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Introduction

Hello, and welcome to One Page Fantasy!


One Page Fantasy is a single-page ruleset played with
Warhammer Fantasy miniatures that was designed to be
fast to learn and simple to play.
Gameplay is focused around alternating phases and simple
mechanics keeping combat between big armies fast and
engaging for both players.
We recommend printing page 2 and 4 on a single sheet,
and your army page onto another sheet. This way you will
always have all rules, special rules and units at hand as you
are learning the game and getting to know your army.
You can find various supplements to this ruleset and other
one page rules at onepagerules.wordpress.com. You can
find more awesome art at rosscarlisle.tumblr.com.
If you'd like to get news & updates you can follow us at
facebook.com/onepagerules or @onepageanon.
If you wish to get involved in the games development or
have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.
Thank you for playing and happy wargaming,
One Page Anon (Rules) and Ross Carlisle (Logo)















Index
1. Introduction & Index
2. Rules
3. Advanced Rules
4. Common Special Rules
5. Empire
6. Orcs
7. Goblins
8. High Elves
9. Warriors of Chaos
10. Dwarfs
11. Skaven
12. Lizardmen
13. Ogre Kingdoms
14. Dark Elves
15. Tomb Kings
16. Vampire Counts
17. Bretonnia
18. Beastmen
19. Wood Elves
20. Daemons of Chaos
One Page Fantasy Rules v0.21
by OnePageAnon (http://onepagerules.wordpress.com/)
General Principles
The Most Important Rule: Whenever a rule is
unclear or does not seem quite right, use common
sense and personal preference.
Units: Each unit consists of one or more models
acting as a single entity, and is defined by their
quality, size and whatever equipment and special
rules they have. You can find unit profiles in their
respective army supplement.
Quality Tests: Whenever a rule states that you
must take a Quality test roll one six-sided die trying
to score the units Quality value or higher, and if it
does that counts as a success.
Additional Dice: Whenever a rule refers to adding
dice they are added to the unit as a whole, and not
to each individual model (dice are added to the
most common weapon that is being used).
Line of Sight: If you can draw a straight line from
the attacker to the target without passing through
any solid obstacle, then he has line of sight.
Before we begin...
Preparation: The game is played on a flat 6x4
surface, with at least 5 pieces of terrain on it. The
players roll-off, and the winner chooses on what
side to deploy and has to start first. Then the
players alternate in placing one unit each within 12
of their table edge.
Objective: After 4 rounds the game ends, and both
players sum the point value of all enemy units they
destroyed or that are fleeing.
The player with the most points wins.
Playing the Game
The game is played in rounds, with each round
consisting of several phases in which units are
activated. Before each round the players roll-off to
see who goes first, and the winner gets to go first
during each phase until the end of the round.
Phases
During each phase the first player has to activate all
of his units before play passes onto the second
player. Once all units have acted during a phase the
game passes to the next phase until all phases have
been played. These are the phases:
1. Movement Phase
2. Shooting Phase
3. Close Combat Phase

Movement Phase
Units may use one of the following actions:
Action Move Notes
Hold 0 May turn to face any
direction, may shoot.
Walk 4 May turn up to 90 at any
point, may shoot. Target
gets +1 die to blocking.
March 8 May turn up to 90 at any
point, may not shoot/cast.
Charge 8 May turn up to 90 at any
point, see close combat.
Gets +1 die to melee.

Units may use Walk/March action to move sideways
or backward by moving up to half the distance.
Note that units may not move within 1 of other
units unless charging.
Shooting Phase
All models in the first two rows of the unit that are
in range and have line of sight of an enemy unit may
shoot one weapon at it. Units may not shoot into or
out of close combat under any circumstance.
The attacker takes one Quality test per Killpower in
the firing models, and each success is a hit.
The target then takes as many Quality tests as hits,
and each success is a block.
Subtract the number of blocks from the number of
hits, and remove as many models from the target
unit as the resulting number (defender may remove
them in any order, starting from the back row).


Close Combat Phase
When using a Charge action move the unit so that
as many models as possible are in base contact with
the target unit. If it is not clear what facing the unit
is charging roll a die, on a 4+ the attacker decides.
Any model in the front row that is in base contact
with an enemy model, and any model in the second
row that is in base contact with a friendly model
from the front row in base contact with an enemy
model may strike with all its melee weapons.
Both units strike simultaneously with all weapons,
which is resolved like shooting, and casualties are
removed after all attacks have been resolved.
When a unit is attacked in its side facing it may not
strike back, and when attacked in its rear facing it
may not strike back and all models in the front row
of the attacking unit double their Killpower.
Compare how many models each unit lost, and if
one unit lost more models than the other it must
take a morale test.
If neither unit is destroyed or flees the combat
starts over on the next close combat phase (units
charged in the flank/rear turn to face their attacker
during the movement phase).
When a unit that is already in close combat is
charged by another unit in the same facing, you
must place both units so that they are both in base
contact with the same amount of enemy models in
the target unit. If this is not possible then the unit
may not charge that facing.
If more than two units are locked in close combat,
then the player whose turn it is decides which
combat is fought first, and has to fully resolve it
before moving onto the next fight.
Morale
Whenever shooting brings a unit down to half the
size it was before the attack or it loses more models
in close combat, it must take a morale test.
The unit takes a Quality test and if it is unsuccessful
the unit flees 2D6 away from the nearest enemy
within line of sight, or else toward the nearest table
edge (place the unit facing the direction it moved).
The unit may move through friendly units whilst
fleeing, and if it stops on top of another unit, move
that unit the least amount necessary to fit.
If this move brings any models from the unit outside
of the table borders or if it is impossible for the unit
to complete its full move, then the entire unit is
removed as a casualty.
A fleeing unit must take a morale test at the
beginning of the round before the movement
phase, and it flees 2D6 again if the test is failed and
may not take any actions this round. If the test is
passed the unit may immediately turn to face any
direction, but may not move, shoot or use abilities
from special rules this round. If a fleeing unit must
take a morale test and is successful it does not
move, however it still counts as fleeing.
Terrain
Cover (forests, ruins, fences, etc.): Units in cover get
+1 die to blocking when being shot. If at least half of
the models in a unit are within cover terrain, the
entire unit counts as being in cover. If at least half of
the models in a unit are hidden by a tall obstacle
(like a building or monster) from the perspective of
the attacker the unit counts as being in cover.
Difficult Terrain (woods, mud, rivers, etc.): Units
halve their movement when crossing this terrain.
Elevation (cliffs, hills, ledges, etc.): Units get +1 die
to shots when being at least 2 above their target.
Army Composition
Each player may take up to 750pts or 1500pts worth
of units and upgrades in his army (you decide), and
each army may only have one Hero. You may also
take any combination of up to two special units
from the following: Chariots, Monsters, Ordnance.
Units are placed in formation, where all models
must be in base contact with each other. The unit
size represents how many models are in a row, and
you may take as many rows as * next to its size.
Units Types
Heroes: May join non-chariot/monster/ordnance
units of same Quality when deploying by replacing
one model from the unit. Note that heroes must be
placed in the front row of the unit they join.
Monsters: May fire all of their weapons (even at
separate targets) when using a Hold action and
never fail morale tests. Whenever charging non-
chariot/monster units the target must take a morale
test after combat, regardless of casualties. Dont get
benefits from cover/elevation.
When destroyed do not remove the model but
instead place a suitable marker on the monster.
Ordnance: May never move more than 6 at a
time, may only fire when using Hold actions and
may not use Charge actions. If the unit ever fails a
morale test it is immediately destroyed.
When destroyed do not remove the model but
instead place a suitable marker on the ordnance.
Chariots: Chariots may do one of the following
when activated:
Action Move Notes
Hold 0 May turn up to 90, may
shoot.
Move 8 May turn up to 45 at any
point, may shoot. Target
gets +1 die to blocking.
Cruise 16 May turn up to 45 at any
point.
Ram 16 Move into base contact
with enemy units.

Chariots may not move sideways, however they
may move at half speed when reversing. When
using Ram actions the chariot deals D6 automatic
hits to the enemy. If a chariot is attacked in close
combat it may not strike back unless it has at least
one close combat weapon, and it is never locked
in close combat (may freely move away from
models in base contact).
Chariots get no benefit from cover/elevation.
When destroyed do not remove the model but
instead place a suitable marker on the chariot.
Each ranged weapon provides as many dice to
shooting as its Killpower, and range less weapons
provide Killpower to close combat.
Melee weapons are divided into different classes
that specify their Killpower, whilst their weapon
type defines special rules that they have.
Units that do not have a melee weapon listed are
assumed to use a light sword.
D(n) Killpower weapons roll an (n) sided die to
determine Killpower.
Name Range KP
Light - 1
Medium - 2
Heavy - 3
Master - 4
Force - 5
Throwing Knife 12 1
Pistol 12 2
Flamer 12 D3+1
Heavy Flamer 12 D6+1
Shortbow 18 1
Bow 24 1
Rifle 24 2
Longbow 30 1
Crossbow 30 2
Sniper Rifle 36 1
Bolt Thrower 48 3
Cannon 48 8
Stone Thrower 60 6
Weapons
Advanced Rules
Advanced Rules
Once you have gotten familiar with the way One
Page Fantasy works, you might want to try using
advanced rules to spice up the game.

Terrain
A great way to introduce variety in your games is by
giving crossable terrain (such as forests and rivers) a
random type as you play.
When a player wants to move a unit into or across a
piece of terrain roll one die and consult the
following table before moving any models, and once
the terrain type is revealed you must finish the
original movement.
Result Type
1-2 Difficult Terrain
3-4 Dangerous Terrain
5-6 Deadly Terrain

Dangerous Terrain (quicksand, deadly vegetation,
dark magic fields, etc.): Roll one die for every
model that moves into or across dangerous terrain.
The unit takes one hit for each 1 you roll.
Deadly Terrain (acid pools, lava, canyons, etc.):
Models that move into or across deadly terrain are
immediately removed as casualties.

Dispelling and Miscasting
Dispelling and Miscasting offer a new tactical
element to wizard combat and casting spells.
When an opposing wizard within 12 casts a spell,
or when an opposing spell is cast on a target within
12 of your wizard, you may try and dispell.
Note that a wizard that has already cast a spell this
round may not dispell, and a wizard that dispells
during a round may not cast spells on his turn. To
dispell roll as many dice as the wizards level, and
pick the highest result. If the result beats the casting
wizards highest result, then the spells effects are
not resolved.
When rolling two or more 6s on casting a spell or
when dispelling, the wizard loses control of his
power and miscasts, taking D6 automatic hits.







































Buildings
Buildings are terrain models that consist of one solid
block which cannot be opened or reached into. Each
building has a transport capacity, quality value of
4+, armor value and the Tough special rule.
A unit that moves into contact with a building may
enter it, and units within a building may use a Walk
action to exit. If a unit is within a building when it is
destroyed it takes as many hits as models it has.
Resolve the hits like shooting and place the models
within 2 of the building.
A unit that is within a building may use a Walk or
March action to get onto the roof of the building.
Units on the roof of the building behave as if they
were in open terrain, and have to leave the roof to
be able to exit the building.
Units may shoot into and out of any side of the
building that has some sort of firing point, and units
within the building always count as being in cover
and shooting from the topmost floor (not the roof).
Units may chose to fire at units within a building, or
at the building itself. When shooting at units within
the building any missed shot may be re-rolled, and
on a 4+ the building is hit instead. Note that all hits
on buildings are halved.
Units may use a charge action to get into base
contact with a building to attack a unit inside it. All
models in both units attack, and the unit within the
building gets +1 attack dice. If the unit within the
building is destroyed or flees, then the charging unit
automatically enters the building.
Here are some guidelines for buildings:
Name Transport Armor
Clay Hut 6 -
Wooden Shed 6 1
Brick House 11 2
Large House 21 3
Castle Walls 11 4
Castle Keep 21 5











































Objectives
When using advanced objectives the table and
armies are set up just like a regular game. You can
either choose any of these or play with a random
one by rolling a die on this table:
Result Objective
1 Duel
2 Seize Ground
3 Relic Hunt
4 Sabotage
5 Breakthrough
6 Last Stand
1 - Duel: This objective is the standard game
objective as described in the Rules section.
2 - Seize Ground: After 4 rounds the game is over,
and the battlefield is divided into four equal
quarters, and both players sum the point value of all
their non-fleeing units in each quarter. Compare the
points for each quarter, and the player that has
more points in one quarter counts as having seized
it. The player with the most seized table quarters
wins.
3 - Relic Hunt: Before deploying armies D3+2 relic
markers are placed on the table. Roll-off to see who
goes first, and then alternate in placing one marker
each. The markers must be placed at least 12 away
from any table edge and from any other marker.
After 4 rounds the game is over, and both players
must see how many relics they seized. If a non-
fleeing unit is within 3 of a relic marker whilst no
enemy units are within 3 of the same marker, it
counts as seized. The player with the most seized
relics wins.
4 - Sabotage: Before deploying armies two shrine
markers are placed on the table. Roll-off to see who
goes first, and place one shrine marker within your
deployment zone, at least 6 away from the table
edge. A shrine marker may only be attacked by
charging it, it has no attacks and has Quality 4+ and
the Tough special rule.
After 4 rounds the game is over, and the player that
has managed to destroy the enemy shrine marker
whilst keeping its own shrine marker alive wins.
5 - Breakthrough: Before deploying armies the
players roll-off to see who the attacker is, and the
opposing player becomes the defender.
After 4 rounds the game is over, and if at least 25%
of the attackers force (worked out by point cost) is
within the defending players deployment zone he
wins.
6 - Last Stand: Before deploying armies the
players roll-off to see who the attacker is, and the
opposing player becomes the defender.
The defending player must split his army in half
(worked out by point cost), and deploy one half
within 6 of the table centre, this half will be
referred to as the defenders. The other half of his
army must be deployed within 3 of any table
border. The attacking player then deploys his army
anywhere on the table, at least 12 away from
enemy models.
After 4 rounds the game is over, and if at least 75%
of the defenders (worked out by point cost) are still
alive and not fleeing, the defending player wins.
Common Special Rules
Common Special Rules
Armor(X): This unit adds +X dice when blocking
attacks. If a unit with armor joins another unit (with
or without armor), you must use the highest armor
value for the entire unit.
Fast: This unit adds 4 at the end of any movement,
including fleeing. If a unit with this ability joins a
unit without it, you must pay +5pts per model
without it so that it gets the ability.
Fear: Whenever this unit charges or is charged, the
enemy must take a morale test. If failed the unit
strikes last during that close combat.
Fearless: Unit may re-roll failed morale tests.
Frenzy: This model gets +1 dice to close combat
and must always charge if within charge range.
Furious: This model gets +1 dice to close combat
when charging.
Nimble: Unit may turn as many times as you want
during Walk, March or Charge actions.
Hatred: May re-roll failed melee attacks.
Impact(X): When charging an enemy the target
takes X automatic hits that are resolved before
combat begins for each model with this rule.
Indirect: This weapon may be fired at enemies that
are not within line of sight, and it ignores cover
from sight blocking terrain. The target unit gets +1
dice to blocking (even if several Indirect weapons
are fired by the same unit).
Poison: Units must re-roll successful blocks when
attacked by this weapon.
Rapid: May re-roll failed shooting attacks.
Regeneration: Whenever this unit suffers
unblocked hits you may roll one die for each hit, and
on a 4+ it is blocked.
Resistance(X): This unit gets +X dice when
defending against magic attacks.
Scope: This model has Quality 2+ when shooting
with this weapon.
Scout: This unit is deployed after all other non-
scout units have been deployed. You may deploy
this unit anywhere on the table at least 12 away
from enemy units (if both players have Scout units
roll-off to see who deploys first). If a unit with this
ability joins a unit without it, you must pay +5pts
per model without it so that it gets the ability.
Skirmisher: This unit may shoot after marching
(target gets +1 die to blocking), however it never
wins close combat (wins count as ties).
Slow: This unit may never move more than 6 at a
time, even when fleeing.
Small: This unit has +2 dice when defending against
shooting attacks. If a unit with this ability joins a
unit without it, then the unit loses this rule.
Strider: This unit does not halve its movement
when moving through difficult terrain.
Strikes First: When fighting close combat you
resolve this models hits first and remove enemy
casualties before they get to attack.
Strikes Last: When fighting close combat you
resolve enemy hits first and remove friendly
casualties before they get to attack.
Torrent: Add +2D6 to this weapons range every
time you fire it.
Tough: Whenever this unit would remove a model
as a casualty place a wound marker next to it
instead. Whenever this unit has accumulated 3
wound markers you must remove one model as a
casualty and remove 3 wound markers. If a unit
with this special rule joins a unit without it, only
apply this rule to that unit, and you must either
accumulate wound markers until all models with
this rule have been removed as casualties, or
remove other models as casualties before starting
to accumulate wound markers.
Vanguard: This unit may make one Run action
immediately after being deployed. If a unit with this
ability joins a unit without it, you must pay +5pts
per model without it so that it gets the ability.
Very Tough: Works exactly like Tough, however
you must accumulate 6 wound markers before
removing models.

