hit rolls for a Verminlord Corruptor’s Plaguereapers. Plaguemaster: If an enemy model suffers a wound from a Verminlord Corruptor but is not slain, roll a dice at the end of the turn. On a 2 or more, that model suffers a mortal wound as its injuries become infected with an extremely virulent contagion.

KEYWORDS

Prehensile Tails

MAGIC

A Verminlord Corruptor is a wizard. It can attempt to cast two different spells in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Plague spells. Plague

Command Ability

Gouge-tear their Eyes!: If a Verminlord Corruptor uses this ability, select this model or one Skaven unit within 18". Until your next hero phase, when that unit is selected to attack in the combat phase, you can add 1 to the attacks characteristic of all its melee weapons.

With a gurgling rasp the Verminlord Corruptor unleashes one of the thirteen blessed diseases. Plague has a casting value of 6. If successfully cast, pick an enemy unit within 13" of this model. Roll a dice for each model in the enemy unit. For each roll of a 6, the enemy unit suffers a mortal wound. After resolving the spell’s effects, roll another dice to see whether the plague spreads. On the roll of a 4 or higher you can pick a different unit (friend or foe) within 7" of the previous one and resolve the spell’s effects against that unit Continue doing this until you roll 3 or lower when rolling to see whether the plague spreads, or until there are no more units within range that have not already been affected by the spell this phase.

CHAOS, DAEMON, Masterclan, NURGLE, PESTILENS, HERO, WIZARD, Monster, VERMINLORD, VERMINLORD CORRUPTOR

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

verminlord deceiver 12

✹ 6

4+

sav e

u n ds wo

MOV E

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Doomstar

13"

1

3+

3+

-1

D3

Prehensile Tails

6"



3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpstiletto

1"

5

3+



-3

D3

DAMAGE TABLE Wounds Suffered

Move

Prehensile Tails

Warpstiletto

0-2

12"

5

2+

3-4

10"

4

3+

5-7

8"

3

3+

8-9

6"

2

4+

10+

4"

1

4+

description

A Verminlord Deceiver is a single model. It wields a Warpstiletto and Doomstar, and can lash out with its long Prehensile Tails.

Abilities

Doomstar: If a Doomstar hits a unit that has 10 or more models, it inflicts D6 Damage instead of D3. Shrouded In Darkness: Your opponent must subtract 2 from any hit rolls he makes that target a Verminlord Deceiver in the Shooting phase.

KEYWORDS

MAGIC

A Verminlord Deceiver is a wizard. It can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Skitterleap spells.

You can remove the selected model from the battlefield, and then set it up again anywhere on the battlefield that is more than 6" from an enemy model. That model cannot move again in your next movement phase.

Skitterleap

Command Ability

The Verminlord Deceiver or one of his minions vanishes in a puff of smoke, only to reappear elsewhere on the battlefield an eye blink later. Skitterleap has a casting value of 3. If successfully cast, choose this model or another Skaven Hero from your army within 13".

Lord of Assassins: If a Verminlord Deceiver uses this ability, you can re-roll all failed wound rolls for Eshin models from your army that are within 13" when they attack in the combat phase. This ability lasts until your next hero phase.

CHAOS, DAEMON, MASTERCLAN, ESHIN, HERO, WIZARD, MONSTER, VERMINLORD, VERMINLORD DECEIVER

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

verminlord warpseer ✹

12

6

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Prehensile Tails

6"



3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Doom Glaive

3"

4

3+



-1

3

DAMAGE TABLE Wounds Suffered

Move

Prehensile Tails

Doom Glaive

0-2

12"

5

2+

3-4

10"

4

2+

5-7

8"

3

3+

8-9

6"

2

3+

10+

4"

1

4+

description

A Verminlord Warpseer is a single model. It wields a Doom Glaive, carries an eldritch Scry-orb and can lash out with its long Prehensile Tails.

Abilities

Scry-orb: You can re-roll failed save rolls for a Verminlord Warpseer with a Scry-orb. Once per battle, in your shooting phase, the Verminlord Warpseer can choose to throw its Scry-orb. If it does so, select a unit within 13". That unit suffers D6 mortal wounds (the unit suffers 6 mortal wounds instead if has a Move of 5" or less). Once the Scry-orb has been thrown you can no longer re-roll failed save rolls for the Verminlord Warpseer.

KEYWORDS

MAGIC

A Verminlord Warpseer is a wizard. It can attempt to cast two different spells in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Howling Warpgale spells. Howling warpgale

The Verminlord gestures and the heavens broil with storm clouds while the foe is battered with fierce gales and struck by bolts of warp lightning. Howling Warpgale has a casting value of 6. If successfully cast, select a visible unit within 26". That unit suffers D3 mortal wounds (it suffers 3 mortal wounds instead if it can fly). Until your next hero phase, that unit cannot run or fly, and halves the distance of any charge move it moves.

Command Ability Forth-forth, Children of the Horned Rat!: If a Verminlord Warpseer uses this ability, you can summon a unit of Giant Rats to the battlefield. Set up a unit of 3D6 Giant Rats anywhere within 13" of the Verminlord Warpseer and more than 9" from any enemy models. The unit is added to your army but cannot move in your next movement phase.

CHAOS, DAEMON, MASTERCLAN, HERO, WIZARD, MONSTER, VERMINLORD, VERMINLORD WARPSEER

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

queek headtaker 6"

5

6

3+

sav e

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MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dwarf Gouger Barbed Sword

1"

3

3+

3+

-1

D3

1"

3

3+

3+

-

1

br a ery v

description

Queek Headtaker is a single model. He wields the fabled Dwarf Gouger in one claw and a Barbed Sword in the other. He is protected by Warp-shard Armour and carries the severed heads of his latest enemies upon a trophy rack.

Abilities

Headtaker: You can re-roll failed wound rolls for Queek Headtaker when he targets a Hero. Dwarf Gouger: When Queek Headtaker targets a Duardin unit with Dwarf Gouger, the damage inflicted is doubled.

COMMAND AbilitY

Kill-kill!: If Queek Headtaker uses this ability, you can re-roll any hit rolls of a 1 for any Verminus units from your army that are within 13" of Queek when they are chosen to attack in the combat phase. This ability lasts until your next hero phase.

Warp-shard Armour: If you pass a save roll for Queek Headtaker with a roll of 6 or more, the unit that struck the blow immediately suffers 1 mortal wound. KEYWORDS

CHAOS, Skaven, VERMINUS, HERO, Skaven Warlord, QUEEK HEADTAKER

Warlord Spinetail 5

6" 6

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blade of Corruption Rusty Dagger

1" 1"

3 3

3+ 3+

3+ 4+

-

D3 1

br a ery v

description

Warlord Spinetail is a single model. He wields the Blade of Corruption alongside a Rusty Dagger, and he can throttle foes to death with his abnormally large Spined Tail.

Abilities

Spined Tail: If Warlord Spinetail is within 3" of an enemy Hero at the start of a combat phase, he can attempt to throttle them with his tail. If he does, both you and

KEYWORDS

your opponent roll a dice. If you roll the higher result, the enemy Hero suffers a mortal wound. If your result is at least double your opponent’s, that model suffers D3 mortal wounds instead. Blade of Corruption: At the end of the combat phase, roll a dice for each enemy model that suffered any wounds from the Blade of Corruption in that phase but was not slain. On a 6 that model succumbs to a corrupting disease and suffers a mortal

wound. Nurgle units are not affected by this ability and do not suffer this extra mortal wound.

ComMAND AbilitY

Attack-attack!: If Warlord Spinetail uses this ability, you can re-roll any wound rolls of a 1 for any Verminus units from your army if they are within 13" of Spinetail when they are chosen to attack in the combat phase. This ability lasts until your next hero phase.

CHAOS, SKAVEN, VERMINUS, HERO, SKAVEN WARLORD, WARLORD SPINETAIL Warhammer Age of Sigmar © Games Workshop Ltd. 2015

tretch craventail 6"

5

4

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Claw Spear

2"

2

3+

4+

-

1

Studded Flail

1"

2

4+

3+

-

1

Hooked Tail Blade

1"

2

4+

5+

-

1

description

Tretch Craventail is a single model. He wields a Claw Spear and a Studded Flail, and can lash out with his Hooked Tail Blade. He also wears the Lucky Skullhelm.

KEYWORDS

Abilities

Command Ability

Lucky Skull Helm: You can re-roll all failed save rolls for Tretch Craventail.

Hack-hack, Slash-slash: If Tretch Craventail uses this ability, pick one Verminus unit within 13". Until your next hero phase, that unit’s melee weapons improve their Rend by 1 (for example, a rend of ‘-’ becomes -1, a rend of -1 becomes -2, and so on). In addition, until your next hero phase, any wound rolls of 6 for this unit in close combat will inflict double damage.

Stay Here, I’ll Get Help!: At the end of a charge phase, Tretch Craventail can attempt to scurry away if he is within 3" of any enemy models. If he does so, roll a dice; on a 2 or more he can immediately retreat as if it were the Movement phase.

Chaos, Skaven, VERMINUS, hero, Skaven Warlord, TRETCH CRAVENTAIL

skaven warlord 5

6" 6

MELEE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Warpforged Blade

1"

3

3+

3+

-2

D3

War Halberd

2"

3

3+

3+

-1

1

Barbed Blade

1"

5

3+

4+

-

1

A Skaven Warlord is a single model. Some Skaven Warlords enter battle wielding only a dreaded Warpforged Blade. Others prefer to fight with a pair of Barbed Blades, whilst yet others wield a War Halberd in one hand and a Barbed Blade in the other. Some Skaven Warlords also carry a Clanshield into battle.

KEYWORDS

Range

Abilities

Strike and Scurry Away: After a Skaven Warlord has attacked in the combat phase, he can attempt to scurry away from any retaliation. If he does so, roll a dice; on a 4 or more the Skaven Warlord can immediately retreat as if it were the movement phase. Clanshield: You can add 1 to save rolls for a Skaven Warlord with a Clanshield against attacks that have Damage 1.

CHaos, Skaven, VERMINUS, Hero, Skaven warlord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Flurry of Rusted Steel: You can re-roll failed hit rolls of 1 for a Skaven Warlord carrying a pair of Barbed Blades, as he has a better chance of landing a blow.

Command AbilitY

Gnash-gnaw on their Bones!: If a Skaven Warlord uses this ability, pick one Verminus unit within 13". Until your next hero phase, all models in that unit make one extra attack with each of their melee weapons.

Skaven chieftain with battle standard 6"

5

5

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rusty Blade

1"

4

3+

3+

-

1

br a ery v

description

A Skaven Chieftain with Battle Standard is a single model. He wields a Rusty Blade and carries a Sacred Banner of the Horned Rat daubed with evil runes.

KEYWORDS

Abilities

Treacherous Progression: If your general is a Skaven and has only 1 Wound remaining, a Skaven Chieftain with Battle Standard can stab-stab him in the back if he is within 1" at the start of any hero phase. If he does so, your general is slain and this model usurps his position; he becomes your general and gains all the command abilities known by his former master.

Sacred Banner of the Horned Rat: In your hero phase you can declare that this model will plant his battle standard and call upon the curse of the Horned Rat. If you do, you may not move this model until your next hero phase, but in the battleshock phase, Skaven units from your army that are within 13" do not need to take battleshock tests. In addition, you can re-roll hit rolls of 1 for all Skaven units in your army that are within 13" of a planted Banner of the Horned Rat.

CHaos, Skaven, Verminus, Hero, Totem, Skaven Chieftain with battle standard

clanrats 1

6" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rusty Spear

2"

1

5+

4+

-

1

Rusty Blade

1"

1

4+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Clanrats has 10 or more models. Some units are armed with Rusty Spears, while others wield Rusty Blades. In either case, they also carry Clanshields.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, it can retreat and still charge in the same turn.

Clawleader

Bell Chimers

The leader of this unit is the Clawleader. A Clawleader makes 2 attacks rather than 1.

Models in this unit may be Bell Chimers. If the unit includes any Bell Chimers, it can move an extra 2" whenever it runs or retreats.

KEYWORDS

CHAOS, SKAVEN, VERMINUS, CLANRATS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Clanshields: You can add 1 to the save rolls for a unit with Clanshields against attacks that have Damage 1. Strength in Numbers: You can add 1 to the wound rolls for Clanrats if their unit has 20 or more models. If the unit has 30 or more models, you can add 1 to their hit and wound rolls.

stormvermin 1

6" 5

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rusty Halberd

2"

2

4+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of Stormvermin has 10 or more models. Units of Stormvermin are armed with Rusty Halberds. Some units of Stormvermin also carry Clanshields into battle.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, it can retreat and still charge in the same turn.

fangleader

Models in this unit may be Pack Drummers. If the unit includes any Pack Drummers, it can move an extra 2" whenever it runs or retreats.

Pack Drummers

The leader of this unit is the Fangleader. A Fangleader makes 3 attacks with his Rusty Halberd rather than 2.

KEYWORDS

Abilities

Clanshields: You can add 1 to the save rolls for a unit with Clanshields against attacks that have Damage 1. Murderous Ferocity: You can add 1 to the hit rolls for a Stormvermin if it targets a unit that has fewer models than its own unit.

CHAOS, Skaven, VERMINUS, STORMVERMIN

skavenslaves 1

6" 3

6+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sling

9"

1

5+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rusty Spear

2"

1

6+

4+

-

1

Rusty Blade

1"

2

5+

4+

-

1

Pawleader

A unit of Skavenslaves has 20 or more models. Many Skavenslave units wield Rusty Spears, whilst others fight with Rusty Blades; some units also have Scavenged Shields to protect them. Some Skavenslave units are instead armed only with Slings.

KEYWORDS

The leader of this unit is the Pawleader. Add 1 to any hit roll for a Pawleader. Bell Chimers

Models in this unit may be Bell Chimers. If the unit includes any Bell Chimers, it can move an extra 2" whenever it runs or retreats.

CHAOS, Skaven, VERMINUS, SKAVENSLAVES Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Scavenged Shield: You can add 1 to the save rolls for a unit with Scavenged Shields against attacks that have Damage 1. Cornered Rats: Roll a dice each time a Skavenslave flees, before it is removed from the battlefield. On a roll of a 6 the nearest unit within 6" (friend or foe) suffers 1 mortal wound as the terrified Skavenslave bites and claws manically to get away. Remove the Skavenslave if you rolled 5 or less, or after it has inflicted a mortal wound in its escape.

ikit claw 6

6" 6

3+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Warpfire Gauntlet

8"

MELEE WEAPONS

Range

Attacks

To Hit

Ikit’s Claw

1"

1

4+

Storm Daemon

2"

2

3+

description

Ikit Claw is a single model. He carries the deadly blade Storm Daemon, and can crush victims with his powered Claw. Ikit wears a mighty device known as an iron frame, into which is built a Warpfire Gauntlet which can be fired in emergencies.

KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

3+

-2

3

3+

-1

D3

See below

Abilities

WarpStorm

Warpfire Gauntlet: Once per battle, in your shooting phase, Ikit Claw can fire a gout of warpfire from his gauntlet. Pick a unit within 8"; it suffers D3 mortal wounds.

MAGIC

Ikit Claw is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Warpstorm spells.

With the aid of Storm Daemon, Ikit Claw summons a tempest of warp lightning to kill-smite his foes. Warpstorm has a casting value of 7. If successfully cast, select up to three different visible units within 18". Roll a dice for each of these units; on a 2 or more that unit suffers D3 mortal wounds.

CHAOS, Skaven, SKRYRE, HERO, WIZARD, Warlock engineer, IKIT CLAW

warlock engineer 5

6" 5

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Warplock Pistol

9"

1

3+

4+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warlock-augmented Blade

1"

1

4+

3+

-1

2

A Warlock Engineer is a single model. He wields a Warlock-augmented Blade and carries a Warplock Pistol. They are also equipped with backpacks used to accumulate Warp-power.

KEYWORDS

Range

Abilities

Warp-power Accumulator: When a Warlock Engineer attempts to cast Warp Lightning, he can super-charge his Warppower accumulator. If he does so, and the casting attempt is successful, the spell inflicts D6 mortal wounds instead of D3. However, if the casting attempt fails, the Warlock Engineer is struck by the lightning he was attempting to control and he suffers a mortal wound.

MAGIC

A Warlock Engineer is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Warp Lightning spells. Warp Lightning

The skaven points his claw and bolts of greenish-black lightning arc outwards. Warp Lightning has a casting value of 5. If successfully cast, select one visible unit within 18". That unit suffers D3 mortal wounds.

Chaos, Skaven, SKRYRE, hero, wizard, warlock engineer Warhammer Age of Sigmar © Games Workshop Ltd. 2015

doom-flayer weapon team 6"

3

4

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Doom-Flayer

1"

Crew’s Rusty Knives

1"

D3

3+

3+

-2

D3

2

5+

5+

-

1

br a ery v

description

A Doom-Flayer Weapon Team is single model consisting of a motorised iron ball of whirling blades crewed by two maniacal skaven who add to the general carnage with their Rusty Knives.

KEYWORDS

Abilities

Whirling Death: Add 1 to all hit rolls for a Doom-Flayer in a turn in which this model charges.

More-more Whirling Death: Before rolling to see how many attacks are made by a Doom-Flayer, the skaven crew can kick the warpstone generator into overdrive. If they do so, roll a dice; on a 1 the model immediately suffers D3 mortal wounds. On a 2 or more the Doom-Flayer makes D6 attacks rather than D3.

CHAOS, Skaven, SKRYRE, DOOM-FLAYER WEAPON TEAM

ratling gun weapon team 3

6" 4

MISSILE WEAPONS

6+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Ratling Gun

18"

2D6

4+

4+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Rusty Knives

1"

2

5+

5+

-

1

A Ratling Gun Weapon Team is a single model that consists of a pair of bold (or reckless!) skaven carrying a large, multibarrelled gun that fires a clattering hail of warpstone bullets. The team can also lash out with their Rusty Knives.

KEYWORDS

Range

Abilities

So Close, Can’t Miss: You can add 1 to all hit rolls for a Ratling Gun in the shooting phase if the target is within 9".

CHAOS, Skaven, SKRYRE, RATLING GUN WEAPON TEAM Warhammer Age of Sigmar © Games Workshop Ltd. 2015

More-more Hot Warplead: Before rolling to see how many shots are fired by a Ratling Gun, the skaven crew can crank the gears into overdrive. If they do so, roll a dice; on a 1 the model immediately suffers D3 mortal wounds as the frenetic crew trap their claws in the gun’s mechanisms. On a 2 or more, the Ratling Gun fires 4D6 shots, instead of 2D6.

warpfire thrower weapon team 3

6" 4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Warpfire Thrower

8"

MELEE WEAPONS

Range

Attacks

To Hit

Crew’s Rusty Knives

1"

2

5+

description

A Warpfire Thrower Weapon Team is single model consisting of two skaven carrying a large vat of pressurised fuel and a nozzle that spews bursts of unnatural flame. The crew can also lash out with their Rusty Knives.

KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

5+

-

1

See below

Abilities

Warpfire Thrower: When firing a Warpfire Thrower, pick a unit within range; it suffers D3 mortal wounds.

More-more Flaming Death: Before firing a Warpfire Thrower, the skaven crew can attempt to pump through even more warplaced fuel. If they do so, roll a dice; on a 1 the model immediately suffers D3 mortal wounds as the fuel ignites prematurely, knocking the crew off their feet. On a 2 or more, the Warpfire Thrower inflicts D6 mortal wounds instead of D3.

CHAOS, Skaven, SKRYRE, WARPFIRE THROWER WEAPON TEAM

warp-grinder weapon team 3

6" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warp-Grinder

1"

1

4+

3+

-2

3

Crew’s Rusty Knives

1"

2

5+

5+

-

1

br a ery v

description

A Warp-Grinder Weapon Team is single model consisting of two skaven carrying a warpstone-tipped drill and Rusty Knives.

KEYWORDS

Abilities

Tunnel Skulkers: Instead of setting this unit up on the battlefield, you can place it to one side as the drill tunnels underground. You can also place one accompanying Skaven unit to one side as they follow the drill into the tunnel. In any of your movement phases, the Warp‑grinder Weapon Team may attempt to dig to the surface. It if does so, roll a D6. On the roll of a 1 or 2, the Warp-grinder Team (and accompanying unit) is lost – it does not resurface this turn but you can

try rolling again in your next movement phase. On the roll of a 3 or more, set up the Warp-Grinder Weapon Team anywhere on the battlefield more than 9" from any enemy models, and if there is an accompanying unit, set it up anywhere within 3" of the Warp-Grinder Weapon Team and 9" from any enemy models. This counts as each unit’s move for that movement phase.

CHAOS, Skaven, SKRYRE, WARP-GRINDER WEAPON TEAM Warhammer Age of Sigmar © Games Workshop Ltd. 2015

poisoned wind mortar weapon team 3

6" 4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Poisoned Wind Mortar

6-22"

1

4+

4+

-2

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Rusty Knives

1"

2

5+

4+

-

1

description

A Poisoned Wind Mortar Team is a single model consisting of two skaven carrying a Poisoned Wind Mortar that fires deadly, warpstone gas-filled orbs. The crew can also lash out with their Rusty Knives.

Abilities

High-arcing Shot: A Poisoned Wind Mortar Team can shoot at enemy units that are not visible to them.

KEYWORDS

More-more Range: Before firing a Poisoned Wind Mortar, the crew can attempt to lob their payload further. If they do so, roll a dice; on a 1 the model immediately suffers D3 mortal wounds as, in their excitement, they drop an orb. On a 2 or more the maximum range of the attack is increased to 30".

Wind Mortar Gas Cloud: You can add 1 to any hit rolls for a Poisoned Wind Mortar attack if the target unit has 10 or more models. In addition, if the target unit has 20 or more models, increase the damage of the attack from D6 to 6.

CHAOS, Skaven, SKRYRE, POISONED WIND MORTAR WEAPON TEAM

poisoned wind globadiers 1

6" 4

MISSILE WEAPONS

6+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Poisoned Wind Globe

9"

1

4+

4+

-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Notched Knife

1"

1

5+

5+

-

1

A unit of Poisoned Wind Globadiers has 5 or more models. Units of Poisoned Wind Globadiers wield Notched Knives and carry Poisoned Wind Globes which they hurl at their foes to choke them with deadly warpstone gas.

KEYWORDS

Range

Abilities

Wind Globe Gas Cloud: You can add 1 to any hit rolls for a Poisoned Wind Globe attack if the target unit has 10 or more models. Volley From the Back: A Poisoned Wind Globadier can shoot at enemy units that are not visible to it.

Chaos, Skaven, SKRYRE, POISONED WIND GLOBADIERS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

warplock jezzails 2

6" 4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warplock Jezzail

30"

1

4+

3+

-2

2

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rusty Blade

1"

2

5+

4+

-

1

description

Abilities

KEYWORDS

CHAOS, Skaven, SKRYRE, WARPLOCK JEZZAILS

A unit of Warplock Jezzails has 3 or more models. Each model consists of a pair of skaven. One wields the Warplock Jezzail itself. The other carries a large Pavise (which provides cover as well as a rest for the long-barelled gun), and a Rusty Blade with which to stab-stab any foes that come too close.

Warpstone Snipers: If you roll a 6 or more to hit with a Warplock Jezzail in the shooting phase you do not need to make a wound roll for that shot – the target automatically suffers 2 mortal wounds instead of the normal damage.

Pavise: If a Warplock Jezzail does not move in your movement phase, you can re-roll hit rolls of 1 for it in your next shooting phase so long as no enemy model is within 3". In addition, if the entire unit does not move in your movement phase, its save is 4+ against enemy shooting attacks until your next movement phase.

doomwheel MISSILE WEAPONS

8

5

4+

sav e

u n ds wo

MOV E

2D6"

br a ery v

DESCRiption

Attacks

To Hit

To Wound

Rend

Damage

Warp Lightning

13"

D6

4+

4+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Giant Wheel and Ram Spikes

1"

D6

3+

3+

-1

1

Crew and Rat Horde’s Teeth

1"

6

5+

5+

-

1

A Doomwheel is a single model. Each is crewed by a Warlock Engineer and his apprentice, while the device’s great wheel is powered by a scurrying, screeching Rat Horde. Both the crew and Rat Horde tear at the foe with their gnawing Teeth. The Doomwheel itself will mercilessly crush and skewer anything in its path with its Giant Wheel and Ram Spikes. Those that try and evade its bulk are zapped with voltaic bolts of Warp Lightning discharged from its crackling conductors. KEYWORDS

Range

Abilities

Rolling Doom: When a Doomwheel moves in the movement phase it can move within 3" of enemy models and even roll over them! The first model a Doomwheel moves over each turn is likely to be ground to paste; that model’s unit suffers D3 mortal wounds as the Doomwheel rolls over it. A Doomwheel may still not finish its move within 3" of an enemy in the movement phase, and if it is already within 3" of an enemy it can only retreat or remain stationary.

CHAOS, Skaven, SKRYRE, WAR MACHINE, DOOMWHEEL Warhammer Age of Sigmar © Games Workshop Ltd. 2015

More-more Speed: A Doomwheel cannot run. Instead, before rolling to see how far a Doomwheel can move, the skaven crew can goad the Rat Horde to run faster. If they do so, you can move twice the total distance rolled, but if you roll a double, the crew momentarily lose control and your opponent can move the Doomwheel in this phase instead.

warp lightning cannon 6

3" 4

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Warp Lightning Cannon

24"

MELEE WEAPONS

Range

Attacks

To Hit

Crew’s Tools and Knives

1"

D6

5+

A Warp Lightning Cannon is a single model consisting of a giant, warpstonepowered gun mounted on a ramshackle scaffold, crewed by a trio of Skryre skaven. The cannon’s power output is notoriously unpredictable, but when the crew get it working right it can shoot bolts of pure warp lightning that scour all caught in their path. The crew will defend their war machine with a variety of Tools and Knives.

KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

5+

-

1

See below

Abilities

Ponderous War Machine: A Warp Lightning Cannon cannot make charge moves. However, you can add 1 to all save rolls for a Warp Lightning Cannon in the shooting phase. Warp Lightning Cannon: To fire the Warp Lightning Cannon, first select an enemy unit as the target then roll a dice; the result of this dice determines the power of the warp lightning shot. Next, roll six more dice. Each time one of these dice

equals or beats the result of the power dice, the target unit suffers a mortal wound. For example, if the first dice rolled was a 2, the target would suffer a mortal wound for each of the next six dice rolled that score a 2 or more.

CHAOS, Skaven, SKRYRE, WAR MACHINE, WARP LIGHTNING CANNON

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

stormfiendS 6

6" 6

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Ratling Cannons

12"

3D6

4+

4+

-1

1

Windlaunchers

16"

2

4+

4+

-2

D3

Damage

To Hit

To Wound

Rend

Damage

Warpfire Projectors

8"

MELEE WEAPONS

Range

Attacks

Doomflayer Gauntlets

1"

2D3

3+

3+

-2

D3

Grinderfists

1"

4

4+

3+

-2

3

Shock Gauntlets

1"

4

4+

3+

-1

2

Clubbing Blows

1"

4

4+

3+

-

2

description

A unit of Stormfiends has 3 or more models. Each Stormfiend is armed with a set of dangerous Skryre clan weapons. Some enter battle with whirring Doomflayer Gauntlets to smash aside the foe, whilst some are equipped with Shock Gauntlets to electrocute their prey as they pound them. Other Stormfiends have had their claws replaced with drill-like Grinderfists to tunnel through solid rock (and anything else, of course). Many Stormfiends are instead equipped with deadly ranged weapons. Some are fitted with a set of Warpfire Projectors that issue sheets of deadly flame, whilst others are equipped with Windlaunchers that lob globes of poisonous gas into the enemy ranks. Some Stormfiends are instead equipped with motorised Ratling Cannons that spit a hail of warp bullets at the foe.

See below

Abilities

Warp-laced Armour: A model with Warp-laced Armour has 7 Wounds rather than 6. Doomflayer Gauntlets: Add 1 to all hit rolls for attacks made with Doomflayer Gauntlets in a turn in which the Stormfiend charges. Windlauncher Gas Cloud: You can add 1 to any hit rolls for attacks made with Windlaunchers if the target unit has 10 or more models. Windlauncher’s Arcing Barrage: A Windlauncher can shoot at enemy units that are not visible to the Stormfiend firing it.

Stormfiends armed with Ratling Cannons, Warpfire Projectors or Windlaunchers can use the sheer bulk of these weapons to make Clubbing Blows in the combat phase. Stormfiends armed with Doom-flayer Gauntlets or Shock Gauntlets are protected by heavy plates of Warp-laced Armour to sustain them whilst they are tearing apart the foe. KEYWORDS

Rend

Grinderfist Tunnelers: If a unit of Stormfiends includes any models equipped with Grinderfists, you can place the unit to one side instead of setting it up on the battlefield as the Stormfiends tunnel underground. In any of your movement phases, the Stormfiends may attempt to resurface onto the battlefield. If they do so, roll a dice. On the roll of a 1 or 2, the Stormfiends have become lost – they do not resurface this turn but you can try rolling again in your next movement phase. On the roll of a 3 or more, set up the Stormfiends anywhere on the battlefield more than 9" from any enemy models. This is the unit’s move for that movement phase. Shock Gauntlets: If the hit roll for an attack made by a Shock Gauntlet is a 6 or more, that attack scores D6 hits rather than 1 as the electrical discharge arcs between targets. Warpfire Projectors: When firing Warpfire Projectors, pick a unit within range; it suffers 2D3 mortal wounds.

CHAOS, Skaven, MOULDER, SKRYRE, STORMFIENDs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

throt the unclean 6"

5

6

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Whip of Domination

2"

3

3+

4+

-

1

Rusty Blade

1"

2

4+

4+

-

1

Creature-killer

2"

2

4+

3+

-

D3

description

Ravening Hunger: In your hero phase, you can inflict up to 3 mortal wounds on a Skaven unit within 3". For each mortal wound inflicted, Throt heals a wound.

Abilities

Whip of Domination: If an enemy model is slain by the Whip of Domination, its unit must subtract 1 from its Bravery in the next battleshock phase.

Throt the Unclean is a single model. Throt wields a Rusty Blade, the Whip of Domination, and Creature-killer. Master Controller: In your hero phase, pick one Moulder unit within 6". Until your next hero phase, you can add 3" to all run and charge rolls for that unit, and add 1 to all hit rolls made by that unit in the combat phase.

KEYWORDS

Creature-killer: When Throt the Unclean targets a Monster with Creature-killer, the weapon’s damage is increased to D6.

Packmaster: Moulder units from your army that are within 6" of Throt in the battleshock phase double their Bravery.

Command Ability

Lord of Hell Pit: If Throt the Unclean uses this ability, select a Moulder unit 13". You can select that unit to pile in and attack twice in your next combat phase instead of just once.

CHAOS, Skaven, MOULDER, HERO, Packmaster, THROT THE UNCLEAN

packmaster skweel gnawtooth 5

8" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

Warp-lash Gutsnagger and Rat Teeth

To Wound

Rend

Damage

2"

3

1"

D6

4+

3+

-1

D3

4+

4+

-

1

br a ery v

description

Packmaster Skweel Gnawtooth is a single model. He wields a warpstone-studded whip called Warp-lash, and is ever accompanied by his Wolf Rat, Gutsnagger and a bodyguard of verminous rats that bite with their gnawing Teeth.

KEYWORDS

Abilities

Exceptional Pack: After set-up is complete, you may select one unit of Giant Rats or Rat Ogres to be Skweel’s master-bred pack. Roll a dice and consult below to see what bonus that unit receives for the duration of the battle:

Packmaster: Moulder units from your army that are within 6" of Skweel in the battleshock phase double their Bravery.

1-3 H  yper-regeneration: You can re-roll save rolls of 1 for this unit. 4-6 Poisonous Bite: You can re-roll wound rolls of 1 for this unit in the combat phase.

Herded into the Fray: In your hero phase, pick one Moulder unit within 6". Until your next hero phase, you can add 1" to all run and charge rolls for that unit, and add 1 to all hit rolls made by that unit in the combat phase.

CHAOS, Skaven, MOULDER, HERO, PACKMASTER, SKWEEL GNAWTOOTH Warhammer Age of Sigmar © Games Workshop Ltd. 2015

PackMaster 6"

3

5

6+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Herding Whip and Blade

2"

3

3+

4+

-

1

Herding Whip and Things-catcher

2"

2

4+

4+

-

D3

Shock-Prod

2"

1

4+

3+

-1

3

description

Abilities

KEYWORDS

CHAOS, Skaven, MOULDER, HERO, PACKMASTER

A Packmaster is a single model. Many wield a Herding Whip and Blade to keep the Moulder clans’ monsters under control, whilst others carry an aptly named Things-catcher alongside their trusty whip. A few Packmasters instead prefer the zapping power of a Shock-Prod, which packs a punch powerful enough to get the attention of any rampaging Rat Ogre.

Packmaster: Moulder units from your army that are within 6" of a Packmaster in the battleshock phase double their Bravery.

Herded into the Fray: In your hero phase, pick one Moulder unit within 6". Until your next hero phase, you can add 1" to all run and charge rolls for that unit, and add 1 to all hit rolls made by that unit in the combat phase.

Giant rats 1

8" 3

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Vicious Teeth

1"

1

5+

5+

-

1

br a ery v

description

A unit of Giant Rats has 5 or more models. They latch onto their victims with their Vicious Teeth before ripping off chunks of exposed flesh and tearing open jugular veins.

KEYWORDS

Abilities

Wave of Rats: If a unit of Giant Rats has 10 or more models, you can add 1 to their hit rolls. If the unit has 20 or more models, you can add 2 to their hit rolls instead and they each make 2 attacks. If the unit has 30 or more models, you can add 3 to their hit rolls instead and they each make 3 attacks.

CHAOS, MOULDER, GIANT RATS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

rat swarms 4

6"

10 b

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gnawing Teeth

1"

5

5+

5+

-

1

r av ery

description

A unit of Rat Swarms has any number of models. Units of Rat Swarms attack with dozens upon dozens of Gnawing Teeth.

KEYWORDS

Abilities

Endless Tide of Rats: In each of your hero phases you can add one extra Rat Swarm model to this unit.

CHAOS, RAT SWARMS

rat ogres 4

6" 5

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpfire Gun

16"

1

5+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tearing Claws, Blades and Fangs

1"

4

4+

3+

-1

2

A unit of Rat Ogres has 2 or more models. Rat Ogres fight with Tearing Claws, Blades and Fangs. Any Rat Ogre can be equipped with a Warpfire Gun, which is grafted onto one of their limbs.

KEYWORDS

Abilities

Rabid Fury: On a turn in which a unit of Rat Ogres charges, they are in such a frenzied state that each time you roll a 6 or more to wound for their Tearing Claws, Blades and Fangs, that model can immediately make one extra attack.

CHAOS, Skaven, MOULDER, RAT OGRES Warhammer Age of Sigmar © Games Workshop Ltd. 2015

hell pit abomination MOV E

u n ds wo

MELEE WEAPONS sav e

2D6" 12 5+ 6 b r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Gnashing Teeth

1"

6

3+

4+



2

Flailing Fists

2"



4+

3+

-1

3

Avalanche of Flesh

1"

D6



3+

-

1

DAMAGE TABLE

description

Wounds Suffered

Gnashing Teeth

Flailing Fists

0-2

-2

6

2+

3-4

-2

5

3+

5-6

-1

4

4+

7-8

-1

3

5+

10+

-

2

6+

A Hell Pit Abomination is a single model. Each of these hideous mutant creations attacks its prey with dozens of Gnashing Teeth and a multitude of Flailing Fists. Hell Pit Abominations are so large that they can also crush their foes beneath an Avalanche of Flesh. Some Master Moulders have driven Warpstone Spikes into Hell Pit Abominations, the substance giving off a fell-aura that disturbs the flow of many magic users.

KEYWORDS

Avalanche of Flesh

Abilities

Too Horrible to Die: The first time a Hell Pit Abomination is slain, roll a dice and consult the chart below:

Warpstone Spikes: Wizards within 12" of a Hell Pit Abomination with Warp Spikes must subtract one from all their casting rolls. This does not affect Chaos Wizards.

1-2 – Dead: Remove this model from play as normal. 3-4 – The Rats Emerge: All units within 3" of this model immediately suffer D3 mortal wounds. Then remove this model from play as normal. 5-6 – It’s alive!: The model is not slain. Instead, it immediately heals D6 wounds.

Regenerating Monstrosity: A Hell Pit Abomination heals D3 wounds in each of your hero phases.

CHAOS, MOULDER, MONSTER, HELL PIT ABOMINATION

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

lord skrolk 6"

5

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rod of Corruption

2"

2

4+

3+

-1

3

br a ery v

description

Lord Skrolk is a single model. He wields the virulent plague censer known as the Rod of Corruption and carries one of the sacred volumes of the Liber Bubonicus, the toxic tome of ultimate disease, into battle.

Abilities

Frenzied Assault: Lord Skrolk makes 1 additional attack with the Rod of Corruption if he charged in the same turn.

KEYWORDS

The Liber Bubonicus: In your hero phase, Lord Skrolk can read from the Liber Bubonicus and pray for a foul disease to be unleashed. Pick one of the prayers below then roll a dice. If the result is 3 or higher the prayer’s effect takes place. If the result is 1 Lord Skrolk utters an incorrect phrase and suffers a mortal wound. Death Plague: The Plague Priest unleashes a wasting death plague. Pick a unit within 13". That unit suffers D6 mortal wounds. Nurgle units only suffer 1 mortal wound.

Wither: Pick a unit within 13". Until your next hero phase that unit is ravaged by a terrible wasting sickness; add 1 to all wound rolls made against that unit.

Command Ability

Aura of Pestilence: If Lord Skrolk uses this ability, select one Pestilens unit within 13". Until your next hero phase, your opponent subtracts 1 from all hit rolls that target the selected unit in close combat.

CHAOS, Skaven, NURGLE, PESTILENS, HERO, PRIEST, Plague Priest, LORD SKROLK

plague priest 5

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpstone-tipped Staff

2"

1

4+

3+

-1

D3

br a ery v

description

Frenzied Assault: A Plague Priest makes 1 additional attack with his Warpstone-tipped staff if he charged in the same turn.

Abilities

Pestilent Prayers: In your hero phase, a Plague Priest can pray for a foul disease to be unleashed upon his foes. Pick one of the prayers below then roll a dice. If the result is 3 or higher the prayer is answered, and its effect takes place. If the result is 1 the Plague Priest utters an incorrect phrase and suffers a mortal wound.

A Plague Priest is a single model. He is armed with a Warpstone-tipped Staff and carries a censer filled with pestilent magic. Pestilence-filled Censer: The foul vapours in these censers cause spellcasters to retch and vomit. All Wizards must subtract 1 from their casting rolls if they are within 6" of any Plague Priests. This does not affect Nurgle Wizards.

KEYWORDS

Pestilent Breath: The Plague Priest belches forth an impossibly foul cloud. Pick a point on the battlefield that is within 13". Roll a dice for each unit within 2" of that point. On a 4 or more, that unit suffers D3 mortal wounds. Nurgle units are only affected on the roll of a 6. Wither: Pick a unit within 13". Until your next hero phase that unit is ravaged by a terrible wasting sickness; add 1 to all wound rolls made against that unit.

CHAOS, Skaven, NURGLE, PESTILENS, HERO, PRIEST, PLAGUE PRIEST Warhammer Age of Sigmar © Games Workshop Ltd. 2015

plague furnace 12



10 b

4+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Great Censer

3"

Attacks

Warpstone-tipped Staff

2"

3

Rusty Wheels and Spikes

1"

D6

To Hit

To Wound

Rend

Damage

See below 4+

3+

-

D3



3+

-

1

DAMAGE TABLE Wounds Suffered

Move

Great Censer Damage

0-2

4"

D6 mortal wounds

2+

3-4

4"

D3 mortal wounds

3+

5-7

2"

D3 mortal wounds

4+

8-9

2"

1 mortal wound

4+

10+

1"

1 mortal wound

5+

description

A Plague Furnace is a single model crewed by a trio of fanatical Plague Monks, who chitter with delight as they send the smouldering Great Censer crashing into the enemy’s ranks. At its fore stands a cackling Plague Priest wielding a Warpstone-tipped Staff that sparks with malign power. Any who come too close to the Plague Furnace meet a quick and messy end beneath its Rusty Wheels and Spikes.

Abilities

Great Censer: In the combat phase the chain holding the mighty swinging censer can be let loose, sending a giant spiked ball of death crashing through enemy formations. To resolve a Great Censer attack, pick a point on the battlefield within 3". Roll a dice for each unit (friend or foe) within 2" of that point other than the Plague Furnace itself. On a 4 or more, that unit is caught by the Great Censer attack and suffers a number of mortal wounds as shown in the Damage Table above. KEYWORDS

Rusty Wheels & Spikes

Poisonous Fumes: The Plague Furnace is wreathed in a deadly fog. In your hero phase, roll a dice for each unit that is within 3" of this model. If the result is 4 or more, the unit suffers D3 mortal wounds. Nurgle units are not affected by the poisonous fumes and do not suffer any mortal wounds. Pushed Into Battle: For every 3 Skaven models that are within 1" of a Plague Furnace at the start of your movement phase, add 1" to its Move characteristic until the end of the phase. If there are at least 10 Skaven models within 1" of this model when you roll the dice to see how far it can charge, it makes 2D6 attacks with its Rusty Wheels and Spikes in the following combat phase rather than D6. Icon of the Horned Rat: The loathsome power of a Plague Furnace’s fumes increases the devotion of nearby Plague Monks. Add 1 to the Bravery of all Pestilens units that are within 5" of a Plague Furnace.

Noxious Prayers: In your hero phase, the Plague Priest aboard a Plague Furnace can pray for diseases to bless his followers. Pick one of the prayers below then roll a dice. If the result is 3 or higher the prayer is answered, and its effect takes place. If the result is 1 the Plague Priest utters an incorrect phrase and the Plague Furnace suffers a mortal wound. Rabid Fever: Select a Pestilens unit within 13". The Plague Priest bestows that unit with a brain fever that drives them into a rabid killing frenzy. Until your next hero phase, if a model from this unit is slain in the combat phase, it can make a pile in move and then attack with one of its weapons before you remove it. Bless With Filth: Select a Pestilens unit within 13". A foul mist wraps around that unit’s weapons and their blades begin to drip with toxic filth. You can re-roll all failed wound rolls for that unit until your next hero phase.

CHAOS, Skaven, NURGLE, PESTILENS, HERO, PRIEST, Plague Priest, PLAGUE FURNACE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

plague monks 1

6" 5

-

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Foetid Blade

1"

2

4+

4+

-

1

Woe-stave

2"

1

4+

5+

-

1

br a ery v

description

Abilities

Bringer-of-the-word

Frenzied Assault: On a turn in which they charge, all models in this unit make 3 attacks with their Foetid Blades, rather than 2.

A unit of Plague Monks has 5 or more models. Some units of Plague Monks are armed with a pair of Foetid Blades, while others attack with a Foetid Blade in one claw and a Woe-stave in the other. The leader of this unit is a Bringer-of-theWord. Some Bringers-of-the-Word choose to wield a Foetid Blade and carry a Plague Scroll; others bear a Book of Woes in one claw and a Foetid Blade in the other. Icon Bearer

Models in this unit may be Icon Bearers. Some Icon Bearers carry Contagion Banners, while others sport an Icon of Pestilence. Plague Harbinger

Models in this unit may be Plague Harbingers. Some Plague Harbingers carry clanging Doom Gongs, whilst others go to war with dreaded Bale-chimes.

KEYWORDS

Foetid Blades: You can re-roll all failed hit rolls for models that are armed with more than one Foetid Blade.

Plague Scroll: Once per battle, in your hero phase, a Bringer-of-the-Word with a Plague Scroll can chant a vile passage to weaken his foes with fevers and poxes. Pick an enemy unit within 13" of the Bringerof-the-Word. Until your next hero phase, you can re-roll all wound rolls of 1 made against that unit. Book of Woes: Once per battle, in your hero phase, a Bringer-of-the-Word with a Book of Woes can read aloud a corrupt prayer and release a stinking blast of diseased fury. Roll a dice for every unit within 13" of the Bringer-of-the-Word. On the roll of a 4 or more, that unit suffers a mortal wound. Nurgle units are only affected on the roll of a 6.

CHAOS, Skaven, NURGLE, PESTILENS, PLAGUE MONKS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Icon of Pestilence: If a unit contains one or more Icons of Pestilence, the Plague Monks are infected with highly diseased blood. If an infected Plague Monk is slain in the combat phase, roll a dice; on a 6 the attacking unit suffers a mortal wound. Contagion Banner: If a unit contains one or more Contagion Banners, then in one of your hero phases the Plague Monks can use their power to bless their weapons with even more contagious diseases. Until your next hero phase, whenever you roll a 6 or more to wound for this unit, roll an additional dice. On the roll of another 6, the target unit suffers a mortal wound in addition to any other damage. Doom Gong: A Doom Gong causes those that hear it to stumble and vomit. Subtract 1 from the run or charge rolls of all enemy units within 12" of at least one unit that includes any Doom Gongs. Bale-chime: If a unit includes one or more Bale-chimes, the clamour causes the enemy’s armour to rust and rot. Each wound roll of 6 or more you roll when attacking with such a unit is resolved with a Rend Characteristic of -1.

plague censer bearers 1

6"

-

5

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plague Censer

2"

2

4+

3+

-1

1

br a ery v

description

A unit of Plague Censer Bearers has 5 or more models. They wield Plague Censers – spiked metal balls filled with billowing, noxious filth that are attached to lengths of rusty chain. The frenzied monks flail these foul weapons around with a rabid fervour, breaking bones, rupturing organs and infecting those nearby with virulent contagions.

KEYWORDS

Abilities

Frenzied Assault: On a turn in which they charge, all models in this unit make 3 attacks with their Plague Censers, rather than 2. Poisonous Fumes: In your hero phase, roll a dice for each unit that is within 3" of any Plague Censer Bearers. If the result is 4 or more, the unit suffers 1 mortal wound. Nurgle units are not affected by the poisonous fumes and do not suffer any mortal wounds.

Plague Disciples: You can re-roll failed hit rolls for a Plague Censer Bearer if it is within 13" of any Plague Monks when chosen to attack in the combat phase. You can also choose to re-roll any battleshock test for this unit if it is within 13" of any Plague Monks in the battleshock phase.

Chaos, Skaven, NURGLE, Pestilens, Plague Censer Bearers

plagueclaw catapult 6

3" 4

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plagueclaw Catapult

6-31"

1

3+

3+

-2

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools and Knives

1"

D6

5+

5+

-

1

A Plagueclaw Catapult is a single model consisting of a deadly contraption crewed by a trio of fume-addled skaven. The catapult lobs a bubbling blend of semicongealed poisons and diseases at the foe, and the crew defend their scaffold-like charge with a variety of Tools and Knives.

KEYWORDS

Abilities

Ponderous War Machine: A Plagueclaw Catapult cannot make charge moves. However, you can add 1 to all save rolls for a Plagueclaw Catapult in the shooting phase. Arcing Shot: A Plagueclaw Catapult can shoot at enemy units that are not visible to it.

Barrage of Disease: If the target unit of a Plagueclaw Catapult’s shooting attack has more than 10 models, you can add 1 to the hit roll, and the Damage of the shot is increased to 2D6. Nurgle units find the toxic payloads showering them rather refreshing, and only suffer damage from a Plagueclaw Catapult’s shooting attack on a wound roll of 6 or more.

CHAOS, Skaven, NURGLE, PESTILENS, WAR MACHINE, PLAGUECLAW CATAPULT Warhammer Age of Sigmar © Games Workshop Ltd. 2015

deathmaster snikch 5

7" 5

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Poisoned Throwing Stars

12"

3

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Whirl of Weeping Blades

1"

5

3+

3+

-1

D3

description

Deathmaster Snikch is a single model. He wears the Cloak of Shadows, is equipped with Poisoned Throwing Stars and fights with a Whirl of Weeping Blades.

Abilities

Cloak of Shadows: Enemy units can only target Deathmaster Snikch with spells or missile weapons if he is within 6".

KEYWORDS

Hidden Killer: Instead of setting up Deathmaster Snikch normally, you can place him to one side and say that he is set up in hiding. If you do so, secretly note down one of your Skaven units for him to hide in. At the start of any combat phase you can reveal Deathmaster Snikch; set him up within 1" of the unit you selected. Deathmaster Snikch can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with. If the unit hiding Deathmaster Snikch is destroyed before he is revealed, the Deathmaster is destroyed as well.

Deathmaster: You can re-roll all failed hit rolls and wound rolls for Deathmaster Snikch when he targets a Hero.

CHaos, Skaven, ESHIN, Hero, Skaven Assassin, Deathmaster Snikch

skaven assassin 5

7" 5

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Poisoned Throwing Stars

12"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Weeping Blades

1"

3

3+

3+

-1

D3

Fighting Claws

1"

5

3+

3+

-

1

A Skaven Assassin is a single model. These stealthy skaven have been trained in the art of delivering death unseen – in battle, they often conceal themselves in swarms of lesser skaven before striking at the opportune moment, repeatedly stabbing enemy leaders with highly toxic Weeping Blades or exotic Fighting Claws. Some Skaven Assassins hurl Poisoned Throwing Stars, slaying their target in a flurry or razor-sharp projectiles before fading back into the shadows. KEYWORDS

Range

Abilities

Fighting Claws: You can re-roll hit rolls of 1 for a Skaven Assassin attacking with fighting claws. Slay-slay Leader-prey: You can re-roll all failed hit rolls for Skaven Assassin when he targets a Hero.

CHaos, Skaven, ESHIN, Hero, SKaven Assassin Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Hidden Killer: Instead of setting up a Skaven Assassin normally, you can place him to one side and say that he is set up in hiding. If you do so, secretly note down one of your Skaven units for this unit to hide in. At the start of any combat phase you can reveal the Skaven Assassin; set him up within 1" of the unit you selected. The Assassin can then pile in and attack, even if it is your opponent’s turn to select a unit to attack with. If the unit hiding the Assassin is destroyed before he is revealed, the Assassin is destroyed as well.

night runners 7"

1

4

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Throwing Stars and Slings

12"

1

4+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Stabbing Blades

1"

1

4+

4+

-

1

description

A unit of Night Runners has 10 or more models. They carry a selection of Throwing Stars and Slings, and are armed with an assortment of Stabbing Blades. NIGHTLEADER

The leader of this unit is the Nightleader. A Nightleader makes 2 attacks with his Stabbing Blades rather than 1.

