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Merwyrm ....................................................................

7
Pixies ........................................................................... 7

Contents

Rat Swarm................................................................... 7

Animal Form .................................................................... 3

Serpent Swarm ........................................................... 7

Summoned Creatures ..................................................... 3

Rot Zombie ................................................................. 8

Undead ............................................................................ 3

Unicorn ....................................................................... 8

Undeath ...................................................................... 3

Wraith ......................................................................... 8

Hierophant .................................................................. 3

Wyvern........................................................................ 9

Bestiary of Magical Creatures and Forms ....................... 4

Zombie ........................................................................ 8

Chimera ................................................................... 4

........................................................ 10

Crow Form................................................................... 4

General Rules ............................................................ 10

Crow Swarm ................................................................ 4

Otherworldly Creatures: ....................................... 10

Bear Form.................................................................... 4

Daemon psychology: ............................................ 10

Dragon 1 ...................................................................... 5

Lord of Change.......................................................... 11

2 .................................................................................. 5

Horror (pink) ............................................................. 11

3 .................................................................................. 5

Horror (blue) ............................................................. 11

4 .................................................................................. 5

Discs .......................................................................... 11

5 .................................................................................. 5

Bloodthirster ............................................................. 12

6 .................................................................................. 5

Bloodletter ................................................................ 12

Ghost ........................................................................... 5

Keeper of Secrets ...................................................... 12

Gigantic Spider ............................................................ 5

Daemonette .............................................................. 12

Great Stag ................................................................... 5

Unclean one .............................................................. 13

leach swarm ................................................................ 6

Plaguebearer............................................................. 13

Lizard Swarm ............................................................... 7

Beast of Nurgle ......................................................... 13

Manticore.................................................................... 7

Animal Form
Casters taking on another animals form abide by the
following rules

The caster retains his/her Ld, Int, Cl and WP as


well as previous psychologies
The caster does not benefit from any magic
items he/she possesses unless otherwise noted
The caster may not cast spells
The caster may attempt once per turn at any time
to return to his/her original state, to do this
he/she must pass a WP test.
The casters wounds are equal to the new forms
wound allowance minus any wounds they have
already sustained. In the event that the caster
would revert to their original state or vice versa
and this would result in 0 or fewer wounds
remaining they are instead reduced to a single
wound.
*means that it mirrors the stat of the original
creature
If dispelled, the caster simply reverts to their
normal form.

Summoned/Bound Creatures

May not move/attack the turn they appear


Once routed/panicked, the caster dies or the
spell is dispelled after the first turn, the GM rolls
a D6 and consults the failed animal reaction
chart.
Bound Creatures require a magic user to forego
casting a spell during the pregame magic phase
as they are busy binding the animal or unit of
similar animals

normally fail instead the unit takes wounds


distributed as per missile fire equal in number to
how much it failed the test, no armor save.
Undead use the Leadership, Coolness,
Intelligence, and Will power of the controlling
Hierophant, or leader model in their unit

Hierophant
Before the battle you must elect from your higher most
ranking liches to be the hierophant. For Vampire Counts
the Vampire General fulfills this role. All undead units
in play and not lead but a lich or Tomb lord may use
his/her Ld, Cl, Int, and WP. In the event of this 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.
In the event that your army did not begin the game with
a Hierophant, the first magic user to summon an undead
model becomes the hierophant

Ethereal
May pass through terrain without penalty. The only
exception to this are linear obstacles and houses. These
objects were created with the intentionality of safety
and protection. Ethereal beings may not cross the
threshold of a house unless the door is already open
and may not cross linear obstacles. Nor may ethereal
beings harm these obstacles.
May not cross water
May not be hurt by mundane attacks
Afraid of fire and light

Undead creatures that are summoned by a caster


follow the rules for undeath, and it is assumed that the
caster takes on the role of hierophant for any undead
creatures he/she brings into existence.

Undeath

Unless magically compelled, the undead may


not reserve move or charge though they may
move to engage
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 and diseases
All Undead models cause fear
When a unit would normally take a panic or
break test, roll as normal. If the unit would

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.

Bestiary of Magical Creatures and Forms

M WS BS S

Chimera

Equipment

Ld

Int

Cl

WP

Special Rules

Crow
Swarm

Unit
Type

Unit Type M WS BS S

Crow Form 2

Ld

Int Cl WP

Special Rules

Little talons and beaks.