Wizard(X): This model may cast one spell during
the shooting phase instead of firing its weapon. To
cast a spell the wizard must have line of sight, and
the wizard may cast spells on units engaged in close
combat. Wizards that are in close combat
themselves may also cast spells on their own unit,
or on the unit that they are fighting. When casting a
spell you must first roll X dice and score at least one
4+ and then you may resolve its effects.
Wizards may join non-chariot/monster/ordnance
units of same Quality when deploying by replacing
one model from the unit. Note that wizards must be
placed in the front row of the unit they join.

Weapon Types
Fists/Claws/Sword: No special rules.
Spear: May attack with one extra row when
fighting close combat.
Halberd: Killpower +1.
Mace: Killpower +2, Strikes Last
Lance: Killpower +2 when charging.

Common Upgrades
Note that sergeants, musicians and battle
standard bearers must always be placed in the
front row of their unit.
Sergeant: One model gets +1 melee attacks.
Musician: This unit may re-roll failed morale tests.
Battle Standard: When working out who won
close combat add 1 to the number of models this
unit killed in melee.
Mounts: A unit that is mounted on another unit as
an upgrade uses any equipment and special rules as
if they were its own. If a unit with the Tough or Very
Tough special rule is mounted on a unit that has the
Tough or Very Tough special rule itself, then the
amount of markers it must accumulate before it is
removed as a casualty are added together.

Magic Spells
All wizards may take any of the following
spells. Note that the point cost of the spell
depends on the wizards level.
Spell 1 2 3
Spirit Leech (Target model within
12 takes a morale test. If it fails
remove it as a casualty or adds
D3 wound markers to its Tough
count)
5 10 15
Searing Doom (Target unit within
24 takes D6 hits)
20 30 35
Shems Burning Gaze (Target
unit within 48 takes D3 hits)
25 35 40
Earth Blood (Target unit within
6 rolls one die every time it
would remove one model until
the end of this round. On a 5+
the model is not removed)
25 35 40
Wildform (Target unit within 12
may re-roll failed melee attacks
and blocks until the end of this
round)
30 45 50
Iceshard Blizzard (Target unit
within 24 must re-roll
successful shooting attacks until
the end of this round)
30 45 50
Mystifying Miasma (Target unit
within 48 has Quality 6+ when
shooting or fighting close
combat (you decide) until the
end of this round)
40 60 70
Fireball (Target unit within 24
takes 2D6 hits)
40 65 75

Empire
Name Size Quality Equipment Special Rules Upgrades Cost
General 1* 4+ Heavy Sword Fearless, Hero, Hold!, Small, Tough A 80pts
Captain 1* 5+ Heavy Sword Hero, Hold!, Small, Tough B 60pts
Warrior Priest 1* 4+ Medium Sword Hero, Prayer, Resistance(1), Small, Tough C 55pts
Witch Hunter 1* 4+ Medium Sword, Pistol Accusation, Hero, Resistance(2), Small,
Tough
- 40pts
Battle Wizard 1* 5+ Light Sword Small, Tough, Wizard(1) D 20pts
Master Engineer 1* 5+ Light Sword Ballistic Master, Small, Tough E 40pts
Swordsmen 5**** 5+ Light Swords - F 30pts
Spearmen 5**** 5+ Light Spears - F 35pts
Militia 5**** 5+ Medium Swords - F 40pts
Halberdiers 5**** 5+ Light Halberds - F 40pts
Flagellants 5*** 5+ Heavy Swords End is Nigh!,Fearless, Furious - 80pts
Greatswords 5*** 4+ Light Maces Armor(1), Fearless F 85pts
Handgunners 5** 5+ Rifles - F, G 70pts
Archers 5** 5+ Bows Nimble, Small, Skirmisher F 75pts
Crossbowmen 5** 5+ Crossbows - F 80pts
Huntsmen 5** 5+ Bows Nimble, Scout, Small, Skirmisher F 90pts
Pistoliers 5** 5+ Pistols, Medium Swords Fast, Nimble H 70pts
Knightly Orders 5** 4+ Light Lances Armor(2), Fast, Nimble F 80pts
Inner Circle Knights 5** 4+ Light Maces Armor(2), Fast, Nimble F 80pts
Outriders 5** 5+ Rapid Rifles, Medium Swords Fast, Nimble I 110pts
Reiksguard Knights 5** 4+ Light Lances Armor(2), Fast, Fearless, Nimble F 105pts
Demigryph Knights 5** 4+ Heavy Lances Armor(2), Fast, Fear, Nimble F 120pts
Helblaster Gun 1* 5+ Volley Gun (Ran. 24, KP 3D6) Ordnance, Small, Tough - 55pts
Helstorm Battery 1* 5+ Helstorm Rockets (Ran. 48, KP D3*3) Ordnance, Small, Tough - 60pts
Mortar 1* 5+ Stone Thrower (Indirect) Ordnance, Small, Tough - 75pts
Great Cannon 1* 5+ Cannon (Indirect) Ordnance, Small, Tough - 80pts
Luminark of Hysh 1* 4+ Bolt Thrower Aura, Chariot, Very Tough - 85pts
Celestial Hurricanum 1* 4+ Storm of Shemtek (Ran. 24, KP 2D6) Chariot, Portents, Very Tough - 130pts
Steam Tank 1* 4+ Cannon, Heavy Flamer (Torrent) Armor(4), Chariot, Very Tough - 180pts
Warhorse 1* - - Fast, Nimble - -
Mechanical Steed 1* - - Armor(1), Fast, Nimble - -
Imperial Pegasus 1* - Light Claws Fast, Flying, Nimble, Tough - -
Imperial Griffon 1* - Heavy Claws Fast, Fear, Flying, Nimble, Very Tough - -
Imperial Dragon 1* - Heavy Flamer, Heavy Claws Armor(3), Fear, Flying, Very Tough - -
War Altar of Sigmar 1* - - Armor(2), Chariot, Portent, Very Tough - -

A
Replace Heavy Sword:
Master Sword +5pts
Heavy Mace +5pts
Heavy Lance (Mounted Only) +5pts
Take one:
Pistol +5pts
Rifle +10pts
Longbow +10pts
Shield (Armor(+1)) +10pts
Mount on:
Warhorse +5pts
Imperial Pegasus +20pts
Imperial Griffon +40pts
Imperial Dragon +80pts
War Altar of Sigmar +110pts

B
Replace Heavy Sword:
Master Sword +5pts
Heavy Mace +5pts
Heavy Lance (Mounted Only) +5pts
Take one:
Shield (Armor(+1)) +5pts
Longbow +5pts
Pistol +5pts
Rifle +10pts
Mount on:
Warhorse +5pts
Imperial Pegasus +15pts

C
Replace Medium Sword:
Heavy Sword +5pts
Medium Mace +5pts
Take one:
Shield (Armor(+1)) +10pts
Mount on:
Warhorse +5pts






D
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Warhorse +5pts

E
Take one:
Grenade Launching Blunderbuss
(Ran. 18, KP D3)
+5pts
Pigeon Bomb +5pts
Rapid Pistol +5pts
Rapid Rifle +10pts
Sniper Rifle (Scope) +15pts
Mount on:
Warhorse +5pts
Mechanical Steed +10pts

F
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

G
Take one:
Rapid Rifle +10pts
Sniper Rifle (Scope) +15pts

H
Take one:
Rapid Pistol +5pts
Rapid Rifle +10pts

I
Take one:
Rapid Pistol +5pts
Grenade Launching Blunderbuss
(Ran.18, KP D3)
+5pts






Army Special Rules
Accusation: After both armies are deployed you
may declare one enemy unit as heretic. This unit has
Quality 2+ when attacking the heretic unit.
Aura: This unit and all friendly units within 6 have
Armor(+1).
Ballistic Master: Friendly Ordnance units within
3 of this model have Quality 4+ when shooting.
End is Nigh!: Whenever this unit fights in close
combat you may sacrifice D3 models and the unit
gets Armor(+1), it may re-roll failed attacks and its
target must re-roll successful blocks.
Hold!: This unit may re-roll failed morale test.
Pigeon Bomb: One per game you may use the
pigeon bomb instead of shooting. Nominate one
enemy model and roll one die, on a 4+ the target
takes D3 automatic hits.
Portents: This unit and all friendly units within 6
may re-roll failed attacks.
Prayer: Whenever this hero and his unit fight close
combat roll one die. On a 4+ the unit may re-roll
failed attacks and has +1 die to blocking.
Orcs
Name Size Quality Equipment Special Rules Upgrades Cost
Black Orc Boss 1* 4+ Master Sword Fearless, Furious, Heavily Armed, Hero, Small,
Tough, Waagh!
A 55pts
Savage Orc Boss 1* 5+ Heavy Sword Frenzy, Furious, Hero, Small, Tough, Waagh! A 40pts
Orc Boss 1* 5+ Heavy Sword Furious, Hero, Small, Tough, Waagh! A 35pts
Orc Shaman 1* 5+ Light Sword Furious, Small, Tough, Wizard(1) B 20pts
Orc Boyz 5**** 5+ Light Swords Furious C 35pts
Orc Spear Boyz 5**** 5+ Light Spears Furious C 40pts
Orc Havocs 5**** 5+ Medium Swords Furious C 45pts
Orc Arrer Boyz 5** 5+ Bows Furious C 55pts
Savage Boyz 5**** 5+ Light Swords Frenzy, Furious C, D 45pts
Savage Spear Boyz 5**** 5+ Light Spears Frenzy, Furious C, D 50pts
Savage Havocs 5**** 5+ Medium Swords Frenzy, Furious C, D 55pts
Savage Arrer Boyz 5** 5+ Bows Frenzy, Furious C, D 65pts
Black Orcs 5**** 4+ Medium Swords Fearless, Furious, Heavily Armed C 90pts
Orc Boar Boyz 5** 5+ Light Swords Armor(1), Fast, Nimble, Tusker Charge C 65pts
Orc Boar Knightz 5** 5+ Light Lances Armor(1), Fast, Nimble, Tusker Charge C 60pts
Savage Boar Boyz 5** 5+ Light Swords Armor(1), Fast, Frenzy, Nimble, Tusker Charge C 65pts
Savage Boar Knightz 5** 5+ Light Lances Armor(1), Fast, Frenzy, Nimble, Tusker Charge C 75pts
Savage Boar Havocs 5** 5+ Medium Swords Armor(1), Fast, Frenzy, Nimble, Tusker Charge C 75pts
Troll 1*** 5+ Heavy Sword Fear, Regeneration, Tough - 35pts
Stone Troll 1*** 5+ Heavy Sword Armor(1), Fear, Regeneration, Resistance(2),
Tough
- 45pts
River Troll 1*** 5+ Heavy Sword Armor(1), Fear, Regeneration, Strider, Tough - 45pts
Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough - 95pts
Orc Boar Chariot 1* 5+ Heavy Lance, Scythed Wheels Armor(2), Chariot, Tough, Tusker Charge - 45pts
War Boar 1* - - Fast, Nimble, Tusker Charge - -
Boar Chariot 1* - Scythed Wheels Armor(2), Chariot, Tough, Tusker Charge - -
Wyvern 1* - Force Claws (Poison) Armor(1), Fear, Flying, Very Tough - -

A
Replace Heavy Sword:
Master Sword +5pts
Heavy Mace +5pts
Heavy Lance (Mounted Only) +5pts
Mount on:
War Boar +5pts
Boar Chariot +45pts
Wyvern +70pts

B
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
War Boar +5pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take one:
Big Stabba (Impact(D3)) +10pts




























Army Special Rules
Fall Over: When this unit is removed as a casualty
all units within 3 take D6 automatic hits.
Giant Attack: Whenever this unit fights in close
combat roll one die and consult the following table:
Result Attack
1-2 This unit immediately wins close
combat before either side strikes.
3-4 Target takes 2D6 automatic hits.
5-6 Remove D6 models from the target
unit or add D6 wound markers to its
Tough/ Very Tough count.

Heavily Armed: This unit may attack in close
combat as if it was using Light Maces instead of
Medium Swords, and the Black Orc Boss may use a
Heavy Mace instead of his Master Sword (choose
one before each combat),.
Scythed Wheels: D6+1 hits when using Ram.
Tusker Charge: This model gets +2 dice to close
combat when charging (+1 if mounted).
Waagh!: Once per game you may declare a
Waagh! during your turn. Until the end of the round
all friendly units add 1 to the number of models
they killed when working out who won close
combat, and this unit adds D3 to it.



























Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Brain Bursta (Target model within
18 takes D6 hits)
+10pts
Fists of Gork (The wizard has +5
attacks for the rest of the game,
does not stack)
+10pts
Hand of Gork (Target friendly unit
within 24 may be placed
anywhere within 3D6 of its
current position)
+10pts
Eadbutt (Target wizard within
4D6 takes 2D6 hits)
+10pts
Gaze of Mork (Target unit within
4D6 takes D6 hits)
+15pts
Ere we go! (All friendly units
within 2D6 may re-roll failed hits
in close combat until the beginning
of the next round)
+45pts

Notes
When using this army you may take any units with
their respective upgrades from the Goblin army.
Goblins
Name Size Quality Equipment Special Rules Upgrades Cost
Goblin Boss 1* 6+ Heavy Sword Hero, Small, Tough A 10pts
Goblin Shaman 1* 6+ Light Sword Small, Tough, Wizard(1) B 10pts
Goblins 5**** 6+ Light Swords - C 15pts
Goblin Spearmen 5**** 6+ Light Spears - C 20pts
Goblin Archers 5** 6+ Shortbows - C 25pts
Night Goblins 5**** 6+ Light Swords Hatred C, D 20pts
Snotlings 1*** 6+ Exploding Spores, Force Sword Very Tough - 20pts
Wolf Riders 5** 6+ Light Swords Fast, Nimble C 25pts
Wolf Knights 5** 6+ Light Lances Fast, Nimble C 30pts
Wolf Archers 5** 6+ Shortbows Fast, Nimble C 35pts
Spider Riders 5** 6+ Light Swords (Poison) Fast, Nimble, Strider C 45pts
Spider Archers 5** 6+ Shortbows, Light Swords (Poison) Fast, Nimble, Strider C 55pts
Squig Hoppers 5** 6+ Medium Sword Boingy, Hatred, Nimble, Fearless - 50pts
Squig Herd 5**** 5+ Medium Claws Hatred, Herder, Fearless - 60pts
Mangler Squigs 1* 5+ - Fearless, Out of Control, Small, Tough - 60pts
Arachnarok Spider 1* 4+ 2x Force Lance, Force Claws (Poison) Armor(1), Fast, Fear, Fearless, Monster,
Strider, Very Tough
E 115pts
Spear Chukka 1* 6+ Bolt Thrower Ordnance, Small, Tough - 25pts
Rock Lobber 1* 6+ Stone Thrower (Indirect) Ordnance, Small, Tough - 40pts
Doom Diver Catapult 1* 6+ Stone Thrower (Indirect) Doom Diver, Ordnance, Small, Tough - 45pts
Wolf Chariot 1*** 6+ 3x Shortbow, Master Lance, Scythed
Wheels
Armor(2), Chariot, Tough - 35pts
Pump Wagon 1* 6+ Exploding Spores, Force Sword Armor(2), Chariot, Impact(D6), Pump, Tough F 55pts
Giant Wolf 1* - - Fast, Nimble - -
Giant Spider 1* - Light Claws (Poison) Fast, Nimble, Strider - -
Gigantic Spider 1* - Heavy Claws (Poison) Fast, Fear, Nimble, Strider, Tough - -
Wolf Chariot 1* - Scythed Wheels Armor(2), Chariot, Tough - -
Great Cave Squig 1* - Heavy Claws Boingy, Nimble, Fearless - -

A
Replace Heavy Sword:
Master Sword +5pts
Heavy Mace +5pts
Heavy Lance (Mounted Only) +5pts
Take one:
Shortbow +5pts
Mount on:
Giant Wolf +5pts
Great Cave Squig +10pts
Giant Spider +10pts
Gigantic Spider +20pts
Wolf Chariot +25pts

B
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Giant Wolf +5pts
Wolf Chariot +25pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take any:
Fanatic (may take 3x) +10pts
Netter +30pts

E
Take one:
Bolt Thrower +35pts

F
Take any:
Scythed Wheels +5pts
Out-Rigga (2D6 if using pump) +5pts
Flappas (Ignores difficult terrain) +5pts
Giant Spores (Once per game deal
2D6 hits when using Ram)
+5pts










Army Special Rules
Boingy: This unit moves 3D6 when using move,
march or charge actions. If you roll 18 the unit also
has Impact(1) until the end of this round.
Doom Diver: Target units dont get +1 die to
blocking when using indirect fire.
Exploding Spores: This unit may fire a weapon
with Range 12 and Killpower 1 that hits
automatically.
Fanatic: Place a goblin fanatic model next to this
unit as long as it is alive. Once per game you may
remove the goblin fanatic model to deal D6 hits to
one enemy unit within 6.
Herder: Place a night goblin herder model next to
this unit as long as it is alive. Once per game you
may remove the beastmaster model to deal D6 hits
to any unit within 6, however then the unit is
removed as a casualty.
Netter: Enemy units must re-roll successful melee
attacks against this unit.
Out of Control: This unit moves 3D6 and may
only use move actions. The unit may pass through
enemy unit (not close combat) and deals 2D6
automatic hits when doing so. Enemy units may not
charge this unit, but instead may move through it,
taking 3D6 automatic hits. This unit is then removed
as a casualty.
Pump: This unit may add D6 to its movement,
however on a roll of a 1 it takes D6 hits.
Scythed Wheels: D6+1 hits when using Ram.























Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Sneaky Stabbin (Target unit within
12 gets +1 die to close combat for
each level of armor its target has)
+5pts
Night Shroud (The wizard and his
unit get Armor(+1) until the end of
this round)
+10pts
Itchy Nuisance (Target unit within
24 reduces its movement by D6
until the end of this round)
+15pts
Spider-God Gift (Target unit within
12 has Poison attacks until the
end of this round)
+20pts
Gorkll Fix It (Target unit within 24
must re-roll all hits and blocks of 6
until the end of this round)
+30pts
Vindictive Glare (Target unit within
24 takes 3D6 hits)
+95pts

Notes
When using this army you may take any units with
their respective upgrades from the Orcs army.
High Elves
Name Size Quality Equipment Special Rules Upgrades Cost
Prince 1* 4+ Master Sword (Strikes First) Hero, Prowess, Small, Tough A 50pts
Mage 1* 4+ Light Sword (Strikes First) Blessing, Prowess, Small, Tough,
Wizard(1)
B 50pts
Spearmen 5**** 4+ Light Spears (Strikes First) Prowess C 75pts
Lothern Sea Guard 5*** 4+ Bows, Light Spears (Strikes First) Prowess C 105pts
Archers 5*** 4+ Longbows, Light Swords (Strikes First) Prowess C 110pts
Sisters of Avelorn 5*** 3+ Rapid Bows, Light Swords (Strikes First) Prowess - 135pts
White Lions 5*** 4+ Light Maces (Strikes First) Armor(2), Fearless, Prowess, Strider C 135pts
Shadow Warriors 5*** 4+ Longbows, Light Swords (Strikes First) Hatred, Prowess, Scout, Skirmisher - 140pts
Phoenix Guard 5*** 3+ Light Halberds (Strikes First) Armor(1), Fear, Prowess C 150pts
Swordmasters 5*** 4+ Medium Maces (Strikes First) Armor(2), Deflect, Prowess C 150pts
Ellyrian Reavers 5** 4+ Light Lances (Strikes First) Fast, Nimble C 80pts
Ellyrian Harbingers 5** 4+ Bows, Light Swords (Strikes First) Fast, Nimble C 100pts
Ellyrian Archers 5** 4+ Bows, Light Lances (Strikes First) Fast, Nimble C 110pts
Silver Helms 5** 4+ Light Lances (Strikes First) Armor(2), Fast, Nimble C 120pts
Dragon Princes 5*** 3+ Medium Lances (Strikes First) Armor(1), Fast, Nimble, Prowess C 145pts
Great Eagle 1*** 3+ Medium Claws Fast, Flying, Tough D 35pts
Frostheart Phoenix 1* 3+ Master Claws Armor(1), Blizzard Aura, Fast, Fear,
Flying, Monster, Very Tough
- 90pts
Flamespyre Phoenix 1* 3+ Heavy Claws Fast, Fear, Flying, Monster, Phoenix,
Very Tough, Wake of Fire
- 125pts
Bolt Thrower 1* 4+ Rapid Bolt Thrower Ordnance, Small, Tough - 70pts
Tiranoc Chariot 1*** 4+ 2x Longbow, Medium Lance (Strikes First) Chariot, Tough - 50pts
Lion Chariot 1* 4+ Medium Mace (Strikes First), Medium
Claws
Chariot, Fear, Fearless, Tough - 50pts
Lothern Skycutter 1* 4+ 3x Bow, Master Lance (Strikes First) Chariot, Flying, Tough E 85pts
Elven Steed 1* - - Fast, Nimble - -
Great Eagle 1* - Light Claws Fast, Flying, Nimble, Tough - -
Griffon 1* - Heavy Claws Fast, Fear, Flying, Nimble, Tough - -
Sun Dragon 1* - Heavy Flamer, Heavy Claws Armor(2), Fast, Fear, Flying, Very Tough - -
Moon Dragon 1* - Heavy Flamer, Master Claws Armor(2), Fast, Fear, Flying, Very Tough - -
Star Dragon 1* - Heavy Flamer, Force Claws Armor(2), Fast, Fear, Flying, Very Tough - -
Tiranoc Chariot 1* - Longbow, Light Lance (Strikes First) Chariot, Tough - -

A
Replace Master Sword:
Master Halberd (Strikes First) +5pts
Master Spear (Strikes First) +5pts
Force Mace +5pts
Master Lance (Strikes First,
Mounted Only)
+5pts
Take one:
Longbow +10pts
Shield (Armor(+1)) +10pts
Mount on:
Elven Steed +5pts
Great Eagle +20pts
Griffon +30pts
Sun Dragon +70pts
Moon Dragon +75pts
Star Dragon +80pts

B
Upgrade Wizard(1):
Wizard(2) +5pts
Wizard(3) +10pts
Mount on:
Elven Steed +5pts
Great Eagle +20pts
Tiranoc Chariot +40pts
Sun Dragon +70pts
Moon Dragon +75pts
Star Dragon +80pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take any:
Swiftsense (Strikes First) +10pts
Swooping Strike (Impact(D3)) +10pts
Shredding Talons (Enemies must
re-roll successful blocks in melee)
+15pts

E
Take one:
Eagle Bolt Thrower (Ran. 24, KP 3) +20pts


Army Special Rules
Blessing: The wizard may re-roll one die when
casting spells.
Blizzard Aura: Enemy units fighting against this
model in close combat have Strikes Last.
Deflect: This unit has Armor(+1) when blocking
shooting attacks.
Phoenix: Whenever this model would be removed
as a casualty roll one die. On a 5+ the model
survives and you may remove D3+1 wound markers.
Prowess: This unit may attack with one extra row
both in close combat and when shooting.
Wake of Fire: Whenever this unit flies over enemy
units not engaged in close combat those units take
D6 automatic hits.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Drain Magic (Target unit within 18
loses all magic effects)
+15pts
Apotheosis (Target model within
18 removes one wound marker)
+15pts
Walk between worlds (Target
friendly unit within 24 may
immediately move 10)
+25pts
Tempest (Target unit within 30
takes D6 hits)
+45pts
Hand of Glory (Target unit within
18 may re-roll failed melee or
shooting attacks until the end of
this round)
+50pts
Soul Quench (Target unit within
18 takes 2D6 hits)
+55pts
Warriors of Chaos
Name Size Quality Equipment Special Rules Upgrades Cost
Chaos Lord 1* 3+ Force Sword Hero, Small, Tough A, B 45pts
Chaos Sorcerer 1* 3+ Heavy Sword Hero, Small, Tough, Wizard(1) A, B 45pts
Daemon Prince 1* 2+ Force Claws Armor(1), Fear, Fearless, Hero, Tough, Wizard(1) A, D 90pts
Chaos Swordsmen 5**** 3+ Medium Swords - A, C 80pts
Chaos Halberdiers 5**** 3+ Medium Halberds - A, C 100pts
Chaos Warriors 5**** 3+ Medium Maces - A, C 100pts
Chaos Marauders 5**** 4+ Light Swords - A, C 45pts
Chaos Chieftains 5**** 4+ Light Maces - A, C 60pts
Forsaken 5*** 4+ Medium Swords Armor(1), Fearless, Frenzy, Mutations A 100pts
Chaos Warhounds 5*** 4+ Light Claws Fast E 50pts
Chosen Swordsmen 5*** 3+ Medium Swords Fearless A, C 100pts
Chosen Halberdiers 5*** 3+ Medium Halberds Fearless A, C 120pts
Chosen Warriors 5*** 3+ Medium Maces Fearless A, C 120pts
Marauder Horsemen 5** 4+ Light Swords Fast, Nimble A, C 55pts
Marauder Knights 5** 4+ Light Lances Fast, Nimble A, C 70pts
Marauder Masters 5** 4+ Light Maces Fast, Nimble A, C 70pts
Hellstriders 5** 4+ Medium Lances (Poison) Fast, Fear, Nimble C 115pts
Chaos Horsemen 5** 3+ Medium Swords Armor(1), Fast, Fear, Nimble A, C 115pts
Chaos Knights 5** 3+ Medium Lances Armor(1), Fast, Fear, Nimble A, C 135pts
Skullcrushers 5** 3+ Medium Swords Armor(1), Fast, Fear, Furious, Nimble C 125pts
Skullcrusher Knights 5** 3+ Medium Lances Armor(1), Fast, Fear, Furious, Nimble C 145pts
Chaos Ogre 1*** 4+ Heavy Sword Fear, Impact(1), Tough A, C 35pts
Chaos Mutant Ogre 1*** 4+ Heavy Mace Fear, Impact(1), Tough A, C 40pts
Dragon Ogre 1*** 3+ Heavy Sword Fear, Resistance(1), Tough - 40pts
Dragon Halberdier 1*** 3+ Heavy Halberd Fear, Resistance(1), Tough - 45pts
Dragon Shartak 1*** 3+ Heavy Mace Fear, Resistance(1), Tough - 45pts
Chaos Troll 1*** 4+ Heavy Sword Fear, Regeneration, Tough - 45pts
Chaos Spawn 1* 4+ Force Claws Fast, Fear, Monster, Tough A 45pts
Chimera 1* 3+ Force Claws Fast, Fear, Flying, Monster, Tail Strike, Tough F 65pts
Slaughterbrute 1* 3+ Master Claws Fear, Frenzy, Monster, Very Tough - 70pts
Dragon Shaggoth 1* 3+ Force Sword Fear, Fearless, Monster, Resistance(1), Very Tough - 75pts
Chaos Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough A 95pts
Hellcannon 1* 4+ Cannon (Indirect), Force
Claws
Armor(1), Fear, Monster, Very Tough - 165pts
Mutalith Beast 1* 3+ Force Claws Fear, Maelstrom, Monster, Regeneration, Very Tough - 175pts
Chaos Chariot 1* 3+ Master Halberd, Scythed
Wheels
Chariot, Tough A 50pts
Gorebeast Chariot 1* 3+ Master Halberd, Scythed
Wheels
Chariot, Fear, Gorebeast Charge, Tough A 75pts
Chaos Warshrine 1* 3+ 2x Force Sword Armor(1), Chariot, Fear, Giver of Glory, Very Tough A 220pts
Chaos Steed 1* - - Fast, Nimble - -
Daemonic Mount 1* - Light Claws Fear, Tough - -
Disc of Tzeentch 1* - Medium Claws Fear, Flying, - -
Juggernaut of Khorne 1* - Medium Claws Armor(1), Fast, Fear, Furious, Nimble, Tough - -
Palanquin of Nurgle 1* - Force Claws Fear, Tough - -
Steed of Slaanesh 1* - Light Claws (Poison) Fast, Fear, Nimble - -
Manticore 1* - Force Claws Fear, Flying, Frenzy, Tough - -
Chaos Dragon 1* - Heavy Flamer, Force Claws Fear, Flying, Very Tough - -

