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Table of Contents

Beastmen...............................................................................5
Gors and Ungors..................................................................5
Unruly.............................................................................. 5
Centigors............................................................................. 5
Trample............................................................................ 5
Centauroid........................................................................5
Minotaurs............................................................................5
Blood Greed:....................................................................5
Magic...................................................................................5
Army Organization...............................................................5
Allies 0-25%:....................................................................6
Leaders of the Raucous Host 1-33%.................................6
Brayherd 25%+................................................................6
Centigors and Cariots 0-33%............................................6
Gathering Herds 0-33%....................................................6
Chaos Dwarves.......................................................................7
Chaos Dwarf Rules..............................................................7
Hobgoblin Rules...................................................................7
Warmachines.......................................................................7
Death rocket.....................................................................7
Earth Shaker.....................................................................7
Core..................................................................................... 8
Special.................................................................................8
Rare..................................................................................... 8
Chaos Dwarf Characters......................................................8
Hobgoblin heroes................................................................9
Bull Centaur Heroes............................................................9
Allies.................................................................................... 9
Dark Elves.............................................................................. 9
Team Rules..........................................................................9
Hate other Elves:..............................................................9
Beasts:.............................................................................9
Khainite:...........................................................................9
Dark Influence:.................................................................9
Night Vision:.....................................................................9
Cauldron of blood................................................................9
Corsairs...............................................................................9
Sea Dragon Cloak:............................................................9
Magic...................................................................................9
Dark Elf Hero.......................................................................9
Sorceress.............................................................................9
Dark Elf Assassin.................................................................9
Assassin Rules................................................................10
Core...................................................................................10
Special...............................................................................10
Rare................................................................................... 11
DWARVES.............................................................................12
Dwarf Standard Rules........................................................12
Sturdy:............................................................................12
Resolute:........................................................................12
Grudges:........................................................................12
People of Stone:.............................................................12
Gold Fever:.....................................................................12
Gear..................................................................................12

Gromril:..........................................................................12
Dwarven Arquebus:........................................................12
Mining Pick:....................................................................12
Miners Cap:...................................................................12
Pavis:.............................................................................. 12
Range Finder:.................................................................12
Periscope:.......................................................................12
Range Markers:..............................................................12
Oathstone......................................................................12
Book Of Grudges............................................................12
Shield Bearers...................................................................13
Gyrocopters.......................................................................13
Army Organization ............................................................13
Allies/Mercenaries:............................................................13
Clan Warriors 25%+..........................................................14
Engineers Guild 0-35%.....................................................14
Royal Clan Warriors 0-35%................................................15
Outsiders 0-25%...................................................................15
Dwarf Characters..............................................................15
The Empire...........................................................................16
Gear of the Empire............................................................16
Heavy breast plate:........................................................16
Full plate armor +5pts....................................................16
Hochland long rifle +10pts.............................................16
Fusillade and Caracole...................................................16
Forester..........................................................................16
Repeating handgun +7pts:............................................16
Repeater pistol +5Pts.....................................................16
Pigeon Bombs +10 pts each:.........................................16
Volley Gun.........................................................................16
Steam Tank........................................................................16
Magic:................................................................................16
Army Organization.............................................................16
Allies 0-25%:..................................................................17
Character Costs 1-25%:.................................................17
Engineers.......................................................................17
Priests of Sigmar............................................................17
StateTroops 25%+..........................................................17
Knights and Nobility 0-35%............................................18
Gunnery and Engineering 0-35%...................................18
Irregulars 0-20%.............................................................18
High Elves............................................................................. 19
Team Rules........................................................................19
Meek:............................................................................. 19
High elves and Sea elves:..............................................19
Sea Elves...........................................................................19
High Elves.........................................................................19

Valour of ages..........................................................19

Intrigue...........................................................................19
Oracle of Asuryan:..........................................................19
Gear..................................................................................19
Lion Cloak:.....................................................................19
Ithilmar Armor:...............................................................19
Dragon Armor:................................................................20
Army Organization.............................................................20
Character Costs..............................................................20

Citizens and Militia 25%+..................................................20


Equestrians and Monsters 0-50%......................................20
Kindred Superiors 1-50%...................................................21
Maritime Auxiliaries and Allies 0-33%...............................21
LizardMen.............................................................................22
Saurus/Lizardmen Rules....................................................22
Immune to Panic............................................................22
Totem Warriors..................................................................22
Totem Hierarchy.............................................................22
Aquatic:..........................................................................22
Eagle Warrior..................................................................22
Sacred Duty/Slann:.........................................................22
Level 6...............................................................................22
Newts/Skinks/Chameleons................................................22
Poisonous if eaten..........................................................22
Camouflage....................................................................22
Stegadon...........................................................................22
Runs Amok.....................................................................22
High Up..........................................................................23
Great Bow:......................................................................23
Army Organization.............................................................23
Levies and Lesser Spawn 25%+.....................................23
Totem Warriors 1-50%....................................................23
Jungle Beasts 0-20%......................................................23
Orcs and Goblins..................................................................24
Racial hierarchy ...................................................................24
Dey iz Smaller:...............................................................24
Animosity..........................................................................24
When not to test............................................................24
Taking the test................................................................24
Giants...................................................................................25
Trolls..................................................................................26
Stone Trolls.....................................................................26
River Trolls......................................................................26
Black Orcs.........................................................................26
Orcs...................................................................................26
Big Uns..........................................................................26
Savage Orcs......................................................................27
Forest Goblins....................................................................27
Goblins..............................................................................27
Night Goblins.....................................................................27
Fanatics.............................................................................28
Squig Hoppers...................................................................28
Squig Herders....................................................................29
Snotlings........................................................................... 29
Snotling Pump Wagon.......................................................29
Boars................................................................................. 30
Wolves...............................................................................30
Giant Spiders.....................................................................30
Doomdiver.........................................................................30
Magic:................................................................................31
Army Organization.............................................................31
Biggest and Strongest:...................................................32
Mobs 33%+....................................................................33
Big Un's And Riders 1-50%.............................................33
Warmachines 0-25%......................................................34

Monsters 0-15% (includes monsters for characters)......34


Allies 0-33%......................................................................35
Heroes & Magic Users...........................................................35
Night Goblins.....................................................................35
Normal Goblins..................................................................35
Forest Goblins....................................................................35
Savage/Normal Orc...........................................................35
Black Orc...........................................................................35
Skaven..................................................................................36
Skaven team Special Rules:..............................................36
Strength in numbers:.....................................................36
Lead from the back........................................................36
Warpstone weapons:......................................................36
Scurry Away:..................................................................36
Night Vision:...................................................................36
Chaos Attributes.............................................................36
Attachments:..................................................................36
Skaven Clanrat Warriors....................................................36
Black Skaven........................................................................36
StormVermin.....................................................................36
Slaves................................................................................ 37
Meat Shield....................................................................37
Night Runners.......................................................................37
Gutter Runners..................................................................37
Tunneling Team..............................................................37
Assassin Gear....................................................................37
Smoke Bombs................................................................37
Plague Monks.......................................................................38
Plagued..........................................................................38
Plague Censer Bearers......................................................38
Plague Censor:...............................................................38
Clan Moulder Beast Master................................................38
May Always lap around..................................................38
Dont cause Panic...........................................................38
Small..............................................................................38
Rat Ogres and Chaos Warhounds......................................38
Animal handlers.............................................................38
Poison Wind Globadier.......................................................39
Poison Wind Globes........................................................39
Globadier deployment....................................................39
Jezzails..............................................................................39
Pavis............................................................................... 39
Warplock Jezzail.............................................................39
DoomWheel.......................................................................39
Movement......................................................................39
Warp-Lightning...............................................................39
Crushing things..............................................................39
Crew Attacks..................................................................39
Fighting the doomwheel.................................................39
Damage to the Parts......................................................40
Other..............................................................................40
Lightning field................................................................40
Warpfire thrower................................................................40
Firing the warpfire thrower.............................................40
Warpfire Misfire Chart.....................................................40
Other rules.....................................................................40

Encumbrance.................................................................40
Loss of Crew...................................................................40
Fleeing...........................................................................40
Warp Lightning Cannon.....................................................41
Fire the Warp-Lightning Cannon.....................................41
Ratling Gun........................................................................41
Firing the ratling gun......................................................41
Ratling gun misfire Chart...............................................41
Warlock Engineer Equipment............................................41
Warplock Pistol...............................................................41
Warlock Arquebus..........................................................41
Warp Blade.....................................................................41
Warp Energy Condenser.................................................41
Warp-power Accumulator...............................................41
Vermin Lord Greater Daemon of the Horned Rat...............42
Otherworldly Creatures:.................................................42
Daemon psychology:......................................................42
Doom Glaive...................................................................42
Screaming Bell..................................................................42
Movement......................................................................42
Fighting the bell.............................................................42
Fleeing and pursuing......................................................42
Blessing of the Horned Rat.............................................42
Warpstone Brazier..........................................................42
Striking the bell..............................................................43
Screaming Bell Chart......................................................43
Character Equipment and costs........................................43
Core 25%+........................................................................43
Special 0-25%...................................................................43
Rare 0-20%........................................................................44
Skaven Character 1-25%...................................................44
Magic.................................................................................44
Allies 0-25%......................................................................44
Assassin Rules...................................................................44
The Realm of Bretonnia........................................................45
Allies.................................................................................. 45
Mercenaries.......................................................................45
Knightly Virtues.................................................................45
T H E K N I G H T S V O W ..........................................................45
Questing Vow.................................................................45
Grail Vow........................................................................45
Peasants Duty..................................................................45
Other Special Rules...........................................................45
Impetuous:.....................................................................45
Flying Cavalry:................................................................45
Grail Relique...................................................................45
4man Catapult:..............................................................45
Defensive Stakes:...........................................................45
Army Organization.............................................................45
Nobility 25-75%..............................................................46
Servants of the Lady 0-35%...........................................46
Peasants and Lower Classes 25%+................................46
Artillery 0-10%...............................................................46
Tomb Kings...........................................................................47
Magic.................................................................................47
Hierophant........................................................................47

Tomb Lords........................................................................47
Curse.............................................................................. 47
Fear................................................................................47
My Will Be Done.............................................................47
Magically Sustained.......................................................47
Undeath............................................................................. 47
Tomb Swarms....................................................................47
Tomb Guards.....................................................................47
Tomb Scorpion...................................................................47
Casket of Souls..................................................................47
Vampire Counts....................................................................49
Magic.................................................................................49
Hierophant........................................................................49
Undeath............................................................................. 49
Ethereal.............................................................................49
Wolves and bats................................................................49
Ghouls............................................................................... 49
Wights............................................................................... 49
Banshee............................................................................ 49
Army Organization.............................................................49
Shambling Hordes 25%+...............................................50
Beasts of the Night 0-25%..............................................50
Cavalry 0-25%................................................................50
Spectral Beings 0-33%...................................................50
Characters 1-33%..............................................................50
Wood Elves...........................................................................51
Universal Rules..................................................................51
Woods:........................................................................... 51
Expert craftsmanship:....................................................51
Meek:............................................................................. 51
Standard profile:................................................................51
Particular Rules..................................................................51
Feigned Flight:................................................................51
Pounce Attack:...............................................................51
Bark Armors...................................................................51
Traps

2pts...............................................................51

Wardancers.......................................................................51
Talismanic War Paint:......................................................51
Dances:..........................................................................51
Waywatchers.....................................................................51
Treemen/women................................................................51
Dryads...............................................................................51
Wood Elf Magic..................................................................52
Army Organization.............................................................52
Wood Elf Folk 25%+.......................................................52
Kindred Superiors 1-50%................................................52
Forest Spirits 0-33%.......................................................53
Standard Allies Rules............................................................54
Standard Mercenary Rules....................................................54
Mercenary Professionalism................................................54
Albion ..................................................................................54
................................................................................ 55
Tilea...................................................................................... 56
Estalia................................................................................... 57
Norse.................................................................................... 58
Werewolf rules...................................................................58

Vicious:...........................................................................58
Impatient:.......................................................................58
Night vision:...................................................................58
Moot(Halflings )....................................................................59
Gnomes................................................................................60
Pygmies................................................................................ 60
..........................................................................61
Nippon..................................................................................62
Sashimono:........................................................................62
Araby.................................................................................... 63
Camels:............................................................................. 63
Genies...............................................................................63
Otherworldly Creatures:.................................................63
Daemon psychology:......................................................63
Your wish is my command:.............................................63
Chaos Attributes...................................................................64

Using this Book

Unit entries will have notation before or after. Notation before indicates the minimum number of required units (e.g. 1+ means
you must have at least one of the unit.) Notation after the unit indicates the unit size range (e.g. 15+ means the unit must have
at least 15 models.) Artillery crew will have a notation after their entry, this represents the number of crewmen per artillery. (e.g.
Hobgoblin Crew (2) means that the artillery is accompanied by two hobgoblin crew.)

Beastmen are Chaotic Evil

Beastmen
Type
Units
Bestigor
Gors
Ungors
Centigor
Warhoun
ds
Harpy
Minotaur

Number of attributes
d6-2
d6-3
d6-4
d6-4
d6-4
d6-4
d6-4

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

Gors and Ungors


U NRULY 1 : At the beginning of each turn roll a die for each unit. On the roll of a 1 the unit must charge an enemy unit if it is
within charge distance (2M) or must move as quickly as possible toward the enemy.

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

No Cavarly hide save3


Uses additional hand weapons, great weapons and shields as if it were an infantry model
May use spears as if it were mounted (+1 S on charge for example)

Minotaurs
1 Chaos 4th ed.
2 Beasts of Chaos 6th ed
3 Beasts of Chaos 6th ed.

B LOOD G REED : Minotaurs may not pursue, until they pass a Ld test during the compulsory phase. If charged by the
enemy while feeding they become frenzied. May take an additional test to try and pass if shot at.

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

Army Organization4
Leaders of the Raucous Host 1-33%
Your Warherd must have a general.
Brayherd 25%+
Centigors and Chariots 0-33%
Gathering Herds 0-33%
Allies 0-25%

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

LEADERS

OF THE

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

Gor5 hero

Ws

Bs

Ld

Int

Cl

Wp

Pts

lvl1
lvl2
lvl3
lvl4
Lvl5

4
4
4
4
4

5
6
6
7
7

4
4
4
4
5

4
4
4
4
4

4
5
5
5
5

2
3
4
5
5

4
4
5
6
6

2
3
3
4
4

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

6
6
6
6
8+2

7
7
8+1
8+1
9+2

6
6
7+1
7+1
8+2

60
110
160
210
260

Int

Cl

Wp

Pts

7+1

110

7
8+1
8+1
9+2

8+2
8+2
9+3
9+3

160
255
345
470

Gor Shaman

Ws

Bs

Ld

lvl1

lvl2
lvl3
lvl4
Lvl5

4
4
4
4

5
6
6
7

5
5
6
6

3
3
3
3

4
4
4
4

3
4
5
5

4
4
5
6

1
1
1
1

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

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

Centigor hero

Ws

Bs

Ld

Int

Cl

Wp

Pts

lvl1
lvl2
lvl3
lvl4
Lvl5

8
8
8
8
8

5
6
6
7
7

3
3
3
3
4

5
5
5
5
5

4
5
5
5
5

2
3
4
5
5

3
3
4
5
5

2(3)
3(4)
3(4)
4(5)
4(5)

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

5
5
5
5
7+2

7
7
8+1
8+1
9+2

6
6
7+1
7+1
8+2

82
132
182
232
282

Minotaur hero

Ws

Bs

Ld

Int

Cl

Wp

Pts

lvl1
lvl2
lvl3
lvl4
Lvl5

6
6
6
6
6

5
6
6
7
7

4
4
4
4
5

5
5
5
5
5

4
5
5
5
5

3
4
5
6
6

4
4
5
6
6

3
4
4
5
5

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

5
5
5
5
7+2

7
7
8+1
8+1
9+2

6
6
7+1
7+1
8+2

90
140
190
240
290

4 This army organization is a bit unorthodox, but the concept is derived from Warhammer ancients where army lists have
categories like Warriors and Cavalry and chariots it seemed appropriate to make the army organization reflect this a bit more
5 You will notice that Beastmen had 2 wounds in 3 rd ed.

Character Models may be given any gear available to their respective types. That is a Beast man character may be given gear
available to Gors and Bestigors and a Minotaur Hero may get gear available to minotaurs in the army list below. A Beastman
Character may ride a chariot, replacing one of the crew; you may deduct the cost of the single crew man.

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

M Ws Bs S T W I A Ld

Gor (10+)
4
Equipme Special
nt
Rules
Hand
weapon

3 4 2

3 1 5

In
Cl Wp Pts
t
6 7 6
10

Upgrades
great weapon +2, halberd +2, add
hand +1, Shield +1, light armor +2,
Flails +1, Throwing spears +1, one
unit may have a magic standard up
to 25 pts

Unruly

L In C W Pt
d t l p s
331 315 5 6 5 7

10)
Equipment
Short bow, hand
weapon
Unit type M
Minotaur
(1-10))
Equipment
Hand
weapon

Unit Type

Ws

Bs S T W I A

Unit type

UnGor (10+)

Harpies
(5+)
Equipmen
t
Claws

Equipment Special Rules


Spear and Unruly, may deploy as
Shield
light infantry

Upgrades

Unit Type

M Ws Bs S T W I A Ld

0-1 Bestigor
(10+)

4 4

3 44 2 3 1 6 6 7 6

Special
Rules

Equipment

May have a magic standard


up to 50pts

CENTIGORS

AND

Unit type M

W B
ST WI
s s

8 4

Equipment

15

Upgrades

Great Weapon,
heavy armor

Centigor
(5+)

In C W Pt
t l p s

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

3 4 4 2 2 1(2)
Special
Rules

Ld

Int

Cl

Wp

Pts

32

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

Spear,
Trample,
buckler, hand
unruly
weapon

L In C W Pt
d t l p s
Tuskgor Chariot
7
5 6 3
- - - - - (1-6)
5
Gor Crew (2)
4
4
3 3 4 2
3 1 5 6 7 6 Tuskgor (2)
7
3
4 4 1
2 1 3 4 4 4
Equipment
Special Rules
Upgrades
Small Chariot
Scythed wheels +20
May have great
Spears
Unruly
weapons +1pt
Tusks (gore attack: Thick skinned (4+
see boars)
hide save)
Unit type

Ws Bs S

I A

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

Unit type

UnGor Raiders7 (5- 5

Ws

Bs

L In C W Pt
d t l p s
3 3 1 315 6 6 5 6
S T WI A

6 Warhammer Armies 3rd ed.


7 Warhammer Beasts of Chaos 7th ed.

Special Rules
Unruly, Scouts,
skirmish

W B
ST WI
s s

64 3 443 3 2

Upgrades

Ld

Int

Cl

Wp

Pts

40

Special
Upgrades
Rules
fear, blood Shields +1, add hand +1, great
greed
weapons +2, light armor +2
M Ws Bs S T W I A
4 3
Special
Rules
Fly 24

L In C W
Pts
d t l p

3 31 426 5 7 7
Upgrades

14.5

Chaos Dwarves8
Chaos Dwarf Rules
Armor: Chaos Dwarves do not suffer from encumbrance
Chaos Dwarves are Chaotic Evil

Hobgoblin Rules
Animosity: such is their distrust of hobgoblins due to their
treachery that other green skins will preferentially take their
animosity against the nearest hobgoblin unit (at least within
2M or archer range) instead of other green skins, the inverse
is true of the hobgoblins. Other green skins may not lead a
unit of hobgoblins.
Panic: All green skins would like nothing more than to see
hobgoblins suffer and flee. Consequently, other green skins
will not panic at the sight of hobgoblins fleeing or breaking.
Envelopment: Sneaky Gits, even if they lose the first round
(but are not broken), may lap around with as many models as
they see fit, so long as they are able to lap around they may
not be pushed back. They break and route as per normal.
Hobgoblins are Evil

Warmachines
D E AT H

ROCKET9

1. Point in a direction
2. Choose a number 1-12 and roll that many D6
3. Use a weighted scatter, doubles causes a misfire,
otherwise continue as normal.
4. Place the 1 radius template in the direction indicated by
the weighted scatter and the distance indicated by the
dice, direct hits means the rocket goes in the direction the
rocket is facing.
5. All models under the template take a S5 hit -2 armor
6. Any unit suffering a casualty must take a panic test,
cavalry, monsters, and chariots take the test against their
mounts unmodified Cl.
Death Rocket Misfire Chart
1-2 Boom! -remove the rocket and crew
3-4 cant shoot this turn or the next
5-6 the rocket goes 4d6 in the direction aimed, roll d6
1-3 the rocket explodes at this point, damage as normal
4-6 roll a scatter die and move the rocket again 4d6, repeat
this process until you roll a 1-3 where the rocket finally stops
and explodes

E A RT H S H A K E R
Crew

Min

Max

4 16"

48"

5 18"
6 20"

64"
80"

Temp
1.5"
rad
1.5"
rad
2"

7 22"

96"

2"

Str

Woun
ds

Armor

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

-4
-5
-6
-7

8 Almost all rules presented here are derived from Chaos


Dwarves 5th ed.
9 These rules are largely taken from Warhammer Ancient
Armies, from the rules for the ancient Chinese rockets. They
presented a more random and chaotic weapon, which
seemed appropriate and are correspondingly cheaper.

1. Point in direction/nominate target


2. Guess distance within the maximum and minimum ranges
Scatter as per normal with artillery die.
3. If a misfire is rolled consult the misfire Chart below
4. Place the template, all models under take damage in
accordance with the profile of the size of the Earth Shaker
5. Roll D6 consult chart
1. QUAKE! The models is thrown to the ground and
may not shoot, move, or attack until their next
movement phase
2-5. the unit moves at half rate, may not shoot, war
machines may fire on the roll of a 4+
6. the enemy braces for the blow and it has no effect
6. All models within 2D6 suffer the determined effect
Earth Shaker Misfire Chart
1 Boom! The round explodes within the Earth Shaker. Place the 2 radius
template directly atop the Earth Shaker and resolve it as if it had struck there.
Remove the warmachine as it is destroyed.
2 Too much powder! The Earth Shaker fires as normal scattering 12 directly
away from the Earth Shaker. The Earth Shaker itself takes a hit of SS
(strength equal to the strength of the warmachine itself.)
3 The Earth Shaker has overheated (ignore this result if this is the first shot
fired) causing the powder to fire prematurely. The Earth Shaker fires as
normal, except that it scatters 12 directly toward the Earth Shaker. The Earth
Shaker permanently loses 2T.
4 Short Fuse! The fuse was short causing the round to detonate midflight.
Place a 4 radius template D(distance guessed) toward the target. That is, if
you guessed a range of 31 you would roll a 31 sided die. Any model
touched by the template is hit on a 5+ and takes a 5S blow -1 armor.
5 A crew man has injured himself (a random crewman takes a 4S hit.) The
Earth Shaker does not fire this turn as they sort out what happened
6 The crew has made a routine mistake and must unload and reload the Earth
Shaker. It does not fire this turn nor the next

Core
Unit
M Ws Bs S T W I A Ld Int Cl WP Pts
type
(1+)
Chaos
Dwarf 3 4
3 3 4 1 2 1 9
7 9
9
10
Warrior
(8+)
Equipm Special
Upgrades
ent
Rules
Light
Great Weapon +2, Heavy Armor +1,
armor
Shield +1, Large Shields +2, One unit
hand
may have a magic standard
weapon
Unit type
Chaos Dwarf
Blunderbussiers (8+)
Equipment

Ws

Bs

Ld

Int

Cl

WP

Pts

12

WP
6
3

Pts
13

Special Rules

Upgrades

light armor, hand weapon, blunderbuss

Shields +1, heavy armor +1

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

Unit type

Hobgoblin Warrior
(15+)
Special
Equipment
Rules
Hand
weapon

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

Unit type
Hobgoblin wolf rider (5+)
Giant Wolf
Equipment
Special Rules
Claws

Vicious (See O&G)

hand weapon, shield

May deploy as skirmishers

M
4
9

Ws
3
4

Bs
3
0

S
3
3

T
3
3

w
1
1

I
A
Ld
2 1
7
3 1
3
Upgrades

Int
6
3

Cl
6
3

light armor +2, Shortbows +1

Special
Unit type
Bull Centaur (5)
Equipment
light armor, Shield, hand
weapon, great weapon, stomp
attack
Unit type

Ws

M
7

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

Bs S T w

I A

T
4

w
2

I
3

A
2

Ld
Int
9
7
Upgrades

Cl
9

WP
9

Pts
40

Replace light armor with Heavy armor+1

L In C W Pt
d t l P s

Sneaky Gits (10+) 4


3
3 3 3 1 2 1 7 6 6 6 6
Equipment
Special Rules
Upgrades
envelope, anticoagulant
Dagger,
poisoned attacks, light
additional dagger
infantry

Unit type

Ws

Bs

Ld

Int

Cl

WP

Pts

Hobgoblin Bolt thrower (1-4)

30

2 1
7
Upgrades

Hobgoblin Crew (2)


Equipment
Special Rules
2 man bolt thrower

range 30" S5

hand weapon

Light armor +2

Unit type
Death Rocket (1-4)

M
-

Ws
-

Bs
-

S
-

T
7

w
3

I
-

A
-

Ld
-

Int
-

Cl
-

WP
-

Chaos Dwarf Crew (2)

Pts
50

Equipment

Special Rules

Upgrades

See rules
Hand weapon, heavy armor

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

Chaos Dwarf Characters


Chaos Dwarf Hero
lvl1
lvl2
lvl3
lvl4
lvl5

M
3
3
3
3
3

Ws
5
6
6
7
7

Chaos Dwarf Wizard


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

Bs
4
4
4
4
5

Ws
5
5
6
6
7

S
4
4
4
4
4

Bs
4
5
5
6
6

T
4
5
5
5
5

S
3
3
3
3
3

T
4
4
4
4
4

w
1
2
3
4
4

I
3
3
4
4
5

W
1
2
3
4
4

I
2
3
3
4
5

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

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

Int
7
7
7
7
9+2

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

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

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

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

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

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

M
4
4
4
4
4

Ws
4
5
5
6
6

Bs
4
4
4
4
5

S
4
4
4
4
4

T
3
4
4
4
4

w
1
2
3
4
4

I
3
3
4
4
5

A
2
3
3
4
4

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

Int
6
6
6
6
8+2

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

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

Pts
28
50
72
95
117

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

Pts
85
135
185
235
285

Bull Centaur Heroes


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

M
7
7
7
7
7

Ws
5
6
6
7
7

Bs
4
4
4
4
5

S
5
5
5
5
5

T
4
5
5
5
5

w
2
3
4
5
5

I
4
4
5
6
6

A
3
4
4
5
5

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

Int
7
7
7
7
8+2

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

Allies
May ally with Beastmen, Dark Elves, Chaos, Orcs and Goblins, Skaven, Vampire Counts to fight Good or Neutral enemies.