18" fly speed, may be led


by a magic user in crow
form

pts

terror, dragon head breathes fire (S4)


Fly 16", large target
D4 chaos attributes

WS

BS

Ld

Int

Cl

WP

Equipment

Special Rules

Beak

Fly Speed 18, -1 for opponents to hit in close


combat, small target, if dispelled the caster falls
to the ground, (see the main rulebook for
falling)

M WS BS S T W I

Bear Form 4
250

Unit Type

Equipment

Unit Type
4 Bite Attacks, 2 Stomp

pts

A Ld Int Cl WP

3 3

Equipment

Special Rules

Claws

cause fear in models under 10'

Unit Type

M WS

BS

S T W I A Ld

Int

Cl

WP

Pt

Ghost
Dragon 1

5 5 6

6 6 7

6 5 7

5 6 7

335

6 6 7

4 6 8

360

7 6 8

3 6 8

430

7 7 8

2 6 9

455

8 7 9

1 6 9

Special Rules
4 stomp, 1 tail, 1 bite (d3 wounds) attacks, Fear W, Large Target, Scaly
skin: 4+ coverage, thickness equal to the level of the dragon, Fly 18
+50 pts.

W B
M S S

L
S T W I A d

I
n
t

WS

BS

Ld

Int

Cl

WP

Equipment

Special Rules

Chitinous armor (4+cov.


1 thickness) Giant pincers
(-1 armor)

may ignore movement penalties for all terrain


except water features, Poisoned attacks,
immune to psychology, except fear fire.

530

Great Stag
C W
l P

Unit Type

Unit Type

Unit
Type

3 1 5

Unbreakable, Fear 6", Ethereal, may passed through


obstacles, Each hit by a ghost reduces the Ld and Cl of
its target by 1, fear of fire and light

1 3 1

Special Rules

275

Gigantic
Spider

WS

B
S

S T W I

0 5 4

3 4

L
A d

In
t

C
l

Equipment

Special Rules

1 Stomp and 1 Gore

Trades attacks for d3 impact hits when it

W
P

Pt
4
0

attack

charges
Unit Type

Unit Type

Griffon

WS
6

BS
5

S T

0 6 5

I
n Cl
t
7 4 8 4
A

L
d

Equipment

Special Rules

-2 armor, 3 stomp attacks, 1 bite

Fear 1 in
creatures less
than 10, Fly
18, D4 chaos
attributes if
commanded by
Chaotic player

W
P
8

pts

Lamasu

B
S

WS

S T W I A Ld

5 5 4

8
1 3 +2

I
n
t

Cl

W
P

Equipment

Special Rules

1 tail, 1 claw, 1
bite/gore, 1
stomp, -1 armor

fear 2", magic resistance 4+, magic weapons


count as mundane weapons in base contact,
large target, fly 18", D4-2 chaos attributes,
chaotic evil, lvl 1 magic user, lvl 2 +35 pts.
May use black or red magic and always knows
Dragon Debate in addition.

150

pts

200
Unit Type

Hydra

I
n
t
4

L
d

WS

BS

I A

2 W 6

Special Rules

Many heads (bite attacks) 2 to armor

Regen 3+, Scaly skin 4+ (no thickness)


Fear 6, Large Target

Unit Type

Hippogriff

M WS
8

W
P

6
pts

BS

200

Ld

Int

Cl

WP

Equipment

Special Rules

3 stomp attacks
1 bite
-2 armor

fly 18, large target, Fear 1 in creatures


less than 10,
D4 chaos attributes if commanded by a
Chaotic player

Unit Type

leach
swarm

Equipment

Cl

WS

BS

Ld

Int

Cl

WP

Special Rules
bite and suck; once the leach has bitten its host(hit the model) it gains free
hacks in future rounds of combat, toxin 1,
+3 ws if in water,
+5 I on the first round of combat,
small;-1 to hit the leaches, unbreakable

pts
Unit Type
145

W
M S

B
S

S T W I

L
d

In
t

C
l

W
P

Lizard
Swarm

1 W 8

Special Rules

Teeth and Claws

Swarm, may not cross water, immune to panic,


Spitting poison

Unit Type

WS
6

Manticore

I
B
L n
S S T W I A d t
6

0 6 6 5 4 4 8

C W
l P

4 8

Equipment

Special Rules

3 stomp attacks, 1 forward stinger


(adrenaline poison) -1 armor

Fly 24, large target, D4-1 chaos


attributes, Chaotic Evil, fear

Unit Type

M WS

Merwyrm

BS

Ld

Int

Cl

WP

Equipment

Special Rules

pts

2 stomp attacks,
2 bite, 2 tail
-1 armor

Large target, fear 1, waterstrider, Scaly skin


3+ coverage 1 thickness, regenerate 5+, may
not be ridden, only sea elves may command it
, may not march on land

245

Unit Type

WS

BS

Ld

Int

Cl

WP

Pixies

Equipment

Equipment

Special Rules

tiny needle
like spears

fly, flittery (enemy units in base contact get a -1 to hit and -1


Ld, not just against pixies.)
unbreakable.