A
Take one:
Tzeentch (Resistance(+1)) +5pts
Nurgle (Armor(+1)) +15pts
Slaanesh (Fearless) +40pts
Khorne (Frenzy) +40pts

B
Replace Force Sword:
Force Spear +5pts
Force Mace +5pts
Force Lance (Mounted Only) +5pts
Take one:
Shield (Armor(+1)) +10pts
Upgrade Wizard(1):
Wizard(2) +10pts
Mount on:
Chaos Steed +5pts
Steed of Slaanesh +10pts
Disc of Tzeentch +15pts
Daemonic Mount +25pts
Palanquin of Nurgle +40pts
Juggernaut of Khorne +45pts
Manticore +45pts
Chaos Dragon +75pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take any:
Chaos Armor (Armor(+1)) +10pts
Daemonic Flight (Flying) +10pts
Wizard(1) +10pts
Wizard(2) +20pts
Wizard(3) +30pts

E
Take any:
Vanguard +5pts
Mutant Poisons (Poison) +5pts
Scaly Hide (Armor(+1)) +10pts

F
Take any:
Regenerating Flesh (Regeneration) +15pts
Flaming Breath (Heavy Flamer) +20pts
Venomous Ooze (Poison) +20pts

Army Special Rules
Fall Over: When this unit is removed as a casualty
all units within 3 take D6 automatic hits.
Giant Attack: Whenever this unit fights in close
combat roll one die and consult the following table:
Result Attack
1-2 This unit immediately wins close
combat before either side strikes.
3-4 Target takes 2D6 automatic hits.
5-6 Remove D6 models from the target
unit or add D6 wound markers to its
Tough/ Very Tough count.
Giver of Glory: Once per game D3 friendly units
within 12 may re-roll failed hits and failed blocks.
Gorebeast Charge: Enemy units must re-roll
successful blocks when defending against automatic
hits from this units ram actions.
Maelstrom: Target unit within 18 takes as many
hits as models in it.
Mutations: Whenever this unit fights close combat
roll one die. On a 1-3 this unit has Strikes Last, on a
4-6 this unit has Strikes First.
Scythed Wheels: D6+1 hits when using Ram.
Tail Strike: This unit gets +D3 attacks when
fighting close combat.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Stream of Corruption (Target unit
within 6 takes 2D6 hits)
+20pts
Lash of Slaanesh (Draw a 24
straight line from the wizard. All
units it passes take D3 hits)
+30pts
Pink Fire of Tzeentch (Target unit
within 24 takes D6 hits)
+35pts
Miasma of Pestilence (Target unit
within 18 must re-roll hits)
+40pts
Acquiescence (Target unit within
24 has Strikes Last)
+50pts
Blue Fire of Tzeentch (Target unit
within 24 takes 3D6 hits)
+110pts
Dwarfs
Name Size Quality Equipment Special Rules Upgrades Cost
Thane 1* 3+ Heavy Sword Armor(1), Fearless, Furious, Hatred, Hero, Shieldwall,
Slow, Small, Tough
A, F 70pts
Master Engineer 1* 4+ Medium Sword Armor(1), Artillery Master, Fearless, Furious, Hatred,
Hero, Slow, Small, Tough, Entrenchment
A, F 75pts
Runesmith 1* 4+ Medium Sword Armor(1), Fearless, Furious, Hatred, Hero,
Resistance(2), Shieldwall, Slow, Small, Tough
A, F 55pts
Dragon Slayer 1* 4+ Slayer Axe Deathblow, Fearless, Furious, Hero, Hatred, Slayer,
Slow, Small, Tough
F 40pts
Dwarf Warriors 5**** 4+ Light Swords Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 95pts
Dwarf Veterans 5**** 4+ Light Maces Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 110pts
Miners 5**** 4+ Light Maces Fearless, Furious, Hatred, Scout, Slow B, C, F, G 110pts
Slayers 5**** 4+ Slayer Axes Deathblow, Fearless, Furious, Hatred, Slayer, Slow B, F, G 115pts
Quarrelers 5** 4+ Rapid Crossbows Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 195pts
Quarreler Veterans 5** 4+ Rapid Crossbows, Light Maces Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 210pts
Thunderers 5** 4+ Rapid Rifles Armor(1), Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 175pts
Irondrakes 5** 3+ Drakeguns (Range 18, KP 4),
Light Swords
Armor(1), Fearless, Furious, Hatred, Slow B, C, E, F, G 235pts
Ironbreakers 5*** 3+ Light Swords Armor(1), Fearless, Furious, Hatred, Slow B, F, G 115pts
Longbeards 5*** 3+ Light Swords Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 135pts
Old Guard 5*** 3+ Light Maces Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 155pts
Hammerers 5*** 3+ Medium Maces Fearless, Furious, Hatred, Shieldwall, Slow B, F, G 175pts
Rangers 5*** 4+ Rapid Crossbows, Light Maces Fearless, Furious, Hatred, Scout, Slow B, F, G 210pts
Gyrocopter 1* 4+ Flamer, Dive Bomb Armor(1), Fast, Fearless, Flying, Hatred, Tough D, H 70pts
Gyrobomber 1* 4+ Rapid Rifle, Dwarf Bombs Armor(1), Fast, Fearless, Flying, Hatred, Tough H 140pts
Flame Cannon 1* 4+ Heavy Flamer (Torrent) Fearless, Hatred, Ordnance, Small, Tough H 55pts
Bolt Thrower 1* 4+ Bolt Thrower Fearless, Hatred, Ordnance, Small, Tough H 70pts
Organ Gun 1* 4+ Rapid Bolt Thrower Fearless, Hatred, Ordnance, Small, Tough H 75pts
Grudge Thrower 1* 4+ Stone Thrower (Indirect) Fearless, Hatred, Ordnance, Small, Tough H 130pts
Cannon 1* 4+ Cannon (Indirect) Fearless, Hatred, Ordnance, Small, Tough H 135pts
Shieldbearers 1* - Master Sword Tough - -

A
Replace Heavy Sword:
Heavy Mace +5pts
Take one:
Rapid Pistol +10pts
Rapid Rifle +20pts
Rapid Crossbow +25pts
Mount on:
Shieldbearers +30pts

B
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

C
Take one:
Cinderblast Bombs (Ran. 6, KP D6) +5pts

D
Replace Flamer:
Brimstone Gun (Rapid Rifle) +5pts

E
Replace Drakegun:
Trollhammer Torpedo (Ran. 24,
KP D6)
+5pts

F
Take one:
Rune of Flight (Throwing Knife) +5pts
Rune of Gromril (Armor(+1)) +10pts
Rune of Smiting (+D6 melee
attacks)
+15pts
Rune of Adamant (Armor(+2)) +20pts
Rune of Fortitude (May re-roll
failed blocks)
+30pts
Rune of Slaying (Enemies must re-
roll successful blocks in melee)
+30pts

G
Take one:
Rune of Sanctuary (Magic
Resistance(1))
+5pts
Rune of Battle (Add +1 to the
number of kills when working out
close combat results)
+10pts
Rune of Slowness (Enemy units
move D6 less when charging)
+10pts

H
Take one:
Rune of Immolation (Once per
game remove this model and deal
2D6 hits to one unit within 6)
+5pts
Rune of Disguise (+1 die when
blocking shooting attacks)
+5pts
Rune of Penetration (Enemies
must re-roll successful blocks when
shooting)
+15pts

Army Special Rules
Artillery Master: Friendly Ordnance units within
3 of this model have Quality 3+ when shooting.
Deathblow: When this model is killed in close
combat the attacker receives one automatic hit.
Dive Bomb: Once per game this unit may attack a
unit it moved over with 2D6 automatic hits.
Dwarf Bombs: Once per turn this unit may attack
a unit it moved over with 2D6 automatic hits.
Entrenchment: At the beginning of the game you
may declare one friendly ordnance model. For the
rest of the game that model has +1 die to defense
when blocking shooting attacks.
Shieldwall: This unit has Armor(+1) when being
charged.
Slayer: Enemy units must re-roll successful blocks
against attacks from this model.
Slayer Axe: This model attacks in close combat
with either a medium sword or a light mace (choose
before each combat), and a Dragon Slayer may use
either a master sword or heavy mace.
Skaven
Name Size Quality Equipment Special Rules Upgrades Cost
Warlord 1* 4+ Master Sword Hero, Numbers, Scurry, Small, Tough A 35pts
Warlock Engineer 1* 4+ Light Halberd Hero, Numbers, Scurry, Small, Tough B 30pts
Chieftain 1* 5+ Heavy Sword Hero, Numbers, Scurry, Small, Tough A 20pts
Plague Priest 1* 5+ Heavy Sword Frenzy, Numbers, Scurry, Small, Tough,
Wizard(1)
C 25pts
Clanrats 5**** 5+ Light Swords Numbers, Scurry D, E 30pts
Clanrat Spearmen 5**** 5+ Light Spears Numbers, Scurry D, E 35pts
Stormvermin 5**** 4+ Light Halberds Numbers, Scurry D, E 65pts
Skavenslaves 5**** 6+ Light Swords Expendable, Numbers D 15pts
Slave Spearmen 5**** 6+ Light Spears Expendable, Numbers D 20pts
Slave Slingers 5**** 6+ Throwing Knives Expendable, Numbers D 20pts
Night Runners 5**** 5+ Throwing Knives, Medium Swords Fast, Numbers, Scurry, Vanguard - 60pts
Gutter Runners 5*** 4+ Throwing Knives, Medium Swords Fast, Scout, Scurry, Sneaky F 90pts
Rat Swarms 1*** 6+ Force Claws Fast, Small, Very Tough - 20pts
Giant Rats 5**** 5+ Light Claws Fast, Numbers, Pack, Scurry - 35pts
Rat Ogres 1*** 4+ Heavy Fists Fear, Frenzy, Pack, Scurry, Tough - 35pts
Plague Monks 5*** 5+ Medium Swords Frenzy, Numbers, Scurry D 50pts
Globadiers 5*** 5+ Throwing Knives (Poison) Scurry, Life is Cheap - 50pts
Censer Bearers 5*** 5+ Plague Censers Frenzy, Hatred, Numbers, Scurry - 100pts
Warplock Jezzails 1*** 5+ Sniper Rifles (Scope) Armor(1), Scurry - 25pts
Hell Pit Abomination 1* 4+ Flailing Fists (KP 2D6) Fear, Impact(D6), Monster, Regeneration, Very
Tough
- 95pts
Doomwheel 1* 5+ Rolling Doom (KP 3D6) Armor(2), Chariot, Fear, Very Tough, Zzzzap! - 85pts
Lightning Cannon 1* 5+ Cannon (Indirect) Ordnance, Small, Tough - 85pts
Plagueclaw Catapult 1* 5+ Stone Thrower (Poison, Indirect) Ordnance, Small, Tough - 100pts
Plague Furnace 1* - Heavy Flamer, Noxious Fog (KP
D6), Wrecker (KP 2D6, Strikes Last)
Armor(2), Chariot, Frenzy, Resistance(2), Very
Tough
- -
Screaming Bell 1* - Screaming Bell Armor(2), Chariot, Fear, Resistance(2), Very
Tough
- -
Ogre Bonebreaker 1* - Heavy Fists Fear, Frenzy, Tough - -
War-Litter 1* - Heavy Claws Tough - -
Great Pox Rat 1* - Light Claws (Poison) Fast - -

A
Replace Master Sword or Heavy Sword:
Master Sword +5pts
Master Mace +5pts
Master Halberd +5pts
Take one:
Pistol +5pts
Rifle +10pts
Shield (Armor(+1)) +10pts
Take any:
Tail Weapon (+1 melee attack) +5pts
Rat hound (+1 melee attack) +5pts
Unctuous Lotions (Poison) +10pts
Mount on:
Great Pox Rat +5pts
War-Litter +20pts
Ogre Bonebreaker +30pts

B
Replace Light Halberd:
Heavy Halberd +5pts
Take one:
Pistol +5pts
Rifle +10pts
Take one:
Wizard(1) +5pts
Wizard(2) +10pts

C
Replace Heavy Sword:
Plague Censer +10pts
Heavy Mace
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Great Pox Rat +5pts
Plague Furnace +65pts
Screaming Bell +165pts

D
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts





E
Take one:
Warpfire Thrower (Heavy Flamer) +15pts
Ratling Gun (Ran. 18, KP D6) +15pts
Doom Flayer (KP 2D6) +20pts
Poisoned Wind Mortar (Ran. 24,
KP D6, Indirect)
+25pts
Grinder +30pts

F
Take any:
Smoke Bombs (Once per game this
unit passes a morale test if fleeing)
+10pts
Snare Nets (Strikes First) +60pts
Venomous Blades (Poison) +60pts

Army Special Rules
Expendable: If this unit fails a morale test (after
any re-rolls) it is removed from the game and all
units within 3 take D3 automatic hits. Friendly units
may shoot at enemies in close combat with this
unit. Roll one die, on a 1-3 this unit is hit, on a 4-6
the enemy unit is hit.
Grinder: You may hold this unit in reserves instead
of deploying it. After round 1 you may roll one die at
the beginning of every turn, and on a 4+ you may
place a marker anywhere on the table, at least 12
away from enemy units. Roll one die, on a 2+ the
unit is placed on the position of the marker. On a 1
the unit scatters and your opponent may move the
marker anywhere within 12 of its original position
before placing the unit. If the unit has not arrived by
the last round it arrives automatically (4+ scatter).
Life is Cheap: This unit may shoot at enemies in
close combat with friendly units. Roll one die, on a
1-3 the friendly unit is hit, on a 4-6 the enemy is hit.
Numbers: This unit may re-roll failed morale tests
as many times as extra ranks it has past the first.
Pack: Place a packmaster model next to this unit as
long as it is alive. This unit has the fearless special
rule, however if it ever fails a morale test (after any
re-rolls) remove the packmaster model and the unit
loses the fearless rule.
Plague Censer: At the beginning of any close
combat, before either side strikes, any enemy
model in contact with this model takes one
automatic hit. When fighting close combat this
model counts as having a light mace.

Screaming Bell: Once per turn you may roll one
die and consult the following table:
Result Effect
1 Nothing happens.
2 This unit may move D6.
3 All friendly units within 24 may re-
roll failed blocks.
4 All enemy units within 24 take D3
automatic hits.
5 Roll one die per piece of terrain
within 24, on a 5+ it is removed.
6 All friendly units within 24 get +1
attack in melee, and all friendly units
not in close combat may move D6.