KEYWORDS

Abilities

Stab-stab in the Back: Each wound roll of 6 or more for a Night Runner’s Stabbing Blades is resolved with a Rend of -1. This is increased to a Rend of -2 instead if the unit has 20 or more models.

Running Death: Night Runners can run and shoot in the same turn.

Slinking Advance: After set-up is complete, you can make a bonus move with this unit as if it were moving in the movement phase. This unit can run when making its bonus move.

CHAOS, Skaven, ESHIN, NIGHT RUNNERs

Gutter runners 1

7" 5

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

To Wound

Rend

Damage

Throwing Stars

12"

2

4+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Punch Dagger and Blade

1"

2

3+

4+

-1

1

A unit of Gutter Runners has 3 or more models. They each carry a supply of Throwing Stars and are armed with Punch Daggers and Blades.

Abilities

Sneaky Infiltrators: Instead of setting up the Gutter Runners on the battlefield, you can place them to one side. In your first movement phase set up all of the models in the unit within 6" of the edges of the battlefield, and more than 9" from any enemy models. This is the unit’s movement for that movement phase. Running Death: Gutter Runners can run and shoot in the same turn.

KEYWORDS

To Hit

CHAOS, Skaven, ESHIN, GUTTER RUNNERS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skaven

Verminus clawpack Organisation A Verminus Clawpack consists of the following units: • 1 Skaven Warlord • 1 unit of Stormvermin • 3 units of Clanrats • Any 3 Weapon Team models chosen from the following list: - Ratling Gun Weapon Team - Warpfire Thrower Team - Doom-flayer Weapon Team - Warp-grinder Weapon Team - Plague Mortar Weapon Team

Abilities Lead from the Back: Skaven leaders have a tradition of leading from the back. This battalion’s Skaven Warlord can use his Gnash-gnaw on their Bones! command ability even if he is not your general. When he uses this ability, it will affect all units from his Clawpack that are within 13" of him when they attack in the combat phase, but only if there are no enemy models within 3" of him. Verminous Valour: Skaven take extra courage from being in large packs. When a unit from a Verminus Clawpack takes a battleshock test, add 2 to the Bravery for every 10 models in that unit, instead of adding just 1. Hide-hide: If a Weapon Team suffers a wound in the shooting phase whilst it is within 3" of a unit of Clanrats from their Verminus Clawpack, you may roll a dice. On a 4 or more, the Weapon Team has scurried behind the protective cover of their ‘friends’; it ignores that wound but the Clanrats suffer a mortal wound instead.

skaven

moulder Clawpack Organisation A Moulder Clawpack consists of the following units: • 6 Packmasters • 2 units of Giant Rats • 2 units of Rat Ogres • 1 Hell Pit Abomination

Abilities Horrifying to Behold: A horde of Moulder clan monsters charging forth is a terrifying sight. If any models in a unit are slain by models from a Moulder Clawpack, that unit must subtract 1 from its Bravery in the next battleshock phase. Master-bred Mutants: Master Moulders always save their best and most deadly creations for their own use. You can re-roll wound rolls of 1 for the Giant Rats, Rat Ogres and/or Hell Pit Abomination from this battalion in the combat phase.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skaven

Pestilent clawpack Organisation A Pestilent Clawpack consists of the following units: • 1 Plague Furnace • 1 Plague Priest • 3 units of Plague Monks

Abilities Enthusiastic Vectors of the Foulest Contagions: Whenever you make a wound roll of 6 or more for a model in a Pestilent Clawpack, that wound immediately begins to fester and rot – it inflicts double the damage it normally would. Filth-sodden Pack-nest: After you have set up your force, pick a terrain feature within 13" of at least two units from the Pestilent Clawpack. That terrain feature is befouled. Units from this battalion automatically pass battleshock tests if they are in or on any such terrain. Roll a dice for all other units that start the hero phase in or on befouled terrain; on a 1, that unit suffers D3 mortal wounds (Nurgle units never suffer mortal wounds as the result of this ability).

skaven

Eshin Clawpack Organisation An Eshin Clawpack consists of the following units: • 1 Skaven Assassin • 3 units of Night Runners • 1 unit of Gutter Runners

Abilities A Knife for Every Back: It is far easier to stab your prey in the back when they are outnumbered and surrounded. You can re-roll any failed wound rolls for a model from an Eshin Clawpack if it targets a unit that has fewer models than its own. Sprint and Strike: The skaven of Eshin clans strike quickly and without warning. Units in an Eshin Clawpack can run and shoot in the same turn, or run and charge in the same turn instead.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit

Warscroll

Skaven Chieftain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Skaven Warlord Skaven Warlord on a Rat Ogre Bonebreaker. . . . . . . Rat Ogre Skaven Warlord on a War-litter or Great Pox Rat. . Skaven Warlord Plague Priest on Great Pox Rat. . . . . . . . . . . . . . . . . . Plague Priest Plaguelord Nurglitch. . . . . . . . . . . . . . . . . . . . . . . . . . . Plague Priest Master Moulder. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Packmaster Verminlord. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Verminlord Corruptor, Verminlord Deceiver, Verminlord Warbringer or Verminlord Warpseer

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

THE EMPIRE

WARSCROLLS COMPENDIUM

Introduction In fair Sigmaron the free people of humanity gather, preserving heraldry and cultural traditions from civilisations ground beneath the weight of unceasing strife. The clamour of warlike souls fills the heavens, united in

Sigmar’s name. Though some of these lost tribes have been driven from their homelands, and others cast adrift on the tides of time, every soul amongst them dreams of wreaking bloody revenge upon the forces of Chaos.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 VALTEN

2

U N DS WO

bR

7

description

3

4

Valten is a single model. He wields a pair of Blacksmith’s Hammers. WArhorse

Valten can ride to battle on a barded Warhorse. When he does, he wears full plate armour and wields Ghal Maraz instead of his Blacksmith’s Hammers. When riding a Warhorse, Valten’s Move is increased to 10" and his Save to 4+. He also gains the Warhorse’s Steel-shod Hooves attack.

5

KeYwOrDS

Attacks

1"

To Hit

6

1" 1"

To Wound

3+

3

4+

2

4+

Rend

4+

Damage

-

3+

1

-2

4+

3

-

1

Abilities

iron resolve: The first time Valten is slain, roll a dice. On the roll of 2 or more, he refuses to die, picks himself back up and miraculously fights on; Valten is not slain and all his wounds are healed.

OrDer, HuMAn, free PeOPLe, H

Marked for greatness: Once per battle, in a combat phase, Valten can perform deeds worthy of legend. When he does, he makes an extra D3 attacks with his Blacksmith’s Hammers or Ghal Maraz, and you can reroll failed save rolls for him until the end of the phase.

erO, VALTen

MARIUS LEITDORf U N DS WO

MOV E

6

10" 4+ 7

bR

MELEE WEAPONS

Range

The Averland Runefang Stiletto Dagger Daisy’s Steel-shod Hooves

AV ERy

description

Marius Leitdorf is a single model, He is armed with the Averland Runefang and a Stiletto Dagger. Marius rides Daisy, a warhorse that strikes at its enemies with Steel-shod Hooves.

Abilities

Th e Mad Count: Marius Leitdorf is an exceptional swordsman, even if he is totally insane. If, during your hero phase, you pretend to ride an imaginary horse, you can re-roll failed hit rolls for the Averland

Attacks

1" 1" 1"

To Hit

3

3+

3

4+

2

4+

Runefang until your next hero phase. If you actually talk to your imaginary horse you can re-roll failed wound rolls as well.

To Wound

Rend

3+

Damage

-1

D3

5+

-

4+

1

-

1

3-4 Insane Bravado: State Regiment units from your army do not need to take battleshock tests if they are within 15" of Marius in the battleshock phase 5-6 Tactical Brilliance: Select a State Regiment unit within 15". That unit can move twice, shoot twice or attack twice in the combat phase during your turn.

commA nd Abilities

Lunatic ravings: If Marius Leitdorf uses this ability, roll a dice: 1-2 Outrageous Insult: Select an enemy unit within 15". Your opponent must subtract 1 from all hit rolls for that unit until your next hero phase, such is their stuttering outrage.

KARL fRANz ON DEATHCLAW OrDer, HuMAn, free PeOPLe, H

13

8

4+

SAV E

U N DS WO



erO, eMPire gener AL, MAriu

To Hit Attacks Warhammer Age of SigmarRange MELEE WEAPONS © Games Workshop Ltd. 2015

MOV E

bR AV ERy

6

3+

3

4+

2"

2

3+

2"



3+

1"

Deathclaw’s Razor Claws

DAMAGE TAbLE Wounds Suffered

0-3

Deadly beak

Move

Karl Franz on Deathclaw is a single the model. Karl Franz is armed with either He also Reikland Runefang or Ghal Maraz. bears the Silver Seal – an arcane talisman rides that can ward away harm. Karl Franz ghts fi who Deathclaw, on the loyal Griff with his Deadly Beak and Razor Claws. Karl Franz on Deathclaw can fly.

D3

3+ 3+

-2

3

-2



Razor Claws

6 5 4 3 2

1

7"

Piercing Bloodroar: In the battleshock phase, Deathclaw can loose a piercing Bloodroar at a unit within 8". If he does, the that unit must roll two dice and use highest result if it has to take a battleshock test that phase. e Silver Seal: You can re-roll failed Th roll a save rolls for this model. In addition, dice each time this model suffers a mortal wound. On a 6, that wound has been absorbed by the Silver Seal and is ignored.

2

-1

D3

9"

Abilities

description

Damage

-1

3+

D3

11"

12+

Rend

3+

D6

13"

10-11

S LeiTDOr f

To Wound

D6

15"

7-9

Fly

4

1"

The Reikland Runefang Ghal Maraz Deathclaw’s Deadly Beak

4-6

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword on their warscroll. For example, a rule might say that it applies to ‘all Stormcast Eternals within 12"’. This means that it would apply to models that have the Stormcast Eternal keyword on their warscroll.

Range

Blacksmith’s Hammers Ghal Maraz Warhorse’s Steel-shod Hooves

AV ERy

KeYwOrDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

MELEE WEAPONS

5+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

5"

5

SAV E

2. Characteristics: Each warscroll has a set of characteristics that tell you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

Stirring Valour: If Karl Franz is your army general, Free People units in your if they do not have to take battleshock tests are within 15" of him.

commAnd Ability

Leader of Men: If Karl Franz uses this ability, select one Free People unit within 15". Until your next hero phase, attack models in that unit make one extra with each of their melee weapons.

the Loyal Beast: Deathclaw will fight until bitter end to protect his master. Whenever re-roll this model suffers a wound, you can and hit rolls for Deathclaw’s Deadly Beak hero phase. next the until Razor Claws

KeYwOrDS

6. Damage Table: Some models have a damage table that is used to determine any of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

DeATHCLAw

frAnz On PeOPLe, MOnSTer, HerO, KArL

OrDer, HuMAn, griffOn, free

Warhammer Age of Sigmar © Games

Workshop Ltd. 2015

karl franz on deathclaw 13

✹ 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Reikland Runefang

1"

4

3+

3+

-1

D3

Ghal Maraz

1"

3

4+

3+

-2

3

Deathclaw’s Deadly Beak

2"

2

3+

3+

-2



Deathclaw’s Razor Claws

2"



3+

3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Deadly Beak

Razor Claws

description

0-3

15"

D6

6

4-6

13"

D6

5

7-9

11"

D3

4

10-11

9"

D3

3

12+

7"

1

2

Karl Franz on Deathclaw is a single model. Karl Franz is armed with either the Reikland Runefang or Ghal Maraz. He also bears the Silver Seal – an arcane talisman that can ward away harm. Karl Franz rides the loyal Griffon Deathclaw, who fights with his Deadly Beak and Razor Claws. Fly

Karl Franz on Deathclaw can fly.

Abilities

Piercing Bloodroar: In the battleshock phase, Deathclaw can loose a piercing Bloodroar at a unit within 8". If he does, that unit must roll two dice and use the highest result if it has to take a battleshock test that phase. The Silver Seal: You can re-roll failed save rolls for this model. In addition, roll a dice each time this model suffers a mortal wound. On a 6, that wound has been absorbed by the Silver Seal and is ignored.

Stirring Valour: If Karl Franz is your general, Free People units in your army do not have to take battleshock tests if they are within 15" of him.

Command AbilitY

Leader of Men: If Karl Franz uses this ability, select one Free People unit within 15". Until your next hero phase, models in that unit make one extra attack with each of their melee weapons.

Loyal Beast: Deathclaw will fight until the bitter end to protect his master. Whenever this model suffers a wound, you can re-roll hit rolls for Deathclaw’s Deadly Beak and Razor Claws until the next hero phase.

KEYWORDS

Order, Human, griffon, free people, Monster, Hero, Karl Franz on Deathclaw

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

kurt helborg 5

10" 7

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

The Solland Runefang

1"

4

3+

3+

-1

D3

Krieglust’s Hooves

1"

2

4+

4+

-

1

br a ery v

description

Kurt Helborg is a single model. He fights with the Solland Runefang and bears the Laurels of Victory. He rides Krieglust, who lashes with his Hooves.

Abilities

Laurels of Victory: These enchanted laurels magnify the wearer’s stature such that few can muster the courage to stand before him. If any enemy units fail a battleshock test within 3" of Kurt Helborg, an additional model will flee from that unit.

Command Ability

The Reiksmarshal: If Kurt Helborg uses this ability, then you can re-roll the dice when determining the charge distance of Free People units from your army within 15" at the start of your next charge phase.

Pride of the Reiksguard: Helborg’s skill is as legendary as his moustache is magnificent. You can re-roll any failed hit rolls when attacking with the Runefang so long as you have a bigger and more impressive moustache than your opponent.

KEYWORDS

Order, Human, Free People, Knightly Orders, Hero, Grand Master, Kurt Helborg

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

balthasar gelt, the supreme patriarch 5

12" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Staff of Volans

1"

2

Pegasus’ Iron-hard Hooves

1"

2

4+

3+

-1

D3

4+

4+

-

1

br a ery v

description

ABILITIES

Fly

Alchemist Supreme: You can add 1 to casting rolls for Balthasar Gelt if the battle is taking place in the Realm of Metal.

Balthasar Gelt is a single model. He is carries the Staff of Volans and wears the Amulet of Sea Gold. Balthasar Gelt rides to war on the back of an Imperial Pegasus that attacks with its Iron-hard Hooves. Balthasar Gelt can fly.

Amulet of Sea Gold: You can add 1 to any unbinding rolls for Balthasar Gelt for each enemy Wizard within 18" of Gelt when he makes the attempt.

Magic

Balthasar Gelt is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Searing Doom spells. KEYWORDS

Searing Doom

With a gesture Gelt causes his foes’ own armour to glow red hot and burn the warriors encased within. Searing Doom has a casting value of 6. If successfully cast, pick a visible target unit within 18" and roll 6 dice. That unit suffers 1 mortal wound for each dice rolled that is higher than that unit’s Save characteristic (for example, a unit with a save of 4+ would suffer a mortal wound for each dice result that was a 4 or more). Units with a save of ‘-’ cannot be affected by this spell.

Order, Human, FREE PEOPLE, Hero, WIZARD, balthasar gelt

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Valten 5

5" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blacksmith’s Hammers

1"

6

3+

4+

-

1

Ghal Maraz

1"

3

4+

3+

-2

3

Warhorse’s Steel-shod Hooves

1"

2

4+

4+

-

1

description

Valten is a single model. He wields a pair of Blacksmith’s Hammers. Warhorse

Valten can ride to battle on a barded Warhorse. When he does, he wears full plate armour and wields Ghal Maraz instead of his Blacksmith’s Hammers. When riding a Warhorse, Valten’s Move is increased to 10" and his Save to 4+. He also gains the Warhorse’s Steel-shod Hooves attack.

Abilities

Iron Resolve: The first time Valten is slain, roll a dice. On the roll of 2 or more, he refuses to die, picks himself back up and miraculously fights on; Valten is not slain and all his wounds are healed.

Marked for Greatness: Once per battle, in a combat phase, Valten can perform deeds worthy of legend. When he does, he makes an extra D3 attacks with his Blacksmith’s Hammers or Ghal Maraz, and you can reroll failed save rolls for him until the end of the phase.

Order, Human, free people, Hero, Valten

KEYWORDS

marius leitdorf 6

10" 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

The Averland Runefang

1"

Stiletto Dagger

1"

Daisy’s Steel-shod Hooves

1"

description

Marius Leitdorf is a single model, He is armed with the Averland Runefang and a Stiletto Dagger. Marius rides Daisy, a warhorse that strikes at its enemies with Steel-shod Hooves.

Abilities

The Mad Count: Marius Leitdorf is an exceptional swordsman, even if he is totally insane. If, during your hero phase, you pretend to ride an imaginary horse, you can re-roll failed hit rolls for the Averland KEYWORDS

To Hit

To Wound

Rend

Damage

3

3+

3+

-1

D3

3

4+

5+

-

1

2

4+

4+

-

1

Runefang until your next hero phase. If you actually talk to your imaginary horse you can re-roll failed wound rolls as well.

Command Abilities

Lunatic Ravings: If Marius Leitdorf uses this ability, roll a dice: 1-2 Outrageous Insult: Select an enemy unit within 15". Your opponent must subtract 1 from all hit rolls for that unit until your next hero phase, such is their stuttering outrage.

3-4 Insane Bravado: State Regiment units from your army do not need to take battleshock tests if they are within 15" of Marius in the battleshock phase 5-6 Tactical Brilliance: Select a State Regiment unit within 15". That unit can move twice, shoot twice or attack twice in the combat phase during your turn.

Order, Human, free people, Hero, Empire General, Marius Leitdorf Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Empire General MISSILE WEAPONS

5

5" 7

4+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Pistol

9"

1

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sigmarite Weapon

1"

5

3+

4+

-1

1

Great Weapon

1"

3

3+

3+

-2

D3

Imperial Lance

2"

3

3+

4+

-1

2

Warhorse’s Steel-shod Hooves

1"

2

4+

4+

-

1

Warhorse

An Empire General is a single model. Some Generals favour the heft of a doublehanded Great Weapon in battle, but others prefer a magical single-handed Sigmarite Weapon which they can wield alongside an Imperial Shield. If riding to war, a General may instead slay his foes with an Imperial Lance. Many Empire Generals carry a pistol instead of a shield to shoot their foes from afar. Occasionally, an Empire General will have the honour of carrying a Stately War Banner to battle. KEYWORDS

Range

An Empire General can be mounted on a barded Warhorse, granting them a Move of 12" and the Steel-shod Hooves attack.

Abilities

Stately War Banner: A General with a Stately War Banner gains the Totem keyword. You may roll two dice and choose the lowest when taking battleshock tests for State Regiment units from your army within 24" of a Stately War Banner.

Order, Human, free people, Hero, Empire general

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Charging Lance: Add 1 to the Damage of this model’s Lance if it charged this turn. Imperial Shield: An Empire General with an Imperial Shield has a Save of 3+.

Command AbilitY

Hold the Line!: If a General uses this ability, pick up to three State Regiments within 15". These units cannot move or charge during your turn, but you can add 1 to all hit and wound rolls for them until your next hero phase.

general of the empire on imperial griffon 13

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Imperial Lance

2"

3

3+

4+

-1

2

Runefang

1"

4

3+

3+

-1

D3

Magical Warhammer

1"

2

4+

3+

-2

3

Imperial Griffon’s Deadly Beak

2"

2

3+

3+

-2



Imperial Griffon’s Razor Claws

2"



4+

3+

-1

2

DAMAGE TABLE

description

Wounds Suffered

Move

Deadly Beak

Razor Claws

0-3

15"

D6

6

4-6

13"

D6

5

7-9

11"

D3

4

10-11

9"

D3

3

12+

7"

1

2

Fly

A General of the Empire on Imperial Griffon is a single model. Many Empire Generals ride to war armed with an Imperial Lance to skewer their foes on the charge. Others prefer to carry a Runefang in battle – an enchanted sword and symbol of office for an Elector Count. Some Generals are even fortunate enough to wield a Magical Warhammer, a weapon forged in ancient times and possessed of raw destructive power. A General of the Empire may also carry an Imperial Shield to protect himself in battle. The General’s Griffon fights with savage fury with its Deadly Beak and Razor Claws.

KEYWORDS

A General of the Empire on Imperial Griffon can fly.

Abilities

Charging Lance: Add 1 to the Damage of this model’s Lance if it charged this turn. Imperial Shield: An Empire General on Imperial Griffon with an Imperial Shield has a Save of 3+.

Piercing Bloodroar: In the battleshock phase, an Imperial Griffon can loose a piercing Bloodroar at a unit within 8". If he does, that unit must roll two dice and use the highest result if it has to take a battleshock test that phase.

Command AbilitY

Rousing Battle Cry: If a General of the Empire on Imperial Griffon uses this ability, pick State Regiment or Knightly Order unit within 15". Until your next hero phase you can add 2 to that unit’s Bravery and 1 to its charge rolls and hit rolls.

Order, Human, griffon, free people, monster, Hero, Empire General

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

ludwig schwarzhelm 5

10" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

The Sword of Justice

1"

4

Warhorse’s Steel-shod Hooves

1"

2

To Hit

To Wound

Rend

Damage

3+

3+

-

2

4+

4+

-

1

br a ery v

description

Ludwig Schwarzhelm is a single model, He is armed with the Sword of Justice and rides a warhorse that strikes at its enemies with Steel-shod Hooves. He carries the Emperor’s Standard to battle, which has been wrought with subtle magics to fill the hearts of all who look upon it with courage, moral fibre and fighting spirit.

Abilities

The Sword of Justice: If you roll a wound roll of a 6 or more for the Sword of Justice, that hit inflicts 2 mortal wounds on the target instead of its normal Damage. The Emperor’s Bodyguard: Each time Karl Franz suffers a wound or a mortal wound whilst within 3" of Ludwig Schwarzhelm, Ludwig can leap in front of the attack. If he does so, Karl Franz ignores that wound or mortal wound but Ludwig suffers a mortal wound in its place.

The Emperor’s Standard: State Regiment and Knightly Order units from your army add 1 to their Bravery if they are within 24" of the Emperor’s Standard. In addition, in your hero phase, Ludwig Schwarzhelm can hold the Emperor’s Standard high. If he does so, you may not move him until your next hero phase, but you can roll a dice each time a State Regiment or Knightly Order model from your army flees whilst within 24" of the Emperor’s Standard; on a 4 or more they are imbued with fighting spirit, return to the fight and do not flee.

Order, Human, free people, Hero, Totem, Ludwig SchWArzhelm

KEYWORDS

markus wulfhart 5

6" 7

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

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description

Range

Attacks

To Wound

Rend

Damage

The Amber Bow

20"

1

3+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Woodsman’s Longsword

1"

3

4+

4+

-

1

Markus Wulfhart is a single model. He is armed with the Amber Bow and a Woodsman’s Longsword.

Abilities

Monster Hunter: You can add 1 to any hit roll for Markus Wulfhart if the target of the attack is a Monster. The Amber Bow: The Amber Bow inflicts D6 Damage instead of D3 against Monsters.

KEYWORDS

To Hit

Wulfhart’s Hunters: After set-up is complete, you can select a unit of Empire Archers to be Wulfhart’s Hunters. You can add 1 to hit rolls for that unit for the duration of the battle.

Order, Human, free people, Hero, Markus Wulfhart Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Grand Master 5

10" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Heirloom Weapon

1"

4

Warhorse’s Steel-shod Hooves

1"

2

To Hit

To Wound

Rend

Damage

3+

3+

-1

1

4+

4+

-

1

br a ery v

description

A Grand Master is a single model. Grand Masters wield Heirloom Weapons in battle. Many also carry an Imperial Shield for protection. They ride upon Barded Warhorses that crush the skulls of those before them with their Steel-shod Hooves.

Abilities

Imperial Shield: A Grand Master with an Imperial Shield has a Save of 3+. Knights of the Inner Circle: When Grand Masters ride to war, they are often accompanied by a cadre of their Inner Circle Knight – warriors who epitomise the virtues of their Order. After set-up is complete, you can select one Empire Knights unit to be Inner Circle Knights. You can add 1 to the Bravery of all models in that unit for the duration of the battle.

Command AbilitY

Master of Battle: If a Grand Master uses this ability, Knightly Orders units in your army can both run and charge that turn so long as they are within 15" of this model at the start of the charge phase.

Order, Human, free people, Knightly Orders, Hero, Grand Master

KEYWORDS

demigryph knights 4

10" 6

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lance and Sword

2"

2

4+

4+

-

1

Cavalry Halberd

2"

2

4+

3+

-

1

Demigryph’s Razor-sharp Talons

1"

3

4+

3+

-1

1

DESCRIPTION

Standard Bearer

A unit of Demigryph Knights has 3 or more models. Some units of Demigryph Knights wield Lances and Swords, while others are armed with Cavalry Halberds. In either case, the Knights carry Shields and ride upon fearsome Demigryphs that attack with their Razor-sharp Talons. Preceptor

The leader of this unit is a Preceptor. A Preceptor makes 1 extra attack with either his Lance and Sword or Cavalry Halberd. KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, it only needs to take a battleshock test if two or more of its models were slain during the turn. Hornblower

Models in this unit may be Hornblowers. If the unit includes any Hornblowers, add 2 to its charge rolls.

ABILITIES

Shield: You can re-roll save rolls of 1 for a unit equipped with Shields. Charging Lance: Add 1 to the wound rolls and Damage for this unit’s Lances and Swords if it charged in the same turn. Savage Ferocity: If the wound roll for a Demigryph’s Razor-sharp Talons is a 6 or more, then that attack inflicts D3 damage instead of 1.

Order, Human, free people, Knightly Orders, Demigryph Knights Warhammer Age of Sigmar © Games Workshop Ltd. 2015

empire Knights 10"

2

6

4+

sav e

u n ds wo

MOV E

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MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lance and Sword

2"

1

4+

4+

-

1

Cavalry Hammer

1"

2

4+

3+

-

1

Warhorse’s Steel-shod Hooves

1"

2

4+

4+

-

1

DESCRIPTION

Standard Bearer

A unit of Empire Knights has 5 or more models. Some units of Empire Knights ride to war with Lances and Swords and Shields. Others eschew a shield and prefer to wield Cavalry Hammers. Empire Knights are mounted upon Warhorses that attack with their Steel-shod Hooves. Preceptor

The leader of this unit is a Preceptor. A Preceptor makes 1 extra attack with either his Lance and Sword or Cavalry Hammer.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, it only needs to take a battleshock test if two or more of its models were slain during the turn. Hornblower

Models in this unit may be Hornblowers. If the unit includes any Hornblowers, add 2 to its charge rolls.

ABILITIES

Shield: You can re-roll save rolls of 1 for a unit equipped with Shields. Duty and Honour: Once during the battle, in your hero phase, this unit can attempt to fight their way to victory. When the Knights use this ability, you can re-roll hit rolls for them until your next hero phase. Charging Lance: Add 1 to the wound rolls and Damage for this unit’s Lances and Swords if it charged in the same turn.

Order, Human, free people, Knightly Orders, Empire Knights

KEYWORDS

Reiksguard Knights 2

10" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Reiklance and Sword

1"

1

3+

4+

-

1

Warhorse’s Steel-shod Hooves

1"

2

4+

4+

-

1

br a ery v

DESCRIPTION

Standard Bearer

A unit of Reiksguard Knights has 5 or more models. They wield Reiklances and Swords and carry Shields. The Reiksguard are mounted upon Warhorses that attack with their Steel-shod Hooves.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, it only needs to take a battleshock test if two or more of its models were slain during the turn.

Reikscaptain

Hornblower

The leader of this unit is a Reikscaptain. A Reikscaptain makes 2 attacks with his Reiklance and Sword.

Models in this unit may be Hornblowers. If the unit includes any Hornblowers, add 2 to its charge rolls.

KEYWORDS

ABILITIES

Shields: You can re-roll save rolls of 1 for a unit equipped with Shields. The Emperor’s Chosen: You can re-roll failed battleshock tests for this unit if Kurt Helborg is within 30" of them. Reiksguard do not need to take battleshock tests at all if Karl Franz is within 30" of them. Charging Lance: Add 1 to the wound rolls and Damage for this unit’s Reiklances and Swords if it charged in the same turn.

Order, Human, free people, Knightly Orders, Reiksguard Knights Warhammer Age of Sigmar © Games Workshop Ltd. 2015

empire crossbowmen 1

5" 5

6+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crossbow

20"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dagger

1"

1

5+

5+

-

1

br a ery v

DESCRIPTION

Standard Bearer

A unit of Empire Crossbowmen has 10 or more models. Units of Empire Crossbowmen are armed with Crossbows and Daggers.

Models in this unit may be Standard Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee.

MArKSMAN

Pipers

The leader of this unit is a Marksman. Add 1 to the hit rolls for a Marksman using a Crossbow.

Models in this unit may be Pipers. Once per turn, if an enemy unit ends its charge move within 3" of a unit that includes any Pipers, they can signal their unit to stand and shoot; each model can then shoot its Crossbow at the charging unit.

ABILITIES

Piercing Bolts: Each time you roll a wound roll of a 6 or more for a Crossbow, that attack is resolved with a Rend of -1 instead of ‘-’. Reload, Fire: Empire Crossbowmen can shoot twice if their unit has 20 or more models, they did not move in their preceding movement phase and there are no enemy models within 3".

Order, Human, free people, State Regiment, Empire Crossbowmen

KEYWORDS

empire handgunners 1

5" 5

6+

sav e

u n ds wo

MOV E

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Imperial Handgun

16"

1

5+

3+

-1

1

Hochland Long Rifle

30"

1

4+

3+

-1

2

Repeater Handgun

10"

D3

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dagger

1"

1

5+

5+

-

1

DESCRIPTION

Standard Bearer

A unit of Empire Handgunners has 10 or more models. Units of Empire Handgunners are armed with Imperial Handguns and Daggers.

Models in this unit may be Standard Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee.

MArKSMAN

Pipers

The leader of this unit is a Marksman. A Marksman is armed with either an Imperial Handgun, a Hochland Long Rifle or a Repeater Handgun. You can add 2 to hit rolls for a Marksman with an Imperial Handgun in the shooting phase.

Models in this unit may be Pipers. Once per turn, if an enemy unit ends its charge move within 3" of a unit that includes any Pipers, they can signal their unit to stand and shoot; each model then can then shoot its missile weapon at the charging unit.

KEYWORDS

ABILITIES

Steady Aim: You can add 1 to the hit rolls for an Empire Handgunner in your shooting phase so long as its unit did not move in the preceding movement phase and there are no enemy models within 3" of its unit. Handgun Volley: You can add 1 to hit rolls for an Empire Handgunner when it shoots its missile weapons if its unit includes at least 20 models.

Order, Human, free people, State Regiment, Empire Handgunners Warhammer Age of Sigmar © Games Workshop Ltd. 2015

empire archers 1

5" 5

6+

sav e

u n ds wo

MOV E

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bow

18"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Imperial Shortsword

1"

1

5+

4+

-

1

DESCRIPTION

ABILITIES

Marksman

Ordered Volleys: You can re-roll hit rolls of 1 for Empire Archers in the shooting phase. You can re-roll hit rolls of 1 or 2 instead if the unit has 20 or more models, or re-roll any failed hit roll if it has 30 or more models.

A unit of Empire Archers has 10 or more models. Units of Empire Archers are armed with Bows and Shortswords. The leader of this unit is a Marksman. Add 1 to the hit rolls for a Marksman using a Bow.

Huntsmen: After set-up is complete, you can make a bonus move with this unit as if it were moving in the movement phase.

Order, Human, FREE PEOPLE, State Regiment, Empire Archers

KEYWORDS

empire greatswords 1

5" 6

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Zweihander

1"

2

4+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of Empire Greatswords has 5 or more models. Units of Empire Greatswords are armed with large, double-handed swords called Zweihanders.

Models in this unit may be Standard Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee.

Count’s champion

hornblower

The leader of this unit is a Count’s Champion. A Count’s Champion makes 3 attacks rather than 2.

Models in this unit may be Hornblowers. If the unit includes any Hornblowers, it can counter-charge after your opponent has finished moving all his charging units, so long as no enemy models are within 3". A counter-charging unit charges D6".

KEYWORDS

Abilities

Oathsworn Honour Guard: If a unit of Empire Greatswords is within 14" of a Free People Hero from your army when they attack, you can add 1 to all of their hit rolls.

Order, Human, free people, State Regiment, Empire Greatswords Warhammer Age of Sigmar © Games Workshop Ltd. 2015

empire pistoliers MISSILE WEAPONS

2

12" 5

5+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Brace of Pistols

9"

2

5+

3+

-1

1

Repeater Handgun

14"

D3

4+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Brace of Pistols

1"

2

5+

3+

-1

1

Cavalry Sabre

1"

1

4+

4+

-

1

Steed’s Stamping Hooves

1"

2

4+

5+

-

1

description

Outrider

A unit of Empire Pistoliers has 5 or more models. Units of Empire Pistoliers are armed with Braces of Pistols, which they use to slay their foes at range and in melee They are mounted on Steeds that trample the foe with their Stamping Hooves. Trumpeters

Models in this unit may be Trumpeters. A unit that includes any Trumpeters can shoot and charge in its turn even if it ran during its movement phase.

The leader of this unit is an Outrider. An Outrider has Bravery 6 instead of 5. Some Outriders are armed with a Brace of Pistols – you can add 1 to hit rolls for these Outriders – but many prefer to wield a Repeater Handgun. Some Outriders ride to war equipped with a Repeater Pistol, which they wield alongside a regular Pistol. Outriders are also equipped with a Cavalry Sabre for fighting in close quarters.

Abilities

Repeater Pistol: An Outrider equipped with a Repeater Pistol makes 3 attacks instead of 2 when attacking with his Brace of Pistols. Reckless Riders: When this unit runs, roll two dice and pick the highest instead of rolling a single dice when determining how much extra they move. However, when Pistoliers run, they must run as close as possible towards the nearest visible enemy unit.

Order, Human, free people, State Regiment, Empire Pistoliers

KEYWORDS

empire outriders 2

12" 6

5+

sav e

u n ds wo

MOV E

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MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Repeater Handgun Brace of Pistols Grenade Launching Blunderbuss

14" 9" 10"

D3 2 1

5+ 4+ 4+

3+ 3+ 3+

-1 -1 -2

1 1 D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cavalry Sabre Brace of Pistols Steed’s Stamping Hooves

1" 1" 1"

1 2 2

4+ 5+ 4+

4+ 3+ 5+

-1 -

1 1 1

description

Sharpshooter

A unit of Empire Outriders has 5 or more models. Units of Empire Outriders are armed with Repeater Handguns and Cavalry Sabres. They are mounted on Steeds that trample the foe with their Stamping Hooves. Trumpeters

Models in this unit may be Trumpeters. A unit that includes any Trumpeters can shoot and charge in its turn even if it ran during its movement phase. KEYWORDS

The leader of this unit is a Sharpshooter. Some Sharpshooters shoot the foe with a Repeater Handgun – you can add 1 to hit rolls for these Sharpshooters in the shooting phase – but others ride to war equipped with a Brace of Pistols, one of which will typically be a Repeater Pistol. A few Sharpshooters, usually those that have a Master Engineer as a patron, instead carry a Grenade Launching Blunderbuss. Sharpshooters also make 2 attacks with their Cavalry Sabres instead of 1.

Abilities

Expert Gunners: You can add 1 to hit rolls for Outriders in the shooting phase if their unit did not move in their preceding movement phase and there are no enemy models within 3". Repeater Pistol: A Sharpshooter equipped with a Repeater Pistol makes 3 attacks instead of 2 when attacking with his Brace of Pistols.

Order, Human, free people, State Regiment, Empire Outriders Warhammer Age of Sigmar © Games Workshop Ltd. 2015

empire state troops 1

5" 5

5+

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Halberd

1"

1

4+

4+

-1

1

Spear

2"

1

4+

4+

-

1

Sword

1"

1

4+

4+

-

1

sav e

u n ds wo

MOV E

br a ery v

description

Standard Bearer

A unit of Empire State Troops has 10 or more models. Units of Empire State Troops are either armed with Halberds, Spears, or Swords. Units of State Troops may also carry Shields to battle.

Models in this unit may be Standard Bearers. If you roll a 1 when taking a battleshock test for a unit that includes any Standard Bearers none of its models flee.

Sergeant

Models in this unit may be Drummers. If the unit includes any Drummers, it can counter-charge after your opponent has finished moving all his charging units, so long as no enemy models are within 3". A counter-charging unit charges D6".

The leader of this unit is a Sergeant. A Sergeant makes 2 Attacks instead of 1.

Drummers

Abilities

Massed Ranks: Add 1 to hit rolls for Empire State Troops if their unit contains 20 or more models. Add 2 instead if their unit contains 30 or more models, and add 3 if it contains 40 or more models. Shield: You can re-roll save rolls of 1 for a unit equipped with Shields. Parry: You can add 1 to save rolls for State Troops equipped with Swords in the combat phase.

Order, Human, free people, State Regiment, State Troops

KEYWORDS

empire Free Company Militia 1

5" 5

MISSILE WEAPONS

6+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Damage

Militia Weapons

14"

1

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Militia Weapons

1"

1

4+

4+

-

1

description

A unit of Empire Free Company Militia has 10 or more models. Units of Empire Free Company Militia are armed with Militia Weapons – an assortment of blades, clubs, bows, crossbows and even the occasional blackpowder firearm.

Abilities

Reckless Mob: You can re-roll hit rolls of 1 for models in this unit in the combat phase. You can re-roll all failed hit rolls in the combat phase instead if this unit includes 20 or more models.

Militia Leader

The leader of this unit is a Militia Leader. A Militia Leader makes 2 attacks rather than 1.

KEYWORDS

Rend

Order, Human, free people, empire Free Company Militia Warhammer Age of Sigmar © Games Workshop Ltd. 2015

empire master engineer MISSILE WEAPONS

5

5" 6

6+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Pistol

9"

1

4+

3+

-1

1

Repeater Handgun

14"

D3

4+

3+

-1

1

Artisan Repeater Pistol

9"

3

4+

3+

-1

1

Hochland Long Rifle

30"

1

3+

3+

-1

2

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Engineer’s Telescope or Tools

1"

2

5+

5+

-

1

description

An Empire Master Engineer is a single model. All Engineers carry a telescope or other range-finding tools, which can also make for improvised weapons in close combat. However, Master Engineers prefer to shoot their foes; most carry a few Pistols into battle alongside a Repeater Handgun or an Artisan Repeater Pistol. Some Master Engineers instead supplement their Pistols with a Hochland Longrifle to snipe the foe. A few, very eccentric, Master Engineers also carry a Pigeon Bomb into battle.

Abilities

Range-finding Optics: You can re-roll hit rolls of 1 for a Master Engineer in the shooting phase if he did not move in his preceding movement phase and there are no enemy models within 3" of him.

Pigeon Bombs: Once per battle, in your hero phase, a Master Engineer with a Pigeon Bomb can release it! When he does, roll a dice. On a 4 or more, the clever little pigeon flies straight into an enemy unit within 18", which immediately suffers D3 mortal wounds. On a 1, the stupid homing pigeon returns to its owner and the Master Engineer suffers D3 mortal wounds. On any other result, the pigeon just flies off towards the horizon before exploding in a shower of feathers.

Order, human, free people, Hero, engineer, empire Master Engineer

KEYWORDS

Master Engineer on Mechanical Steed 2D6"

5

6

5+

sav e

U N DS WO

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Save

Damage

Imperial Handgun

16"

1

4+

3+

-1

1

Grenade Launching Blunderbuss

10"

1

4+

3+

-2

D3

Repeater Handgun

14"

D3

4+

3+

-1

1

Hochland Long Rifle

30"

1

3+

3+

-1

2

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Save

Damage

Mechanical Steed’s Steel Hooves

1"

2

5+

4+

-1

1

A Master Engineer on Mechanical Steed is a single model. These eccentric Engineers carry a favoured firearm into battle, either a trusted Imperial Handgun, a multibarrelled Repeater Handgun, a compact Grenade Launching Blunderbuss or an elegantly crafted Hochland Longrifle. They ride atop Mechanical Steeds that stamp the foe to death in close quarters with their Steel Hooves.

KEYWORDS

ABILITIES

Range-finding Optics: You can re-roll hit rolls of 1 for a Master Engineer in the shooting phase if he did not move in his preceding movement phase and there are no enemy models within 3" of him.

ORDER, HUMAN, free people, HERO, engineer, Master Engineer on Mechanical Steed Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Clockwork Charge: If you roll a double when determining this model’s charge distance, the Mechanical Steed barrels forwards demolishing all in its path as its clockwork mechanisms function perfectly. Select a model within ½" of the Master Engineer after making its charge move; that model’s unit suffers D3 mortal wounds.

empire cannon war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Cannon Ball

40"

br a ery v

Attacks

To Hit

To Wound

Rend

Damage



4+

2+

-2

D6

WAR MACHINE CREW TABLE Crew within 1"

Move

Cannon Ball

3 models

4"

2

2 models

3"

2

1 model

2"

1

No models

0

0

crew

1

5" 5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

5+

5+

-

1

br a ery v

description

An Empire Cannon consists of a war machine that can hurl Cannon Balls into the enemy’s ranks, and a unit of 3 Empire Crew that tend their charge and, if necessary, defend it using their Tools as improvised weapons.

Abilities

Crewed Artillery: An Empire Cannon can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the cannon in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Order, War Machine, Empire Cannon

crew KEYWORDS

Order, Human, Free People, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Grapeshot: Instead of firing a Cannon Ball in the shooting phase, the Crew can load their war machine with grapeshot; if they do, then select a visible target. Roll one dice for each model in the target unit that is within 10" of the Cannon; for each roll of a 6, that unit suffers a mortal wound. Artillery Master: Master Engineers are experts at judging trajectories. You can re-roll failed hit rolls when firing a Great Cannon if there is a Human Engineer from your army within 1" of the war machine. This ability has no effect when firing Grapeshot.

empire mortar war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mortar Shell

10-30"

1



3+

-1

D3

br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Mortar Shell

3 models

4"

2+

2 models

3"

3+

1 model

2"

4+

No models

0

0

crew

✹ 1

5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

5+

5+

-

1

br a ery v

description

An Empire Mortar consists of an artillery piece that fires Mortar Shells, and a unit of 3 Empire Crew who load and fire their war machine. The Crew can, in desperate times, defend the Mortar using their Tools as improvised weapons.

Abilities

Crewed Artillery: An Empire Mortar can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the mortar in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine. Artillery Barrage: An Empire Mortar can fire Mortar Shells at units that are not visible to it.

war machine KEYWORDS

Order, War Machine, Empire mortar

crew KEYWORDS

Order, Human, free people, crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

High Explosive: If a Mortar Shell hits a unit that has 10 or more models, increase its Damage to D6. If it hits a unit that has 20 or more models, increase its Damage to 2D6 instead. My Own Recipe: Master Engineers are known to experiment with black powder and can their add their own special mixture to the war machine’s firing charges to improve its range. A Mortar Shell has a range of 10-40" if there is a Human Engineer from your army within 1" of the war machine.

Helblaster Volley Gun war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

Volley of Shots

26"

D6

br a ery v

To Hit

To Wound

Rend

Damage



3+

-1

1

WAR MACHINE CREW TABLE Crew within 1"

Move

Volley of Shots

3 models

4"

3+

2 models

3"

4+

1 model

2"

5+

No models

0

0

crew

1

5" 5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

5+

5+

-

1

br a ery v

description

A Helblaster Volley Gun consists of a lethal war machine that fires a Volley of Shots at the foe, and a unit of 3 Empire Crew. The Crew load and fire the Volley Gun and can defend it in melee using their Tools as improvised weapons.

Abilities

Point Blank: You can add 1 to hit rolls for this model’s Volley of Shots if the target unit is within 13". Crewed Artillery: A Helblaster Volley Gun can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Volley Gun in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

war machine KEYWORDS

Order, War Machine, Helblaster volley gun

crew KEYWORDS

Order, Human, Free People, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Helblaster Volley: In the shooting phase the Helblaster Volley Gun’s Crew can attempt to load and fire 1, 2, or 3 gun decks. If they loaded 2 gun decks, the war machine makes 2D6 attacks when it fires its Volley of Shots instead of D6, and if they loaded 3 gun decks, it will make 3D6 attacks. However, if any doubles are rolled when determining how many attacks are made when firing a Volley of Shot, the Helblaster Volley Gun jams and no shots are fired this phase. Working Like Clockwork: Master Engineers know just how to tinker with Volley Guns to ensure they work at maximum efficiency and do not jam in the heat of battle. You can re-roll all the dice when determining how many attacks are made with a Volley of Shots if there is a Human Engineer from your army within 1" of this war machine.

Helstorm rocket battery war machine

✹ 4

-

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Helstorm Rocket Salvo

10-36"

3

5+

3+

-2



br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Helstorm Rocket Salvo

3 models

4"

D6

2 models

3"

D3

1 model

2"

1

No models

0

0

crew

1

5" 5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

5+

5+

-

1

br a ery v

description

A Helstorm Rocket Battery consists of an artillery piece that launches wildly inaccurate but deadly Helstorm Rockets, and a unit of 3 Empire Crew who operate their war machine. The Crew can use their Tools as improvised weapons.

Abilities

Crewed Artillery: A Helstorm Rocket Battery can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the Rocket Battery in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine. Arcing Ordnance: A Helstorm Rocket Battery can fire Helstorm Rocket Salvoes at units that are not visible to it.

war machine KEYWORDS

Order, War Machine, helstorm rocket battery

crew KEYWORDS

Order, Human, Free People, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Rocket Salvo: Before firing their war machine, a Helstorm Rocket Battery crew can choose to fire all their Rocket Salvos at the same target. If they do, you can add 1 to the hit rolls for the shots. I Meant to Hit That One, Honest: Master Engineers are excellent judges of wind speed and other factors and can vastly improve a Rocket Battery’s chances of hitting the foe, if not the original target. If there is a Human Engineer from your army within 1" of this war machine and you fail to hit with a Helstorm Rocket Salvo, you may pick a different unit within 10" of the original target and roll a dice; on a 6 that shot hits that unit instead.

empire steam tank 12

✹ 8

3+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Repeater Handgun Hochland Long Rifle Steam Cannon Steam Gun

14" 30" 8"

D3 1 1 2D6

4+ 3+ 4+ 4+

3+ 3+ 2+



-1 -1 -2 -

1 2 D6 1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crushing Wheels and Ironclad bulk Commander’s Sword or Rod

1" 1"

D6 2

4+ 5+

3+ 4+

-1 -

2 1



DAMAGE TABLE

description

Wounds Suffered

Move

Steam Cannon

Steam Gun

0-2

2D6"

30"

2+

3-4

2D6"

24"

3+

5-7

D6"

18"

4+

8-9

D6"

12"

5+

10+

D3"

6"

6+

An Empire Steam Tank is a single model. The Steam Tank Commander in the Steam Tank’s turret can fight with a Commander’s Sword or Rod. Some Commanders may also carry a Repeater Handgun, and some may also man a Hochland Longrifle attached to the Steam Tank’s cupula. The Steam Tank itself is armed with a Steam Cannon and Steam Gun, and uses its Crushing Wheels and Ironclad Bulk to grind its foes into paste.

KEYWORDS

Abilities

More Pressure!: In your hero phase, the Steam Tank Commander can attempt to overpressure the Steam Tank’s Boiler. If he does, roll two dice. If the total is more than the number of wounds the Steam Tank has remaining, valves start to crack and mechanisms break – the Steam Tank immediately suffers D3 mortal wounds. Otherwise, the overpressure of steam means that until your next hero phase you can re-roll any random values for this model (with the exception of the Commander’s Repeater Handgun, which isn’t connected to the Steam Tank’s boiler!).

Steel Behemoth: After a Steam Tank completes a charge move, you may select an enemy unit within 1"; that unit suffers D3 mortal wounds. Bouncing Cannon Balls: You can add 1 to hit rolls for a Steam Cannon if the target unit has 10 or more models. I’ll Fix It: Instead of using the More Pressure! ability, the Steam Tank Commander can attempt to make repairs to the Steam Tank in your hero phase. If he does, roll a dice; on a 4 or more he repairs one wound.

Order, human, FREE PEOPLe, War machine, empire steam tank

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Volkmar the Grim 5

5" 7

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Sigmarite Warhammer

1"

2

4+

The Staff of Command

2"

4

4+

4+

-

1

3+

-1

1

br a ery v

description

Volkmar the Grim is a single model. He is armed with a Sigmarite Warhammer and the Staff of Command. He wears the Jade Griffon upon his chest and bellows prayers to Sigmar to aid him in battle.

Abilities

Grand Theogonist: Volkmar the Grim can attempt to unbind 2 spells in each enemy hero phase, as if he were a wizard.

KEYWORDS

The Jade Griffon: Volkmar the Grim heals 1 wound in each of your hero phases. Battle Prayers: In your hero phase, Volkmar the Grim can pray to Sigmar. If he does so, pick a unit within 10", select one of the following blessings and roll a dice. On a 1 or a 2, his prayers go unanswered, but on a 3 or more they have been heard:

Shield of Faith: Until your next hero phase, you can roll a dice each time the unit suffers a wound or a mortal wound. On a 6, that wound is ignored. Righteous Fury: Until your next hero phase, you can re-roll failed hit rolls for the unit in the combat phase. Holy Fervour: Until your next hero phase, you can add 1 to the unit’s run rolls, charge rolls, and hit rolls in the combat phase.

Order, Human, Celestial, free people, Hero, Priest, Volkmar the Grim

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The war altar of sigmar MISSILE WEAPONS

11

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Light of Banishment

20"

D3

3+



-1

3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sigmarite Greathammer

1"

2

4+

3+

-1

1

Sigmarite Warhammer

1"

2

4+

4+

-

1

The Staff of Command

2"

4

4+

3+

-1

1

Warhorses’ Steel-shod Hooves

1"

4

4+

4+

-

1

DAMAGE TABLE Wounds Suffered

Move

Sigmar’s Shield

Light of Banishment

0-2

10"

15"

2+

3-4

9"

12"

3+

5-6

8"

9"

3+

7-8

7"

6"

4+

9+

6"

3"

4+

Description

The War Altar of Sigmar is a single model. It is a vast battle altar pulled into battle by a pair of Warhorses who trample those in their path with Steel-shod hooves. Atop the altar is the Golden Griffon – a vast statue imbued with holy magic that can cast forth burning Light of Banishment. From a platform at the War Altar’s fore stands an Arch Lector – a senior Warrior Priest who smites the foes with blows from his Sigmarite Greathammer even as he prays to mighty Sigmar for aid. The War Altar also mounts the Horn of Sigismund – an ancient relic that heralds the foe’s doom. VOLKMAR THE GRIM

A War Altar of Sigmar can be commanded by Volkmar the Grim instead of an Arch Lector. This War Altar gains the Jade Griffon ability. Volkmar fights with a Sigmarite Warhammer and the Staff of Command.