Dark Elves
Team Rules
Dark elves are either Order Evil or Chaotic Evil

H AT E

OTHER

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

B E A S T S : Dont cause panic in fellow dark elves, not affected by cauldron of blood, no dark elf characters may join, do not use
generals Ld

K H A I N I T E : cant be joined by non-khainite characters and are always chaotic evil and always worship Khaine.
S L A A N E S H I : Some Dark Elves deviate from the norm and follow Slaanesh instead of Khaine. When determining the number of
chaos attributes each unit gets also determine if the unit follows Khaine or Slaanesh. This will affect which kinds of attributes they
might receive. Units of opposing worship suffer animosity toward one another.

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

To Fight:
High Elves
Wood Elves
Lizardmen
Empire
Bretonnia

Cauldron of blood12: khainite units within 12 replace their frenzy with autofrenzy and cant lose it and
gain +1 combat resolution and +2 Cl but -2 Ld as the witch elves become more determined but less orderly. A Cauldron of blood
may be purchased for any Witch elf character +100 pts. It is accompanied by two standard witch elves. Up to 3 additional alter
guards may be purchased. Alter guards may purchase additional gear as per the witch elf entry in the army list. The cauldron of
blood may be moved (depending on your model) upwards of 5 per turn and may not charge or reserve move.

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

2 coverage vs ranged
1 coverage vs melee attacks
2 thickness, encumbers like light armor

Magic Dark Elves may have red, blue and black as primary colors and green as a secondary color.
Dark Elf
Hero[1]

W
S

B
S T W I A Ld
S

Int Cl

WP Pt

Lvl 1Death Shade 5

4 3 1

6 2

48

Lvl 2 Witch Helm

4 3 2

6 3

88

Lvl 3 Master

4 3 3

7 3

Lvl 4 Death
Dealer

4 3 4

8 4

Lvl 5 DreadLord

4 3 4

8 4

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

9+
1
9+
1
10
+2

12
8
16
8
20
8

Sorcere
ss

W
S

B
S T W I A Ld
S

Int Cl

WP Pt

Lvl 1 Hellfay

3 3 1

5 1

Lvl 2 Grimwitch

3 3 2

6 1

Lvl 3 Deathhood

3 3 3

6 1

Lvl 4
Witherwitches

3 3 4

7 1

Lvl 5 Wizendamn

3 3 4

9 1

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

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

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

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

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

78
11
8
20
3
30
3
41
8

10 Warhammer 3rd ed.


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

Hero type (may


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

Bonus

Points cost

Immune to Psych,
Halberd
Witch elf
Frenzy, double
(regardless of
daggers,
level, higher levels anticoagulant poison,
neednt join a unit)
khainite
Shade
Scout
Killing Blow, Great
Executioner
Sword
Sea dragon cape,
Corsair
Slaver
Black Guard

10
5
6
4

Dark Elf
Assassin

WS

BS

Ld

Int

Cl

WP

Pt

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

5
5
5
5
5

8
9
9
10
10

8
8
8
8
9

4
4
4
4
4

3
3
3
3
3

1
2
3
4
4

8
8
9
10
10

2
3
3
4
4

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

9
9
9
9
10+2

9
9
10+1
10+1
10+2

8
8
9+1
9+1
10+2

64.5
118.25
172
225
279.5

ASSASSIN RULES

May be surreptitiously deployed in a friendly elf infantry unit at the beginning of the game.
The assassin remains hidden unless he/she attacks either at range or in close combat or chooses to leave the unit or they are
the only model left.
Once revealed the Assassin replaces a rank and file model anywhere in the unit of the controlling players choice.

Units may not use her/his Ld, Int, Cl, or Wp.

If she/he is in a unit that breaks or flees they must flee with that unit.
Assassins are Khainite

Melee Gear

Points

Missile Gear

Points

Armor

Points

Mounts

Points

Additional hand weapon

Crossbow

Shield

Cold One

22

Great Weapon

Large Shield

Elven steed

Lance
Spear
Sword
Halberd
Anticoagulant poisoned
weapon13

2
1
.5
2

1
2

Light armor
Heavy Armor
Barding

2
3
4

Repeating
Crossbow
Throwing knife
Crossbow Pistol

Assassin
Points
Gear
Grappling
1
hook

13 In most of the lore regarding Witch elf and Dark elf poisons they refer to the slightest touch causing death, this doesnt seem
to refer to normal poisons

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

M
5(4)

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

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

Unit Type

W
BS S
S

Corsair
5
4 4
(5+)
(4)
Equipment
Two swords, light
armor, nets, dragon
cloak

W I

M
4

5 1

Special Rules
Hate elves,
Slavers, light
infantry

WS
3

BS
3

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

Pt
11.5

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

A Ld Int Cl WP Pt
8

9 8

15

Improvements
Crossbow Pistol
+2

Unit Type
M
WS
BS
Dark Rider (5+)
5
4
4
Elven Steed
9
3
0
Equipment
Special Rules
Sword, light armor May deploy as skirmishers, hate
Fear Fire

Unit Type
Harpies (5+)
Equipment
Claws

T
3

S
3
3
high elves

T
W
I
3
1
5
3
1
3
Improvements
Spear +1, shield

A
1
1

Ld
8
4

Int
9
4

Cl
9
3

WP
8
3

Pt
19

+1, one unit may get repeating crossbows +4

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

Pt
14.5

Special
Unit Type
M
Shades (5-15) 5
Equipment
Sword,

WS
BS
S
T
4
4
3
3
Special Rules
Skirmishing, scouts, hate
high elves

Unit
M WS BS S
T W I
A Ld Int Cl
Type
Witc
h
3(2
5(6
5 4
4
3 1
1 8
9
9
Elves
)
)
(5+)
Equipment Special Rules
Improvements

W
I
A
Ld
Int
Cl
WP
Pt
1
5
1
8
9
9
8
13.5
Improvements
Great sword +2.5, or add sword+1, light armor +1, crossbow +3, repeating
crossbow +4, shields +1

WP

Pt

13

dagger,
dagger

Frenzy, Khainite,
anti-coagulant
poisoned attacks,
hate high elves,
light infantry

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

May replace a dagger w/ a


sword +1 or both for
+1.5, light armor +2

M
WS
5(4)
5
Special Rules
hate high elves, killing blow

BS
4

S
T W
I
A Ld
Int
Cl WP
3(5)
3 1
5 1 8
9
9
8
Improvements
May upgrade great axe to a great sword +1

Pt
15

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

Cold one
Chariot (1-4)

140.5

Charioteers (4) 5

Cold One puller


7
(4)

Equipment

Sword, light
armor
jaws and
stomp

Special Rules

Improvements

Heavy Chariot

Scythes +20, magic standard or musician +25

Hate elves

Spears +2, Repeating crossbow +8, crossbow +6,


shields for all +8

Thick skinned mount, stupidity until 1st round of


combat, armor piercing

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

M
WS
5
5
7
3
Special Rules

BS
4
0

S
4
4

T
3
4

W
1
1

I
6
1

A
1
2

Ld
8
2

Heavy Cavalry

Int
Cl
WP
Pt
9
9
8
38
4
9
9
Improvements
Lance +2, Heavy Armor
+1

Thick skinned mount, stupidity until 1st round of combat14, armor piercing bite
(-1), fear

Bite and Stomp

Rare
Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

0-1 Black Guard (5+)

5(4)

4(5)

18.5

Equipment

Special Rules

Halberd, Sword, heavy armor

hate elves, immune to psych

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

B
S T
S

W I A

Ld

In
Cl
t

WP

Pt

- 7

- -

58.
5

4 3 3

5 1

Special Rules

Improvements

Improvemen
ts

30" S4 rank penetrating


x3 shots, no multi-shot
penalty or it may fire a
single 5S shot that
causes d3 wounds.
Sword, light armor, Hate Elves

Unit Type
Dark Elf Beastmaster (1-3)
Chaos Hound (0-6 per master)
Warhound (0-6 per master)
Hydra (0-.5 per master)
Equipment
Sword
bite, claws

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

BS
4
0
0
0

S
3
4
3
5

T
3
4
3
5

W
1
2
1
6

I
5
4
4
2

A
1
2
1
W

Ld
8
6
6
6

Int
9
4
4
4

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

14 This rule was taken from a WD. Cold ones suffer from stupidity until they have fought their first round of combat. It seems like
a good compromise between the complexity of the 3 rd edition rules and the later simple rules of just being stupid.

bite, claws
Lots of heads, -2 armor

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

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

OF

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

G O L D F E V E R : Dwarves will never willingly abandon gold. If there is a gold hoard on the field and the dwarves know of it and

are personally tied to it, the Dwarves may not leave the field of battle except through rout. They are immune to panic and
become subject to frenzy should an enemy model touch the gold. Test for frenzy immediately. 15

Gear
G R O M R I L : 5pts 3 coverage and 3 thickness
D WA RV E N A R Q U E B U S 1 6 : Same rules as a normal Arquebus, except at less than range they get +1 to hit.
M I N I N G P I C K 1 7 : Mining picks are not designed for close-combat, but rather for splitting hard rock. Therefore the dwarf suffers

-1 to hit, -3 initiative, and gains +3 strength and -2 armor penetration.


M I N E R S C A P 1 8 : The models cannot have their LOS restricted to less than 12 but as a consequence they may also be seen.

They may be used just like torches to start fires in buildings.


P AV I S 1 9 : 5+ coverage, 1 thickness, benefit only applies against ranged fire, unit may use ranged weapons and pavis at the same

time. May not countermarch.


R A N G E F I N D E R 2 0 : The Engineer may guess two distances and may choose the better one after measuring but before rolling

artillery dice.
P E R I S C O P E 2 1 : The Engineer gains LOS through one interposing blocker shorter than a cavalry-sized model. E.g. a line of

infantry, a wall or a hedge.


R A N G E M A R K E R S 2 2 : Before deployment, the dwarf player reveals to the Gm that he/she has come to the field with range

markers. Range markers are small signs or posts placed on the battle field with measured and known distances for the dwarves.
Intuitively, these markers must be staked into the ground with ample time before the enemy arrives. As a consequence every
unit in the dwarf army counts as having an M value of 0. The advantage is that the dwarf player will know the distance from
the range marker to where the engineer is deployed, allowing for more accurate fire. The GM need only tell the dwarf player the
distance once. Markers can be removed by the enemy without penalty by models who come in base contact.

O AT H S T O N E :
15 This comes from the Blood bath at Orcs Drift Campaign pack
16 Dwarves 6th ed.
17 This was sorta made up, but it is loosely based on the idea of improvised weapons from warhammer 3 rd ed, and that miners
are supposed to have great weapons that smash through rock.
18 Completely made up, except that the models have em.
19 This item appears regularly in Warhammer Ancients Age of Chivarly and it seemed appropriate to add it.
20 Largely made up
21 Same just thought it would add flavor and interesting tactical hi-jinx
22 European armies were known to do this to increase the accuracy of their weapons, especially at distances greater than 200
yards.

No other character model may join the unit, other than a huscarl and the model possessing the stone; or a battle standard
if the stone is possessed by your general.
The Character may place the stone as a charge reaction, immediately following a successful move to engage, or during
the movement phase.
Once the stone is placed the following also apply
If the unit flees the dwarf player loses the value of the unit in Victory points, even if they subsequently rally23.
The Character with the stone must issue and accept challenges
The unit forms into an infantry square, place the stone in the center
The unit gains rank bonuses equal to its greatest dimension and foot print (e.g. a 3x4 square would get a total of 3 ranks,
whereas a 4x4 would get 4, and a 2x3 or 3x3 would get none as no dimension is great enough to constitute a rank)
Any other dwarf unit in 12 gains +1 Cl so long as the square holds.
The unit gains an additional magic resistance (for a total of 5+ ward save).
B O O K O F G R U D G E S : The General and the unit he/she is with gains hatred against the foe.

Shield Bearers: If your general has shield bearers other units within 18 may use her/his Ld, and Cl
modifiers, subordinate commanders may have their radius increased to 3D6. Shield Bearers are a special class of infantry
with the following stat line.
Unit Type
Shield Bearer (2)

M
3

WS
5

BS
3

S
4

T
4

W
1

I
3

A
1

Ld
9

Int
7

Cl
9

WP
9

They wear gromril and carry hand weapons. If a shield bearer dies, another dwarf from the unit the character has joined may
drop his/her shield and take up carrying the shield. Against arcing fire the shield bearers benefit as if they had a large shield.
Due to his/her height advantage a dwarf character atop shield bearers gains a +1 to hit. If there is one or no more shield
bearers the character must abandon the oversized shield and walk.

Gyrocopters24
Fly Speed of 10
Shooting hits are randomized 1-5 Gyrocopter, 6 Pilot.
Close combat hits are randomized as well 1-3 Gyrocopter, 4-6 Pilot
Armaments:
Bombs: The Pilot carries crude ceramic or cast iron grenades which he may attempt to lob or drop from the gyrocopter. Place
the 1 radius explosion template anywhere within 4 of the gyrocopters flight path that turn. Roll to hit including any range or
movement modifiers. And scatter the template the distance that the pilot missed by. Any model touched by the template is hit on
a 3+ and takes a 3S hit with a -2 armor modifier.
Steam Gun: May only be fired during the shooting phase. Place the flame template in front of the barrel of the gun. For each
model touched by the template roll to hit using the Pilots BS. Each model hit takes a S3 hit -1 to armor.
Close Combat: In close combat the pilot may make attacks to the front and side. Before blows are struck any flyer or model
over 10 tall must pass an i test or be struck by the propellers. This is dangerous for both the gyrocopter and the unfortunate
monster. The gyrocopter takes D3 hits of S equal to the monsters T+1. And the monster takes D3 S6 hits. If the gyrocopter
takes a single wound in this fashion it plummets to the ground.

The Anvils of Doom


Unit Type
Anvil Guard
Anvil of Doom

M
3
-

WS
5
-

BS
3
-

S
4
-

T
4
10

W
1
4

I
3
-

A
1
-

Ld
9
-

Gear: Anvil guard are equipped with large shield, great weapon, hand weapon and gromril armor
Special Rules:
Immune to Psychology- the Anvil guard is immune to psychology

23 This is where one might imagine slayers come from.


24 Largely made up, but they feel right.

Int
7
-

Cl
9
-

WP
9
-

Ancestral heirloom: The anvils of doom were crafted in a bygone era, there are none left who carry the knowledge to make
them anew. Consequently the loss of a single anvil would be an irreplaceable loss. The capture or destruction of an anvil is
worth an additional 100 victory points.
Randomize hits: hits are randomized just like shooting at a warmachine.
Strike Runes: Runes take a significant amount of preparation; the sigil must be shaped before it can be struck releasing its
power. Consequently, runes are generally crafted before the battle so that they may be unleashed at the right moment. A player
may buy runes from the list of sorcerous runes. Each rune may only be used once. However, if need be, runesmiths may craft
new runes during a battle. This process requires 2 full magic phases to complete and may be cast on the third turn. To release a
rune the runesmith must roll to hit the rune (Runesmiths WS vs. the difficulty of the rune) if he/she strikes it the sorcery is
released. Runes may be struck in the same phases as spells. A runesmith may strike as many runes as she/he has attacks each
turn. Runic sorcery is effectively magic, however they may not be dispelled such is the absolute manner of Runes. At least no
Dwarf has shared this lore to weavers of the magical winds. Magic resistance applies as normal.
Sorcerous Runes:25

Army Organization

26

25%+ Clan Warriors


0-35% Engineering Guilds (includes Engineer Characters)
0-45% Royal Clan Warriors (includes Runesmiths and Warrior Characters)
0-25% Outsiders (includes allies/Mercenaries and rangers and slayers)

Allies/Mercenaries:
Will Ally With:
Halflings
Empire
Bretonnia
Kislev
Gnomes
Norse
Ogres
High Elves

To Fight:
Orcs and Goblins
Chaos Dwarves
Skaven
Ogres

Clan Warriors 25%+


Unit Type
Dwarf Clansman (8+ per unit)
Equipment
hand weapon, light armor

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

Unit Type
M WS
Dwarf Crossbowmen (8+ per
3 4
unit)
Equipment
Hand Weapon, Light armor, Crossbow

Unit Type

WS

BS

Cl
9

WP
9

Pt
10

BS

Ld

Int

Cl

WP

Pt

13

Improvements
Shield +1, or Pavis +1, One unit may have Great Weapon +2, Heavy Armor+1

Ld

Int

Cl

WP

Pt

25 Were working on it.


26 This army organization is a bit arbitrary, but it is loosely based off of Warhammer Ancients wherein army lists had categories
like Cavalry, Infantry, Auxiliaries, etc.

Long Beards (5+ per


3
unit)

18

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

Engineers Guild 0-35%


Unit Type
Dwarf Thunderers (8+ per unit)
Equipment
Hand weapon, light armor, Arquebus
Unit Type
M
WS
Miners (5+ per
3
4
unit)
Equipment
Mining Pick, Hand Weapon,
Miner Caps, heavy armor

M
3

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

Ld

Int

Cl

WP

M
3

WS
4

M
3

BS
3

S
3

WS
4

T
7
4

Hand Weapon, Light armor

BS S T W I A Ld Int

C
WP Pt
l

- -

3 4

Cannon (1-3 per


unit)
Crew (3)
Equipment

W
S

- 7 3

Hand Weapon, Light armor

Unit Type

- - -

9
0

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

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

Bolt Thrower (1-3 per


- unit)
Crew (3)
3 4
Equipment

- 7 3 - - -

3 4 1 2 1 9

Special Rules

Three Man Bolt


Thrower

Hand Weapon, Light


armor

45

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

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

Unit Type

Organ Gun (1-3 per


unit)

- -

27 See old grumbler rule book

Pt
11

Pt
1
4

Special Rules
Underground Advance (see 6th ed.) the number of miner units you are allowed equals the
number of miners you have divided by 12 to a minimum of 1.
BS
3

W
3
1
Special

S
3

T
4

I
A
2
1
Rules

Three Man Catapult

Unit Type

WP
9

BS

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

Cl
9

- 73 - - -

- -

125

W
1

Ld
9

I A Ld
Int
2 1
9
7
Special Rules
Sappers27
Int
7

Cl
9

WP
9

Pt
15

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

Crew (3)

3 4

Equipment

3 341 21 9 7
Special Rules
Organ Gun 3
barrels

Hand Weapon, Light armor

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

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

Flame Cannon (1 per unit)

165

Crew (3)
Equipment

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

Hand Weapon, Light


armor

9
Improvements
Heavy Armor +1

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

Unit Type

Gyrocopter (1-3 per


unit)
Pilot
Equipment
Hand Weapon

Royal Clan Warriors 0-35%


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

M
3

WS
5

BS
S T
3
4 4
Special Rules
Body Guard

W
1

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

Pt
17

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

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

WS

BS

S T W I A Ld Int Cl WP Pt

3 4 1 2 1 9

9 9

16

Special Rules Improvements


Scout, light
infantry,
woodsmen

Heavy Armor +1, Shield +1,


may replace crossbow with
throwing axe -1

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

0-1 Troll Slayers (5+)

Ogre Slayer (any number)

9 +2

11

Equipme
nt
Hand
Weapon
Hand
Weapon

Special Rules

Improvements

Immune to living monster fear, frenzy, mixed unit formations


Immune to living monster fear, auto-Frenzy, Cannot Break from combat, mixed
unit formation (always placed in the front rank)

Dwarf Characters

Shield +1, Great Weapon +2,


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

Royal Heroes28

Karl/Foe Smiter Lvl


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

3 5

4 441 329

3 6

4 452 33

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

3 6
3 7
3 7

Slayer Characters M

W B
S T W I A Ld
S S

Giant Slayer Lvl 1 3 5


Manticore Slayer
3 6
Lvl 2
Wyvern Slayer Lvl
3 6
3
Dragon Lvl 4

W B
S T W I A Ld
S S

3 7

Daemon Slayer Lvl


3 7
5
Special Rules

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

Int Cl

WP Pt

48

86

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

10
+1
10
+1
10
+2

12
6
16
6
20
8

Int Cl

WP

Pt

48

86

10+
1
10+
1
10+
2

12
6
16
6
20
8

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

Immune to living monster fear, Frenzy, Cannot Break from


combat, May only join Slayer units or by self, not general.
Daemon Slayers are immune to all sources of fear

Engineers

WS

BS

Ld

Int

Cl

WP

Pt

Surveyer Lvl 1

8+1

10+1

20

Bombadier Lvl 2

10 +1

9+2

10+1

50

Master Engineer Lvl 3

10+2

9+2

10+2

75

Special Rules
One Artillery may use his BS and re-roll misfire chart
Same, and may re-roll artillery die

Same, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.

Runesmiths29

WS

BS

Ld

Int

Cl

WP

Pt

Vola lvl 1

8+1

10+1

56

Runeskryre lvl 2

10+1

8+1

10+2

96

Skald lvl 3

10+2

9+2

10+1

10+2

136

Helrun lvl 4

10+2

9+2

10+1

10+3

176

Wyrdskryre lvl 5

10+3

10+3

10+2

10+3

216

Special Rules
Dwarf Runesmiths are magic users of their denoted level for all intents and purposes except that they may not cast spells. They are free to
dispel.

Warriors
Weapon
Great Weapon

Pts
2

Slayers
Weapons
Great Weapon

28 Taken from WD Norse Army list


29 Names taken from WD Norse army list.

Pts
2

Engineers
Weapons
Mining Pick

Pts
2

Runesmiths
Weapon
Great

Pts
2

Add. Hand weapon


Ranged
Pistol
Arquebus
Crossbow
Throwing Axe
Armor
Shield
Large Shield
Light Armor
Heavy Armor
Gromril
Other
Shield Bearers if
general
Oath Stone

Additional Hand Weapon


Ranged
Throwing Axe
Armor
Shield
Buckler

3
1
3
1
1
2
2
3
5
30
25

Book of Grudges

1
1
1
0.5

Ranged
Arquebus
Pistol
Brace of Pistols
Bombs
Blunderbuss
Armor
Pavis
Light Armor
Heavy Armor
Other
Miner's Cap
Periscope

1
3
6
10
2

Weapon
Armor
Shield
1
Large Shield
2
Light Armor
2
Heavy Armor
3
Gromril
5

1
2
3
1
9

Range Finder

Range Marker, may have multiple

15

25

Character type lvl 2 or lower


Dwarf Rangers
Miner
Long Beard

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

Points
5
4
6

The Empire
Gear of the Empire
H E AV Y

B R E A S T P L AT E 3 0 : Empire soldiers are typically equipped with thick cuirasses and breastplates designed to ward off black

powder weapons. These heavy breast plates provide 1 coverage and 3 thickness but encumber like heavy armor.

FULL

P L AT E A R M O R

HOCHLAND

+ 5 P T S : 3 coverage, 3 thickness

LO N G R I F L E

+ 10 P T S

36 range 4 strength armor piercing like arquebus, move or fire, every other turn, may single targets out at -1 to hit (which is
none cumulative for individual/skirmishing models)
May only be used by engineers

FUSILLADE

AND

C A RA C O L E 3 1

Whilst charging, pistoliers may fire a single pistol, and enter the combat with a sword drawn. In the event that the horses are held
at bay due to pikes, halberds, or spears, the pistoliers may opt to fire their second pistol (even against an opponent who is
moving to engage)
In the event that a pistolier wishes to discharge two pistols in a single turn, the unit must initiate a caracole maneuver as their
final maneuver for its movement phase. A Caracole is a complex maneuver. If the maneuver is passed the unit may fire both
pistols during the shooting phase and reserve move.

FORESTER
Foresters count woods as open ground. Woods additionally offer them hard cover and act as a defended obstacle when charged.

R E P E AT I N G

+7PTS:

Like arquebus, except 3 shots


May only be used by engineers

R E P E AT E R

HANDGUN

PISTOL

+ 5P T S

Like pistol, except 3 shots


May only be used by engineers

30 This was largely made up, but it seemed appropriate that the Empire would employ armor designed to stop black powder
weapons, just as humans did during the late 1400s-1600s
31 People actually did this.

P I G E O N B O M B S + 10

PTS EACH32:

See 7th ed. Book


May only be used by engineers

Volley Gun33

Has 3 sets of organ gun barrels, each of three.


Each turn the volley gun may fire a set of three barrels, each of which is fired at the same guessed range like a cannon and
bounced individually.
Strength 5, range of 24

The crew reloads 1 barrel each turn.