Scurry: This unit moves +2 when fleeing.
Sneaky: You may hold this unit in reserves instead
of deploying it. After round 1, at the beginning of
every turn, roll one die and on a 4+ the unit arrives
and may be deployed touching any table edge. If
this unit has not arrived by the last round it arrives
automatically, but must be placed at least 12 away
from any enemy unit.
Zzzzap!: Once per turn this unit must shoot at the
closest unit within 18 (friend or foe). Fire three
shots consecutively at the closest unit, and each
shot has 2D6 Killpower.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Skitterleap (Target model within
12 may be placed anywhere)
+15pts
Howling Warpgale (Flying units
may not fly and all enemy units
must re-roll successful shots until
the end of this round)
+20pts
Pestilent Breath (Target unit within
12 takes D6+1 hits)
+20pts
Bless with Filth (Target unit within
12 has poison in melee)
+25pts
Wither (Target unit within 12
must re-roll successful blocks)
+25pts
Warp Lightning (Target unit within
24 takes D6 hits)
+30pts
Lizardmen
Name Size Quality Equipment Special Rules Upgrades Cost
Slann Mage-Priest 1* 3+ Light Sword Armor(1), Fearless, Hero, Very Tough, Wizard(3) - 85pts
Scar-Veteran 1* 3+ Master Sword Fearless, Hero, Predatory, Small, Tough A 55pts
Skink Chief 1* 6+ Heavy Sword Fearless, Hero, Small, Strider, Tough B 15pts
Skink Priest 1* 6+ Light Sword Arcane Vassal, Fearless, Small, Strider, Tough,
Wizard(1)
- 25pts
Saurus Warriors 5**** 3+ Medium Swords Fearless, Predatory C 110pts
Saurus Spearmen 5**** 3+ Medium Spears Fearless, Predatory C 115pts
Temple Guard 5*** 3+ Medium Halberds Fearless, Guardian, Predatory C 135pts
Cold One Riders 5** 3+ Heavy Swords Fast, Fear, Fearless, Nimble, Predatory C 160pts
Cold One Knights 5** 3+ Heavy Lances Fast, Fear, Fearless, Nimble, Predatory C 185pts
Skink Cohort 5** 6+ Throwing Knives (Poison) Fearless, Strider C 45pts
Skink Skirmishers 5** 6+ Pistols (Poison) Fearless, Skirmisher, Strider C 70pts
Chameleon Skinks 5** 5+ Pistols (Poison) Chameleon, Fearless, Scout, Skirmisher, Strider - 130pts
Jungle Swarms 1*** 5+ Force Claws (Poison) Fearless, Strider, Very Tough - 50pts
Kroxigors 1*** 3+ Heavy Mace Armor(1), Fear, Fearless, Predatory, Strider, Tough - 65pts
Terradon Riders 1*** 5+ Throwing Knife (Poison) Drop Rocks, Fast, Fearless, Flying, Nimble D 25pts
Ripperdactyl Riders 1*** 5+ Medium Lance Fast, Fear, Fearless, Flying, Frenzy, Nimble, Toad
Rage
- 25pts
Razordon 1*** 3+ Shortbow, Heavy Claws Fear, Fearless, Hunting Pack, Strider, Tough - 50pts
Salamander 1*** 3+ Flamer, Heavy Claws Fear, Fearless, Hunting Pack, Strider, Tough - 55pts
Troglodon 1* 3+ Shortbow (Poison), Heavy Claws
(Poison)
Arcane Vassal, Armor(1), Fear, Fearless, Monster,
Predatory, Roar, Strider, Very Tough
- 120pts
Bastiladon 1* 3+ Ark of Sotek (Ran. D6, KP 2D6),
Heavy Claws (Strikes Last)
Armor(3), Bludgeon, Fear, Fearless, Monster, Very
Tough
F 130pts
Stegadon 1* 3+ Bolt Thrower (Poison), Force
Claws
Armor(1), Fear, Fearless, Impact(D6), Monster, Very
Tough
E 160pts
Ancient Stegadon 1* 3+ Giant Blowpipe (Ran. 18, KP
2D6, Poison), Force Claws
Armor(2), Fear, Fearless, Impact(D6), Monster, Very
Tough
E, H 180pts
Carnosaur 1* - Force Claws Armor(2), Fear, Frenzy, Monster, Very Tough - -
Cold One 1* - Light Claws Fast, Fear, Nimble G -
Terradon 1* - - Drop Rocks, Fast, Flying, Nimble - -
Ripperdactyl 1* - Light Claws Fast, Fear, Flying, Frenzy, Nimble, Toad Rage - -

A
Replace Master Sword:
Force Sword +5pts
Master Halberd +5pts
Master Spear +5pts
Master Mace +5pts
Master Lance (Mounted Only) +5pts
Take one:
Shield (Armor(+1)) +10pts
Mount on:
Cold One +10pts
Carnosaur +95pts

B
Replace Heavy Sword:
Heavy Lance (Mounted Only) +5pts
Take one:
Shield (Armor(+1)) +5pts
Throwing Knife (Poison) +5pts
Pistol (Poison) +10pts
Mount on:
Terradon +10pts
Ripperdactyl +15pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take one:
Bolas (Pistol) +5pts

E
Take any:
Unstoppable Stampede (Furious) +5pts
Sharp Horns (Impact(+D3)) +10pts

F
Replace Ark of Sotek:
Solar Engine (Ran. 24, KP 2D6) +40pts

G
Take any:
Loping Stride (Strider) +5pts
Blood Roar (Enemies must re-roll
successful morale tests from fear)
+10pts

H
Replace Giant Blowpipe:
Engine of the Gods Free

Army Special Rules
Arcane Vassal: Whenever a Slann Mage-Priest
casts a spell within 24 of this model you may
measure distances for that spell as if they were cast
from this models position instead.
Bludgeon: Once per round you may attack one
enemy unit within 3 of this models rear. The unit
immediately takes 2D6 automatic hits.
Chameleon: This unit has Armor(+1) against
shooting attacks.
Drop Rocks: Once per game this unit may attack a
unit it moved over with D3 automatic hits.
Engine of the Gods: All friendly units within 6
have Armor(+1). Once per game every enemy unit
within 4D6 takes D6 automatic hits.
Guardian: As long as this unit is within 3 of a
Slann Mage-Priest you may redirect any attack
which targets the Slann Mage-Priest to this unit.
Hunting Pack: Place a Skink Handler model next to
this unit as long as it is alive. Once per game you
may remove the Skink Handler model and add +D3
KP to a shooting attack, however the unit loses the
fearless rule for the rest of the game.
Predatory: Whenever this model rolls a 6 on a
melee attack roll you may immediately roll one
more attack die. This rule does not apply to attack
dice generated by this.
Roar: Once per game all friendly units within 12
that have the Predatory special rule get one extra
attack on rolls of 5 and 6 instead of just 6.
Toad Rage: At the beginning of the game select
one enemy unit. This unit has +D3 attacks and may
re-roll failed hits whenever attacking that unit.












Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Drain Magic (Target unit within 18
loses all magic effects)
+15pts
Apotheosis (Target model within
18 removes one wound marker)
+15pts
Walk between worlds (Target
friendly unit within 24 may
immediately move 10)
+25pts
Tempest (Target unit within 30
takes D6 hits)
+45pts
Hand of Glory (Target unit within
18 may re-roll failed melee or
shooting attacks until the end of
this round)
+50pts
Soul Quench (Target unit within
18 takes 2D6 hits)
+55pts
Ogre Kingdoms
Name Size Quality Equipment Special Rules Upgrades Cost
Tyrant 1* 3+ Force Sword Fear, Hero, Impact(1), Very Tough A, C 70pts
Bruiser 1* 4+ Master Sword Fear, Hero, Impact(1), Tough A, C 40pts
Hunter 1* 4+ Pistol, Master Sword Fear, Hero, Impact(1), Loner, Tough B, C 45pts
Butcher 1* 4+ Heavy Sword Fear, Impact(1), Immune, Tough, Wizard(1) D 45pts
Firebelly 1* 4+ Flamer, Heavy Sword Fear, Impact(1), Tough, Wizard(1) D 50pts
Ogres 3**** 4+ Heavy Swords Fear, Impact(1), Tough E 110pts
Crushers 3**** 4+ Master Swords Fear, Impact(1), Tough E 120pts
Ironguts 3**** 4+ Heavy Maces Fear, Impact(1), Tough E 120pts
Leadbelchers 3** 4+ Belchguns (Ran. 18, KP D6), Heavy Swords Fear, Impact(1), Tough E 155pts
Gnoblars 5**** 6+ Throwing Knives, Light Swords - E, F 20pts
Maneaters 3*** 3+ Master Swords Been There Done That, Fear, Impact(1), Tough E 155pts
Gutlords 3*** 3+ Force Swords Been There Done That, Fear, Impact(1), Tough E 165pts
Thunderfists 3*** 3+ Master Maces Been There Done That, Fear, Impact(1), Tough E 165pts
Maneater
Captains
3*** 3+ Ogre Pistols (Ran. 12, KP D3+1), Master
Swords
Been There Done That, Fear, Impact(1), Tough E 185pts
Mournfang
Riders
3** 4+ Heavy Swords Armor(1), Fast, Fear, Impact(D3), Nimble, Tough E 145pts
Mournfang
Crushers
3** 4+ Heavy Maces Armor(1), Fast, Fear, Impact(D3), Nimble, Tough E 155pts
Sabretusk Pack 5** 4+ Heavy Claws Fast, Fear, Nimble, Tough, Vanguard - 165pts
Yhetee 1*** 3+ Heavy Sword Fast, Fear, Frost Aura, Strider, Tough - 50pts
Gorger 1* 4+ Master Fists Ambush, Fear, Fearless, Frenzy, Very Tough - 55pts
Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough - 95pts
Stonehorn 1* 4+ Chaintrap (Ran.12, KP4), Force Claws Armor(3), Fear, Frenzy, Impact(2D6), Monster,
Very Tough
G 140pts
Thundertusk 1* 4+ Harpoon (Bolt Thrower), Chaintrap
(Ran.12, KP4), Force Claws
Armor(2), Fear, Frost Sphere, Monster, Numbing
Chill, Very Tough
- 160pts
Scraplauncher 1* 5+ Stone Thrower (Indirect), Heavy Claws Armor(2), Chariot, Fear, Very Tough - 110pts
Ironblaster 1* 4+ Titan Cannon(Ran. 36, KP 12), Heavy Claws Armor(1), Chariot, Fear, Very Tough - 165pts
Stonehorn 1* - Force Claws Armor(3), Fear, Frenzy, Impact(2D6), Monster,
Very Tough
- -

A
Replace Force Sword or Master Sword:
Force Sword +5pts
Force Mace +5pts
Take any:
Ironfist (Armor(+1)) +10pts
Ogre Pistol (Ran. 12, KP D3+1) +10pts

B
Replace Master Sword:
Master Mace +5pts
Take any:
Ironfist (Armor(+1)) +10pts
Blood Vulture (Ran. 36, KP D3) +20pts
Harpoon (Bolt Thrower) +35pts
Mount on:
Stonehorn +125pts

C
Take one:
Wallcrusher (Impact(+1)) +5pts
Mountaineater (This model may
re-roll failed blocks)
+5pts
Giantbreaker (This model may re-
roll failed melee attacks)
+5pts
Longstrider (Fast) +5pts
Brawlergut (Enemy units must re-
roll successful blocks against this
models impact hits)
+5pts

D
Replace Heavy Sword:
Heavy Mace +5pts
Take one:
Ironfist (Armor(+1)) +10pts
Upgrade Wizard(1):
Wizard(2) +5pts

E
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

F
Take one:
Trapper +10pts



G
Replace Chaintrap:
Harpoon (Bolt Thrower) +25pts

Army Special Rules
Ambush: You may hold this unit in reserves
instead of deploying it. After round 1, at the
beginning of every turn, roll one die and on a 4+ the
unit arrives and may be deployed touching any table
edge. If this unit has not arrived by the last round it
arrives automatically, but must be placed at least
12 away from any enemy unit.
Been There Done That: At the beginning of the
game you may declare this unit to have one of the
following special rules:
Fearless
Poison
Scout
Sniper
Strider
Vanguard
Fall Over: When this unit is removed as a casualty
all units within 3 take D6 automatic hits.
Frost Aura: Enemy units have Strikes Last when
fighting close combat with this model.
Frost Sphere: This weapon has a range of 4D6
and D6 Killpower. You may shoot with this weapon
after moving even if already firing another weapon.
Giant Attack: Whenever this unit fights in close
combat roll one die and consult the following table:
Result Attack
1-2 This unit immediately wins close
combat before either side strikes.
3-4 Target takes 2D6 automatic hits.
5-6 Remove D6 models from the target
unit or add D6 wound markers to its
Tough/ Very Tough count.

Immune: This model ignores the effects of Poison.
Loner: This model may only join sabretusk packs.
Numbing Chill: All enemy units within 6 of this
unit have the Strikes Last special rule.
Trapper: Whenever an enemy unit successfully
charges this unit roll as many dice as models in the
charging unit. The unit takes one automatic hit for
each 6 rolled, which are resolved before close
combat begins.



Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Braingobbler (Target unit within
18 must take morale test)
+15pts
Bullgorger (Target unit within 12
may re-roll failed hits in melee)
+25pts
Toothcracker (Target unit within
12 may re-roll failed blocks)
+25pts
The Maw (Target unit within 18
removes D3 models as a casualty
or adds D3 wound markers to its
Tough count)
+30pts
Bonecrusher (Target unit within
18 takes 2D6 hits)
+45pts
Trollguts (Target unit within 12
gets the Regeneration rule)
+100pts
Dark Elves
Name Size Quality Equipment Special Rules Upgrades Cost
Dreadlord 1* 4+ Master Sword (Strikes First) Hatred, Hero, Small, Tough A 50pts
Shadowblade 1* 2+ Rapid Throwing Knife (Poison), Force Sword
(Strikes First, Poison)
Fearless. Hatred, Hero, Hidden, Not a
Leader, Small, Tough
- 125pts
Sorceress 1* 4+ Light Sword (Strikes First) Blessing, Hatred, Small, Tough,
Wizard(1)
B 40pts
Bleakswords 5**** 4+ Light Swords (Strikes First) Hatred C 75pts
Dreadspears 5**** 4+ Light Spears (Strikes First) Hatred C 85pts
Witch Elves 5**** 4+ Medium Swords (Strikes First, Poison) Frenzy, Hatred C 150pts
Harpies 5*** 4+ Medium Claws Flying - 75pts
Corsairs 5*** 4+ Light Swords (Strikes First) Armor(1), Hatred C 85pts
Darkshards 5** 4+ Rapid Crossbows, Light Swords (Strikes First) Hatred C 145pts
Reavers 5*** 4+ Rapid Crossbows, Light Swords (Strikes First) Armor(1), Hatred C 155pts
Sisters of Slaughter 5*** 3+ Medium Swords (Strikes First) Dance of Death, Fearless, Hatred C 175pts
Black Guard 5*** 3+ Medium Halberds (Strikes First) Fearless, Hatred C 200pts
Executioners 5*** 3+ Medium Maces (Strikes First) Fearless, Hatred C 200pts
Shades 5** 3+ Rapid Crossbows, Light Swords (Strikes First) Hatred, Scout, Skirmisher C 245pts
Bloodshades 5** 3+ Rapid Crossbows, Light Maces (Strikes First) Hatred, Scout, Skirmisher C 285pts
Dark Riders 5** 4+ Light Lances (Strikes First) Fast, Hatred, Nimble C 115pts
Cold One Knights 5** 3+ Light Lances (Strikes First) Fast, Fear, Hatred, Nimble C 165pts
Doomfire Warlocks 5** 4+ Medium Swords (Strikes First, Poison) Armor(1), Cursed, Fast, Hatred, Nimble - 165pts
Herald Riders 5** 4+ Rapid Crossbows, Light Lances (Strikes First) Fast, Hatred, Nimble C 220pts
Bloodwrack 1* 3+ Flamer, Heavy Claws (Strikes First) Fast, Fear, Frenzy, Hatred, Tough - 70pts
War Hydra 1* 3+ Hydra Heads Armor(1), Fear, Monster, Very Tough D 110pts
Kharibdyss 1* 3+ Force Claws (Poison) Armor(1), Fear, Feast of Bones,
Monster, Very Tough
- 130pts
Reaper Bolt
Thrower
1* 4+ Rapid Bolt Thrower Hatred, Ordnance, Small, Tough - 70pts
Cold One Chariot 1* 3+ 2x Rapid Crossbows, Master Lance (Strikes
First), Scythed Wheels
Armor(1), Chariot, Fear, Hatred, Tough - 145pts
Bloodwrack Shrine 1* 4+ Heavy Flamer, Heavy Claws (Strikes First),
Medium Lance (Strikes First), Scythed Wheels
Agony, Chariot, Fear, Hatred,
Resistance(1), Very Tough

- 160pts
Scourgerunner
Chariot
1* 4+ 5x Rapid Crossbows, Master Lance (Strikes
First)
Armor(1), Chariot, Hatred, Tough - 165pts
Cold One 1* - - Fast, Nimble - -
Dark Steed 1* - Light Claws Fast, Nimble - -
Dark Pegasus 1* - Light Lance Fast, Flying, Nimble, Tough - -
Manticore 1* - Master Claws Fear, Flying, Monster, Very Tough E -
Black Dragon 1* - Flamer (Poison), Force Claws Armor(2), Flying, Hatred, Monster, Very
Tough
- -
Cauldron of Blood 1* - Master Swords (Strikes First, Poison), Scythed
Wheels
Armor(1), Bloodshield, Chariot, Fear,
Frenzy, Fury, Hatred, Resistance(1),
Strength, Very Tough
- -

A
Replace Master Sword:
Force Mace +5pts
Master Halberd +5pts
Master Lance (Mounted Only) +5pts
Take one:
Sea Dragon Cloak (Armor(+1)) +10pts
Rapid Pistol +10pts
Rapid Crossbow +20pts
Mount on:
Cold One +5pts
Dark Steed +10pts
Dark Pegasus +25pts
Manticore +50pts
Black Dragon +90pts
Cauldron of Blood +175pts

B
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Cold One +5pts
Dark Steed +10pts
Dark Pegasus +25pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take any:
Fiery Breath (Flamer) +10pts
Spit Fire (Heavy Flamer (Torrent)) +20pts



E
Take any:
Blind Rage (+D3 melee attacks) +5pts
Iron Hard Skin (Armor(+1)) +10pts

Army Special Rules
Agony: Friendly units within 6 may re-roll failed
morale tests, and enemy units within 6 must re-roll
successful morale tests.
Blessing: This model may re-roll one spell casting
die once per round.
Bloodshield: Friendly units within 3 have
Armor(+1) as long as this unit is alive.
Cursed: This unit counts as having the Wizard(2)
special rule, however only one model may cast
spells with it per round.
Dance of Death: This unit has Armor(1) against
melee attacks, and enemy units may not roll their
bonus armor dice when in close combat with it.
Feast of Bones: Enemy units in base contact with
this model must re-roll successful morale tests. If
this model is fighting close combat against a single
enemy model and all of its attacks hit, the enemy
model suffers an additional 2D6 hits.
Fury: Once per round you may nominate one unit
within 12. That unit gets Frenzy until the end of
this round.
Hidden: You may choose not to deploy this model
at the start of the game, and instead declare that it
is hidden within a friendly multi-model unit. During
any movement phase you may select any friendly
multi-model unit and declare that this model is
hidden within it. You may then use any normal
action to move this model out of that unit. If all
friendly multi-model units are destroyed before this
model has been revealed then it is a casualty.


Hydra Heads: This unit has 9 melee attacks minus
one for each wound marker on it. Whenever this
unit takes one or more wound markers which do
not kill it you may roll one die for each wound
gained. On a 4+ that marker is removed.
Not a Leader: This hero may not join units.
Scythed Wheels: D6+1 hits when using Ram.
Strength: Enemy units must re-roll successful
blocks caused by friendly units within 6.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Power of Darkness (The wizard and
his unit may re-roll failed melee
hits until the end of this round)
+25pts
Shroud of Despair (All enemy units
within 12 must re-roll successful
morale tests)
+25pts
Doombolt (Target unit within 18
takes 2D6 hits)
+45pts
Bladewind (Target unit within 24
must roll as many melee attacks as
models in it. For every failed roll
the unit takes one hit.)
+45pts
Chillwind (Target unit within 24
takes D6 hits, and the unit must re-
roll successful shooting attacks)
+55pts
Word of Pain (Target unit within
24 must re-roll successful
shooting and melee attacks)
+90pts
Tomb Kings
Name Size Quality Equipment Special Rules Upgrades Cost
Tomb Prince 1* 4+ Heavy Sword Curse, Hero, Nehekharan, Princes Will, Small, Tough A 90pts
Necrotect 1* 6+ Heavy Sword Hero, Nehekharan, Small, Very Tough, Wrath - 25pts
Liche Priest 1* 5+ Light Sword Nehekharan, Small, Tough, Wizard(1) B 20pts
Skeleton Warriors 5**** 6+ Light Swords Nehekharan C 10pts
Skeleton Spearmen 5**** 6+ Light Spears Nehekharan C 15pts
Skeleton Archers 5**** 6+ Bows Asaphs Arrows, Nehekharan C 20pts
Tomb Guard 5*** 4+ Light Swords Nehekharan C 40pts
Tomb Captains 5*** 4+ Light Halberds Nehekharan C 55pts
Skeleton Horsemen 5** 6+ Light Lances Fast, Nehekharan, Nimble, Vanguard C 30pts
Horse Archers 5** 6+ Bows Asaphs Arrows, Fast, Nehekharan, Nimble, Scout C 45pts
Carrion 1*** 4+ Heavy Claws Flying, Nehekharan, Tough - 30pts
Tomb Swarm 1*** 6+ Force Claws (Poison) Entombed, Nehekharan, Very Tough - 35pts
Ushabti 1*** 3+ Heavy Mace Armor(1), Nehekharan, Tough C 50pts
Ushabti Ancient 1*** 3+ Master Sword Armor(1), Nehekharan, Tough C 50pts
Ushabti Archers 1*** 3+ Longbow(Poison), Heavy Mace Armor(1), Asaphs Arrows, Nehekharan, Tough C 55pts
Necropolis Knight 1*** 3+ Master Lance (Poison) Armor(2), Fast, Nehekharan, Nimble, Tough C 85pts
Sepulchral Stalker 1*** 3+ Gaze, Medium Lance Armor(1), Entombed, Fast, Nehekharan, Nimble, Tough - 95pts
Tomb Scorpion 1* 3+ Force Claws (Poison) Armor(1), Entombed, Nehekharan, Resistance(1), Tough - 75pts
Skull Catapult 1* 6+ Stone Thrower (Indirect) Nehekharan, Ordnance, Screaming Skulls, Small, Tough G 55pts
Warsphinx 1* 3+ Master Lance, Force Claws Armor(1), Fear, Monster, Nehekharan, Very Tough D 100pts
Necrosphinx 1* 3+ Master Claws, Decapitation Armor(2), Fear, Flying, Monster, Nehekharan, Very Tough F 105pts
Necrolith Colossus 1* 3+ Master Sword Armor(1), Asaphs Arrows, Fear, Monster, Nehekharan,
Unstoppable, Very Tough
E 105pts
Hierotitan 1* 2+ Master Sword Armor(1), Covenant, Fear, Magical Icons, Monster,
Nehekharan, Very Tough
- 135pts
Skeleton Chariot 1*** 5+ 2x Bows, Master Lance Armor(1), Asaphs Arrows, Chariot, Nehekharan, Tough C 45pts
Casket of Souls 1* 4+ Light of Death, Force Mace Armor(2), Chariot, Covenant, Nehekharan, Tough,
Unleashed
- 130pts
Skeletal Steed 1* - - Fast, Nimble - -
Warsphinx 1* - Force Claws Armor(1), Fear, Monster, Very Tough D -
Skeleton Chariot 1* - - Armor(1), Chariot, Tough - -

A
Replace Heavy Sword:
Heavy Spear +5pts
Heavy Mace +5pts
Heavy Lance (Mounted Only) +5pts
Take one:
Shield (Armor(+1)) +10pts
Mount on:
Skeletal Steed +5pts
Skeleton Chariot +30pts
Warsphinx +60pts

B
Upgrade Wizard(1):
Wizard(2) +5pts
Wizard(3) +10pts
Mount on:
Skeletal Steed +5pts

C
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

D
Take any:
Fiery Roar (Flamer) +10pts
Envenomed Sting (Poison) +30pts

E
Take one:
Longbow +10pts
Bow of Deserts (Ran. 48, KP 1,
target re-rolls successful blocks)
+20pts

F
Take one:
Envenomed Sting (Poison) +15pts

G
Take one:
Skulls of the Foe (Targets must re-
roll successful morale tests)
+15pts






Army Special Rules
Asaphs Arrows: Enemy units dont get the bonus
die for defense when this unit shoots after using a
walk action, and this unit does not get bonus dice to
shooting from elevation.
Covenant: As long as this model is alive one wizard
may re-roll one spell casting die once per round.
Curse: If this unit is killed by an enemy unit, that
unit immediately suffers D6 automatic hits.
Decapitation: This is a melee attack that
automatically kills the target if not blocked
regardless of its Tough wound count.
Entombed: You may hold this unit in reserves
instead of deploying it. After round 1 you may roll
one die at the beginning of every turn, and on a 4+
you may place a marker anywhere on the table, at
least 12 away from enemy units. Roll one die, on a
2+ the unit is placed on the position of the marker.
On a 1 the unit scatters and your opponent may
move the marker anywhere within 12 of its original
position before placing the unit. If the unit has not
arrived by the last round it arrives automatically
(however it scatters on a 4+).
Gaze: This is a shooting attack with 12 range. The
target unit takes XD6 automatic hits, where X is the
number of models in this unit.
Light of Death: This is a shooting attack with 48
range that can only be used as long as this unit has
not moved. The target unit must take a morale test.
If failed the unit immediately removes D3 models or
adds D3 wounds to its Tough count. You may then
roll one die, on a 3+ you may target another enemy
unit within 6 of the target that is not in close
combat. This continues until the roll is failed or
there are no more viable targets.
Magical Icons: This unit may cast one of the
following spells as if it had the Wizard(1) rule:
Spell
Spirit Leech (Target model within 12 takes a
morale test. If it fails remove it as a casualty or
adds D3 wound markers to its Tough count)
Shems Burning Gaze (Target unit within 48
takes D3 hits)







Nehekharan: This model may never use march
actions and has the Fear special rule. Whenever this
unit loses close combat it does not test morale,
instead it loses as many models/adds as many
wounds to its Tough count as the difference it lost
close combat by. If at the start of a round there are
no friendly models with the Wizard rule on the
table, the unit this model is in must take a morale
test. If failed the unit takes D3 automatic hits.
Princes Will: This hero may join a unit of Quality
6+, and that unit counts as having Quality 4+ as long
as the hero is alive.
Screaming Skulls: Whenever a target takes hits
from this units shooting attacks it must take a
morale test.
Unleashed: If this unit is killed roll one die for
every unit (friend or foe) within 12. On a 4+ that
unit takes D6 automatic hits.
Unstoppable: This unit may strike an extra attack
for each unblocked hit it deals to its target. This rule
also counts for the newly generated hits.
Wrath: This hero and his unit have the Hatred
special rule as long as he is alive.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Nerus Protection (Target unit
within 12 gets Armor(+1))
+10pts
Ptras Smiting (Target unit within
12 may attack twice)
+25pts
Sakhmets Skullstorm (Place a
marker anywhere on the table and
scatter it 2D6. All units within 6
of the final position take D6 hits.)
+25pts
Djafs Blades (Target unit within
12 gets +D3 melee attacks)
+50pts
Usirians Vengeance (Target unit
treats all terrain as dangerous)
+50pts
Usekhps Desiccation (Target unit
within 12 must re-roll successful
hits and blocks)
+50pts
Vampire Counts
Name Size Quality Equipment Special Rules Upgrades Cost
Vampire Lord 1* 4+ Master Sword Hero, Hunger, Small, Tough, Vampire, Wizard(1) A 45pts
Wight King 1* 6+ Force Sword Armor(1), Hero, Small, Tough, Undead B 15pts
Banshee 1* 5+ Shriek, Light Claws Ethereal, Hero, Small, Tough, Undead - 30pts
Wraith 1* 5+ Heavy Mace, Chill Grasp Ethereal, Hero, Small, Tough, Undead - 35pts
Necromancer 1* 4+ Light Sword Small, Tough, Undead, Wizard(1) C 30pts
Zombies 5**** 6+ Light Swords (Strikes Last) Undead D 5pts
Skeleton Warriors 5**** 6+ Light Swords Undead D 10pts
Skeleton Spearmen 5**** 6+ Light Spears Undead D 15pts
Crypt Ghouls 5**** 6+ Medium Claws (Poison) Undead - 45pts
Grave Guard 5*** 4+ Light Swords Armor(1), Undead D 50pts
Seneschals 5*** 4+ Light Maces Armor(1), Undead D 65pts
Dire Wolves 5** 5+ Light Claws Fast, Furious, Nimble, Undead, Vanguard - 50pts
Black Knights 5** 4+ Light Swords Armor(2), Fast, Nimble, Strider, Undead D 65pts
Hexwraiths 5** 5+ Light Maces Ethereal, Fast, Nimble, Soulstrider, Undead - 75pts
Hell Knights 5** 4+ Light Lances Armor(2), Fast, Nimble, Strider, Undead D 90pts
Blood Knights 5** 3+ Medium Lances Armor(1), Fast, Frenzy, Nimble, Vampire D 145pts
Wraiths 5** 5+ Heavy Maces, Chill Grasp Ethereal, Tough, Undead - 160pts
Fell Bat 1*** 5+ Medium Claws Flying, Undead, Tough - 20pts
Bat Swarm 1*** 6+ Force Claws (Strikes First) Flying, Undead, Very Tough - 20pts
Spirit Host 1*** 5+ Master Swords Ethereal, Undead, Very Tough - 30pts
Vargheist 1*** 4+ Heavy Claws Flying, Frenzy, Vampire, Tough - 35pts
Crypt Horror 1*** 4+ Heavy Claws (Poison) Regeneration, Undead - 40pts
Varghulf 1* 3+ Force Claws Fast, Hatred, Monster, Regeneration, Vampire - 55pts
Terrorgheist 1* 3+ Shriek, Master Claws Armor(1), Flying, Monster, Undead, Very Tough E 85pts
Corpse Cart 1* 5+ Restless Dead (KP 2D6) Armor(2), Chariot, Undead, Very Tough, Vigor F 85pts
Black Coach 1* 4+ Heavy Mace, Chill Grasp Armor(3), Chariot, Evocation, Vampire, Very Tough - 90pts
Mortis Engine 1* 4+ Shriek, Spirit Horde (KP 2D6),
Master Sword
Armor(1), Chariot, Regeneration, Reliquary (Enemies
within 2D6 take D6 hits), Strider, Undead, Very Tough
- 115pts
Skeletal Steed 1* - - Fast, Nimble, Strider - -
Nightmare 1* - - Fast, Nimble - -
Hellsteed 1* - - Fast, Flying, Nimble - -
Abyssal Terror 1* - Heavy Claws Fear, Flying, Tough G -
Terrorgheist 1* - Shriek, Master Claws Armor(1), Flying, Monster, Very Tough E -
Zombie Dragon 1* - Heavy Flamer, Force Claws Armor(1), Flying, Monster, Swarm of Flies, Very Tough - -
Corpse Cart 1* - Restless Dead (KP 2D6) Armor(2), Chariot, Very Tough, Vigor F -
Coven Throne 1* - Spirit Horde (KP 2D6), Master
Sword (Strikes First)
Armor(2), Battle of Wills, Chariot, Strider, Very Tough - -