ABILITIES

Divine Power: A War Altar of Sigmar can attempt to unbind 1 spell in each enemy hero phase as if it were a wizard. If it is commanded by Volkmar the Grim it can instead attempt to unbind 2 spells.

The Horn of Sigismund: Once per battle, the Horn of Sigismund can be blown in a battleshock phase. When it is blown, all enemy units within 10" of the War Altar must subtract 1 from their Bravery until the end of that phase. Sigmar’s Shield: You can roll a dice each time a Free Peoples model from your army is slain within range of this model (as shown on the damage table above). On a 6, that model has been miraculously saved from harm and ignores the wound that slew it. The Power of Faith: Free People units from your army do not need to take battleshock tests if they are within 10" of a War Altar. Light of Banishment: The holy light that emanates from the Golden Griffon is anathema to the followers of the Dark Gods. When you make a Light of Banishment attack against a Chaos unit, double any wounds it suffers. The holy light is especially dangerous to Chaos Daemons, who cannot abide its searing touch. Furthermore, attacks against these units are resolved with a Rend of -2 instead of ‘-’.

Battle Prayers: In your hero phase, the Arch Lector – or Volkmar – can pray to Sigmar. If he does so, pick a unit within 10", select one of the following blessings and roll a dice. On a 1 or a 2, his prayers go unanswered, but on a 3 or more they have been heard: Soulfire: Roll a dice for each enemy unit within 3" of the unit you picked; on a 4 or more it is struck by soulfire and suffers a mortal wound. Righteous Fury: Until your next hero phase you can re-roll failed hit rolls for the unit in the combat phase. Holy Fervour: Until your next hero phase, you can add 1 to the unit’s run rolls, charge rolls, and hit rolls in the combat phase. The Jade Griffon: If the War Altar of Sigmar is commanded by Volkmar the Grim, the magics of the Jade Griffon he wears upon his chest heal 1 wound on the War Altar in each of your hero phases.

The War Altar of Sigmar KEYWORDS

ORDER, HUMAN, CELESTIAL, FREE PEOPLE, TOTEM, HERO, PRIEST, WAR ALTAR OF SIGMAR

The War Altar of Sigmar with Volkmar the Grim KEYWORDS

ORDER, HUMAN, CELESTIAL, FREE PEOPLE, TOTEM, HERO, PRIEST, WAR ALTAR OF SIGMAR, VOLKMAR THE GRIM Warhammer Age of Sigmar © Games Workshop Ltd. 2015

luthor huss, prophet of sigmar 10"

5

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sigmarite Greathammer

1"

2

Warhorse’s Steel-shod Hooves

1"

2

4+

3+

-1

1

4+

4+

-

1

br a ery v

description

Luthor Huss is a single model, He is armed with a Sigmarite Greathammer and rides a warhorse that strikes at its enemies with Steel-shod Hooves.

Abilities

Divine Power: Luthor Huss can attempt to unbind 1 spell in each enemy hero phase, as if he were a wizard.

Prophet of Sigmar: Once per battle, in a combat phase, Luthor Huss can harness the power of Sigmar. When he does, he makes 4 attacks with his Sigmarite Greathammer until the end of the phase. Battle Prayers: In your hero phase, Luthor Huss can pray to Sigmar. If he does so, pick a unit within 10", select one of the following blessings and roll a dice. On a 1 or a 2, his prayers go unanswered, but on a 3 or more they have been heard:

Shield of Faith: Until your next hero phase. roll a dice each time the unit suffers a wound or a mortal wound. On a 6, that wound is ignored. Soulfire: Roll a dice for each enemy unit within 3" of the unit you picked unit; on a 4 or more they are struck by inner soulfire and suffer a mortal wound. Unbending Righteousness: That unit does not need to take battleshock tests until your next hero phase.

Order, Human, Celestial, free people, HERO, PRIEST, Luthor Huss

KEYWORDS

warrior priest 5

5" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sigmarite Warhammer

1"

4

4+

4+

-

1

Sigmarite Greathammer

1"

2

4+

3+

-1

1

br a ery v

description

A Warrior Priest is a single model. Some Warrior Priests are armed with a Sigmarite Warhammer in one hand and a Sigmarite Shield in the other. Others wield a Warhammer in each hand, or pummel the enemy with swings of a double-handed Sigmarite Greathammer.

Abilities

Sigmarite Warhammers: You can re-roll hit rolls of 1 for a Warrior Priest armed with two Sigmarite Warhammers. KEYWORDS

Sigmarite Shield: A Warrior Priest with a Sigmarite Shield has a Save of 3+. Divine Power: A Warrior Priest can attempt to unbind 1 spell in each enemy hero phase, as if he were a wizard. Battle Prayers: In your hero phase, a Warrior Priest can pray to Sigmar. If he does so, pick a unit within 10", select one of the following blessings and roll a dice. On a 1 or a 2, his prayers go unanswered, but on a 3 or more they have been heard:

Shield of Faith: Until your next hero phase, you can roll a dice each time the unit suffers a wound or a mortal wound. On a 6, that wound is ignored. Hammer of Sigmar: Until your next hero phase you can re-roll failed wound rolls for the unit in the combat phase. Healing Hands: One model in the unit immediately heals D3 wounds.

Order, Human, Celestial, free people, Hero, Priest, warrior priest Warhammer Age of Sigmar © Games Workshop Ltd. 2015

witch hunter 5

5" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Baroque Pistol

9"

1

3+

3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blessed Rapier

1"

3

3+

4+

-

1

Silver Greatsword

1"

3

3+

3+

-1

1

description

A Witch Hunter is a single model. All Witch Hunters carry a Baroque Pistol. Some Witch Hunters carry a second Baroque Pistol and a Blessed Rapier to despatch their quarry, while others prefer the surety of a double-handed Silver Greatsword.

Abilities

Sigmar’s Judgement: A Witch Hunter’s attacks inflict D3 Damage instead of 1 if the target of the attack is a Wizard or a Daemon.

Baroque Pistols: A Witch Hunter equipped with two Baroque Pistols makes 2 attacks in the shooting phase. Grim Resolve: Roll a dice if a Witch Hunter is targeted or affected by an enemy spell. On a 5 of more, that spell has no effect on the Witch Hunter (but it may affect other units normally).

Order, Human, celestial, free people, Hero, Witch Hunter

KEYWORDS

empire flagellants warband 1

6" 8

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Castigating Flails and Clubs

1"

2

5+

4+

-

1

br a ery v

description

Abilities

Prophet of Doom

Fanatical Fury: You can re-roll hit rolls and wound rolls of 1 for Flagellants if they charged during the same turn.

An Empire Flagellants Warband has 10 or more models. Flagellants march into war waving doom-laden signs and ringing bells signalling the apocalypse. Units of Flagellants launch themselves at the foe armed with a mixture of Castigating Flails and Clubs. The leader of this unit is a Prophet of Doom. You can re-roll failed hit rolls for a Prophet of Doom. KEYWORDS

Glorious Martyrs: Flagellants make 3 attacks rather than 2 in the combat phase if any models from their unit have been slain earlier in this turn. If 5 or more models have been slain earlier in the turn, then they instead make 4 attacks.

Order, Human, Celestial, free people, Flagellants Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Reckless Abandon: When all hope is lost a Flagellant will fling himself at the enemy with reckless abandon, heedless of his own survival. Each time a Flagellant flees, select an enemy unit within 6" and roll a dice; on a 4 or more that unit suffers a mortal wound before the foe can slay the frenzied Flagellant. If there are no enemy units within 6", then the Flagellant instead bashes himself to death with his own flail and is removed from play as normal.

celestial hurricanum 11

✹ 6

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Storm of Shemtek

18"

Attacks

To Hit

To Wound

Rend

Damage



MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wizard’s Staff

2"

1

4+

3+

-1

D3

Acolytes’ Arcane Tools

1"

4

5+

5+

-

1

Warhorses’ Steel-shod Hooves

1"

4

4+

4+

-

1

See Below

DAMAGE TABLE Wounds Suffered

Move

Portents of Battle

Storm of Shemtek

0-2

10"

10"

3

3-4

9"

8"

2

5-6

8"

6"

2

7-8

7"

4"

1

9+

6"

2"

1

description

A Celestial Hurricanum is a single model. The magical orrery mounted upon the battle altar can be used to unleash a terrifying Storm of Shemtek upon the enemy, as well as acting as a focus for magical energy to the benefit of nearby wizards. The Hurricanum is pulled into battle by two Warhorses that stamp at the enemy with their Steel-shod Hooves, and manned by Acolytes that protect their charge using Arcane Tools as improvised weapons. Celestial Wizard

Some Celestial Hurricanums are tended by Celestial Wizards. These gain the Wizard’s Staff attack.

Abilities

Locus of Azyr: Add 1 to casting rolls for Order Wizards from your army within 10" of any Celestial Hurricanums in the hero phase. Portents of Battle: Celestial Hurricanums leak magical power, and nearby soldiers marching beside them often report seeing visions of the imminent future. With such knowledge they are able to predict the actions of the foe and land their blows with uncanny accuracy. You can add 1 to the hit rolls of any Free People units from your army within range of any Celestial Hurricanum’s Portents of Battle ability when they attack; the range of this ability is shown in the Damage Table above. Storm of Shemtek: A Celestial Hurricanum can summon a magical storm to batter the foe. Each time you make a Storm of Shemtek attack, select a target unit that is visible and in range, then roll a dice to see what kind of fury is unleashed from the heavens:

Magic

A wizard tending a Celestial Hurricanum can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Comet of Casandora spells. Comet of Casandora

Reaching out to the heavens, the wizard draws a wandering comet and sends it crashing down upon the battlefield. Comet of Casandora has a casting value of 6. If successfully cast, pick a unit within 18" of the caster. Your opponent must then select one of his units that is within 18" of the caster (this can be the same unit as the one you chose). Then, roll a dice; on a 1, 2 or 3 the unit your opponent picked is struck by the falling comet, and on a 4 or more the unit you picked is struck – that unit suffers D6 mortal wounds.

1-3 Iceshard Tempest. The target suffers a mortal wound. 4-5 Lightning Strike. The target suffers D3 mortal wounds. 6 Meteor Strike. The target suffers D6 mortal wounds.

Celestial Hurricanum KEYWORDS

ORDER, HUMAN, CELESTIAL, FREE PEOPLE, WAR MACHINE, CELESTIAL HURRICANUM

Celestial Hurricanum with Celestial Wizard KEYWORDS

ORDER, HUMAN, CELESTIAL, FREE PEOPLE, WAR MACHINE, HERO, WIZARD, CELESTIAL HURRICANUM Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Empire battle wizard 5

5" 6

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Wizard’s Staff

2"

1

Horse’s Stamping Hooves

1"

2

To Hit

To Wound

Rend

Damage

4+

3+

-1

D3

4+

5+

-

1

br a ery v

description

An Empire Battle Wizard is a single model. All Battle Wizards specialise in mastering one of the Lores of Magic – Heavens, Bright, Amethyst, White, Gold, Grey, Amber or Jade. They are adorned with the trappings and arcana associated with that Lore. All Battle Wizards carry a Wizard’s Staff. Horse

Some Battle Wizards ride Horses to war. These wizards have a Move of 12" instead of 5" and gain the Stamping Hooves attack.

Abilities

Magic Specialisation: When setting up this model, you can pick one of the following schools of magic for the Battle Wizard to specialise in: Heavens, Bright, Amethyst, White, Gold, Grey, Amber or Jade.

Magic

An Empire Battle Wizard can attempt to cast one spell in each of your hero phases, and attempt to unbind a spell in each enemy hero phase. All Battle Wizards know the Arcane Bolt and Mystic Shield spells. A Battle Wizard also knows one more spell depending upon his magical specialisation: Specialisation Heavens Bright Amethyst White Gold Grey Amber Jade

KEYWORDS

Spell Chain Lightning Fireball Soul Steal Light of Battle Final Transmutation Mystifying Miasma Wildform Lifebloom

Chain Lightning

Final Transmutation

Lightning bursts from the wizard’s fingertips and arcs towards the enemy with crackling fury. Chain Lightning has a casting value of 6. If successfully cast, pick a visible enemy unit within 18". That unit suffers D3 mortal wounds. Then, roll a dice for every other enemy unit within 6" of the original target; on a 6 the lightning has leapt to that unit and it also suffers D3 mortal wounds.

With a gesture the wizard transmutes the flesh of his foe into unliving metal. Final Transmutation has a casting value of 6. If successfully cast, pick a visible enemy unit within 18". Your opponent then picks any model in that unit and rolls a dice; if the result is more than that model’s remaining number of wounds, it is transformed into a gleaming golden statue and slain.

Fireball

The wizard creates a fog that numbs his foes’ battle skills. Mystifying Miasma has a casting value of 6. If successfully cast, pick a visible enemy unit within 18". Until your next hero phase your opponent must subtract 1 from all hit rolls for that unit.

The wizard conjures a ball of flame and hurls it at his foes. Fireball has a casting value of 5. If successfully cast, pick a visible enemy unit within 18" and roll a dice. On a 1 or a 2 that unit suffers a mortal wound, on a 3 or a 4 it suffers D3 mortal wounds and on a 5 or a 6 it suffers D6 mortal wounds. Soul Steal

The wizard extends a hand and leeches his victim’s souls from their bodies. Soul Steal has a casting value of 5. If successfully cast, pick a visible enemy unit within 18". You and your opponent then both roll a dice; add the caster’s Bravery to your dice roll and add the Bravery of the target to your opponent’s. If your score is the highest, the enemy unit suffers a number of mortal wounds equal to the difference in the scores (for example, if your score was 10 and your opponent’s 8, the unit suffers 2 mortal wounds). Light of Battle

The wizard infuses his allies with Light energies, willing them with courage. Light of Battle has a casting value of 4. If successfully cast, pick a unit within 18". That unit does not need to take battleshock tests until your next hero phase. The magical aura surrounding that unit also ennobles nearby allies until your next hero phase; other units from your army within 6" of this unit in the battleshock phase add 1 to their Bravery.

Mystifying Miasma

Wildform

With a roar the wizard infuses his allies’ battle spirits with the savage strength of wild creatures. Wildform has a casting value of 6. If successfully cast, pick a unit within 18". Until your next hero phase you can add 1 to all wound rolls for that unit in the combat phase. Lifebloom

The wizard infuses his allies with healing energies. Lifebloom has a casting value of 5. If successfully cast, pick a unit within 18". One model in that unit heals D3 wounds. In addition, until your next hero phase the energies of this spell persist; roll a dice each time a model in the unit suffers a wound or mortal wound. On a 6, that wound is instantly healed and is ignored.

Order, Human, FREE PEOPLE, Hero, WIZARD, EMPIRE BATTLE WIZArd

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

amber battle wizard on imperial griffon 13

✹ 6

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Beaststaff

2"

1

4+

3+

-1

D3

Imperial Griffon’s Twin Beaks

2"

4

3+

3+

-1



Imperial Griffon’s Razor Claws

2"



4+

3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Razor Claws

0-3

15"

3

6

4-6

13"

D3

5

7-9

11"

D3

4

10-11

9"

1

3

12+

7"

1

2

description

An Amber Wizard on Imperial Griffon is a single model. The Amber Wizard is armed with a Beaststaff, and can hurl Amber Spears of magical energy at his foes. Amber Wizards ride twin-headed Imperial Griffons to battle, which savage their prey with their Twin Beaks and Razor Claws. Fly

An Amber Wizard on Imperial Griffon can fly.

KEYWORDS

Twin Beaks

Abilities

Amber Wizard: You can add 1 to casting rolls for an Amber Wizard if the battle is taking place in the Realm of Beasts. Two Headed: You can re-roll hit rolls of 1 when attacking with an Imperial Griffon’s Twin Beaks.

Magic

An Amber Wizard can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Amber Spear spells.

Amber Spear

The wizard conjures a magical amber spear that he hurls at his foes with uncanny accuracy, punching through the ranks of his foes without effort. Amber Spear has a casting value of 7. If successfully cast, pick a visible model within 18". Draw a straight line between that model and the caster; the target model’s unit, and each other unit that this line passes though, suffers D3 mortal wounds.

Order, Human, griffon, free people, Monster, Hero, Wizard, Amber Wizard

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

luminark of hysh MISSILE WEAPONS

11

✹ 6

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Searing Beam of Light

30"

1

3+

3+

-2



MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wizard’s Staff

2"

1

4+

3+

-1

D3

Acolytes’ Arcane Tools

1"

4

5+

5+

-

1

Warhorses’ Steel-shod Hooves

1"

4

4+

4+

-

1

DAMAGE TABLE Wounds Suffered

Move

Aura of Protection

Searing Beam of Light

0-2

10"

10"

6

3-4

9"

8"

D6

5-6

8"

6"

D6

7-8

7"

4"

D3

9+

6"

2"

D3

description

A Luminark of Hysh is a single model. The magical lens array mounted upon the battle altar can be used to fire Searing Beams of Light across the battlefield, as well as acting as a focus for magical energy to the benefit of nearby wizards. The Luminark is pulled into battle by two Warhorses that stamp at the enemy with their Steel-shod Hooves, and is manned by Acolytes that protect their charge using Arcane Tools as improvised weapons. White Wizard

Some Luminarks of Hysh are attended by White Wizards. These gain the Wizard’s Staff melee weapon.

Abilities

Locus of Hysh: Add 1 to unbinding rolls for Order Wizards from your army within 10" of the Luminark of Hysh. Aura of Protection: Luminarks of Hysh are surrounded by a magical aura that protects those nearby from harm. You can roll a dice each time a Free People model from your army suffers a wound or mortal wound whilst within range of a Luminark’s Aura of Protection ability; on a 6 that attack is deflected by the aura and that wound is ignored. The range of this ability is shown in the Damage Table above.

Magic

The White Wizard atop a Luminark can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Burning Gaze spells. Burning Gaze

Bolts of burning light fly from the wizard’s eyes, searing all caught in their path. Burning Gaze has a casting value of 6. If successfully cast, pick a visible unit within 18". That unit suffers D3 mortal wounds. Double the number of wounds inflicted if the target has 10 or more models, and triple them if the target has 20 or more.

Luminark of Hysh KEYWORDS

ORDER, HUMAN, light, FREE PEOPLE, WAR MACHINE, LUMINARK OF HYSH

Luminark of Hysh with White Wizard KEYWORDS

ORDER, HUMAN, Light, FREE PEOPLE, WAR MACHINE, HERO, WIZARD, LUMINARK OF HYSH Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The Empire

State Troop Detachment Organisation A State Troop Detachment has the following units: • 1 Empire General or General of the Empire on Imperial Griffon • 3 units of State Troops, Handgunners, Crossbowmen or Empire Archers, in any combination • 1 unit of Greatswords, Pistoliers or Outriders

Abilities Stand Together, Fight Together: State Troop Detachments are trained to fight together to overcome their foes. You can add 1 to all hit rolls for a unit in a State Troop Detachment if it is within 6" of another unit from the Detachment. Regimental Discipline: State Troop Detachments are drilled to hold in the face of even the most terrifying enemies. Units from a State Troop Detachment have +1 Bravery whilst they are within 10" of their Empire General. In addition, if you roll a 1 when taking a battleshock test for a unit from this Detachment, no models flee from that unit regardless of the result. If that unit includes any standard bearers, no models flee if you roll a 1 or a 2.

The Empire

Brotherhood of Knights Organisation A Brotherhood of Knights has the following units: • 4 units of Empire Knights or Demigryph Knights, in any combination

Abilities Glorious Charge: When a Brotherhood of Knights charge into battle, the ground shakes with the thundering of hooves; only the most foolish would stand before them. Models from a Brotherhood of Knights make 1 extra attack with each of their melee weapons if they charged that turn. Honour of the Order: A Brotherhood of Knights is composed of the bravest warriors, all of whom have sworn to uphold the honour of their order. All models in this battalion have +1 Bravery.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have their own warscrolls. Instead, use the substitute warscroll indicated below.

Unit . . . . . . . . . . . . . . . . . . . . . . . . . . . Warscroll

Ar-Ulric. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warrior Priest Arch Lector. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warrior Priest Arch Lector on War Altar of Sigmar. . . . . . . . . War Altar of Sigmar Battle Wizard Lord. . . . . . . . . . . . . . . . . . . . . . . . Battle Wizard Battle Wizard Lord on Pegasus. . . . . . . . . . . . . . Balthasar Gelt Captain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Empire General Felix. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Militia Leader (see Empire Free Company Militia warscroll) General of the Empire on Pegasus . . . . . . . . . . . Empire General on Warhorse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (the model can fly) Huntsmen. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Empire Archers Imperial Halfling Hot Pot . . . . . . . . . . . . . . . . . . Empire Mortar Karl Franz on foot. . . . . . . . . . . . . . . . . . . . . . . . . Empire General Karl Franz on Warhorse. . . . . . . . . . . . . . . . . . . . Empire General on Warhorse Karl Franz on Imperial Pegasus . . . . . . . . . . . . . Empire General on Warhorse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . (the model can fly) Karl Franz on the Imperial Dragon. . . . . . . . . . Karl Franz on Deathclaw Master Engineer on Warhorse. . . . . . . . . . . . . . . Master Engineer on Mechanical Steed Teutogen Guard. . . . . . . . . . . . . . . . . . . . . . . . . . . Greatswords Warrior Priest on Warhorse . . . . . . . . . . . . . . . . Luthor Huss

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

TOMB KINGS

WARSCROLLS COMPENDIUM

Introduction The lands of the dead are home to revenant armies, and amongst them are the phalanxes of the Tomb Kings. These undying legions are led to war by megalomaniacal conquerors whose dynasty stretches across the aeons.

Beside serried ranks of skeletons and chariots fight stone-hard reanimants and creatures from the barren deserts of the afterlife. When bound to the will of Nagash and the other masters of death, the Tomb Kings are unstoppable.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 hIGh QUEEN KhALIDA

2

3

8

The Venom Staff

To hit

To Wound

Rend

Damage

1

2+

Attacks

3+

To hit

-

1

To Wound

D6

1"

2+

Rend

3+

Damage

-

D6

Ancient Hatred: Khalida was betrayed millennia ago by Neferata. She has never forgiven her or her vampire kind. You can re-roll the damage inflicted by the Venom Staff against a Vampire unit. You can also re-roll failed hit rolls if the target is Neferata herself.

Abilities

4

Beloved of the Asp Goddess: If Khalida is slain, the unit that inflicted the final wound upon her immediately suffers 3 mortal wounds.

5

KeyWorDS

but Khalida has yet to attack this phase, you can immediately pile in and attack with her, even though it is your opponent’s turn to attack with a unit.

commA nd Ability

Blessing of Asaph: If High Queen Khalida uses this ability, then until your next hero phase you can add 1 to all hit rolls made by Skeletons in your army during your shooting phase.

Supernatural Speed: K halida can strike at an impossibly quick speed. If, in the combat phase, your opponent selects a unit within 3" of her to pile in and attack with,

DeATH, MUMMy, Hero, HIGH Q UeeN KHAlIDA

TOMB KING MOV E

6

4"

10

BR

4+

MELEE WEAPONS

Range

Dynastic Blade Monarch’s Great Blade

description

Attacks

1" 1"

AV ERy

To hit

4

3+

3

3+

Abilities

A Tomb King is a single model. It can be armed with an Dynastic Blade and carry a Royal Tomb Shield, or wield a two-handed Monarch’s Great Blade.

To Wound

Rend

Damage

-1

D3

3+ 3+

-2

3

commA nd Ability

Th e Tomb King’s Curse: A powerful curse hangs over these mummified lords. If a Tomb King is slain, the unit that infl icted the final wound upon him immediately suffers D3 mortal wounds.

My Will Be Done: If a Tomb King uses this ability, pick one Skeleton unit within 18". Until your next hero phase you can add 1 to all hit, run and charge rolls for that unit.

royal Tomb Shield: You can re-roll failed save rolls for a Tomb King with a Royal Tomb Shield.

KhEMRIAN WARSPhINx DeATH, MUMMy, Hero, ToMB

KING Range

MISSILE WEAPONS

Fiery Roar

U N DS WO

MOV E

12

6"

10

4+

SAV E

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Attacks

18" Range

description

High Queen Khalida is a single model. She is armed with the Venom Staff, a magical stave that writhes with a life of its own, spitting bolts of magical venom and striking out at foes with lightning speed in close combat.

BR AV ERy

8"

Warhammer Age of Sigmar © Games

MELEE WEAPONS

Range

Stone Claws and Teeth Bladed Tail Venom-spike Tail

3"

Tomb Guards’ Spears

6

Wounds Suffered

To hit



-1

D6

To Wound

Rend

Damage

6



3+

-1

3+

3

4+

3"

1

3+

2"



3+

Tomb Guards’ Spears 8 7 6 5

5+

4

5+

6+

10+

1

-

3+

4+

5+

1 D3

-2

4+

4+

1

-1

3+

3+

3+

8-9

Damage

Rend

3+ To hit

2+

0-2

mAgic

Abilities

A Khemrian Warsphinx is a single model. It crushes its foes with its gigantic Stone into Claws and Teeth and smashes them the ground with its Thundercrush Attack. A Khemrian Warsphinx can also immolate the enemy from afar with its Fiery Roar. a Some Khemrian Warsphinxes have a Venom-spike Tail, whilst others have bears Bladed Tail. A Khemrian Warsphinx with an ornate howdah on its back, fi lled a crew of four Tomb Guard armed with

To Wound

1

Attacks

DAMAGE TABLE Stone Claws and Teeth fiery Roar

5-7

description

Attacks Workshop Ltd. 2015

1"

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Range

The Venom Staff MELEE WEAPONS

AV ERy

KeyWorDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

MISSILE WEAPONS

4+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

BR

U N DS WO

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

4"

5

SAV E

U N DS WO

MOV E

undercrush Attack: After this model Th completes a charge move, pick one enemy dice. unit that is within 1" of it and roll a the If the dice roll is less than or equal to that number of models in the chosen unit, unit suffers D3 mortal wounds. or Sacred War Statue: Halve any wounds mortal wounds inflicted on a Khemrian Warsphinx (rounding fractions up).

Death Wizards know the Stone Shaping spell, in addition to any other spells they know. stone shAping

flows As the wizard chants cracked stone itself like wax and twisted metal reshapes to repair the war-statuary of ancient times. Stone Shaping has a casting value of 6. If successfully cast, pick a Khemrian Warsphinx within 18". That model heals D3 wounds.

long Spears.

KeyWorDS

N, DeATHr ATTle, MoNSTer, KH DeATH, reANIMANT, SKeleTo

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Workshop Ltd. 2015

eMrIAN WArSPHINx

Settra the Imperishable 8

10"

10 b

3+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Blessed Blade of Ptra

2"

Steeds’ Thundering Hooves

1"

4

3+

3+

-2

3

8

4+

5+

-

1

r av ery

description

Settra the Imperishable is a single model. He is armed with the Blessed Blade of Ptra. Settra bears the Crown of Nehekhara upon his head and the Scarab Broach of Usirian upon his breast. He rides upon the mighty scythed Chariot of the Gods, which is drawn into battle by four Skeletal Steeds that attack with their Thundering Hooves.

Abilities

Crown of Nehekhara: If Settra the Imperishable is your general, Mummy Heroes from your army that are within 18" of him in your hero phase can use Command Abilities even though they are not your general. Chariot of the Gods: In the combat phase, if this model charged in the same turn, Settra makes 6 attacks rather than 4 with the Blessed Blade of Ptra, and you can double the number of attacks made by his Skeletal Steeds’ Thundering Hooves and add 1 to the Steeds’ wound rolls. Incantation of the Desert Wind: Settra alone among the Tomb Kings knows the secrets of the Mortuary Cult, though he has never fully mastered their mystical art. In your hero phase Settra can pray to the ancient gods to invoke the Incantation of the Desert Wind. If he does so, pick a Deathrattle unit within 18" and roll a dice; on a 1 Settra utters an incorrect phrase and suffers 1 mortal wound. On a roll of 2 or more the incantation is successfully carried out – the chosen unit can double the distance it can move and gains the ability to fly for the duration of its next movement phase.

KEYWORDS

The Scarab Broach of Usirian: Roll a dice each time Settra suffers a wound or a mortal wound. On a roll of 5 or more the wound is absorbed by the Scarab Brooch of Usirian and is ignored. Settra’s Curse: If Settra is slain, the unit that inflicted the final wound upon him immediately suffers D6 mortal wounds.

Command Ability And He Did Say ‘War’, and the World Did Tremble...: If Settra the Imperishable uses this ability, you must hold out your hand and utter ‘War’ in a supremely commanding tone. If you do, then until your next hero phase you can add 1 to all hit rolls for Death units in your army that are within 18" of Settra in the combat phase. If a Deathrattle unit is affected by this ability, you can also add 1 to their wound rolls in the combat phase. However, if Settra is your general, you must not kneel for any reason during the battle. If you do, even once, you immediately lose the battle. Settra does not kneel!

Death, Mummy, Hero, Priest, Tomb King, Settra the Imperishable

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

High Queen Khalida 5

4" 8

4+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Venom Staff

18"

1

2+

3+

-

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Venom Staff

1"

1

2+

3+

-

D6

description

High Queen Khalida is a single model. She is armed with the Venom Staff, a magical stave that writhes with a life of its own, spitting bolts of magical venom and striking out at foes with lightning speed in close combat.

Abilities

Beloved of the Asp Goddess: If Khalida is slain, the unit that inflicted the final wound upon her immediately suffers 3 mortal wounds.

but Khalida has yet to attack this phase, you can immediately pile in and attack with her, even though it is your opponent’s turn to attack with a unit.

Ancient Hatred: Khalida was betrayed millennia ago by Neferata. She has never forgiven her or her vampire kind. You can re-roll the damage inflicted by the Venom Staff against a Vampire unit. You can also re-roll failed hit rolls if the target is Neferata herself.

Command Ability

Blessing of Asaph: If High Queen Khalida uses this ability, then until your next hero phase you can add 1 to all hit rolls made by Skeletons in your army during your shooting phase.

Supernatural Speed: Khalida can strike at an impossibly quick speed. If, in the combat phase, your opponent selects a unit within 3" of her to pile in and attack with,

Death, Mummy, Hero, High Queen Khalida

KEYWORDS

tomb king 6

4"

10

4+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dynastic Blade

1"

4

3+

3+

-1

D3

Monarch’s Great Blade

1"

3

3+

3+

-2

3

br a ery v

description

A Tomb King is a single model. It can be armed with an Dynastic Blade and carry a Royal Tomb Shield, or wield a two-handed Monarch’s Great Blade.

Abilities

The Tomb King’s Curse: A powerful curse hangs over these mummified lords. If a Tomb King is slain, the unit that inflicted the final wound upon him immediately suffers D3 mortal wounds. Royal Tomb Shield: You can re-roll failed save rolls for a Tomb King with a Royal Tomb Shield.

KEYWORDS

Death, Mummy, Hero, Tomb King Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command Ability

My Will Be Done: If a Tomb King uses this ability, pick one Skeleton unit within 18". Until your next hero phase you can add 1 to all hit, run and charge rolls for that unit.

Tomb King In Royal Chariot 8

10"

10 b

3+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Dynastic Blade

1"

Steeds’ Thundering Hooves

1"

4

3+

3+

-1

D3

4

4+

5+

-

1

r av ery

description

A Tomb King in Royal Chariot is a single model. The Tomb King is armed with a Dynastic Blade. The chariot is drawn into battle by a pair of Skeletal Steeds that attack with their Thundering Hooves.

Abilities

The Tomb King’s Curse: If a Tomb King in Royal Chariot is slain, the unit that inflicted the final wound upon him immediately suffers D3 mortal wounds. Royal Chariot: In the combat phase, if this model charged in the same turn, the Tomb King makes 6 attacks rather than 4 with his Dynastic Blade and you can double the number of attacks made by his Skeletal Steed’s Thundering Hooves.

Command Ability ‘And the Tomb Kings Rode to War...’: If a Tomb King in Royal Chariot uses this ability you can choose to re-roll charge rolls for this model and all units of Skeleton Chariots from your army that are within 18" of him in your next charge phase.

Death, Mummy, Hero, Tomb King

KEYWORDS

Prince Apophas 5

12" 10

MISSILE WEAPONS

5+

sav e

U N DS WO

MOV E

br a ery v

description

Prince Apophas can fly.

KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

Tide of Scuttling Scarabs

10"

2D6

3+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cursed Dagger of Eternal Blood

1"

5

3+

3+

-

1

Prince Apophas is a single model. He is armed with the Cursed Dagger of Eternal Blood, and can vomit forth a Tide of Scuttling Scarabs to engulf his enemies. Fly

Range

Abilities

Soul Reaper: Prince Apophas must sacrifice worthy souls to the god of the Underworld, or return to perpetual torment. Add 1 to hit rolls and wound rolls for the Cursed Dagger of Eternal Blood if the target is a Hero. Scarab Prince: Prince Apophas heals one wound in each of your hero phases. If Prince Apophas is slain, he can immediately make a Tide of Scuttling Scarabs attack before he is removed.

Death, Mummy, Hero, Prince Apophas Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Desert Revenant: Instead of setting up Prince Apophas on the battlefield, you can place him to one side and say that he is set up entombed beneath the sands. In any of your movement phases, you can set him up on the battlefield more than 9" from any enemy models. This is his move for that movement phase.

Tomb Herald 4"

5

10

4+

MELEE WEAPONS

Range

Ancient Blade

1"

Steed’s Thundering Hooves

1"

sav e

U N DS WO

MOV E

Attacks

To Hit

To Wound

Rend

Damage

4

3+

3+

-1

1

2

4+

5+

-

1

br a ery v

description

A Tomb Herald is a single model. It is armed with an Ancient Blade, and carries a Standard of the Undying Legion. Skeletal Steed

A Herald can ride a skeletal steed. If he does so, his Move is increased to 12" and his steed can attack with its Thundering Hooves.

Abilities

Sworn Bodyguard: Each time a Death Hero from your army suffers a wound or a mortal wound whilst within 3" of this model, the Tomb Herald can leap in front of the attack. If he does so, your Hero ignores that wound or mortal wound but the Tomb Herald suffers a mortal wound in its place.

Standard of the Undying Legion: In your hero phase, a Tomb Herald can plant his standard and cause fallen warriors to return to the fight once more. If he does so, you may not move the Tomb Herald until your next hero phase, but you can immediately return 1 slain model to each Deathrattle unit from your army within 24".

Death, Skeleton, Deathrattle, Hero, Totem, Tomb Herald

KEYWORDS

liche priest 5

4"

10

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Mortuary Staff

1"

1

4+

3+

-1

D3

Steed’s Thundering Hooves

1"

2

4+

5+

-

1

br a ery v

description

A Liche Priest is a single model. He is armed with a Mortuary Staff. Skeletal Steed

A Liche Priest can ride a skeletal steed. If he does so, his Move is increased to 12" and he gains the Thundering Hooves attack.

KEYWORDS

Abilities

Hierophant’s Scrolls: Once per game, when a Liche Priest attempts to unbind a spell, he can read from his ancient scrolls; if he does, that unbinding attempt is automatically successful.

Magic

A Liche Priest is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Righteous Smiting spells.

Righteous Smiting

As the verses of this incantation are spoken, a fierce light emanates from the empty eye sockets of the Liche Priest’s warriors who move with unnatural speed and fury. Righteous Smiting has a casting value of 5. If successfully cast, pick a Skeleton or Reanimant unit within 18". Until your next hero phase, all models in the unit are imbued with magical power; each time you roll a hit roll of 6 or more for one of these models, it can immediately make one extra attack using the same weapon.

Death, Necromancer, Deathmage, Hero, Wizard, Priest, Liche Priest Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Casket of Souls 8

2"

10 b

4+

MELEE WEAPONS sav e

U N DS WO

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Keeper’s Mortuary Dagger and Glaive

1"

1

4+

3+

-1

D3

Casket Guards’ Double-handed Swords

1"

4

4+

3+

-1

1

r av ery

description

A Casket of Souls is attended by the Keeper of the Casket and 2 Casket Guards. The Keeper can unleash the tortured souls contained within the Casket, sending them across the battlefield to vent their fury. The Keeper is armed with a Mortuary Dagger and Glaive, and the Casket Guards with Double-handed Swords.

KEYWORDS

Abilities

Covenant of Power: If a Liche Priest from your army is within 18" of this model, you can add 1 to their casting rolls. Casket: This model cannot make charge moves. However, you can add 1 to all save rolls for the model in the shooting phase. Keeper’s Scrolls: The Keeper can attempt to unbind one spell in the enemy hero phase as if he were a wizard.

Death, Mummy, Hero, Priest, Casket of Souls

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Unleashed Souls: In your hero phase the Keeper of the Casket can unleash the tortured souls of the damned. If he does so, pick a visible enemy unit within 20" and roll a dice. On a 3 or more that unit suffers D3 mortal wounds (it suffers D6 mortal wounds instead if its Bravery is 4 or less). Then roll a dice for each other enemy unit within 6" of the first unit. On a 5 or more, that unit is also attacked by the vengeful souls, and suffers D3 mortal wounds (it suffers D6 mortal wounds instead if its Bravery is 4 or less).

Skeleton Warriors 1

4"

10

6+

MELEE WEAPONS sav e

U N DS WO

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancient Blade

1"

1

4+

4+

-

1

Ancient Spear

2"

1

5+

4+

-

1

br a ery v

description

A unit of Skeleton Warriors has 10 or more models. Some units are equipped with Ancient Blades, whilst others go to war with Ancient Spears. Units of Skeleton Warriors also carry a shield for protection, either battered Crypt Shields or tall Tomb Shields. Skeleton Champion

The leader of this unit is a Skeleton Champion. A Skeleton Champion makes 2 attacks rather than 1. Icon and Standard bearer

Models in this unit may be Icon Bearers or Standard Bearers. You can return D6 slain models to this unit in your hero phase if it includes any Icon or Standard Bearers. HornBlower

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher. KEYWORDS

Abilities

Serve in Death: You can add 1 to hit rolls for units of Skeleton Warriors that are within 18" of a Death Hero from your army. Skeleton Legion: Models in this unit make 1 extra attack with their melee weapon if their unit has 20 or more models. They make 2 extra attacks instead if their unit has 30 or more models. Crypt Shield: You can add 1 to save rolls for a unit carrying Crypt Shields against attacks that have a Rend of ‘-’. Tomb Shield: A unit carrying Tomb Shields can create a shield fortress instead of running or charging in its turn. If it does so, add 1 to save rolls for the unit until its next movement phase.

Death, Skeleton, Deathrattle, Skeleton Warriors

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Raise Skeletons spell, in addition to any other spells they know. Raise Skeletons

Raise Skeletons has a casting value of 5. If successfully cast, you can set up a unit of up to 10 Skeleton Warriors within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 20 Skeleton Warriors instead.

Skeleton Archers 1

4"

10 b

6+

sav e

U N DS WO

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancient Bow

20"

1

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Arrow

1"

1

5+

5+

-

1

r av ery

description

HornBlower

A unit of Skeleton Archers has 10 or more models. They are armed with Ancient Bows and can stab foes in close combat using an Arrow as an improvised dagger. Master of Arrows

The leader of this unit is a Master of Arrows. You can add 1 to the hit rolls for a Master of Arrows firing an Ancient Bow. Icon Bearer

Models in this unit may be Icon Bearers. You can return D6 slain models to this unit in your hero phase if it includes any Icon Bearers.

KEYWORDS

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher. In addition, a unit that includes any Hornblowers can shoot even if they ran in the same turn.

Abilities

Hail of Ancient Arrows: Units of Skeleton Archers make 1 extra attack with their Ancient Bows if their unit has 20 or more models and there are no enemy models within 3" in the shooting phase.

Death, Skeleton, Deathrattle, Skeleton Archers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Raise Skeleton Archers spell, in addition to any other spells they know. Raise Skeleton Archers

Raise Skeleton Archers has a casting value of 5. If successfully cast, you can set up a unit of up to 10 Skeleton Archers within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 20 Skeleton Archers instead.

Skeleton Horsemen 2

12"

10 b

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bronze-tipped Cavalry Spears

2"

1

4+

4+

-

1

Steed’s Thundering Hooves

1"

2

4+

5+

-

1

r av ery

description

HornBlower

A unit of Skeleton Horsemen has 5 or more models. They are armed with Bronze-tipped Cavalry Spears and carry Horsemen’s Shields. They are mounted upon Skeletal Steeds that attack with their Thundering Hooves. Master of Horse

The leader of this unit is a Master of Horse. A Master of Horse makes 2 attacks rather than 1 with his Bronze-tipped Cavalry Spear. Icon Bearer

Models in this unit may be Icon Bearers. You can return D3 slain models to this unit in your hero phase if it includes any Icon Bearers.

KEYWORDS

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

Abilities

Deathly Charge: Add 1 to the wound rolls for attacks made with a Skeleton Horseman’s Bronze-tipped Cavalry Spear if it charged in the same turn. Horsemen’s Shield: You can add 1 to the save rolls for a Skeleton Horseman in the combat phase.

Magic

Death Wizards know the Raise Horsemen spell, in addition to any other spells they know. Raise Horsemen

Raise Horsemen has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Skeleton Horsemen within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 10 Skeleton Horsemen instead.

First to Face the Foe: Skeleton Horsemen can charge even if they ran in the same turn.

Death, Skeleton, Deathrattle, Skeleton Horsemen

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Skeleton Horse Archers 12"

2

10 b

6+

sav e

U N DS WO

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancient Bow

20"

2

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Arrow

1"

1

5+

5+

-

1

Steed’s Thundering Hooves

1"

2

4+

5+

-

1

description

Magic

HornBlower

A unit of Skeleton Horse Archers has 5 or more models. They are armed with Ancient Bows and can stab foes in close combat using Arrows as improvised daggers. They are mounted upon Skeletal Steeds that attack with their Thundering Hooves.

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher. In addition, a unit that includes any Hornblowers can shoot even if they ran in the same turn.

Master of Scouts

Abilities

The leader of this unit is a Master of Scouts. Add 1 to the hit rolls for a Master of Scouts firing an Ancient Bow. Icon Bearer

Models in this unit may be Icon Bearers. You can return D3 slain models to this unit in your hero phase if it includes any Icon Bearers.

Death Wizards know the Raise Horse Archers spell, in addition to any other spells they know. Raise Horse Archers

Raise Horse Archers has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Skeleton Horse Archers within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 10 Skeleton Horse Archers instead.

Like the Angry Desert Wind: This unit can shoot instead of moving in the movement phase. If it does so, it can move in the shooting phase of the same turn, but cannot shoot. If it moves in the shooting phase, it can retreat.

Death, Skeleton, Deathrattle, Skeleton Horse Archers

KEYWORDS

Skeleton Chariots 5

10" 10

MISSILE WEAPONS

5+

sav e

U N DS WO

MOV E

br a ery v

Attacks

To Hit

To Wound

Rend

Damage

Ancient Bows

18"

2

5+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Charioteer’s Spears

2"

2

4+

4+

-

1

Steeds’ Thundering Hooves

1"

4

4+

5+

-

1

description

Icon Bearer

A unit of Skeleton Chariots has 3 or more models. Each chariot is crewed by a pair of Skeleton Warriors who are equipped with Charioteer’s Spears and Ancient Bows. The chariots are drawn into battle by a pair of Skeletal Steeds that attack with their Thundering Hooves. Master of Chariots

The leader of this unit is a Master of Chariots; he makes 3 attacks rather than 2 with his Charioteer’s Spear. KEYWORDS

Range

Models in this unit may be Icon Bearers. You can return 1 slain model to this unit in your hero phase if it includes any Icon Bearers. HornBlower

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher. In addition, a unit that includes any Hornblowers can shoot even if they ran in the same turn.

Death, Skeleton, Deathrattle, Skeleton Chariots Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities Crush them Beneath Our Wheels: Skeleton Chariots double the number of attacks they make with all of their melee weapons if they charged in the same turn.

Tomb Guard 1

4"

10 b

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tomb Blade

1"

Bronze Halberd

1"

2

3+

4+

-1

1

2

4+

3+

-1

1

r av ery

description

Magic

HornBlower

A unit of Tomb Guard has 5 or more models. Some units of Tomb Guard are equipped with Tomb Blades, whilst other units carry Bronze Halberds. In either case, Tomb Guard always carry Tomb Shields. TOmb captain

The leader of this unit is a Tomb Captain. A Tomb Captain makes 3 attacks rather than 2. Icon Bearer

Models in this unit may be Icon Bearers. You can return D3 slain models to this unit in your hero phase if it includes any Icon Bearers.

Death Wizards know the Raise Tomb Guard spell, in addition to any other spells they know.

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

Raise Tomb Guard

Abilities

Raise Tomb Guard has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Tomb Guard within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 10 Tomb Guard instead.

Cursed Weapons: If the wound roll for an attack made by a model from this unit is 6 or more, that attack inflicts double damage. Tomb Shield: This unit can create a shield fortress instead of running or charging in its turn. If it does so, add 1 to all save rolls for the unit until its next movement phase.

Death, SKeleton, Deathrattle, Tomb Guard

KEYWORDS

Necrotect 5

4"

10

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Overseer’s Whip

2"

2

4+

4+

-

1

Dagger of Ages

1"

2

4+

3+

-

1

br a ery v

description

A Necrotect is a single model. He is armed with an Overseer’s Whip and a Dagger of Ages.

KEYWORDS

Abilities

Stern Taskmaster: In your hero phase, you can pick a Deathrattle unit within 8" of this model. That unit can move an extra 3" in its next movement phase. Furthermore, you can re-roll wound rolls of 1 for that unit in the combat phase until your next hero phase.

Death, Mummy, Hero, Priest, Necrotect Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Necropolis Knights 5

8"

10

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Knight’s Heavy Spear

2"

Necroserpent’s Poisoned fangs

2"

Damage

2

3+

3+

-1

1

3

4+

3+

-1

D3

br a ery v

description

HornBlower

A unit of Necropolis Knights has 3 or more models. The Knights are armed with Heavy Spears that can carve through mortal flesh, and some carry large Necropolis Shields to protect them in combat. The Knights ride large Necroserpents that snap at the foe with Poisoned Fangs. Necropolis Captain

The leader of this unit is a Necropolis Captain. He makes 3 attacks rather than 2 with his Heavy Spear. Icon Bearer

Models in this unit may be Icon Bearers. You can return 1 slain model to this unit in your hero phase if it includes any Icon Bearers. KEYWORDS

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

Abilities

Necrovenom: If the wound roll for a Necroserpent’s Poisoned Fangs is a 6 or more, the target unit suffers a mortal wound in addition to any other damage.

Magic

Death Wizards know the Reanimate Necropolis Knight spell, in addition to any other spells they know. Reanimate Necropolis Knight

Reanimate Necropolis Knight has a casting value of 5. If successfully cast, pick a unit of Necropolis Knights within 18". You can add one model to that unit.

Necropolis Shield: You can add 1 to the save rolls for a unit of Necropolis Knights with Necropolis shields in the combat phase.

Death, Reanimant, Skeleton, Deathrattle, Necropolis Knights

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Tomb Scorpions 5

6"

10

4+

MELEE WEAPONS sav e

U N DS WO

MOV E

Range

Attacks

To Hit

To Wound

Tail Stinger

3"

Powerful Pincers

2"

Rend

Damage

1

3+

3+

-1

3

2

4+

3+

-2

D3

br a ery v

description

A unit of Tomb Scorpions can have any number of models. Tomb Scorpions can snap an opponent in two with their Powerful Pincers, or cause them to die in agony with the virulent poison in their Tail Stingers.

Abilities

Entombed Beneath the Sands: Instead of setting up a unit of Tomb Scorpions on the battlefield, you can place them to one side and say that they are set up beneath the ground. In any of your movement phases, you can set the unit up on the battlefield more than 6" from any enemy models. This is the unit’s move for that movement phase.

Liche Priest’s Sarcophagi: Tomb Scorpions serve as sarcophagi for Liche Priests that have been slain in battle, and the remains of the ancient priests still provide a measure of protection against enemy spells. Roll a dice each time a Tomb Scorpion suffers a wound or a mortal wound caused by a spell. Add one to the roll if the Tomb Scorpion is within 18" of a Necrotect from your army. On a 5 or more, that wound or mortal wound is ignored.

Magic

Death Wizards know the Reanimate Tomb Scorpion spell, in addition to any other spells they know. Reanimate Tomb Scorpion

Reanimate Tomb Scorpion has a casting value of 6. If successfully cast, pick a unit of Tomb Scorpions within 18". You can add one model to that unit.

Death, Reanimant, Tomb Scorpions

KEYWORDS

ushabti 4

6"

10 b

5+

sav e

U N DS WO

MOV E

r av ery

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Great Bow

24"

1

4+

3+

-1

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Stone Fists

1"

3

4+

3+

-

1

Ritual Blade-stave

1"

3

3+

3+

-1

D3

A unit of Ushabti can have any number of models. Some units of Ushabti are armed with two-handed Ritual Blade-staves. Other units of Ushabti carry Great Bows and pummel foes in close combat with blows from their Stone Fists.

KEYWORDS

Abilities

Magic

The Likeness of Ancient Gods: Ushabti are often restored and embellished by the labours and blessings of Necrotects. You can re-roll save rolls of 1 for Ushabti while its unit is within 18" of a Necrotect from your army.

Reanimate Ushabti

War-Statuary: Ushabti have a save of 3+ instead of 5+ against attacks that have a Damage characteristic of 1.

Death, reanimant, Ushabti Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Death Wizards know the Reanimate Ushabti spell, in addition to any other spells they know. Reanimate Ushabti has a casting value of 5. If successfully cast, pick a unit of Ushabti within 18". You can add one model to that unit.

