Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
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
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
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
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
Centigors
T RAMPLE 2 : centigors get an extra un modified attack
C ENTAUROID :
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
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
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
Ws
Bs
L In C W Pt
d t l p s
3 3 1 315 6 6 5 6
S T WI A
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
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
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
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
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
L In C W Pt
d t l P s
Unit type
Ws
Bs
Ld
Int
Cl
WP
Pts
30
2 1
7
Upgrades
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
-
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
M
3
3
3
3
3
Ws
5
6
6
7
7
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
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
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
4 3 1
6 2
48
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
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.
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
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
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
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
Equipment
Sword, light
armor
jaws and
stomp
Special Rules
Improvements
Heavy Chariot
Hate elves
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
Rare
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
5(4)
4(5)
18.5
Equipment
Special Rules
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
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
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
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
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.
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
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
Allies/Mercenaries:
Will Ally With:
Halflings
Empire
Bretonnia
Kislev
Gnomes
Norse
Ogres
High Elves
To Fight:
Orcs and Goblins
Chaos Dwarves
Skaven
Ogres
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
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.
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
BS S T W I A Ld Int
C
WP Pt
l
- -
3 4
W
S
- 7 3
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
- 7 3 - - -
3 4 1 2 1 9
Special Rules
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
- -
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
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
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
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)
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
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
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
9 +2
11
Equipme
nt
Hand
Weapon
Hand
Weapon
Special Rules
Improvements
Dwarf Characters
Royal Heroes28
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
W B
S T W I A Ld
S S
3 7
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
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
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
Pts
2
Engineers
Weapons
Mining Pick
Pts
2
Runesmiths
Weapon
Great
Pts
2
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
15
25
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:
R E P E AT E R
HANDGUN
PISTOL
+ 5P T S
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:
Volley Gun33
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
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
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
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
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
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
Equipment
Special
Upgrades
Rules
KNIGHTS
AND
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
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.
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
- 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
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
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
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
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
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
Archers (10-20)54
13
Equipment
Special Rules
Improvements
Light armor +2, Ithilmar +3
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
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
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
afraid of
fire
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
130
Elven Warhorse
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
50
Equipment
Special Rules
Claws
Fly 32"
Improvements
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
16
Equipment
Special Rules
Improvements
high elf,
W
S
Unit Type
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
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
13
spear,
bow,
sea elf
light
armor
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
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.
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.
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
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
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
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
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.
M
5
WS
4
BS
3
Special Rules
T
W
I
4
2
2
Improvements
A
1(2)
Ld
9
Int
5
Cl
9
WP
9
Pt
33
M
WS
BS
S
T
W
I
A
Ld Int Cl
WP Pt
4
4
3
4
4
2
2
2(3)
9
5
9
9
37
Special Rules
Improvements
Immune to panic, sacred One unit may have a magical banner 100+ Halberd +2, light
duty
armor +2
J U N G L E B E A S T S 0- 20%
Pterosaur Rider
Pterosaur
Equipment
hand weapon, javelin
Mounted +6
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
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
Animosity73
WHEN
NOT TO TEST
THE 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
4
5
Trolls
5-6
Eadbutt
Pick Up and
5-6
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
2
1
1
9+ 7+ 9+ 9+
5 5 5 3 4 4
217
3
2
2
2
Orcs
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+
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.
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
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
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
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.
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
Boars87
Giant Spiders89
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
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
P
t
Magic:
Savage Orc Shamans
Savage Orc
W B
L
M
S T W I A
Shaman
S S
d
1
2
3
4
5
In
W
Cl
Pt
t
P
6
6
6
4 4 3 4 4 1 2 1 7 + 7 +
3
1
1
8 7
7
9
4 4 3 4 4 2 2 1 + + 7 +
1
1 2
2
8 7
7 1
4 5 3 4 5 2 2 1 + + 7 + 6
2 2
2 3
8 8
8 2
4 5 4 4 5 3 2 1 + + 7 + 5
2 3
3 1
8 8 8 8 3
4 6 5 4 5 3 2 1 + + + + 5
2 3 1 3 3
unit with a shaman gets +1 to its war paint
a savage orc
save.