A
Replace Master Sword:
Force Sword +5pts
Master Mace +5pts
Master Lance (Mounted Only) +5pts
Take one:
Heavy Armor (Armor(+1)) +10pts
Upgrade Wizard(1)
Wizard(2) +5pts
Mount on:
Nightmare +5pts
Hellsteed +10pts
Abyssal Terror +25pts
Terrorgheist +70pts
Zombie Dragon +95pts
Coven Throne +110pts

B
Replace Force Sword:
Force Mace +5pts
Force Lance (Mounted Only) +5pts
Mount on:
Skeletal Steed +5pts

C
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:

Nightmare +5pts
Corpse Cart +105pts

D
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

E
Take any:
Rancid Maw (Poison) +10pts
Infested (When killed all units in
base contact take 2D6 hits)
+20pts

F
Take any:
Balefire (Enemies within 24 must
re-roll one successful casting die)
+10pts
Unholy Lodestone (When a friendly
wizard within 6 successfully casts
Neheks Invocation you may re-roll
one die to determine restoration)
+15pts

G
Take any:
Poisonous Tail (Poison) +10pts
Sword-Claws (Re-roll failed hits) +10pts

Army Special Rules
Battle of Wills: Whenever this model is about to
fight close combat, this unit and the enemy must
take a morale test. If this model succeeds and the
enemy fails, then the enemy must re-roll all hits.
Chill Grasp: This model may replace all of its
melee attacks for a single attack. If this attack hits
you automatically remove one enemy model or add
1 wound marker to the units Tough count.
Ethereal: This unit can only be killed by spells.
When fighting close combat note down how many
models would have been killed to see who won,
however you dont remove the killed models.
Evocation: At the beginning of each round roll one
die and consult the following table:
Result Effect
1-2 May re-roll failed hits.
3-4 Gets the Resistance(2) rule.
5-6 Gets the Flying rule.

Hunger: Whenever this model kills one or more
enemy models in close combat roll one die after the
melee has been resolved. On a 6 this you may
remove 1 wound from its Tough count.
Shriek: Once per round you may target one enemy
model within 12, and that model must take a
morale test. If failed the model is removed or 1
wound marker is added to its Tough count.


Soulstrider: This unit may move through friendly
and enemy units as if they were not there. If moving
through an enemy unit that unit takes D3 hits.
Swarm of Flies: Enemy units in close combat with
this model must re-roll successful hits.
Undead: This model may never use march actions
unless within 12 of a friendly hero, and has the
Fear special rule. Whenever this unit loses close
combat it does not test morale, instead it loses as
many models/adds as many wounds to its Tough
count as the difference it lost close combat by. If at
the start of a round there are no friendly models
with the Wizard rule on the table, the unit this
model is in must take a morale test. If failed the unit
takes D6 automatic hits.
Vampire: This model has the Undead special rule,
however it may always march and does not take
damage when there are no friendly wizards in play.
Vigor: Whenever a friendly spell is successfully cast
on this unit, this model and all friendly Undead/
Vampire models within 6 have Always Strikes First
until the end of this round.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Macabre Dance (Target unit within
12 may re-roll failed hits in melee)
+25pts
Hellish Vigor (Enemies in melee
with target unit within 12 must
re-roll successful blocks)
+25pts
Raise Dead (Place a unit of 2D6+3
zombies anywhere within 18)
+25pts
Curse of Years (Target unit within
18 rolls one die for every model.
For every 1 remove one model/add
one marker to Tough count)
+35pts
Neheks Invocation (All friendly
units within 6 may restore D6 lost
models or remove D3 wounds)
+50pts
Nagashs Gaze (Target unit within
24 takes 2D6 automatic hits)
+65pts
Bretonnia
Name Size Quality Equipment Special Rules Upgrades Cost
Bretonnian Lord 1* 4+ Master Sword Armor(1), Fast, Fearless, Furious, Hero, Nimble,
Small, Tough
A 50pts
Prophetess of the Lady 1* 5+ Light Sword Hero, Resistance(2), Small, Tough, Wizard(3) B 30pts
Paladin 1* 5+ Heavy Sword Armor(1), Fast, Fearless, Furious, Hero, Nimble,
Small, Tough
C 30pts
Damsel of the Lady 1* 5+ Light Sword Resistance(1), Small, Tough, Wizard(1) D 20pts
Men-at-Arms 5**** 6+ Light Spears Peasants Duty E 20pts
Wardens of the Realm 5**** 6+ Light Halberds Peasants Duty E 25pts
Grail Reliquae 1+6*** 6+ Master Sword, Light Swords Armor(2), Grail Reliquae, Hatred - 50pts
Peasant Bowmen 5** 6+ Longbows Adequate, Peasants Duty E, F 45pts
Mounted Yeomen 5** 5+ Bows, Light Lances Fast, Nimble, Peasants Duty E 75pts
Knights of the Realm 3*** 5+ Light Lances Armor(1), Fast, Fearless, Furious, Nimble E 35pts
Knights Errant 3*** 5+ Light Lances Armor(1), Fast, Fearless, Frenzy, Furious, Nimble E 50pts
Questing Knights 3*** 4+ Light Maces Armor(1), Fast, Fearless, Furious, Nimble E 65pts
Grail Knights 3*** 4+ Medium Lances Armor(1), Fast, Fearless, Furious, Nimble E 75pts
Pegasus Knights 3*** 4+ Medium Lances Armor(1), Fast, Fearless, Flying, Nimble, Tough E 115pts
Field Trebuchet 1* 5+ Stone Thrower (Indirect) Fixed, Ordnance, Small, Tough, Peasants Duty - 80pts
Bretonnian Warhorse 1* - - Fast, Nimble - -
Royal Pegasus 1* - Light Claws Fast, Flying, Nimble, Tough - -
Hippogryph 1* - Master Claws Fast, Fear, Flying, Monster, Tough - -

A
Replace Master Sword:
Master Mace +5pts
Master Lance (Mounted Only) +5pts
Mount on:
Royal Pegasus +20pts
Hippogryph +45pts

B
Mount on:
Bretonnian Warhorse +5pts
Royal Pegasus +15pts

C
Replace Heavy Sword:
Heavy Mace +5pts
Heavy Lance (Mounted Only) +5pts
Mount on:
Royal Pegasus +15pts

D
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Bretonnian Warhorse +5pts

E
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

F
Take one:
Skirmisher +5pts
Defensive Stakes +10pts

























The Blessing of the Lady
When using this army you may choose to forfeit the
first round in order for your troops to pray and gain
the Blessing of the Lady. If you decide to do so your
units may not use any actions during the first round
(however they may still strike back if engaged in
close combat), and all units in your army get
Armor(+1) for the entirety of the game.

Army Special Rules
Adequate: This unit has Quality 5+ when shooting.
Defensive Stakes: Place the stakes in front of this
unit when it is deployed, if this unit ever moves the
stakes are removed from play. Whenever a unit
charges this unit in the front (through the stakes),
that unit does not receive any bonus for charging
(no +1 melee die, no furious bonus, no impact
bonus, no chariot charge bonus, etc.).
Fixed: This unit may never move (may pivot).
Grail Reliquae: This unit is deployed by placing a
Reliquae model in the center, with a column of 3
Men-at-Arms models on each side. The Reliquae
model counts as having a Master Sword, whilst the
Men-at-Arms have Light Swords. When removing
models you first remove the Men-at-Arms until only
the Reliquae model remains, at which point it
counts has having the Very Tough special rule.
When buying multiples of models for this unit, you
are always buying two columns of 3 Men-at-Arms.
This unit may re-roll failed morale tests twice, and
when working out who won close combat you add 1
to the number of models this unit killed in melee.
Peasants Duty: This unit has the Fearless special
rules as long as it is within 6 of a non-fleeing
friendly unit with the Fearless special rule.
Beastmen
Name Size Quality Equipment Special Rules Upgrades Cost
Wargor 1* 4+ Heavy Sword Hatred, Hero, Small, Tough A 35pts
Gorebull 1* 5+ Master Sword Fear, Frenzy, Hero, Impact(D3), Small, Tough B 40pts
Bray-Shaman 1* 4+ Light Sword Frenzy, Hatred, Small, Tough, Wizard(1) C 40pts
Ungor Herd 5**** 5+ Light Swords Ambush, Hatred D 55pts
Ungor Spearmen 5**** 5+ Light Spears Ambush, Hatred D 60pts
Gor Herd 5**** 4+ Light Swords Ambush, Hatred D 75pts
Bestigor Herd 5**** 4+ Light Maces Armor(1), Despoiler, Hatred D 90pts
Ungor Raiders 5** 5+ Shortbows Ambush, Hatred, Skirmisher D 75pts
Harpies 5** 5+ Medium Claws Flying F 55pts
Chaos Warhounds 5** 5+ Light Claws Fast, Nimble E 40pts
Centigors 5** 4+ Medium Lances Drunken, Fast, Hatred, Nimble D 115pts
Warhoofs 5** 4+ Medium Maces Drunken, Fast, Hatred, Nimble D 115pts
Razorgor Herd 5** 4+ Master Claws Fast, Fear, Furious, Nimble - 125pts
Gorhoofs 5** 4+ Throwing Knives, Medium Lances Drunken, Fast, Hatred, Nimble D 130pts
Minotaur 1*** 4+ Heavy Sword Fear, Frenzy, Impact(1), Tough D 40pts
Bloodkine 1*** 4+ Heavy Mace Fear, Frenzy, Impact(1), Tough D 45pts
Chaos Spawn 1* 4+ Tentacles (KP D6+1) Fear, Fearless, Monster, Tough - 45pts
Ghorgon 1* 3+ Force Fists Fear, Fearless, Frenzy, Monster, Swallow, Very Tough - 80pts
Giant 1* 4+ Giant Attack Armor(1), Fall Over, Fear, Monster, Very Tough - 95pts
Jabberslythe 1* 3+ Slythey Tongue (Ran. 12, KP D3),
Force Claws (Poison)
Bile-Blood, Fear, Fearless, Flying, Madness, Very
Tough
- 105pts
Cygor 1* 4+ Stone Thrower (Indirect), Force
Fists
Fear, Fearless, Ghostsight, Monster, Resistance(2),
Souleater, Very Tough
- 165pts
Tuskgor Chariot 1* 4+ Light Mace, Light Lance Armor(1), Chariot, Hatred, Tough - 45pts
Razorgot Chariot 1* 4+ Light Mace, Light Lance, Master
Claws
Armor(1), Chariot, Fear, Furious, Hatred, Very Tough - 80pts
Tuskgor Chariot 1* - Light Lance Armor(1), Chariot, Hatred, Tough - -
Razorgor Chariot 1* - Light Lance, Master Claws Armor(1), Chariot, Fear, Furious, Hatred, Very Tough - -

A
Replace Heavy Sword:
Heavy Mace +5pts
Master Sword +5pts
Take one:
Heavy Armor (Armor(+1)) +10pts
Mount on:
Tuskgor Chariot +45pts
Razorgor Chariot +70pts

B
Replace Master Sword:
Master Mace +5pts
Force Sword +5pts
Take one:
Heavy Armor (Armor(+1)) +10pts

C
Replace Light Sword:
Medium Sword +5pts
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Tuskgor Chariot +45pts
Razorgor Chariot +70pts

D
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

E
Take any:
Poison +10pts
Scaly Skin (Armor(+1)) +10pts

F
Take one:
Scout +15pts













Army Special Rules
Ambush: You may hold this unit in reserves
instead of deploying it. After round 1, at the
beginning of every turn, roll one die and on a 4+ the
unit arrives and may be deployed touching any table
edge. If this unit has not arrived by the last round it
arrives automatically, but must be placed at least
12 away from any enemy unit.
Bile-Blood: Whenever you add a wound to this
unit the attacker immediately takes D2 hits.
Despoiler: Whenever this unit completely destroys
an enemy unit with a standard it is immediately
picked up by this unit, meaning that when working
out who won close combat you add +1 to the
number of models this unit killed in melee. Note
that this bonus stacks with every new standard.
Drunken: Before the game begins roll one die for
every unit with the rule and consult this table:
Result Effect
1-2 Sober (Strikes First)
3-4 Hungover (May re-roll failed hits)
5-6 Drunk (Fearless)

Fall Over: When this unit is removed as a casualty
all units within 3 take D6 automatic hits.
Ghostsight: This unit may re-roll failed hits when
attacking units with Wizard, Nehekharan, Undead,
Vampire or Ethereal.
Giant Attack: Whenever this unit fights in close
combat roll one die and consult the following table:
Result Attack
1-2 This unit immediately wins close
combat before either side strikes.
3-4 Target takes 2D6 automatic hits.
5-6 Remove D6 models from the target
unit or add D6 wound markers to its
Tough/ Very Tough count.