Steam Tank34
1. During the movement phase determine the number of steam points you wish to generate, 0-5. All steam points must be used
this turn
2. A single steam point may be used to :
1. Move 3 straight forward
2. Move 2 backward
3. Pivot up to 90 degrees clockwise or counter clockwise
4. Fire the steam cannon (only once a turn)
3. Roll a d6, on a 6+ something bad has happened, roll a further d6 and add the number of steam points generated and consult
the Imperial Steam Tank Boiler Chart
4. Otherwise you may use your steam points to move the steam tank.
5. Any model that is in the Steam Tanks path must pass an i test or suffer a S7 hit.
6. The enemy may charge, move to engage or already be in base contact with a steam tank. They may attempt to wound the
tank. However, the tank is not obliged to stay in close combat and can simply putter away. It need never take a break test.
7. For each wound that the steam tank sustains add +1 to the first die roll in rule 1. above.
8. The commander is armed with a repeating handgun
9. Steam tanks take psychology tests as normal. However, rather than flee the engineer lowers the hatch and hunkers down;
doing nothing for the entire turn. If steam points must be expended, they are used to get away.
Firing the Steam Cannon
Range 36 Str 6 Wounds d3, -4 armor modifier
The cannon is fired in the same manner as a normal cannon, except that it can only fire directly forward. Should the cannon
misfire, roll a d6 and add the number of steam points generated this turn and consult the Imperial Steam Tank Boiler Chart

Magic:
Empire Mages may use any color.
Soldiers of the Empire are true neutral

Army Organization35

State Troops 25%+


Knights and Nobility 0-35%
o Includes Warrior type Heroes
Gunnery and Engineering 0-35%
o Includes Engineers
Irregulars 0-20%
o Includes Mages and Battle Priests
Characters 1-25%
o Overlaps with other categories
Allies/Mercenaries 0-25%

A L L I E S 0 -25% :
LANDSKNECHT:
Any unit of state troops hired as a mercenary unit must be hired as Landsknecht for a base cost of 7pts. These troops follow the
profile characteristics for greatswords and benefit from being stubborn. Add gear costs as appropriate. A Reichsoldat base cost as
a landsknecht is 9.5 pts.
Will Ally
With:
Halflings
Wood Elves
Bretonnia
Kislev

To Fight:
Orcs and
Goblins
Chaos
Skaven
Vampire

32 Empire 7th ed.


33 It seemed appropriate to make the volley gun into a rotating organ gun.
34 Empire 4th ed.
35 This army organization is largely made up, but derived from Warhammer Ancients wherein Army lists are presented with
categories such as Cavalry, Infantry, Artillery, etc.

Counts
Gnomes
Norse
Ogres
High Elves
Estalians
Tileans
Albionites
Empire

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

M
4
4
4
4
4

Ws
4
5
5
6
6

Bs
4
4
4
4
5

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

S
4
4
4
4
4

T
4
4
4
4
4

W
1
2
3
4
4

I
4
4
5
6
6

A
2
3
3
4
4

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

Int
7
7
7
7
9+2

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

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

Pts
30
55
80
105
130

Points

Character
type

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

ENGINEERS

WS

BS

Ld

Int

Cl

WP

Pt

Surveyor Lvl 1

8+1

8+1

20

Bombardier Lvl 2

8+1

9+2

8+1

50

Master Engineer Lvl 3

9+2

9+2

9+2

75

Special Rules
One Artillery may use his/her BS and re-roll misfire chart
Same, and may re-roll the first artillery die
Same, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.

PRIESTS
SIGMAR

OF

W B
S T W I A Ld
S S

Warrior Monk

Warrior Priest

Lector

Arch Lector

Grand
Theogonist
Special Rules

3 4 3 1 3 1

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

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

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

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

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

White lvl 1, but only knows 1 minor spell


White lvl 2, but only knows 2 minor spell and 0 mighty
spells
White Lvl 3 but only knows 1 mighty spell
White (with black as secondary) lvl 4 but knows only 2
mighty spells
White (white and black secondary)Level 4
May wear armor. Additionally they and any unit they join are subject to hatred toward chaotic and evil models. Warrior priests of
Sigmar are Order good.

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

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

Unit type

Ws

Bs

Ld

Int

Cl

WP

Pts

Harquebusiers36 (10+ per unit)

5.5

36 Most rule sets for warhammer make handguns just as expensive as crossbows and long bows, this is problematic. In editions
of warhammer before 6th ed. hand guns fired every other turn, as they rightly should, but their cost often did not reflect this.
Historically, gunpowder replaced arrows, not because of lethality, range, or accuracy (as long bows were certainly up the mark in

Equipment
Dagger Arquebus

Special Rules

Unit type

Swordsmen (5-30)37
Equipme Special
nt
Rules

Sword,
breast
plate

W B
L In C W Pt
STwI A
s s
d t l P s
4 3 3 3 1 4 1 7 7 7 7 10

Upgrades
may replace breast plate with normal
light armor for free, shield +1, buckler
+1, and one of the following bastard
sword +2, add hand +1, may replace
any hand weapon with a dagger at no
cost, pistol +2

Light
Infantry

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

Unit type

0-2 Great Swords


(5-15)

Equipment

Special
Upgrades
Rules

great Sword, full


plate, Sword

KNIGHTS

AND

One unit may have a magic


Stubbor
standard +50 and magic
n
instrument +25

N O B I L I T Y 0- 35%
W B
L In C W
STwI A
Pts
s s
d t l P
25.
4 4 3 431 318 7 8 7
5
8 3 0 331 314 3 4 4
Speci
al
Upgrades
Rules
magic instrument +25,
magic standard +100

Unit type

0-1 Inner Circle knight


(5-20)
Warhorse
Equipment
Sword, full plate armor,
lance, shield

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

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

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

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

Unit type

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

all these regards) it was that arquebusiers were cheaper to train so a greater number could be brought to the field, simply out
numbering traditional longbowmen who took a life time to train, if not many years. Consequently, handgunners are presented,
with corners cut (WS -1, daggers, cheap handguns) to represent this.
37 In Pike and Shot battle fields, swordsmen were often used to counter pikemen and needed to be maneuverable. Additionally,
the Empire rulebooks routinely refer to the swordsmen as expert fencers, whom I would imagine to be much more adaptive and
creative in their weapon use.

0-2 Reichsguard38 (515)


Special
Equipment
Rules
Sword, full
plate armor,
shield

G U N N E RY

3 33 1 41 8 7

8 7

14

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

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

AND

Unit type

4 4

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

Volley Gun (1- 3)


Crew (3)
4 3
Equipment

- 73 - - -

Pts

- -

125

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

M
Ws
Bs
4
3
3
Special Rules
4 man cannon

S
3

T
w
7
3
3
2
Upgrades

I
3

A
2

Ld
7

Int
7

Cl
7

WP
7

Pts
100

Five man Cannon +20, Six man cannon +40

Gunnery Tools (improvised weapon)

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

Unit type

M Ws Bs S T w I A

Mortar (1-3)
Crew (3)

Equipment

In
Cl WP
t
- - 7 7 7

Pts
75

Upgrades

Gunnery Tools (improvised


weapon)
Unit type
Steam Tank
Equipment

M
Ws
Bs
S
T
w
1
3
7
10
5
Special Rules
Upgrades
See Rules above, large target, fear +3, 10
US,

I
-

A
-

Ld
10

Int
8

Cl
10+2``

WP
7

Pts
200

I R R E G U L A R S 0 -20%
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Flagellant (104 2
2 3 3 1 3 1 6 6 6 7
10
50)
Equipment
Special Rules
Upgrades
frenzy, hate chaos,
Shields +1, flail
unbreakable, may only be
+1, additional
hand weapon joined by priests of
hand weapons
Sigmar or flagellant
+1,
characters39

Unit type

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

Pt
s

ForestJaeger (515)40

4 3

10

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

3 3 1 3 1 7

7 7

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

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


39 Warhammer Armies 3rd ed.
40 This unit appears in Warhammer Armies 3rd ed. as a Forester unit, that rule seemed tedious and over the top. Consequently
removed.

High Elves
Team Rules

WILL ALLY
WITH:
Wood Elves
Kislevites
Empire
Dwarves
Halflings
Lizardmen
41
M E E K : all elves suffer double the effects of encumbrance

HIGH

E LV E S A N D

SEA

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

E LV E S : in order to get an Equestrian and monsters, Kindred Superiors, or Allies and maritime auxiliaries

choice that is a high elf or sea elf, the army must contain a kith regiment of that elf type.

Sea Elves42

Any unencumbered sea elf may swim at M with no reserve move over any water feature 43
o Encumbrance includes pikes, armor save total thickness greater than 2, great weapons, and halberds
o Ranged weapons may not be used whilst swimming
Magic: sea elves may have White, Green, Blue as primary colors.
All Sea elf infantry have the phalanx rule 44.
Sea Elves are Good Neutral (if not a little chaotic by high elf standards)
Unless attached to a unit of Shore riders as a champion (lvl 3 or lower) Sea elf characters may not ride horses.

High Elves

V A LO U R

O F A G E S 4 5 : High elves may reroll failed psychology tests when fighting dark elves

Fight in 3 ranks46, High elves armed with spears may make attacks from the 3 rd rank in a similar manner to models in the
2nd rank
High Elves may have white, and Blue as primary colors and red, green, and black as secondary colors.
High Elves are Good Order

I N T R I G U E 4 7 : high elves are subject to byzantine intrigues and politicking. If your army contains one or more high elf characters,
rank your characters in Ld order (highest to lowest) and roll a die. The result corresponds to the elf in order of Ld, that elf
becomes your armys general. If the die result is greater than the number of characters your army has or is a 6 you may choose
your general.

O RA C L E

OF

A S U RYA N 4 8 : At the Shrine of Asuryan Phoenix Guards come to know their ultimate fate, when they will die. For each

model at the beginning of the game, roll a D3-1 and add up the total and record it for yourself and the GM. Each time that a
phoenix guard model would die you may choose to prevent his death by expending one of these points. Each point can only be
used once. Poison toxin counters are removed if a toxin wound is prevented.

Gear
L I O N C LO A K 4 9 : 2 coverage no thickness, only effective against missile fire
I T H I L M A R A R M O R 5 0 : Cost of 3 pts (1 1/2 pts more to replace light armor and pts more to replace heavy armor) Provides a
5+ save but any blow that would normally pierce light armor also pierces ithilmar armor, additionally it has the same
encumbrance effect as light armor.

D RA G O N A R M O R 5 1 : Cost of 4 pts, heavy armor, and makes the model immune to fire attacks
41 Warhammer Rules 3rd ed.
42 Warhammer Rules 3rd ed.
43 Warhammer 3rd ed.
44 The phalanx rule is derived from Warhammer ancients, but it seemed appropriate to differentiate the Sea Elves fighting style
from the high elves, comparable to the eternal guard being differentiated in later editions.
45 6 and 7th ed. high elf army books
46 High elves 6th, 7, 8th ed.
47 High Elves 6th ed
48 This rule is largely derived from the Warhammer ancients rules for Greek Phalanxes wherein the player was allotted combat
resolution points that could be added at will to represent the Gods favor. It seemed appropriate to combine this rule concept with
the idea that they are meant to die at a certain time.
49 High Elves 6th, 7th and 8th ed. Though modifier to represent a hide save, as arrows would still pierce the cloak.
50 Mordheim with some modification.

Army Organization52
Citizens and Militia: 25%+
Equestrians and Monsters: 0-50%
Kindred Superiors 1-50%
Includes characters. Army must include a general.
Allies and Maritime Auxiliaries0-33%
Character gear/mounts:
Add. hand weapon +1
Great Weapon +2Great Sword +2.5
Lance +2
Spear +2
Halberd +2 Sword +.5
Long Bow +3
Bow +2 Javelin +1
Shield +1
Large Shield +2
Light Armor +2
Heavy Armor +3
Dragon Armor +4
Ithilmar Armor +3.5 Barding +4
Elven Steed +7
Eagle +50 Unicorn +80
See Magical Creature Bestiary for more options

C H A RA C T E R C O S T S
High Elf Hero (lvl)
M
WS
BS
S T
W
Kinthane (1)
5
5
5
4 3 1
Earl (2)
5
6
5
4 3 2
Kinlord (3)
5
6
5
4 3 3
Prince (4)
5
7
5
4 3 4
Suzerain (5)
5
7
6
4 3 4
Heroes level 3 or lower must be deployed as champions unless they
Magic User (lvl)
Incantor (1)
Spellbard (2)
Fey (3)
Dreamguilers (4)
Elven Mage (5)
Character
type, must be
high elves
and level 3 or
lower
Phoenix
Guard
Shadow
Warrior
White Lion

M
5
5
5
5
5

WS
5
5
6
6
7

Bonuses

Point
s

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

10

BS
4
4
4
5
6

S
3
3
3
3
3

T
3
3
3
3
3

W
1
2
3
4
4

I
6
6
7
8
8
are

I
5
6
6
7
8

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

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

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

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

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

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

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

Pt
48
88
128
168
208

Pt
78
118
203
303
418

6
8

Citizens and Militia 25%+


Unit Type
Elven Kith53 (10+)
Equipme
nt

Sword

M WS
5

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

Special
Improvements
Rules
sea elf or
Shields +1, large shields
high elf,
+2, Ithilmar +3 , light armor +2 and
may be
one of the following Spears +1, javelin
deployed
+1, long bow +3, great weapons +2,
as light
add hand +1
infantry

51 High Elves 6th, 7th and 8th ed.


52 The army organization is fairly arbitrary, though borrowed loosely from warhammer ancients wherein armies organization had
categories like cavalry, infantry, Auxiliaries, and Artillery. The current setup has an interesting dynamic wherein a greater
number of Kindred superiors results in fewer Characters, and more Sea elves results in fewer allies.
53 Warhammer Armies 3rd ed.

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

Archers (10-20)54

13

Equipment

Special Rules

long bow, Sword

sea elf or high elf, light infantry

Improvements
Light armor +2, Ithilmar +3

Equestrians and Monsters 0-50%


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

Unit Type
Shore Rider55 (520)
Elven Warhorse
Equipment

spear, Sword,
shield

Silver Helm

WS

BS

STWI A

331 518 9 9 8

Elven Warhorse
Equipment
lance and Sword, light
armor, shield

Special Rules
High elf,
Heavy cav.
afraid of fire

I
5
3

A
1
1

Ld
8
4

Int
9
4

Cl
9
3

WP
8
3

Pt
19

for bow +1 replace with ithilmar +1.5

18

WS

BS

Ld

Int

Cl

WP

Pt

22

9
3
0
3
3
1
3
1
4
4
3
3
Improvements
Ithilmar armor +1 , Ithilmar barding +4, one unit may carry a magic standard
worth up to 25pts

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

Tiranoc Chariot (2- 4)


Elf Crew (2)
5 4
4
Elven Warhorse (2) 9 3
0
Special
Equipment
Rules
light
chariot
spear, bow

W
1
1

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

(5)

Unit Type

T
3
3

L In C W
Pt
d t l P

Unit Type
56

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

High Elf

7 7 3 - - -

3 3 1 5 1 8
3 3 1 3 1 4

9
4

9 8
3 3

85
-

Improvements

Light armor +2, ithilmar +3

afraid of
fire

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

Warwain57 (1-4 per unit)

130

Elf Crew (4)

Elven Warhorse

54 Warhammer Armies 3rd ed., here they appeared as a +1 Missile Elite.


55 Warhammer Armies 3rd ed. Though it is not clear whether shore riders are Ellyrian Reavers, they are quite comparable and the
Ellyrian reaver text alludes to them patrolling the shore.
56 This unit is a bit interesting, in the 3 rd ed. it appeared as a +3 shock elite cavalry but had the potential to be heavily upgraded
in gear, later silver helms were downgraded to make room for dragon princes (who used to ride dragons in the 3 rd ed. and in the
war of the beard mini ruleset.) The silver helm presented here is as it appears in High Elves 5 th ed.
57 Warhammer Armies 3rd ed.

Equipment
Sword, light armor

Special Rules
Heavy Chariot
high elf
afraid of fire

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

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

Great Eagles/Osprey58 (2-6)

50

Equipment

Special Rules

Claws

Fly 32"

Improvements

Kindred Superiors 1-50%


Unit Type
Dragon Princes (5+)
Elven Warhorse
Equipment
Sword, lance, dragon armor, shield
ithilmar barding

Unit Type

M
5
9

Equipment
halberd, heavy
armor

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

I
6
3

A
1
1

Ld
9
4

Int
9
4

Cl
WP
10
9
3
3
Improvements
Magic banner +25

Pt
29.5

In C W
Pt
t l P
1
5 5
4
3 3 1 6 1 9 9 9 9
7
Improveme
Special Rules
nts
high elf, cause fear, Oracle of Ithilmar
+1/2
Asuryan
M WS BS S T W I

Phoenix Guard
(5+)

WS
5
3

A Ld

W B
L In C W P
ST WI A
S S
d t l P t
1
Shadow warriors (5-15)
5 4 4 331 51 8 9 9 8
6
Improvement
Equipment
Special Rules
s
Sword, long bow,
scouts, skirmish, hate
light armor
dark elves, high elf
Unit Type

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

Sword masters (5+)

16

Equipment

Special Rules

Improvements

great Sword, Sword, heavy armor

high elf,

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

W
S

Unit Type

White lions (5+)

5 5

L In C W
Pt
d t l P
1
4 3 1 5 1 8 9 9 8
5
Improvement
s

BS S T W I A
4

Equipment

Special Rules

Dagger, great
weapon, light
armor, lion
cloak

High elf, woodsmen,


Ithilmar +1
bodyguard (Stubborn if with magic
General) light infantry
banner +50

Maritime Auxiliaries and


Allies 0-33%
Unit Type

W
BS S T W I
S

A Ld Int Cl WP Pt

Lotherm
sea guard 5 4 4 3 3 1 5 1 8
(10+)
Equip Special
Improvements
ment Rules

58 Warhammer Rulebook 3rd ed.

13

spear,
bow,
sea elf
light
armor

shields +1, Large shield +2, replace with


ithilmar +1 , may replace spear with
sword free of charge

Unit Type

W
S

B
S

S T W I A Ld Int Cl WP Pt

Merchant
5 4 4 3 3 1 5 1 8 9 9 8 11
companies59 (10-30)
Equipme Special
Improvements
nt
Rules
Shields +1, replace with ithilmar +1
, magic instrument +25, 1/2 unit
Sword,
must have long bows +3, other 1/2
light
sea elf
may have spears +1, or halberds +2,
armor
one unit may have magic standard
+25
W B
L In C W P
S T WI A
S S
d t l P t
5
Marine bolt batteries60 (1-4) - - - - 7 3 - - - - - 2
Elf Crew (3)
5 4 4 3 3 1 51 8 9 9 8
Special
Improvement
Equipment
Rules
s
30" S4 rank penetrating x3
shots, armor penetration 1, no
multi-shot penalty
light armor
Sword
Sea Elf
+2
Unit Type

Unit Type

W B
S T
S S

W I

A Ld

In
W
Cl
Pt
t
P

Ships
5 4 4 3 3 1 5 1 8 9 9 8 13
company61 (10)
Special
Equipment
Improvements
Rules
long bow,
great weapon +2, shields +1,
sea elf ,
hand
grappling hook +1/2, one unit may
light
weapon,
have magic standard +25, magical
infantry
light armor
instrument +25

59 Warhammer Armies 3rd ed.


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

LizardMen
Saurus/Lizardmen Rules
Lizardmen are neutral Order
I M M U N E T O P A N I C 6 2 : Lizardmen are immune to psychology; they never have to take panic tests, except in close combat. They
do not take fear tests and pass any psychology test they must take, excluding WP test. They may not flee as a charge reaction.

Totem Warriors63
Due to their privileged position in society, no unit in the Lizardman army may declare a charge or move to engage until the
highest ranking totem unit has either declared a charge, fought a round of combat or is dead. They may declare charges the
same turn, so long as the higher ranking one declares it first. Additionally, no totem warrior unit may start the game with more
models than a lesser totem warrior unit.

T O T E M H I E RA RC H Y
Temple Guard
62 Warhammer Armies 3rd ed.
63 Historically Aztec warriors would enter combat in order of rank, relatedly, a similar rule appears in Warhammer Ancients
describing the Japanese Samurai army. Additionally, in Warhammer Armies 3 rd, ed. The Slann army features a hierarchy of frog
soldiers with these names.

Eagle and Jaguar Warriors


Alligator Warriors

A Q U AT I C : some lizardmen have the ability to move through water features without penalty. They may not reserve move in water.
They may not shoot whilst in water. Encumbrance still affects swimming movement. Additionally models with this rule may
deploy as scouts in water features and may not be targeted by missile fire or charges until the unit attempting to shoot or charge
them passes an intelligence test or the aquatic unit moves. They pretend to be logs.
E A G L E W A R R I O R : Eagle warriors pursue 3dM and discount the lowest value

S A C R E D D U T Y /S L A N N : Where there is a Slann Mage and a temple guard regiment, the Slann mage must join the regiment.

During a battle the temple guard may not voluntarily leave the Slann mage.

The Slann mage may be placed in the front rank, the rear, in the center of a square formation or in the middle of the unit
where he/she disrupts ranks.
Slann Mages upon Palanquins may see over temple guard and be seen. He/she is a large target

The Temple Guard carrying the palanquin occupy a 2x2 platform and fight as if they were in a 2x2 formation.

Ranged 1- Palanquin, 2,3 Temple Guard 4,5,6 Slann Mage

Close combat, attacks may be made against the Slann mage but against the temple guards Ws.

Protecting the Slann is more important that maintaining rank and file for the temple guard, temple guard will preferentially
take on the role of palanquin bearer over standing in rank.
Due to their occupation holding the palanquin, each temple guard lifting the Slann loses an attack

The palanquin has a move value equal to the number of guard holding it, should it be reduced to the 0 the Slann may
choose to walk.
Should a Slann have to walk he/she is reduced to a Lvl 1 mage and may only use Minor spells 64

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

Newts/Skinks/Chameleons
POISONOUS

65

I F E AT E N :
If a newt is slain by a model that would conceivably kill it by eating it then it suffers from a S5 toxin.
Ghouls, Minotaurs, most large monsters, wolves, etc.
C A M O U F L A G E : Chameleons are adept hiders, enemies wishing to shoot or charge them must pass an int. test. Additionally they
have no minimum deployment distance if deployed out of LOS or they may be placed more than 12 away from the enemy but
within LOS. In either case outside of the opponents deployment zone.

Stegadon
R U N S A M O K 6 6 : A stegadon is not affected by the loss of its crew (though the crew can panic and direct the stegadon to safety,)
though it will be frightened by taking wounds. A stegadon that suffers a quarter or more wounds in a single turn must take a
panic test. In the event that the stegadon fails it will flee directly away from the source of harm moving onto or directly through
any intervening units friend or foe. Any unit moved through in this way suffers impact hits as if it had been run into.
H I G H U P 6 7 : models in the Howdah may only be targeted by models 10 or taller or mounted or armed with pikes, halberds, or
spears. Conversely models in the howdah may only attack models under 10 or not mounted if they have a spear, pike, or
halberd.
G R E AT B O W : The great bow that is carried on the back of a stegadon may only target models in the front arc of the stegadon
and requires 2 skinks to man it. It follows the rules for a 2 man bolt thrower.
30 range S5 -2 to armor

Army Organization
1-33% on Characters the army must have a general
25+ on Levies and lesser Spawn
1-50% on Totem warriors the army must at least one unit of totem Warriors
0-20% on Jungle Beasts
0-25% Allies
Will Ally
With:
To Fight:
High Elves
Norse
Pygmies
Skaven
Chaos/Beast
men
Empire

LEVIES

AND

L E S S E R S PAW N

64 Warhammer armies 3rd ed.


65 Just for fun
66 Warhammer Ancients, derived from rules for elephants
67 Warhammer Rulebook 3rd ed.

WS

BS

Ld

Int

Cl

WP

Pt

25%+
Lizardman Youngblood68 (10+)
Equipment
Hand weapon, Scaly Skin 5+, bite attack

W
S

BS S

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

Hand
weapon

Light
infantry
W
M S BS

Ld Int Cl

WP Pt

2
2
3 4
Special Rules
immune to panic

1(2)

8
4
8
8
Improvements
Shield +1, spear +1

20

2.5

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

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

T W

A Ld Int Cl

WP Pt

2 1

3.5

Improvements

Skirmish +1, Scout +1, light armor


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

W B
M S S S
Chameleon 0-2 units
3
69
(5-15)
2 4 3
Equipment Special Rules
hand
Skirmish, scout, no
weapon,
characters,
blowpipe
Camouflage

T W I

L In
W
A d t Cl P Pt

2 1 3 1 5 7 5 5 9
Improvements
Short bow+1, poisoned
arrows (5+neurotoxin)
+1

WB
M S S S T WI

I
L n C WP
A d t l P t

Kroxigator (1+) you may


have up to X units of
roughly equal size where
x equals the number of
Kroxigators/5 rounded
5
70
up
5 3 0 5 4 3 1 3 7 4 9 7 2
Equip
ment Special Rules
Improvements
Great
Weapo cause fear, aquatic, Mixed
May replace great
n,
Unit formations with Skinks, weapon with either an
Scaly armor penetrating 1, Doesnt additional hand -1, or
Skin
count toward Lesser Spawn a Shield and hand
4+
minimum
Weapon -1

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

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

Lizardman Jaguar Warrior


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

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

68 Warhammer Armies 3rd ed. The Slann have a cognate of this unit.
69 Chameleons are really slow.
70 Lizardment 5th ed.

Lizardman Eagle Warrior


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

M
5

WS
4

BS
3

Special Rules

T
W
I
4
2
2
Improvements

Immune to panic, pursue with extra die


ignoring lowest, Light infantry

Spears +1, Javelins +1, one unit may have a magic


standard +75 or magic music +25

A
1(2)

Ld
9

Int
5

Cl
9

WP
9

Pt
33

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

Lizardman Temple Guard


Equipment
Shield, Scaly Skin 4+, bite attack,
hand weapon

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

S
4

M
5
2

WS
2
3

BS
3
3

S
3
4

T
2
3

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

Special Rules

Int
7
7

Cl
5
5

WP
5
5

Pt
34

+1

Fly speed 18"


I
WB
L n C WP
M S S S T WI A d t l P t

Tronosaur (wall lizard),


Triceratops (horned eye/face),
2
Ceratherasaur (horned beast
3
71
lizard), Stega=roof Don=tooth
6 3 0 5 6 5 1 4 8 ? ? ? 5
Skink Crew (5)
5 2 3 3 2 1 4 1 5 7 5 5
Howdah
- - - - 7 3 - - - - - Special
Equipment
Rules
Improvements
Causes
terror,
Horns and feet (2 to front and large
sides 2 to all around), D4
target,
impact hits, scaly skin 3+, 2+ Runs
against large targets or the
amok, fear
front, Giant Bow
fire,
Poisoned
Ranged attacks
(5+ neurotoxin)
+1, Spears +1,
hand weapon, javelins
Shields +1

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

M
4
4
4
4
4

WS
4
5
5
6
6

Characters
Skink Lvl1
Skink lvl2
Skink Lvl3
Skink Lvl4
Skink Lvl5

M
5
5
5
5
5

Characters
Skink Priest
Skink Priest
Skink Priest
Skink Priest

M
5
5
5
5

Lvl1
Lvl2
Lvl3
Lvl4

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

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

T
5
5
5
5
5

W
2
3
4
5
5
S
4
4
4
4
4
S
3
3
3
3

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

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

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

I
3
4
4
5

A
2
3
3
4
4
A
1
1
1
1

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

Ld
5
6+1
7+2
7+2

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

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

Pt
74
124
174
224
274

Int
7
7
7
7
9+2

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

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

Pt
36
66
96
126
156

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

Cl
5
6+1
6+1
7+2

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

Pt
52
76
133
202

Characters
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
Slann Mage lvl4
3
2
3
3
3
5
2
1
6+2
10+4
10+1
10+3
295
Slann Mage lvl5
3
2
4
3
3
6
2
1
7+4
11+5
10+1
10+4
380
Slann Mage Lvl6
3
1
5
2
3
7
1
1
8+5
12+6
10+2
10+5
500
Equipment
Special Rules
Improvements
Palanquin held by 4 Temple Guard
Sacred duty/Slann
Temple Guard may have light armor +16
Lizardmen/Skink/Slann characters are limited to gear options available to models of the same type, eg skink characters can get
gear available to skink infantrymen. To get a skink on a terradon or tronosaur simply purchase the monster in your jungle beast
selection and minus the cost of a single skink crew that is being replaced.
71 It really is a stupid name

Orcs

2-5. Squabble
The unit can do nothing this turn as they squabble
amongst themselves.

and

Goblins
Racial hierarchy

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

72

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

6. Well Show em
The unit immediately moves forward M toward the
nearest enemy, deducting normal move penalties. If you
make it into base contact with the enemy you count as
having charged. If you dont make it into base contact
but subsequently charge that turn, you may add this
move to your total charge distance. Otherwise you may
move the unit normally this turn, you may move and
reserve move as normal.