Khemrian Warsphinx MISSILE WEAPONS

12

6"

10 b

4+

sav e

U N DS WO

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Fiery Roar

8"

1

3+



-1

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Stone Claws and Teeth

1"

6



3+

-1

1

Bladed Tail

3"

3

4+

3+

-1

1

Venom-spike Tail

3"

1

3+

3+

-2

D3

Tomb Guards’ Spears

2"



3+

3+

-

1

DAMAGE Table

description

Wounds Suffered

Fiery Roar

Stone Claws and Teeth

Tomb Guards’ Spears

0-2

2+

3+

8

3-4

3+

4+

7

5-7

4+

4+

6

8-9

5+

5+

5

10+

6+

5+

4

A Khemrian Warsphinx is a single model. It crushes its foes with its gigantic Stone Claws and Teeth and smashes them into the ground with its Thundercrush Attack. A Khemrian Warsphinx can also immolate the enemy from afar with its Fiery Roar. Some Khemrian Warsphinxes have a Venom-spike Tail, whilst others have a Bladed Tail. A Khemrian Warsphinx bears an ornate howdah on its back, filled with a crew of four Tomb Guard armed with long Spears. KEYWORDS

Abilities

Thundercrush Attack: After this model completes a charge move, pick one enemy unit that is within 1" of it and roll a dice. If the dice roll is less than or equal to the number of models in the chosen unit, that unit suffers D3 mortal wounds. Sacred War Statue: Halve any wounds or mortal wounds inflicted on a Khemrian Warsphinx (rounding fractions up).

Magic

Death Wizards know the Stone Shaping spell, in addition to any other spells they know. STONE SHAPING

As the wizard chants cracked stone flows like wax and twisted metal reshapes itself to repair the war-statuary of ancient times. Stone Shaping has a casting value of 6. If successfully cast, pick a Khemrian Warsphinx within 18". That model heals D3 wounds.

Death, Reanimant, Skeleton, Deathrattle, Monster, Khemrian Warsphinx

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

royal Warsphinx MISSILE WEAPONS

12

6"

10 b

4+

sav e

U N DS WO

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Fiery Roar

8"

1

3+



-1

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Stone Claws and Teeth

1"

6



3+

-1

1

Bladed Tail

3"

3

4+

3+

-1

1

Venom-spike Tail

3"

1

3+

3+

-2

D3

Tomb King’s Glaive of Kings

1"



3+

3+

-2

3

DAMAGE Table

description

Wounds Suffered

Fiery Roar

Stone Claws and Teeth

Glaive of Kings

0-2

2+

3+

3

3-4

3+

4+

3

5-7

4+

4+

2

8-9

5+

5+

2

10+

6+

5+

1

A Royal Warsphinx is a single model. It crushes its foes with its gigantic Stone Claws and Teeth and smashes them into the ground with its Thundercrush Attack. A Royal Warsphinx can also immolate the enemy from afar with its Fiery Roar. Some Royal Warsphinxes have a Venom-spike Tail, whilst others have a Bladed Tail. A Royal Warsphinx bears an ornate howdah on its back, atop which stands a Tomb King, armed with a Glaive of Kings.

Abilities

Thundercrush Attack: After this model completes a charge move, pick one enemy unit that is within 1" of it and roll a dice. If the dice roll is less than or equal to the number of models in the chosen unit, that unit suffers D3 mortal wounds. The Tomb King’s Curse: If a Royal Warsphinx is slain, the unit that inflicted the final wound upon it immediately suffers D3 mortal wounds. Sacred War Statue: Halve any wounds or mortal wounds inflicted on a Royal Warsphinx (rounding fractions up).

KEYWORDS

Magic

Death Wizards know the Stone Shaping spell, in addition to any other spells they know. STONE SHAPING

As the wizard chants cracked stone flows like wax and twisted metal reshapes itself to repair the war-statuary of ancient times. Stone Shaping has a casting value of 6. If successfully cast, pick a Royal Warsphinx within 18". That model heals D3 wounds.

Command Ability

Who Dares Disturb My Slumber?: If a Tomb King atop a Royal Warsphinx uses this ability, pick one unit in the enemy army that is visible to the Tomb King. Until your next hero phase, you can add 1 to all wound rolls for Mummy and Deathrattle units in your army that target the chosen unit.

Death, Mummy, Reanimant, Monster, Hero, Tomb King, Royal Warsphinx

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

necrosphinx 12



10 b

4+

sav e

U N DS WO

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gigantic Scything Blades

2"

4

3+



-3

3

Stone Claws

1"



4+

3+

-1

1

Bladed Tail

3"

3

4+

3+

-1

1

Venom-spike Tail

3"

1

3+

3+

-2

D3

DAMAGE Table

description

Wounds Suffered

Move

A Necrosphinx can fly.

Stone Claws

0-2

12"

2+

4

3-4

10"

3+

4

5-7

8"

3+

3

8-9

6"

4+

3

10-11

4"

4+

2

A Necrosphinx is a single model. It is armed Gigantic Scything Blades and monstrous Stone Claws. Some Necrosphinxes have a Venom-spike Tail, whilst others have a Bladed Tail. Fly

Scything Blades

Abilities

Need to Destroy: If a Necrosphinx is within 12" of the enemy in the charge phase, it must attempt to charge even if it ran in the preceding movement phase. In addition, when you make a charge roll for this model, roll 3 dice rather than 2, and use the 2 highest scores. Sacred War Statue: Halve any wounds or mortal wounds inflicted on a Necrosphinx (rounding fractions up). Decapitating Strike: If a Necrosphinx directs all of its attacks with its Scything Blades at the same Monster, and two or more of the wound rolls have a result of 6 or more, the Monster suffers 10 mortal wounds in addition to the normal damage.

KEYWORDS

Death, Reanimant, Monster, Necrosphinx

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Stone Shaping spell, in addition to any other spells they know. STONE SHAPING

As the wizard chants cracked stone flows like wax and twisted metal reshapes itself to repair the war-statuary of ancient times. Stone Shaping has a casting value of 6. If successfully cast, pick a Necrosphinx within 18". That model heals D3 wounds.

Sepulchral Stalkers 5

8"

10 b

5+

sav e

U N DS WO

MOV E

r av ery

MISSILE WEAPONS

Range

Transmogrifying Gaze

10"

MELEE WEAPON

Range

Attacks

To Hit

Ornate Stave

2"

2

4+

description

A unit of Sepulchral Stalkers has 3 or more models. The Stalkers are armed with Ornate Staves with which they impale their victims, and anyone foolish enough to meet their Transmogrifying Gaze is turned to sand!

Abilities

Transmogrifying Gaze: When making a Transmogrifying Gaze attack, roll a dice; on a 1, the Sepulchral Stalker catches a glimpse of its reflection and its own unit suffers a mortal wound. On a 2 or 3 the target unit keeps its eyes shut and nothing happens. On a 4 or 5 the target unit suffers a mortal wound as it momentarily meets the Stalker’s gaze, but on a 6 it suffers D3 mortal wounds as it foolishly stares into the Stalker’s eyes and crumbles to sand. KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

3+

-1

2

See below

Underground Stalkers: Instead of setting up a unit of Sepulchral Stalkers on the battlefield, you can place them to one side and say that they are set up beneath the ground. In any of your movement phases, you can set the unit up on the battlefield more than 9" from any enemy models. This is the unit’s move for that movement phase. The Sepulchral Stalkers can burrow back underground in any of your future movement phases. If they do, remove the unit from the battlefield – it can return in a later turn as described above.

Death, reanimant, Sepulchral Stalkers

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Reanimate Stalker spell, in addition to any other spells they know. Reanimate Stalker

Reanimate Stalker has a casting value of 5. If successfully cast, pick a unit of Sepulchral Stalkers within 18" of the caster. You can add one model to that unit.

Bone Giant 9

6"

10 b

4+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gigantic Blades

2"

3

4+

3+

-2

3

Heavy Footfalls

1"

4

4+

3+

-1

1

r av ery

description

A Bone Giant is a single model. It is armed with Gigantic Blades that it wields to devastating effect, and can crush those that stand before it beneath its Heavy Footfalls.

Abilities

Unstoppable Assault: Each time you roll a hit roll of a 6 or more for a Bone Giant, it can immediately make one extra attack using the same weapon. Colossus of War: After a Bone Giant has attacked in the combat phase for the first time roll a dice. Add one to the result if a Necrotect from your army is within 18". On a 5 or more, that Bone Giant can immediately pile in and attack for a second time that turn.

KEYWORDS

Death, Reanimant, Monster, Bone Giant

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Reanimant Wrath spell, in addition to any other spells they know. Reanimant Wrath

As the wizard intones an ancient mantra the spirits of vengeful gods imbue this war construct with terrible strength. Reanimant Wrath has a casting value of 5. If successfully cast, pick a Bone Giant within 18". You can re-roll failed hit rolls for that model until your next hero phase.

Screaming Skull Catapult war machine

✹ 5

-

4+

sav e

U N DS WO

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Screaming Skulls

6-36"

1

4+

3+

-1



br a ery v

WAR MACHINE CREW TABLE Crew within 1"

Move

Screaming Skulls

3 models

4"

4

2 models

3"

3

1 model

2"

2

No models

0

0

crew

4"

1

10 b

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Tools

1"

1

5+

5+

-

1

r av ery

description

A Screaming Skull Catapult consists of a catapult equipped with Screaming Skull ammunition and a unit of 3 Skeleton Crew, who can defend their war machine using their Tools as improvised weapons.

Abilities

Crewed War Machine: A Screaming Skull Catapult can only move if its Crew are within 1" at the start of the movement phase. If its Crew are within 1" of the catapult in the shooting phase, they can fire the war machine. The war machine cannot make charge moves, does not need to take battleshock tests and is unaffected by any attack or ability that uses Bravery. The Crew are in cover while they are within 1" of their war machine.

Arcing Skulls: This war machine can lob its Screaming Skulls at targets that are not visible to it.

Magic

Screaming Ammunition: A unit that is attacked by any Screaming Skulls must subtract 2 from its Bravery until the end of the next battleshock phase.

Raise Skeleton Crew

Deathless Overseer: Necrotects imbue Skeleton Crews with extra animus to work and reload faster than any mortal could achieve. You can shoot a Screaming Skull Catapult twice in your shooting phase instead of once if there is a Necrotect from your army within 1" of the war machine.

war machine KEYWORDS

Death, War Machine, Screaming Skull Catapult

crew KEYWORDS

Death, Skeleton, Deathrattle, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Death Wizards know the Skeleton Crew spell, in addition to any other spells they know. Raise Skeleton Crew has a casting value of 5. If successfully cast, pick a Screaming Skull Catapult from your army within 18" which has no remaining crew. You can set up a unit of up to 3 Skeleton Crew within 1" of the war machine. The unit is added to your army and can crew that war machine, but cannot move in the following movement phase.

Carrion 3

12"

10 b

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rotting Talons and Sharp Beaks

1"

4

4+

3+

-

1

r av ery

description

A unit of Carrion can have any number of models. They swoop down upon their prey from on high, eviscerating them with their Rotting Talons and Sharp Beaks. Fly

affected by abilities used by either side, and they also cannot make any attacks themselves as they soar far above their foes. Enemy units ignore the Carrion as they move (they move underneath them). Scavenger’s Dive: The first time a unit of Carrion charges, you can roll 3 dice rather than 2 to see how far it charges (when doing so, you can declare a charge if it is within 18" of the enemy, rather than 12"). As they charge, the Carrion are assumed to drop down to low level, and the Circling High Above ability no longer applies to the unit for the rest of the battle.

Carrion can fly.

Abilities

Circling High Above: When first set up, units of Carrion are assumed to be flying high above the battlefield. As long as they remain high in the sky, they cannot be charged, attacked, targeted by spells or

Magic

Death Wizards know the Summon Carrion spell, in addition to any other spells they know. Summon Carrion

Summon Carrion has a casting value of 5. If successfully cast, you can set up a unit of up to 3 Carrion within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

DEATH, CARRION

KEYWORDS

Tomb Swarm 5

6"

10 b

-

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bites and Stingers

1"

5

5+

5+

-

1

r av ery

description

A Tomb Swarm can have any number of models. The creatures that make up the swarm attack with Bites and Stingers.

Abilities

Underground Scuttlers: Instead of setting up a Tomb Swarm on the battlefield, you can place them to one side and say that they are set up beneath the ground. In any of your movement phases, you can set the unit up on the battlefield more than 9" from any enemy models. This is the unit’s KEYWORDS

move for that movement phase. The unit can burrow back underground in any of your future movement phases. If it does, remove the unit from the battlefield – it can return in a later turn as described above. Hidden Abodes: If a Tomb Swarm burrows back underground as described above, it is joined by more of its scuttling brethren who had remained hidden. D3 slain models are returned to the unit.

Death, Tomb Swarm Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Summon Tomb Swarms spell, in addition to any other spells they know. Summon Tomb SwarmS

Summon Tomb Swarms has a casting value of 5. If successfully cast, you can set up a unit of up to 3 Tomb Swarms within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

Tomb Kings

Royal Legion of Chariots Organisation A Royal Legion of Chariots consists of the following units: • 1 Tomb King in Royal Chariot • 4 units of Skeleton Chariots

Abilities The Pride of the Nehekhara: The fighting quality of a Tomb King’s Royal Legion of Chariots is a reflection of his own power and martial prowess. Only the finest steeds and the most noble of warriors fight in such an elite brigade. You can add 1 to all hit rolls for Skeleton Chariots that are part of a Royal Legion of Chariots. Bone-crunching Impact: The chariots in this Legion impact with devastating force, wave after wave of war machines crushing bodies beneath heavy wheels. Roll a dice after a model from a Royal Legion of Chariots completes a charge move within 1" of an enemy unit. On a 4 or more, that unit suffers a mortal wound.

Tomb Kings

Tomb Legion Organisation A Tomb Legion consists of the following units: • 1 Tomb King • 1 Liche Priest • 2 units of Skeleton Warriors • 2 units of Skeleton Archers • 1 unit of Tomb Guard • 1 unit of Skeleton Chariots, Skeleton Horsemen, Skeleton Horse Archers or Necropolis Knights

Abilities The Tomb King’s Wrath: Every Tomb King is an aggressive warlord, able to instil the warriors of their Tomb Legion with their own unyielding vigour. If you roll a wound roll of 6 or more in the combat phase for a model in a Tomb Legion and that model’s unit is within 18" of their Tomb King, it can immediately make one extra attack using the same weapon. The Hierophant’s Duty: A Tomb Legion’s Liche Priest is known by the title Hierophant, and it is his responsibility to awaken the warriors’ souls and restore their fallen bodies. Roll a dice if a model in a Tomb Legion is slain within 18" of their Liche Priest; on a 6, the Hierophant immediately resurrects that warrior and the wound or mortal wound that caused that model to be slain is ignored.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit

Warscroll

Arkhan the Black on Foot . . . . . . . . . . . . . . . . . . . . . . Liche Priest Arkhan the Black on Skeletal Chariot. . . . . . . . . . . . Settra the Imperishable Grand Hierophant Khatep. . . . . . . . . . . . . . . . . . . . . . Liche Priest Liche High Priest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Liche Priest The Herald Nekaph. . . . . . . . . . . . . . . . . . . . . . . . . . . . Tomb Herald Tomb Herald on Chariot . . . . . . . . . . . . . . . . . . . . . . . Tomb King in Royal Chariot Ramhotep the Visionary . . . . . . . . . . . . . . . . . . . . . . . Necrotect Tomb Prince . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tomb King Tomb Prince on Skeletal Chariot . . . . . . . . . . . . . . . . Tomb King in Royal Chariot Tomb Prince on Khemrian Warsphinx. . . . . . . . . . . Royal Warsphinx Tomb King on Khemrian Warsphinx . . . . . . . . . . . . Royal Warsphinx Necrolith Colossus . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bone Giant Hierotitan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Bone Giant

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

VAMPIRE COUNTS

WARSCROLLS COMPENDIUM Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Introduction In the war-torn Mortal Realms, the unquiet dead are plentiful indeed. Some have the power to bind the slain to their will, from the most bestial corpse to the most kingly of spectres. Their revenant armies walk abroad

in every realm, grave-cold blades hacking into warm flesh whenever their masters seek dominion over the living. None can rival Nagash, the Great Necromancer – even Sigmar himself has cause to fear his name.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 MORghAST hARbINgERS

2

U N DS WO

10

bR

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Spirit Swords

Attacks

1"

To hit

5

To Wound

3+

Rend

3+

Damage

-1

2

Morghast Harbingers can fly.

KEYWorDS

MAGic

Heralds of the Accursed one: You can add 1 to the casting rolls for spells that allow you to set up a Death unit if the caster is within 18" of any Morghasts.

Fly

5

Range

ABilities

4

A unit of Morghast Harbingers has any number of models. Morghast Harbingers are armed with Spirit Swords.

Death Wizards know the Summon Harbingers spell, in addition to any other spells they know. suMMon HArBinGers

Harbingers of Death: Roll 3 dice instead of 2 when determining the charge range for this unit. In addition, you can declare a charge for this unit if it is within 18" of the enemy rather than 12".

Summon Harbingers has a casting value of 7. If successfully cast, you can set up a unit of up to 2 Morghast Harbingers within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

DEATH, rEANIMANT, DEATHLo rD, MorGHAST HAr BINGErS

MORghAST ARChAI U N DS WO

MOV E

6

9"

10

bR

4+

MELEE WEAPONS

Spirit Halberd

Range

Attacks

2"

To hit

3

To Wound

3+

Rend

3+

Damage

-2

3

AV ERy

description

ABilities

A unit of Morghast Archai has any number of models. They are armed with Spirit Halberds and wear Ebon-wrought Armour. Morghast Archai can fly.

U N DS WO

10

Summon Archai has a casting value of 7. If successfully cast, you can set up a unit of up to 2 Morghast Archai within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

DEATH, rEANIMANT, DEATHLo rD, MorGHAST ArCHAI

Range

MISSILE WEAPONS

Gaze of Nagash

3+

suMMon ArcHAi

Ebon-wrought Armour: Each time this unit suffers a mortal wound, roll a dice. If the result is 5 or 6 their Ebon-wroug ht Armour protects them and the wound is ignored.

Warhammer Age of Sigmar © Games

16

Death Wizards know the Summon Archai spell, in addition to any other spells they know.

NAgASh, SUPREME LORD Of ThE UNDEAD

MOV E

9"

MAGic

Heralds of the Accursed one: You can add 1 to the casting rolls for spells that allow you to set up a Death unit if the caster is within 18" of any Morghasts.

Fly

SAV E

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

MELEE WEAPONS

description

3

KEYWorDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

4+

AV ERy

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

9"

6

SAV E

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

MELEE WEAPONS

6

7-10 11-13 14+

-1

D6

Rend

Damage

3"

1

2+

-3

D6

2"



3+

6

5+

1"

The Nine books of Nagash

3+ 4+

Cast and unbind 3 extra spells Cast and unbind 2 extra spells Cast and unbind 1 extra spell

-

3 1

Alakanash

Zefet-nebtar

Cast and unbind 5 extra spells Cast and unbind 4 extra spells

-2

+3 cast /+3 unbind +3 cast /+2 unbind

6 5

+2 cast /+2 unbind +2 cast /+1 unbind

4 3

+1 cast /+1 unbind

2 soul steAler

description

with Nagash is a single model. He fights is Zefet-nebtar, the Mortis Blade, and protected by the black plates of Morikhane, him his magical suit of armour. Around in and Nagash, of swirl the Nine Books of one hand he holds Alakanash, the Staff Power. Even his deathly Gaze can strike is down the most powerful of foes. Nagash fight accompanied by a host of spirits that Daggers. and with Spectral Claws Fly

Nagash can fly.

Death Magic Incarnate: If Nagash you to successfully casts a spell that allows set up a new Death unit, you can double unit (if the number of models set up in that you he summoned a Hero or a Monster, can set up two units instead of one). Frightful Touch: If the hit roll for an Claws attack made by the spirits’ Spectral and Daggers is 6 or more, their frightful touch stills the victim’s beating heart, immediately inflicting 1 mortal wound damage. normal the of instead

MAGic

ABilities

Morikhane: Roll a dice each time Nagash is a suffers a mortal wound. If the result the 4 or more, the Black Armour deflects mortal wound and it is ignored; if the mortal result is 6, the unit that inflicted the is wound suffers one in return as the attack reflected back at them. e Nine Books of Nagash: The Nine Th Books of Nagash allow him to cast extra spells in his own hero phase, and unbind The extra spells in the enemy hero phase. number of different spells he can attempt to cast or unbind is shown on the damage table above. e Staff of Power: Add the modifier Th listed on the Damage Table to any casting or unbinding rolls for Nagash.

to cast Nagash is a wizard. He can attempt hero three different spells in each of your spells phases, and attempt to unbind three he in each enemy hero phase. In addition, spells can attempt to cast or unbind extra knows with the Nine Books of Nagash. He of Hand Shield, Mystic the Arcane Bolt, as any Dust and Soul Stealer spells, as well spells known by other Death Wizards on the battlefield.

Levelling Alakanash at the enemy, Nagash can steal their souls for sustenance. If Soul Stealer has a casting value of 6. successfully cast, pick an enemy unit within 24" and roll two dice. If the total it score is greater than that unit’s Bravery, score suffers D3 mortal wounds. If the total it is at least double that unit’s Bravery, suffers D6 mortal wounds instead. Nagash wound mortal each heals one wound for inflicted on the target.

coMMAnd ABility

Supreme Lord of Death: Nagash’s unbreakable will infuses his army with unknowable power. If Nagash uses this you ability then until your next hero phase all can re-roll hit and save rolls of 1 for do not Death units in your army and they need to take battleshock tests.

HAnd oF dust

It is said that the touch of Nagash can them wither and age any mortal, turning to little more than a pile of dusty bones a in mere moments. Hand of Dust has pick casting value of 8. If successfully cast, a an enemy model within 3". Then, take Hold dice and hide it in one of your hands. and your hands in front of your opponent one the pick they If ask them to pick one. the holding the dice, their model dodges dust attack. If not, the model is turned to and is slain!

DEATH, DEATHLorD, MoNSTEr

, HEro, Pr IEST, WIZArD, NAGAS

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Damage

2+ To Wound

3+

DAMAgE TAbLE

0-3

Rend

3+ To hit

Spirits’ Spectral Claws and Daggers

Wounds Suffered

To Wound

To hit

1 Attacks

Alakanash

4-6

KEYWorDS

Attacks

Range

Zefet-nebtar

bR AV ERy

Workshop Ltd. 2015

12"

Workshop Ltd. 2015

H

Nagash, Supreme Lord of the Undead MISSILE WEAPONS

16

9"

10 b

3+

sav e

u n ds wo

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Gaze of Nagash

12"

1

3+

2+

-1

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Alakanash

3"

1

3+

2+

-3

D6

Zefet-nebtar

2"



3+

3+

-2

3

Spirits’ Spectral Claws and Daggers

1"

6

5+

4+

-

1

DAMAGE TABLE Wounds Suffered

The Nine Books of Nagash

Zefet-nebtar

Alakanash

0-3

Cast and unbind 5 extra spells

6

+3 cast /+3 unbind

4-6

Cast and unbind 4 extra spells

5

+3 cast /+2 unbind

7-10

Cast and unbind 3 extra spells

4

+2 cast /+2 unbind

11-13

Cast and unbind 2 extra spells

3

+2 cast /+1 unbind

14+

Cast and unbind 1 extra spell

2

+1 cast /+1 unbind

description

Nagash is a single model. He fights with Zefet-nebtar, the Mortis Blade, and is protected by the black plates of Morikhane, his magical suit of armour. Around him swirl the Nine Books of Nagash, and in one hand he holds Alakanash, the Staff of Power. Even his deathly Gaze can strike down the most powerful of foes. Nagash is accompanied by a host of spirits that fight with Spectral Claws and Daggers.

Death Magic Incarnate: If Nagash successfully casts a spell that allows you to set up a new Death unit, you can double the number of models set up in that unit (if he summoned a Hero or a Monster, you can set up two units instead of one).

Nagash can fly.

Frightful Touch: If the hit roll for an attack made by the spirits’ Spectral Claws and Daggers is 6 or more, their frightful touch stills the victim’s beating heart, immediately inflicting 1 mortal wound instead of the normal damage.

ABILITIES

MAGIC

The Nine Books of Nagash: The Nine Books of Nagash allow him to cast extra spells in his own hero phase, and unbind extra spells in the enemy hero phase. The number of different spells he can attempt to cast or unbind is shown on the damage table above.

Hand of Dust

Fly

Morikhane: Roll a dice each time Nagash suffers a mortal wound. If the result is a 4 or more, the Black Armour deflects the mortal wound and it is ignored; if the result is 6, the unit that inflicted the mortal wound suffers one in return as the attack is reflected back at them.

The Staff of Power: Add the modifier listed on the Damage Table to any casting or unbinding rolls for Nagash.

KEYWORDS

Nagash is a wizard. He can attempt to cast three different spells in each of your hero phases, and attempt to unbind three spells in each enemy hero phase. In addition, he can attempt to cast or unbind extra spells with the Nine Books of Nagash. He knows the Arcane Bolt, Mystic Shield, Hand of Dust and Soul Stealer spells, as well as any spells known by other Death Wizards on the battlefield.

Soul Stealer

Levelling Alakanash at the enemy, Nagash can steal their souls for sustenance. Soul Stealer has a casting value of 6. If successfully cast, pick an enemy unit within 24" and roll two dice. If the total score is greater than that unit’s Bravery, it suffers D3 mortal wounds. If the total score is at least double that unit’s Bravery, it suffers D6 mortal wounds instead. Nagash heals one wound for each mortal wound inflicted on the target.

COMMAND ABILITY

Supreme Lord of Death: Nagash’s unbreakable will infuses his army with unknowable power. If Nagash uses this ability then until your next hero phase you can re-roll hit and save rolls of 1 for all Death units in your army and they do not need to take battleshock tests.

It is said that the touch of Nagash can wither and age any mortal, turning them to little more than a pile of dusty bones in mere moments. Hand of Dust has a casting value of 8. If successfully cast, pick an enemy model within 3". Then, take a dice and hide it in one of your hands. Hold your hands in front of your opponent and ask them to pick one. If they pick the one holding the dice, their model dodges the attack. If not, the model is turned to dust and is slain!

DEATH, Deathlord, MONSTER, HERO, PRIEST, WIZARD, NAGASH Warhammer Age of Sigmar © Games Workshop Ltd. 2015

11

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage



Zefet-kar

1"

1

3+

3+

-1

D3

10 b

4+

sav e

u n ds wo

Arkhan the Black

r av ery

Khenash-an

2"

1

4+

3+

-1

D3

Razarak’s Ebon Claws

1"



4+

3+

-2

2

Spirits’ Spectral Claws and Daggers

1"

6

5+

4+

-

1

DAMAGE Table Wounds Suffered

Ebon Claws

Khenash-an

0-2

16"

6

+2 cast /+2 unbind

3-4

13"

5

+2 cast /+1 unbind

5-6

10"

4

+1 cast /+1 unbind

7-8

7"

3

+1 cast

9+

4"

2

-

DESCRIPTION

Arkhan the Black is a single model. He fights with Zefet-kar, the Tomb Blade, and rides into battle on the back of Razarak, a dread abyssal mount that strikes down Arkhan’s foes with its Ebon Claws. Arkhan also carries Khenash-an, the Staff of Spirits – an arcane artefact that stores the magical energy Arkhan uses to empower his spells. Arkhan is accompanied by a host of spirits that fight with Spectral Claws and Daggers. Fly

Arkhan the Black can fly.

ABILITIES

Feaster of Souls: Arkhan the Black heals 2 wounds at the end of each combat phase in which he slew any models. Staff of Spirits: When Arkhan attempts to cast or unbind a spell, add Khenash-an’s modifier (listed on the damage table above) to the roll. Mortarch of Sacrament: You can add 1 to Arkhan’s casting rolls for spells that allow you to set up a new Death unit on the battlefield. KEYWORDS

Move

Frightful Touch: If the hit roll for an attack made by the spirits’ Spectral Claws and Daggers is 6 or more, their frightful touch stills the victim’s beating heart, immediately inflicting 1 mortal wound instead of the normal damage.

MAGIC

Arkhan the Black is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Curse of Years spells. Arkhan also knows the spells of any Death Wizard that is within 18" of him.

or more, the target suffers another mortal wound and you can roll another dice. Keep rolling dice in this way, inflicting mortal wounds and reducing the roll needed to cause them by 1 each time, until either no wounds are inflicted or the target unit has been reduced to a pile of corpse‑dust!

COMMAND ABILITY

First of the Mortarchs: If Arkhan the Black uses this ability, then all Death Wizards within 18" of him can increase the range of their spells by 6" this phase.

Curse of Years

Tracing a spiteful gesture in the air, Arkhan curses the enemy to age at an incredible rate. Curse of Years has a casting value of 6. If successfully cast, pick a visible unit within 18" and roll ten dice. For each roll of 6, that unit suffers a mortal wound and you can roll an extra dice. For each roll of 5 or more on these extra dice, the target suffers another mortal wound and you can roll another dice. Now, for each roll of 4

DEATH, Skeleton, Deathlord, Monster, HERO, WIZARD, ARKHAN THE BLACK

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

11

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage



Gheistvor

1"

4

3+

3+

-1

D3

10

4+

sav e

u n ds wo

Mannfred, Mortarch of Night

br a ery v

Sickle-glaive

2"

2

3+

3+

-1

2

Ashigaroth’s Ebon Claws

1"



4+

3+

-2

2

Spirits’ Spectral Claws and Daggers

1"

6

5+

4+

-

1

DAMAGE Table Wounds Suffered

Move

Ebon Claws

0-2

16"

6

15"

3-4

13"

5

12"

5-6

10"

4

9"

7-8

7"

3

6"

9+

4"

2

3"

DESCRIPTION

Mannfred, Mortarch of Night, is a single model. He is armed with Gheistvor, the Sword of Unholy Power, and a Sickleglaive. He also wears the Armour of Templehof and rides into battle on the back of Ashigaroth – a dread abyssal mount that strikes down the vampire’s foes with its Ebon Claws. Mannfred is accompanied by a host of spirits that fight with Spectral Claws and Daggers. Fly

Mannfred can fly when he is mounted upon Ashigaroth.

ABILITIES

Magic

Armour of Templehof: The first wound or mortal wound inflicted on Mannfred each turn is absorbed by the Armour of Templehof and ignored.

Wind of Death

Feaster of Souls: Mannfred, Mortarch of Night, heals 2 wounds at the end of each combat phase in which he slew any models.

Sword of Unholy Power: If Gheistvor inflicts any wounds in the combat phase, you can add 1 to the next casting or unbinding roll for Mannfred. Mortarch of Night: If it is nighttime, or you cannot see the sun, you can add 1 to all hit and wound rolls for Gheistvor. Frightful Touch: If the hit roll for an attack made by the spirits’ Spectral Claws and Daggers is 6 or more, their frightful touch stills the victim’s beating heart, immediately inflicting 1 mortal wound instead of the normal damage.

KEYWORDS

Vigour of Undeath

Mannfred is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Wind of Death spells. Mannfred sends forth a gust of spectral wind that tears the souls from the bodies of any who feel its bite. Wind of Death has a casting value of 7. If successfully cast, pick a visible model within 18" of the caster. Each enemy unit within 6" of that model suffers 1 mortal wound, while the model’s own unit suffers D3 mortal wounds.

COmmand Ability Mortarch’s Vigour of Undeath: Mannfred’s iron will binds his minions to his service and pushes them beyond their normal limits. If Mannfred uses this ability, then until your next hero phase you can re-roll hit and wound rolls of 1 for Death units from your army that are within the range shown on the damage table.

DEATH, VAMPIRE, Deathlord, Monster, HERO, WIZARD, MANNFRED VON CARSTEIN

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

11

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage



Akmet-har

1"

5

2+

3+

-1

1

10

4+

sav e

u n ds wo

Neferata, Mortarch of Blood

br a ery v

Aken-seth

1"

2

2+

3+

-2

2

Nagadron’s Skeletal Claws

1"



4+

3+

-2

2

Spirits’ Spectral Claws and Daggers

1"

6

5+

4+

-

1

DAMAGE TABLE Wounds Suffered

Skeletal Claws

0-2

16"

6

15"

13"

5

12"

5-6

10"

4

9"

7-8

7"

3

6"

9+

4"

2

3"

Neferata is a single model. She is armed with Akmet-har, the Dagger of Jet, in one hand, and carries Aken-seth, the Staff of Pain, in the other. She rides into battle on the back of Nagadron, a dread abyssal mount that strikes down her foes with its Skeletal Claws. Neferata is accompanied by a host of spirits that fight with Spectral Claws and Daggers. Fly

Neferata can fly. Dagger of Jet: The Dagger of Jet saps the vitality and fighting spirit of its victims, leaving them at Neferata’s mercy. If a model suffers any wounds from Akmethar but is not slain, roll a dice at the end of the phase. If the roll is greater than that model’s remaining number of wounds, it cannot fight on or defend itself and is contemptuously slain by Neferata.

Feaster of Souls: Neferata, Mortarch of Blood, heals 2 wounds at the end of each combat phase during which she slew any models. Mortarch of Blood: Each time Neferata slays an enemy Hero in the combat phase with either Akmet-har or Aken-seth, she transforms that hero into one of her thralls; you can set up a Vampire Lord within 6" of Neferata. This model is added to your army, but cannot attack in that combat phase. Frightful Touch: If the hit roll for an attack made by the spirits’ Spectral Claws and Daggers is 6 or more, their frightful touch stills the victim’s beating heart, immediately inflicting 1 mortal wound instead of the normal damage.



KEYWORDS

Twilight’s Allure

3-4

description

ABILITIES

Move

MAGIC

Neferata is a wizard. She can attempt to cast two different spells in each of your hero phases, and attempt to unbind two different spells in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Dark Mist spells. Dark Mist

At her arcane command, tendrils of dark mist coil around Neferata’s minions, turning their corporeal forms as insubstantial as smoke. Dark Mist has a casting value of 6. If successfully cast, pick a unit within 18". Until your next hero phase, that unit can fly and ignores the Rend of any weapons that target it.

COMMAND ABILITY

Twilight’s Allure: Neferata’s beauty is never more apparent than when she marches at the head of a mighty army. If Neferata uses this ability, then until your next hero phase enemy units that are within range (see the damage table) are distracted by her dark majesty – your opponent must subtract 1 from all hit rolls for these units.

DEATH, VAMPIRE, Deathlord, Monster, HERO, WIZARD, NEFERATA

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Morghast Harbingers 6

9"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Spirit Swords

1"

5

3+

3+

-1

2

r av ery

description

A unit of Morghast Harbingers has any number of models. Morghast Harbingers are armed with Spirit Swords. Fly

Abilities

Magic

Death Wizards know the Summon Harbingers spell, in addition to any other spells they know.

Heralds of the Accursed One: You can add 1 to the casting rolls for spells that allow you to set up a Death unit if the caster is within 18" of any Morghasts.

Summon Harbingers

Harbingers of Death: Roll 3 dice instead of 2 when determining the charge range for this unit. In addition, you can declare a charge for this unit if it is within 18" of the enemy rather than 12".

Morghast Harbingers can fly.

Summon Harbingers has a casting value of 7. If successfully cast, you can set up a unit of up to 2 Morghast Harbingers within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

DEATH, Reanimant, Deathlord, Morghast Harbingers

KEYWORDS

Morghast Archai 6

9"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Spirit Halberd

2"

3

3+

3+

-2

3

r av ery

description

A unit of Morghast Archai has any number of models. They are armed with Spirit Halberds and wear Ebon-wrought Armour. Fly

Morghast Archai can fly.

KEYWORDS

Abilities

Heralds of the Accursed One: You can add 1 to the casting rolls for spells that allow you to set up a Death unit if the caster is within 18" of any Morghasts. Ebon-wrought Armour: Each time this unit suffers a mortal wound, roll a dice. If the result is 5 or 6 their Ebon-wrought Armour protects them and the wound is ignored.

DEATH, Reanimant, Deathlord, Morghast Archai Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Summon Archai spell, in addition to any other spells they know. Summon Archai

Summon Archai has a casting value of 7. If successfully cast, you can set up a unit of up to 2 Morghast Archai within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

Vlad von Carstein 5

5"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blood Drinker

1"

6

3+

3+

-2

1

r av ery

description

Vlad von Carstein is a single model. He is armed with Blood Drinker, and bears the Carstein Ring on his right hand.

Abilities

Carstein Ring: Roll a dice the first time Vlad von Carstein is slain. On a roll of 2 or more you can set up Vlad anywhere within 6" of the point where he was slain, with all his wounds restored. The Hunger: Vlad von Carstein heals a wound at the end of each combat phase in which he killed any models. Beloved in Death: You can re-roll hit rolls of 1 for Vlad if Isabella von Carstein is on the battlefield, or all failed hit rolls if she is within 10". If Isabella is slain by the enemy, Vlad flies into a vengeful rage; from then on Blood Drinker inflicts 2 Damage instead of 1.

KEYWORDS

Magic

Vlad von Carstein is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Curse Soul spells.

COmmand Ability

Slaves of Death: If Vlad von Carstein uses this ability, select a Death unit within 10". Until your next hero phase you can add 1 to all run, charge and wound rolls for that unit.

Curse Soul

Uttering words of fell power, Vlad attempts to curse the soul of his victim and enslave it to serve him in undeath for all eternity. Curse Soul has a casting value of 5. If successfully cast, select a visible enemy Hero within 6" and roll two dice. If the total is greater than the Hero’s Bravery, it suffers a mortal wound. If the model is slain by this spell, you can set up a Wight King where it stood. This model is added to your army.

DEATH, VAMPIRE, Soulblight, Hero, Wizard, Vlad von Carstein

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Count Mannfred 5"

5

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gheistvor

1"

4

3+

3+

-1

D3

Sickle-glaive

2"

2

3+

3+

-1

2

Nightmare’s Flailing Hooves

1"

2

4+

4+

-

1

description

Count Mannfred is a single model. He is armed with Gheistvor, the Sword of Unholy Power, and a wicked Sickle‑glaive. Mannfred wears the cursed Armour of Templehof, which grants him tremendous endurance. Barbed Nightmare

Count Mannfred can ride to battle upon a Barbed Nightmare. If he does, his Move is increased to 12" and he gains the Nightmare’s Flailing Hooves melee weapon.

Abilities

The Hunger: Count Mannfred heals a wound at the end of each combat phase in which he killed any models.

Armour of Templehof: The first wound or mortal wound inflicted on Mannfred each turn is absorbed by the Armour of Templehof and ignored.

Wind of Death

Sword of Unholy Power: If Gheistvor inflicts any wounds in the combat phase, you can add 1 to Mannfred’s next casting or unbinding roll.

Mannfred sends forth a gust of spectral wind that tears the souls from the bodies of any who feel its bite. Wind of Death has a casting value of 7. If successfully cast, pick a visible model within 18" of the caster. Each enemy unit within 6" of that model suffers 1 mortal wound, while the model’s own unit suffers D3 mortal wounds.

Magic

COmmand Ability

Count Mannfred is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Wind of Death spells.

Vigour of Undeath: Mannfred reaches out with his formidable will, filling his minions with renewed purpose. If Count Mannfred uses this ability, pick a Death unit within 15". Until your next hero phase you can re-roll hit and wound rolls of 1 for that unit.

DEATH, Vampire, Soulblight, Hero, Wizard, Mannfred von Carstein

KEYWORDS

Konrad Von Carstein 5

5"

10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sword of Waldenhof

1"

2

3+

3+

-1

2

Wicked Blade

1"

4

3+

3+

-

1

br a ery v

description

The Hunger: Konrad von Carstein heals a wound at the end of each combat phase in which he killed any models.

Abilities

One Bat Short of a Belfry: Konrad is a violent lunatic, and his temper does little to help his stretched sanity. If, during your hero phase, you talk to Konrad von Carstein, you can re-roll all hit rolls of 1 for him until your next hero phase. If Konrad von Carstein talks back to you, re‑roll all failed hit rolls instead.

Konrad von Carstein is a single model. He is armed with the Sword of Waldenhof and a Wicked Blade. Red Fury: Roll a dice after resolving any attacks with Konrad. If the result is less than the number of models he slew in that phase, he immediately piles in and attacks again.

KEYWORDS

COmmand Ability

Entourage of the Damned: Konrad surrounds himself with Necromancers, determined not to allow his lack of magical talent to hold him back, and they dare not displease him. If Konrad uses this ability, you can re-roll all failed casting attempts made in that hero phase by Necromancers from your army within 18" of him.

DEATH, VAMPIRE, Soulblight, Hero, Konrad von Carstein Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Isabella von Carstein 6"

5

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wickedly Sharp Stiletto

1"

4

3+

4+

-1

1

r av ery

description

Isabella von Carstein is a single model. She is armed with a Wickedly Sharp Stiletto, and carries the Blood Chalice of Bathori.

Abilities

The Blood Chalice of Bathori: At the end of each combat phase, roll a dice for each model that Isabella slew during the phase. For each roll of 2 or more, Isabella or a Vampire within 3" of her heals a wound.

KEYWORDS

Vlad, My Beloved: You can re-roll failed hit rolls for Isabella if Vlad von Carstein is on the battlefield. If Vlad is slain (and is not returned to ‘life’ by his ring), Isabella is filled with anguish; from then on she makes 8 attacks rather than 4.

Magic

Isabella is a wizard. She can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Dark Seduction spells.

Dark Seduction

Isabella enthralls her victim, promising them whatever they desire if only they surrender to her dark will. Dark Seduction has a casting value of 6. If successfully cast, pick a visible model within 18" and roll two dice. If the total is greater than that model’s Bravery, it immediately attacks a unit on its own side (even its own unit) using one of its melee weapons. You select which unit will be attacked and which weapon will be used.

DEATH, VAMPIRE, Soulblight, Hero, Wizard, Isabella von Carstein

Vampire Lord 5

5"

10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Spirit-possessed Sword

1"

4

3+

3+

-1

D3

Nightmare’s Hooves and Teeth

1"

2

4+

4+

-

1

br a ery v

description

A Vampire Lord is a single model. Each is armed with a Spirit-possessed Sword. Nightmare

Some Vampire Lords ride into battle on a Nightmare steed; these have Move 10" rather than 5", and can attack with the Nightmare’s Hooves and Teeth. Flying Horror

Some Vampire Lords have membranous wings; these have Move 10" and can fly. KEYWORDS

Abilities

The Hunger: A Vampire Lord heals a wound at the end of each combat phase in which it killed any models.

Magic

A Vampire Lord is a wizard. They can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. They know the Arcane Bolt, Mystic Shield and Spirit Blight spells.

Spirit Blight

Spirit Blight has a casting value of 6. If successfully cast, pick a unit within 18". Until your next hero phase, subtract 1 from the Attacks of each of that unit’s melee weapons (to a minimum of 1).

COmmand Ability

Blood Feast: If this model uses this ability, pick a Death unit within 15". Models in that unit make one extra attack with each of their melee weapons until your next hero phase.

DEATH, VAMPIRE, Soulblight, Hero, Wizard, Vampire Lord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Vampire Lord on Abyssal Terror 8

12" 10

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Deathlance

1"

3

3+

3+

-1

2

Vampiric Sword

1"

4

3+

3+

-1

D3

Abyssal Terror’s Claws and Tusks

2"

6

4+

3+

-1

1

description

Hellish Vigour

A Vampire Lord on Abyssal Terror is a single model. Most Vampire Lords wield a Deathlance, but some prefer to wield a Vampiric Sword. Some Vampire Lords also carry an Ancient Shield for protection. The Vampire’s Abyssal Terror attacks its prey with its Claws and Tusks. Fly

A Vampire Lord on Abyssal Terror can fly.

Abilities

The Hunger: This model heals a wound at the end of each combat phase in which it killed any models. KEYWORDS

Damage

Deathlance Charge: The Damage for a Deathlance is increased to 3 if the model charged in the same turn. Ancient Shield: A model with an Ancient Shield has a Save of 3+.

The Vampire invigorates the creatures under his command, who move with supernatural speed. Hellish Vigour has a casting value of 5. If successfully cast, pick a Death unit within 18". That unit doubles its Move in its next movement phase.

Magic

COmmand Ability

A Vampire Lord is a wizard. They can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. They know the Arcane Bolt, Mystic Shield and Hellish Vigour spells.

Supernatural Terror: If a Vampire Lord on Abyssal Terror uses this ability, then until your next hero phase enemy units must roll an extra dice and discard the lowest if they take a battleshock test within 6" of this model.

DEATH, VAMPIRE, Soulblight, Hero, Wizard, Vampire Lord on Abyssal Terror

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

12

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage



Lahmian Vampire’s Blood Kiss

1"

1

3+

4+

-

D3

10

4+

sav e

u n ds wo

Coven Throne

br a ery v

Lahmian Vampire’s Stiletto

1"

4

3+

3+

-1

1

Handmaidens’ Needle-sharp Poniards

1"

3+

3+

-

1

Spectral Host’s Ethereal Weapons

1"

✹ ✹

5+

4+

-

1

DAMAGE Table Wounds Suffered

Move

Handmaidens

Spectral Host

0-2

14"

8

12

3-4

12"

7

10

5-7

10"

6

8

8-9

8"

5

6

10+

4"

4

4

DESCRIPTION

ABILITIES

Fly

Scrying Pool: Staring into the pool of virgins’ blood at the foot of the throne, the handmaidens can discern glimpses of the future. Once per game, you can re-roll any dice roll of your choice.

A Coven Throne is a single model. A beautiful Lahmian Vampire reclines on the throne, striking at any foe that approaches her with her Stiletto before damning them with a Blood Kiss. She is attended by two Pallid Handmaidens that fight with Needle-sharp Poniards, and is protected by a swirling Spectral Host that fights with shimmering Ethereal Weapons. A Coven Throne can fly.

KEYWORDS

Frightful Strike: If a hit roll for the Spectral Host’s Ethereal Weapons is 6 or more, their chilling touch stills the victim’s beating heart, inflicting 1 mortal wound instead of its normal damage.

Blood Kiss: Each time this model slays a Hero using its Blood Kiss, roll a dice; on a 4 or more the Lahmian Vampire has transformed that model into one of her thralls; you can set up a Vampire Lord within 6" of the Coven Throne. The model is added to your army but cannot attack in that combat phase.

MAGIC

The Lahmian Vampire on a Coven Throne is a wizard. She can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. She knows the Arcane Bolt, Mystic Shield and Beguile spells. Beguile

Staring into her prey’s eyes, the caster clouds their minds and steals their hearts. Beguile has a casting value of 6. If successfully cast, pick a visible unit within 12" and roll three dice. If the total score is higher than that unit’s Bravery, it cannot target the caster with attacks or spells until your next hero phase.

COmmand Ability

Cunning and Intrigue: The legendary beauty and scrying talents of Lahmian vampires allow them to move through mortal society, seeding their minions where they can disrupt and take advantage of enemy plans. If a Lahmian Vampire atop a Coven Throne uses this ability, and the dice rolled at the start of the next battle round is a tie, you can decide who will take the first turn of that battle round.

DEATH, VAMPIRE, SOULBLIGHT, MAlignant, HERO, WIZARD, COVEN THRONE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

vargheists 4

12"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Murderous Fangs and Talons

1"

3

3+

3+

-1

2

r av ery

description

Abilities

Vargoyle

Magic

A unit of Vargheists has 3 or more models. They tear their prey apart in a savage frenzy with their Murderous Fangs and Talons. The leader of this unit is a Vargoyle. A Vargoyle makes 4 attacks instead of 3. Fly

Summon Vargheists

Blood-maddened Feeding Frenzy: Roll a dice each time a model from this unit slays an enemy model; on a 6, it can immediately make one extra attack. Death Wizards know the Summon Vargheists spell, in addition to any other spells they know.

Summon Vargheists has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Vargheists within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 11 or more, set up a unit of up to 6 Vargheists instead.

Vargheists can fly.

DEATH, VAMPIRE, Soulblight, Vargheists

KEYWORDS

Blood Knights 3

10" 10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blood Lance or Blade

1"

3

3+

3+

-1

1

Nightmare’s Hooves and Teeth

1"

2

4+

4+

-

1

br a ery v

description

Standard bearer

A unit of Blood Knights has 5 or more models. Blood Knights are armed with Blood Lances or Blades and carry Bloodshields. They ride Nightmares that attack the enemy with their Hooves and Teeth. Kastellan

The leader of this unit is a Kastellan. You can add 1 to hit rolls for a Kastellan.

KEYWORDS

Models in this unit may be Standard Bearers. You can return one slain model to this unit in your hero phase if it includes any Standard Bearers. HornBlower

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

DEATH, VAMPIRE, Soulblight, Blood Knights Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

The Hunger: Models from this unit heal 1 wound at the end of the combat phase if the unit slew any models during that phase. Bloody Charge: The Damage of this unit’s Blood Lances or Blades is increased to D3 if it charged in the same turn. Bloodshields: You can add 1 to the save rolls for a unit carrying Bloodshields against attacks that have a Rend of ‘-’.

Fell Bats 3

14"

10 b

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Elongated Fangs

1"

3

4+

4+

-

1

r av ery

description

A unit of Fell Bats has 3 or more models. The beasts slice open their prey’s flesh with Elongated Fangs before gorging on the gushing lifeblood in horrific, slurping draughts.

Abilities

Magic

Death Wizards know the Summon Fell Bats spell, in addition to any other spells they know.

Scent of Gore: If an enemy model is slain within 6"of a Fell Bat, all models in that Fell Bat’s unit make 6 attacks instead of 3 for the rest of the battle.

Summon Fell Bats

Summon Fell Bats has a casting value of 5. If successfully cast, you can set up a unit of up to 3 Fell Bats within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

Fly

Fell Bats can fly.

DEATH, Soulblight, Fell Bats

KEYWORDS

Bat SwarmS 5

12"

10 b

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Razor-sharp Teeth

3"

5

5+

5+

-

1

r av ery

description

A Bat Swarm can have any number of models. The bats descend upon the battlefield in a screeching cloud of flapping leathery wings and Razor-sharp Teeth, crawling between their victims’ armour joints and draining them of their life‑essence. Fly

Bat Swarms can fly.

KEYWORDS

Abilities

Cloud of Horror: Bat Swarms are a horror to face, a cloud of fluttering black shadows that sweeps over the battlefield causing the foe to duck for cover. Units from your opponent’s army must subtract 1 from their hit rolls if they are within 12" of any Bat Swarms in the shooting phase. Blood Suckers: If a Bat Swarm inflicts any wounds in the combat phase, it heals all of its wounds at the end of the phase.

DEATH, Soulblight, Bat SwarmS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Summon Bat Swarms spell, in addition to any other spells they know. Summon Bat sWarmS

Summon Bat Swarms has a casting value of 5. If successfully cast, you can set up a unit of up to 3 Bat Swarms within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

Heinrich Kemmler, The Lichemaster 5"

5

10

6+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Skull Staff

2"

1

4+

Chaos Tomb Blade

1"

2

4+

description

Heinrich Kemmler is a single model. He is armed with the Chaos Tomb Blade, carries the Skull Staff and wears the Cloak of Mist and Shadows.