Madness: All enemy units within 12 must take a
morale test at the beginning of every round, if failed
they remove D3 models as a casualty or add D3
wound markers to their Tough count
Souleater: Enemy wizards within 24 must take a
morale test before casting spells, if failed they may
not cast spells for the rest of the round.
Swallow: This model may replace all of its melee
attacks for a single attack. If this attack hits you
automatically remove one enemy model or add 1
wound marker to the units Tough count, and then
remove D3 wound markers from this model.



Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Ghorok Mantle (Target wizard or
hero within 12 has +D6 melee
attacks until the end of this round)
+10pts
Bray-Scream (Target wizard or
hero within 12 may immediately
use a Heavy Flamer)
+10pts
Traitor-Kin (All mounted enemy
models within 12 take D6
automatic hits)
+15pts
Bestial Surge (All friendly units
within 6 move D6+1 toward the
nearest enemy unit)
+15pts
Devolve (All enemy units within
12 must take a morale test. If
failed they remove D3 models as a
casualty or add D3 wound markers
to their Tough count)
+15pts
Viletide (Target unit within 24
takes D6 automatic hits)
+30pts
Wood Elves
Name Size Quality Equipment Special Rules Upgrades Cost
Glade Captain 1* 4+ Longbow, Heavy Sword (Strikes First) Arrow of Kurnous, Hero, Small, Stalker, Strider,
Tough
A, D 65pts
Spellsinger 1* 4+ Light Sword (Strikes First) Blessing, Hero, Small, Stalker, Strider, Tough,
Wizard(1)
B 50pts
Shadowdancer 1* 3+ Heavy Sword (Strikes First) Blessing, Fearless, Hero, Small, Stalker, Strider,
Tattoos, Tough
C 70pts
Waystalker 1* 3+ Longbow (Sniper), Medium Sword
(Strikes First)
Hawk-eyed, Hero, Scout, Small, Stalker,
Strider, Tough
- 75pts
Treeman Ancient 1* 3+ Heavy Sword, Tree Whack Armor(2), Blessing, Fear, Monster, Hero,
Strider, Very Tough, Wizard(2)
F, G 115pts
Branchwraith 1* 4+ Heavy Claws Blessing, Fear, Fearless, Hatred, Small, Strider,
Tough, Wizard(1)
- 50pts
Eternal Guard 5**** 4+ Light Spears (Strikes First) Fearless, Stalker, Strider E 90pts
Dryads 5**** 4+ Medium Claws Fear, Fearless, Hatred, Strider - 110pts
Glade Guard 5*** 4+ Longbows, Light Swords (Strikes First) Stalker, Strider D, E 110pts
Wildwood Rangers 5*** 4+ Light Maces (Strikes First) Fearless, Guardian, Stalker, Strider E 120pts
Deepwood Scouts 5*** 4+ Longbows, Light Swords (Strikes First) Scout, Skirmisher, Stalker, Strider D, E 130pts
Bladesingers 5*** 3+ Light Spears (Strikes First) Dancer, Fearless, Stalker, Strider, Tattoos E 135pts
Wardancers 5*** 3+ Medium Swords (Strikes First) Dancer, Fearless, Stalker, Strider, Tattoos E 165pts
Waywatchers 5*** 4+ Longbows, Medium Swords (Strikes First) Hawk-eyed, Scout, Skirmisher, Stalker, Strider - 175pts
Sisters of the Thorn 5** 4+ Throwing Knives (Poison), Light Swords
(Strikes First, Poison)
Armor(1), Deepwood Coven, Fast, Nimble,
Strider
E 140pts
Glade Riders 5** 4+ Longbows, Light Lances (Strikes First) Fast, Nimble, Strider D, E 145pts
Wild Riders 5** 3+ Light Lances (Strikes First) Fast, Fear, Frenzy, Furious, Nimble, Strider,
Tattoos
E 195pts
Warhawk Riders 5** 4+ Longbows, Light Lances (Strikes First),
Medium Claws (Rapid)
Fast, Flying, Furious, Nimble, Tough - 265pts
Great Eagle 1*** 3+ Medium Claws Fast, Flying, Tough - 35pts
Tree Kin 1*** 3+ Heavy Claws Armor(1), Fear, Fearless, Strider, Tough - 55pts
Treeman 1* 3+ Force Claws, Tree Whack Armor(2), Fear, Monster, Strider, Very Tough G 95pts
Elven Steed 1* - - Fast, Nimble - -
Great Eagle 1* - Medium Claws Flying, Fearless, Tough - -
Great Stag 1* - Medium Claws Fast, Fear, Impact(D3), Nimble, Tough - -
Unicorn 1* - Medium Lance Fast, Fear, Nimble, Resistance(2), Tough - -
Forest Dragon 1* - Force Claws, Heavy Flamer Armor(3), Fear, Fearless, Flying, Monster, Very
Tough
- -

A
Replace Heavy Sword:
Heavy Spear +5pts
Heavy Mace +5pts
Master Sword +5pts
Mount on:
Elven Steed +5pts
Great Eagle +25pts
Great Stag +35pts
Forest Dragon +100pts

B
Take one:
Longbow +10pts
Upgrade Wizard(1):
Wizard(2) +5pts
Mount on:
Elven Steed +5pts
Great Eagle +25pts
Unicorn +30pts

C
Take one:
Wizard(1) +10pts

D
Take one Longbow upgrade:
Arcane Bodkins (Ignores Armor) +15pts
Hagbane Tips (Poison) +15pts
Skyfire Shot (Rapid) +15pts
Swiftshiver Shards (+1 KP) +15pts
Trueflight Arrows (Ignores Cover) +15pts

E
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

F
Upgrade Wizard(2):
Wizard(3) +10pts



G
Take one:
Strangleroots (Ran. 12, KP D6+1) +20pts

Woodland Ambush
When using this army you may deploy additional
forests which count as difficult terrain and cover
within 24 of your table edge. You may either
deploy one forest up to 10x10 in size, or two
forests up to 5x10 in size each.

Army Special Rules
Ambush: You may hold this unit in reserves
instead of deploying it. After round 1, at the
beginning of every turn, roll one die and on a 4+ the
unit arrives and may be deployed touching any table
edge. If this unit has not arrived by the last round it
arrives automatically, but must be placed at least
12 away from any enemy unit.
Arrow of Kurnous: After both armies have been
deployed but before the first turn begins, if an
enemy hero is within 36 and line of sight of this
model it immediately takes an automatic hit.
Blessing: This model may re-roll one failed spell
casting die as long as it is in a forest.
Dancer: Whenever this model fights in close
combat you must choose one of theese dances:
Dance
Whirling Death (May re-roll failed hits)
Storm of Blades (Gets +1 melee attack)
The Shadows Coil (Unit has Armor(+1))
Woven Mist (When working out who won close
combat you add 1 to the number of models this
unit killed in melee)

Deepwood Coven: This unit counts as having the
Wizard(2) special rule, however only one model
may cast spells with it per round.
Guardian: This model has +1 melee attack when
fighting against units with the Fear special rule.





Hawk-eyed: Before this unit shoots you must
choose one of these attacks:
Attack
Fast Shot (+1 KP)
Aimed Shot (Rapid)

Stalker: This unit may attack with one extra row
both in close combat and when shooting as long as
it is in a forest.
Tattoos: This unit has Armor(1) with Quality 6+.
Tree Whack: This model may replace all of its
melee attacks for a single attack directed at one
model in base contact. That model takes D6
automatic hits.
Daemons of Chaos
Name Size Quality Equipment Special Rules Upgrades Cost
Herald of Khorne 1* 3+ Master Sword Armor(1), Fear, Fearless, Furious, Hero,
Resistance(1), Small, Tough
A 70pts
Herald of Tzeentch 1* 5+ Medium Sword Armor(2), Fear, Fearless, Hero, Small,
Tough, Wizard(1)
B 40pts
Herald of Nurgle 1* 4+ Heavy Sword (Poison) Armor(1), Fear, Fearless, Hero, Small,
Stench, Tough
C 60pts
Harald of Slaanesh 1* 4+ Master Sword (Poison) Armor(1), Fear, Fearless, Hero, Small, Tough D 60pts
Daemon Prince 1* 2+ Force Claws Armor(1), Fear, Fearless, Hero, Tough,
Wizard(1)
F 90pts
Pink Horrors 5**** 5+ Light Claws Armor(2), Fear, Fearless, Horrors E 65pts
Plaguebearers 5**** 4+ Light Swords (Poison) Armor(1), Fear, Fearless, Stench E 115pts
Daemonettes 5**** 4+ Medium Claws (Poison) Armor(1), Fear, Fearless E 130pts
Bloodletters 5**** 3+ Medium Swords Armor(1), Fear, Fearless, Furious,
Resistance(1)
E 145pts
Chaos Furies 5** 5+ Light Claws Armor(1), Fear, Fearless, Flying F 75pts
Seekers 5** 4+ Medium Swords (Poison) Armor(1), Fast, Fear, Fearless, Nimble E 140pts
Flesh Hounds 5** 4+ Medium Claws Armor(1), Fast, Fear, Fearless, Furious,
Nimble, Resistance(3), Tough
- 185pts
Screamers 5** 4+ Heavy Claws, Slashing Attack Armor(2), Fear, Fearless, Flying, Tough - 205pts
Fiends 3** 4+ Heavy Claws (Poison) Armor(1), Fast, Fear, Fearless, Nimble,
Soporific
- 115pts
Flamers 3** 4+ Heavy Flamers (Torrent), Medium Claws Armor(2), Fear, Fearless, Skirmish, Tough - 175pts
Plague Drones 3** 4+ Force Swords (Poison) Armor(1), Fear, Fearless, Flying, Stench,
Tough
E, I 180pts
Bloodcrushers 3** 3+ Medium Swords, Heavy Claws Armor(2), Fear, Fearless, Furious,
Resistance(1), Tough
E 185pts
Nurglings 1*** 5+ Master Claws Armor(1), Fear, Fearless, Scout, Stench,
Tough
- 35pts
Nurgle Beast 1*** 4+ Rotten Attacks (KP D6+1, Poison) Armor(1), Fear, Fearless, Regeneration,
Slime, Stench, Very Tough
- 95pts
Soul Grinder 1* 3+ Heavy Flamer, Master Claws Armor(2), Fear, Monster, Very Tough F, H 105pts
Seeker Chariot 1* 4+ Master Claws(Poison), Scythed Wheels Armor(1), Chariot, Fear, Tough - 65pts
Burning Chariot 1* 4+ Heavy Flamer, Force Swords Armor(2), Chariot, Fear, Flying, Tough G 80pts
Hellflayer 1* 4+ 2x Force Claws (Poison), Scythed Wheels Armor(1), Chariot, Fear, Soulscent, Tough - 110pts
Exalted Chariot 1* 4+ 2x Force Claws (Poison), Exalted Scythes Armor(1), Chariot, Fear, Very Tough - 135pts
Skull Cannon 1* 3+ Heavy Claws, Scythed Wheels,
Skullcannon (Ran. 48, KP 12)
Armor(2), Chariot, Fear, Furious, Gorefeast,
Tough
- 285pts
Juggernaut of Khorne 1* - Heavy Claws Armor(2), Tough - -
Disc of Tzeentch 1* - Heavy Claws Flying - -
Palanquin of Nurgle 1* - Force Claws Tough - -
Steed of Slaanesh 1* - - Fast, Nimble - -
Blood Throne 1* - Heavy Claws Chariot, Endless Totem, Gorefeast, Tough - -
Seeker Chariot 1* - Medium Claws(Poison), Scythed Wheels Chariot, Tough - -
Exalted Chariot 1* - Force Claws (Poison), Exalted Scythes Chariot, Very Tough - -
Burning Chariot 1* - Heavy Flamer, Medium Swords Armor(2), Chariot, Flying, Tough - -

A
Take one:
Locus of Abjuration (Resistance(2)) +15pts
Locus of Fury (Frenzy) +15pts
Locus of Wrath (Hatred) +15pts
Mount on:
Juggernaut of Khorne +40pts
Blood Throne +70pts

B
Upgrade Wizard(1):
Wizard(2) +5pts
Take one:
Locus of Transmogrification (Place
3 horror markers instead of 2)
+10pts
Locus of Change (Roll one die in
melee, on 4+ attacks have Poison)
+10pts
Locus of Conjuration (Spell targets
must re-roll successful blocks)
+10pts
Mount on:
Disc of Tzeentch +10pts
Burning Chariot +35pts

C
Take one:
Wizard(1) +5pts
Take one:
Locus of Virulence (Rapid) +15pts
Locus of Fecundity (Regeneration) +15pts
Locus of Contagion (When hitting
on of 6 target takes +1 hits)
+15pts
Mount on:
Palanquin of Nurgle +25pts



D
Take one:
Wizard(1) +5pts
Take one:
Locus of Grace (Strider) +10pts
Locus of Swirfness (Strikes First) +10pts
Beguilement (Enemies have Strikes
Last when fighting this unit)
+10pts
Mount on:
Steed of Slaanesh +5pts
Seeker Chariot +45pts
Exalted Chariot +95pts

E
Take any:
Sergeant +5pts
Battle Standard +10pts
Musician +15pts

F
Take one:
Tzeentch (Armor(+1)) +10pts
Khorne (Furious) +15pts
Nurgle (Stench) +30pts
Slaanesh (Poison) +30pts

Army Special Rules
Endless Totem: All friendly units within 6 receive
the benefits of this units Locus upgrades.
Exalted Scythes: 2D6+1 hits when using Ram.
Gorefeast: Whenever this unit inflicts casualties as
a result of Ram hits, roll one die for each model
killed. Remove one wound marker from this units
tough count for each 4+ rolled.


Horrors: This unit counts as having the Wizard(1)
special rule, however only one model may cast
spells with it per round. Whenever a model with this
rule is killed in close combat place two markers next
to the unit that killed it. After close combat has
been resolved roll one die for every marker next to
the unit, on a 6+ it takes one automatic hit.
Scythed Wheels: D6+1 hits when using Ram.
Slashing Attack: Once per game this unit may
attack a unit it moved over with D3 automatic hits.
Slime: Enemy unit do not receive the bonus for
attacking this unit in its rear facing.
Soporific: Enemy units have Strikes Last.
Soulscent: Whenever this unit inflicts casualties as
a result of Ram hits it gets as many extra attacks in
melee as models killed.
Stench: Enemy models must re-roll successful hits
in melee against this unit.

Army Spells
Wizards from this army may take any of the
following spells:
Spell Cost
Tzeentchs Fire (Heavy Flamer) +10pts
Acquiescence (Target unit within
24 has D6 movement)
+15pts
Putrefying Blades (Target unit
within 12 has Poison melee)
+25pts
Corrupting Stream (Target unit
within 18 has Strikes Last)
+35pts
Treason (Target unit within 24
must re-roll morale tests)
+45pts
Slaneeshs Lash (Target unit within
24 takes D3*3 hits)
+55pts

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