Giants74

D E Y I Z S M A L L E R : Orcs and Goblins are unaffected by


panicking friendly units of smaller stature (based on
racial hierarchy)
Goblinoids can never be commanded/lead by a
goblinoid of a lower tier with the exception of the
general. Subordinate Commanders may only apply their
Ld bonus to units of an equal or lower race.

Animosity73
WHEN

NOT TO TEST

1. Enemy in 12 or charge reach (2M) and in


LOS
2. Hated Enemy in LOS
3. Already in close combat due to animosity
4. The unit has fewer than 5 goblinoid models
5. The unit is fleeing or off the field
6. Individual characters do not test, though
they are bound by the result of any unit
they are in
TAKING

THE TEST

1. During the compulsory phase roll a die for each


Goblinoid unit (except black orcs.) If the result is a
5 or below all is well and you stop here.
2. On a 6+ consult the chart below.
Animosity Chart
1. Get Em!
If you unit is armed with ranged weapons then it will
halt for the turn and fire upon the nearest Goblinoid
unit that had to take an animosity test. (e.g. they
wont shoot comrades that are fighting the enemy or
are too small to test themselves.) Where two units
are equidistant the unit will prefer the unit that is
lowest on the hierarchy. If there is no acceptable
target they will squabble instead.
If your unit is not armed with ranged weapons it will
charge the nearest goblinoid unit that also had to
test for animosity that turn and is in charge distance
(2m) If the nearest unit is outside of this range, they
squabble instead. The units only fight for a single
turn and neither need take a panic or rout test.

Unit Type
Giant

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

Special Rules: Fear 6, Large Target


1. Halves movement penalties for terrain under 10
tall75

72 Warhammer 6th 7th and 8th with addition of Gnoblars and


Hobgoblins

74 Giant rules here are an amalgam of 3rd-8th ed. rules,


though giants really havent changed much at all.

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

75 Warhammer 3rd ed.

2. Troops not armed with Pikes, Halberd or spears get at


-1 to hit a giant76
3. Giants may climb castle walls or onto the second
level of a building. A Giant may be blocked by its
width of models (4 orc sized for example) in a similar
manner to a model using a ladder. Climbing takes a
full movement phase wherein the Giant started
within 2 of the wall/building.77
4. Fall over: A giant must test to see if it falls over in
any of the following situations:78
The giant is beat in close combat
The Giant is fleeing during the compulsory
movement phase
The Giant crosses an obstacle
Right before the Giant decides to jump up and
down on an enemy

not attack this turn if it has not already, or it may not


attack next turn if it has already attacked this turn.
Jump Up and Down: Test to fall. If pass causes 2d6 S5
-3 armor hits. Take a WP test, if the giant fails she/he
must continue to jump up and down every turn until the
unit is destroyed or routed. Units armed with pikes,
halberds or spears are esp. dangerous to jumping
giants. After inflicting hits against such a unit roll a d6.
On a 6 the giant was pricked on a point and
immediately flees from combat to console its toe. It may
not be pursued. 79
Pick Up and: Target a model in base contact. That
model may make a single attack. If it wounds it is safe.
Otherwise roll a d6

To see if the Giant falls over roll a D6. On a 1 she/he


falls over. When the giant dies she/he falls over.
Falling Giants take a S5 hit.

Scatter the direction and place the Giant template


(use which ever template you prefer, esp if it
matches your Giant model) All models touched must
pass an initiative test or suffer a S5 hit, no armor.

Once on the ground a Giant may not make attacks,


though she/he retains their WS of 3. It takes a full
turn to stand back up. Naturally, a Giant may not
pursue if on the ground.
5. Special Attacks, roll a d6 and consult the appropriate
chart

4
5

Stuff into bag: the model is now in the bag make a


note.
Throw back into combat: The model takes a S5 hit. The
unit takes d6 S3 hits.
Hurl: The model takes a S5 hit. Target a random enemy
unit in 12 that unit takes d6 3 hits.
Squash: the model is dead
Eat: the model is dead. Take a WP test. If passed giant
throws victim (See 3.) If failed the giant munches
away and will not pursue or follow up.
Pick another: the 1st victim is stuffed in the bag. The
giant picks up another victim roll again to see what
she/he does
Swing with Club: d6 S6 hits -3 armor.

Versus Big Things (Troll or bigger)

Trolls

1 Yell and Bawl


2-4

Thump with Club

5-6

Eadbutt

Versus Tiny Things (Cavalry or smaller)


1

Yell and Bawl

Jump Up and Down

Pick Up and

Stomp and Grind

5-6

Swing with Club

Yell and Bawl: The combat stops after this attack


and the Giants side wins the combat by 2d6.
Thump with Club: Target a single model in based
contact. That model must pass an i test or suffer a
single 8S hit -4 armor causing d6 wounds. If 6 wounds
are caused the club is lodged in the ground and the
giant may not attack the following turn.
Eadbutt: Target model takes a S6 hit causing d2
wounds, no armor. If the model is wounded it may either

Unit Type
Trolls (1-10)

M WS BS S T W I A Ld Int Cl WP Pt
6 3 1 5 4 3 1 3 4 4 6 6 65

Special Rules
Smash Armor: the trolls large club smack makes most
armor irrelevant, Trolls attacks have a -2 armor
modifier.
Fear: Trolls cause fear in models under 10

76 Warhammer 3rd ed.


77 Warhammer Siege 3rd ed.

Stupidity: Trolls suffer from stupidity (Ld test at


beginning of each turn)

78 Warhammer 8th ed. though really giants really havent


changed much

79 Warhammer 3rd ed.

Regeneration: At the beginning of every turn any


living troll that has suffered 1 or more wounds may
regain a single wound on the roll of a 4+. Wounds
caused by fire may not be regenerated in this manner.
Vomit: Trolls stomachs create some of the most caustic
substance in the known world. Consequently, once per
game a unit of trolls may elect to vomit upon the
enemy. Each troll forfeits all of its profile attacks and
instead automatically inflicts a single S5 hit with no
armor save. Against character models roll for armor. If
the armor saves it is destroyed. Roll a d6 for each other
item the character has. On a 6 that item is destroyed.
The character still takes a S5 hit. Destroyed weapons
become improvised.

2
1
1
9+ 7+ 9+ 9+
5 5 5 3 4 4
217
3
2
2
2

Animosity: Black Orcs are Immune to animosity and


other green skins will not test against them.
Gear: Black Orc Heroes may have gear available to
black Orcs in the army list

Orcs

Thump Attack80: Trolls may elect to forego their usual


attacks in favor of a single thump attack. -2a, +2Ws, +2
S, D3 W, -3 armor.
STONE TROLLS
Scaly Skin: Stone trolls have rough stony skin, giving
them a 5+ coverage with a single thickness
Magic resistance: Rocks are intrinsically magic
resistant and stone trolls diet which includes rocks
helps them in this regard. They have magic resistance
2, meaning they will automatically disregard any
magical attack or spells effects on the die result of a
5+.
RIVER TROLLS
River and Swamp strider: River trolls do not suffer
movement penalties due to fresh water features, but
may not reserve move through them.
Slippery and slimy: River trolls are slimy and grimy
and hard to hit, in close combat the enemy suffers a -1
to hit them.

Black Orcs

Unit
Type
Orc
Boys
Big
Uns
Heroes
1

M WS BS S T W

A Ld Int Cl WP

3 4

2 1

4 4

2 1

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

4 5

3 3

4 5

4 3

4 5

4 4

5 5

4 4

Pt
8.5

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

Special Rules
B I G U N S : any one orc unit(excluding black orcs) may
be upgraded to big uns 2pts/model, +1Ws, +1S, and a
may get a standard upwards of 25 pts, units upgraded
to big uns take up big un and rider unit selection.
Gear: Orc heroes may have gear available to Orcs in
the army list

Savage Orcs

Unit Type

M WS

B
S T W I A Ld
S

Black
Orcs

3 4 4 1 2 1

Heroes

M WS

Int

Cl

WP

Pt

11

B
S T W I A Ld Int Cl WP
S
4 4 4 1 3 2 8
5
7
7
8+
4 4 5 2 3 3
5
7
7
1
9+
8+ 8+
4 5 5 2 4 3
5
2
1
1
4 5 5 3 4 4 9+ 5 8+ 8+

80 Warhammer 3rd ed.

Pt
42
77
112
147

Savage
Orcs

Heroes

M WS

3 3 4 1 2 1

B
S T W I A Ld Int
S
4 4 4 1 3 2 7
5

5.5

Cl WP Pt
7

33

8+
5
7
7 61
1
8+
8+ 8+
4 4 5 2 4 3
5
88
2
1
1
9+
8+ 8+ 11
4 4 5 3 4 4
5
3
1
1
6
9+ 7+ 9+ 9+ 14
5 5 5 3 4 4
3
2
2
2
3
4 4 5 2 3 3

Special Rules
Afraid of Warmachines and chariots81
Frenzy: Savage orcs are subject to frenzy
War Paint82: Savage Orcs benefit from a 6+ ward save
Big Uns: Savage Orcs may also be upgraded to Big
uns
Gear Limitations: Savage Orc Heroes are limited to
any gear available to Savage Orcs in the army list

Forest
Goblins

2.
5

2
W
M S
4 3

Heroes
1
2
3
4
5

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

Special Rules
Fear Elves: Goblins fear any unit of elves they do not
outnumber 2:1
Toxin S283: Forest goblins have poisoned attacks
Gear Limitations: Forest Goblin Heroes may have any
gear available to forest goblins in the army list.

Goblins

Forest Goblins

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

S
3
S
4

T
3
T
3

W
1
W
1

I
2
I
3

4 4 4 2 3

4 4 4 2 4

5 4 4 3 5

6 4 4 3 5

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

Special Rules:
81 Warhammer Armies 3rd ed.

Fear Elves: Goblins fear any unit of elves they do not


outnumber 2:1

82 We thought it would be more appropriate if the war paint


facilitating them getting into the fight, similar to historical
groups the Boxer Rebellion or Lakota uprisings who believed
they were invulnerable to Whitemans bullets.

83 In 4th/5th ed. there was nothing to distinguish forest goblins


from regular goblins except they couldnt get armor. In this
case we gave them the bad Ld of Night goblins and the bad
initiative of normal goblins

Gear Limitations: Goblin Heroes may have any gear


available to goblins in the army list

Night Goblins

Unit Type
Night
Goblins
Heroes
1
2
3
4
5

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

Cl WP Pt
2.
5
5 5

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

Up to 3 fanatics may hide in a single night goblin unit


They stay there, hidden, until a non-flying enemy comes
within 8 whereupon they are immediately released.
When released all movement on the board is momentarily
paused, the fanatics are immediately each moved 2d6 in
predetermined directions
If they collide with a unit, move them 1 beyond that unit.
The unit struck takes d6 S5 -2 armor hits
After the fanatics have made their initial move, unpause
the other units and their controllers may opt whether to
continue with their maneuvers or halt for that phase
During each subsequent compulsory phase each fanatic
moves in a random direction 2d6 The roll of a doubles in
these subsequent movements indicates that the fanatic
has strangled himself or collapsed from exhaustion.
Collision with difficult terrain, linear obstacles, or buildings
will also kill the fanatic. Buildings take d6 S5 hits.
A unit that moves through a fanatic takes hits as above. A
unit that stops atop a fanatic takes an additional d6 hits
and the fanatic is removed as a casualty.
Immune to Psychology

Squig Hoppers

Special Rules
Fear Elves: Night Goblins fear any unit of elves they do
not outnumber 2:1
Hate Dwarves and Gnomes
Gear Limitations: Night Goblin Heroes are limited to
gear available to Night goblins in the army list but may
also have great weapons

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

Skirmish
Count as cavalry

Fanatics

To move, nominate a direction during the declare


charges phase, they then move 3D6 in that direction
during the move chargers phase. Any enemy unit they
had LOS of at the beginning of the turn and are within
that distance and direction are charged or if distance
would put the unit directly on top of an enemy they
could not see.

Squig hoppers ignore all terrain movement penalties


even impassable terrain, with the following caveat: they
cannot cross water features (swamps, bogs, ponds,
lakes, rivers, oceans etc.) They may only cross such a
feature if their move would put them on the far side
meaning they just jumped right over it. If they
otherwise fine themselves in a water feature they are
removed as casualties.
Hoppers pursue like normal squigs, 2d6
In the event that the squigs route from combat the
riders are shaken off and it pops like loose squigs, see
squig entry below

Snotlings

Immune to Psychology

Squig Herders

Unit Type
Squigs

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

Unit Type

M WS

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

Snotlings (520)

2 2 2 5 3 5 4

4 4

30

Squig handlers (24 2 3 33 1 31 5 5 5 5 2


16)
Special Rules
Squigs: follow animal trainers in the 3rd ed. Book. With
the following exceptions, Squigs and herders must be
purchased in ratios of 3:2 though an excess of herders is
fine, in the event the unit panics or the herders are all
dead the unit pops like 6th ed. loose squigs, that is,
each squig moves 2d6 in a weighted scatter direction.
And they move in this manner each compulsory phase.
If they land upon a model they make two attacks and
immediately jump again, they may only be attacked
back by models of higher initiative, weapons that
provide initiative modifiers vs. flyers would benefit
against squigs in this manner. After making their
attacks, jump them in a weighted scatter direction
again, continue this process until they dont land on a
model. If you roll doubles, remove the squig from play
as they have exhausted themselves or simply popped
from over stimulation.
*Squigs pursue 2d684

Special Rules
Spore Weapons: S of user, thrown weapon, no armor, 6
range, 1 shot per platform, Place a 1 radius template. Roll to
hit and scatter by how much the unit misses by. All models
touching the template are hit. May Stand and shoot.

Mimic: snotlings mimic the psychology of the nearest


goblinoid unit within 12 That is, so long as the closest
goblinoid unit is not panicking they will not panic. And if
the closest unit is frenzied they will be frenzied etc.85

Snotling Pump Wagon

Unit Type

M WS

Pump Wagon
2d
(1)
6
Snotling crew
4
86
Pump Wagon
84 Since animals pursue at a rate different than handlers, it
seems implied that the squigs M of 4 reflects the herders
movement, whereas we might infer that the 2d6 commonly
referred reflects their actual movement

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

- 77 3 1 - -

2 22 5 3 5 4

4 4

40

85 Orcs and Goblins 4th ed.


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

1. Must move 2D6 each turn, turn radius of a


light chariot
2. D8 S6 Impact hits.
3. May not reserve move, a pump wagon
engaged in the flank or rear may move
despite being engaged.
4. Ranged 1-2 snotling 3-6 wagon
5. Melee 1-2 wagon, 3-6 snotlings
6. If a snotling wagon collides with a friendly
unit it impacts it as if it were and enemy unit
7. On the charge the snotling crew may not
attack.
8. Heavy pump wagon doubles the crew (adding
a top platform) allowing the additional crew
to attack on the charge

Vicious: wolves must follow up and pursue


Impatient: at the beginning of the controlling players

turn if the wolves are in charge distance (2M) of a unit


half their size they must pass a Ld test or charge an
enemy. At night, wolves have night vision +4 LOS.
Afraid of fire

Boars87

Giant Spiders89

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


War boar
7 3 0 3 4 1 3 1 3 4 4 4 16
Special Rules
Boar charge: boars get +2 S, +2 I, -1 armor save when

they charge
Thick skinned: a model mounted on a boar gains a 4+

hide save
Difficult to control: any Cl or Ld test taken by a boars

rider is at a -1
No Barding: wolves and boars may not have barding

Wolves88

Unit
Type
Spider

M
7

W
S
3

B
S
0

S T W I
4 3 1

1 1

L
d
5

In
t
3

C
l
6

W
P
2

Special Rule
Creeping assault: when assaulting a building the

spiders may participate in the assault, additionally they


may use their additional move to assault floors that are
off the ground.
Poisoned Attacks: Neurotoxin
Fear Fire
Ignore movement penalties from terrain except water.

Doomdiver

Unit Type
Wolf

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

87 Warhammer armies 3rd ed.


88 Warhammer Armies 3rd ed, except the WS

P
t

89 Largely derived from Orcs and Goblins 7th ed.

hand weapons. Use of Goblins as ammo can cause panic


to the remaining doomdiver crew.
Panic: Doomdivers cause an automatic panic test to be
taken by any goblin unit they hit

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

Firing the Doomdiver: Infinite range,


1. Nominate a target in LOS,
2. guess distance,
3. scatter as normal, (See Misfire chart in the event of a
misfire result on artillery die)
4. then move the template D6 toward the target point
(this may lead to overcompensation)
5. place 1 radius template, model directly under take
6S D3 wounds -2 armor, otherwise all models even
partially hit suffer 3S.

3
4
5

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

a savage orc
save.
Primary: Black, Red
Secondary: Green,
Orc Shamans
Orc
W
M
Shaman
S

Doomdiver Misfire Chart


1. The giant slingshot is pulled back too far and snaps
whipping through the air. The goblin crew take d6 S5
hits and the catapult is destroyed.
2. The ammo gobbo panics at the last moment
scrambling to escape. Thwang! The doomdiver fires
as normal, except that it is scattered twice, treats
further rolls of misfire that turn as 12 and does not
move d6 toward the target as he is somersaulting
through the air.
3. Creeeek! The crew have winched the band back to
far causing the frame to whine. The Doomdiver takes
an 8S hit. If this would destroy the Doomdiver the
crew takes d6 S5 hits.
4. Bounce! The goblin is launched nearly horizontally.
Draw a line d6 x10 straight forward from the
doomdiver, the first model/Unit/terrain in this line
takes d6 S4 hits.
5. Whut! Itz Iz Turn! Whether its a mishap with the
machinery or confusion over who is the ammunition,
the crew for the entire battery is caught up
squabbling or running about confusedly.
6. Wild shot. The doomdiver fires in a weighted scatter
direction 6d x 10, dont scatter or adjust toward the
target
Crew/Ammo: Doomdivers come with a finite crew and
ammunition, each time a doomdiver catapult is fired
remove one crew as a casualty. Consequently
doomdivers may be purchased as batteries of multiple
catapults that would all draw upon the same pool of
goblin crew/ammunition. Obviously, a doomdiver may
not fire himself, so a doomdiver catapult may not fire if
it has a single crew man left, similarly doomdivers are
affected by normal crew loss rules. In the event of the
warmachines destruction the crew may either gun
other orc and goblin warmachines or form into a
regiment in their own right, though armed with only

1 4

B
S T W I A Ld
S
3

4 4 1 2 1

2 4

4 4 2 2 1

3 4

4 5 2 2 1

4 4

4 5 3 2 1

5 4

4 5 3 2 1

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

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

Cl
7
7
7
7
8
+
1

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

Pt
63
91
16
3
25
1
35
3

Primary: Red
Secondary: Green, Blue

Night Goblin Shamans


Night
W B
L
Goblin
M
S T W I A
S S
d
Shaman
1 4

2 4

3 4

4 4

5 4

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

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

Cl
5
5
5
5
6
+
1

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

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

Night goblins start the game with d3 magic mushrooms.


Magic mushrooms may be eaten (used) while casting a
spell to add an additional mana die to the casting
attempt. If the magic mushroom die results in a 1 then
something horrible has happened, roll a 3d6 and consult
the miscast table.

Primary: Black, Blue


Secondary: Red
Forest Goblin Shaman
Forest
W B
L
Goblin
M
S T W I A
S S
d
Shaman
1 4

2 4

3 4

4 4

5 4

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

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

Cl
5
5
5
5
6
+
1

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

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

Primary: Green, Red


Secondary: Blue
Goblin Shamans
Goblin
W
M
Shaman
S
1 4
2 4

3
3

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

3 4

3 4 4 2 2 1

4 4

4 4 4 3 2 1

5 4

5 3 4 3 2 1

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

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

Cl
6
6
6
6
7
+
1

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

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

Primary: Red, Blue


Secondary: Green

Army Organization
Mobs 33%+
Big Uns and Riders 1-50%
Includes Characters, your army must have a
general
Warmachines 0-25%
Monsters 0-15%
Allies 0-33%
In order to get any type of orc or goblin
character/chariot/war machine/ special unit, that player
must have a mob of that goblinoid type

B IGGEST AND S TRONGEST : in a WAAAGH!


Leadership doesnt tend to fall to the most tactically
inclined nor the most studious orcs (these fellows tend
to be shunned for their sneaky and foul play) rather it is
determined based on sheer brute size and strength.
The Boss (general) of your Horde is the orc (or goblin)
with the greatest combined strength, toughness and
wounds, you may choose in the event of a tie. Or you
may similarly fight a mini tournament amongst them all,
whichever suits your fancy.