Abilities

Lichemaster: Each time Heinrich Kemmler suffers a wound or mortal wound and there is another Death unit from your army within 3", you can roll a dice; on a 2 or more he ignores the wound but one of these units suffers a mortal wound in his stead.

Attacks

To Hit

To Wound

Rend

Damage

3+

-1

D3

3+

-1

2

Magic

Chaos Tomb Blade: Roll a dice each time a model is slain by the Chaos Tomb Blade. On a 2 or more, you can add 1 model to a unit of Skeleton Warriors or Zombies within 18" of Kemmler.

Heinrich Kemmler is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Invigorate spells.



Skull Staff: You can add 1 to all unbinding rolls for Heinrich Kemmler.

invigorate

Throwing his arms wide, Heinrich Kemmler unleashes a wave of dark sorcery that infuses his minions. Invigorate has a casting value of 6. If successfully cast, every Death model in your army within 18" of Heinrich Kemmler heals a wound.

Cloak of Mists and Shadows: At the start of the hero phase, you can remove Heinrich Kemmler from the battlefield and then set him up again within 2D6" of his previous location.

DEATH, Necromancer, Deathmage, Hero, Wizard, Heinrich Kemmler

KEYWORDS

necromancer 5

5"

10

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Necromancer’s Staff

2"

1

4+

3+

-1

D3

Nightmare's Hooves and Teeth

1"

2

4+

4+

-

1

br a ery v

description

A Necromancer is a single model. He is armed with a Necromancer’s Staff. Nightmare

Some Necromancers ride to battle on Nightmares; they have Move 10" instead of 5" and gain the Nightmare’s Hooves and Teeth attack.

Abilities

Undead Minions: Each time this model suffers a wound or mortal wound and there is another Death unit from your army within 3", you can roll a dice; on a 4 or more the Necromancer ignores that wound but one of these units suffers a mortal wound in his stead.

Magic

A Necromancer is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Vanhel’s Danse Macabre spells. KEYWORDS

DEATH, Necromancer, Deathmage, Hero, Wizard Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Vanhel’s Danse Macabre

The undead are filled with magical energy that causes them to jerk forwards and attack with tireless, unnatural speed. Vanhel’s Danse Macabre has a casting value of 6. If successfully cast, pick a Skeleton, Mordant or Zombie unit within 18"; that unit can pile in and attack twice in your next combat phase.

Zombies 1

4"

10 b

-

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Zombie Bite

1"

1

6+

6+

-

1

r av ery

description

Abilities

standard bearer

The Newly Dead: At the end of the combat phase, roll a dice for each model slain by this unit. For each roll of a 6, one of their victims returns to unlife and joins the shambling hordes; add a zombie to this unit.

A unit of Zombies has 10 or more models. They shamble forwards in a rotting horde, burying their victims in a suffocating press of mouldering bodies before biting into their exposed flesh with decaying teeth. Models in this unit may be standard bearers. You can return D6 slain models to this unit in your hero phase if it includes any standard bearers. Noise Maker

Models in this unit may be Noise Makers. A unit that includes any Noise Makers can always move up to 6" when it charges, unless its charge roll is higher.

KEYWORDS

Dragged Down and Torn Apart: You can add 1 to the hit and wound rolls for a unit of Zombies if it has 10 or more models, 2 if it has 20 or more models, or 3 if it has 30 or more models.

Shambling Horde: If two or more units of Zombies from your army are within 1" of each other in your hero phase, they can merge and become a single unit for the rest of the battle.

DEATH, Zombie, Deadwalker

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Vigour Mortis: You can add 1 to all hit rolls for this unit if it is within 9" of any Corpse Carts from your army when it attacks.

Magic

Death Wizards know the following spell, in addition to any other spells they know. Raise Zombies

Raise Zombies has a casting value of 4. If successfully cast, you can set up a unit of up to 10 Zombies within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the result of the casting roll was 8 or more, set up a unit of up to 20 Zombies instead.

Dire Wolves 2

10"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rotting Fangs and Claws

1"

2

4+

4+

-

1

r av ery

description

Abilities

Doom Wolf

Vigour Necris: You can add 1 to all save rolls for this unit whilst it is within 9" of any Corpse Carts from your army.

A unit of Dire Wolves has 5 or more models. They savage their terrified prey with Rotting Fangs and Claws.

Summon Dire Wolves

Slavering Charge: Add 1 to the wound rolls for this unit if it made a charge move in the same turn.

The leader of this unit is a Doom Wolf. A Doom Wolf makes 3 attacks rather than 2.

Magic

Death Wizards know the Summon Dire Wolves spell, in addition to any other spells they know.

Summon Dire Wolves has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Dire Wolves within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 10 Dire Wolves instead.

DEATH, Zombie, Deadwalker, Dire Wolves

KEYWORDS

Corpse Cart 6

4"

10

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Corpsemaster’s Goad

2"

2

4+

4+

-

1

Zombie Horde

1"

2D6

5+

5+

-

1

br a ery v

description

A Corpse Cart is a single model. It is controlled by a Corpsemaster armed with a wicked Goad and dragged into battle by a shambling Zombie Horde. Mounted on the back of the cart is either a Balefire Brazier or an Unholy Lodestone.

KEYWORDS

Abilities

Balefire Brazier: Your opponent must subtract 1 from casting rolls for Wizards in his army that are within 18" of any Corpse Carts with Balefire Braziers. Unholy Lodestone: You can add 1 to the casting rolls for Death Wizards from your army that are within 18" of any Corpse Carts with an Unholy Lodestone.

DEATH, Zombie, Deadwalker, Corpse Cart Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Mortis Engine 12



10 b

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

r av ery

Range

Attacks

To Hit

To Wound

Rend

Damage

Wail of the Damned



MELEE WEAPONS

Range

Attacks

To Hit

To Wound

See below Rend

Damage

Corpsemaster’s Mortis Staff

1"

1

4+

3+

-1

D3

Spectral Host’s Ethereal Weapons

1"



5+

4+

-

1

DAMAGE TABLE Wounds Suffered

description

Move

Wail of the Damned

Ethereal Weapons

0-2

14"

9"

12

3-4

12"

8"

10

5-7

10"

7"

8

8-9

8"

6"

6

10+

4"

5"

4

A Mortis Engine is a single model. The Mortis Engine is watched over by a deathless Corpsemaster, who attacks any who approach too closely with a gnarled Mortis Staff. He is protected by a swirling Spectral Host that fights with shimmering Ethereal Weapons, while above the Mortis Engine a cloud of Tomb Banshees scream a Wail of the Damned, cursing those who hear it to a maddening demise. The Mortis Engine cages an ancient Reliquary with a dark aura that can be unleashed to devastating effect. Some also carry Blasphemous Tomes – a boon to nearby practitioners of death magic and a curse to all other spellcasters.

ABILITIES

Wail of the Damned: The cacophony raised by the Tomb Banshees circling a Mortis Engine is enough to freeze the blood in a mortal’s veins. In the hero phase, roll two dice for each enemy unit within the range shown on the damage table. If the total is higher than that unit’s Bravery, it suffers D3 mortal wounds. Frightful Strike: If a hit roll for the Spectral Host’s Ethereal Weapons is 6 or more, their chilling touch stills the victim’s beating heart, inflicting 1 mortal wound instead of its normal damage.

Fly

The Reliquary: Once per battle, in the hero phase, the Corpsemaster can unleash the energies stored by the Reliquary. When he does so, roll four dice. Each unit within that many inches is struck by a wave of necromantic force. Death units that are struck heal D3 wounds, but any other unit suffers D3 mortal wounds. Blasphemous Tome: You can add 1 to the casting rolls for any Death Wizards within 12" of any Mortis Engines with a Blasphemous Tome. You and your opponent must subtract 1 from the casting rolls of all other Wizards that are within 12" of any Mortis Engines with a Blasphemous Tome.

Mortis Engines can fly.

KEYWORDS

DEATH, Necromancer, Malignant, DEATHMAGE, MORTIS ENGINE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Krell, Lord of Undeath 5

4"

10 b

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Black Axe of Krell

1"

4

3+

3+

-1

D3

r av ery

description

Krell is a single model. He is armed with the Black Axe of Krell, and wears the Armour of the Barrows.

Abilities

Champion of the Dead: You can add 1 to all hit rolls for Krell when he targets a Hero.

Command Ability

Black Axe of Krell: Roll a dice at the end of the combat phase for each enemy model that Krell wounded but did not slay. If the result is greater than the number of wounds that model has remaining, it is slain.

Lord of Bones: If Krell uses this ability, pick one unit of Skeletons within 18". All models in that unit make one extra attack with each of their weapons until your next hero phase.

Armour of the Barrows: Halve any wounds or mortal wounds inflicted on Krell (rounding fractions up).

DEATH, Skeleton, Deathrattle, Hero, Krell

KEYWORDS

Wight King 5

4"

10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Baleful Tomb Blade

1"

4

3+

3+

-1

1

Skeletal Steed’s Hooves and Teeth

1"

1

4+

5+

-

1

br a ery v

description

A Wight King is a single model bearing a Baleful Tomb Blade. Many Wight Kings bear an Ancient Shield to batter aside the enemy’s blows, but some instead bear an Infernal Standard. Skeletal Steed

Some Wight Kings ride a Skeletal Steed. They move 12" rather than 4", and their steed attacks with its Hooves and Teeth.

KEYWORDS

Abilities

Infernal Standard: Infernal Standards are saturated with death magic, which can sustain the undead. A Wight King with an Infernal Standard has the Totem keyword. Roll a dice each time a Death model from your army is slain within 9" of an Infernal Standard. On a 6, the magic of the Infernal Standard sustains that warrior and the attack that slew him is ignored. In your hero phase, a Wight King can plant his standard; if he does so, you cannot move him until your next hero phase, but until then the Infernal Standard’s influence is extended to 18".

DEATH, Skeleton, Deathrattle, Hero, Wight King Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Beheading Strike: If the wound roll for an attack made with a Baleful Tomb Blade is 6 or more, that attack inflicts D3 damage rather than 1. Ancient Shield: A Wight King with an Ancient Shield has a Save of 3+.

Skeleton Warriors 1

4"

10 b

6+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancient Blade

1"

1

4+

4+

-

1

Ancient Spear

2"

1

5+

4+

-

1

r av ery

description

Abilities

Skeleton Champion

Skeleton Legion: Models in this unit make 1 extra attack with their melee weapon if their unit has 20 or more models. They make 2 extra attacks instead if their unit has 30 or more models.

A unit of Skeleton Warriors has 10 or more models. Some units are equipped with Ancient Blades, whilst others go to war with Ancient Spears. Units of Skeleton Warriors also carry a shield for protection, either battered Crypt Shields or tall Tomb Shields. The leader of this unit is a Skeleton Champion. A Skeleton Champion makes 2 attacks rather than 1. Icon and Standard bearer

Models in this unit may be Icon Bearers or Standard Bearers. You can return D6 slain models to this unit in your hero phase if it includes any Icon or Standard Bearers. HornBlower

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher. KEYWORDS

Serve in Death: You can add 1 to hit rolls for units of Skeleton Warriors that are within 18" of a Death Hero from your army.

Crypt Shield: You can add 1 to save rolls for a unit carrying Crypt Shields against attacks that have a Rend of ‘-’. Tomb Shield: A unit carrying Tomb Shields can create a shield fortress instead of running or charging in its turn. If it does so, add 1 to save rolls for the unit until its next movement phase.

DEATH, Skeleton, Deathrattle, Skeleton Warriors

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Raise Skeletons spell, in addition to any other spells they know. Raise Skeletons

Raise Skeletons has a casting value of 5. If successfully cast, you can set up a unit of up to 10 Skeleton Warriors within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 20 Skeleton Warriors instead.

Grave Guard 1

4"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wight Blade

1"

2

3+

4+

-1

1

Great Wight Blade

1"

2

3+

3+

-1

1

r av ery

description

HornBlower

A unit of Grave Guard has 5 or more models. Some units of Grave Guard are equipped with Wight Blades and Crypt Shields. Others are instead equipped with two-handed Great Wight Blades.

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

Standard bearer

Cursed Weapons: If the wound roll for a model from this unit is 6 or more, that attack inflicts double Damage.

Models in this unit may be Standard Bearers. You can return D3 slain models to this unit in your hero phase if it includes any Standard Bearers. Seneschal

The leader of this unit is a Seneschal. A Seneschal makes 3 attacks rather than 2.

KEYWORDS

Abilities

Crypt Shields: You can add 1 to save rolls for a unit carrying Crypt Shields against attacks that have a Rend of ‘-’.

DEATH, Skeleton, Deathrattle, Grave Guard

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Raise Grave Guard spell, in addition to any other spells they know. Raise Grave Guard

Raise Grave Guard has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Grave Guard within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 10 Grave Guard instead.

Black Knights 2

12" 10

5+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Barrow Lance

1"

1

4+

4+

-

1

Skeletal Steed’s Hooves and Teeth

1"

2

4+

5+

-

1

br a ery v

description

HornBlower

A unit of Black Knights has 5 or more models. Black Knights are armed with rusted Barrow Lances and carry Crypt Shields. They ride Skeletal Steeds that lash out at the enemy with their Hooves and Teeth. Hell Knight

The leader of this unit is a Hell Knight. A Hell Knight makes 2 attacks with its Barrow Lance instead of 1. Standard bearer

Models in this unit may be Standard Bearers. You can return D3 slain models to this unit in your hero phase if it includes any Standard Bearers.

Models in this unit may be Hornblowers. A unit that includes any Hornblowers can always move up to 6" when it charges, unless its charge roll is higher.

Abilities

Spectral Steeds: Black Knights can move across scenery (but not enemy models) as if they could fly. Deathly Charge: Add 1 to the wound rolls and Damage for this unit’s Barrow Lances if it charged in the same turn. Crypt Shields: You can add 1 to save rolls for this unit against attacks that have a Rend of ‘-’.

Magic

Death Wizards know the Raise Black Knights spell, in addition to any other spells they know. Raise Black Knights

Raise Black Knights has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Black Knights within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 10 Black Knights instead.

DEATH, Skeleton, Deathrattle, Black Knights

KEYWORDS

Strigoi Ghoul King 6

6"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Gore-slick Talons and Fangs

1"

5

3+

3+

-1

1

r av ery

description

A Ghoul King is a single model. He is a terrifying opponent possessed of inhuman strength and agility, who rips his victims apart with his Gore-slick Talons and Fangs.

Abilities

Flesh-gorger: A Strigoi Ghoul King heals D3 wounds at the end of each combat phase in which he slew any models.

KEYWORDS

Magic

A Strigoi Ghoul King is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Black Hunger spells. Black Hunger

The Ghoul King stokes the necromantic energies flowing in his followers’ rotten veins, raising their hunger to terrible new heights. Black Hunger has a casting

value of 5. If successfully cast, pick a Flesh‑eater unit within 18". That unit can make 1 extra attack with each of its melee weapons until your next hero phase.

COMMAND ABILITY

Lord of the Flesh-eaters: If a Strigoi Ghoul King uses this ability, then until your next hero phase you can add 1 to hit and wound rolls for Flesh‑eater units from your army within 18" of him when they attack in the combat phase.

DEATH, Vampire, Flesh-eater, Hero, Wizard, Strigoi Ghoul King Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Crypt Ghouls 1

6"

10 b

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sharpened Teeth and Filthy Claws

1"

2

4+

4+

-

1

r av ery

description

Abilities

Crypt Ghast

Unholy Masters: You can re-roll hit rolls of 1 for units of Crypt Ghouls that are within 15" of a Ghoul King from your army.

A unit of Crypt Ghouls has 10 or more models. They frantically tear into their victims with Sharpened Teeth and Filthy Claws. The leader of this unit is a Crypt Ghast. You can add 1 to wound rolls for a Crypt Ghast.

Ravenous Corpse-eaters: Crypt Ghouls make 3 attacks with their Sharpened Teeth and Filthy Claws if their unit has 20 or more models.

Magic

Death Wizards know the Summon Ghouls spell, in addition to any other spells they know. Summon Ghouls

Summon Ghouls has a casting value of 5. If successfully cast, set up a unit of up to 10 Crypt Ghouls within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 10 or more, set up a unit of up to 20 Crypt Ghouls instead.

DEATH, Mordant, Flesh-eater, Crypt Ghouls

KEYWORDS

Crypt Horrors 4

6"

10 b

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Clubs and Septic Talons

1"

3

4+

3+

-

2

r av ery

description

A unit of Crypt Horrors has 3 or more models. They fight with Clubs and Septic Talons.

Freakish Metabolism: Models in this unit heal 1 wound in each of your hero phases.

The leader of this unit is a Crypt Haunter. A Crypt Haunter makes 4 attacks.

Creations of the Ghoul Kings: You can re-roll failed hit rolls for a unit of Crypt Horrors if it is within 15" of a Strigoi Ghoul King from your army.

Abilities

Magic

Crypt Haunter

Ravenous Flesh-eaters: Each time you make a wound roll of 6 for a Crypt Horror, that attack inflicts 3 damage instead of 2. KEYWORDS

Death Wizards know the Summon Crypt Horrors spell, in addition to any other spells they know.

DEATH, Mordant, Flesh-eater, Crypt Horrors Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Summon Crypt Horrors

Summon Crypt Horrors has a casting value of 6. If successfully cast, you can set up a unit of up to 3 Crypt Horrors within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 11 or more, set up a unit of up to 6 Crypt Horrors instead.

Varghulf 10"

8

10

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Immense Claws

2"

Dagger-like Fangs

1"

Attacks

To Hit

To Wound

Rend

Damage

4

3+

3+

-1

2

1

3+

2+

-2

D3

br a ery v

description

A unit of Varghulfs has any number of models. They rip their prey apart with Immense Claws and Dagger-like Fangs. Fly

Abilities

Bestial Fury: If there are at least 10 enemy models within 3" after a Varghulf piles in, it makes 6 attacks rather than 4 with its Immense Claws. Feed on Dark Magic: A Varghulf heals a wound each time a Death Wizard successfully casts a spell within 18".

Varghulfs can fly.

Monstrous Hunger: A Varghulf heals D3 wounds at the end of each combat phase in which it slew any models.

Magic

Death Wizards know the Summon Varghulf spell, in addition to any other spells they know. Summon Varghulf

Summon Varghulf has a casting value of 7. If successfully cast, you can set up a Varghulf within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase.

DEATH, VAMPIRE, Flesh-Eater, Varghulf

KEYWORDS

Cairn Wraith 4

6"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Reaper Scythe

2"

3

4+

3+

-1

2

r av ery

description

A Cairn Wraith is a single model. It attacks with a two‑handed Reaper Scythe that harvests the souls of the enemy with each fell sweep. Fly

Cairn Wraiths can fly.

KEYWORDS

Abilities

Reaped Like Corn: You can re-roll failed hit rolls for a Reaper Scythe if the target unit has five or more models. Ethereal: Ignore the weapon’s Rend when making save rolls for a Cairn Wraith.

Magic

Death Wizards know the Summon Wraith spell, in addition to any other spells they know. Summon Wraith

Summon Wraith has a casting value of 5. If successfully cast, you can set up a Cairn Wraith within 18" of the caster and more than 9" away from the enemy. The model is added to your army, but cannot move in the following movement phase.

DEATH, Malignant, nighthaunt, Hero, Cairn Wraith Warhammer Age of Sigmar © Games Workshop Ltd. 2015

tomb Banshee 4

6"

10 b

4+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

Ghostly Howl

10"

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chill Dagger

1"

1

4+

3+

-2

D3

r av ery

description

A Tomb Banshee is a single model. It is equipped with a Chill Dagger that freezes the heart of its victim with the merest scratch. A Tomb Banshee can also emit a Ghostly Howl to petrify its enemies. Fly

Tomb Banshees can fly.

Abilities

Ethereal: Ignore the weapon’s Rend when making save rolls for a Tomb Banshee. Ghostly Howl: The otherworldly wail of a Tomb Banshee is enough to freeze the blood in a mortal man’s veins. When making a Ghostly Howl attack, pick a target, roll two dice and add the scores together; if the total is higher than that unit’s Bravery, it suffers a number of mortal wounds equal to the difference.

To Hit

To Wound

Rend

Damage

See below

Magic

Death Wizards know the Summon Banshee spell, in addition to any other spells they know. Summon Banshee

Summon Banshee has a casting value of 5. If successfully cast, you can set up a Tomb Banshee within 18" of the caster and more than 9" away from the enemy. The model is added to your army, but cannot move in the following movement phase.

DEATH, Malignant, nighthaunt, Hero, Tomb Banshee

KEYWORDS

Spirit Hosts 3

6"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Spectral Claws and Daggers

1"

6

5+

4+

-

1

r av ery

description

A unit of Spirit Hosts has 3 or more models. The spirits rend the souls of mortals with their Spectral Claws and Daggers. Fly

Spirit Hosts can fly.

KEYWORDS

Abilities

Ethereal: Ignore the weapon’s Rend when making save rolls for a Spirit Host. Frightful Touch: If the hit roll for an attack made by a Spirit Host is 6 or more, the spirit’s frightful touch stills the victim’s beating heart, immediately inflicting 1 mortal wound instead of its normal damage.

DEATH, Malignant, Nighthaunt, Spirit Hosts Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Death Wizards know the Manifest Spirits spell, in addition to any other spells they know. Manifest Spirits

Manifest Spirits has a casting value of 5. If successfully cast, you can set up a unit of up to 3 Spirit Hosts within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the result of the casting roll was 10 or more, set up a unit of up to 6 Spirit Hosts instead.

Hexwraiths 2

12" 10

4+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Spectral Scythe

1"

2

4+

3+

-1

1

Skeletal Steed’s Hooves and Teeth

1"

2

4+

5+

-

1

br a ery v

description

A unit of Hexwraiths has 5 or more models armed with glowing Spectral Scythes and riding Skeletal Steeds that lash out at the enemy with their Hooves and Teeth. fly

Hexwraiths can fly. Hellwraith

The leader of this unit is a Hellwraith. A Hellwraith makes 3 attacks rather than 2 with its Spectral Scythe.

Abilities

Ethereal: Ignore the weapon’s Rend when making save rolls for this unit Spectral Hunters: After a unit of Hexwraiths moves in the movement phase, you can pick an enemy unit it moved across. Roll a dice for each Hexwraith that passed across it; for each roll of a 6, that unit suffers a mortal wound.

Magic

Death Wizards know the Summon Hexwraith spell, in addition to any other spells they know. Summon Hexwraiths

Summon Hexwraiths has a casting value of 6. If successfully cast, you can set up a unit of up to 5 Hexwraiths within 18" of the caster and more than 9" away from the enemy. The unit is added to your army, but cannot move in the following movement phase. If the casting roll was 11 or more, set up a unit of up to 10 Hexwraiths instead.

DEATH, Malignant, Nighthaunt, HexwraithS

KEYWORDS

Black Coach 7

10" 10

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cairn Wraith’s Reaper Scythe

1"

3

4+

3+

-1

2

Nightmares’ Hooves and Teeth

1"

4

4+

4+

-

1

br a ery v

description

A Black Coach is a single model. It is driven by a Cairn Wraith armed with a massive two-handed Reaper Scythe, and is pulled along by black-boned Nightmares that lash out at the foe with their Hooves and Teeth.

Abilities

Reaped Like Corn: You can re-roll failed hit rolls for a Reaper Scythe if the target unit has 5 or more models.

KEYWORDS

Evocation of Death: In your hero phase, roll a dice for each Death Wizard from your army within 12" of this model. For each roll of 6, the Black Coach gains a level of power for the rest of the battle. The levels are cumulative, and grant the following abilities: First Level: Gleaming Scythes. After the Black Coach makes a charge move, select an enemy unit within 1". That unit suffers D3 mortal wounds.

Second Level: Unholy Vigour. The Black Coach has a Move of 14" instead of 10". Third Level: Witch-fire. You can add 1 to all hit rolls for the Black Coach. Fourth Level: Howling Winds. The Black Coach can fly. Fifth Level: Nimbus of Darkness. The Black Coach can attempt to unbind a spell in each enemy hero phase as if it were a wizard.

DEATH, Malignant, Nighthaunt, Hero, Black Coach Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Terrorgheist 14



10 b

5+

sav e

u n ds wo

MOV E

r av ery

MISSILE WEAPONS

Range

Attacks

Death Shriek

10"

1

To Hit

To Wound

Rend

Damage

See below

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Terrorgheist’s Skeletal Claws

2"



4+

3+

-1

D3

Terrorgheist’s Fanged Maw

3"

3

4+

3+

-2

D6

Ghoul King’s Gory Talons

1"

5

3+

3+

-1

1

DAMAGE Table Wounds Suffered

Death Shriek

Skeletal Claws

0-3

14"

Three dice

4

4-6

12"

Three dice

4

7-9

10"

Two dice

3

10-12

8"

Two dice

3

13+

6"

One dice

2

DESCRIPTION

A Terrorgheist is a single model. It smashes foes into the dirt with its Skeletal Claws and rips them in half with its Fanged Maw. Strigoi Ghoul King

Some Terrorgheists are ridden by a Strigoi Ghoul King. These gain the Ghoul King’s Gory Talons attack and the Feast on Flesh command ability. Fly

Terrorgheists can fly.

ABILITIES

Move

Bound by Necromancy: A Terrorgheist heals a wound in each of your hero phases, or D3 wounds if it slew any enemy models in the previous turn. Infested: When a Terrorgheist is finally destroyed, it explodes into a multitude of bats that feast on those nearby. When this model is slain, inflict D3 mortal wounds on each unit (friend or foe) within 3" of it before removing the model.

Magic

Death Shriek: The terrifying shriek of a Terrorgheist is enough to stop a man’s heart. When making a Death Shriek attack, pick a target and roll a number of dice as shown in the damage table above. Add the scores together; if the total is higher than that unit’s Bravery, it suffers a number of mortal wounds equal to the difference.

A Strigoi Ghoul King mounted on a Terrogheist is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Grave Call spells.

Grave Call

The Ghoul King calls out to his cannibalistic kin lurking in the dark corners of the battlefield. Grave Call has a casting value of 6. If successfully cast, you can add D6 models to every unit of Crypt Ghouls within 9" (roll for each unit). Death Wizards know the Summon Terrorgheist spell, in addition to any other spells they know. Summon terrorgheist

Summon Terrorgheist has a casting value of 10. If successfully cast, you can set up a Terrorgheist within 18" of the caster and more than 9" away from the enemy. The model is added to your army, but cannot move in the following movement phase.

COMMAND ABILITY

Feast on Flesh: If a Terrorgheist ridden by a Strigoi Ghoul King uses this ability, pick a Flesh-eater unit within 18". That unit can run and charge during this turn.

Terrorgheist KEYWORDS

DEATH, MONSTER, TERRORGHEIST

Strigoi Ghoul King on Terrorgheist KEYWORDS

DEATH, TERRORGHEIST, Vampire, Flesh-Eater, MONSTER, Hero, Wizard, Strigoi Ghoul King Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Zombie Dragon 14

✹ 10

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Pestilential Breath

9"

1

4+



-1

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Deathlance

1"

3

3+

3+

-1

2

Vampiric Sword

1"

4

3+

3+

-1

D3

Zombie Dragon’s Maw

3"

2

4+

3+

-2

D6

Zombie Dragon’s Sword-like Claws

2"



4+

3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Pestilential Breath

Sword-like Claws

0-3

14"

2+

6

4-6

12"

3+

5

7-9

10"

4+

4

10-12

8"

5+

3

13+

6"

6+

2

description

A Zombie Dragon is a single model. It rips apart its foes with its Sword-like Claws and fanged Maw, and its Pestilential Breath can strip flesh from bone. Vampire Lord

Some Zombie Dragons are ridden by a Vampire Lord – these gain the Hunger ability and the Dread Knight command ability. Some Vampire Lords wield a Deathlance for maximum damage on the charge, whilst others slash their foes with a Vampiric Sword. Many also carry an Ancient Shield, and a few also bear a Chalice of Blood. Fly

Zombie Dragons can fly.

ABILITIES

Pestilential Breath: Roll a dice when you attack with the Zombie Dragon’s Pestilential Breath. If the roll is equal to or less than the number of models in the target unit, the attack scores a hit without needing to make a hit roll. The Hunger: A Zombie Dragon ridden by a Vampire Lord heals a wound at the end of each combat phase in which it killed any models.

Deathlance Charge: The Damage for a Deathlance is increased to 3 if the model charged in the same turn. Ancient Shield: A model with an Ancient Shield has a Save of 3+. Chalice of Blood: Once per battle, in your hero phase, a Vampire Lord with a Chalice of Blood can drink its contents and reinvigorate his undead flesh. When he does so, this model heals D6 wounds.

MAGIC

A Vampire Lord on Zombie Dragon is a wizard. He can attempt to cast 1 spell in each of your hero phases, and attempt to unbind 1 spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Blood Boil spells. Blood Boil

The Vampire Lord utters a curse that causes his foe’s blood to boil in their veins. Blood Boil has a casting value of 6. If successfully cast, pick an enemy unit within 18". That unit suffers a mortal wound. If a model was wounded, but not slain by this spell, roll another dice: on a 4 or more that model suffers another mortal wound. If the model is still not slain, roll

yet another dice; it will suffer another mortal wound on a 4 or more. Keep repeating this until either the model is slain or you fail to roll a 4 or more. Death Wizards know the Summon Zombie Dragon spell, in addition to any other spells they know. Summon Zombie Dragon

Summon Zombie Dragon has a casting value of 10. If successfully cast, you can set up a Zombie Dragon within 18" of the caster and more than 9" away from the enemy. The model is added to your army, but cannot move in the following movement phase.

COMMAND ABILITY

Dread Knight: If a Vampire Lord on Zombie Dragon uses this ability, pick a Death unit within 15". Until your next hero phase, you can re-roll failed hit rolls for that unit.

Zombie Dragon KEYWORDS

DEATH, MONSTER, ZOMBIE DRAGON

Vampire Lord on Zombie Dragon KEYWORDS

DEATH, Vampire, ZOMBIE DRAGON, Soulblight, MONSTER, Hero, Wizard, Vampire Lord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

DEATHRATTLE

deathrattle horde Organisation A Deathrattle Horde consists of the following units: • 1 Wight King • 1 unit of Black Knights • 1 unit of Grave Guard • 3 units of Skeleton Warriors

Abilities Unbreaking Ranks: Deathrattle Hordes close ranks with a singular will, making it difficult for enemies to break through to attack their vulnerable flanks. You can re‑roll save rolls of 1 for a unit in a Deathrattle Horde whilst it is within 6" of any other unit from its battalion. March of the Dead: Deathrattle Hordes are implacable in the advance. When a unit from a Deathrattle Horde runs, you can choose to move each model an additional 4" instead of rolling to see how far they can move.

Flesh-eater

Charnel Pit Carrion Organisation A Charnel Pit Carrion battalion consists of the following units: • 1 Strigoi Ghoul King or Strigoi Ghoul King on Terrorgheist • 1 unit of Crypt Horrors • 3 units of Crypt Ghouls

Abilities Lair of the Flesh-eaters: These creatures will fight furiously to defend their lair and the dead bodies on which they feast. After set-up is complete, you can pick one piece of scenery to be a charnel pit. Models from a Charnel Pit Carrion battalion can make one extra attack with each of their melee weapons whilst their unit is within 15" of this piece of scenery. Unnatural Vigour: Consuming the flesh of the dead prolongs the life of these foul beings, making them all but impossible to kill. If a unit in a Charnel Pit Carrion battalion wipes out an enemy unit in the combat phase, you can add 1 to all save rolls for that unit for the rest of the battle (a unit can only benefit from this ability once per battle).

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls below.

Unit

Warscroll

Count Mannfred on Abyssal Terror . . . . . . . . . . . . . Vampire Lord on Abyssal Terror Vampire Lord on Coven Throne. . . . . . . . . . . . . . . . . Coven Throne Master Necromancer . . . . . . . . . . . . . . . . . . . . . . . . . . Necromancer Master Necromancer on Abyssal Terror. . . . . . . . . . Arkhan the Black Mannfred the Acolyte . . . . . . . . . . . . . . . . . . . . . . . . . Count Mannfred Necromancer on Corpse Cart. . . . . . . . . . . . . . . . . . . Corpse Cart Vampire. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Vampire Lord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

WARRIORS OF CHAOS

WARSCROLLS COMPENDIUM

Introduction The mortal worshippers of Chaos gather together in warbands mighty enough to conquer entire nations. Though the tyrannical lords that lead the armoured hordes believe themselves to be warrior kings born to

rule the Mortal Realms with an iron fist, they are bound to higher powers in their turn. In truth, every murderer, monster and mutant in their armies is but a slave to darkness and a puppet of the Dark Gods.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 WULFRIK tHE WANDERER

2

U N DS WO

bR

7

MELEE WEAPONS

Worldwalker’s Longsword

Wulfrik the Wanderer is a single model. He wields the Worldwalker’s Longsword and carries a Chaos Runeshield.

4

Chaos Runeshield: Roll a dice each time Wulfrik suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

5

KEYWORDS

to Hit

5

to Wound

3+

Rend

3+

Damage

-

1

CHAOS, mORTAL, SLAVE TO DA RKnESS, H

Seafang: Instead of setting up Wulfrik on the battlefield, you can place him to one side, along with up to one unit of Marauders of Chaos. These units have set sail aboard Wulfrik’s enchanted longboat, Seafang, intent on encircling the foe. In the movement phase of your second turn, pick an edge of the battlefield, then set up both units so that all their models are within 5" of that edge. This counts as their move for that phase.

ERO, WuLFRIK THE WAnDERE

R

ExALtED HERO WItH bAt tLE StANDARD U N DS WO

MOV E

5 bR

5

7

4+

MELEE WEAPONS

Darksteel Axe

Range

Attacks

1"

to Hit

4

to Wound

3+

Rend

4+

Damage

-

1

AV ERy

description

An Exalted Hero with Battle Standard is a single model. He wields a Darksteel Axe and carries a Chaos Runeshield. He bears a great Battle Standard of the Dark Gods, hung with icons of the Chaos pantheon.

Abilities

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

Chaos Runeshield: Roll a dice each time this model suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

Dark Gods. If you do, then until your next hero phase you may not move the model, but it has the following abilities:

Eager for Glory: Exalted Heroes are eager to draw the eye of the Dark Gods by performing great deeds in battle. You can re-roll hit rolls of 1 for an Exalted Hero when targeting a Hero or a Monster.

Glory to the Dark Gods: Add 2 to the Bravery of all models in any Slave to Darkness units from your army within 20" of this model.

Battle Standard of the Dark Gods: In your hero phase, you can declare that this model will plant the Battle Standard of the

Onward, to Battle: When you make a charge roll for a Slaves to Darkness unit within 20" of this model, you can re-roll one or both of the dice.

E CHAOS LORD ON MANtICOR

U N DS WO



12

8

CHAOS, mORTAL, SLAVE TO DA RKnESS, HERO, TOTEm, EXALTED HERO WITH BATTLE STAnDARD

4+

bR AV ERy

6

2

-

1

to Hit

to Wound

3+

3+

3

3+

2"

6

3+

3+

1"

5

4+



-1

3"



4+

4+

-

1"

Chaos Flail Manticore’s Claws and Jaws Manticore’s Lashing Tail

3+

DAMAGE tAbLE Wounds Suffered

0-2 3-4

description

A Chaos Lord on Manticore is a single a model. The Chaos Lord carries either Daemon Blade or a Chaos Flail in one Some hand and a Chaos Lance in the other. Chaos Lords instead look to guard against enemy attacks, and carry either a Chaos a Runeshield or a Daggerfist instead of Chaos Lance. These mighty champions ride atop a Manticore that fights with its fearsome Tail. Claws and Jaws as well as its Lashing FlY

A Chaos Lord on Manticore can fly. mark of Chaos: When you set up this mark model, you can declare that it has a of Khorne, Nurgle, Slaanesh or Tzeentch. The model has that keyword and gains the relevant ability from the following list:

Claws and Jaws

Move

2+ 3+

12" 10"

3+

8"

4+

6"

5+

4" Khorne: This model can pile in 6" instead of 3" if it has the mark of Khorne. Nurgle: This model has a save of 3+ the mark of Nurgle.

if it has

Tzeentch: This model can attempt to unbind one spell in each enemy hero mark phase as if it were a wizard if it has a of Tzeentch. Slaanesh: If this model has a mark of one Slaanesh, enemy units must subtract 3" of from their Bravery if they are within it in the battleshock phase. time Chaos Runeshield: Roll a dice each a Chaos Lord on Manticore with a Chaos On a 5 Runeshield suffers a mortal wound. or a 6 that mortal wound is ignored. Daggerfi st: Each time you make a successful save roll of a 6 or more for Chaos Lord on Manticore with a within Daggerfist and the attacking unit is back; 1", he parries the blow and punches the attacking unit suffers a mortal wound after it has made all of its attacks.

AVE TO DA CHAOS, mORTAL, mAnTICORE, SL

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

D3

-

Attacks

4 Ltd. 2015 Workshop

2"

8-9

KEYWORDS

Damage

-

Range

Daemon Blade Chaos Lance

10+

Abilities

Rend

MELEE WEAPONS

Warhammer Age of Sigmar © Games

MOV E

SAV E

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Attacks

1"

Th e gift of Tongues: At the start of the combat phase, Wulfrik can issue an indelicate challenge in his foe’s tongue if there is an enemy Hero within 3". Issue your opponent with a challenge of your own – you can be as mocking, rude or insulting as you dare; if your opponent rises to the bait and they change expression, even so much as crack a smile or a glimmer of shock, Wulfrik’s challenge is successful and you can re-roll failed hit rolls for any attacks he makes this phase against enemy Heroes.

Abilities

5-7

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword on their warscroll.

Range

description

3

KEYWORDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

4+

AV ERy

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

5"

5

SAV E

2. Characteristics: Each warscroll has a set of characteristics that tell you how fast, powerful and brave the model is, and how effective its weapons are.

MOV E

1

1

Lashing tail

D6 D6 D3 D3 1

Lance Chaos Lance: A Chaos Lord’s Chaos has inflicts 3 damage rather than 2 and a Rend of -1 instead of ‘-’, if the model charged in the same turn. into Territorial Predator: Any who stray as the territory of a Manticore are as good it dead, especially larger creatures, which hit sees as potential rivals. You can re-roll and Claws Manticore’s the for 1 rolls of Jaws attacks if the target is a Monster. If the target is a unit within your army’s rolls territory, you can re-roll any failed hit for these attacks.

coMMAnd AbilitY

are Iron-willed Overlord: Manticores who berserk killers, and any Chaos Lord rides one to battle displays such obvious his dominance that none would dare deny uses orders. If a Chaos Lord on Manticore this ability, select a Warriors of Chaos phase, hero unit within 15". Until your next rolls wound rolls, charge you can re-roll and battleshock tests for that unit.

S LORD RKnESS, mOnSTER, HERO, CHAO

Workshop Ltd. 2015

archaon, the everchosen 8

10" 10

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Slayer of Kings

1"

Dorghar’s Blazing Hooves

1"

4

2+

3+

-1

3

4

3+

3+

-

1

br a ery v

description

Archaon, the Everchosen, is a single model. He is armed with the Slayer of Kings and wears the Armour of Morkar, and carries an imposing Chaos Runeshield. He rides Dorghar, the Steed of the Apocalypse, which tramples the unworthy with its Blazing Hooves.

Abilities

The Eye of Sheerian: In your hero phase, roll a dice and note the result. Until your next hero phase, whenever an enemy scores a hit on Archaon and the result of the hit roll is the number you rolled, the Eye of Sheerian has forewarned him of the attack and your opponent must re-roll the dice.

KEYWORDS

The Slayer of Kings: If Archaon directs all of his attacks with the Slayer of Kings at the same Hero or Monster, and two or more of the wound rolls have a result of 6 or more, the daemon U’zuhl is roused and the target is slain instantly! The Armour of Morkar: Archaon’s ancient armour is inscribed with runes of warding and malice. If a save roll for Archaon is 6 (before modifying the roll in any way), the attacking model’s unit suffers a mortal wound. The Crown of Domination: This ancient helm exudes an aura of palpable menace. When a battleshock test is made for a unit within 10" of Archaon, you can adjust the result of the dice roll up or down by 2.

Chaos Runeshield: Roll a dice each time Archaon suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

MAGIC

Archaon is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt and Mystic Shield spells.

COMMAND ABILITIES

Warlord Without Equal: Archaon’s skill at battle is exceptional, unmatched by any who would stand against him. If Archaon uses this ability, all other Chaos units in your army that have command abilities on their warscroll can immediately use them, in an order of your choice.

CHAOS, Daemon, MORTAL, khorne, nurgle, tzeentch, slaanesh, HERO, WIZARD, ARCHAON

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

be’lakor, chaos daemon prince 8

12"

10 b

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blade of Shadows

1"

6

3+

3+

-2

2

r av ery

description

Abilities

FLY

The Dark Master: After set-up is complete, secretly note down a unit in the enemy army – unbeknownst to your opponent, Be’lakor has been manipulating that unit for some time. At the start of one of your opponent’s hero phases you can reveal your choice. For the rest of that battle round your opponent must roll a dice each time that unit attempts to cast a spell, move, charge or attack; on a 4 or more that action can be performed normally, otherwise they have fallen foul of Be’lakor’s machinations and it cannot.

Be’lakor is a single model. He wields the sinister Blade of Shadows. Be’lakor can fly.

Shadow Form: Ignore the weapon’s Rend when making save rolls for Be’lakor.

MAGIC

Be’lakor is a wizard. He can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Enfeeble Foe spells. ENfeeble foe

Enfeeble Foe has a casting value of 6. If successfully cast, pick one visible enemy unit within 18". Until your next hero phase, the opposing player must subtract 1 from any wound rolls he makes for that unit in the combat phase.

Lord of Torment: If any models flee from a unit within 10" of Be’lakor, he is reinvigorated by their suffering and immediately heals D3 wounds. KEYWORDS

CHAOS, DAEMON, HERO, WIZARD, DAEMON PRINCE, BE’LAKOR

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

DAEMON PRINCE 8

8"

10 b

4+

sav e

u n ds wo

MOV E

r av ery

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Daemonic Axe

2"

4

4+

3+

-2

D3

Hellforged Sword

2"

4

3+

3+

-1

D3

Malefic Talons

1"

3

4+

3+

-

2

description

A Daemon Prince is a single model. It cleaves the foe with a Daemonic Axe or Hellforged Sword and rends them apart with its Malefic Talons. Some Daemon Princes have been blessed with the ability to fly. FLY

A Daemon Prince that can fly has a Move of 12" instead of 8".

Abilities

Cursed Soul-eater: A Daemon Prince that is not dedicated to one of the Chaos Gods heals 1 wound at the end of any combat phase in which it killed any models. If it killed any Heroes or Monsters, it heals D3 wounds instead. Immortal Champion: When you set up this model, you can declare that it is dedicated to Khorne, Nurgle, Slaanesh or Tzeentch. If you do, the Daemon Prince replaces its Cursed Soul‑eater ability with the relevant ability from the following list:

Khorne Daemon Princes, their veins running with liquid fire, are blood-crazed champions. You can add 1 to all hit rolls made for a Khorne Daemon Prince.

pile in and attack before the enemy unit, even though it is not your turn to do so. This model can only do this if it has not already attacked in this phase.

Nurgle Daemon Princes are bloated with disease, and are unnaturally resistent to harm. A Nurgle Daemon Prince has a save of 3+.

Magic

Tzeentch Daemon Princes are surrounded by a nimbus of magical light. A Tzeentch Daemon Prince is a wizard. It can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. A Tzeentch Daemon Prince knows the Arcane Bolt and Mystic Shield Spells.

Summon Daemon Prince

Chaos Wizards know the Summon Daemon Prince spell, in addition to any others they know. Summon Daemon Prince has a casting value of 8. If successfully cast, you can set up a Daemon Prince within 16" of the summoner and more than 9" from any enemy models. The model is added to your army but cannot move in the following Movement phase.

Slaanesh Daemon Princes are lithe and exotic, their every movement impossibly quick. When your opponent selects a unit within 3" of the Daemon Prince to pile in and attack in the combat phase, you can immediately select the Daemon Prince to

Daemon Prince KEYWORDS

CHAOS, DAEMON, MONSTER, HERO, DAEMON PRINCE

Daemon Prince of Khorne KEYWORDS

CHAOS, DAEMON, KHORNE, MONSTER, HERO, DAEMON PRINCE

Daemon Prince of Nurgle KEYWORDS

CHAOS, DAEMON, NURGLE, MONSTER, HERO, DAEMON PRINCE

Daemon Prince of Tzeentch KEYWORDS

CHAOS, DAEMON, TZEENTCH, MONSTER, HERO, Wizard, DAEMON PRINCE

Daemon Prince of Slaanesh KEYWORDS

CHAOS, DAEMON, SLAANESH, MONSTER, HERO, DAEMON PRINCE Warhammer Age of Sigmar © Games Workshop Ltd. 2015

crom the conquerer 5

5" 9

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ensorcelled Sword Darksteel Axe

1" 1"

3 3

3+ 4+

4+ 3+

-

1 1

br a ery v

description

Crom the Conquerer is a single model. He is armed with an Ensorcelled Sword and a Darksteel Axe and carries a Chaos Runeshield.

Abilities

Immense Pride: Crom takes great pleasure in demonstrating his martial prowess, and is particularly keen to lay low enemy champions. When Crom attacks a Hero, you can add 1 to his hit rolls.

KEYWORDS

Defensive Stance: Crom is surprisingly deft with his shield, able to wield it defensively even though he carries a heavy blade in each hand. After he piles in but before he makes his attacks in the combat phase, Crom can adopt a defensive stance, which will last until the next time he makes his attacks in the combat phase. While he is in a defensive stance he cannot attack with his Darksteel Axe, but your opponent must subtract 1 from the result of any hit rolls that target him in the combat phase.

Chaos Runeshield: Roll a dice each time Crom suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

Command AbilitY

Herald of the Everchosen: If Crom uses this ability, then until your next hero phase enemy units within 15" of him in the battleshock phase must subtract 1 from their Bravery. If Archaon is on the battlefield, subtract 2 instead.

CHAOS, MORTAL, SLAVE TO DARKNESS, HERO, CROM THE CONQUERER

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chaos lord 6

5" 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hellforged Glaive

2"

2

3+

3+

-1

2

Ruinous Broadsword

1"

3

3+

4+

-

D3

Chaos Rune-axes

1"

6

3+

3+

-

1

description

A Chaos Lord is a single model. Masters of armed combat, some Chaos Lords take to the field armed with a Hellforged Glaive and Ruinous Broadsword, while others land blow after blow with a pair of Chaos Rune-axes; these Chaos Lords also carry a Daemon-touched Dagger at their belt.

Tzeentch: You can re-roll failed save rolls of 1 for a Chaos Lord with a mark of Tzeentch.

Abilities

Eye of the Gods: The life of a Chaos Lord is a quest for power, and with each mighty foe slain they take one step closer to immortality. Each time a Chaos Lord slays a Monster or Hero, roll a dice. If the result is 2 or more, this model heals D3 Wounds. If this model is already at full health, increase his Wounds Characteristic by 1 instead.

Mark of Chaos: When you set up this model, you can declare that it has a mark of Khorne, Nurgle, Slaanesh or Tzeentch. The Chaos Lord has that keyword and gains the relevant ability from the following list: Khorne: You can re-roll all hit rolls of a 1 made for a Chaos Lord with a mark of Khorne. Nurgle: A Chaos Lord with a mark of Nurgle has 7 Wounds instead of 6.

Slaanesh: A Chaos Lord with a mark of Slaanesh can run and charge in the same turn.

Chaos Rune-axes: When wielding a Chaos Rune-axe in each hand, a Chaos Lord becomes a blur of furious attacks. You can re-roll failed hit rolls for a Chaos Lord armed with a pair of Chaos Rune-axes.

Daemon-touched Dagger: A weapon of last resort, a Daemon-touched Dagger has been the end of many a foe that thought its wielder defeated. Once per battle, immediately before an enemy unit within 1" makes its attacks (but after it has piled in), a Chaos Lord carrying a Daemontouched Dagger can unsheathe it attempt to stab his foe. If he does so, roll a dice. If the result is 2 or more, the enemy unit immediately suffers D3 mortal wounds.

Command AbilitY

Unending Legion: When a Chaos Lord marches to war, an ever-increasing number of followers marches in his wake, ready to throw themselves at any who oppose him. When a Chaos Lord uses this ability, roll a dice. If the result is 4 or more, set up a new Slave to Darkness unit so that all its models are within 5" of one edge of the battlefield. This unit is added to your army as reinforcements.

KEYWORDS

CHAOS, MORTAL, SLAVE TO DARKNESS, HERO, CHAOS LORD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chaos lord on daemonic mount 7

10" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Cursed Warhammer

1"

Daemonic Mount’s Mighty Hooves

1"

4

3+

3+

-1

2

3

4+

3+

-

1

br a ery v

description

A Chaos Lord on Daemonic Mount is a single model. He wields a Cursed Warhammer and bears a Chaos Runeshield. The Lord takes to battle atop a Daemonic Mount that thunders forth to strike down enemies with its Mighty Hooves.

Abilities

Mark of Chaos: When you set up this model, you can declare that it has a mark of Khorne, Nurgle, Slaanesh or Tzeentch. The model has that keyword and gains the relevant ability from the following list:

KEYWORDS

Khorne: You can re-roll all hit rolls of a 1 for this model’s Cursed Warhammer if it has a mark of Khorne. Nurgle: If this model has a mark of Nurgle, it has 8 Wounds instead of 7. Tzeentch: You can re-roll failed save rolls for a this model if it has a mark of  Tzeentch. Slaanesh: This model can run and charge in the same turn if it has a mark of  Slaanesh. Chaos Runeshield: Roll a dice each time this model suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

CHAOS, DAEMON, MORTAL, SLAVE TO DARKNESS, HERO, CHAOS LORD ON DAEMONIC MOUNT

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Eye of the Gods: The life of a Chaos Lord is a quest for power, and with each mighty foe slain he takes one step closer to immortality. Each time this model slays a Monster or Hero, roll a dice. If the result is 2 or more, this model heals D3 Wounds. If this model is already at full health, increase his Wounds by 1 instead.