Unit Type

WS

BS

Ld

Int

Cl

WP

Rat Swarm

L
d

In
t

C
l

W
P

Equipment

Special Rules

Teeth and Claws

Swarm

Unit Type

WS

BS

Ld

Int

Cl

WP

Pegasus

Serpent
Swarm

pts

Equipment

Equipment

Special Rules

1 stomp attack
Flying cavalry (see Bretonnian Book), fly
May have barding +5pts 24

Unit Type

W
M S

B
S

S T W I

1 W 8

Special Rules

Teeth and Claws


16

Swarm, may not cross water, Adrenaline

poison, immune to panic

Unicorn

9 80

Equipment Special Rules


Unit
Type

Rot
Zombie

W
S

BS S T W

Ld

Int

Cl

WP

Equipment

Special Rules

Whatever they were previously


using

Undead
cause fear in living models under
10,
swamp and forest walk

Pt

1 Stomp
and 1 gore
attack

Impale (on the charge its gore attack gets +2s +1i)
May only be ridden by a Good female character
Immune to magic and poison(includes rider)
Magical Attacks, 5+ ward save, At the beginning of each
compulsory phase or as soon as it enters within 12 of the
Unicorn, all undead or deamonic units/characters must take a
WP test to crumble, test no more than once per unit per turn.

Unit Type M WS BS S T

Wraith

W I

WP-4 *

3 2

Unit Type M WS BS S T W I

Great
Taurus

W
S

B
S

S T W

6 5 4

3 4

L
d

In
t

C
l

W
P

Pt

22
5

Equipment

Special Rules

2 gore/bite, 2
stomps

flaming attacks, fly 16, large target, fear 2", mundane


weapons -1 to wound, can't be hurt by fire rather it
regains wounds whenever it would normally suffer a
wound from fire, 3S fiery breath, water/ice attacks get
+1S against it, all effects of ice and water are doubled
against it.

Unit Type

W
S

B
S

S T W

Ld

Int

Cl

WP

Pt

Zombie

Unit Type

A Ld Int Cl WP
*

A Ld Int Cl WP Pt

1 1

Equipment

Special Rules

What ever they were previously using

Undead (see tomb kings),


cause fear in living

Equipment

Special Rules

**

Fear 8", unbreakable, Ethereal, fear fire and light

Unit Type

M WS

BS

T W I

A Ld

Wyvern

Pts

Equipment

Int

Cl

WP

Special Rules

180

2 Bite or stomp attacks, 1 tail


attack,
all attacks -2 to armor

Fly 18, Fear 6 to models 10 or


less, 4+ hide scaly skin (hide)
save, Adrenaline poison (tail
attack,) The tail attacks at initiative
1 but will always attack even if the
Wyvern was slain and may attack
to the front, like a scorpion.

Daemons are otherworldly entities existing on a separate plane


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

Daemons are immune to psychology except tests induced by


equal or greater deamons
Minor daemons cause fear
Lesser Daemons cause fear 6 in creatures under 10
and fear in creatures larger than 10
Greater Daemons cause fear 12 to all things
In exception to being immune to psychology Daemons suffer
from Hatred toward daemons of opposing gods.
o Nurgle and Tzeentch hate one another
o Khorne and Slaanesh hate one another
When a unit would normally take a panic or break test, roll as
normal using WP instead of Cl. 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/ward
save.