M O B S 3 3%+
Unit Type
Orc Boys (10-30)90
Equipment
Hand weapon, light
armor, shield

M
4

WS
3

BS
3

Special Rules

S
3

T
4

W
1

I
2

A
1

Ld
7

Int
5

Cl
7

WP
7

Pt
8.5

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

Unit Type
M WS BS S
T
W
I
A Ld Int Cl WP
Pt
91
Orc Arrer Boys (10-30)
4 3
3
3
4
1
2
1
7
5
7
7
7.5
Equipment
Special Rules
Improvements
bow, hand
Light infantry, May skirmish +1
Shields +1, light armor +2, one unit may have crossbows +2
weapon
pt
Unit Type
Goblin Archers (20-50)92
Equipment
hand weapon, short bow
Unit Type
Goblins (20-100)
Equipment
Hand weapon

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

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

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

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

WS
3

BS
3

Int
5

Cl
5

WP
5

Pt
3

Pt
2.5

S
3

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

Unit Type
M
WS BS
S
Savage Orc Archers (10-20)
4
3
3
3
Equipment
Special Rules
fear warmachines, frenzy, war paint, light infantry
hand weapon, bow
may skirmish +1 pts
Unit Type
Snotlings (5-20)

M
4

WS
2

BS
2

S
2

T
2

T
4

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

W
5

I
3

A
5

Ld
4

Int
4

Equipment

Special Rules

spore weapons, rusty knives,


stones, and rocks

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

Unit Type
Night Goblins (20+)
Equipment

M
WS
4
2
Special Rules

Hand weapon,

fear elves, hate dwarves and


gnomes,

BS
3

S
3

Unit Type
M
WS
Forest Goblins (20+)
4
2
Equipment
Special Rules
Fear elves, Toxin S2, light
Hand weapon,
infantry,

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

T
3

BS
3

Cl WP Pt
4 4 30
Improvement
s

W
I
A
Ld
Int
Cl
WP
Pt
1
3
1
5
5
5
5
2.5
Improvements
up to 3 fanatics per unit 25 pts each, nets +2, Shields +.5,
spear +.5, or only short bow +.5, one unit may have magic
standard 25 pts,
S
T
W
I
A
Ld
Int
Cl
WP
Pt
3
3
1
2
1
5
5
5
5
2.5
Improvements
Shields +.5, Spear +.5, or only Short bow +.5, One unit may
have a magic standard +25

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

WS

BS

Ld

Int

Cl

WP

Pt

11

Hand weapon

Fear Elves, may skirmish +1 pt

Paws and Bite

No barding, Vicious, impatient, afraid of


fire

Unit Type
Spider rider (5-20)
Spider
Equipment

M
4
7

WS
2
3

BS
3
0

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

S
3
4

T
3
3

W
1
1

I
2
1

A
1
1

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

Special Rules

Hand weapon

Fear Elves, may skirmish +1 pt

Bite

Poisoned attacks, creeping assault, fear fire, ignore movement


penalties for terrain (except water)

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

M
WS
4
3
7
3
Special Rules

BS
3
0

S
3
3

T
4
4

W
1
1

I
2
3

A
1
1

Ld
7
3

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

Heavy cavalry
Boar Charge, thick skinned, difficult to control, no barding

Unit Type
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
0-1 Black Orcs (5-20)
4
4
3
4
4
1
2
1
8
5
7
7
11
Equipment
Special Rules
Improvements
heavy armor, hand Animosity vs black great weapon +2, shields +1, add hand +1, one unit may have halberds +2
weapon
orcs,
and/or a standard up to 50 pts

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

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

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

Pump Wagon (1)


Snotling crew
Equipment

WS

2d6
4

BS

Ld

Int

Cl

7
2
2
2
Special Rules
Pump Wagon

7
2

3
5

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

WP

Pt

40

WP
5
7

Pt
35

Tiny hand weapons of sorts


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

M
4
4

WS
2
3

BS
3
3

S
3
3

T
7
3
4

Special Rules
Bolt Thrower
Afraid of elves

M
4
Special Rules
Organ gun 4 barrels

WS
2

BS
3

S
3

T
7
3

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

W
3
1

I
2

A
1

Int
5
5

Cl
5
7+2

Ld
Int
Cl
5
5
5
Improvements
Light Armor +1

WP
5

Pt
103

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

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

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

W
3
1
1

M
4
7

WS
3
3

BS
3
0

S
7
3
3

Shields +.5, short bow +.5

T
7
4
4

Special Rules

I
A
Ld
1
2
1
7
3
1
3
Improvements

Int
5
4

Cl
7
4

WP
7
4

Pt
81

scythes +20 magic banner upwards of 50


pts

Light Chariot
hand weapon, light
armor

Shields +1, short bows+1,


Boar Charge, thick skinned, difficult to control, no
barding

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

M
4

WS
2

BS
3

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

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

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

M
4
4

BS
0

WS
4
2

S
5

BS
0
3

T
3

A
1

Ld
Int
Cl
5
5
5
Improvements

S
5
3

W
1

I
5

A
2

T
3
3

W
1
1

I
5
3

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

Ld Int

I
2

WP
5

Pt
55
2.5

Pt
70
5

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

M WS BS
3

W
3
1

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

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

Unit
Type
Trolls (110)
Equipme
nt
Hand
weapon

T
7
3

Special Rules
Doomdiver
Afraid of Elves

Hand weapon

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

S
3

Ld
Int
Cl
2
4
2
Improvements

A
2
1

Ld Int Cl
2
4
2
5
5
5
Improvements

WP
2

Pt
17

WP Pt
2
14
5
2

C W
Pt
l P

4 6 6 65
Improveme
nts

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

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

M
6

WS
3

BS
1

S
5

T
4

W
3

I
1

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

A
Ld Int
3
4
4
Improvements

Cl
6

WP
6

Pt
75

Unit Type
River Trolls (1-10)
Equipment

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

Hand weapon

Unit Type
Giant
Special Rules
See Bestiary

M
6

WS
3

BS
3

S
6

T
5

W
6

I
3

A
-

Ld
6

Int
Cl
WP
4
6
6
Improvements

Int
5

Cl
7

WP
7

Heroes & Magic Users

Night Goblins
M

W
S

B
S T W I A Ld
S

In
t

Cl

W
P

P
t

1 4

4 3 1 4 2

1
5

6
4 4 2 4 3 +
1

2 4

3 4

4 4

5 4

Night
Goblin
Shaman

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

7
4 4 3 6 4 +
2

7
+
2

In
t

1 4

2 4

3 4

4 4

5 4

5
6
+
1

W B
L
S T W I A
S S
d

5
6
+
1

6
+
1

6
+
1

7
+
2

7
+
2

2
8

3 4 3 1 3 1 5

4
5

6
3 4 3 2 3 1 +
1

7
+
2

7
+
2

5
8

7
3 4 4 2 3 1 +
2

7
+
2

7
+
2

1
1
5

7
4 4 4 3 3 1 +
2

8
+
3

8
+
3

1
8
8

7
5 3 4 3 3 1 +
2

8
+
3

6
+
1

8
+
3

2
7
5

Normal Goblins
W
S

B
S

S T W I

4 3 1

2
3

4
4
4

4
4

4
4

4 4 2
4 4 2

A Ld

3 2

Int
5

7+
1

4 3 7+

3 3

Cl
6
6

W
P

Pt

1
5

7+ 6+

4 4 3

5 4

7+
1

7+ 6+
1
1

5
3

4 4 3

5 4

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

6
5

W
S

B
L
S T W I A
S
d

In
t

Cl

W
P

Pt

1 4

3 4 3 1 2 1

6
+
1

6
+
1

4
5

7
3 4 3 2 2 1 +
1

7
+
2

7
+
2

5
8

3 4

8
3 4 4 2 2 1 +
2

7
+
2

7
+
2

1
1
5

4 4

8
4 4 4 3 2 1 +
2

8
+
3

8
+
3

1
8
8

8
5 3 4 3 2 1 +
2

8
+
3

7
+
1

8
+
3

2
7
5

Int

Cl

W
P

Pt

Goblin
Shaman

6
5

6
+
1

2
8
4

5
3

6
+
1

2 4

W
Pt
P

4
0

Cl

Gobli
M
n

Pt
205

Beastmen, Warriors of Chaos, Skaven, Chaos Dwarves,


Ogres,

Allies 0-33%

Night
Goblin

Pt
75

5 4

Forest Goblins
Gobli
M
n

W
S

B
S

S T W I

4 3 1

3 2

1
5

4 4 2

3 3

6+
1

2
8

4 4 2

5 3

7+
2

6+ 6+
1
1

4
0

4 4 3

5 4

7+
2

6+ 6+
1
1

5
3

A Ld

Forest
Goblin
Shaman

4 4 3

5 4

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

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

1 4

2 4

3 4

4 4

5 4

6
5

S T W I A Ld

Int

Cl

W
P

Pt

1 4

4 4 1 3 2

42

77

2 4

4 5 2 3 3

6
+
1

4
5

3 4

5 5 2 4 3

9
+
2

8
+
1

8
+
1

11
2

7
+
2

5
8

4 4

5 5 3 4 4

9
+
2

8
+
1

8
+
1

14
7

7
+
2

1
1
5

5 5 3 4 4

9
+
3

7
+
2

9
+
2

9
+
2

21
7

1
8
8

3 4 3 1 2 1 5

6
+
1

6
3 4 3 2 2 1 +
1

7
+
2

7
3 4 4 2 2 1 +
2

7
+
2

7
4 4 4 3 2 1 +
2

8
+
3

8
+
3

7
5 3 4 3 2 1 +
2

8
+
3

6
+
1

8
+
3

2
7
5

Cl

W
P

Pt

1 4

4 4 4 1 3 2 7

3
3

2 4

8
4 4 5 2 3 3 +
1

6
1

3 4

8
4 4 5 2 4 3 +
2

8
+
1

8
+
1

8
8

4 4

9
4 4 5 3 4 4 +
3

8
+
1

8
+
1

1
1
6

5 4

9
5 5 5 3 4 4 +
3

7
+
2

9
+
2

9
+
2

1
4
3

B
S T W I A Ld
S

In
t

Cl

W
P

Pt

6
+
1

63

7
+
2

91

16
3

1 4

4 4 1 2 1

6
+
1

2 4

8
4 4 2 2 1 +
1

7
+
2
7
+
2

7
+
2

3 4

8
4 5 2 2 1 +
2

4 4

8
4 5 3 2 1 +
2

8
+
3

8
+
3

25
1

5 4

8
4 5 3 2 1 +
2

8
+
3

8
+
1

8
+
3

35
3

Black Orc

B
S

8
+
1

In
t

Orc
W
M
Shaman
S

W
S

W
Cl
Pt
P

W B
L
S T W I A
S S
d

In
t

Savage/Normal Orc
Orc/Sava
ge Orc

Black
orc

5 4

Skaven
1

Skaven team Special


Rules:
Skaven Are Chaotic Evil

S T R E N GT H

5 5

5 5

5 6

5 6

I N N U M B E R S : 9 3 +1 Cl for each full rank

excluding the first to a maximum benefit of +3. Units may


either benefit from the generals Cl modifier or this modifier,
they are non-cumulative. If the unit has a character, this
modifier may act like a characters modifier either additive or
subtractive. E.g. to facilitate failing a frenzy test.

LEAD

5 4

6
6
6
6
8
+
2

5
5
6
+
1
6
+
1
7
+
2

7
7
8
+
1
8
+
1
9
+
1

2
8
5
0
7
2
9
5
1
1
7

Black Skaven100

FROM THE BACK:

94

Unit can use its leaders Ld or CL


modifier even if he/she is in back. Skaven characters may
leave units and decline challenges without any loss of Ld
ability nor spending the turn to transfer command.

WARPSTONE

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

W E A P O N S : 9 5 Any weapon designated a

warpstone weapon also makes magical attacks.

S C U R RY A WAY : 9 6 +1 to flee distance

N I G H T V I S I O N : 9 7 +6 LOS at night
C H A O S A T T R I B U T E S :98 units D6-3, Characters D6-4, clan
Moulder beasts d6-2

A T TA C H M E N T S : 9 9 Clan Skryre weapons may be attached to


units; they deploy with them and must remain within 4, they
are targeted just like character models within 4 of a
regiment.

Unit Type
Black Skaven

Skaven Clanrat Warriors

Unit
Type
Clan
rat
Her
o

W B
M S S

L
S T W I A d

In
t

5 3 3
W B
M S S

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

6
In
t

Cl
5
Cl

W
P
7
W
P

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

StormVermin

Pt
5

Unit Type
Stormvermin

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

Pt

93 Skaven 4th ed. onwards


94 Skaven 6th ed onwards
95 Warpstone Weapons existed very early on, however, they
were described as magical attacks starting in the 6 th ed.
96 Skaven 6th ed
97 WFRP 1st ed.
98 Warhammer Armies 3rd ed.
99 Skaven 4th onwards

100 Black Skaven have shifted a bit over time. In 3 rd ed. they
were essentially big clanrats, later editions the designation
black Skaven returned in the 6th ed. to refer to Gutter Runner
Champions and in Mordheim they are a category of
character.

Slaves

Unit Type
Slaves

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

Gutter Runners

Pt
2.5

Unit Type
Gutter Runner

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

Special Rules

Special Rules:

Levy: Slaves follow the rules for levy formations

Skirmish

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

TUNNELING TEAM:

cannon fodder, they give little second thought to the plight of


slaves, and consequently other Skaven units (other than
fellow slaves) need not ever take a panic test from slaves
panicking or fleeing.

Night Runners101

When units would be deployed during the M0 guess x by y


relative to your bottom left corner of the field. This secret
coordinate is where your tunnel team will aim to come up.
Starting with the 2nd turn roll a die at the beginning of each
compulsory phase. On a 4+ they emerge.
When they emerge, scatter the tunneling marker like a stone
thrower. Place the leader on the marker, and all the other
runners in the unit within Square root of the US of the leader
and within 1 of any other runner.
If a misfire was rolled consult the following chart
Tunneling Misfire Chart (Roll a d6)
1-2, Collapse! All the rats are buried in the ground, dead.
3, I think were there. Move the marker 3d6 toward the
Skaven starting edge and deploy the runners

Unit Type
Night Runner

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

Special Rules
Light Infantry102

4, Just check to make sure! The Leader tentatively pokes his


head out of the ground to make sure they have come up in
the right spot, deploy the unit in a block of equal ranks and
files, it may not charge this turn or reserve move
5, Are you sure these are our plans? The enemy player may
place the marker anywhere on the board, deploy as normal.
6, I told you to turn left! The unit finds themselves in
completely the wrong place and doesnt show up at all
Where the marker was place on impassible terrain deploy the
leader on the closest edge. Where they were deployed under

101 Night runners in Warhammer armies 3rd ed were +1


Shock elites, but had nothing to distinguish them from black
Skaven except gear differences. Here we followed the trend
of later editions where they were not +1 Shock elites but had
different gear and mobility

102 Night runners have been featured both as skirmishers


and as standard block infantry, this seemed like a reasonable
compromise

an enemy place them in base contact as if they were


charging, but also fighting from low ground.

P L A G U E C E N S O R : Once the model attacks for the first time


place a 1" template atop the plague censor model each
combat phase during his initiative step. Any model touching
this cloud of death must pass a T Test or suffer a wound.
Pestilens and nurgle take wound on 6, Each subsequent turn
the bearer benefits from a -1 to hit from archery after 1st
round of combat

Skirmish
Scout

Assassin Gear

Attached: Plague censer bearers must stay within 3 of a


parent plague monk unit until they declare a charge.

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

Plague Monks103
Clan Moulder Beast Master

Unit Type
Plague Monks
Special Rules

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

FRENZY

Plague Censer Bearers

Unit Type
Beast master
Giant rats
Special Rules

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

M AY A LWAY S

L A P A R O U N D : Unless broken in combat, giant

rats may always lap around, even if they lost the round of
combat. The enemy may only lap around if the Skaven play
opts not to or there are not enough giant rats to lap around.

DONT

CAUSE

P A N I C : Other Skaven need not take

a Panic test if a unit of giant rats panics


Animal handlers (See Old Grumblers Rules)
S M A L L : despite their strength value of 3, giant rats do not
push forward in the same manner as other troops, their rank
bonus is taken at a -1.

Rat Ogres and Chaos


Warhounds
Unit Type
Plague censer
bearers
Special Rules

B
M WS S

S T W I A Ld Int Cl WP Pt

5 4

4 4 1 4 1 6

5 7

15

Skirmishers, Frenzy, hatred

103 Much discussion went into Plague monks, in the 3 rd ed.


Plague monks did not have frenzy, but they didnt have any
other rules either. One got them presumably because they
allowed for the purchase of banners. In later editions they
had frenzy and additional hand weapons. We opted to make
them plagued to represent their role in spreading diseases to
humanity and civilization, We also considered having them
generate magic dice like Horrors of Tzeentch. Lots of ideas

Unit Type
Beast master
Rat Ogre
Chaos Hounds
Special Rules

M
5
6
6

WS
3
3
4

BS
3
2
0

S
3
4
4

T
3
5
4

W
1
3
2

I
4
3
4

A
1
2
2

Ld
6
5
6

Int
6
4
4

Cl
5
5
6

WP
7
7
6

Pt
9.5
38
20

Special Rules
Skirmish

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


but may fire and claim the benefit

Frenzy: Rat Ogres benefit from Frenzy

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

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


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

ANIMAL

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

DoomWheel

Poison Wind Globadier

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

Pt
20

Skirmish

Unit Type
Warpstone
Generator

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

Range 8.
Place a 1" radius temp anywhere within 8
scatter the template D3
A natural result of 6 is a misfire.
In the event of a misfire place the template directly
above the globadier, the globadier is automatically hit.
6. Any model under the template is hit on a 4+.
7. Any model hit takes a wound on a 4+, globadiers, due
to their protective gear, take a wound on a 6+.
8. Poison wind globes also act as soft cover against any
ranged weapons fired through it. To enhance this
potential cover, poison wind globadiers always shoot
first, regardless of turn order. To keep track, keep the
templates where they land.
D E P LOY M E N T : May be deployed either as a pair
attached to a friendly unit, just like a normal weapons team,
or as a unit unto themselves of sizes between 5 and 10.

G LO B A D I E R

Jezzails

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

Wheel

3D
6
-

Engineer

4 43 1

0 32 6

Rats

77 3

1- - 1
52 0 8
1
16 0 3

- 1
0 7
1
0 6

M OV E M E N T
The Doomwheel moves during the move chargers phase.
Otherwise treat the doomwheel like a light chariot with a
randomly determined move distance of 3d6 but may not
reserve move. Doomwheels move at half rate up hill and
double rate downhill.

WARP-LIGHTNING
During the shooting phase the doomwheel may release three
bolts of warplightning. If the engineer is still alive you may
decline to release thee bolts. All three bolts have strength
equal to the same artillery die roll. However each has a
different range of 3d6 Bolts automatically hit. If several
targets are equidistant away (within 1 margin of error, or in
base contact, strike the model with the greatest total armor
thickness) Models receive no armor save and suffer d6
wounds.
If a M I S F I R E was rolled consult the chart below
1-2 Backblast! The rats suffer d3 S3 hits. If the warpstone
generator was struck in close combat the striking model
takes d3 s3 hits no armor
3-4 Damaged. The warpstone generator is damaged and will
hence forth generate 1 less bolt

Unit
Type
Jezzail

W
M S
5

B
S
3

S T

W I

3 3 1

L
A d

2 1

In
t
6

C
l
5

W
P
7

5-6 Out of control! The stern wheel is temporarily jammed by


a stray flare of warp lightning. The doomwheel moves in a
random direction next turn. In subsequent turns it moves as
normal.
Pt
1
2

CRUSHING

THINGS

When the doomwheel runs into something it causes d6+2


impact hits at S7 -6 armor. The doomwheel may penetrate
ranks like a wedge if it kills sufficient models between it and
the rear of the unit to clear an entire path wide enough for
the model. In subsequent rounds of combat the wheel does
only d3 impact hits

C R E W A T TA C K S
As per normal, the doomwheels crew and animals may
attack in close combat. Note that the engineer is high up, so
he may only attack down with a pistol or other long weapon,
and conversely may only be attacked by models over 10 tall
or wielding spears, halberds, or pikes

FIGHTING

THE DOOMWHEEL

Doomwheels are fought in the same manner as chariots. That


is, hits in close combat and ranged are randomized.
Shooting
Warpstone
Generator
Wheel
Rats
Engineer

1
2-4
5
6

DAMAGE

TO THE

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

P A RT S

Warpfire thrower

Engineer
The doomwheel will go in a random direction every turn, roll
a scatter die and it goes in a straight line. The warp-lightning
bolts are released each turn if able
The Wheels
If the wheels are destroyed the whole doomwheel is smashed
to pieces, the crew perish as well
Warpstone Generartor
For each wound suffered by the generator roll on the misfire
chart.
The Rats
The movement of the wheel slows by d6 for every 2 wounds
suffered by the rats. If all the rats are dead the doomwheel
cannot move nor generate power

OTHER
The doomwheel flees and pursues 3d6

LIGHTNING

FIELD

Any spell cast at or within 6 of the doomwheel is


automatically dispelled on a 4+, a magic user within 6 must
on a single die roll less than their magic level if they wish to
cast a spell
The rats are immune to psychology and otherwise bound to
the psychology of the engineer above should he alter the
controls

Large Target
Fear 6

FIRING

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

1. Point the crew in the correct direction or nominate a


target as per shooting rules
2. Place the flame template with the narrow end at the
end of the barrel and in the direction of the target
3. Roll an artillery die and move the template that many
dice forwards
4. Any model touched by the template takes a flaming S5
hit causing d3 wounds with a -2 armor penalty
5. If the die result was a misfire consult the misfire chart
6. Any unit suffering a casualty must take a panic test
7. May stand and fire

W A R P F I R E M I S F I R E C H A RT
1-2 Kaboom! The crew is annihilated in a mushroom cloud of
flame, any model within d3+1 are also hit as if by the
warpfire thrower
3-4 Fuel Catches Fire! The model with the barrels runs 2d4
in a random direction. At which point the barrels explode
harming everyone within d3.
5-6 Blockage! Fuel squirts onto the crew. Work out damage as
if the crew had hit themselves with the warpfire thrower

OTHER RULES
E N C U M B RA N C E

The weapon is heavy and counts as 2 thickness


(note its not armor) encumbering like a suit of
heavy armor.
LOSS

OF

CREW

By him/herself an individual Skaven cannot


operate a warpfirethrower. If the crew suffers a
casualty the weapon is effectively useless, the
crew may hide in a friendly regiment they were
attached to, or if party of a company of such

weapons teams may stick around and join


another team should the odd crew die.

Warp-lightning Misfire Chart


1-2 Meltdown. The cannon explodes in a green fireball.
Sabotage perhaps?

FLEEING

The fuel is extremely volatile. Should the crew


flee farther than 5 for any reason they explode
in the same manner as the 3-4 result on the
misfire chart.

3-4 Energy overload. The gun is sent reeling by all the energy
whirling about within. Roll a scatter die and turn the cannon
to face in the indicated direction. Every model in a line 4d6
long and terminating in a 2.5 radius template is struck with
S10
5-6 Spluttering Fizzle. The gun wheezes out a black green
plume of smoke but otherwise does nothing this turn.

Warp Lightning Cannon


Ratling Gun

FIRE

THE

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

1. Nominate a target point in LOS (mark with a


die/coin/token/chit/what-have-you)
2. Guess/estimate/reason/fathom/reckon a distance within
36
3. Roll to hit using the leaders Bs factoring in all to hit
modifiers (range modifiers are based on the range of the
gun)
4. If you miss the GM will move the target marker to the left
or right, perpendicular to the line of fire of the cannon, a
number of inches equal to how much you missed by.
5. Measure out the distance you guessed toward the marker
and roll the artillery die. If the result is a misfire roll a D6 and
consult the chart below. If not add the result in inches to your
guess from before.
6. Then roll the artillery die again, this result represents the
bounce of the lightning arc and the strength of the hit. Add
this distance to the guess and the previous extra distance.
Any model that is overlapped by the bounce is hit. A
misfire for the second artillery die, means that the arc did not
bounce and dissipated or grounded into the earth.
7. Finally, at the end of the bounce place the 1.5 radius
template to represent the crackle of the energy blast. Any
model touched by this last template is also hit.

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

FIRING

T H E RAT L I N G G U N

1. Declare a target as per normal shooting restricitons


2. Roll a die, this result is the number of shots fired
3. You may opt to roll another die and add the result to the
first
4. This process may be continued as rolling as many dice as
the user likes. However any doubles with previous dice
will constitute a misfire; consult the chart below based on
the number of the doubles
5. Barring a misfire, determine if the target is in range. If
they are roll to hit as normal ignoring multiple shots
penalties.

R AT L I N G

GUN MISFIRE

C H A RT

Double 1 or 2, Jammed! The pump powering the firing


mechanism loses pressure before the crew can fire. No shots
are fired this turn.
Double 3 or 4, Whoops! The steam pump controls
malfunction and a cloud of green steam surrounds the crew
as the gun spins around wildly. Roll the scatter die all the

shots (including those rolled that caused the misfire) are fired
in the direction shown by the arrow and target the first unit in
LOS and range. Roll the hit.
Double 5 or 6, Blam! The weapon builds up excessive
pressure and the release mechanism locks shut. No shots are
fired this turn, the weapon explodes and the crew is torn to
shreds.
Ratling guns may stand and fire
Encumbrance (See Warpfire Thrower
Loss of Crew (See Warpfire thrower)

Warlock Engineer
Equipment
W A R P LO C K P I S T O L
Same Rules as Pistol except S5 and magical

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

Daemons are otherworldly entities existing on a separate


plane from mortal beings. Consequently they benefit from a
3+ ward save versus mundane weapons and attacks
All attacks made by daemons are magical

DAEMON

P S YC H O LO GY :

Daemons are immune to psychology except tests induced


by equal or greater deamons
Greater Daemons cause fear 12 to all things
When a daemon would normally take a panic or break test,
roll as normal using WP instead of Cl. If the daemon would
normally fail instead the unit takes wounds distributed as per
missile fire equal in number to how much it failed the test, no
armor/ward save.
Large Target

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


wounds

Same as Arquebus except S5 and magical

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


black-green

WARP BLADE

May not be the general or subcommander

May be combined with any close-combat weapon allowed to


heroes. Allows the engineer to cast warp lightning

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

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

Vermin Lord Greater


Daemon of the Horned Rat
Screaming Bell

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

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

Vermin Lords follow all of the rules for Greater Daemons


found in the Magical Creature Bestiary, reproduced here for
convenience

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

M OV E M E N T
The bell has an M value equal the half the rats pushing it (in
base contact) to a maximum of 5. The bell moves like a
heavy chariot. It may wheel and charge with unit, but it may
not turn or march. The Bell takes damage going through
obstacles and rough terrain in the same manner as a chariot.
Screaming bells are placed in the middle of the front rank like
a standard bearer. Unless the Skaven unit is at least 4 models

wide on either side of the screaming bell, the bell effectively


nullifies any rank bonuses for the unit pushing it.

FIGHTING

THE BELL

The bell is large enough that it may be singled out by ranged


fire. Otherwise shooting and close-combat against the
Screaming bell is comparable to fight a chariot.
Shooting
Close Combat
1
Grey Seer
1-2
Grey Seer
2-3
Bell Carriage
3-4
Bell Carriage
4-5
Screaming Bell 5
Screaming Bell
6
Striker
6
Striker
If the bell is struck by S6 or greater it immediately counts as
being struck out of sequence roll immediately.
On the charge the bell causes d6 S6 impact hits and the grey
seer and striker may both participate in close combat.
Depending on your screaming bell model, the Grey seer
maybe gain 360 LOS from an elevated position so that he can
see over interposing terrain and models (within reason)
Though they are a template weapon, a cannon will only hit
one part of the screaming bell and should be randomized like
other ranged weapons.

FLEEING

AND PURSUING.

Should the pushing unit flee they abandon the bell, note that
the grey seer and striker are unbreakable and will stay with
bell. In pursuit the skaven push the bell at their pursuit speed
with only a reduction of speed should their number fall below
10 pushers.
Unit Type
Bell Carriage
Striker

BLESSING

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

OF THE

H O R N E D R AT

The bell has Magic Resistance 4+

W A R P S T O N E B RA Z I E R
The Greyseer and striker are immune to psychology and
unbreakable. Additionally the grey seer may attempt to
channel an additional magic die.

STRIKING

THE BELL

During the compulsory phase roll a d6 for each turn the bell
has consecutively been rung and add the results together.
Consult the chart below

S C R E A M I N G B E L L C H A RT
1-2 The pushing unit may move (not charge) an additional
dM
3-4

Skaven across the table may reroll Cl tests this turn

5-6
Each cavalry unit within 36 of the bells must take a
panic test
7
This turn charging and shooting become complex
maneuvers for enemy units
8-9
Roll a d6 for each building, wall, and warmachine
within 24. On a 5+ it takes d3 wounds
10-11 All Skaven within 24 become auto-frenzied until the
next turn. Any unit not in close-combat will suffer dUS-dUS S3
hits during the close combat phase
12-13 Roll a d6 for each building, wall and warmachine within
30. On a 4+ it suffers d4 wounds
14-15 All enemies subject to psychology fear Skaven until
the next turn

16-17 Roll a d6 for each building, wall, and warmachine


within 36 on a 3+ it suffers d6 wounds
18+ The screaming bell is destroyed, all models in 3d6
suffer a S3 hit.
The Bell striker is armed with an improvised great weapon.