Command AbilitY

The Knights of Chaos: If a Chaos Lord on Daemonic Mount uses this ability, select a unit of Chaos Knights, Chaos Chariots or Gorebeast Chariots from your army within 15". Until your next hero phase you can re-roll charge rolls for that unit and add 1 to any hit rolls for them in the combat phase.

chaos lord on manticore 12

✹ 8

4+

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Daemon Blade

1"

4

3+

3+

-

D3

Chaos Lance

2"

3

3+

3+

-

2

Chaos Flail

2"

6

3+

3+

-

1

Manticore’s Claws and Jaws

1"

5

4+



-1

1

Manticore’s Lashing Tail

3"



4+

4+

-

1

sav e

u n ds wo

MOV E

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Claws and Jaws

Lashing Tail

0-2 3-4

12" 10"

2+ 3+

D6 D6

5-7

8"

3+

D3

8-9

6"

4+

D3

10+

4"

5+

1

description

A Chaos Lord on Manticore is a single model. The Chaos Lord carries either a Daemon Blade or a Chaos Flail in one hand and a Chaos Lance in the other. Some Chaos Lords instead look to guard against enemy attacks, and carry either a Chaos Runeshield or a Daggerfist instead of a Chaos Lance. These mighty champions ride atop a Manticore that fights with its fearsome Claws and Jaws as well as its Lashing Tail. FLY

A Chaos Lord on Manticore can fly.

Abilities

Mark of Chaos: When you set up this model, you can declare that it has a mark of Khorne, Nurgle, Slaanesh or Tzeentch. The model has that keyword and gains the relevant ability from the following list:

KEYWORDS

Khorne: This model can pile in 6" instead of 3" if it has the mark of Khorne. Nurgle: This model has a save of 3+ if it has the mark of Nurgle. Tzeentch: This model can attempt to unbind one spell in each enemy hero phase as if it were a wizard if it has a mark of Tzeentch. Slaanesh: If this model has a mark of Slaanesh, enemy units must subtract one from their Bravery if they are within 3" of it in the battleshock phase. Chaos Runeshield: Roll a dice each time a Chaos Lord on Manticore with a Chaos Runeshield suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored. Daggerfist: Each time you make a successful save roll of a 6 or more for Chaos Lord on Manticore with a Daggerfist and the attacking unit is within 1", he parries the blow and punches back; the attacking unit suffers a mortal wound after it has made all of its attacks.

Chaos Lance: A Chaos Lord’s Chaos Lance inflicts 3 damage rather than 2 and has a Rend of -1 instead of ‘-’, if the model charged in the same turn. Territorial Predator: Any who stray into the territory of a Manticore are as good as dead, especially larger creatures, which it sees as potential rivals. You can re-roll hit rolls of 1 for the Manticore’s Claws and Jaws attacks if the target is a Monster. If the target is a unit within your army’s territory, you can re-roll any failed hit rolls for these attacks.

Command AbilitY

Iron-willed Overlord: Manticores are berserk killers, and any Chaos Lord who rides one to battle displays such obvious dominance that none would dare deny his orders. If a Chaos Lord on Manticore uses this ability, select a Warriors of Chaos unit within 15". Until your next hero phase, you can re-roll charge rolls, wound rolls and battleshock tests for that unit.

CHAOS, MORTAL, manticore, SLAVE TO DARKNESS, MONSTER, HERO, CHAOS LORD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chaos sorcerer Lord 5

5" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chaos Runestaff

2"

1

4+

3+

-1

D3

Chaos Runesword

1"

1

4+

4+

-

1

Chaos Steed’s Flailing Hooves

1"

2

4+

5+

-

1

description

A Chaos Sorcerer Lord is a single model, armed with a Chaos Runestaff. Many Chaos Sorcerer Lords also carry a Chaos Runesword to battle. chaos steed

Some Chaos Sorcerer Lords ride to battle on Chaos Steeds; these models have Move 10" instead of 5" and gain the Chaos Steed’s Flailing Hooves attack.

KEYWORDS

Abilities

Oracular Visions: In your hero phase, pick either the Chaos Sorcerer Lord or a unit within 10" to receive the gift of foresight. Until your next hero phase, you can re-roll save rolls of 1 for that unit. Mark of Chaos: If you wish, when setting up this model, you can pick one of the following keywords to assign to it for the duration of the battle: Tzeentch, Nurgle or Slaanesh.

MAGIC

A Chaos Sorcerer Lord is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Daemonic Power spells. Daemonic Power

The Sorcerer bestows his followers with Daemonic essence, boosting their skill, strength and resilience to unholy levels. Daemonic Power has a casting value of 5. If successfully cast, pick the caster or a unit within 18". Until your next hero phase, you can re-roll any hit rolls of 1, wound rolls of 1 and save rolls of 1 made for that unit.

CHAOS, MORTAL, SLAVE TO DARKNESS, HERO, WIZARD, CHAOS SORCERER LORD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chaos SorcerEr Lord on manticore 12

✹ 8

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sorcerous Reaping Staff

2"

2

4+

3+

-

D3

Manticore’s Claws and Jaws

1"

5

4+



-1

1

Manticore’s Lashing Tail

3"



4+

4+

-

1

DAMAGE TABLE Wounds Suffered

Move

Claws and Jaws

Lashing Tail

0-2 3-4

12" 10"

2+ 3+

D6 D6

5-7

8"

3+

D3

8-9

6"

4+

D3

10+

4"

5+

1

description

A Chaos Sorcerer Lord on Manticore is a single model. The Chaos Sorcerer carries a Sorcerous Reaping Staff to battle. His Manticore mount fights with its fearsome Claws and Jaws as well as its Lashing Tail. FLY

A Chaos Sorcerer Lord on Manticore can fly.

Abilities

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Tzeentch, Nurgle or Slaanesh.

KEYWORDS

Oracular Visions: In your hero phase, pick either the Chaos Sorcerer Lord on Manticore or a unit within 10" to receive the gift of foresight. Until your next hero phase, you can re-roll save rolls of 1 for that unit. Territorial Predator: Any who stray into the territory of a Manticore are as good as dead, especially larger creatures, which it sees as potential rivals. You can re-roll hit rolls of 1 for the Manticore’s Claws and Jaws attacks if the target is a Monster. If the target is a unit within your army’s territory, you can re-roll any failed hit rolls for these attacks.

MAGIC

A Chaos Sorcerer Lord is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Wind of Chaos spells. Wind of Chaos

The Sorcerer summons the raw power of Chaos and sends a vortex of fell energies screaming across the battlefield. Wind of Chaos has a casting value of 7. If successfully cast, pick a visible unit within 18". Roll a number of dice equal to the total casting roll that was rolled for this spell (or example, if Wind of Chaos was cast with a casting roll of 8, roll 8 dice). For each roll of 5, the target unit suffers one mortal wound. For each roll of 6, the target unit suffers D3 mortal wounds.

CHAOS, MORTAL, MANTICORE, SLAVE TO DARKNESS, MONSTER, HERO, CHAOS SORCERER LORD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

wulfrik the wanderer 5"

5

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Worldwalker’s Longsword

1"

5

3+

3+

-

1

br a ery v

description

Wulfrik the Wanderer is a single model. He wields the Worldwalker’s Longsword and carries a Chaos Runeshield.

Abilities

Chaos Runeshield: Roll a dice each time Wulfrik suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

The Gift of Tongues: At the start of the combat phase, Wulfrik can issue an indelicate challenge in his foe’s tongue if there is an enemy Hero within 3". Issue your opponent with a challenge of your own – you can be as mocking, rude or insulting as you dare; if your opponent rises to the bait and they change expression, even so much as crack a smile or a glimmer of shock, Wulfrik’s challenge is successful and you can re-roll failed hit rolls for any attacks he makes this phase against enemy Heroes.

Seafang: Instead of setting up Wulfrik on the battlefield, you can place him to one side, along with up to one unit of Marauders of Chaos. These units have set sail aboard Wulfrik’s enchanted longboat, Seafang, intent on encircling the foe. In the movement phase of your second turn, pick an edge of the battlefield, then set up both units so that all their models are within 5" of that edge. This counts as their move for that phase.

CHAOS, MORTAL, SLAVE TO DARKNESS, HERO, WULFRIK THE WANDERER

KEYWORDS

exalted hero with battle standard 5

5 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Darksteel Axe

1"

4

3+

4+

-

1

br a ery v

description

An Exalted Hero with Battle Standard is a single model. He wields a Darksteel Axe and carries a Chaos Runeshield. He bears a great Battle Standard of the Dark Gods, hung with icons of the Chaos pantheon.

Abilities

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

KEYWORDS

Chaos Runeshield: Roll a dice each time this model suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

Dark Gods. If you do, then until your next hero phase you may not move the model, but it has the following abilities:

Eager for Glory: Exalted Heroes are eager to draw the eye of the Dark Gods by performing great deeds in battle. You can re-roll hit rolls of 1 for an Exalted Hero when targeting a Hero or a Monster.

Glory to the Dark Gods: Add 2 to the Bravery of all models in any Slave to Darkness units from your army within 20" of this model.

Battle Standard of the Dark Gods: In your hero phase, you can declare that this model will plant the Battle Standard of the

CHAOS, MORTAL, SLAVE TO DARKNESS, HERO, TOTEM, EXALTED HERO WITH BATTLE STANDARD Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Onward, to Battle: When you make a charge roll for a Slaves to Darkness unit within 20" of this model, you can re-roll one or both of the dice.

warriors of chaos 2

5" 6

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chaos Hand Weapon

1"

2

3+

4+

-

1

Chaos Halberd

2"

2

4+

4+

-

1

Chaos Greatblade

1"

2

4+

3+

-1

1

description

standard Bearer

A unit of Warriors of Chaos has 10 or more models. Some units wield either Chaos Hand Weapons or Halberds and carry Chaos Runeshields. Some units eschew defence, hefting double handed Chaos Greatblades or entering battle with a Chaos Hand Weapon in each hand. ASPIRING CHAMPION

The leader of this unit is the Aspiring Champion. Add 1 to the result of any hit rolls for an Aspiring Champion.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of all its models. hornblower

Berserk Fury: Warriors of Chaos who wield a blade in each hand batter aside the enemy’s defences. You can re-roll hit rolls of 1 for Warriors of Chaos wielding a pair of Chaos Hand Weapons.

Models in this unit can be Hornblowers. If the unit includes any Hornblowers, add 1 to its run and charge rolls.

Chaos Runeshields: Roll a dice each time this unit suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

Abilities

Legions of Chaos: You can re-roll save rolls of 1 for this unit if it contains 20 or more models.

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

CHAOS, MORTAL, SLAVE TO DARKNESS, WARRIORS OF CHAOS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

marauders of chaos 1

6" 5

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbarian Axe

1"

1

4+

4+

-

1

Barbarian Flail

1"

1

5+

3+

-

1

br a ery v

description

ICON Bearer

A unit of Marauders of Chaos has 10 or more models. Units of Marauders wield either Barbarian Flails or Barbarian Axes. Some units of Marauders also carry Darkwood Shields. marauder chieftain

The leader of this unit is the Marauder Chieftain. He makes 2 attacks rather than 1.

Models in this unit may be Icon Bearers. Icon Bearers bear either a Damned Icon or a Tribal Banner. drummer

Models in this unit can be Drummers. If the unit includes any Drummers, add 1 to its run and charge rolls.

Abilities

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

Barbarian Hordes: Roll a dice before a unit of Marauders of Chaos piles in. Add 1 to the roll if the unit includes 20 or more models. If the result is 4 or more, add 1 to the result of any hit rolls for the unit’s attacks until the end of the phase. If the result is 6 or more, add 1 to the result of any wound rolls as well. Darkwood Shield: Units carrying Darkwood Shields have a Save of 5+ rather than 6+ . Damned Icon: You can re-roll hit rolls of 1 for models in a unit that contains any Damned Icons. Tribal Banner: If this unit includes any Tribal Banners, add 1 to the Bravery of all its models.

KEYWORDS

CHAOS, MORTAL, SLAVE TO DARKNESS, MARAUDERS OF CHAOS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

forsaken 2

5" 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Freakish Mutations

1"

D3

4+

4+

-

1

br a ery v

description

A unit of Forsaken has 5 or more models. They fight with an assortment of Freakish Mutations, from spiked clubs and taloned hands to tentacles and crab-like claws.

Abilities

Cursed of the Dark Gods: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

KEYWORDS

Freakish Mutations: Forsaken writhe with uncontrollable mutation, making them as unpredictable as they are deadly. Before this unit makes its attacks, roll a dice to see how they are affected for the duration of this phase: Roll Effect 1 Writhing Tentacles: The unit’s Freakish Mutations have a Range of 3" instead of 1". 2 Razor Talons: The unit’s Freakish Mutations have a Rend of -1 instead of ‘-’. 3 Extra Arms: The unit’s Freakish Mutations make D3+1 Attacks rather than D3.

4 L  ashing Tongues: Add 1 to the result of any hit rolls for the unit’s Freakish Mutations. 5 Venomous Fangs: Add 1 to the result of any wound rolls for the unit’s Freakish Mutations. 6 Decapitating Claws: Add 1 to the Damage of the unit’s Freakish Mutations.

CHAOS, MORTAL, SLAVE TO DARKNESS, FORSAKEN

chaos chariots 7

8" 6

4+

sav e

u n ds wo

MOV E

br a ery v

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Damage

Lashing Whip

2"

2

4+

4+

-

1

Chaos Greatblade

2"

3

4+

3+

-1

1

Chaos War-flail

2"

D6

4+

3+

-

1

War Steeds’ Roughshod Hooves

1"

4

4+

4+

-

1

Exalted Charioteer

A unit of Chaos Chariots consists of any number of models. Each chariot is an imposing fighting platform drawn by a pair of War Steeds that attack with their Roughshod Hooves, and is driven by a charioteer who cracks a Lashing Whip at any who draw near. A second charioteer wields a hellforged weapon; some charioteers in the unit might carry Chaos Greatblades, while others prefer Chaos War-flails.

KEYWORDS

Rend

The leader of this unit is the Exalted Charioteer. His attacks with a Chaos Greatblade or Chaos War-flail hit on 3+ rather than 4+.

Abilities

Don’t Spare the Lash: Before this unit moves in the movement phase, the charioteers can lash their War Steeds to gain more speed. Roll a dice, and add that many inches to this unit’s Move characteristic for the rest of the phase.

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh. Swift Death: Chaos Chariots are at their most deadly on the charge, where their considerable bulk and bladed wheels can cause devastation amid the enemy. You can add 1 to all hit and wound rolls for the War Steeds’ Roughshod Hooves if this unit charged in the same turn.

CHAOS, MORTAL, SLAVE TO DARKNESS, CHAOS CHARIOTS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

marauder horsemen MISSILE WEAPONS

2

12" 5

6+

sav e

u n ds wo

MOV E

br a ery v

Attacks

To Hit

To Wound

Rend

Damage

Marauder Javelin

9"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Barbarian Axe

1"

1

4+

4+

-

1

Marauder Javelin

2"

1

5+

4+

-

1

Barbarian Flail

1"

1

5+

3+

-

1

Chaos Steed’s Flailing Hooves

1"

2

4+

5+

-

1

description

ICON Bearer

A unit of Marauder Horsemen has 5 or more models. Many units of Marauder Horsemen ride to battle armed with Barbarian Axes, but some prefer to wield Barbarian Flails instead. Some units instead carry Marauder Javelins which they can hurl at the foe and use as improvised spears in close combat. Many Marauder Horsemen units also carry sturdy Darkwood Shields. They ride swift Chaos Steeds, which strike at the enemy with their Flailing Hooves. Horsemaster

The leader of this unit is the Horsemaster. Add 1 to hit rolls for a Horsemaster.

KEYWORDS

Range

Models in this unit may be Icon Bearers. Icon Bearers bear either an Damned Icon or a Tribal Banner. hornblower

Models in this unit can be Hornblowers. If the unit includes any Hornblowers, add 1 to its run and charge rolls.

Abilities

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

Darkwood Shield: Units carrying Darkwood Shields have a Save of 5+ rather than 6+ . Damned Icon: You can re-roll hit rolls of 1 for a unit that contains any Damned Icons. Tribal Banner: If this unit includes any Tribal Banners, add 1 to the Bravery of all its models.

Feigned Flight: Marauder Horsemen can shoot and charge even if they retreated in the same turn.

CHAOS, MORTAL, SLAVE TO DARKNESS, MARAUDER HORSEMEN

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chosen 5"

2

7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Chaos Greataxe

1"

3

3+

3+

-1

1

br a ery v

description

Skull drummer

A unit of Chosen has 5 or more models. Chosen wield mighty double-handed Chaos Greataxes that can cleave a warrior in half with one blow.

Models in this unit can be Skull Drummers. If the unit includes any Skull Drummers, add 1 to its run and charge rolls.

Exalted champion

Abilities

The leader of this unit is the Exalted Champion. An Exalted Champion makes 4 attacks rather than 3. Icon Bearer

Models in this unit may be Icon Bearers. If the unit includes any Icon Bearers, add 1 to the Bravery of all its models. KEYWORDS

Slaughter-leaders: The Chosen lead their kin in battle through excessive bloodshed and violence. If a model from this unit slays an enemy model, you can re-roll failed wound rolls for other Slave to Darkness units from your army within 8" of this unit until the end of the phase.

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

Chaos Greataxe: If the wound roll for a Chaos Greataxe is a 6 or more that attack inflicts a mortal wound on the target instead of its normal damage.

CHAOS, MORTAL, SLAVE TO DARKNESS, CHOSEN

chaos knights 3

10" 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

Ensorcelled Weapon

1"

Chaos Glaive

1"

War Steed’s Roughshod Hooves

1"

description

To Wound

3

3+

4+

-

1

2

4+

3+

-

1

2

4+

4+

-

1

Standard Bearer

A unit of Chaos Knights has 5 or more models. Some units wield Ensorcelled Weapons, while others bear Chaos Glaives. In either case, they carry Chaos Runeshields. They ride Chaos War Steeds which slay the enemy with great sweeps of their Roughshod Hooves. Doom Knight

The leader of this unit is the Doom Knight. You can add 1 to any hit roll for a Doom Knight.

KEYWORDS

To Hit

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of all its models. Hornblower

Models in this unit can be Hornblowers. If the unit includes any Hornblowers, add 1 to its run and charge rolls.

Abilities

Chaos Runeshields: Roll a dice each time this unit suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored.

CHAOS, MORTAL, SLAVE TO DARKNESS, CHAOS KNIGHTS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Rend

Damage

Impaling Charge: This unit’s Chaos Glaives inflict 2 damage rather than 1 and have a Rend of -1 instead of ‘-’, if it charged in the same turn. Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh. Terrifying Champions: Subtract 1 from the Bravery of any enemy units within 3" of any Chaos Knights in the battleshock phase.

Gorebeast chariots 8

8" 6

4+

sav e

u n ds wo

MOV E

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MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lashing Whip

2"

2

4+

4+

-

1

Chaos Greatblade

2"

3

4+

3+

-1

1

Chaos War-flail

2"

D6

4+

3+

-

1

Gorebeast’s Brutish Fists

1"

3

4+

3+

-

2

description

A unit of Gorebeast Chariots consists of any number of models. Each chariot is drawn by a hulking Gorebeast which pummels its prey with Brutish Fists, and is driven by a charioteer who cracks a Lashing Whip at the foe. A second charioteer wields a hellforged weapon; some charioteers in the unit might carry Chaos Greatblades, while others prefer Chaos War-flails. Exalted Charioteer

The leader of this unit is the Exalted Charioteer. His attacks with a Chaos Greatblade or Chaos War-flail hit on 3+ rather than 4+. KEYWORDS

Abilities

Mark of Chaos: If you wish, when setting up this unit, you can pick one of the following keywords to assign to it for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh. Gorebeast Charge: Gorebeast Chariots thunder into enemy formations in a rampage of destruction. After this unit has finished a charge move, roll a dice for each enemy model within 2"; for each roll of 6 that model’s unit suffers a mortal wound as a warrior is pounded into the dirt, impaled on metal horns or eviscerated by spinning wheel-blades.

Explosive Brutality: There is little as terrifying or destructive as the sudden bursts of rage that characterise Gorebeasts. If this unit makes a charge move, and the result of the charge roll was 8 or more, all Gorebeasts in the unit make 6 attacks with their Brutish Fists rather than 3 until the end of the turn.

CHAOS, MORTAL, SLAVE TO DARKNESS, GOREBEAST CHARIOTS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chaos warshrine 12

✹ 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Sacrificial Blade

1"

4

4+

4+

-

Damage

1

Clubbed Fists

1"



4+

3+

-

2

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Clubbed Fists

Protection of the Dark Gods

0-2

8"

6

9"

3-4

7"

D6

7"

5-7

6"

D6

5"

8-9

5"

D3

3"

10+

4"

1

1"

description

A Chaos Warshrine is a single model. A Shrinemaster stands atop the Warshrine, wielding a Sacrificial Blade and shouting prayers to the gods, while a pair of huge mutant Shrine Bearers fight with gigantic Clubbed Fists.

Abilities

Protection of the Dark Gods: Roll a dice each time a Mortal model from your army suffers a wound or a mortal wound whilst within range of a Warshrine’s Protection of the Dark Gods ability. The range of this Warshrine’s ability is shown in the damage table above. On a 6, that attack has been turned aside by the fell power of Chaos and is ignored. Dedicated to Chaos: When you set up this model, you can declare that it is dedicated to Khorne, Nurgle, Slaanesh or Tzeentch. The Warshrine has that keyword for the duration of the battle.

KEYWORDS

Favour of the Ruinous Powers: In your hero phase, the Shrinemaster can pray to the Dark Gods to bless his followers with the Favour of Chaos. If the Warshrine has been dedicated to a particular Chaos God, the Shrinemaster instead prays to his patron for their favour. When a Shrinemaster prays, pick a Mortal unit within 16" and roll a dice. On a 3 or more his prayer is answered and its effects take place until your next hero phase: Favour of Chaos: The Shrinemaster carves the symbol of Chaos into his chest, urging his followers to redouble their efforts and kill in the name of the Dark Gods. You can re-roll hit rolls of 1 and wound rolls of 1 for the unit. Favour of Khorne: Raising an axe in a white-knuckled fist, the Shrinemaster leads his kin in a howl of battle-lust, urging them onward to spill the enemy’s blood. You can re-roll hit rolls of 1 for the unit. If you picked a Mortal Khorne unit, you can instead re-roll all failed hit rolls.

Favour of Nurgle: Cracking a rotting head open on the altar and feasting on the viscid matter within, the blades of the Shrinemaster's followers begin to ooze with foul contagions. You can re-roll wound rolls of 1 for the unit. If you picked a Mortal Nurgle unit, you can instead re-roll all failed wound rolls. Favour of Tzeentch: The Shrinemaster recites passages from a forbidden tome and the air turns thick with magical energy that deflects fatal blows. You can re-roll save rolls of 1 for the unit. If you picked a Mortal Tzeentch unit, you can instead re-roll all failed save rolls. Favour of Slaanesh: The Shrinemaster casts sickly-sweet incense into the shrine’s braziers and lets out a sensuous cry, driving those nearby into frenzied, ecstatic bliss. You can re-roll failed charge rolls and battleshock tests for the unit. If you picked a Mortal Slaanesh unit, you can re-roll failed charge rolls for the unit and it does not need to take battleshock tests.

CHAOS, MORTAL, SLAVE TO DARKNESS, TOTEM, PRIEST, CHAOS WARSHRINE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

hellcannon war machine

7

10 b

4+

sav e

u n ds wo

MOV E

2D6"

r av ery

MISSILE WEAPONS

Range

Attacks

To Hit

Doomfire

12-48"



4+

To Wound

Rend

Damage

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Daemonic Maw

1"

3

4+

3+

-1

D3

See below

WAR MACHINE CREW TABLE Crew within 1"

Caged Fury

Doomfire

3 models

2 or more

2

2 models

3 or more

2

1 model

4 or more

1

No models

Cannot cage fury

0

crew

4"

1

6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Crew’s Improvised Weapons

1"

1

5+

5+

-

1

br a ery v

description

A Hellcannon is a single model that is attended by 3 Chaos Dwarf Crew. It is a mighty, daemonforged war machine that launches gouts of Doomfire across the battlefield, and snatches the foe up into its Daemonic Maw. Its crew do their best to keep it under control, attacking any who come near with a variety of Improvised Weapons.

Abilities

Caged Fury: The crew of a Hellcannon are resolute in their duty, but even they cannot always control their charge. If the Hellcannon is not within 3" of the enemy at the start of your movement phase, roll a dice and consult the War Machine Crew Table above. If the dice roll is equal to or greater than the score shown, the crew have caged the Hellfire’s fury this turn. Otherwise, the Hellcannon must move as far as it can towards the closest visible enemy unit.

war machine KEYWORDS

CHAOS, Daemon, War Machine, HELLCANNON

crew KEYWORDS

CHAOS, Duardin, SLAVE TO DARKNESS, Crew Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Doomfire: The Hellcannon can only make Doomfire attacks if its crew are within 1" of the war machine in the shooting phase. To make a Doomfire attack, pick an enemy unit within range, even if it is not visible to the Hellcannon, and roll to hit. You can add 1 to the hit roll if the Hellcannon did not move in its preceding movement phase and add another 1 if the target unit contains 20 or more models. A unit hit by Doomfire suffers D6 mortal wounds. Daemon-forged Cover: A Hellcannon’s Crew can use their war machine as cover whilst they remain within 1" of it.

chaos spawn sav e

u n ds wo

MOV E

2D6" 5 5+ 10 b

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Freakish Mutations

1"

2D6

4+

4+

-

1

r av ery

description

A unit of Chaos Spawn has any number of models. They are armed with a variety of Freakish Mutations.

KEYWORDS

Abilities

Writhing Tentacles: If you roll a double when determining the number of attacks made by a Chaos Spawn’s Freakish Mutations, resolve those attacks with a To Hit and To Wound characteristic of 3+ instead of 4+.

Cursed of the Dark Gods: If you wish, when setting up this unit, you can pick one of the following keywords to assign to this unit for the duration of the battle: Khorne, Tzeentch, Nurgle or Slaanesh.

CHAOS, MORTAL, SLAVE TO DARKNESS, CHAOS SPAWN

valkia the bloody 5

12" 9

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slaupnir

2"

6

3+

3+

-2

1

br a ery v

description

Valkia the Bloody is a single model. She wields the spear Slaupnir and fends off her foes’ attacks with the fell artefact known as the Daemonshield. fly

Valkia the Bloody can fly.

KEYWORDS

Abilities

The Gaze of Khorne: Mortal Khorne units in your army are under the gaze of Khorne while they are within 12" of Valkia the Bloody, and will strive not to fail before their god. You can re-roll battleshock tests for these units, but if any models flee after the re-roll, a further D3 from that unit are slain as the Blood God punishes them for their cowardice!

CHAOS, MORTAL, KHORNE, HERO, VALKIA THE BLOODY Warhammer Age of Sigmar © Games Workshop Ltd. 2015

The Spear Slaupnir: Valkia’s great spear is at its deadliest as she descends from the sky to strike at her target’s heart. Its Damage characteristic is D3 rather than 1 if Valkia charged in the same turn. Daemonshield: Adorned with the head of a daemon prince that was foolish enough to earn Valkia’s ire, this shield is a powerful relic. Subtract 1 from any wound rolls for attacks that target Valkia the Bloody in the combat phase.

skarr bloodwrath 5"

5

9

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bloodstorm Blades

3"

5

2+

3+

-1

1

br a ery v

description

Skarr Bloodwrath is a single model. He is armed with the Bloodstorm Blades.

KEYWORDS

Abilities

Slaughterstorm: When faced with a horde of foes, Skarr Bloodwrath can make a slaughterstorm attack instead of attacking normally, swinging the Bloodstorm Blades in wide arcs and claiming countless skulls for his master. To do so, select a target unit and make one attack against it for each model that is within range. Repeat this for each enemy unit that is within range of the Bloodstorm Blades.

The Slaughterborn: Skarr Bloodwrath has died countless times, but each time, he has been reborn amid the clash of blades and the screams of dying men. After he has been slain, roll a dice at the start of each battleshock phase if at least 8 models have been slain during the turn. On a roll of 4 or more, the Slaughterborn rises from a swirling pool of blood; set up Skarr Bloodwrath anywhere on the battlefield more than 9" from the enemy.

CHAOS, MORTAL, KHORNE, HERO, SKARR BLOODWRATH

scyla anfingrimm 8

8" 9

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Brutal Fists

2"

2D6

4+

3+

-1

1

Serpentine Tail

3"

2

3+

3+

-1

D3

br a ery v

description

Scyla Anfingrimm is a single model. Any who oppose him are either crushed by his Brutal Fists or torn apart by his snapping Serpentine Tail.

Abilities

Brass Collar of Khorne: The Brass Collar of Khorne embedded into Scyla’s neck allows him to unbind spells in the same manner as a wizard. Raging Fury: When you roll to see how many attacks Scyla makes with his Brutal Fists, add 1 to the result for each wound he has suffered.

KEYWORDS

Bestial Leap: Scyla’s bestial form is capable of great leaps that take him over the heads of lesser foes. When Scyla piles in, he can move up to 6" and can move over enemy models. Furthermore, he does not have to move towards the closest enemy model, as long as he ends his move within 2" of more enemy models than before he piled in.

CHAOS, MORTAL, KHORNE, MONSTER, SCYLA ANFINGRIMM Warhammer Age of Sigmar © Games Workshop Ltd. 2015

khorne lord on juggernaut 8

8" 9

3+

MELEE WEAPONS sav e

u n ds wo

MOV E

Range

Attacks

To Hit

To Wound

Rend

Damage

Wrathforged Axe

1"

3

3+

3+

-1

D3

Juggernaut’s Brazen Hooves

1"

3

3+

3+

-

1

br a ery v

description

A Khorne Lord on Juggernaut is a single model. He is armed with a Wrathforged Axe, carries a Brass-clad Shield and rides a Juggernaut. The Juggernaut tramples the foe with its Brazen Hooves.

Abilities

Brass-clad Shield: If this model suffers any wounds or mortal wounds as the result of a spell, roll a dice. If the result is 4 or more, the wounds are ignored.

KEYWORDS

Murderous Charge: Roll a dice for each enemy unit within 1" of this model after it completes a charge move. On a roll of 4 or more, that unit suffers D3 mortal wounds as the Juggernaut crushes warriors with its brazen bulk. Daemonic Axe: If the wound roll for an attack made with the Wrathforged Axe is 6 or more, the daemon bound within awakens and guides the strike. The attack inflicts 3 wounds rather than D3.

COMMAND ABILITY

Blood Stampede: If this model is your general and uses this ability, pick up to 3 Mortal Khorne units within 24" of him. Until your next hero phase, add 1 to the wound rolls in the combat phase for this model and any units you picked, as long as they charged in the same turn.

CHAOS, DAEMON, MORTAL, KHORNE, HERO, KHORNE LORD ON JUGGERNAUT

khorne exalted hero 5

5" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Daemon Axe of Khorne

1"

6

3+

4+

-

1

Chain-flail

3"

D3

3+

4+

-

1

br a ery v

description

A Khorne Exalted Hero is a single model. Each bears a Daemon Axe of Khorne, a dread weapon that houses a bound entity and can devour the very soul of its target. Some Exalted Heroes carry a Runemarked Shield, while others prefer the reach and lethality of a Chain-flail.

KEYWORDS

Abilities

Runemarked Shield: If a Khorne Exalted Hero bearing a Runemarked Shield suffers any wounds or mortal wounds as the result of a spell, roll a dice. If the result is 4 or more, the wounds are ignored. Daemon Axe of Khorne: If the wound roll for this model’s Daemon Axe of Khorne is 6 or more, the daemon bound at the axe’s core awakens and guides the strike. The attack inflicts D3 damage rather than 1.

Command AbilitY

Bloodlord: Letting loose a howl of rage, the Exalted Hero exhorts his followers to visit incomparable carnage upon their enemies. Until your next hero phase, add 1 to the Attacks characteristic of any melee weapons used by Mortal Khorne units in your army within 6" of this model.

CHAOS, MORTAL, KHORNE, SLAVE TO DARKNESS, HERO, KHORNE EXALTED HERO Warhammer Age of Sigmar © Games Workshop Ltd. 2015

wrathmongers 3

5" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wrath-flails

2"

4

4+

3+

-1

1

br a ery v

description

A unit of Wrathmongers has 5 or more models. They are armed with Wrath-flails. Wrathmaster

The leader of this unit is the Wrathmaster. A Wrathmaster makes 5 attacks rather than 4.

KEYWORDS

Abilities

Wrath-flails: Add 1 to any hit rolls for a model attacking with Wrath-flails if that model charged in the same turn. Crimson Haze: All models (friend or foe) within 3" of a Wrathmonger in the combat phase are overcome with a murder-frenzy and make 1 more attack with each of their melee weapons. This does not affect Wrathmongers, who are already in this state of blood-lust.

CHAOS, MORTAL, KHORNE, WRATHMONGERS

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Bloodfury: Each time a Wrathmonger is slain in the combat phase, the spilt blood drives the enemy into a berserk rage in which they can no longer tell friend from foe; you can choose an enemy model that is within 2" of the slain model. Immediately attack with the enemy model you chose as though it was part of your army. The model can attack its own unit, and even itself! No enemy model can be chosen in this way more than once in a phase.

Skullreapers MELEE WEAPONS

3

5" 7

4+

sav e

u n ds wo

MOV E

br a ery v

Attacks

To Hit

To Wound

Rend

Damage

Gore-slick Blades

1"

3

3+

3+

-

1

Daemonblades

1"

3

4+

3+

-

1

Spinecleaver

1"

2

3+

3+

-1

2

Soultearer

1"

2

4+

3+

-1

2

Vicious Mutation

1"

1

3+

4+

-1

D3

description

A unit of Skullreapers has 5 or more models. Some units of Skullreapers are armed with Gore-slick Blades, while others show Khorne’s favour by wielding Daemonblades. 1 in every 5 models may instead be armed with a Spinecleaver or a Soultearer. Skullseeker

The leader of this unit is a Skullseeker. A Skullseeker attacks with a Vicious Mutation in addition to his other weapons. Icon Bearer

Models in this unit may be Icon Bearers. If the unit includes any Icon Bearers, add 1 to the Bravery of all its models.

KEYWORDS

Range

Abilities

Trial of Skulls: Keep a running total of the number of enemy models slain by this unit’s attacks. If the running total is greater than the number of models in this unit, you can re-roll failed hit rolls for this unit. If the running total is at least double the number of models, you can also re-roll failed wound rolls. Daemonforged Weapons: When a model attacks with a Daemonblade or Soultearer, and the hit roll is 6 or higher, the daemon bound inside the blade awakens. If that attack’s wound roll is successful, then the target suffers a mortal wound in addition to any other damage. If the wound roll is a 1, the attacking unit suffers a mortal wound instead!

Frenzied Attacks: Skullreapers attack in a blood-crazed frenzy, their blades whirling in deadly arcs that are all but impossible to parry. You can re-roll hit rolls of 1 for models armed with Gore-slick Blades or Daemonblades. Murderous to the Last: Skullreapers do not fear death, but they are determined not to breathe their last as long as there are worthy skulls to be harvested. If a model from this unit is slain in the combat phase, roll a dice. If the result is 4 or 5, the attacking unit suffers a mortal wound; if it is 6, the attacking unit suffers D3 mortal wounds instead.

CHAOS, DAEMON, MORTAL, KHORNE, SKULLREAPERS

skullcrushers of Khorne 5

8" 6

MELEE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Wound

Rend

Damage

Ensorcelled Axe

1"

2

3+

3+

-

1

Bloodglaive

1"

2

4+

3+

-1

1

Juggernaut’s Brazen Hooves

1"

3

3+

3+

-

1

description

StANDARD Bearer

A unit of Skullcrushers of Khorne has 3 or more models. Some units of Skullcrushers take to the battlefield wielding Bloodglaives, while others clutch Ensorcelled Axes. They carry Brass-clad Shields and ride Juggernauts, which trample the foe with their Brazen Hooves.

Models in this unit may be Standard Bearers. If the unit includes one or more Standard Bearers, add 1 to the Bravery of all its models. After this unit has slain an enemy and soaked their standards in blood, add 3 to their Bravery instead.

skullhunter

Models in this unit may be Hornblowers. If the unit includes one or more Hornblowers, add 1 to its run and charge rolls.

The leader of this unit is the Skullhunter. He makes 3 attacks with his Ensorcelled Axe or Bloodglaive rather than 2. KEYWORDS

To Hit

HORNBLOWER

Abilities

Brass-clad Shield: If this unit suffers any wounds or mortal wounds as the result of a spell, roll a dice. If the result is 4 or more, the wounds or mortal wounds are ignored. Murderous Charge: After this unit completes a charge move, roll a dice for each enemy unit within 1". On a roll of 4 or more, that unit suffers D3 mortal wounds.

CHAOS, Daemon, MORTAL, KHORNE, SKULLCRUSHERS OF KHORNE Warhammer Age of Sigmar © Games Workshop Ltd. 2015

the glottkin MISSILE WEAPONS

18

✹ 9

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Pestilent Torrent

12"

1

3+

4+

-2



MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ghurk’s Flailing Tentacle

3"



4+

2+

-2

2

Ghurk’s Lamprey Maw

2"

1

3+

2+

-1

D3

Otto’s Poison-slick Scythe

2"

3

3+

3+

-1

D3

DAMAGE TABLE Wounds Suffered

Move

Pestilent Torrent

Ghurk’s Flailing Tentacle

0-3

8"

2D6

6

4-6

7"

D6

5

7-10

6"

D3

4

11-14

5"

2

3

15+

4"

1

2

DESCRIPTION

The Glottkin are a single model. Ghurk Glott is a heaving mass of flesh, attacking with a Flailing Tentacle and scooping hapless victims into his Lamprey Maw. His brothers Ethrac and Otto ride upon his festering, boil-encrusted shoulders; Ethrac casts foul spells while Otto attacks with his Poison-Slick Scythe and unleashes a Pestilent Torrent of corrosive filth from his swollen gut.

Blessings of Nurgle: The Glottkin heal D3 wounds in each of your hero phases.

ABILITIES

MAGIC

Mountain of Loathsome Flesh: Ghurk Glott’s sheer bulk is in itself a devastating weapon. Roll a dice for each enemy unit within 1" of the Glottkin after they have completed a charge move. On a roll of 4 or more the enemy unit suffers D3 mortal wounds.

KEYWORDS

Horrific Opponent: Roll a dice for each enemy unit within 7" of this model at the start of a combat phase. The opposing player must subtract 1 from any hit rolls they make for the unit in that combat phase if the roll is greater than the highest Bravery characteristic in the unit. Ethrac Glott is a wizard. He can attempt to cast two different spells in each of his own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Fleshy Abundance spells.

FLESHY ABUNDANCE

Ethrac Glott generously bestows a growth spurt of the most repulsive kind upon his allies, and their bodies bloat with great wobbling mounds of grey-green fat. Fleshy Abundance has a casting value of 7. If successfully cast, pick this model or a friendly unit within 14". Until your next hero phase, add 1 to the Wounds characteristic of all models in the unit that you pick. At the start of your next hero phase, the target unit’s Wounds characteristic is reduced to its original value, which may result in a model that has suffered wounds suddenly being slain!

COMMAND ABILITY

Lords of Nurgle: If this model is your general and uses this ability, then until your next hero phase, add 1 to the Attacks characteristic of any melee weapons used by the Glottkin and any other friendly Nurgle units within 14" of them.

CHAOS, MORTAL, nurgle, monster, hero, wizard, the glottkin

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

bloab rotspawned 12

✹ 9

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bilespurter’s Vile Bile

12"

D3

4+



-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Harvestman’s Scythe

2"

3

3+

3+

-1

2

Bilespurter’s Monstrous Claws

3"



4+

2+

-1

1

DAMAGE TABLE

description

Wounds Suffered

Move

Vile Bile

Monstrous Claws

0-2

10"

2+

5

3-4

8"

3+

4

5-7

6"

3+

4

8-9

6"

4+

4

10+

4"

4+

3

Bloab Rotspawned is a single model armed with an enormous Harvestman’s Scythe. He rides the maggoth Bilespurter, which douses its victims with sprays of Vile Bile or tears them limb from limb with its Monstrous Claws.

Abilities

Daemon Flies: Bloab Rotspawned is always surrounded by a droning cloud of daemon‑flies, showing his patron’s favour. In your hero phase, roll a dice for every enemy unit within 7" of Bloab Rotspawned. On a roll of 4 or more, that unit is covered with a thick layer of flies. Subtract 1 from any hit rolls for that unit until your next hero phase. Doombells: Your opponent must subtract 1 from the casting rolls of any of his Wizards within 14" of Bloab Rotspawned.

KEYWORDS

MAGIC

Bloab Rotspawned is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Miasma of Pestilence spells. Miasma of pestilence

Bloab Rotspawned completes a complicated gesture in the air and a vile mist rises from the ground around his chosen target. Warriors cough and splutter, their throats burning, and even the lightest graze seems to turn gangrenous. Miasma of Pestilence has a casting value of 6. If successfully cast, pick an enemy unit within 14". Until your next hero phase, roll a dice at the end of each phase in which that unit suffered any wounds or mortal wounds. If the result is 2 or more, the unit suffers an additional D3 mortal wounds.

CHAOS, MORTAL, nurgle, monster, hero, wizard, bloab rotspawned

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

morbidex twiceborn 12

✹ 9

3+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tripletongue’s Scabrous Tongues

6"

3

3+



-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Fleshreaper Scythe

2"

5

3+

3+

-1

2

Tripletongue’s Monstrous Claws

3"



4+

2+

-1

1

DAMAGE TABLE

description

Wounds Suffered

Move

Scabrous Tongues

Monstrous Claws

0-2

10"

2+

5

3-4

8"

2+

4

5-7

6"

3+

4

8-9

6"

4+

4

10+

4"

5+

3

Morbidex Twiceborn is a single model. He is armed with the deadly Fleshreaper Scythe and rides the belligerent maggoth Tripletongue, which snatches its victims up with its Scabrous Tongues or gores them with its Monstrous Claws.

Abilities

Lord of Nurglings: Wherever Morbidex goes, Nurglings emerge from hiding places or tumble from his fleshy folds to caper along in his wake. In your hero phase, pick a unit of Nurglings within 7" and add D3 models to it. If there are none within range, set up a new unit of Nurglings that has D3 models anywhere within 7", more than 9" from the enemy. Malicious Mites: Morbidex Twiceborn has a paternal affinity for the tide of mischievous Nurglings who surround him, and his favoured fellows reap the blessings of his putrid benevolence. Add 1 to all wound rolls for Nurglings within 7" of Morbidex Twiceborn.

KEYWORDS

Nurgle’s Rot: Nurgle’s Rot is the most dreaded and contagious of all diseases, for it gnaws at the victim’s soul as well as their mortal body. In your hero phase, roll a dice for each unit within 3" of any models with this ability. On the roll of a 6, that unit suffers D3 mortal wounds. Nurgle units do not suffer wounds from Nurgle’s Rot – they rejoice in the afflictions visited upon them by their putrescent god. Repugnant Regrowth: Roll a dice in your hero phase. If the result is 4 or 5, Morbidex Twiceborn’s blubbery flesh knits itself back together and he heals 1 wound. If the result is 6, he heals D3 wounds instead.

CHAOS, MORTAL, Nurgle, monster, hero, morbidex twiceborn

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

orghotts daemonspew 12

✹ 9

3+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Whippermaw’s Grasping Tongue

6"

1

3+



-1

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

The Rotaxes

2"

5

3+

3+

-1

1

Whippermaw’s Monstrous Claws

3"



4+

2+

-1

1

DAMAGE TABLE

description

Wounds Suffered

Move

Grasping Tongue

Monstrous Claws

0-2

10"

2+

5

3-4

8"

3+

4

5-7 8-9 10+

6" 6" 4"

4+ 5+ 6+

4 4 3

Orghotts Daemonspew is a single model armed with his trusty Rotaxes. He rides his maggoth steed, Whippermaw, which seeks out victims with its Grasping Tongue to drag them into its fang-lined maw, or crushes them with its Monstrous Claws.

Abilities

Acid Ichor: Each time Orghotts Daemonspew suffers a wound in the combat phase, roll a dice. On the roll of a 4 or more the attacking model’s unit suffers a mortal wound after all of its attacks have been made. Fury of the Halfblood: A deep rage simmers in Daemonspew’s heart, born of his ongoing failures to transcend to daemonhood. As Orghotts Daemonspew attacks in the combat phase, keep count of the number of attacks that do not hit. After he has made all his attacks in the combat phase, he will fly into a rage if at least half of his attacks missed. Roll a dice; he can immediately make that many additional attacks with the Rotaxes. These are enraged swings, so add 1 to the result of any resulting wound rolls for them. Daemonspew will only fly into a rage once in each combat phase.

KEYWORDS

The Rotaxes: Even a scratch from these virulent blades will fester in seconds. At the end of the combat phase, roll a dice for each model that was wounded by the Rotaxes but was not slain. If the result is 4 or more, that model suffers a mortal wound.

COMMAND ABILITY

Fester and Rot: If Orghotts Daemonspew uses this ability, select a Nurgle unit within 14". Until your next hero phase, you can re-roll all failed wound rolls for that unit.

CHAOS, MORTAL, nurgle, monster, hero, orghotts daemonspew

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Gutrot spume 4"

7

9

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

Rot-pocked Axe Flailing Tentacles

To Wound

Rend

Damage

2"

4

1"

D3

3+

2+

-1

2

2+

4+

-

1

br a ery v

description

Abilities

KEYWORDS

CHAOS, MORTAL, nurgle, Hero, gutrot spume

Gutrot Spume is a single model. He is armed with a Rot-pocked Axe and grasps at his foe with a mass of Flailing Tentacles.

Clutching Pseudopods: At the start of each combat phase, Gutrot Spume can attempt to ensnare an enemy model within 1". If he does so, pick a weapon carried by that model. You and your opponent then both roll a dice. If your opponent rolled higher, his model breaks free of the clutching pseudopods and suffers no adverse effects; otherwise, his model’s weapon is ensnared and it cannot make any attacks with it until the end of the phase.

Command Ability

Towering Arrogance: If Gutrot Spume uses this ability, keep count of the number of wounds inflicted by him until your next hero phase. If he inflicts 7 or more wounds he has won Nurgle’s favour, and heals all wounds he has suffered. If he inflicts 6 or fewer wounds, Nurgle punishes him for his arrogance and he suffers a mortal wound.

festus the leechlord 6

4" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plague Staff

1"

2

4+

3+

-

D3

br a ery v

description

Festus the Leechlord is a single model. He carries a toxin-laced Plague Staff to battle, and can force a dose of his deadly pestilent potion down the throats of his enemies.

Abilities

Healing Elixirs: Festus the Leechlord heals 1 wound in each of your hero phases.

KEYWORDS

Delightful Brews, Splendid Restoratives: Festus carries a staggering array of potent elixirs which he is keen to share with those around him. In your hero phase, Festus can choose any model within 1" to sample his wares. If he chooses a model from your army, they eagerly drain the alembic and heal D3 wounds. If he chooses an enemy unit, roll a dice. If the result is 2 or more, Festus seizes the warrior and pours a generous measure down their throat; that model’s unit suffers D3 mortal wounds.

Magic

Festus the Leechlord is a wizard. He can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Curse of the Leper spells. Curse of the Leper

Curse of the Leper has a casting value of 7. If successfully cast, select a unit within 14". Subtract 1 from any save rolls for that unit for the rest of the game.

CHAOS, MORTAL, NURGLE, HERO, WIZARD, FESTUS THE LEECHLORD Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Nurgle chaos lord 4"

7

9

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plague-ridden Great Blade

1"

3

3+

3+

-1

D3

br a ery v

description

A Nurgle Chaos Lord is a single model. He wields a Plague-ridden Great Blade.

Abilities

Rotten Regeneration: Nurgle’s heart brims with generosity, and his chosen heroes are resilient even to wounds that would slay a mortal man. A Nurgle Chaos Lord heals 1 wound in every hero phase.

Command AbilitY

Nurgle’s Rot: Nurgle’s Rot is the most dreaded and contagious of all diseases, for it gnaws at the victim’s soul as well as their mortal body. In your hero phase, roll a dice for each unit within 3" of any models with this ability. On the roll of a 6, that unit suffers D3 mortal wounds. Nurgle units do not suffer wounds from Nurgle’s Rot – they rejoice in the afflictions visited upon them by their putrescent god.

Grandfather’s Gift: If this model uses this ability, pick a unit within 21". That unit gains the Nurgle’s Rot ability until the end of the phase.

CHAOS, MORTAL, NURGLE, HERO, NURGLE CHAOS LORD

KEYWORDS

nurgle lord on daemonic mount 7

7" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Plague Scythe

1"

3

3+

3+

-1

D3

Daemonic Mount’s Flyblown Bite

1"

D6

4+

4+

-

1

br a ery v

description

A Nurgle Lord on Daemonic Mount is a single model. He wields a Plague Scythe, and carries a Rotsword and Soulbound Shield. His emaciated Daemonic Mount spreads vile diseases with its Flyblown Bite.

Abilities

Soulbound Shield: If this model suffers any wounds or mortal wounds as the result of a spell, roll a dice. If the result is 4 or more, the wounds or mortal wounds are ignored. KEYWORDS

Rotsword: Merely drawing a Rotsword from its decaying scabbard can spark an epidemic. Once per battle, this model can draw its Rotsword in the hero phase, thrusting it at an enemy Hero within 1". Roll a dice; if the result is 2 or more, that Hero suffers D3 mortal wounds. Then roll a dice for each other unit, friend or foe, within 7" of that Hero. If the result is 4 or more, the unit suffers a mortal wound (Nurgle units are not affected).

Command AbilitY

Morbid Vigour: When Nurgle turns his kindly gaze towards his devotees, they know that they are blessed. Though they may be eviscerated by blade or beast, little can stop them marching onwards in praise of their generous god. If a Nurgle Lord on Daemonic Mount uses this ability, then until your next hero phase roll a dice each time a Mortal Nurgle unit from your army suffers a wound or mortal wound whilst within 7" of this model. If the result is a 5 or more, the wound is ignored.

CHAOS, MORTAL, DAEMON, NURGLE, HERO, NURGLE LORD ON DAEMONIC MOUNT Warhammer Age of Sigmar © Games Workshop Ltd. 2015

nurgle chaos sorcerer 6

4" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Rotwood Staff

2"

1

4+

3+

-1

D3

br a ery v

description

A Nurgle Chaos Sorcerer is a single model armed with a Rotwood Staff.

Abilities

Blessed with Vitality: Each time the Nurgle Chaos Sorcerer successfully casts a spell, roll a dice. If the result is 4 or more, he heals a wound. If he already has his full number of Wounds, add 1 to his Wounds instead.