Unit type

Ws Bs S

T w

Ld

Int

Cl

WP

Pts

Equipment

9+2

Thick feathers/hide
(6+) Attacks(2 bites,
+4 claws or +4
665 weapon)

Lord of Change

4 6 7

6 7

5 9+2

Horror (pink)

5 4 3

1 6

10

10

140 Long gangly fingers

Horror (blue)

3 3 3

1 7

10

Long gangly fingers

3 3

2 3

10

10

10

Discs

12" fly

Unit type

3 -

Ws Bs S

T w

Ld

9+2

Int

9+2

Cl

WP

15 Teeth
Pts

Equipment

Special Rules
Terror, large target, lvl 5
wizard (red and blue magic),
may re-roll 1D6 every turn, fly
14, Test for frenzy if pushed
back,
Divides into two blue horrors
upon death (they may not
attack,) each model adds +.5
to the GMs roll to determine
magic dice each magic phase.
each model adds +.5 to the
GMs roll to determine magic
dice each magic phase.
May disengage from combat
with a fly move preventing
ground troops from following,
may hover granting higher
elevation LOS without needing
to move forward, no turn
radius, fly speed of 12"
Special Rules

Bloodthirster

Bloodletter

Unit type

Keeper of Secrets

Unit type

5
M

4 7 7

3 4 3

Ws Bs S

Daemonette

10

7 8

1 4 1(2)

T w

4 7 7

7 10+3 10+3 7+3

6 9

Ld

Int

Cl

10+3

WP

Chaos Armor (4+),


axes of Khorne (d3
650 wounds)

Hellblade (+1 to hit, d3


wounds, can't be
looted) Spit S2 toxin
5", attacks (1 weapon,
16 1 claw/bite)

Pts

Equipment

Light armor, attacks (1


bite, 1 stomp, 4 claw
600 or weapon)

6 3 4 3 1 6
2
7
8
8
8
15 , 2 claw attacks
Ws Bs S T w I A
Ld
Int
Cl
WP
Pts Equipment

Frenzy, fly 17, large target,


magic resist 2, regen 5+
frenzy, magic resistance
1,Unruly: At the beginning of
each turn roll a die for each
unit. On the roll of a 1 the unit
must charge an enemy unit if it
is within charge distance (2M)
or must move as quickly as
possible toward the enemy.

Special Rules
large target, lvl 4 wizard (May
only use blue-black magic),
models in base contact must
pass a WP test in order to
attack, Frenzy and Hatred
toward Khorne,
male models attempting to
attack a Daemonette in closecombat must first pass a WP
test
Special Rules

Unclean one

4 6 8 10 4

Plaguebearer

0 4 4

1 3 1(2) 8+1

0 3 5

3 3 D6

Beast of Nurgle

6 10+3 10+3 10+3 10+3

9+2

8+1

10

8+1

10

4+ hide, attacks (4
claw, 1 bite/gore, 1
600 stomp)
Plague sword (Any
model that is hit by a
plague sword and
subsequently dies
becomes a
plaguebearer)
horn/bite attack, 5+
16 hide

65

any non-magical weapon


striking the daemon will rust
away on a 5+, lvl 4 caster
(Green and black magic,) flies
-1 to hit in close combat

flies -1 to hit in close combat,


fear fire, D6 attacks to front
(ignores armor) if it wounds
target is grabbed and
paralysed, if the beast is killed
the paralysed victims are
released but still paralysed for
hours, place six .5" rad
templates behind the beast,
removing them as it goes
forward

Elementals
General Rules

Elementals are the forces of nature incarnate, just as one can doggedly resist the forces of nature similarly when an Elemental attacks their
strength is compared to the models WP except against buildings, chariots and warmachines where it is rolled against toughness as usual.
Elementals are sustained by magical auras which can be broken by magical attacks, Elementals take double wounds from magical weapons.
Elementals are unbreakable but may be pushed back.
When a unit would normally take a panic or break test, roll as normal using WP instead of Cl. 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/ward save.
Elementals make Magical Stomp Attacks.
Every Elemental has special summoning conditions
Elementals may divide and combine together like swarms but need not aggregate, though they will use their lowest WP for the above tests.

Unit Type

Fire Elemental
Summoning Condition

Must be summoned on a burning fire.


Fire Elementals lose 2W every turn during the compulsory phase
Fire Elementals move along the air-earth barrier (where the air meets the ground) and
may not cross barriers of other elements
Any fire attack that wounds a fire elemental instead grants it an additional wound
May Regen (2+) thrice whilst in fire
Water deals double damage against Fire Elementals and rain doubles their attrition

Types
Fire (ash?
Wind (fog?
Water (swamp? Bog? Mud? Ocean? River? Fog?
Earth (stone?

B
S

WS

S T W I

4 8 5

L
A d

4 5 W

1
0

In
t

C
l

W
P

1
0

2*
W

Special Rules

May automatically cast fireball with a casting value of 7


(may not target themselves)
All models in base contact a S6 (against WP) hit no armor.
May instantly catch anything flammable in base contact
aflame

Ice
Snow
Sand
Light?
Darkness?
Lightning?
Forest?

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