Character Equipment and


costs
Hero

Price

Grey Seer

Price

Sword
Additional Hand
Weapon
Great Weapon
Flail

0.5

Screaming Bell

200

1
2
1

Price
4
1

Halberd
Spear
Warplock Pistol

2
1
2

Warlock Arquebus

Light armor

Shield
Heavy armor

1
3

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

1
Price
2
2
10
15
15

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

Price
1
0.5
Free
0.5
1
20
1

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

WS

BS

Ld

Int Cl WP Pt

7.
5

Special Rules

Improvements

may have one attached


weapons team, may have a
magic banner worth 50 points,
may have an instrument worth
up to 25 points

great weapon
+2, Shields
1+ , halberd
+2, heavy
armor +1,

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

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

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

Unit Type
Slaves (20+)
Equipment
hand weapon

Unit Type

5 7

M W
S
6 3

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

M
5

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

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

S
3

T
3

I
4

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

A
1

Ld Int Cl
5
6
5
Improvements
Spear .5+

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

WP
6

WP
7

Pt
6

Pt
2.5

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

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

3 3 1

5 1 6

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

S
3
3

T
3
3

W
1
1

I
4
3

animal models

A
1
1

Ld
6
4

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

Pt
9.5
2.5

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

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

Special Rules
Plagued

M
6

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

Ld
5

Int
7

Cl
5

WP
7

Pt
7

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

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

M
WS
BS
5
4
0
Special Rules
See Entry

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

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

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

M
5

M
5

WS
3

WS
3

S
4

T
3
5
4

T
4

W
I
A Ld
1
4 1
6
Improvements

W
1
3
2

I
4
3
4

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

models

BS
3

S
3

BS
S
T
3
3
3
Special Rules
skirmish

T
W
I
3
1
2
Special Rules
Skirmish

W
1

I
4

Int
6

A
1

A
1

Cl
5

WP
7

Pt
15

Cl
5
5
6

WP
7
7
6

Pt
9.5
38
20

armor +1

Ld
Int
Cl
6
6
5
Improvements
light armor +2

Ld
Int
Cl
6
6
5
Improvements
Pavis+2

WP
7

WP
7

Pt
20

Pt
12

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

Unit Type
Doomwheel
Warpstone Generator
Wheel
Engineer
Rats
Equipment

M
WS
BS
5
3
3
Special Rules
See Rules entry

WS

BS

3D6
5

4
3

7
4
3

4
0

Warplock pistol, heavy armor

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

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

S
3

W
1

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

M
WS
5
3
Special Rules
See Rules

BS
3

WS

BS

Special Rules
See Rules, may not reserve move

T
3

S
3

T
3

I
2

A
Ld
Int
1
6
6
Improvements
+2 heavy armor

Cl
5

WP
7

Ld

Int

Cl

WP

1
5
1

2
6

10
8
10
10
3
10
Improvements
,

W
1

I
A
Ld
4
1
6
Improvements
Light Armor +2

T
6
3

W
4
1

Ld

Int
6

Cl
5

Int

6
Improvements

Pt
70

Pt
150

7
6

WP
7

Cl

WP

Pt
55

Pt
90

Skaven Character 1-25%


(Character choice)
Vermin Lord

M
8

WS
8

BS
4

S
7

T
7

W
7

I
10

A
6

Ld
8+1

Int
9+2

Cl
8+1

WP
8+1

Pt
650

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

M
5
5

WS
4
5

BS
4
4

S
4
4

T
3
4

W
1
2

I
5
5

A
2
3

Ld
6
7+1

Int
6
6

Cl
5
5

WP
7
7

Pt
28
50

Vermin Lord (3)


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Allies 0-25%
May ally with Orcs and Goblins, Chaos, Chaos Dwarves, Beastmen, Dark Elves and Fimir when fighting enemies of neutral or
good disposition

Assassin Rules

May be surreptitiously deployed in a friendly Skaven infantry unit at the beginning of the game. (Make a note)
The assassin remains hidden unless he/she attacks either at range or in close combat or chooses to leave the unit or there are
fewer than 5 models in the unit.
Once revealed the Assassin replaces a rank and file model anywhere in the unit of the controlling players choice.

Units may not use her/his Ld, Int, Cl, or Wp.

If she/he is in a unit that breaks or flees they must flee with that unit.
May be deployed individually as a scout

The Realm of Bretonnia


Bretonnians are Good order

Magic: Bretonnians may use white, green, blue.


The Blessing of the Lady104
The Lady of the Lake is the Patron Goddess of the Bretonnian people. In battle she protects the righteous from harm. Before the
battle starts, after deployment, but before turn order has been established, the Bretonnian player may decide to pray for the
protection of the lady. If he does then on the first turn his soldiers (excluding allies) may not move as they must pray to the lady.
In subsequent turns, models with the knights vow gain a 5+ ward save against missile and magical attacks. If a model flees or
refuses a challenge it loses the favor of the lady and consequently the 5+ ward save.

Allies: May ally with Halflings, Old Worlders, and Wood elves to fight chaotic or Evil foes
Mercenaries: Half Orcs, Ogres, dwarves, norse, old worlders
Knightly Virtues: Bretonnian martial society is largely defined by a hierarchy of pledges and oaths. These
oaths are a series obligations, reciprocal relationships and ideological tendencies that ultimately manifest on the battle field in
various ways. What follows is a series of virtues or vows that are taken during a knights life in order and are cumulative.

THE KNIGHTS VOW105

A Knight of Bretonnia may not use a ranged weapon under any circumstance. Additionally, such is their disdain for
cowardly bows and firearms that kill a man at distance, Knights hate any enemy model that carries a missile weapon.
A knight shall always accept a duel. If a knight of Bretonnia refuses a challenge, he has forfeited his familys honor. You
automatically lose that models victory points regardless if he should fall in battle. Additionally, the unit he is with may no
longer use his Ld or coolness modifier.
Models with the Knights Vow look upon the lower classes with contempt. They do not suffer any psychology imposed by
fleeing or otherwise models with the peasants duty rule.
No knight unit may be joined by a model with a lower vow.

QUESTING VOW

Models with the Questing Vow may not use a lance of any kind. (Grail knights are not bound to this restriction)
An army bearing Questing knights must also have a baggage train in order to sustain the knights on the constant trek
Questing knights may reroll any failed coolness, WillPower, or Leadership test.

G RA I L V O W

Models with the Grail Vow always begin the game with the blessing of the Lady
They are also immune to Psychology
They make magical attacks
may issue and accept challenges as if they were all hero models.

Peasants Duty
Ultimately Peasants are the very feet upon which Bretonnia stands; though this would never be admitted by the aristocracy,
believing themselves superior both morally and physically. Strangely enough, the ruling class has convinced the peasants of the
truth of their worldview. Consequently, models with the Peasants duty may use the Leadership of any model with the Knights
Vow within 6
Additionally, if the army contains a baggage train, it must contain a unit of peasants. 106
Captured standards from peasants do not confer victory points; neither may they claim victory points for banners they capture
No unit of Peasants may be led by a Bretonnian hero (Magic users, on the other hand, may) of level 3 or greater. 107

Other Special Rules


104 Bretonnia 6th ed.
105 Bretonnia 5th ed.
106 Someones gotta do the work.
107 They have virtues which allow this to happen, so it would suggest the nobility cant normally do this.

I M P E T U O U S : Young nobles of Bretonnia are so eager to prove themselves and earn their knighthood that they will often throw
themselves at the enemy. After charges have been declared by both sides, if an enemy is within 2M of the knights errant, they
must pass a Cl test in order to restrain themselves from charging the enemy. If the unit fails and charges they become immune to
psychology for the duration of the turn.

F LY I N G C AVA L RY : Models with this rule get benefits for both being cavalry and flying. That is, they act as flyers, but also gain a
standard cavalry save, have 2 unit strength, and are affected by spells that would normally affect cavalry or flyers. Also as armor
is quite weighty, and flying with it of even greater burden, encumbrance modifiers are doubled on a Pegasus inflight. So a
Pegasus knight wearing heavy armor and shield would have a fly move of 22

G RA I L R E L I Q U E : The relique acts as a single model though actually composed of 4 models. For all intents and purposes it is both
a standard bearer and musician and must be placed in the front rank accordingly. Additionally, wounds that would be allocated
against it are instead resolved against the remainder of the unit as another man rushes to fill the place. The armor of the relique
bearers is the same as rank and file members in the unit. Also the unit benefits from the blessing of the lady, if the player opted
to pray.108

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

D E F E N S I V E S TA K E S : 1 0 9 Professional Bretonnian bowmen can lay down defensive stakes before a battle to offer a level of
protection. Set up the stakes at the start of the game when the unit is deployed. For deployment order purposes the unit counts
as having movement 0. Every model in the front rank has a stake base placed in front of it. The stakes must be placed in the
deployment zone too. If the unit makes any move the stakes are removed. Enemy units charging the bowmen measure to the
front of the stakes, all other measurements are to the peasants themselves. No unit gains any charge bonus when they charge
the units front.

Army Organization
Nobility 25-75%
Included Warrior Characters
Must have at least one hero and unit of Knights of the realm
Servants of the Lady 0-35%
Includes Damsels
Peasants and the Lower Classes 25%+
Artillery 0-10%
Characters 1-30%
Overlaps with the above mentioned categories
Allies 0-33%
Wizard Lvl M Ws Bs S T w I A Ld
Int
Cl
1
4 4 3 3 3 1 3 1 7
8+1 7
2
4 4 3 3 3 2 4 1 8+1 9+2 7
8+
3
4 5 4 3 3 3 5 1 9+2 9+2 1
10+ 10+ 8+
4
4 5 4 3 3 4 6 1 3
3
1
10+ 10+ 9+
5
4 6 5 3 3 4 7 1 3
3
2
Hero Lvl
1
2
3
4
5

M
4
4
4
4
4

Ws
4
5
5
6
6

Bs
4
4
4
4
5

S
4
4
4
4
4

T
4
4
4
4
4

W
1
2
3
4
4

I
4
4
5
6
6

A
2
3
3
4
4

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

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

Int
7
7
7
7
9+2

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

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

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

Pts
30
55
80
105
130

Points
2
0.5
1.5
1
2
2
2.5
1
2
2

Damsels
Weapons
Dagger
Sword
Mounts
Warhorse
Horse
Unicorn
Pegasus

Points
free
0.5
6
3
80
15

Heavy Armor
Barding
Mount
Warhorse
Pegasus

3
4
6
15

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

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

W
1
1

I
3
3

A
1
1

cavalry

Ld
Int
Cl
WP
Pt
6
7
6
7
17.5
5
5
5
5
Improvements
one unit may have banner +25
+4 barding

Unit Type
M WS BS S T W
I
A
Ld
Int
Cl
WP
Pt
Dismounted Knights of the realm
4 4
3 3 3 1
3
1
8
7
8
7
10.5
Equipment
Special Rules
Improvements
heavy armor, shield, sword knights vow
Great weapon +2, morning star+1, any unit may have banner +25
Unit Type
1+ Knights of the Realm (5+)
War horse
Equipment
Lance, heavy armor, shield, sword
Barding

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

T
3
3

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

WP
7
5

Pt
22.5

+25

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

0-1 Pegasus knights (3-10)

28

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

Pegasus
Equipment
Lance, heavy armor, shield, Sword

S E RVA N T S

OF THE

4
3
3
Improvements
barding +4

L A DY 0- 35%

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

M
4
8

WS
BS
4
3
3
0
Special Rules
Questing vow,

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

T
3
3

W
1
1

I
4
3

A
1
1

heavy cavalry

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

WP
8
5

Pt
24

+50

M
WS
BS
S T W
I
A Ld
Int
Cl WP
Pt
4
4
3
4 3 1
4 1 8
7
8
8
15
Improvements
May replace their bastard sword with Great Sword +1pts, hand
weapon for dagger free, morning star +1. Any unit may have a banner
+50

Questing Vow

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

S
4
3

BS
3
0

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

A
2
1

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

Unit Type

WS

BS

Ld

Int

Cl

WP

Pt

grail relique (1)

118

battle pilgrim (4+)


Equipment

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

Comes with 6 battle pilgrims, up to 24


addition pilgrims may be added
hand weapon, shield, light armor

PEASANTS

AND

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

Unit
M
WS BS S T W I A Ld Int Cl WP
Type
Peasan
ts
4
2
2
3 3 1 2 1 6 6
6 6
(10+)
Equipme Special
Improvements
nt
Rules

Pt
3

Improvis Peasant Shield +.5, and one of the following bow


ed
's duty, +1, spear +.5, Halberd +1 no unit may
weapon levy
have a standard, nor musician
Unit Type

Men-at-arms (10+)
Equipment
Hand weapon, light armor
Unit Type
Long Bowmen
Equipment
dagger, long
bow

WS

4
3
Special Rules
Peasant's duty

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

mounted yeomen (5-10)


Horse
Equipment
hand weapon, spear & bow
Stomp

BS

Ld

Int

Cl

3
3
3
1
3
1
7
7
7
Improvements
Shield +1, pavis+2, Halberds+2, Spear +1, Swords +.5

WP

Pt

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

3
3

3
0

Special Rules
Peasant's duty, fast cavalry

3
3

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

15

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

M
WS
4
2
Special Rules
catapult with 4 crew

Improvised weapon

BS
2

S
3

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

WP
6

Pt
90

Peasant's duty

Tomb Kings are Neutral Order

Tomb Kings
Magic

Liche Priests of the tomb Kings use Black and White Magic, tomb kings are neutral in disposition, though vengeful upon
any who enter their realm uninvited.

Hierophant
Tomb Kings Armies are supported by a hierarchy of priests. At the head of this hierarchy is the Hierophant responsible
for sustaining each particular army group. Before the battle you must elect from your higher most ranking liches to be
the hierophant. All undead units in play and not lead but a lich or Tomb lord may use his/her Ld, Cl, Int, and WP
modifiers. In the event of this models death, at the beginning of each tomb king compulsory phase each unit takes a
WP test, if failed the unit suffers wounds equal to how much it failed the test by.

Tomb Lords
Tomb Princes, Kings and Pharaohs
CURSE

the model/unit/units responsible for the death of a tomb lord must pass a WP test or take wounds equal to how much it
failed by.
FEAR
Due to their incantations and being sustained beyond the expiration of their physical bodies, Tomb Lords cause fear in
living creatures. However, due to the presence and wherewithal of the soul still inhabiting the husk of a body, Tomb
lords are still subject to fear themselves.
MY WILL BE DONE
Any unit joined by a tomb lord may use his Ld, Cl, Int, and WP instead of the Hierophant.
during the movement phase you may declare a charge with that unit. Take a WP test, if it is passed the unit may
charge like a normal unit.
During close combat you may take a WP test, if passed the unit gains +1 WS
During the shooting phase, you may take a WP test, if passed the unit gains +1 BS
During the Reserve Move phase, you make take a WP test, if passed the unit may make a reserve move if a normal
regiment would be able to.
M A G I C A L LY S U S TA I N E D
Tomb Lords are sustained by magical incantations, magical attacks weaken these incantations, any wound suffered by
a magical attack is doubled.

Undeath

Unless magically compelled, the undead may not reserve move or charge though they may move to engage.
Undead Cavalry may charge.
Undead have no sense of self-preservation and are consequently unbreakable; they may not opt to flee under
any circumstance including magic nor may they be pushed back except by magic

The Undead are immune to poisons, diseases, suffocation, thirst, starvation, cold, and heat (though not ice/cold
magic and heat/fire magic.) As you may have surmised, yes, the undead can walk underwater through water
features. Note that Tomb Lords and Liches are not technically undead, they still have the wherewithal and
survival instincts of the living, though they too are immune to these mortal banes.
All Undead models cause fear in living creatures regardless of size.
When a unit would normally take a panic or break test, roll as normal. If the unit would normally fail instead the
unit takes wounds distributed as per missile fire equal in number to how much it failed the test, no armor saves,
though ward saves may be taken as normal.
Undead use the Leadership, Coolness, Intelligence, and Will power of the controlling Hierophant, Liche Priest, or
Tomb Lord
The undead may always choose not to pursue

Tomb Swarms
Ignores Armor: attacks from tombs swarms ignore armor as they crawl and cling to the enemy.
5+ armor coverage with zero thickness to represent chitinous exoskeletons
Swarm: Tomb Swarms follow all of the rules for swarms
Came from below (see below)

Tomb Guards
Tomb Guards carry enchanted Kopeshes (sickle swords,) ideal for hooking enemy shields away.
Blows struck by Tomb Guards are magical and the enemy must re-roll successful shield armor saves. In addition they
have the sword designation.

Tomb Scorpion
Fear 6
Both claw and stinger attacks pierce 1 thickness of armor
May move through sand, rocks and scrub as if it were open ground
It came from Below (see Below)
Each turn the scorpion may make a single stinger/tail attack to the front, this attack is an adrenaline poison
Magic Resistance 5+
Screaming Skull Catapults
Range 12-48 small template
May fire either normal stone munitions 5s, -2 armor Or screaming skulls 3s but the enemy must take a panic test if
they take a wound.

It came from Below

Tomb Swarms and Tomb Scorpions need not be deployed at the beginning of the game. Instead they may lie in wait
below the ground. After scouts have been deployed place a marker for the unit. During the compulsory phase roll a die
for each burrowed unit to see if they emerge.
Turn
Result
First Turn
N/A
Second Turn
4+ to emerge
Third Turn
3+ to emerge
Fourth Turn
2+ to emerge
Fifith Turn
Emerge Automatically
When the creature(s) emerge scatter the marker with an artillery die. Then replace the marker with the creature and
all other creatures in the unit within 2. The creatures may then act and move as normally including charging.
If the marker ends up beneath impassable terrain or under a unit place the creatures on the closest edge. If it was an
enemy unit they count as having charged.

If a misfire was rolled consult the following chart


1-2: Magic Dissipated
The energy that awakens these creatures dissipates. The creatures are destroyed and the enemy may claim victory
points.
3-4: Too Deep
The creatures are unable to surface in time for the battle, however the enemy does not get victory points.
5-6: Missaligned
Your opponent may place the marker anywhere on the battlefield and deploy the emerging unit.

Casket of Souls
Casket of Souls

M
-

WS
-

BS
-

S
-

T
7

W
4

I
-

A
-

Ld
-

Int
-

Cl
-

WP
-

The casket of souls is guarded by two tomb guards with great kopeshes.
Using the Casket of Souls: During the magic phase you may attempt to use the casket of souls by expending magic
dice just like you would to cast a spell. The casket is successfully activated on a threshold of 24. If cast, all enemy or
allied models with LOS to the caster must take a WP test. If they fail they immediately suffer 1 wound that cannot be
regenerated or saved by armor, ward saves apply as normal.

Rules
M WS BS S T W I A Ld
Int
Tomb Officer lvl1 4 4 3 4 4 1 3 2 5
1
Tomb Herald lvl2 4 5 3 4 4 2 3 3 6+1 1
Tomb Prince lvl3 4 5

Tomb King lvl 4

4 6

Tomb Pharaoh lvl5 4 6

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

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

Pt
30
55

One unit may be upgraded to


have light armor +2
Undea One unit can get magic
d
banner worth up to 50 points

Spear or hand
weapon, Large
Shield

105
125
150

Special Rules
Undead, may be the armys battle standard
Undead, may be the armys battle standard
My Will Be Done, Fear, Flammable, Curse, Magically Sustained

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

My Will Be Done, Fear, Flammable, Curse, Magically Sustained

W
Unit Type
M S BS S T W I
A Ld Int Cl WP Pt
Tomb
Swarm
Int
2+
4 3 0 2 2 5 1 5 4 1 2 4
65
Equipment
Special
Rules
Improvements
8+1
Undead, see rules entry, dont
count toward core unit min. they
9+2
must be evenly clumped
10+
together, if your army contains 5
3
or fewer than they must be
11+
deployed in 1 unit, 6-10 in at
4 Teensy
claws
and
most 2 units, 11-15 at most 3,
12+
mandibles
etc.
5

My Will Be Done, Fear, Flammable, Curse, Magically Sustained

Liche Priests110
Barrow Seer Lvl
1
Doombinder Lvl
2
Deathmage Lvl
3

WS

BS

Ld

7+3

8+3

9+4

Dust Lord Lvl 4


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

9+4
10+
5

Pt
2
2
2
1
1.5
3.5
1
1
36
10

Liche Priest
Kopesh
Casket of Souls
Skeletal Steed
Carrion

Pt
1.5
150?
10
36

Special
Tomb Guard
(5+)

W I

Ld Int Cl WP Pt

4 3 2 4 4 1 3 1 4 1 4 4
16.5
Speci
al
Equipment
Rules Improvements
Replace w/ Great Kopesh (has
attributes of both Kopesh and great
Kopesh, Light
weapon)+2pts
Armor, Large
Undea One unit can get magic banner worth
Shield
d
up to 50 points

35

Allies: Vampire Counts, Chaos Allies, Dark Elves


Core

Unit Type
Khemrian
Spearmen (10+)
Equipment

W
M S BS S

WS BS S

Ld Int Cl WP Pt

4 2 2 3 3 1 2 1 4 1
Special Improvements

2 4

110 Level Names taken from Warhammer Armies 3rd ed.

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

WS BS S

W I

Ld Int

W
Cl P Pt

2 4

Special Rules

4
0

2 4
Improvem
ents

Light
Undead, so long as armor for
the driver is alive, both +4,
both benefit from
Scythes
the large shield.
+20
Undead

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

Unit Type
Carrion (3+)
Equipment
Bite/claw

Magic

Form into units like


skirmishers but
without the benefit.

d3 S5 impact hits, see


rulebook
The driver carries a large
Shield and whip (improvised
weapon) The other carries a
bow, and javelins and hand
weapon

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

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

Hierophant
Like their Tomb King progenitors Vampire Count armies are magically sustained by a
central figurehead. The Vampire Counts general fulfills this role. All undead units in
play and not lead but a character model may use his/her Ld, Cl, Int, and WP modifiers.
In the event of this models death, at the beginning of each Vampire Count compulsory
phase each undead unit takes a WP test, if failed the unit suffers wounds equal to how
much it failed the test by. This crumbling does not apply to vampires.

Undeath

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

Unit Type
Tomb
Scorpion

W
S BS S

In
A Ld t Cl

1 5

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

Unit Type
Khemrian Rider
Skeletal Steed
Equipment
Spear, large
Shield

Undead
Undead

T
3
3

A
1
1

7 85
Improve
ments

T W I

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

L In
W
A d t Cl P Pt

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

15

May pass through terrain without penalty. The only exception to this are
linear obstacles and houses. These objects were created with the
intentionality of safety and protection. Ethereal beings may not cross the
threshold of a house unless the door is already open and may not cross
linear obstacles. Nor may ethereal beings harm these obstacles.
May not cross water
May not be hurt by mundane attacks
Afraid of fire and light
Ethereal creatures will suffer casualties for failed WP tests like other
undead unless they are within a bound location. This should not apply to
most games as they will be summoned to fight for an undead army.
However, should the Gm see fit, they may protect a site that they are
bound to, for example their burial mound, or an ancient hoard of
treasure/weapons, or a place they were sworn to protect in life.

Wolves and bats


Wolves and Bats do not normally participate in pitched battles between embittered foes.
Rather they must be magically compelled. If the general dies they must take a monster
reaction test and act accordingly. Note that wolves also being undead will
simultaneously crumble in addition to their reaction.

Undead
Undead

Rare
Screaming Skull
Catapult
Catapult Crew (3)
Equipment

Ethereal

Improvements
One unit may have light armor
+2

W B
M S S S

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

W I
1 2
1 2

W
P Pt

W B
M S S S T W I

W
A Ld Int Cl P Pt

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

Ghouls
Ghouls are the remains of depraved and ravenous men driven mad by cannibalism and
ousted from civilized company. To sate their appetite they lurk in shadows and
opportunistically bound on hapless foes. Consequently they are vicious but ultimately
cowardly creatures. The following rules are intended to represent this behavior:

Unit Type
Bone Giant

M
6

W
S BS S
5 2 6

T
6

Equipment
Heavy Armor, Additional hand
weapon

W
6

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

A
4

Vampire Counts
Vampire Counts are Evil neutral

Unless magically compelled, the undead may not reserve move or charge
though they may move to engage. Undead cavalry may charge.
Undead have no sense of self-preservation and are consequently
unbreakable; they may not opt to flee under any circumstance including
magic nor may they be pushed back except by magic
The Undead are immune to poisons, diseases, suffocation, thirst, starvation,
cold, and heat (though not ice/cold magic and heat/fire magic.) As you may
have surmised, yes, the undead can walk underwater through water features.
All Undead models cause fear in living creatures regardless of size.
When a unit would normally take a panic or break test, roll as normal. If the
unit would normally fail instead the unit takes wounds distributed as per
missile fire equal in number to how much it failed the test, no armor saves,
though ward saves may be taken as normal.
Undead use the Leadership, Coolness, Intelligence, and Will power of the
controlling General, or character model in their unit.
All undead except creatures of the night and cavalry pursue 1dM

If beaten in close combat they automatically break,


If the enemy breaks from combat Ghouls will not pursue. Instead they will
feast on the fallen. They count as unformed whilst feeding.
Ghouls live to feed on fresh meat but they will stop under the following
circumstances:
1. They are charged by the enemy
2. The enemy is within 12" at the beginning of the compulsory phase,
roll a D6 on a 4+ they have the wherewithal to stop and
immediately conduct a reform maneuver

Wights

semi-ethereal, Wights occupy a spiritual place between animated


skeletons and geists. Consequently, they obey all rules for ethereal
except they are vulnerable to mundane attacks like skeletons.

Wight Blade: Magical attack, killing blow.

Banshee
Howl: 8 range causes 2d6+2-WP wounds, models immune to psychology/unbreakable
may ignore the effects of this ability. Against warmachines divide the hits randomly as
per shooting and ignore any that strike the warmachine/chariot itself. Buildings and
terrain are immune. In certain situations where hearing might be restricted the GM may
apply modifiers, e.g. howling wind might cancel it out, or snow might dampen the range
whereas a tunnel or cave might amplify it..