Primary: Black, Red
Secondary: Green,
Orc Shamans
Orc
W
M
Shaman
S
1 4
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
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
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
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
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
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
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,
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
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
Bite
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
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
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
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
Light Chariot
hand weapon, light
armor
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
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
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
S T R E N GT H
5 5
5 5
5 6
5 6
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
94
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
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
Unit Type
Black Skaven
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
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:
Skirmish
TUNNELING TEAM:
Night Runners101
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
Skirmish
Scout
Assassin Gear
SMOKE BOMBS
If the assassin breaks from combat, flees, or withdraws from
combat the enemy must pass an initiative test in order to
pursue him
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
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
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
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
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
W A R P LO C K J E Z Z A I L :
ANIMAL
36 range
-4 to armor at quarter range
-3 armor otherwise
5 Strength
Fires like an arquebus in all other regards
DoomWheel
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
CRUSHING
THINGS
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
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
Large Target
Fear 6
FIRING
T H E WA R P F I R E T H R O W E R
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
OF
CREW
FLEEING
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.
FIRE
THE
W A R P -L I G H T N I N G C A N N O N
FIRING
T H E RAT L I N G G U N
R AT L I N G
GUN MISFIRE
C H A RT
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
DAEMON
P S YC H O LO GY :
WARP BLADE
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
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
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
FIGHTING
THE BELL
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
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
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
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
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
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
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
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.
If she/he is in a unit that breaks or flees they must flee with that unit.
May be deployed individually as a scout
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.
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
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
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
118
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
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
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
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
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.
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.
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
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
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
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
Liche Priests110
Barrow Seer Lvl
1
Doombinder Lvl
2
Deathmage Lvl
3
WS
BS
Ld
7+3
8+3
9+4
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
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
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
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.
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
Wights
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
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
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
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
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
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)
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.
Wood Elves
Woven Mist: Enemy suffers -1 to hit
Universal Rules
W O O D S : Wood elves, Treemen, and dryads may move
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.
Waywatchers
BARK ARMORS118
121
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
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
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
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
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
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
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,
hand
Infantry
weapon
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
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
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 -
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
A Ld Int Cl
3 2 8
Pt
25
Unit Type
I
L
C W
A
n
Pt
d
l P
t
Special Rules
Improvements
Light Infantry,
falconer134
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
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
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,
Unit Type
2
1
1
2/4
13
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
Mercenary Professionalism
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.
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
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
lbion136
Neutral
Will Ally
With:
To Fight:
High Elves
Anyone
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
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
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
3 3 1 3 1 4
4 4
Special Rules
Upgrades
Glorious charge,
Heavy Cavalry
Tilean Crossbowmen
(10+)141
4 3
Equipment
crossbow, Sword
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
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
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
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
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
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
Unit type
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
)
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
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
NIGHT
V I S I O N : +4 LOS at night
Core
Unit type
Huscarls (1020)
Equipment
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
Sword, light
armor, Shield
Unit type
Rules
Frenzy
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
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
I
4
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
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
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
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
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
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
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
hate goblinoids
(but not orcs),
Core
Unit type
Pygmy Brave
(5+)
Equipment
blowpipes, hand
weapon
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
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,
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
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
M Ws Bs S T w I A Ld Int Cl WP Pts
Equipment
Special Rules
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
To Fight:
Chaos
Old Worlders
Skaven
High Elves
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.
Katana
(bastard
sword)
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.
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
DAEMON
P S YC H O LO GY :
Unit type
YOUR
WISH IS MY COMMAND:
Ws Bs
Ld
Int Cl
WP Pts
8+
6.
3 33 1 3 1 7 7 1 7 5
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
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
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
W
P
4
3
7
Pt
s
65
8
Animal
6 appearance
Extra fast
7 Agility
+3i +1m
8 Fangs
Predator
9 Eyes
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
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
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
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
+1T
Cause Fear
Gains S2 Toxin
Character
Unit
-2 Ld, no longer
causes fear
-3 int, stupidity
-3 Int, stupidity
Fear any
outnumbering foe
Chaos undivided
Mutation
flee 2d7"
Character
Unit
Hopper
Divide Movement by 3
Divide
movement in
half
Pin Head
Weak
Arms
Flee 2d7"
Feathery
8 Wings
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
Fear, -1Ws
Tentacles
Flipper
Feet
Four Legs
Bestial
Swap
Scorpion
Tail
Regenerati
on
1
0
Many
Eyes!
Regeneration
(5+)