MAGIC

stream of corruption

A Nurgle Chaos Sorcerer is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Stream of Corruption spells.

Opening his blistered mouth impossibly wide, the sorcerer vomits forth a powerful torrent of disease and filth. Stream of Corruption has a casting value of 6. If successfully cast, pick a visible enemy unit within 7". That unit suffers 3 mortal wounds.

CHAOS, MORTAL, NURGLE, HERO, WIZARD, NURGLE CHAOS SORCERER

KEYWORDS

putrid blightkings 3

4" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blighted Weapon

1"

3

3+

3+

-

1

br a ery v

Description

Icon bearer

A unit of Putrid Blightkings has 5 or more models, armed with a variety of filth‑encrusted Blighted Weapons.

Models in this unit may be Icon Bearers. If the unit includes any Icon Bearers, add 1 to the Bravery of all its models.

blightlord

Sonorous Tocsin

The leader of this unit is a Blightlord. A Blightlord has 4 Wounds rather than 3.

Models in this unit may carry a Sonorous Tocsin. If the unit includes one or more Sonorous Tocsins, add 1 to its run and charge rolls.

KEYWORDS

CHAOS, MORTAL, NURGLE, PUTRID BLIGHTKINGS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Virulent Discharge: In your hero phase, roll a dice for this unit and each other unit within 3". On the roll of a 6, that unit suffers D3 mortal wounds, or heals D3 wounds if it is a Nurgle unit. Blighted Weapons: If the hit roll for a Blighted Weapon is 6 or more, that attack scores D6 hits rather than 1 as the victim’s flesh begins to blacken with necrosis and foul disease.

sigvald the magnificent 5

5" 8

3+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sliverslash

1"

6

3+

4+

-1

1

br a ery v

description

Sigvald the Magnificent is a single model, armed with Sliverslash and carrying a Mirrored Shield.

Abilities

Mirrored Shield: If Sigvald suffers any wounds or mortal wounds as the result of a spell, roll a dice. If the result is 4 or more, the wounds are ignored and the caster suffers a mortal wound as the spell’s energies are reflected back. KEYWORDS

Supreme Vanity: Sigvald is narcissism personified, unable to go more than a few moments without seeking a mirrored surface. You can re-roll failed save rolls for Sigvald if you can see your reflection or are holding a mirror when you roll the dice. However, if the result of any of these re‑rolls is 1, Sigvald becomes entranced by his own perfection, and cannot pile in or make attacks for the rest of the phase.

Command AbilitY

Favour of Slaanesh: A whispered prayer to the Dark Prince on his lips, Sigvald strikes a triumphant pose, filling his followers with wonder as they behold his flawless beauty. If Sigvald uses this ability, then until your next hero phase, you do not need to take battleshock tests for Mortal Slaanesh units from your army within 24" of him.

CHAOS, MORTAL, SLAANESH, HERO, SIGVALD THE MAGNIFICENT

Chaos Lord of Slaanesh 5

5" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Quicksilver Sword

1"

6

3+

3+

-1

1

br a ery v

description

A Chaos Lord of Slaanesh is a single model. He wields a Quicksilver Sword and carries a Chaos Runeshield.

Abilities

Chaos Runeshields: Roll a dice each time this model suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored. Strive for Perfection: Chaos Lords of Slaanesh are accomplished swordsmen, ever eager to test their skills with the blade against great foes. You can add 1 to hit rolls for this model’s Quicksilver Blade when targeting a Hero or a Monster.

KEYWORDS

Command AbilitY

Lord of Excess: If a Chaos Lord of Slaanesh uses this ability, select a Mortal Slaanesh unit within 12". Until your next hero phase, each time you roll a 6 or more to hit with a model in that unit, that model can immediately make one extra attack using the same weapon.

CHAOS, MORTAL, SLAANESH, HERO, CHAOS LORD OF SLAANESH

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

lord of slaanesh on daemonic mount 7

16" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Quicksilver Glaive

2"

4

Daemonic Mount’s Poisoned Tongue

1"

3

To Hit

To Wound

Rend

Damage

3+

3+

-

2

4+

4+

-

1

br a ery v

description

A Lord of Slaanesh on Daemonic Mount is a single model. He wields an elegant Quicksilver Glaive and carries a Chaos Runeshield. The Lord of Slaanesh rides upon a Daemonic Mount that lashes the foe with its Poisoned Tongue.

Abilities

Chaos Runeshield: Roll a dice each time this model suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored. KEYWORDS

Lord of Forbidden Pleasure: It is wise not to gaze long upon the splendour of a Lord of Slaanesh, lest terrible notions begin to form. If an enemy unit finishes its pile in move within 3" of a Lord of Slaanesh, you can tell your opponent that they are in danger of being beguiled. From that point on, if your opponent looks you in the eye before the unit has made its hit rolls for that combat phase, subtract 1 from any of those rolls which target this model.

Command AbilitY

Hellish Swiftness: Devoted followers of Slaanesh seem to move in a blur, often as a result of soporific musks and perception‑altering auras. If a Lord of Slaanesh on Daemonic Mount uses this ability, select a Mortal Slaanesh unit within 12" to receive the boon of hellish swiftness. In your next combat phase, that unit can be selected to pile in and attack twice, instead of only once.

CHAOS, MORTAL, DAEMON, SLAANESH, HERO, LORD OF SLAANESH

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

hellstriders of slaanesh 2

16" 7

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Claw-spear

2"

1

4+

4+

-1

1

Hellscourge

3"

1

3+

4+

-

1

Steed of Slaanesh’s Poisoned Tongue

1"

2

4+

4+

-

1

description

abilities

Hellreaver

Impaling Strike: You can add 1 to the wound roll for a Claw-spear if the Hellstriders charged in the same turn.

A unit of Hellstriders of Slaanesh has 5 or more models. Some units are blessed with a mutated Claw-spear, whilst others instead wield a barbed Hellscourge. Many Hellstriders also carry a Chaos Runeshield for protection. They ride lithe Steeds of Slaanesh, which caress the enemy with Poisoned Tongues. The leader of this unit is the Hellreaver. A Hellreaver makes 2 attacks rather than 1 when using a Claw-spear or Hellscourge. Icon Bearer

Models in this unit may be Icon Bearers. Some Icon Bearers carry an Icon of Excess, while others sport an Enrapturing Banner. Hornblower

Models in this unit can be Hornblowers. If the unit includes any Hornblowers, add 1 to its run and charge rolls.

KEYWORDS

Soul Hunters: At the end of each combat phase, roll a dice. If the result is lower than the number of models slain by this unit this phase, the Hellstriders are gifted with Intoxicating Energies; add 1 to the Attacks characteristic of the unit’s Claw-spears or Hellscourges for the rest of the battle.

Enrapturing Banner: Cut from luxurious silks and embroidered with profane symbols, few can look upon an Enrapturing Banner and retain their composure. Subtract 1 from the hit rolls of enemy models within 6" of a unit that contains any Enrapturing Banners.

Chaos Runeshields: Roll a dice each time this unit suffers a mortal wound. On a 5 or a 6 that mortal wound is ignored. Icon of Excess: Some Hellstriders carry icons that glorify the Dark Prince. If a unit contains any Icons of Excess, you can re-roll the dice to see whether the unit is gifted with Intoxicating Energies (see Soul Hunters).

CHAOS, MORTAL, DAEMON, SLAANESH, HELLSTRIDERS OF SLAANESH

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

galrauch 10

✹ 9

4+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Swathe of Dark Fire

9"

Attacks

To Hit

To Wound

Rend

Damage



3+

3+

-1

1

To Hit

To Wound

Rend

Damage

Breath of Change

9"

1

MELEE WEAPONS

Range

Attacks

See below

Warped Maws

2"

6

3+



-1

2

Vicious Talons

1"

4

4+

3+

-

1

DAMAGE TABLE

description

Wounds Suffered

Move

Swathe of Dark Fire

Warped Maws

0-2

14"

2D6

2+

3-4

12"

2D6

3+

5-6

10"

D6

3+

7-8

8"

D6

4+

9+

6"

D3

4+

Galrauch is a single model. One of the possessed dragon’s heads belches Swathes of Dark Fire, while the other lets loose the Breath of Change. Up close, enemies are savaged by his Warped Maws or torn limb from limb by his Vicious Talons. FLY

Galrauch can fly.

KEYWORDS

Abilities

Breath of Change: One of Galrauch’s heads breathes a sorcerous mist that changes whatever it touches, bringing madness and mutation. In the shooting phase, Galrauch can change one enemy unit in range. That unit suffers D3 mortal wounds. Roll a dice for each model that is slain; if the result is 4 or more, the unit suffers a further mortal wound as warriors are driven insane or twisted beyond recognition by the Breath of Change.

MAGIC

Galrauch is a wizard. He can attempt to cast two different spells in each of your own hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Treason of Tzeentch spells. TREASON OF TZEENTCH

Galrauch can cloud the minds of his enemies, causing them to attack each other or even turn their weapons upon themselves. Treason of Tzeentch has a casting value of 7. If successfully cast, pick an enemy unit within 18", then pick one melee weapon carried by that unit; each model in the unit equipped with that weapon uses it to make one attack against itself.

CHAOS, DAEMON, DRAGON, TZEENTCH, MONSTER, HERO, WIZARD, GALRAUCH

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

vilitch the curseling 5

5" 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blazing Sword

1"

3

3+

4+

-1

1

Threshing Flail

1"

3

4+

3+

-

1

Staff of Tzeentch

2"

1

5+

4+

-

D3

description

Vilitch the Curseling is a single model. He wields a Blazing Sword, a Threshing Flail and a Staff of Tzeentch.

Abilities

Vessel of Chaos: Each time Vilitch successfully unbinds an enemy spell, he can immediately attempt to cast it himself, even though it is your opponent’s hero phase. If this spell is cast, your opponent cannot attempt to unbind it.

KEYWORDS

MAGIC

Glean Magic

Vilitch the Curseling is a wizard. He can attempt to cast two different spells in each of your hero phases, and attempt to unbind two spells in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Glean Magic spells.

Vilitch reaches into his adversary’s mind, and steals arcane knowledge to use for his own ends. Glean Magic has a casting value of 3. If successfully cast, pick an enemy Wizard within 24", choose one of the spells from their warscroll and roll two dice. If the result is equal to or greater than the casting value of the chosen spell, Vilitch learns that spell and can use it for the rest of the battle.

CHAOS, MORTAL, TZEENTCH, HERO, WIZARD, VILITCH THE CURSELING

tzeentch chaos lord on disc of tzeentch 6

16" 8

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Fireglaive of Tzeentch

2"

3

3+

4+

-

D3

Disc of Tzeentch’s Protruding Blades

1"

D3

4+

4+

-

1

br a ery v

description

Abilities

FLY

Hovering Disc of Tzeentch: Add 2 to the result of any save rolls for this model in the combat phase unless the attacker can fly.

A Tzeentch Chaos Lord on Disc of Tzeentch is a single model. He wields a Fireglaive of Tzeentch, carries a Soulbound Shield, and rides a Disc of Tzeentch that assails the foe with its Protruding Blades. A Tzeentch Chaos Lord on Disc of Tzeentch can fly.

KEYWORDS

Soulbound Shield: If a this model suffers any wounds or mortal wounds as the result of a spell, roll a dice. If the result is 4 or more, the wounds are ignored.

Command AbilitY

Lord of Fate: Tzeentch’s chosen disciples can affect the destiny of those around them. If a Tzeentch Chaos Lord on Disc of Tzeentch uses this ability, roll a dice. Until your next hero phase, any time you make a dice roll for this model or a Mortal Tzeentch unit within 9", and the result matches that on the dice you rolled in the hero phase, you can choose to re-roll it.

CHAOS, MORTAL, DAEMON, TZEENTCH, HERO, TZEENTCH CHAOS LORD Warhammer Age of Sigmar © Games Workshop Ltd. 2015

tzeentch sorcerEr lord 6"

5

7

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Tzeentchian Runestaff

18"

1

3+

4+

-

D3

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Warpsteel Sword

1"

1

4+

4+

-

1

description

A Tzeentch Sorcerer Lord is a single model. It is armed with a Warpsteel Sword, and looses bolts of flickering energy from its Tzeentchian Runestaff.

Abilities

Magic-touched: Tzeentch Sorcerer Lords are attuned to magical energy like no other. If the result of a casting roll for this model is a double, whether or not the spell is successfully cast, it can attempt to cast another spell this turn. KEYWORDS

MAGIC

bolt of change

A Tzeentch Sorcerer Lord is a wizard. He can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. He knows the Arcane Bolt, Mystic Shield and Bolt of Change spells.

The sorcerer hurls a coruscating bolt of energy at the foe, causing their flesh to run like wax and remould into a more pleasing form. Bolt of Change has a casting value of 7. If successfully cast, pick a visible enemy unit within 18". That unit suffers D3 mortal wounds. Roll a dice for each model slain by Bolt of Change; if any of the results are a 4 or more, you can set up one Chaos Spawn model within 3" of the target unit. The Chaos Spawn is added to your army.

CHAOS, MORTAL, TZEENTCH, HERO, WIZARD, TZEENTCH SORCERER LORD

chaos warhounds 1

10" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Slavering Jaws

1"

2

4+

4+

-

1

br a ery v

description

A unit of Chaos Warhounds has 5 or more models. They attack with fearsome Slavering Jaws.

KEYWORDS

Abilities

Outrunners of Chaos: When this unit runs, always add 6" to its Move characteristic, rather than D6".

CHAOS, CHAOS WARHOUNDS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chaos ogres 4

6" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Brutal Blades and Clubs

1"

3

4+

3+

-

2

br a ery v

description

standard Bearer

A unit of Chaos Ogres has 3 or more models. They wield a variety of Brutal Blades and Clubs. Ogre mutant

The leader of this unit is the Ogre Mutant. An Ogre Mutant makes 4 attacks rather than 3.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of all its models. hornblower

Models in this unit can be Hornblowers. If the unit includes any Hornblowers, add 1 to its run and charge rolls.

Abilities

Fearsome Gluttony: Chaos Ogres are always looking for their next meal. Roll a dice each time a unit of Chaos Ogres slays a model; on a 6, an Ogre rips a chunk of meat and bone from its beaten prey and gobbles it down; one Chaos Ogre in the unit immediately heals a wound.

CHAOS, Ogor, CHAOS OGRES

Throgg 8

6" 8

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

description

Range

Attacks

To Wound

Rend

Damage

Copious Vomit

6"

D3

4+

3+

-2

2

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Enormous Club

2"

4

4+

3+

-1

3

Throgg is a single model. He carries an Enormous Club and can spray Copious Vomit over his prey. Throgg also wears the Wintertooth Crown over one crooked tusk.

Abilities

Mutant Regeneration: Throgg’s flesh knits together as fast as his foes can pierce it. Throgg heals D3 wounds in each of your hero phases. The Wintertooth Crown: The last remnant of a nobleman who sought to slay Throgg, this crown has become a symbol of his dominion over monsters. You can re-roll hit rolls of 1 for Chaos Trolls, Chaos Ogres and Chaos Monsters within 8" of Throgg.

KEYWORDS

To Hit

CHAOS, TROGGOTH, HERO, THROGG Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command AbilitY

Lord of the Monstrous Host: If Throgg uses this ability, then until your next hero phase all Chaos Trolls, Chaos Ogres and Chaos Monsters in your army may use Throgg’s Bravery instead of their own.

chaos trolls 4

6" 5

5+

sav e

u n ds wo

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Disgusting Vomit

6"

1

3+

3+

-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Scavenged Clubs and Axes

1"

3

4+

3+

-1

2

A unit of Chaos Trolls has 3 or more models. They wield a variety of Scavenged Clubs and Axes, and spray Disgusting Vomit over their foes.

KEYWORDS

Abilities

Regeneration: Like all of their kind, Chaos Trolls heal at an astonishing rate, flesh knitting together before the eyes of their horrified prey. In each of your hero phases, roll a dice. If the result is 2 or more, this unit heals D3 wounds.

CHAOS, Troggoth, CHAOS TROLLs

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Mutating Trollflesh: Chaos Trolls are incredibly susceptible to mutation – their bodies writhe and change as they attack. If the result of a hit roll for a Chaos Troll’s melee attack is 6 or more, make an additional hit roll with the same weapon against the same target unit.

giant ✹

12

6

5+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Massive Club

3"

’Eadbutt

1"

Mighty Kick

2"

Rend

Damage



3+

3+

-1

1

1

4+

3+

-3



1

3+

3+

-2

D3

DAMAGE TABLE Wounds Suffered

Move

Massive Club

’Eadbutt

0-2

8"

3D6

D6

3-4

6"

2D6

D6

5-7

5"

2D6

D3

8-9

4"

D6

D3

10+

3"

D6

1

description

A Chaos Giant is a single model. Chaos Giants are armed with Massive Clubs, and can also smash the foe by delivering a thunderous ’Eadbutt and a Mighty Kick.

Abilities

Timber!: If a Chaos Giant is slain, both players roll a dice, and whoever rolls highest decides in which direction the Giant falls (the player commanding the model wins any ties). Place the Giant on its side in the direction in which it falls – any unit (friend or foe) it lands on suffers D3 mortal wounds. Remove the Giant after resolving any damage caused by its falling body. KEYWORDS

Stuff ’Em In Me Bag: Immediately before a Giant makes its attacks in the combat phase, pick an enemy model within 1" and then roll a dice. If the result is at least double the enemy model’s Wounds characteristic, it is grabbed and stuffed in the Giant’s bag ‘for later’. The enemy model is treated as being slain.

Drunken Stagger: If you roll a double when making a charge roll for a Giant, it immediately falls over instead of making the charge move. Determine the direction the Giant falls and the damage it causes as if it had been slain (see Timber!), but instead of removing the Giant after resolving the damage caused by its falling body, stand the model back up again as the Giant drunkenly regains its feet!

Destruction, Gargant, Aleguzzler, Monster, GIANT

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

chimera Missile WEAPONS

10"

12

6

5+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

To Hit

To Wound

Rend

Damage

Draconic Head’s Fiery Breath

14"

1

MELEE WEAPONS

Range

Attacks

See below

Avian Head

1"

2

3+

4+



D3

Draconic Head

1"

2

4+

4+

-1

2

Leonine Head

1"

2

4+

3+

-1



Mauling Claws and Fiend Tail

2"

4

4+

3+

-

1

DAMAGE TABLE

description

Wounds Suffered

Fiery Breath

Avian Head

Leonine Head

0-2

D6 mortal wounds

-3

D6

3-4

D3 mortal wounds

-2

D3

5-7

D3 mortal wounds

-2

D3

8-9

1 mortal wound

-1

1

10+

1 mortal wound

-1

1

A Chimera is a single model. It attacks with its three heads – one Avian, one Draconic and one Leonine – as well as its Mauling Claws and Fiend Tail. A Chimera can also roar a Fiery Breath from its Draconic Head, immolating its prey. FLY

A Chimera can fly. KEYWORDS

Abilities

Draconic Head’s Fiery Breath: Whipping its Draconic Head back to inhale deeply, the Chimera unleashes a gout of deadly flame at a nearby enemy. When a Chimera attacks with its Fiery Breath in the shooting phase, pick a visible target within range. That unit suffers a number of mortal wounds as shown in the damage table above.

CHAOS, Monster, CHIMERA

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Vicious Charge: Chimerae are single‑minded in their need to close with their prey and rip it asunder. You can add 2 to the total when determining how far a Chimera can charge.

dragon ogre shaggoth 10

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Leviathan Axe

2"



3+

3+

-1

3

Sweeping Tail

3"

D3

4+

3+

-

1

Taloned Forelimbs

1"

2

3+



-1

1

DAMAGE TABLE

description

Wounds Suffered

Move

Leviathan Axe

Taloned Forelimbs

0-2

12"

4

3+

3-4

10"

3

3+

5-6

9"

3

4+

7-8

7"

2

4+

9+

6"

2

5+

A Dragon Ogre Shaggoth is a single model. It is armed with a massive Leviathan Axe, but also swipes at foes with its Sweeping Tail and skewers them with its Taloned Forelimbs.

KEYWORDS

Abilities

Beneath the Tempest: Shaggoths only come down from their mountaintop lairs to march under cover of the wildest storms. If the roll to see who goes first in a battle round is a tie, great bolts of lightning split the sky. Roll a dice for each Dragon Ogre unit on the battlefield; if the result is 4 or more, one model in the unit heals D3 wounds.

CHAOS, DRAGON OGRE, MONSTER, HERO, SHAGGOTH

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Magic

Wizards from your army know the Summon Lightning spell whilst they are within 20" of a Shaggoth. SUMMON LIGHTNING

Summon Lightning has a casting value of 5. If successfully cast, lightning forks down to strike a Dragon Ogre unit within 20" of the wizard. That unit immediately heals D3 wounds and is robed in crackling energy until your next hero phase. Until then, you can re-roll any failed wound rolls for the unit.

dragon Ogres 5

8" 6

4+

sav e

u n ds wo

MOV E

br a ery v

description

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ancient Weapons

1"

4

4+

3+

-

1

Draconic War-glaive

2"

4

4+

3+

-1

1

Draconic Crusher

1"

3

4+

3+

-

2

Wracking Foreclaws

1"

2

4+

4+

-

1

A unit of Dragon Ogres has 3 or more models. Some units take to the field armed with a pair of Ancient Weapons, while others wield Draconic War-glaives or smash aside their enemies with great Draconic Crushers. However they are armed, Dragon Ogres also tear at their foes with their Wracking Foreclaws.

KEYWORDS

Abilities

Furious Attack: Some Dragon Ogres fight with an Ancient Weapon in each hand, smashing aside defences before landing a killing blow. Re-roll hit rolls of 1 for models armed with a pair of Ancient Weapons.

Magic

Wizards from your army know the Summon Lightning spell while they are within 20" of this unit.

CHAOS, DRAGON OGRES

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUMMON LIGHTNING

Summon Lightning has a casting value of 5. If successfully cast, lightning forks down to strike a Dragon Ogre unit within 20" of the wizard. That unit immediately heals D3 wounds and is robed in crackling energy until your next hero phase. Until then, you can re-roll any failed wound rolls for the unit.

mutalith vortex beast 12

✹ 7

4+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

Crushing Claws

2"

4

Betentacled Maw

2"



To Hit

To Wound

Rend

Damage

4+



-1

D3

4+

4+

-

1

br a ery v

DAMAGE TABLE Wounds Suffered

Move

Crushing Claws

Betentacled Maw

0-2

10"

2+

3D6

3-4

8"

3+

2D6

5-7

8"

3+

D6

8-9

6"

4+

D3

10+

4"

4+

1

description

A Mutalith Vortex Beast is a single model. It attacks its prey with its massive Crushing Claws and its writhing Betentacled Maw. A roiling orb of Chaos magic rages above the Mutalith’s back, warping and twisting everything nearby.

Abilities

Aura of Mutation: Merely standing in the presence of a Mutalith can have horrific consequences. In your hero phase, you can pick a unit within 15". Roll a dice and consult the chart below to see what effects befall the hapless unit:

KEYWORDS

1. Hideous Disfigurements: Reduce the Bravery of each model in the target unit by 1 for the rest of the battle, as their faces are disfigured by the mutating touch of Chaos. 2. Trollbrains: For the rest of the battle, the controlling player must roll a dice at the start of each of their hero phases. On the roll of a 1, the target unit has completely forgotten what they are supposed to do and can’t be selected to cast spells, move or attack until their next hero phase. 3. Gift of Mutations: Reduce the Move of each model in the target unit by 1 for the rest of the battle, as their legs mutate into twisted parodies of animals’ limbs. 4. Tide of Transmogrification: The target unit suffers D3 mortal wounds as their own spines suddenly grow and burst from their backs or their flesh melts and falls off their bones .

CHAOS, Monster, MUTALITH VORTEX BEAST

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

5. Maelstrom of Change: The target unit suffers D6 mortal wounds as its warriors are instantly changed into gleaming crystal statues or piles of squirming three-eyed fish. 6. Spawnchange: The target unit suffers D6 mortal wounds. For each model that is slain as a result, set up a Chaos Spawn within 3" of the target unit. All Chaos Spawn created as a result of Spawnchange are added to your army. Mutant Regeneration: A Mutalith Vortex Beast heals D3 wounds in each of your hero phases.

slaughterbrute 12

✹ 7

4+

sav e

u n ds wo

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Razor-tipped Claws

2"

Mighty Jaws

1"



4+

3+

-1

D3

2

4+



-

3

Lesser Claws

1"

2

4+

3+

-

1

DAMAGE TABLE

description

Wounds Suffered

Move

Razor-tipped Claws

Mighty Jaws

0-2

10"

6

2+

3-4

8"

5

3+

5-7

8"

4

3+

8-9

6"

3

4+

10+

4"

2

4+

A Slaughterbrute is a single model. It tears its way through the enemy with a pair of Razor-tipped Claws and its Mighty Jaws. Some Slaughterbrutes also sport a set of Lesser Claws, rendering them even deadlier. Slaughterbrutes are typically bound by means of a lengthy ritual to the will of a mighty Chaos Champion, their minds and actions under the control of a warrior born.

KEYWORDS

Abilities

Runes of Binding: By carving runes of domination into a Slaughterbrute’s back and driving daggers of binding into its flesh, the monster’s will can be bound to a Champion of Chaos. When you set up a Slaughterbrute, you can pick a Slave to Darkness Hero in your army to be its master (a model cannot be the master of more than one Slaughterbrute – the effort required would be fatal). As long as the Slaughterbrute’s master is on the battlefield, the Slaughterbrute’s melee weapons hit on rolls of 3+ rather than 4+.

CHAOS, Monster, SLAUGHTERBRUTE

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Beast Unbound: A Slaughterbrute without a master is a terrifying force of destruction, running rampant and attacking anything that comes near. If a Slaughterbrute does not have a master on the battlefield in the charge phase, roll a dice. If the result is 3 or less it lashes out in a wild berserk fury at the nearest model, friend or foe, within 3". That model’s unit immediately suffers D3 mortal wounds.

cockatrice 8

12" 5

6+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Petrifying Gaze

10"

MELEE WEAPONS

Range

Attacks

To Hit

Vicious Beak

2"

2

4+

Sword-like Talons

1"

D6

4+

description

A Cockatrice is a single model. It is a hideous creature that attacks its prey with its Vicious Beak and its clawed feet and tail, which are tipped with Sword-like Talons. However, its most dangerous attack is its Petrifying Gaze which can turn flesh into stone. FLY

A Cockatrice can fly.

KEYWORDS

Attacks

To Hit

To Wound

Rend

Damage

To Wound

Rend

Damage

3+

-1

D3

4+

-

1

See below

Abilities

Petrifying Gaze: The magical gaze of a Cockatrice can transfix foes where they stand, turning them to stone. In your shooting phase, pick a visible unit within range, look your opponent in the eye and roll a dice. Add one to the roll if your opponent blinks first and subtract one from the roll if you do. If the result is 4 or more, the target unit is caught in the Cockatrice’s gaze and suffers D6 mortal wounds.

Maddened Ferocity: A Cockatrice is not a bold creature, but it can fly into a berserk frenzy when it attacks. A Cockatrice makes 2D6 attacks rather than D6 with its Swordlike Talons if it charged that turn.

CHAOS, MONSTER, COCKATRICE

Chaos FamiliarS 1

5" 4

6+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Knife or Club

1"

1

6+

5+

-

1

br a ery v

description

A unit of Chaos Familiars can have any number of models. Chaos Familiars vary widely in appearance. They are typically diminutive creatures that wield small but wicked Knives or Clubs.

KEYWORDS

Abilities

Arcane Power: Chaos Familiars are sources of magical power, and can memorise spells and canticles on their master’s behalf, constantly rehearsing them until called upon to share their arcane knowledge. You can add 1 to any casting or unbinding rolls for Chaos Wizards from your army within 6" of any Chaos Familiars.

CHAOS, CHAOS FAMILIARS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Great Taurus 8

10" 6

5+

sav e

u n ds wo

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Belch Fire

16"

6

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Horns and Teeth

1"

1

4+

3+

-1

D3

Burning Hooves

1"

4

4+

3+

-

1

description

A Great Taurus is a single model. It is a monster of rage wreathed in heat and fire; smoke curls from its nostrils and with each snorting exhalation it can Belch Fire at its foes. It gores and stamps its prey to death with its Horns and Teeth, and Burning Hooves. FLY

Abilities

Blazing Body: In each hero phase, roll a dice for each unit that is within 3" of any Great Tauruses. On a 6, the shimmering heat and flames emanating from the Great Taurus can cause a warrior in that unit to burst into flames – it suffers a mortal wound. This ability cannot cause other Great Tauruses to burst into flames.

Blood Rage: You can re-roll failed wound rolls for a Great Taurus’ Horns and Teeth attack if it charged in the same turn.

A Great Taurus can fly.

KEYWORDS

CHAOS, MONSTER, GREAT TAURUS

Lammasu 8

10" 6

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Horns and Teeth

1"

2

4+

3+

-1

1

Clawed Forelimbs

1"

4

4+

4+

-

1

br a ery v

description

A Lammasu is a single model. It is a cruel monster possessed of potent spellcasting abilities. It gores its prey with its Horns and Teeth and swipes with its Clawed Forelimbs. A Lammasu is surrounded by a thick fog of black sorcery that befouls the magic of spellcasters unused to its noxious embrace.

Abilities

Sorcerous Miasma: Subtract 1 from any casting rolls for any Wizards within 18" of any Lammasus in the hero phase. This ability does not affect Chaos Wizards, who are unperturbed by the fell miasma.

FLY

A Lammasu can fly.

KEYWORDS

CHAOS, MONSTER, WIZARD, LAMMASU Warhammer Age of Sigmar © Games Workshop Ltd. 2015

MAGIC

A Lammasu is a wizard. It can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt and Mystic Shield spells.

warriors of chaos

chaos warband Organisation A Chaos Warband consists of the following units: • 1 Chaos Lord, Chaos Lord on Daemonic Mount or Chaos Lord on Manticore • 1 Chaos Sorcerer or Chaos Sorcerer Lord on Manticore • 2 units of Warriors of Chaos • 1 unit of Chaos Knights, Chaos Chariots or Gorebeast Chariots • 1 unit of Chosen

Abilities Path to Glory: The Lord of a Chaos Warband must seek out the mightiest enemies to slay if he wishes to earn the reward of immortality and daemonhood. Whenever a Hero from a Chaos Warband slays an enemy Hero or Monster, roll two dice. If the result is a double, you may replace your Hero with a Daemon Prince. Favour of the Dark Gods: The only currency that is recognised by the Chaos Gods is the slain bodies of their foes, and Chaos Warbands have fought hard to earn their patron’s favour. Each time a unit from a Chaos Warband wipes out an enemy unit, pick one of the following boons (units that are dedicated to a specific god must take the boon of their patron). The boon applies to that unit for the rest of the game: Boon of Slaanesh: The unit does not need to take battleshock tests. Boon of Nurgle: You can re-roll failed save rolls for the unit. Boon of Khorne: You can re-roll failed hit rolls for the unit. Boon of Tzeentch: The unit can attempt to cast Arcane Bolt in each of your hero phases as if it were a wizard.

warriors of chaos

marauder raiders Organisation A Marauder Raiders battalion consist of the following units: • 3 units of Marauders of Chaos • 2 units of Marauder Horsemen • 1 Chaos Warshrine

Abilities Raider Ambush: Instead of setting up a unit from this battalion at the start of the game, you can set it to one side and say that it is raiding the lands nearby. In the movement phase of your second turn, pick an edge of the battlefield and roll a dice for each unit you set aside; if the result is 3 or more, set up the unit so that all its models are within 5" of that edge. This counts as their move for that movement phase. If the result is 1 or 2, the unit does not arrive – roll again in the movement phase of your next turn. Battle-hungry Barbarians: Marauder Raiders are battle-hungry tribesmen eager to leap into the midst of combat and prove their worth. You can re-roll the dice when determining how far units of Marauder Raiders can run or charge. Furthermore, you can add 1 to any wound rolls for a model in this battalion if it charged in the same turn.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Warscroll

Archaon on foot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chaos Lord Chaos Lord on Barded Steed. . . . . . . . . . . . . . . . . . . . Chaos Lord on Daemonic Mount Chaos Lord on Steed of Slaanesh . . . . . . . . . . . . . . . . Slaanesh Chaos Lord on Daemonic Mount Chaos Lord on Palanquin of Nurgle. . . . . . . . . . . . . . Nurgle Chaos Lord on Daemonic Mount Chaos Lord on Chaos Dragon. . . . . . . . . . . . . . . . . . . Chaos Lord on Manticore Chaos Lord on Chaos Chariot. . . . . . . . . . . . . . . . . . . Chaos Chariot Chaos Lord on Gorebeast Chariot. . . . . . . . . . . . . . . Gorebeast Chariot Chaos Lord on Chaos Warshrine. . . . . . . . . . . . . . . . Chaos Warshrine Chaos Lord of Tzeentch on foot . . . . . . . . . . . . . . . . . Chaos Lord with Mark of Tzeentch Chaos Marauders. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Marauders of Chaos Chaos Sorcerer Lord on Disc of Tzeentch. . . . . . . . . Tzeentch Chaos Lord on Disc of Tzeentch Chaos Sorcerer Lord on Steed of Slaanesh . . . . . . . . Slaanesh Chaos Lord on Daemonic Mount Chaos Sorcerer Lord on Palanquin of Nurgle. . . . . . Nurgle Chaos Lord on Daemonic Mount Chaos Sorcerer Lord on Chaos Dragon. . . . . . . . . . . Chaos Sorcerer Lord on Manticore Chaos Sorcerer Lord on Chaos Chariot. . . . . . . . . . . Chaos Chariot Chaos Sorcerer Lord on Gorebeast Chariot . . . . . . . Gorebeast Chariot Chaos Sorcerer Lord on Chaos Warshrine. . . . . . . . Chaos Warshrine Chaos Sorcerer. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chaos Sorcerer Lord Chaos Warriors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Warriors of Chaos Champions of Chaos. . . . . . . . . . . . . . . . . . . . . . . . . . . Warriors of Chaos Exalted Hero. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chaos Lord Famous Familiars . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Chaos Familiar Kholek Suneater. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Dragon Ogre Shaggoth

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

WOOD ELVES

WARSCROLLS COMPENDIUM

Introduction Amid the forests of the Mortal Realms, aelven peoples roam at will. Travelling in nomadic warbands led by mighty heroes and mages, these wanderers deal swift death to their enemies wherever they may be found.

The aelves of the deep woods are servants of order, with a strange bond to the sylvaneth – yet they are also capricious beings and lethal wayfarers, who are swift to exact a toll in blood from any who would wrong them.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 ARALOth

2

3

9

description

Attacks

20"

Starlight Spear

AV ERy

to hit

3

KEYWorDS

Damage

-1

1

4+

4+

-

4

to Wound

1

2"

to hit

3+

Rend

3+

Damage

-1

1

commA nd Ability

Th e Eye Th ief: If an enemy model suffers any wounds from Skaryn’s Sharp Beak and is not slain, Skaryn has pecked out one of its eyes. For the rest of the battle, your opponent must subtract 1 from any hit roll made for the affected model.

Boldest of the Bold: If Araloth uses this ability, then until your next hero phase, Wanderers from your army that are within 18" of him in the battleshock phase may use his Bravery instead of their own. In addition, if you roll a 1 for any of these unit’s battleshock tests, that unit can immediately pile in and attack as if it were the combat phase.

orDEr, AElF, WAnDErEr, hEro , GlADElorD, ArAloTh

GLADE CAPtAIN bAt tLE StANDARD bEARER MOV E

5 bR

6" 7

5+

MELEE WEAPONS

Sword of Loren

Range

Attacks

1"

to hit

4

to Wound

3+

Rend

3+

Damage

-

1

AV ERy

description

A Glade Captain Battle Standard Bearer is a single model. He is armed with a Sword of Loren and carries a magical Banner of Athel Loren, woven by the Mage Queen Ariel herself.

Abilities

To Th eir Dying Breath: Glade Captains have sworn to defend their realm to their dying breath. If a Glade Captain is slain in the combat phase, before removing the model you can immediately make a pile-in

move with the Glade Captain and attack an enemy unit if there is one in range, even if he has already been chosen to attack this phase.

protects those beneath it and that wound is ignored. In your hero phase, a Glade Captain can plant his Standard. If he does so, you may not move the Glade Captain until your next hero phase, but until then the magical protection afforded by the Banner of Athel Loren extends to aff ect all Wanderer units from your army that are within 18".

Banner of Athel loren: A strand of the fey-queen’s own hair is woven into this banner, bestowing a portion of her magical protection upon it. Roll a dice each time a Wanderer unit from your army that is within 8" of a Banner of Athel Loren suffers a wound or mortal wound from a spell; on a roll of 4 or more the Banner

GON GLADE LORD ON fORESt DRA orDEr, AElF, WAnDErEr, hEro , ToTEm, GlADE CApTAin BATT Warhammer Age of Sigmar © Games MOV E

MELEE WEAPONS

12

8

4+

SAV E

U N DS WO



bR AV ERy

6

Starlight Spear

Dragon’s Gaping Maw Dragon’s Dagger-like Talons

lE STAnDArD BEArEr

Workshop Ltd. 2015

Range

Attacks

to hit

to Wound

Rend

2"

4

3+

4+

-1

3"

2

4+



2"



4+

3+

DAMAGE tAbLE Wounds Suffered

Move

Gaping Maw

2+

14"

0-2

single A Glade Lord on Forest Dragon is a long model. The Glade Lord fights with a Starlight Spear and carries a Kindred Shield. His Forest Dragon mount attacks Daggerand Maw Gaping the foe with its c like Talons, and can belch a Soporifi foe. Breath that slows and befuddles the

3" Soporifi c Breath: Enemy units within to of a Forest Dragon cannot be chosen all make attacks in the combat phase until other units have made their attacks. save Kindred Shield: You can re-roll failed rolls for a Glade Lord on Forest Dragon.

highborn lord: If a Glade Lord on a Forest Dragon uses this ability, select reWanderer unit within 16". You can of 1 roll all hit rolls of 1 and wound rolls for that unit until your next hero phase.

Fly

y. A Glade Lord on Forest Dragon can fl KEYWorDS

orDEr, AElF, DrAGon, WAnDE

rD rEr, hEro, monSTEr, GlADE lo

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

6

commA nd Ability

Abilities

description

Dagger-like talons

2

4+

6"

10+

2

3

4+

8"

8-9

1 D6

-1

4

3+

10"

Damage

-2

5

3+

12"

5-7

6. Damage Table: Some models have a damage table that is used to determine one or more of the model’s characteristics. Look up the number of wounds the model has suffered to find the value of the characteristic in question.

Rend

4+

1 Attacks

Favour of the Goddess: Araloth bears the love and favour of his goddess. You can re-roll any failed save roll for Araloth.

5

to Wound

3+

18" Range

Abilities

4

Araloth is a single model. He is armed with a Starlight Spear and a magical Bow of Loren. He is ever accompanied by his trusted hawk, Skaryn, who can peck out the eyes of Araloth’s foes with his Sharp Beak.

3-4

5. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword.

Range

Bow of Loren Skaryn’s Sharp Beak MELEE WEAPONS

KEYWorDS

4. Abilities: Abilities are things that the model can do during a game that are not covered by the standard game rules.

5+

SAV E

3. Description: The description tells you what weapons the model can be armed with, and what upgrades (if any) it can be given. The description will also tell you if the model is fielded on its own as a single model, or as part of a unit. If the model is fielded as part of a unit, then the description will say how many models the unit should have (if you don’t have enough models to field a unit, you can still field one unit with as many models as you have available).

bR

U N DS WO

2. Characteristics: This set of characteristics tells you how fast, powerful and brave the model is, and how effective its weapons are.

6"

5

MISSILE WEAPONS SAV E

U N DS WO

MOV E

Workshop Ltd. 2015

Araloth 5

6" 9

5+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bow of Loren

20"

3

3+

4+

-1

1

Skaryn’s Sharp Beak

18"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Starlight Spear

2"

4

3+

3+

-1

1

description

Araloth is a single model. He is armed with a Starlight Spear and a magical Bow of Loren. He is ever accompanied by his trusted hawk, Skaryn, who can peck out the eyes of Araloth’s foes with his Sharp Beak.

Abilities

Command Ability

The Eye Thief: If an enemy model suffers any wounds from Skaryn’s Sharp Beak and is not slain, Skaryn has pecked out one of its eyes. For the rest of the battle, your opponent must subtract 1 from any hit roll made for the affected model.

Boldest of the Bold: If Araloth uses this ability, then until your next hero phase, Wanderers from your army that are within 18" of him in the battleshock phase may use his Bravery instead of their own. In addition, if you roll a 1 for any of these unit’s battleshock tests, that unit can immediately pile in and attack as if it were the combat phase.

Favour of the Goddess: Araloth bears the love and favour of his goddess. You can re‑roll any failed save roll for Araloth.

order, Aelf, Wanderer, hero, Gladelord, araloth

KEYWORDS

Glade Captain Battle Standard Bearer 5

6" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sword of Loren

1"

4

3+

3+

-

1

br a ery v

description

A Glade Captain Battle Standard Bearer is a single model. He is armed with a Sword of Loren and carries a magical Banner of Athel Loren, woven by the Mage Queen Ariel herself.

Abilities

To Their Dying Breath: Glade Captains have sworn to defend their realm to their dying breath. If a Glade Captain is slain in the combat phase, before removing the model you can immediately make a pile-in KEYWORDS

move with the Glade Captain and attack an enemy unit if there is one in range, even if he has already been chosen to attack this phase. Banner of Athel Loren: A strand of the fey-queen’s own hair is woven into this banner, bestowing a portion of her magical protection upon it. Roll a dice each time a Wanderer unit from your army that is within 8" of a Banner of Athel Loren suffers a wound or mortal wound from a spell; on a roll of 4 or more the Banner

protects those beneath it and that wound is ignored. In your hero phase, a Glade Captain can plant his Standard. If he does so, you may not move the Glade Captain until your next hero phase, but until then the magical protection afforded by the Banner of Athel Loren extends to affect all Wanderer units from your army that are within 18".

order, Aelf, Wanderer, Hero, totem, Glade Captain Battle Standard bearer Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Glade Lord MISSILE WEAPONS

6"

5

8

4+

sav e

U N DS WO

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Hunting Falcon’s Beak

18"

1

4+

Bow of Loren

20"

3

3+

MELEE WEAPONS

Range

Attacks

Kindred Blade

1"

3

Starlight Greatblade

1"

Starlight Spear

2"

description

A Glade Lord is a single model. Some Glade Lords go to war with a magical Bow of Loren and a double-handed Starlight Greatblade that can bisect a warrior with a single swing, while others whirl through their foes with a Kindred Blade in one hand and a Starlight Spear in the other. A few Glade Lords instead unleash killing shots from a Bow of Loren – these extraordinary archers each carry a lethal Hail of Doom Arrow, as well as a small Kindred Blade for defence in melee, and

Rend

Damage

4+

-

1

4+

-1

1

To Hit

To Wound

Rend

Damage

3+

4+

-

1

3

3+

3+

-1

D3

3

3+

3+

-1

1

they are accompanied by a Hunting Falcon which attacks their enemies with its Beak.

Abilities

Hail of Doom Arrow: Once per game, a Glade Lord with a Hail of Doom arrow can fire it during your shooting phase. If he does so he makes 3D6 attacks with his Bow of Loren that phase instead of 3.

The Arrow of Kurnous: After set-up is complete, roll a dice if the enemy general is visible to at least one Glade Lord from your army; on a 5 or more that general suffers a mortal wound.

Command Ability

Lord of the Deepwood Host: If a Glade Lord uses this ability, then until your next hero phase you can re-roll all hit rolls of 1 for Wanderer units from your army that are within 8" of him when they attack.

order, Aelf, Wanderer, hero, glade lord

KEYWORDS

Glade Lord on Great Eagle 7

16" 8

MISSILE WEAPONS

4+

sav e

u n ds wo

MOV E

br a ery v

Range

Attacks

To Hit

Rend

Damage

Bow of Loren

20"

3

3+

4+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Glade Lord’s Spirit Blade

1"

4

3+

3+

-1

2

Great Eagle’s Beak and Talons

2"

4

4+

3+

-

1

description

A Glade Lord on Great Eagle is a single model. Some Glade Lords soar to war armed with a Spirit Blade, but others instead prefer to rain arrows down on their enemies using a Bow of Loren. The Glade Lord rides upon a Great Eagle, which assails their foes with its sharp Beaks and Talons.

Abilities

Death from the Skies: A Glade Lord on Great Eagle makes 6 Attacks with its Beak and Talons rather than 4 if it charged this turn.

Command Ability

Lord of the Sky Hunt: If a Glade Lord on Great Eagle uses this ability, select a Wanderer unit within 16". You can add 2 to that unit’s charge roll in your next charge phase. If you picked a unit of Warhawk Riders, you can add 4 to that unit’s charge roll in your next charge phase instead.

Fly

A Glade Lord on Great Eagle can fly.

KEYWORDS

To Wound

order, Aelf, Great Eagle, Wanderer, Hero, Glade Lord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Glade Lord on Great Stag MISSILE WEAPONS

7

10" 7

4+

sav e

u n ds wo

MOV E

br a ery v

description

Attacks

To Hit

To Wound

Rend

Damage

Bow of Loren

20"

3

3+

4+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Kindred Blade

1"

3

3+

4+

-

1

Starlight Spear

2"

3

3+

3+

-1

1

Great Stag’s Mighty Antlers

1"

3

4+

3+

-1

1

A Glade Lord on Great Stag is a single model. A Glade Lord is armed with a Kindred Blade and a Starlight Spear. Some Glade Lords also carry a Bow of Loren to shoot their foes from afar. The Glade Lord rides upon a majestic Great Stag, which attacks its foes with its Mighty Antlers.

KEYWORDS

Range

Abilities

Impaling Charge: A Great Stag’s Mighty Antlers inflict double damage if this model charged this turn.

order, Aelf, Wanderer, Hero, Glade LorD

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command Ability

Lord of the Wild Hunt: If a Glade Lord on Great Stag uses this ability, select a Wanderer unit within 16". You can add 2 to that unit’s charge roll in your next charge phase. If you picked a unit of Wild Riders, you can add 4 to that unit’s charge roll in your next charge phase instead.

Glade Lord on forest dragon ✹

12

8

4+

sav e

U N DS WO

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Starlight Spear

2"

4

3+

4+

-1

1

Dragon’s Gaping Maw

3"

2

4+



-2

D6

Dragon’s Dagger-like Talons

2"



4+

3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Gaping Maw

0-2

14"

2+

6

3-4

12"

3+

5

5-7

10"

3+

4

8-9

8"

4+

3

10+

6"

4+

2

description

A Glade Lord on Forest Dragon is a single model. The Glade Lord fights with a long Starlight Spear and carries a Kindred Shield. His Forest Dragon mount attacks the foe with its Gaping Maw and Daggerlike Talons, and can belch a Soporific Breath that slows and befuddles the foe.

Abilities

Soporific Breath: Enemy units within 3" of a Forest Dragon cannot be chosen to make attacks in the combat phase until all other units have made their attacks. Kindred Shield: You can re-roll failed save rolls for a Glade Lord on Forest Dragon.

Command Ability

Highborn Lord: If a Glade Lord on Forest Dragon uses this ability, select a Wanderer unit within 16". You can reroll all hit rolls of 1 and wound rolls of 1 for that unit until your next hero phase.

Fly

A Glade Lord on Forest Dragon can fly. KEYWORDS

Dagger-like Talons

order, Aelf, Dragon, Wanderer, hero, monster, Glade Lord

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Mounted Glade Lord 5

14" 8

4+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

Starlight Hunting Spear

2"

4

Mount’s Stamping Hooves

1"

2

To Hit

To Wound

Rend

Damage

3+

3+

-1

1

4+

4+

-

1

br a ery v

description

A Mounted Glade Lord is a single model. He is armed with a Starlight Hunting Spear and a Kindred Shield. He rides upon a mighty Asrai Purebreed that crushes skulls with its Stamping Hooves.

Abilities

Hunter’s Strike: A Starlight Hunting Spear inflicts D3 Damage instead of 1 if the Mounted Glade Lord charged that turn. Kindred Shield: You can re-roll failed save rolls for a Mounted Glade Lord.

Command Ability

Lord of the Hunt: If a Mounted Glade Lord uses this ability, select a Wanderer unit within 16". You can add 2 to that unit’s charge roll in your next charge phase. If you picked a unit of Glade Riders, you can add 4 to that unit’s charge roll in your next charge phase instead.

order, Aelf, Wanderer, hero, glade lord

KEYWORDS

Orion, king in the woods 8

12" 9

4+

sav e

U N DS WO

MOV E

br a ery v

description

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Hawk’s Talon

24"

6

3+

3+

-1

1

Spear of Kurnous

12"

1

3+

3+

-2

D3

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Spear of Kurnous

3"

4

3+

3+

-2

3

Orion, King in the Woods is a single model. He is armed with his great bow – Hawk’s Talon – and hurls the Spear of Kurnous, which returns to his hand so he can wield it in combat. Orion also wears the Cloak of Isha and bears the Horn of the Wild Hunt.

KEYWORDS

Abilities

Cloak of Isha: Orion heals 1 wound in each of your hero phases. In addition, Orion can attempt to unbind one spell in each enemy hero phase as if he were a wizard. Horn of the Wild Hunt: You may re-roll the dice when determining the charge distance for Orion and any other unit of Wanderers that is within 8" of him at the start of the Charge phase.

order, Aelf, Wanderer, hero, Monster, orion Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Command ability

Damage

King in the Woods: If Orion uses this ability, then until your next hero phase you can re-roll wound rolls of 1 for Wanderer units from your army that are within 16" of Orion when they attack in the combat phase.

Hunting Hounds 2

12" 8

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Savage Teeth

1"

2

4+

4+

-

1

br a ery v

description

Magic

A unit of Hunting Hounds can have any number of models. They bite their foes using their Savage Teeth.

Abilities

Hounds of the Wild Hunt: Hunting Hounds make 3 attacks instead of 2 if they are within 6" of Orion when they attack in the combat phase.

Summon Hounds

Wanderer Wizards know the Summon Hounds spell in addition to any others they know. Orion can also attempt to cast this spell once in each of your hero phases as if he were a wizard.

Summon Hounds has a casting value of 5. If successfully cast, you can set up a unit of up to 5 Hunting Hounds anywhere within 8" of the summoner. This unit is added to your army, but cannot move in your next movement phase.