Army Organization
Characters 1-33%
Shambling Hordes 25%+
Beasts of the Night 0-25%
Cavalry 0-25%
Spectral beings 0-33%
Allies 0-25% (Tomb Kings, Skaven, Dark Elves, Chaos)

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

M
Ws
4
1
Special Rules

Bs
0

S
3

T
3

Improvised weapons
Unit type
Skeleton Archers (10+)
Equipment

Undead, always strike even if killed, swarm


M
Ws
Bs
S
4
2
2
3
Special Rules
Upgrades

hand weapon, bow

Undead

A
1

Ld
5

Int
5

Cl
5

w
1

I
2

A
1

Ld
5

Int
5

WP
Pts
5
3
Upgrades
Hand weapons +.5, Light
armor +1, Shield +.5, spear
Cl halberd
WP
+.5,
+1111 Pts
5
5
7

Bs
2

S
3

T
3

w
1

I
2

A
1

Ld
5

Int
5

Cl
5

WP
5

Pts
9

Ld
5

Int
5

Cl
5

WP
5

Pts
5

May upgrade to light armor+2, pavis +1, one unit may swap for arquebus -2

Special Rules

hand weapon,

Undead

OF THE

M
Ws
4
2
Upgrades

Undead

Unit type
Skeletons (10+)
Equipment

BEASTS

T
3

I
1

Any unit may upgrade to light armor +2

Unit type
Skeleton Crossbowmen(10+)
Equipment
Special Rules
hand weapon, crossbow

w
1

M
Ws
4
2
Upgrades

Bs
2

S
3

T
3

w
1

I
2

A
1

Shield +1, light armor +2, halberd +2, one unit may have heavy armor +3, an unarmored unit may have Scythes (improvised
great weapon) +1.5,

N I G H T 0 -25%

Unit type
Bat swarm (2+)
Equipment

M
1
Special Rules

Teeth and claws

fly 8" may hover without landing, "cloud of horror" -1 to hit in close combat, doesn't skirmish despite flying. Swarm

Unit type
Giant bats (5+)
Equipment
Teeth and claws

Ws
3

Bs
0

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

Unit type
Ghouls (5+)
Equipment
hand weapon

M
4

Unit type
Dire Wolf (5+)
Equipment
Bite

S
2

T
2

S
2

T
2

w
5

Ws
3

Bs
0

A
W

Ld
3

Int
3

Cl
5

WP
Pts
5
90
Upgrades

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

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

M
9

I
1

W
1

S
3

T
3

I
3

w
1

A
2

I
2

Ld
Int
2
5
Upgrades

A
1

Ld
3

Cl
8

Int
Cl
3
3
Upgrades

Special Rules
undead, +1 A on charge

WP
6

Pts
2

WP
8

WP
3

Pts
8

Pts
11

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

M
4
8
Special Rules

Ws
2
2
Upgrades

Bs
2
0

S
3
3

T
3
3

w
1
1

I
2
2

A
1
1

Ld
5
5

Int
5
5

Cl
5
5

WP
5
5

Hand weapon, Shield

Undead

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

Pts
14

Undead

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

M
4
Special Rules

Wight blade, light armor, shield,

undead, fear 12, see above, if mounted also takes up


cavalry percentage of army

Unit type
Banshee (1)
Equipment
Hand weapon

Ws
3

Bs
2

S
3

T
4

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

Unit type
Wraith (1-10)

111 Storm of Chaos, armies of Sylvania

M
4

Ws
3

Bs
0

w
2
Upgrades

A
1

Ld
5

Int
5

Cl
5

WP
5

Pts
25

Heavy armor+1, large Shield +2 (if on foot) Skeletal steeds +6, barding +4 one of the
following: Great Weapon +2, Halberd +1, Morning star +1, Flail +1 Mounted Spear
+1, Lance +2,

T
3

S
3

I
3

w
2

T
4

I
3

W
3

A
1

I
3

Ld
5

A
2

Int
5

Ld
5

Cl
5

Int
5

WP
Pts
5
100
Upgrades

Cl
5

WP
5

Pts
75

Equipment

Special Rules

Great Weapon

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

Unit type
Ghost (2+)
Equipment

Upgrades

M
Ws
Bs
S
T
w
I
A
Ld
Int
4
2
0
1 (3)
3
4
3
1(4)
5
5
Special Rules
undead, Fear 6", Ethereal, Each hit by a ghost reduces the Ld and Cl of its target by 1 for that round,
40mmx40mm base.
Against ethereal, deamons and magic users Ghosts use the stats in parentheses.

Cl
5

WP
Pts
5
50
Upgrades

Ghostly tendrils/hands

Characters 1-33%
Vampire Lvl112
1: Vrolka
2: Wurdalak
3: Lugosi
4: Nosferatu
5: Dracula
Special Rules

M
4
4
4
4
4

WS
5
6
6
7
7

BS
4
4
4
4
5

S
5
5
5
5
5

T
4
5
5
5
5

W
1
2
3
4
4

I
5
5
6
7
7

A
3
4
4
5
5

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

Int
8
8
8
8
10+2

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

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

Pt
83
123
183
233
283

Undead, but may march and charge, not immune to psychology and can break from combat, wont crumble or collapse.
Transfixing glare: Each turn at the beginning of the combat phase target one enemy model in close combat, that model must
pass a WP test or re-roll all to hit rolls in close combat.
Vampires may be of varying magic user levels. Vampires are intrinsically Lvl1 magic users, they may be upgraded. Lvl 2 +30, Lvl
3 +75, Lvl 4 +135, Lvl 5 +210.
The Hunger: After Each combat that the Vampire personally killed an enemy and won the combat roll a die. On a 6 the vampire
regains a lost wound. If a Vampire is encumbered she/he need not move slower if leading or a part of a unit as it is assumed they
may use their reserve move to catch up

Necromancer Lvl113
1: Necrus Adeptus
2: Morbidus
3: Necrosus
4: Magister Mortis
5: Necrarch

M
4
4
4
4
4
M

WS

Ws
4
4
5
5
6

BS

Bs
3
3
4
4
5
S

S
3
3
3
3
3

T
3
3
3
3
3

w
1
2
3
4
5

I
3
4
5
6
7

A
1
1
1
1
1

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

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

Ld

Lvl 1 Wight

Lvl 2 Wight

3 6+1

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

Int
5

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

Cl

Pts
60
85
155
240
340

WP

Pt

75

125

Lvl 3 Wight
4
5
3
3
5
4
5
3 7+2
5 6+1
6+1
175
Wight Characters follow the same rules as wights in the army list, additionally they are limited to gear available to wights in the army list, with the exception of magical items.
Wights must be champions for units of wights, skeletons, zombies, or skeletal riders.

112 Names taken from Warhammer Armies 3rd ed.


113 Names taken from Warhammer Armies 3rd ed.

Wood Elves
Woven Mist: Enemy suffers -1 to hit

Universal Rules
W O O D S : Wood elves, Treemen, and dryads may move

through woods as if it were open ground. Additionally the


wood elf player may replace any single terrain during the
terrain placement process with a wood.
E X P E RT C RA F T S M A N S H I P 1 1 4 : wood elven longbows may fire
36 instead of 30
M E E K 1 1 5 : Wood elves suffer double the effects of
encumbrance and may never have toughness greater than 3,
unless magically induced. On the character randomization
chart, any bonuses to toughness are transferred first to
initiative, then WS.
Wood Elves are good Neutral

Standard profile:
Unit Type

Wood Elf

W
S
4

B
S
4

S T W

3 3 1

6 1

L
d
8

In
t
9

C
l
9

W
P
8

P
t
8

Particular Rules
F E I G N E D F L I G H T 1 1 6 : This is the same as the voluntary
withdrawal from close combat, with the exception that they
need not take a Ld, though they still automatically rout if
caught. This ability may not be used if the unit is engaged to
its flank or rear.

P O U N C E A T TA C K 1 1 7 : if the model charged and has double


the initiative of the target it may double its attacks for the
first round of combat.

Waywatchers

BARK ARMORS118

121

Dryads have a 4+ save due to their bark, though it can be


pierced by any strength attack.
Treemen also have a 4+ save due to their bark, however, it
may only be pierced by attacks that would normally be able
to pierce a shield.

T RA P S 1 1 9

2PTS

Some wood elves are cunning and are able to deploy traps in
a combat setting. A trap may only be placed once and
activated once. To place a trap the unit must remain
stationary for an entire turn and may not move. A model may
only be equipped to carry a single trap. During the
movement phase place a 20mm square token next to a
model laying a trap. Any model that moves over a trap
activates it on a d6 result of 6; 5 or 6 if the trap was placed in
a wood, scrub, hedge or other cunning place. A model that
activates a trap takes a S4 hit with no armor save.

Wardancers
Immune to psychology

T A L I S M A N I C W A R P A I N T : 5+ magic resistance
D A N C E S : choose a different dance at the beginning of each
turn.
Whirling Death: +1A
114 Warhammer Rulebook 3rd ed. Wood Elves 4th ed.
115 Warhammer Rulebook 3rd ed.
116 Wood Elves 4th ed.
117 Warhammer Armies 3rd ed.
118 Wood Elves 4th ed.
119 Ravening Hordes 1987

Darting waltz120: the wardancers gain +2i and +1M


Taunting performance: the wardancers taunt a single
enemy unit within 2M. that unit must pass a Cl test or
charge the wardancers. If the unit is out of that range and
has ranged weapons it will also take a Cl test or shoot the
wardancers with a +1 to hit due to the wardancers making
themselves an easy target.
Vanishing footsteps: if a portion of the unit is hidden from
LOS of the targeting enemy or behind cover, it counts as
hidden and may only be targeted if the enemy passes an
initiative test.
Sideswipe: the wardancer unit forms into a snake. This
snake can move along the sides of enemy regiments (within
an inch.) Both the wardancers and the unit may exchange
blows. These attacks contribute to combat resolution, with
the following exceptions: no flank charge is awarded, and the
wardancers are free to continue moving during the reserve
phase and subsequent turns/phases as if it were not engaged
in combat. Though, while blows are exchanged missile fire
should be randomized between the two units due to their
proximity.Declare that the unit is performing this maneuver
during the charge phase and treat the unit as if it had
declared a charge. The Unit only pulls of the side swipe if it
gets the charge, otherwise it is charged as normal.

Hide : the unit must elect that it is hiding and must be


contained within a wooded feature. The waywatchers then
may not move. They may only be targeted by your opponent
after passing an initiative test. Waywatchers charge at half
rate distance when hidden but gain an additional +1 to hit.

Treemen/women
When a treeman/woman dies roll a die. On a 6 nothing
happens as he/she is too rooted into the ground to collapse.
Any other result, scatter and place the treeman template at
his/her feet. Any model covered must pass an i test or takes
a 6S hit -3 armor.
Rooted to the spot122
Treemen/women may not be pushed back, and only take a
break test if they personally took a wound.

Dryads
Different types of Dryads123
As one might imagine there is a great variety to the number
of trees that a forest spirit may choose to inhabit and that
these different trees would have different properties. Dryads

120 Made up, but thought they would be interesting to use.


121 Wood Elves 4th ed.
122 Wood Elves 4th ed.
123 In warhammer 4th ed, dryads could change their shape
taking on different attributes each turn, much like a
wardancer. This seemed a bit odd and made them a bit over
powered besides branches that inflicted a S4 hit seemed
questionable, bearing in mind that getting stabbed is S3.
Further note, linguistically, the word dryad refers to a spirit
that has possessed an oak tree specifically.

collectively as a unit may choose a single tree type or none


at all.
Ash: +1A
Oak: +1S +1T
Willow: -1 to being hit in close combat
Apple: +25 victory points each after the game.
Yew: 1S toxin, Poisonous if eaten, any model that would
conceivably bite or eat a dryad to kill it takes a 3S Toxin. Esp
herbivores.
Pine: After the battle a single unit affected by a poison or
disease may be healed, preventing the enemy from gaining
those victory points. Similarly in game, during the movement
phase the dryads may move into base contact with a friendly
unit. So long as neither unit does any other action that turn
they may remove their poison counters.

Wood Elf Magic

Hero type (level


3 or lower)
Wood Rider
Scouts
Wardancers
Waywatcher
Beast Master
Falconer
Melee
Gear
Add
hand
Great
Weapon
Lance

Primary Colors: Green, Blue


Secondary: White

Net
Spear
Sword

Army Organization
Wood Elf Folk 25%+
Kindred Superiors 1-50%
Includes characters (warriors and mages)
Must have a general
Characters may not exceed 33% of your total army points
Forest Spirits 0-33%
Allies and Mercenaries 0-25%
Bretonnia, High Elves, Halflings may ally with these teams
to fight evil or chaotic foes

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

Int

Cl

WP Pt

5 6
5 6

9
9

Sylvan Chieftain
(4)
Sylvan King (5)

5 7

6 9

(4)
(5)

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

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

6 9

BS S T W I A Ld

Int

Cl

WP

Pt

7 7 6

7 8 7

330
380

7 8 8

6 10 4

7 8 9

6 10 5

7 8 9

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

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

10+ 430
1
10+ 480
1
10+ 530
2

Missile
Gear

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

124 Names from Warhammer armies 3rd

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

78
11
8
20
3
30
3
41
8

5
5
12
7
5
3

Poi
nts

Armor

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

Moun
ts
Hors
1 e
warh
2 orse

Poi
nts

2 Eagle
Unico
3 rn
4 Stag

75

3
6

80
40

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

3 3 1

5 1 8

9 8

4 3 1

3 1 4

4 4

17

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

Feigned
flight,
skirmish
Afraid of
Fire

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

Unit Type
Archers
(10-30)
Equipme
nt
Sword,
and
longbow

WS BS

L In
Cl WP Pt
d t
1
1 5 1 8 9 9 8
1
W I

Special Rules

Improvements

Light Infantry, every


other unit of archers
may skirmish

shields +1, one unit may


have light armor +2, great
weapon +2,

Unit Type

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

Poi
nts

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

Unit Type
Wood Riders (515)
Elven Steed
Equipme Special
nt
Rules

48

Heros level 3 or lower must be deployed as


Champions unless they are a battle standard. 125

TreePerson M W
Hero126 (lvl)
S
(1)
6 8
(2)
(3)

5 7

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

Poi
nts

Points

W O O D E L F F O L K 25%+

Shield,
Sword
Wood Elf Hero124
(lvl)
Glade Watcher
(1)
Guardian (2)
Wood Lord (3)

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

Warrior 127Kinbands
(10-30)
Special
Equipment
Rules

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

5 4

4 3 3 1 51 8 9 9 8

P
t
9

Improvements

Shield,
Sword

light armor +2, Spears +1, large


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

Unit Type M

W
S

BS S

Hunters128
5 4 4
(5-10)
Equipme Special
nt
Rules
Spear,
Light

Ld Int Cl WP Pt

11

Improvements
Javelin +1, bow +2, great sword +2.5,

125 Warhammer Armies 3rd ed.

127 Warhammer Armies 3rd ed.

126 Names from Warhammer armies 3rd

128 Ravening Hordes 2nd 1987

hand
Infantry
weapon

Shields +1, nets +1, traps +2, one unit


may be mounted +6

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

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

3 3 1

5 1 8

9 8

22

Improvements

May have one of the following Add


Wardance
hand +1, dagger +1/2, great swords
rs,
+2.5, Spears +1, Shields +1, light
skirmish
armor +2, javelin +1

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

Unit Type

Lord's Bowmen (5-20)129


Special
Equipment
Improvements
Rules
longbow,
May
great weapons +2, shield +1, Large
light
deploy as
Shield +2, spear +1, magic
armor,
Light
instrument +25, magic standard +25
Sword,
Infantry

Unit Type
Chariot130 (Chariot)
4)
Crew (2)
Elven Steed (2)
Equip Special
ment Rules
Light
Chariot
Light
Armor
,
Sword
Afraid of
Fire

(1-

W B
M
S T W I
S S

L In C W
A
Pt
d t l P

7 3 -

Beast master132 (15 4


3)
Bear
4 3
Boar
7 3
Warhound
6 3
Wild cats
8 4

3 3 1 5 1

8 9

4
3
3
4

6
3
6
4

Equipment

Special Rules

hand
weapon

animal handler

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

Unit Type
Dryads
(5-15)
Equipme
nt

2
1
1
1

Improvements

Cav. platform,
Pounce attack, Cav. Platform

WS BS S T W I

3 4 2

Special
Rules

Bark (4+) Flammable

A Ld Int Cl

3 2 8

Pt

25

Ash +8, Oak +8, Willow +8, Apple


+5, yew +4, Pine +5

Unit Type

I
L
C W
A
n
Pt
d
l P
t

Special Rules

Improvements

Light Infantry,
falconer134

great weapons +2, Shields +1,


light armor +2

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

Unit Type

I
W B
L
CW
S T WI A n
Pt
S S
d
l P
t
1
5 4 4 331 518 9 98
1
M

Equipm
ent
Sword,
falcon

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

W
S
5 5
2 4
M

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

W
Pt
P
8 30
7

WarHawk Rider (3-10)


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

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

F O R E S T S P I R I T S 0 -33%
B
S T W I A
S

WP

Improvements

One unit may have a magic standard


+50 or magic instrument +25, crew may
have long bows +6 , Shield +2, javelin
+2,Spear +2,

M WS

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

Cav. Platform, Thick skinned (6+


hide save), hard to control (-1 Ld)

Falconers133 0-2 units (5-10)

War Wain131 (Chariot) (1- - - - 7 3 - - - - - - 125


4)
Crew (4)
5 4 4 3 3 1 5 1 8 9 9 8
Elven Steed (4)
9 3 0 4 3 1 3 1 4 4 4 4
Equipmen Special
Improvements
t
Rules
Heavy
Scythes +20
Chariot
One unit may have a magic standard
Light
+50 or magic instrument +25, crew
Armor,
may have long bows +12 , Shield
Sword
+4, javelin +4,Spear +4,
Afraid of
Fire

Unit Type

2
1
1
2/4

13

cause fear, orc platform

Scythes +20

Unit Type

3
3
4
4

9 8

76

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

WB
M
S T WI
S S

4
3
3
3

Unit Type
Unit Type

Ld Int Cl WP Pt

129 Warhammer Armies 3rd ed.

132 Warhammer Armies 3rd ed.

130 Warhammer Armies 4th ed.

133 Warhammer Armies 3rd ed.

131 Warhammer Armies 3rd ed.

134 See Warhammer Rulebook 3rd ed.

Standard Allies Rules

Unless Allies hate the enemy they suffer from -1 Cl for


rout and panic tests135 This represents them having less of
an investment in the battle.
Allied forces are armies in their own right and
consequently must fulfill the requirements for army
organization. They must be composed, at minimum, of a
general and a single core unit

The ally contingent generals Ld, and Cl modifier only


applies to forces from the ally contingent. Similarly, allied
troops do not benefit from the main army general.

Standard Mercenary Rules

Mercenary contingents must fulfil all criterion of an army,


they must meet all requirements for unit types and sizes
and must include a general. Or, the contingent may be a
single unit of any sort and a general.
Your army must have a baggage train if able
If the mercenary contingent becomes aware that the main
general was slain roll a die and add the following
modifiers
+1 if the mercenary commander has been slain
+1 if a baggage train is in 12
+1 if the friendly table edge is within 12
If the result is a 6 or more the mercenaries will finish any
engagement they are currently fighting and move as
quickly as possible toward the table edge. They will only
shoot if shot at and if it does not impede their hasty
withdrawal. They will not engage or fight anyone unless
charged or attacked. If they come within 12 of a baggage
train they will attempt to kill the defenders, sack the
contents and leave the next turn.
On a 6 or less they continue to fight as normal.

Mercenary Professionalism

Mercenaries automatically pass any test to restrain


pursuit.

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

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

Hiring Mercenaries is intrinsically cheaper than training,

rallying or routing.

and they push them back, they may offer terms. When
terms are offered, the combat comes to an immediate
halt and neither unit may move that turn. The terms are
that the mercenary unit will leave the battle field, taking
no further part in the battle. In return they will not be
attacked and will be allowed to leave unmolested. To
determine if the mercenaries accept roll a die and add
[(US of enemy/US of Mercs)-2] if the result is 6 or more
the Mercenaries have accepted the terms and withdraw.
Terms cannot be offered if either party hates the other.

and arming ones own citizenry. To represent this


Mercenary contingents cost 15% less. Any
Race/army/force that could be chosen as an ally may be
hired as a mercenary.

135 Subject to GM discretion

After the battle Mercenary units demand payment, the


player hiring mercenaries loses the full value of each
mercenary unit that survives that battle. However, a
player cannot gain victory points for killing mercenaries.
This rule is void, if the killing of the mercenaries is
important to determining victory points due to an outside
consideration e.g. there is an outpost and the only
possible defenders for miles are the mercenaries at hand,
their loss in this case would have more serious
implications if there were another immediate threat to the
outpost after the initial battle.
Mercenaries prestige is not tied up with the rest of the
army, consequently any victory points that a player might
normally gain for prestige is void if it is gained through
mercenaries. E.g. the stealing of a standard, saving of
innocents, and looting. Points are stilled gained for models
killed by mercenaries and tactical accomplishments.
Below are standard Human Wizard and Hero stat lines.
Use these for character stat lines for each human
ally/contingent character. Standard Human Character
characteristics and costs, characters are limited to the
gear available to soldiers in their force

Wizard Lvl M Ws Bs S T w I A Ld
Int
Cl
1
4 4 3 3 3 1 3 1 7
8+1 7
2
4 4 3 3 3 2 4 1 8+1 9+2 7
8+
3
4 5 4 3 3 3 5 1 9+2 9+2 1
10+ 10+ 8+
4
4 5 4 3 3 4 6 1 3
3
1
10+ 10+ 9+
5
4 6 5 3 3 4 7 1 3
3
2
Hero Lvl
1
2
3
4
5

M
4
4
4
4
4

Ws
4
5
5
6
6

Bs
4
4
4
4
5

S
4
4
4
4
4

T
3
4
4
4
4

W
1
2
3
4
4

I
4
4
5
6
6

A
2
3
3
4
4

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

Int
7
7
7
7
9+2

WP Pts
8+1 60
9+2 85

Bretonnia
Empire
Hordes of
Chaos
Wood Elves
Norse
Dark Elves

Special Rules

Albion Characters may only be given gear available to models in


their army at the same cost as well, have an M of 5 but -1 Ld
and Cl.
Albionites may not adopt a shieldwall unless armed with Spears.
One unit of Thanes or Clansmen may be placed as scouts.
Albionites are immune to the effects of wind, fog, rain except
LOS modifiers
Albion Characters may be equipped with a shotput137 it is a
thrown weapon with a range of S and Strength of S+2 with (S3+2) armor, throwing a shotput requires a movement of dM,
Shotputs encumber like light armor.

Magic
Albion Armies either have Truthsayers or Dark Emissaries as
mages (i.e. all their mages must use either all white or all
black magic respectively)
Armies of Good disposition may not get Dark Emissaries, and
Armies of Evil or Chaotic Disposition may not get
Truthsayers, any army may get Druids (Primary green,
secondary Blue, red, white, black)

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

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

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

Pts
30
55
80
105
130

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

Unit type
Clansman (Freeman
(10+)
Equipment

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

Hand Weapon, spear,


Buckler
Warband

lbion136

Neutral

Will Ally
With:

To Fight:

High Elves

Anyone

136 Albionite image Circa Tragedy of McDeath. The Albionites


are an amalgam of a number of sources, Warhammer
Ancients: Shield Wall Irish (even though McDeath depicts
them as scots, Dal Riata or Pict may be more appropriate),
Dogs of War (which included the Giants of Albion and their
druid companion) and the Dark shadows 2000 campaign
where the Truthsayers, dark emissaries and fen beasts come
from.

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

33 1 3 1 5 6

Pt
s

5 6

Upgrades
May swap spear for
javelin free of cost, may
swap spear for sword
free of cost

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

2 3 331 315 6 5 6
upgrades

Every other unit may have


bows +1

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

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

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

Rules
WP Pts
*
90
Upgrad
es

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

138

Glorious charge: When this unit charges with unit


strength 10+ the charged unit must be regarded as if it
was charged in the flank whilst engaged in the front.
Steady in the ranks: the unit may always stand and fire,
the -1 for chargers only applies if the enemy charges
within M
Kislevites are immune to the effects of
slush/snowed/snowing/blizzard and frigidly cold except for
LOS restrictions.
Kislevite characters are limited to the gear available to
Kislevite troops, though they may purchase a pistol at
standard cost.
Kislev warrior heroes are stubborn and cost +15%
additional points.

Magic: Kislevite Magic Users may use blue and black blue.

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

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

To Fight:
Chaos
Skaven
Chaos
Dwarves
Ogres

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

3 3 1 3 1 4

Pt
s
17

4 4

Equipment

Special Rules

Upgrades

lance, light
armor, hand
weapon

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

Unit type

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

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

3 3

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

M
4

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

8(7 3
)

Equipment
Lance, heavy armor, Shield,
hand weapon

138 Kislevite image circa Warhammer Armies 1991. Rules


for kislevites, here, are largely derived from the 6 th edition
White dwarf army list and roughly mashed up with the 3 rd ed.
entries found in Warhammer armies.

3 3 1 3 1 4

4 4

Special Rules
Upgrades
Glorious charge,
Heavy Cavalry

Tilean Crossbowmen
(10+)141

4 3

Equipment
crossbow, Sword

Special Rules upgrades


light armor+2,
Shield +1

Unit type

M W Bs S T w I A L
s
d
4 4 3 3 3 1 4 1 7

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

Tilea139

4 331 41 7 7

7 7

In Cl W Pt
t
P s
7 7 7 7.5

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

Unit type

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

- 4 3

Improvised
weapons

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

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

Unit type

W B S T w I A L In C W Pt
s s
d t l P s
Siege Crossbowmen 4(3 3 3 3 3 1 3 1 7 7 7 7 13
(10+)143
)
Equipment
Special Rules
upgrades
Full plate, Crossbow,
pavis=large shield
pavis, hand weapon
only against ranged

Neutral

Dwarves
Empire
Bretonnia
High Elves
Ogres

Pt
s
4.
5

M Ws Bs S T w I

Gigantic
Ballista142
Crew (6)
Equipment

Will Ally
With:
Estalians

10.
5

Rare
Unit type

To Fight:
Anyone but
Fellow
Tileans

galloper
Gun
Crew(3)
Horse
Equipment

Tilean Characters are limited to gear available to Tilean


troops

M Ws Bs S T w I

A Ld Int Cl

6 6 2

W Pts
P
100

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

hand
weapons
Afraid of fire

Magic: may use Blue, White and Red magic


Core

Tilean Condottieri
(5+)140
Warhorse

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

8(7. 3
5)

Equipment
lance, hand weapons, heavy
armor

Unit type

3 33 1 31 3 3

3 3

Special Rules upgrades


Heavy cav.
Shields
+1

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

Unit type

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

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

Engineers

Surveyor Level 1

4 3

139 Image is from Warhammer Armies 3rd ed. The list is a


combination of Dogs of war, warhammer 3rd ed. and
Warhammer Historical Armies of chivalry

141 Marksmen of Miragliano

140 Warhammer 3rd ed.

143 Braganzas besiegers

142 Da Vincis Codex

4 331 31 7

W
Pt
P

8+ 8+
7
1 1

2
0

Bombardier Level 2
Master Engineer
Level 3
Special Rules

4 3
4 4

8+
1
9+
5 443 41
2
4 332 41

9+
2
9+
2

8+
7
1
9+
7
2

5
0
7
5

light armor free of cost.

One Artillery may use his/her BS and re-roll misfire chart


Same, and may re-roll the first artillery die
Same, and any unit he/she commands counts as sappers
who construct at half rate and gain no demolish benefit.

Estalia144
Will Ally
With:
Tileans
Dwarves
Empire
Bretonnia
High Elves
Ogres

To Fight:
Anyone but
Fellow
Estalians

Core
Unit type

Ws Bs S T w I

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

Tercio
4
3
Pikemen
(3.5)
(10+)145
Equipment Special
Rules
pike,
Mixed unit
breast
formation,
plate,
drilled
rapier

Magic: Estalians may use white as a primary color and red or


black as secondary colors

Unit type

Rapiers: Sword, single hand, pierces light armor.


Any unit of estalians may replace their breast plates with

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

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

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

Bandolleros Gringos 4
146
(10+)
(3.5)
Equipment
Special Rules
Arquebus, Rapier
Drilled

Upgrades
Breastplate +2

Unit type

M W B S T w I A L In C W Pts
s s
d t l P
Cabellero Estaliano
4 4 3 3 3 1 3 1 7 7 7 7 16.
(5+)147
5
Warhorse
8 3 3 33 1 31 3 3 3 3
Equipment
Special
Upgrades
Rules
Lance, Sword,
heavy armor +2, Shield +2, one
light armor
unit may have a magic banner

Special
Hombres Villanos
(10+)

W B S T w I A L In C W Pt
s s
d t l P s
4(3 4 3 3 3 1 4 1 8 7 7 7 10
)

145 Pirazzos lost legion


146 Warhammer armies 3rd ed.
144 This army list is derived from Warhammer 3rd ed., Dogs
of War, and the addition of the cannon unit just cuz.

147 Warhammer armies 3rd

Equipment
Breastplate, Shield,
Rapier, dagger

Unit type

M Ws Bs S T w I

Duelists
4
(5+)
Equipment
rapier, Add
dagger,
throwing
knives
Unit
M
type
Cannon Crew
4
(2)
Equipment

Special
Rules
Drilled,
light
infantry

3 3 1

May replace shield


with buckler for
free
A Ld Int Cl WP Pts

4 1 7

Special Rules
skirmish, parrying cloaks148 (-1
to hit in close combat, stacks
with sword)

W
s
3

B
s
3

S T w I
7 7 3
3 3 1

A L
d
- - 3 1 7

Special Rules
range 24", 6S, D4 wounds

Hand
weapon

Norse149

Upgrades

In
t
7

10

Upgrades

C
l
7

W
P
7

Chaotic Neutral

Will Ally
With:
To Fight:
Albion
Lizardmen
Dwarves
Bretonnia
Empire
Albion
Chaos
Empire
Kislev
Chaos
Bretonnia
Dark Elves
Magic: The Norse may use green, red, or red white
Norse Characters are limited to gear available to Norse
Troops

Werewolf rules

Pt
s
65

Upgrades

When the Gm rolls to determine if the game is a night


fight, he/she adds a +3 modifier to that roll, if
Werewolves are present
When the GM rolls to determine when nightfall comes,
she/he subtracts 1 from the die roll if werewolves are
present.
When the Gm Rolls to determine the phase of the
moon she/he adds 6 to their result if werewolves are
present
Any turn in which it is both a full moon and night time
Ulfwerenar automatically turn into wolfmen
Wolfmen may not use their human gear, though if they
revert they are assumed to still possess their gear.

V I C I O U S : wolves must follow up and pursue


I M PAT I E N T : at the beginning of the controlling players turn
if the wolves are in charge distance (2M) of a unit half their
size they must pass a Ld test or charge an enemy

NIGHT

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

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


secondary

Core
Unit type
Huscarls (1020)
Equipment

148 Vesperos vendetta

W B S T w I A Ld Int Cl W Pt
s s
P s
4(3. 4 3 4 3 1 4 2 8 7 8+ 7 13
5)
1
Special
Upgrades

149 Norse image taken from warhammer armies. This list is


largely a combination of the Norse Allies found in
warhammer Armies and Warhammer Ancients Vikings.

Sword, light
armor, Shield
Unit type

Rules
Frenzy

Throwing Axe +1, Great Axe


+2,

M W Bs S T w I A Ld Int Cl W
s
P
4 3 3 3 3 1 3 1 6 7 7 7

Pt
s
6

Bondsmen
(10+)
Equipme Speci Upgrades
nt
al
Rules
Sword,
Great axe +2, Spear +1, light armor +2,
Shield
bows +2, throwing axes +2. Your army

may not have more missile armed


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

Unit type
Ulfwerenar (5-20)
Wolfman
Equipment
Sword

M
4

Ws
4

Bs
3

S
3

T
3

w
1

A
1

Ld
8

Int
7

Cl
8+2

WP
8

Pts
15

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

Special Rules
Frenzy

Claws and bite

I
4

Vicious, impatient, Night vision, fear, afraid of


fire

Moot(Halflings )150
4. A Halfling character may ride a horse (mule) for +3 pts
but are otherwise limited to gear available to halfling
troops. A hero of level 3 or lower maybe be upgraded to a
scout for 5 pts.
5. Additionally, for each Militia Unit not armed with bow or
sling, a Halfling army may have a unit armed with bow or
sling
6. Halflings suffer from alcoholism, and must pass a WP to
stop themselves from spending a turn investigating any
potential food store that they come within 4 of.
Firing the Hot Pot Catapult

Good Neutral

Will Ally
With:
Dwarves
Empire
Wood Elves
Bretonnia

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

1. Nominate a target in LOS


2. Guess a distance within 36
3. Place the 1.5 radius template that many inches from the
hotpot catapult toward the target.
4. Scatter the template like a stone thrower (Misfire consult
the stone thrower chart)
5. Place the flame template such that the bulbous end
overlaps with the round template and the narrow end
points toward the hotpot catapult.
6. All the models covered by the template suffer a 3s hit no
armor save. For each full 12 between the template and
the hot pot it loses 1S.

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

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

Special
Unit type

Magic, halflings use green with blue and white as secondary

Halfling Scouts (515)151


Equipment
bow, hand weapon

Unit type
Halfling Foragers (515)152
150 Halfling image from Warhammer Armies. Rules largely
taken from Warhammer armies and remade rules for the
hotpot.

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

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

151 Warhammer Armies 3rd ed.


152 Ravening Hordes 1987

Equipment
blunderbuss, hand
weapon

Special Rules
skirmish, scout

Upgrades

Unit type
Hot Pot Catapult (1-3)153
Chef crew (3)
Equipment
Special Rules
See above
Hand weapon

153 Warhammer The Empire 4th ed.

M
3

Ws
2

Bs
4

S
3
2

T
4
2

w
2
1

I
5

A
1

Ld
6

Int
7

Cl
WP
6
8
Upgrades

Pts
50

Gnomes154

Unit type

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

Gnome Crossbowmen
(10+)155

4 3 32 1 31 8 7 7

Equipment

Special Rules

Upgrades

hand
weapon,
crossbow

hate goblinoids (but not


orcs),

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

Pygmies156

Good Neutral
Gnomes may only ally with Dwarves against other
subterranean foes.
Gnome characters may ride a horse (donkey) for +3 pts.
Donkeys are horses for all concerns except they only have a
move of 6 and their rider may not get any benefits for
charging. Otherwise characters are limited to gear available to
gnomish troops.
Gnomes use blue magic or Red Green magic. Gnomes may
cast the move through stone spell on the unit she/he is with.
The unit may move at full speed and may deploy as an
advanced force without the opponent knowing and may make
an advanced force move despite not being the fastest
advanced unit.

Chaotic Neutral

Gnomes benefit from +6 night vision.


Gnomes hate goblins, Gnoblars, hobgoblins and especially
snotlings.

2. Pygmy Shamans may use black, green, or red magic.


3. Pygmy Blowpipes utilize a 4+ neurotoxin.

4. Pygmy Characters are limited to gear available to pygmy


troops.

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

Unit type
1+ Gnome Warrior (12+)

4 3 32 1 31 8 7 7

Equipme
nt
Special Rules

Upgrades

hand
weapon

shield +1, light armor +2,


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

hate goblinoids
(but not orcs),

Core
Unit type
Pygmy Brave
(5+)
Equipment

blowpipes, hand
weapon

154 Gnomes appeared in Warhammer Armies, Warhammer 3rd


ed, and Ravening Hordes 1987.

M Ws Bs S T w I

Unit type
Pygmy Warrior
(10+)
Equipment

A Ld Int Cl WP Pts

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

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

L In
W
A d t Cl P Pts

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

3.5

155 Ravening Hordes 1987


156 Pygmies like the Gnomes only appeared in the 3 rd ed.
Similarly, the rules that appear here are derived only from that
one source.

light infantry,
hand weapon, shield warband

javelins +.5

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

W
M s Bs S T

w I

4 3 3 2 2 1
Special Rules
Scout, skirmish

In
W Pt
A Ld t Cl P s

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

157 Sourced from Warhammer 3rd ed, Warhammer Armies 3rd


ed., White Dwarf 102 and Warhammer Fantasy Roleplay 1 st ed.

Evil Neutral

Core
Unit type
Shearl
(5+)

Ws
4

Bs S T w I
3

1 4 3

Equipment

A Ld Int

2 2 1

Special Rules

Cl WP

Pts
6

10

Upgrades

Hand weapon

Unit type

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

1+ Fimm Warriors (5+)

Equipment

4 3 4 5 2 3 2 6 5 6

Special Rules

hand weapon

6 31

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

Special
Special Rules

Unit type

Fimir use 40mm x 40mm bases


Fimm Characters may have Additional hand weapons, Flails,
nets, Spears and Great weapons and are otherwise limited to
gear available from the army list.
All Fimm (Not Shearl, Dirach or Meargh) have an additional tail
attack that may be directed to the rear or sides.

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

Fianna Fimm (510)

Equipment

Special Rules

hand weapon, light


armor

1. Dirach and Meargh use Blue as a primary color and Green,


Red, Black as Secondary. Before determining spells Dirach
and Meargh may forego one spell and take the Engulfing
Fog spell.

3 5 5 2 4 2

5 6

6 38

Upgrades
Replace light armor
with heavy Armor +1,
may have magic
standard +25 and
Magic instrument +25

158
Will Ally
With:

To Fight:

Empire

Anyone but

Estalia

Fellow

Dark Elves

Will Ally With:

To Fight:

Chaos

Old Worlders

Skaven

High Elves

Orcs and Goblins

Dwarves

Dark Elves

Wood Elves

Vampire Counts

Albionites

Nipponese
Order Neutral
Nipponese Characters are limited to gear
available to Nipponese Troops
Magic: The magic users of Nippon fall into two
camps, they are either trusted and sagely
masters who may use Green, Blue and White, or
they are spiteful sorcerers who may utilize black
and red magic.
Alignment: Unlike the overall team alignment,
the green, white and blue magic users are good
and cannot ally with chaotic or evil aligned
teams. Correspondingly, the spiteful sorcerers
are evil and may not ally with good teams.
Relatedly, Monks are good and may not ally with
chaotic or evil teams. Ninjas are evil and may
not ally with Good teams.

Sashimono: The Sashimono is a


small banner attached to the back of a warrior.
158 This army list is a combination of Warhammer Ancients
Japanese and Warhammer 3rd ed. Nippon.

While predominantly used for identification, the cumulative


effect of the sashimono is dazzling and overwhelming
suggestive of a much larger force. Any model with a
sashimono may double its unit strength.

Katana
(bastard
sword)

Heavy armor +3 or Samurai Armor


(see ithilmar) +4, longbow +3, Spear
Stubborn +1, Sashimono +1.5
afraid of
fire

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

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

Araby159

Core
Unit type
Peasants (15+)

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

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

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

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

W
Ms
4 4
8 3

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

upgrades

In
t
7
3

C
l
9
3

W
P Pts
8 16
3

Special rules
Arabyans are neutral.
Magic: Arabyan magic users may use red and blue
Characters may comprise upwards of 40% of the total points of
the army.
Arabyan heros of level 3 or lower may be upgraded to be a
dervish units champion (+15) or Eunuchs Champion (+20)
and gain the respective psychology. Dervishes may not wear
armor.
Arabyan characters may ride an elephant, replacing one of the
crew.

Camels: Camels are unique to men of the East.


Camels cause fear in horses. Additionally, any leadership test
taken by a unit containing camels is taken at a -1 Ld. Finally, a
unit of camel riders is immune to the effects of hot weather.

Genies
Platform: Genies use 2x2 platforms

O T H E RW O R L D LY C R E AT U R E S :
159 Araby is a bit troubling to source as. It mostly pops up as
aside references, like in Warhammer fantasy roleplay, the
Tomb Kings army list, Al Muktars desert dogs and Mad Mulla
Akland. This army list will be derived from the Warhammer:
Forces of Fantasy Vol 1, Warhammer historical Byzantium,
Dogs of War 5th ed., Mad Mullahs Rules sourced from SoL and
inspiration from Warmaster: armies

Daemons are otherworldly entities existing on a separate plane


from mortal beings. Consequently they benefit from a 3+
ward save versus mundane weapons and attacks
Core 25%+

All attacks made by daemons are magical

DAEMON

P S YC H O LO GY :

Unit type

Daemons are immune to psychology except tests induced


by equal or greater deamons
Greater Daemons cause fear 12 to all things
When a daemon would normally take a panic or break test, roll
as normal using WP instead of Cl. If the daemon would
normally fail instead the unit takes wounds distributed as per
missile fire equal in number to how much it failed the test, no
armor/ward save.

YOUR

WISH IS MY COMMAND:

Genies are kept in bottles, lamps or other small vessels. These


vessels are magic items for all intents and purposes
(destruction of which would release and free the genie who
would come under GM control and be obliged to the liberator
Uni
t
typ
e
M

Ws Bs

Ld

Int Cl

WP Pts
8+
6.
3 33 1 3 1 7 7 1 7 5

Arab Dervisher (5+)


4 3
Special
Equipment
Rules
Upgrades
Hate old
worlders,
frenzy,
Shield +1, Buckler +1, or additional
Sword
stubborn hand weapon +1
(might they try to escape? Seek revenge? Destroy
everything?)) Once per game the character owning the
bottle/lamp may summon the genie and ask one wish. A wish
is comparable to when a unit is split in two and orders are
made for the new unit that doesnt have a leader. The player
writes down the wish on a piece of paper. A wish must be
syntactically/grammatically correct but contain no punctuation
other than a period at the end. Like with split units it is up to
the GM to interpret the wish. As per myth, this interpretation
should be as literal, limited, or rely on the strangest
interpretation of the wish. E.g. a wish to kill the enemy. Might
result in the genie killing a single foe and then retiring to the
bottle.
Djinn are lvl 5 magic users who may use any colors of magic

1+ Arab Warrior (10+)


Special
Equipment
Rules
Sword and
shield

Will Ally With:

To Fight:

Anyone but:

Anyone

Old Worlders
And Tomb Kings

combination of goblin fanatic and howling wind. On the turn the Dust
Devil is released it moves 2d6 forward. Any ranged weapon of S3 or less
passing through a 6 radius of the dust devil suffers a -2 to hit. All units
within the radius dont benefit from musicians as the wind drowns out the
noise. Furthermore, the closest models within 6 take a total of d6 S4 hits,
friend or foe (except the character who released the dust devil.) If there are
fewer models in range than hits scored, then some models will be hit
multiple times (starting with the closest model.)
During each following compulsory phase move the dust devil 2d6 in a
weighted scatter direction. Dust devils who move off the board do not
return.

Upgrades
May replace shield for buckler free,
spear+1 and Light armor +2
W B
L In C W
M s s S T w I A d t l P Pts
7.
4 3 3 3 3 1 3 1 7 7 7 7 5

Unit type

1+ Arab bowman (10+)


Special
Equipment
Rules
Upgrades
Sword and
Bow

Unit type
Arab Horsemen (5+)
Horse
Special
Equipment
Rules

Sword, shield

W B
L In C W
M s s S T w I A d t l P Pts
9.
4 3 3 3 3 1 3 1 7 7 7 7 5
8 3 - 3 3 1 3 0 3 3 3 3
Upgrades
Light armor +2, one unit may have
heavy armor +3, barding +4,
lance+2 magical instrument upwards
of 25pts,

Afraid of
fire
Special Units upwards of 35%

W B
In C W Pt
M s s S T w I A Ld t l P s
6.
Desert Rider (5+)
4 3 3 3 3 1 3 1 7 7 7 7 5
Horse
8 3 - 3 3 1 3 0 3 3 3 3
Camel
6 3 - 3 3 1 3 0 4 4 4 4
Equipment
Special Rules
Upgrades
May be
deployed as
Must upgrade to ride horses
Sword, shield scouts
+3 or camels+2
Afraid of fire
Bow+2, may be drilled +1
Large shield +1, Javelins+1 or
Camels
shortbow +1
Unit type

Efreet are lvl 5 magic user who may only use Red magic. Efreet
make flaming attacks.

Dust Devils are a very different sort of Genie. They are akin to a

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

Unit type

W B
L In C W
M s s S T w I A d t l P Pts
10.
4 3 3 3 3 1 3 1 7 7 7 7 5
8 3 - 3 3 1 3 0 3 3 3 3

0-1 Dervish Rider (5-10)


Horse
Special
Equipment
Rules
Upgrades
Hate old
worlders,
frenzy,
Sword, shield stubborn
Afraid of
fire

Unit type
0-1 Eunoch Slaves (5+)
Special
Equipment
Rules
Stubborn
and
immune
to
Sword and
psycholo
shield
gy

W B
L In C W
M s s S T w I A d t l P Pts
8.
4 4 3 3 3 1 3 1 7 7 7 7 5
Upgrades
Heavy armor +3, light armor +2,
Massive scimitar (bastard sword)
+1.5, magic standard 50+, magical
instrument

Rare upwards of 20%


W B
L
Unit type
Ms s S T wI A d
Arabyan Elephant (1)
6 4 0 6 5 5 3 4 4
Mahout (1)
4 3 3 3 3 1 3 0 3
Crew (0-3)
4 3 3 3 3 1 3 1 7
Special
Equipment
Rules
Upgrades
See
Warhamm
er Ancient
Stomps
battles
Up to 3 crew +8 each
Hand
weapon,
javelin

W
P
4
3
7

Pt
s
65
8

Animal
6 appearance

aesthetic fur, scales, hooves, tail, take your


pick

Extra fast
7 Agility

+3i +1m

8 Fangs
Predator
9 Eyes

+1bite and fear


+1 Bs and night
sight

1 Precision
0 killer

killing blow

W B
L In
W
M s s S T w I A d t Cl P Pts
1
1
45
4 6 5 5 6 6 8 4 0 9 0 10 0

Djinn

Hands

C
l
4
3
7

Special
Rules
Large
target,
Genie

Unit type
Efreet (arcane magic)
Special
Equipment
Rules
Large
target,
Sword
Genie

Upgrades

Khorne
Mutation
1 Stupid

2 Skull Fetish
Flesh Hound
3 Skin

W B
L In
W
M s s S T w I A d t Cl P Pts
1
1
35
4 6 5 5 5 5 8 2 0 8 0 10 0
upgrades

5
6

W B
L In
W
M s s S T w I A d t Cl P Pts
2d
1 D 1
1
26
6 4 0 4 4 8 0 6 0 4 0 10 2

Unit type
Dust devils (arcane
magic)
Special
Equipment Rules
upgrades
Genie,
large
target,
etherea
l

Character
-1T, stupidity in
day light

8
9
1
0

Chaos Attributes
1 Albino

+1 Bs and Night sight

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

Appearance
4 of Khorne

Khaine
Mutation

+1i +1m
every other model gets +1
bite rounded up

Light armor+2 , spears +1, bow+2

Unit type

Equipment

In
t
4
3
7

Khainite
4 Mane of Hair largely aesthetic
During compulsory phase roll a die, on a 1
the character/unit moves/charges directly
5 Feral Mind
toward the enemy, -1 Ld

Matted fur, hooves, flesh hound nostrils take


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

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

Unit
Stupidity in daylight

Murderous
Must attempt to Unit must pass a Cl test or
Temperamen kill one model
make as many attacks as
2 t
every turn
it failed by toward itself
may not pursue, until they pass a Ld test at the
beginning a turn. If charged by the enemy while
feeding they become frenzied. May take an
3 Blood Greed additional test to try and pass if shot at.

1
2
3

Nurgle
Mutation
Emaciated
Leprosy
Enormously fat

Character
-1T
The character loses a
random limb/body part,
roll to lose a random stat
1/2 M, +1T, -1i

Unit
The unit
loses a
random stat
1/2 M

5
6
7
8
9
1
0

Appearance of
Nurgle

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

Horned Rat
Mutation
Mousy
Squeaky
1 voice

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

8
9
1
0

Aesthetic, tiny horns, nurgling eyes,


drooling, tentacles, cycloptic eyes,
take your pick
at the end of the game, any model/unit
that came in contact with the unit
must pass a T test or die, including
each model in the unit
3/4M -1i and the unit leaves slime trail
counters just like beasts of Nurgle
Models striking at the model in close
combat get a -1 to hit

each model adds +.5 to


the GM's roll to
Sorcerous
determine each turns
9 powers
+1 Magic Level +1 INT magic dice total

+1T
Cause Fear
Gains S2 Toxin

Character

Unit

-2 Ld, no longer causes


fear
can't accept challenges,
requires Cl test to
charge, fear any
outnumbering foe

-2 Ld, no longer
causes fear

-3 int, stupidity

-3 Int, stupidity

once per turn the unit


may re-roll one entire
set of die rolls for the
entire unit e.g. they
Knowledg The model may re-roll all re-roll their to hit roll
1 e of
one die roll in Ld"
or they all re-roll their
0 Change
every turn
armor save

Fear any
outnumbering foe
Chaos undivided
Mutation

flee 2d7"

Character

Unit

Hopper

Divide Movement by 3

Divide
movement in
half

Pin Head

-2 Int, stupidity, if the models int goes


below 5 it cannot wield weapons

Weak
Arms

Flee 2d7"

Horns, hooves, black or grey fur, pores


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

Feathery
8 Wings

types 6 Necks, may see over obstacles as if


they were double height, enemies gain killing
blow against them
The models in the unit
need never test for
falling, diving, leaping
over gaps, and may
make low level
swoops/leaps of M" to
The character may fly bound over obstacles,
14"
doesn't apply to steeds

Character
Unit
becomes afraid of one of the following chosen
at random: [humans, elves, dwarves, anything
bigger, good alignment, wizards/magic,
goblinoids, winged creatures, things of a
particular color (gm chooses) Loud Noises,
Reptiles, insects, horses, small mammals, being
inside a building. fire, large units of friendly
Irrational people (e.g. being in a crowd over 20 US) GM
1 Fear
makes one up]
Establish the Ws of
each twin by taking
the original Ws and
adding d3-2, each twin
gets half of the
attacks, where there is
an odd amount it goes
Siamese
to the more skilled
stupidity, every other
2 twin
twin, gains stupidity
model gets +1A
The
unit
and
character
lose
fear and -1 M
3 Silly walk
the unit causes fear,
Character is bright and enemies must pass an
flashy, he/she may be Ld not to shoot them
targeted by ranged
and +1 to hit at over
Bright and attacks but causes
half range with missile
4 Flashy
fear
weapons
Appearanc Aesthetic, take on the appearance of Tzeentch,
e of
feathers, fundgoid limbs, partial beaks, bird
5 Tzeentch legs, knobbly parts, stripes
Fungoid
Moves like a squig
The unit moves like
6 Body
hopper
squig hoppers
7 Gangly
Roll d6 1-2 Legs, +1M 3-5 Arms, count as
long limbs having spears in addition to current weapon

-1S

-1S

Roll d6, 1-3, one arm, 4,5


two arms, 6 all arms +d6
total tentacles, tentacles can
use weapons as normal but
do not allow the other
objects, cause fear

Fear, -1Ws

Tentacles

Flipper
Feet

Added encumbrance on land, may swim


during movement phase full speed through
water, doesn't apply to mounts

Four Legs

-1M, can't be pushed back nor encumbered,


ignore difficult terrain

Bestial
Swap

Roll on an agreed upon Casualty recovery


chart (Realm of Chaos, Rogue Trader or
Mordheim) and roll on the natural
Creatures Chart found with the magic item
generation. The model gains the opposite
modifier from the chart and the associated
part from the animal. Re-roll until the results
makes sense E.g. -1 BS becomes +1 BS =
Eagle eyes

Scorpion
Tail

Regenerati
on

1
0

Many
Eyes!

The Character or every other model in the


unit gain scorpion tails, may only make
attacks to the front, on a 4+ these attacks
are made with an adrenaline poison
The character gains
reneration (4+)

Regeneration
(5+)

the character/unit has 360 Degree LOS and


may make charges in any direction by
making an about face and charging as
normal (wheeling does not count as a
complext manouvre in this context) the
about face takes away a quarter of their
total charge distance

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