Order, Hunting Hounds

KEYWORDS

wild riders 2

12" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Hunting Spear

2"

2

3+

4+

-

1

Steed’s Horns and Hooves

1"

2

4+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Wild Riders has 5 or more models. Wild Riders ride down their foes with Hunting Spears. They ride Steeds of Kurnous that lash out with their Horns and Hooves.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 their Bravery instead if the unit is in cover.

wild hunter

Hornblower

The leader of this unit is a Wild Hunter. A Wild Hunter makes 3 attacks rather than 2 with his Hunting Spear.

Models in this unit may be Hornblowers. You can re-roll the dice when determining how far this unit can run if it includes any Hornblowers.

KEYWORDS

order, Aelf, Wanderer, wild riders Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Call of the Wild Hunt: Wild Riders do not need to take battleshock tests if they are within 18" of Orion. Fury of Kurnous: Wild Riders can run and charge in the same turn. You can add 1 to any wound roll made for a Wild Rider’s Hunting Spear if it charged during the same turn.

The Sisters of Twilight on Forest Dragon MISSILE WEAPONS



12

8

4+

sav e

U N DS WO

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Talon of Dawn

20"

1

3+

3+

-1

D6

Talon of Dusk

20"

2D6

3+

5+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sisters’ Twilight Spears

2"

6

3+

4+

-1

1

Dragon’s Gaping Maw

2"

2

4+



-2

D6

Dragon’s Dagger-like Talons

2"



4+

3+

-1

2

DAMAGE TABLE Wounds Suffered

Move

Gaping Maw

Dagger-like Talons

0-2

14"

2+

6

3-4

12"

3+

5

5-7

10"

3+

4

8-9

8"

4+

3

10+

6"

4+

2

description

The Sisters of Twilight on Forest Dragon are a single model. The model consists of the twin Sisters, Naestra and Arahan, and their hot-headed Forest Dragon steed, Ceithin-Har. Each sister wields a Twilight Spear. Naestra looses arrows with her bow – the Talon of Dawn – whilst Arahan does so with the Talon of Dusk. Ceithin-Har savages his foes with his Gaping Maw and Dagger-like Talons. Ceithin-Har can also belch a Soporific Breath that slows and befuddles the foe. Fly

The Sisters of Twilight on Forest Dragon can fly.

KEYWORDS

Abilities

Soporific Breath: Enemy units within 3" of a Forest Dragon cannot be chosen to make attacks in the combat phase until all other units have made their attacks. Impetuous Beast: If this model is within 12" of any enemy model at the start of your charge phase, you must attempt to charge.

Conjoined Destiny: Roll a dice in each of your hero phases. If the result is odd, nothing happens, but if it is even, this model heals a number of wounds equal to the dice result.

Talon of Dawn: You can add 1 to the wound roll when attacking with the Talon of Dawn if the target follows Chaos. Talon of Dusk: You can add 1 to the wound roll when attacking with the Talon of Dawn if the target follows Order.

order, Aelf, Dragon, Wanderer, hero, monster, Sisters of Twilight

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Spellweaver 6"

5

7

6+

sav e

U N DS WO

MOV E

br a ery v

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Blows of Mystic Power

1"

3

4+

3+

-

1

Heartwood Staff

2"

1

4+

3+

-1

D3

Steed’s Stamping Hooves

1"

2

4+

5+

-

1

description

Abilities

Purebred Steed

MAGIC

A Spellweaver is a single model. Some Spellweavers carry a Heartwood Staff, while others strike with Blows of Mystic Power.

Blessing of Life

Ancient Blessings: Once per game, this model can call upon these blessings when attempting to unbind a spell. When it does so, that attempt is automatically successful.

Some Spellweavers ride to battle on Purebred Steeds; they have Move 14" instead of 6" and gain the Steed’s Stamping Hooves attack.

The Spellweaver speaks in the tongue of ancient days, restoring life to the fallen. Blessing of Life has a casting value of 5. If successfully cast, select a Wanderers unit within 16". You can return D3 slain models to that unit.

A Spellweaver is a wizard. A Spellweaver can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. A Spellweaver knows the Arcane Bolt, Mystic Shield and Blessing of Life spells.

order, Aelf, Wanderer, hero, wizard, Spellweaver

KEYWORDS

Shadowdancer 5

8" 7

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

War Stave

2"

2

3+

4+

-1

1

Weaving Blade

1"

2

3+

4+

-

1

br a ery v

description

A Shadowdancer is a single model. A Shadowdancer fights with a Weaving Blade in one hand and a War Stave in the other.

Abilities

Talismanic Tattoos: Roll a dice each time a Shadowdancer suffers a wound or mortal wound. On a 6, that blow has been deflected by the magics of the Shadowdancer’s talismanic tattoos and the wound or mortal wound is ignored.

Shadow Dance of Loec: At the start of your hero phase, a Shadowdancer can perform one of the shadow dances of Loec. The same dance cannot be performed by the same Shadowdancer in consecutive battle rounds, and the effects of each dance last until your next hero phase:

Magic

Whirling Death: This model’s Weaving Blade wounds on rolls of 3+, instead of 4+ and has a Rend of -1 instead of ‘-’.

Bridge of shadows

Storm of Blades: This model makes 4 Attacks with its Weaving Blade instead of 2.

A Shadowdancer is a wizard. A Shadowdancer can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. A Shadowdancer knows the Arcane Bolt, Mystic Shield and Bridge of Shadows spells. Bridge of Shadows has a casting value of 5+. If successfully cast, pick a Wanderer unit from your army within 18". The unit you picked can double the distance it can move and gains the ability to fly for the duration of its next Movement phase.

The Shadow’s Coil: This model’s Save is 4+ rather than 6+. KEYWORDS

order, Aelf, Wanderer, hero, Wizard, shadowdancer Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Wardancers 8"

1

7

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bladesinger’s War Stave

2"

1

3+

4+

-1

1

Weaving Blades

1"

2

3+

4+

-

1

br a ery v

description

A unit of Wardancers has 5 or more models. They fight with Weaving Blades. Drummer

Models in this unit may be Drummers. You can re-roll the dice when determining how far this unit runs if it includes Drummers. Bladesinger

The leader of this unit is the Bladesinger. A Bladesinger fights with Weaving Blades and a War Stave.

Abilities

Storm of Blades: The Wardancers make 3 Attacks with their Weaving Blades instead of 2.

Shadow Dance of Loec: At the start of your hero phase, this unit can perform one of the shadow dances of Loec. The same dance cannot be performed by the same unit in consecutive battle rounds, and the effects of each dance last until your next hero phase:

The Shadow’s Coil: The Wardancers’ Save is 4+ rather than 6+. Talismanic Tattoos: Roll a dice each time a Wardancer suffers a wound or mortal wound. On a 6, that blow has been deflected by the magics of the Wardancer’s talismanic tattoos and the wound or mortal wound is ignored.

Whirling Death: The Wardancers’ Weaving Blades wound on rolls of 3+, instead of 4+ and have a Rend of -1 instead of ‘-’.

order, Aelf, Wanderer, wardancers

KEYWORDS

waywatcher lord 5

6" 8

MISSILE WEAPONS

5+

sav e

u n ds wo

MOV E

br a ery v

To Hit

To Wound

Rend

Damage

Waystalker Bow

20"

3

3+

3+

-

1

Range

Attacks

To Hit

To Wound

Rend

Damage

Waystalker Blade

1"

3

3+

4+

-

1

A Waywatcher Lord is a single model. Such is his skill with his Waystalker Bow that he can fire either Fast Shots or Precise Shots to deadly effect. He also carries a Waystalker Blade with which to finish off his prey. Invisible Hunter: Your opponent subtracts 1 from any hit rolls that target a Waywatcher Lord in the shooting phase if this model is in cover.

KEYWORDS

Attacks

MELEE WEAPONS

description

Abilities

Range

Hawk-eyed Archer: When a Waywatcher Lord shoots his Waystalker Bow, he can choose to make either Fast Shots or Precise Shots (he cannot make Fast and Precise Shots in the same shooting phase): Fast Shots: A Waywatcher Lord firing Fast Shots makes one extra attack with his Waystalker Bow. In addition, each time you roll a hit roll of 6 or more for this model when making a Fast Shot, it can make one additional attack with its bow.

order, Aelf, Wanderer, hero, waywatcher lord Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Precise Shots: A Waywatcher Lord firing Precise Shots inflicts double damage with its Waystalker Bow. In addition, each time you roll a wound roll of 6 or more for this model when making Precise Shots, that shot is resolved with a Rend of -2 instead of ‘-’. Solitary Marksman: Add 1 to hit rolls made for a Waywatcher Lord’s shooting attacks if it did not move in its preceding movement phase and it is targeting a Hero or a Monster.

waywatchers 1

6" 7

5+

sav e

u n ds wo

MOV E

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Asrai Longbow

20"

1

3+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Glade Knives

1"

2

4+

5+

-

1

br a ery v

description

Abilities

Waywatcher sentinel

Fast Shots: A Waywatcher firing Fast Shots makes one extra attack with its Asrai Longbow. In addition, each time you roll a hit roll of 6 or more for a Waywatcher making a Fast Shot, it can make one additional attack with its Longbow.

A unit of Waywatchers has 5 or more models. They can choose to loose Fast Shots or Precise Shots from their Asrai Longbows, and carry a pair of Glade Knives for the close kill.

Hawk-eyed Archer: When a Waywatcher shoots its Asrai Longbow, it can choose to make either Fast Shots or a Precise Shot (a Waywatcher cannot make Fast and Precise Shots in the same shooting phase):

The leader of this unit is a Waywatcher Sentinel. A Waywatcher Sentinel makes 2 attacks with an Asrai Longbow rather than 1.

Precise Shot: A Waywatcher firing a Precise Shot inflicts double damage with its Asrai Longbow. In addition, each time you roll a wound roll of 6 or more for a Waywatcher making a Precise shot, that shot is resolved with a Rend of -2 instead of ‘-’. Invisible Hunter: Your opponent subtracts 1 from any hit rolls that target Waywatchers in the shooting phase if this unit is in cover.

order, Aelf, Wanderer, waywatchers

KEYWORDS

Glade Guard 1

6" 6

MISSILE WEAPONS

6+

sav e

U N DS WO

MOV E

Attacks

To Hit

To Wound

Rend

Damage

Asrai Longbow

20"

1

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Glade Blade

1"

1

5+

5+

-

1

br a ery v

description

Pennant Bearer

A unit of Glade Guard has 10 or more models. They are armed with Glade Blades and loose deadly volleys of arrows from their Asrai Longbows. lord’s bowman

The leader of this unit is the Lord’s Bowman. A Lord’s Bowman makes 2 attacks rather than 1 with his Asrai Longbow.

KEYWORDS

Range

Models in this unit may be Pennant Bearers. If the unit includes any Pennant Bearers, add 1 to the Bravery of its models. Add 2 their Bravery instead if the unit is in cover. Hornblower

Models in this unit may be Hornblowers. You can re-roll the dice when determining how far this unit can run if it includes any Hornblowers.

order, Aelf, Wanderer, glade guard Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Asrai Archery: You can add 1 to all hit rolls made for a unit of Glade Guard in the Shooting phase if it has 20 or more models and there are no enemy models within 3". Arcane Bodkins: Once per game, this unit can fire enchanted arrows called arcane bodkins in your shooting phase instead of their normal arrows. If they do, the Rend of their Asrai Longbows is -3 until the end of that phase.

Glade Riders 14"

2

6

6+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Asrai Longbow

20"

2

4+

4+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Asrai Spear

2"

1

4+

4+

-

1

Steed’s Stamping Hooves

1"

2

4+

5+

-

1

description

Pennant Bearer

A unit of Glade Riders has 5 or more models. They loose arrows from Asrai Longbows and ride down their foes with Asrai Spears. They ride Asrai Purebred Steeds that lash out with their Stamping Hooves.

Models in this unit may be Pennant Bearers. If the unit includes any Pennant Bearers, add 1 to the Bravery of its models. Add 2 their Bravery instead if the unit is in cover.

Glade Knight

Models in this unit may be Hornblowers. You can re-roll the dice when determining how far this unit can run if it includes any Hornblowers.

The leader of this unit is a Glade Knight. A Glade Knight makes 2 attacks with his Asrai Spear instead of 1.

Abilities

Fire on the Move: Glade Riders can run and shoot in the same turn.

Hornblower

order, Aelf, Wanderer, glade riders

KEYWORDS

Eternal Guard 1

6" 7

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Asrai Spear-stave

2"

1

4+

4+

-

1

br a ery v

description

Standard Bearer

A unit of Eternal Guard has 10 or more models. They fight with long and elegant Asrai Spear-staves. Some units of Eternal Guard also carry Glade Shields. eternal warden

The leader of this unit is the Eternal Warden. An Eternal Warden makes 2 attacks rather than 1.

KEYWORDS

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 their Bravery instead if the unit is in cover. Hornblower

Models in this unit may be Hornblowers. You can re-roll the dice when determining how far this unit can run if it includes any Hornblowers.

order, Aelf, Wanderer, eternal guard Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Abilities

Fortress of Boughs: In your hero phase, this unit can form a fortress of boughs. If it does so, it cannot move until your next hero phase, but until then you can add 1 to all hit rolls, wound rolls and save rolls made for models in this unit. Glade Shields: You can re-roll failed save rolls of 1 for a unit with Glade Shields. You can re-roll failed save rolls of 1 or 2 instead if a unit with Glade Shields is in cover.

wildwood rangers 1

6" 7

5+

sav e

u n ds wo

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Ranger’s Draich

2"

2

3+

3+

-1

1

br a ery v

description

Standard Bearer

A unit of Wildwood Rangers has 5 or more models. They fight with elegantly-crafted Rangers’ Draichs. Wildwood Warden

The leader of this unit is a Wildwood Warden. A Wildwood Warden makes 3 attacks rather than 2.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 their Bravery instead if the unit is in cover. Hornblower

Abilities

Guardians of the Wildwood: The Wildwood Rangers have had cause to master the art of hunting monstrous creatures that prowl their domain. Rangers’ Draichs inflict D3 Damage on Monsters instead of 1.

Models in this unit may be Hornblowers. You can re-roll the dice when determining how far this unit can run if it includes any Hornblowers.

order, Aelf, Wanderer, wildwood rangers

KEYWORDS

Warhawk Riders 4

16" 6

MISSILE WEAPONS

6+

sav e

U N DS WO

MOV E

br a ery v

description

Attacks

To Wound

Rend

Damage

Asrai Longbow

20"

2

4+

4+

-

1

Range

Attacks

To Hit

To Wound

Rend

Damage

Asrai Hunting Spear

2"

1

4+

4+

-

1

Warhawk’s Beak and Talons

2"

2

4+

4+

-

1

Abilities

Predator’s Descent: You can add 1 to all wound rolls made by a Warhawk Rider in the combat phase if it charged during the same turn. Swift of Wing: When this unit runs, add 6" to its Move rather than rolling a dice.

Warhawk Riders can fly.

KEYWORDS

To Hit

MELEE WEAPONS

A unit of Warhawk Riders has any number of models. Each rider is armed with an Asrai Hunting Spear and an Asrai Longbow. Their Warhawk mounts swoop down to attack their prey with Beak and Talons. Fly

Range

order, Aelf, Wanderer, warhawk riders Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Sweep Through Their Lines: If, after this unit has made all its attacks in the combat phase, there are no enemy models within 3", it can immediately pile in 6" and attack again.

Sisters of the Thorn 2

12" 7

MISSILE WEAPONS

5+

sav e

U N DS WO

MOV E

br a ery v

Range

Attacks

To Hit

To Wound

Rend

Damage

Blackbriar Javelin

9"

2

4+

4+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Deepwood Coven Staff

2"

1

4+

4+

-

1

Steeds’ Antlers and Thrashing Hooves

1"

2

4+

4+

-

1

description

Standard Bearer

Shield of Thorns

A unit of Sisters of the Thorn has 5 or more models. They carry Deepwood Coven Staffs and hurl Blackbriar Javelins from the backs of their Steeds of Isha. These graceful creatures lash out with their Antlers and Thrashing Hooves.

Models in this unit may be Standard Bearers. If the unit includes any Standard Bearers, add 1 to the Bravery of its models. Add 2 their Bravery instead if the unit is in cover.

Handmaiden of the Thorn

A unit of Sisters of the Thorn can attempt to cast one spell in each of your hero phases, and attempt to unbind one spell in each enemy hero phase. You can add 1 to any casting or unbinding rolls made for this unit if it includes 10 or more models. Sisters of the Thorn know the Arcane Bolt, Mystic Shield and Shield of Thorns spells.

The Sisters cause crawling brambles to burst from the ground and form a living barrier around their allies. Shield of Thorns has a casting value of 6. If successfully cast, pick a unit within 18". You can re-roll failed save rolls for that unit until your next hero phase. In addition, each time you make a successful save roll of a 6 or more for that unit in the combat phase, the attacking unit suffers a mortal wound after all its attacks have been made.

The leader of this unit is the Handmaiden of the Thorn. A Handmaiden of the Thorn makes 2 attacks with her Deepwood Coven Staff rather than 1. Hornblower

Models in this unit may be Hornblowers. You can re-roll the dice when determining how far this unit can run if it includes any Hornblowers.

MAGIC

order, Aelf, Wanderer, Wizard, sisters of the thorn

KEYWORDS

Great Eagles 4

16" 6

6+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Beak and Talons

2"

4

4+

3+

-

1

br a ery v

description

A unit of Great Eagles has any number of models. They assail their foes with their sharp Beaks and Talons.

Abilities

Death from the Skies: A Great Eagle makes 6 Attacks rather than 4 if it charged this turn.

Fly

Great Eagles can fly.

KEYWORDS

order, great eagles Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Soar Away: At the end of the combat phase, Great Eagles can retreat from close combat and soar away if there are any enemy models within 3" of their unit. If they do, roll three dice; the total scored is how far you can move the Great Eagles when they retreat. The Great Eagles must end this movement more than 3" from any enemy units – if they can’t move far enough then they do not retreat.

Branchwraith 5

7" 8

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Piercing Talons

2"

3

4+

4+

-1

1

br a ery v

description

A Branchwraith is a single model. It is armed with vicious Piercing Talons.

Abilities

Blessings of the Forest: Subtract 1 from all hit rolls made against this unit if it is within 3" of a Sylvaneth Wyldwood.

Magic

Roused To Wrath

A Branchwraith is a wizard. It can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Roused To Wrath spells.

Roused to Wrath has a casting value of 7. If successfully cast, set up a unit of 2D6 Dryads more than 3" from the enemy, and fully within a Sylvaneth Wyldwood that is within 12" of the caster.

ORDER, SYLVANETH, hero, WIZARD, BRANCHWRAITH

KEYWORDS

Dryads 1

7" 6

5+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Wracking Talons

2"

2

4+

4+

-

1

br a ery v

description

Abilities

Branch Nymph

Enrapturing Song: In your own combat phase, you can enrapture one enemy unit that is within 3" of this unit. Add 1 to the hit rolls for attacks made by this unit against the enraptured unit in that combat phase.

A unit of Dryads has 5 or more models. They are armed with vicious Wracking Talons. The leader of this unit is a Branch Nymph. A Branch Nymph makes 3 attacks rather than 2.

KEYWORDS

Blessings of the Forest: Subtract 1 from all hit rolls made against this unit if it is within 3" of a Sylvaneth Wyldwood.

ORDER, SYLVANETH, DRYADS Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Impenetrable Thicket: When Dryads gather in great numbers their many twisting limbs and branches form an interlocking shield of thorns that protects them against the enemy’s blows. You can add 1 to the result of save rolls for this unit if it includes at least 12 models.

Tree Kin 4

6" 6

4+

sav e

U N DS WO

MOV E

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Bludgeoning Branches

2"

3

4+

3+

-

2

br a ery v

description

A unit of Tree Kin has 3 or more models. They fight with their large Bludgeoning Branches.

Abilities

Roused to War: You can re-roll hit rolls of 1 for Tree Kin if their unit is within 18" of a Sylvaneth Hero.

MAGIC

Sylvaneth Wizards know the Regrowth spell in addition to any other spell they know whilst there are any Tree Kin on the battlefield.

KEYWORDS

ORDER, SYLVANETH, tree kin

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Regrowth

The mystic energies of life magic course through the Sylvaneth, causing cracked bark to heal and broken branches to grow anew. Regrowth has a casting value of 5. If successfully cast, select a Tree Kin model within 18". That model heals D3 wounds.

Durthu 12

5" 9

3+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Lamentations of Despair

10"



3+

5+

-

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Elder Wrath Sword

3"

3

3+

3+

-2



Massive Impaling Talons

1"

1

3+



-2

1

DAMAGE TABLE Wounds Suffered

Lamentations of Despair

0-2

12

6

2+

10

D6

2+

5-7

8

D6

3+

8-9

6

D6

3+

10+

4

D3

4+

Durthu is a single model. He is armed with Massive Impaling Talons, and can also attack with his Elder Wrath Sword. Durthu can also unleash Lamentations of Despair upon the foe, loosing a swarm of ethereal spite-creatures that are manifestations of Durthu’s endless sorrow. Groundshaking Stomp: At the start of the combat phase Durthu stomps the ground; roll a dice for each enemy unit within 3" of this model. On a roll of 4 or more that unit is knocked off their feet by the impact and must subtract 1 from all hit rolls in that combat phase as they regain their footing.

Impale: If Durthu’s Massive Impaling Talons inflict a wound on an enemy model, roll a dice and subtract 1 from the roll. If the result equals or exceeds the number of wounds the enemy model has remaining, it is slain. Spirit Paths: If Durthu is within 3" of a Sylvaneth Wyldwood at the start of your movement phase, he can travel along the spirit paths. If he does so, remove Durthu from the battlefield, and then set him up within 3" of a different Sylvaneth Wyldwood, more than 9" from any enemy models. This is his move for the movement phase.



KEYWORDS

Massive Impaling Talons

3-4

description

Abilities

Elder Wrath Sword

order, Sylvaneth, hero, monster, durthu

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Elder Wrath Sword: Durthu makes an extra D3 attacks with the Elder Wrath Sword if he is within 3" of a Sylvaneth Wyldwood when he attacks in the combat phase.

Command Ability

Tree Singing: If Durthu uses this ability, then you can summon one Sylvaneth Wyldwood to the battlefield. Set up the summoned Wyldwood anywhere on the battlefield that is within 30" of this model and more than 6" from any other model.

Treeman 12

6" 6

3+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Strangleroots

12"

5



3+

-1

1

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sweeping Blows

3"



3+

3+

-1

D6

Massive Impaling Talons

1"

1

3+



-2

1

DAMAGE TABLE Wounds Suffered

Massive Impaling Talons

0-2

2+

4

2+

3+

3

2+

5-7

4+

2

3+

8-9

5+

2

3+

10+

6+

1

4+

A Treeman is a single model. Treemen are armed with Massive Impaling Talons, and can also attack with huge Sweeping Blows, or from afar with writhing Strangleroots. Impale: If a Treeman’s Massive Impaling Talons inflict a wound on an enemy model, roll a dice and subtract 1 from the roll. If the result equals or exceeds the number of wounds the enemy model has remaining, it is slain. KEYWORDS

Sweeping Blows

3-4

description

Abilities

Strangleroots

Groundshaking Stomp: At the start of the combat phase the Treeman stomps the ground; roll a dice for each enemy unit within 3" of this model. On a roll of 4 or more that unit is knocked off their feet by the impact and must subtract 1 from all hit rolls in that combat phase as they regain their footing.

ORDER, SYLVANETH, MONSTER, TREEman

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Spirit Paths: If a Treeman is within 3" of a Sylvaneth Wyldwood at the start of your movement phase it can travel along the spirit paths. If it does so, remove the Treeman from the battlefield, and then set it up within 3" of a different Sylvaneth Wyldwood, more than 9" from any enemy models. This is its move for the movement phase.

Treeman Ancient 12

5" 9

3+

sav e

U N DS WO

MOV E

br a ery v

MISSILE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Doom Tendril Staff

18"

1



3+

-1

D6

MELEE WEAPONS

Range

Attacks

To Hit

To Wound

Rend

Damage

Sweeping Blows

3"



3+

3+

-1

D6

Massive Impaling Talons

1"

1

3+



-2

1

DAMAGE TABLE Wounds Suffered

Massive Impaling Talons

0-2

2+

3

2+

3+

2

2+

5-7

4+

2

3+

8-9

5+

1

3+

10+

6+

1

4+

A Treeman Ancient is a single model. A Treeman Ancient is armed with Massive Impaling Talons, and can also attack with huge Sweeping Blows, or from afar with its Doom Tendril Staff. Groundshaking Stomp: At the start of the combat phase the Treeman Ancient stomps the ground; roll a dice for each enemy unit within 3" of this model. On a roll of 4 or more that unit is knocked off their feet by the impact and must subtract 1 from all hit rolls in that combat phase as they regain their footing.

KEYWORDS

Sweeping Blows

3-4

description

Abilities

Doom Tendril Staff

Impale: If a Treeman Ancient’s Massive Impaling Talons inflict a wound on an enemy model, roll a dice and subtract 1 from the roll. If the result equals or exceeds the number of wounds the enemy model has remaining, it is slain.

Magic

Spirit Paths: If a Treeman Ancient is within 3" of a Sylvaneth Wyldwood at the start of your movement phase it can travel along the spirit paths. If it does so, remove the Treeman Ancient from the battlefield, and then set it up within 3" of a different Sylvaneth Wyldwood, more than 9" from any enemy models. This is its move for the movement phase.

Awakening The Wood

A Treeman Ancient is a wizard. It can attempt to cast one spell in each of your own hero phases, and attempt to unbind one spell in each enemy hero phase. It knows the Arcane Bolt, Mystic Shield and Awakening the Wood spells. Awakening the Wood has a casting value of 6. If successfully cast, pick a Sylvaneth Wyldwood that is within 24" of the caster. Each enemy unit within 3" of this Sylvaneth Wyldwood suffers D3 mortal wounds as the trees come to life and attack with twisted branches and thorny boughs.

ORDER, SYLVANETH, MONSTER, WIZARD, TREEman ANCIENT

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Sylvaneth wyldwood DESCRIPTION

A Sylvaneth Wyldwood is a terrain feature consisting of two or more Citadel Woods. For the denizens of the forests they are places of shelter and respite. However, the spirits within the trees are easily angered by other creatures that trespass their boundaries, and magical power is guaranteed to drive the Wyldwood into a fury.

KEYWORDS

scenery rules

The following scenery rules are used for these models (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Wyldwood: Roll a dice for each model that makes a run or charge move across, or finishing on, a Sylvaneth Wyldwood. On a roll of 1 the model is slain. Do not roll for models that have the Sylvaneth, Monster, or Hero keywords.

scenery, Sylvaneth wyldwood

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Roused By Magic: Roll a dice whenever a spell is successfully cast within 6" of a Sylvaneth Wyldwood (even if it is unbound). On a roll of 5 or more the forest is roused by the magical energy and attacks. If this happens, all units within 1" of the Sylvaneth Wyldwood suffer D3 mortal wounds. Sylvaneth units are not attacked if a Wyldwood is roused in this way.

Wood Elves

Guardians of the Deepwood Organisation The Guardians of the Deepwood consists of the following units and pieces of scenery: • 3 Treemen and/or Treeman Ancients • 2 units of Dryads • 2 Sylvaneth Wyldwoods

Abilities Forest Spirits: Instead of setting up a Treeman, Treeman Ancient or unit of Dryads from this battalion on the battlefield, you can place it to one side and say that it is set up as part of your army in the hidden sanctuaries. In any of your movement phases, you can transport the unit to the battlefield. When you do, set it up so that all models are within 3" of a Sylvaneth Wyldwood and more than 9" from any enemy models. This is their move for that movement phase. Sacred Groves: This battalion’s Sylvaneth Wyldwoods are set up on the battlefield after all other scenery pieces are set up, but before the battle begins and either side sets up their armies. You can place them anywhere on the battlefield.

Wood Elves

Wanderer host Organisation A Wanderer Host consists of the following units and pieces of scenery: • 1 Glade Lord • 1 Spellsinger • 2 units of Glade Guard • 1 unit of Glade Riders • 1 unit of Eternal Guard • 1 unit of Wardancers, Waywatchers or Wildwood Rangers

Abilities Realm Wanderer: Wanderer Hosts have travelled the realms for countless years, and know many hidden paths. Instead of setting up the units in a Wanderer Host on the battlefield, you can place them to one side. In your first movement phase, set up all of these units wholly within 6" of the edges of the battlefield, and more than 9" from any enemy models. This is the unit’s move for that movement phase. Sure-footed Stalkers: The warriors of a Wanderer Host are experts at reading the dangers of their surroundings and instinctively avoid such perils. If a model from this battalion would be slain as the result of a scenery rule, roll a dice. On a roll of 4 or more, the model deftly avoids harm and is not slain.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

SUBSTITUTE WARSCROLLS The following do not have warscrolls. Instead, use the substitute warscrolls listed below.

Unit

Warscroll

Ariel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spellweaver Deepwood Scouts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Glade Guard Drycha. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Branchwraith Glade Captain. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Glade Lord Sisters of Twilight on Gwindalor . . . . . . . . . . . . . . . . Glade Lord on Great Eagle with Bow of Loren Spellsinger. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Spellweaver Spellweaver on Unicorn. . . . . . . . . . . . . . . . . . . . . . . . Spellweaver on Purebred Steed Spellweaver on Great Eagle . . . . . . . . . . . . . . . . . . . . . Glade Lord on Great Eagle Waystalker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Waywatcher Lord Wood Elf Chariot. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Tiranoc Chariot (see the High Elves Compendium)

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

S C E N E RY

WARSCROLLS COMPENDIUM

Introduction The dominion of Chaos spreads across the Mortal Realms. Once proud cities are reduced to haunted ruins, wherein strange magics coil like restless snakes. Castles loom, hollow and dead, over carrion fields that stretch

to the far horizon. Portals glow with otherworldly light, while shadows whisper beneath the eaves of dark forests. It is amid such arcane ruins and tainted lands that the armies of the Age of Sigmar fight their battles.

The warscrolls in this compendium allow you to use your Citadel Miniatures collection in fantastical battle, whether telling epic stories set during the Age of Sigmar, or recreating the wars of the world-that-was.

Warscroll Key 1. Title: The name of the model that the warscroll describes.

1 ARCANE RUINS 2

2. Description: The description tells you exactly which models the scenery warscroll is used for. 3. Scenery Rules: The scenery rules are used to represent the effects this scenery will have on a battle that are not covered by the standard game rules. 4. Keywords: All models have a list of keywords. Sometimes a rule will say that it only applies to models that have a specific keyword on their warscroll.

description

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Arcane Ruins consist of an obelisk-topp ed plinth and several stone pillars. Together, these count as a single terrain feature. These ancient ruins are imbued with powerful sorceries that absorb magic out of the air itself. These energies can be harnessed by a nearby wizard, or used to summon the spirits of long-dead warriors.

scenerY rULes

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Arcane:Add 1 to the result of any casting or unbinding rolls made for a Wizard within 3" of Arcane Ruins. AbsorbMagic:Roll a dice each time a unit within 3" of an Arcane Ruin suff ers a wound or a mortal wound caused by a spell. On a 5 or a 6, the magical energy is absorbed by the Arcane Ruins and that wound is ignored.

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KeywoRDS

FellSummons:Wizards know the Summon Doomed Spirits spell, in addition to any other spells that they know, while they are within 10" of any Arcane Ruins. sUmmon doomed spirits

Summon Doomed Spirits has a casting value of 7. If successfully cast, the wizard captures the tormented spirits of warriors slain at the ruin and binds them to his will. A Spirit Host consisting of up to 3 models is added to your army as a new unit. Set up this unit within 5" of the Arcane Ruins and more than 3" away from the enemy. This is the unit’s move for that turn.

SCeneRy,ARCAneRuinS

BALEWIND VORtEX description

A Balewind Vortex consists of a single model. It is a swirling vortex of magical energy that can be summoned by a wizard as a platform from which to cast powerful spells.

sUmmon BaLewind Vortex

scenerY rULes

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Do not set up this model at the start of the game – it is set up during the battle as described below.

KeywoRDS

BalewindCall:If you have a Balewind Vortex model, Wizards in your army know the Summon Balewind Vortex spell in addition to any others they know. Summon Balewind Vortex has a casting value of 5. If successfully cast, remove the caster and set up a Balewind Vortex where they stood. You and your opponent must then move any models so that none are within 3" of the Balewind Vortex if possible to do so. Then, place the caster on the upper platform. If this spell is cast, it does not count towards the number of spells the wizard can attempt to cast in a turn.

SCeneRy,BAlewinDVoRTex

Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Workshop Ltd. 2015

Roiling Vortex of Magic: Models cannot move within 3" of a Balewind Vortex while a Wizard is atop it. In addition, you can add 1 to the casting and unbinding rolls made for a Wizard atop a Balewind Vortex, and double the range of any spells they attempt to cast. Held Aloft: A Wizard atop a Balewind Vortex cannot move. However, at the start of your hero phase, a Wizard atop a Balewind Vortex can banish it and return to the ground. If it does so, remove the Balewind Vortex from the battlefield until it is summoned again.

Arcane Ruins description

Arcane Ruins consist of an obelisk-topped plinth and several stone pillars. Together, these count as a single terrain feature. These ancient ruins are imbued with powerful sorceries that absorb magic out of the air itself. These energies can be harnessed by a nearby wizard, or used to summon the spirits of long-dead warriors.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet).

Fell Summons: Wizards know the Summon Doomed Spirits spell, in addition to any other spells that they know, while they are within 10" of any Arcane Ruins.

Arcane: Add 1 to the result of any casting or unbinding rolls made for a Wizard within 3" of Arcane Ruins.

Summon Doomed Spirits

Absorb Magic: Roll a dice each time a unit within 3" of an Arcane Ruin suffers a wound or a mortal wound caused by a spell. On a 5 or a 6, the magical energy is absorbed by the Arcane Ruins and that wound is ignored.

KEYWORDS

Summon Doomed Spirits has a casting value of 7. If successfully cast, the wizard captures the tormented spirits of warriors slain at the ruin and binds them to his will. A Spirit Host consisting of up to 3 models is added to your army as a new unit. Set up this unit within 5" of the Arcane Ruins and more than 3" away from the enemy. This is the unit’s move for that turn.

Scenery, Arcane Ruins

BALEWIND VORTEX description

A Balewind Vortex consists of a single model. It is a swirling vortex of magical energy that can be summoned by a wizard as a platform from which to cast powerful spells.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Do not set up this model at the start of the game – it is set up during the battle as described below.

KEYWORDS

 Balewind Call: If you have a Balewind Vortex model, Wizards in your army know the Summon Balewind Vortex spell in addition to any others they know. Summon Balewind Vortex

Summon Balewind Vortex has a casting value of 5. If successfully cast, remove the caster and set up a Balewind Vortex where they stood. You and your opponent must then move any models so that none are within 3" of the Balewind Vortex if possible to do so. Then, place the caster on the upper platform. If this spell is cast, it does not count towards the number of spells the wizard can attempt to cast in a turn.

Scenery, Balewind Vortex

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Roiling Vortex of Magic: Models cannot move within 3" of a Balewind Vortex while a Wizard is atop it. In addition, you can add 1 to the casting and unbinding rolls made for a Wizard atop a Balewind Vortex, and double the range of any spells they attempt to cast. Held Aloft: A Wizard atop a Balewind Vortex cannot move. However, at the start of your hero phase, a Wizard atop a Balewind Vortex can banish it and return to the ground. If it does so, remove the Balewind Vortex from the battlefield until it is summoned again.

CHAPEL description

A Chapel consists of a single building. These relics of lost civilisation inspire Sigmar’s followers to acts of great bravery, and enable priests to pray for miraculous healing.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Shrine of Sigmar: Do not take battleshock tests for Order units garrisoning a Chapel, or within 6" of one.

KEYWORDS

Garrisons: A unit can garrison a Chapel if all of the models in the unit are within 6" of it at the start of their movement phase, or if they could be set up within 6" of the Chapel when deploying for the battle. Remove the garrisoning unit from the battlefield and place it to one side. A unit garrisoning a building can attack and be attacked as normal, except that the range and visibility for the models in the building is measured from the building instead. The garrison counts as being in cover if it is attacked.

One Hero and one other unit can garrison a Chapel. Models cannot enter a building garrisoned by the enemy. A garrisoning unit can exit a building as its move in a future movement phase. To do so, set it up so that all models from the unit are within 6" of the building and more than 3" from any enemy units. Holy Prayer: If a Priest is garrisoning a Chapel or is within 6" of one in your hero phase, it can offer up a prayer of healing. If it does so, select a model within 3" and roll a dice; on a 2 or more that model heals D3 wounds.

Scenery, Chapel

Deathknell Watch description

A Deathknell Watch consists of a single building. It has an elaborate signalling device that can be used to direct missile fire at enemy formations.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Signalling Device: If this building is garrisoned by models from your army, you can, in your hero phase, pick an enemy unit that is visible from the building. You can re-roll any hit rolls made against that unit in your next shooting phase.  KEYWORDS

 Garrisons: A unit can garrison a Deathknell Watch if all of the models in the unit are within 6" of it at the start of their movement phase, or if they could be set up within 6" of the Deathknell Watch when deploying for the battle. Remove the garrisoning unit from the battlefield and place it to one side. A unit garrisoning a building can attack and be attacked as normal, except that the range and visibility for the models in the building is measured from the building model. The garrison counts as being in cover if it is attacked. One Hero and one other unit can garrison a Deathknell Watch. Models cannot enter a building garrisoned by the enemy.

Scenery, Deathknell Watch

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

A garrisoning unit can exit a building as its move in a future movement phase. To do so, set it up so that all models from the unit are within 6" of the building and more than 3" from any enemy units. Battlements: Models garrisoning a Deathknell Watch can be placed upon its battlements. You can simply place any models from the garrison on the battlements if you wish to do so – they are treated as part of the garrison in all respects, but it is a useful way to show which unit is occupying the building and that you control it! This does not prevent enemy models from charging the battlements (provided there is room to place them of course).

DREADFIRE PORTAL description

A Dreadfire Portal consists of a single model. It is a narrow staircase that leads to a great dais, atop which stand two magical pillars that burn with mystical flame. Dreadfire Portals emanate an aura of grim fear, and warlords of sufficient might are able to harness and absorb this power. Wizards that stand upon the Dreadfire Portal can also cast bolts of blazing fire between its burning pillars.

KEYWORDS

SCENERY RULES

 Dreadfire: A Wizard that is on the top platform of a Dreadfire Portal knows the Dreadfire spell in addition to any others they know.

Aura of Dread: A Hero that is on the top platform of a Dreadfire Portal can attempt to harness its aura of terror in your hero phase. If they do so, roll a dice; on a 1 the Hero has failed and suffers a mortal wound. On a 2 or more they have succeeded; for the rest of the game enemy units that are within 3" of that Hero in the battleshock phase must subtract 1 from their Bravery.

Dreadfire

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet).

Harnessing the power of the Dreadfire Portal, the wizard conjures forth a sheet of mystic flame and hurls it towards the foe. Dreadfire has casting value of 7. If successfully cast, pick an enemy unit that is visible to the caster. That unit suffers D6 mortal wounds as it is engulfed in magical fire. Then roll a dice for each other unit, friend or foe, within 3" of that unit. On a roll of 4 or more, flames leap to that unit and it suffers 1 mortal wound.

Scenery, Dreadfire Portal

DREADSTONE BLIGHT description

A Dreadstone Blight consists of a single model. These arcane places were once used to harness magical power, but have long since fallen into ruin. Now they are stained with the blood of a thousand sacrifices, and dark rituals carried out by those who would make pacts with evil spirits in exchange for unknowable power.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Arcane: Add 1 to the result of any casting or unbinding rolls made for a Wizard within 3" of a Dreadstone Blight. Accursed Bolt: If a Wizard casts Arcane Bolt whilst within 3" of a Dreadstone Blight with a casting roll of 7 or more, the spell inflicts D6 mortal wounds on the target instead of D3. If the casting roll was 9 or more, the spell inflicts 6 mortal wounds instead.

KEYWORDS

Scenery, Dreadstone Blight

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

 Damned: If any of your units are within 3" of a Dreadstone Blight in your hero phase, you can declare that one is making a sacrifice. If you do so, the unit suffers D3 mortal wounds, but you can add 1 to all hit rolls for the unit until your next hero phase.

ETERNITY STAIR description

An Eternity Stair consists of a single model. These ancient fulcrums of power consist of a tall colonnade about which coils a long, spiral staircase. At the top lies a mystical platform inscribed with runes of magic that can infuse warriors with power, or leave them teetering on the edge of insanity. A warrior of note that climbs an Eternity Stair can beseech their gods to bring down an eternity of suffering on the enemy.

KEYWORDS

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Mystical: Roll a dice in your hero phase for each of your units within 3" of this terrain feature. On a roll of 1 the unit is befuddled and can’t be selected to cast spells, move or attack until your next hero phase. On a roll of 2-6 the unit is ensorcelled, and you can re-roll failed wound rolls for the unit until your next hero phase.

Eternity of Pain: If a Hero from your army is on the top level of the Eternity Stair in your hero phase, they can beseech their gods for an eternity of pain to be brought upon the enemy. If they do so, pick an enemy unit that is visible to the Hero and roll a dice, adding one to the result if the Hero is a Priest. On a roll of 5 or more, that unit is wracked by pain and suffering; your opponent must re-roll hit rolls of 6 made for that unit for the rest of the battle.

Scenery, Eternity Stair

GARDEN OF MORR description

A Garden of Morr consists of three mausoleums, a statue, a gate and several wall sections. Together, these count as a single terrain feature. A Garden of Morr is a haunted and desolate place, cursed with a powerful energy that empowers those that use the magic of death.

SCENERY RULES

 Deathly Awakening: Wizards from your army know the following spell, in addition to any other spells that they know, whilst they are within 3" of a Garden of Morr.

Domain of the Dead: In your hero phase, each Death model from your army that is within 3" of a Garden of Morr heals 1 wound.

raise The Dead

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet).

Monument of Shyish: Add 1 to the result of any casting or unbinding rolls for Death Wizards that are within 3" of the statue in a Garden of Morr. KEYWORDS

Scenery, Garden of Morr

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Raise the Dead has a casting value of 6. If successfully cast, you can set up a unit of up to 20 Zombies. Set up this unit within 5" of the Garden of Morr and more than 3" away from the enemy. This is the unit’s move for that turn.

MAGEWRATH THRONE description

A Magewrath Throne consists of a single model. Constructed in an ancient time by powerful and insane wizards, these mighty edifices are highly sought after. Atop a pillar of stone skulls sits a throne of power; a warlord who takes the throne can use the magic imbued within it to wreak wrath and ruin upon his enemies.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet).

KEYWORDS

 Ascend to the Throne: If your general or a Hero from your army is on the top level of a Magewrath Throne in your hero phase, they can sit upon the throne, where they will remain seated until they move for any reason. While a model is seated upon the throne, they gain the following powers: Throne of Command: If your general is seated on a Magewrath Throne, all other Heroes from your army can use a command ability listed on their warscroll if they are within 15" of the Magewrath Throne in your hero phase, even though they are not your general.

Magewrath: Subtract 2 from any casting rolls made for enemy Wizards within 15" of the Magewrath Throne. Wrath and Ruin: If a model from your army is seated upon the throne in your hero phase, roll a dice. On a roll of 2 or more, they gaze imperiously at an enemy unit within 15", unleashing the throne’s dread power. That unit suffers D3 mortal wounds as warriors collapse to the ground, their ears bleeding and their limbs shuddering. On a roll of 1, the seated model is judged unworthy and is wracked with the same agonising spasms, suffering D3 mortal wounds.

Scenery, Magewrath Throne

Sylvaneth wyldwood DESCRIPTION

A Sylvaneth Wyldwood is a terrain feature consisting of two or more Citadel Woods. For the denizens of the forests they are places of shelter and respite. However, the spirits within the trees are easily angered by other creatures that trespass their boundaries, and magical power is guaranteed to drive the Wyldwood into a fury.

KEYWORDS

scenery rules

The following scenery rules are used for these models (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Wyldwood: Roll a dice for each model that makes a run or charge move across, or finishing on, a Sylvaneth Wyldwood. On a roll of 1 the model is slain. Do not roll for models that have the Sylvaneth, Monster, or Hero keywords.

scenery, Sylvaneth wyldwood

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Roused By Magic: Roll a dice whenever a spell is successfully cast within 6" of a Sylvaneth Wyldwood (even if it is unbound). On a roll of 5 or more the forest is roused by the magical energy and attacks. If this happens, all units within 1" of the Sylvaneth Wyldwood suffer D3 mortal wounds. Sylvaneth units are not attacked if a Wyldwood is roused in this way.

TEMPLE OF SKULLS description

A Temple of Skulls consists of a single model. It is a shrine to the gods of Chaos, who give power to those who offer up sacrifice, and empower any of their dark champions that can reach it. These temples are also built on strategic sites, places where heroes can be seen from far and wide if they stand atop their cracked summits, by both their followers and the gods themselves.

KEYWORDS

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Cracked Summit: If a Totem in your army is standing atop a Temple of Skulls, double the range of all its abilities. If your general is standing atop a Temple of Skulls, double the range of his Inspiring Presence command ability.

Chaos Shrine: You can re-roll failed hit rolls for any Chaos Hero that is standing on a Temple of Skulls, as they bask in the watchful gaze of their patron. In addition to this, you can also re-roll one casting or unbinding roll in each hero phase for Chaos Wizards that are standing on a Temple of Skulls. Damned: If any of your units are within 3" of a Temple of Skulls in your hero phase, you can declare that one is making a sacrifice. If you do so, the unit suffers D3 mortal wounds, but you can add 1 to all hit rolls for the unit until your next hero phase.

SCENERY, Temple of Skulls

WALLS AND FENCES description

A set of walls and fences consists of four walls, five fences and a pair of signposts. They can be set up on the battlefield as a single terrain feature, or can be split into several pieces if desired. Found wherever mortals make their home, walls and fences can be pressed into service as a barricades during a battle.

KEYWORDS

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Barricade: If all of the models from a unit are within 3" of a wall or fence, and are on the same side of it, then the unit receives the benefits of cover against attacks made by models that are on the other side of the wall or fence.

SCENERY, Walls and Fences

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

 Signpost to War: Units that start their movement phase within 6" of a signpost can move an extra inch in that phase.

WATCHTOWER description

A watchtower consists of a single building model. A watchtower makes a powerful bastion against enemy attack, and an ideal command point from which a counterattack can be ordered upon the foe.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Command Tower: If a Hero from your army is garrisoning a Watchtower, you can add 6" to the range of any of its command abilities. In addition, at the start of your charge phase, it can signal the Counterattack. For the rest of the phase, you can re-roll charge rolls for units that are within 18" of the Watchtower. KEYWORDS

Garrisons: A unit can garrison a Watchtower if all of the models in the unit are within 6" of it at the start of their movement phase, or if they could be set up within 6" of the Watchtower when deploying for the battle. Remove the garrisoning unit from the battlefield and place it to one side. A unit garrisoning a building can attack and be attacked as normal, except that the range and visibility for the models in the building is measured from the building model. The garrison counts as being in cover if it is attacked. One Hero and one other unit can garrison a Watchtower. Models cannot enter a building garrisoned by the enemy.

A garrisoning unit can exit a building as its move in a future movement phase. To do so, set it up so that all models from the unit are within 6" of the building and more than 3" from any enemy units. Battlements: Models garrisoning a Watchtower can be placed upon its battlements. You can simply place any models from the garrison on the battlements if you wish to do so – they are treated as part of the garrison in all respects, but it is a useful way to show which unit is occupying the building and that you control it! This does not prevent enemy models from charging the battlements (provided there is room to place them of course).

SCENERY, Watchtower

WITCHFATE TOR description

A Witchfate Tor consists of a single model. This abandoned sorcerers’ tower is still filled with artefacts which a cunning wizard can turn to their own purposes.

SCENERY RULES

The following rules are used for this scenery (do not roll on the Scenery Table on the Warhammer Age of Sigmar rules sheet). Garrisons: A unit can garrison a Witchfate Tor if all of the models in the unit are within 6" of it at the start of their movement phase, or if they could be set up within 6" of a Witchfate Tor when deploying for the battle. Remove the garrisoning unit from the battlefield and place it to one side.

KEYWORDS

A unit garrisoning a building can attack and be attacked as normal, except that the range and visibility for the models in the building is measured from the building model. The garrison counts as being in cover if it is attacked.

respects, but it is a useful way to show which unit is occupying the building and that you control it! This does not prevent enemy models from charging the battlements (provided there is room to place them of course).

One Hero and two other units can garrison a Witchfate Tor. Models cannot enter a building garrisoned by the enemy. A garrisoning unit can exit a building as its move in a future movement phase. To do so, set it up so that all models from the unit are within 6" of the building and more than 3" from any enemy units.

Arcane Library: Add 1 to any casting and unbinding rolls made for Wizards garrisoning a Witchfate Tor. In addition, if any wizard on the battlefield casts a spell, a wizard garrisoning a Witchfate Tor can consult the library in an attempt to learn the spell themselves. Roll a dice; on a roll of 4 or more, the wizard learns that spell, and knows it for the rest of the battle. On a roll of 1, 2 or 3 the wizard mistakenly unlocks a cursed tome and suffers a mortal wound instead.

Battlements: Models garrisoning a Witchfate Tor can be placed upon its battlements. You can simply place any models from the garrison on the battlements if you wish to do so – they are treated as part of the garrison in all

Scenery, Witchfate Tor

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

Scenery

FORTIFIED MANOR Organisation A Fortified Manor consists of: • 1 Chapel • 1 Watchtower • 1 or more sets of Walls and Fences

Set-up A Fortified Manor consists of a Chapel, a Watchtower and several Wall and Fence sections. Together, these count as a single terrain feature. SCENERY RULES Fortified Position: The Rend characteristic of any enemy attacks is reduced by 1 if the target unit receives the benefit of cover from any part of a Fortified Manor. For example, a Rend characteristic of -2 would become -1, a Rend characteristic of -1 would become -, and so on. A Rend characteristic of ‘-’ is not modified. Command Post: Once per battle, at the start of a battle round, you can declare that your general will make a strategic gambit. In order to do so, he must be garrisoning the Fortified Manor’s watchtower. If you do so, add 1 to the result of that dice roll to see who takes the first turn in that round.

Warhammer Age of Sigmar © Games Workshop Ltd. 2015

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