Professional Documents
Culture Documents
Beastmen........................................................................................4
Gors and Ungors...........................................................................4
Unruly.......................................................................................4
Centigors......................................................................................4
Trample.....................................................................................4
Centauroid................................................................................4
Minotaurs.....................................................................................4
Blood Greed:.............................................................................4
Magic............................................................................................ 4
Army Organization........................................................................4
Allies 0-25%:.............................................................................4
Leaders of the Raucous Host 1-33%..........................................4
Brayherd 25%+.........................................................................5
Centigors and Cariots 0-33%....................................................5
Gathering Herds 0-33%.............................................................5
Chaos Dwarves................................................................................6
Chaos Dwarf Rules........................................................................6
Firing the Blunderbuss..................................................................6
Hobgoblin Rules............................................................................6
Warmachines................................................................................6
Death rocket.............................................................................6
Earth Shaker.............................................................................6
Core.............................................................................................. 7
Special.......................................................................................... 7
Rare.............................................................................................. 7
Chaos Dwarf Characters...............................................................7
Hobgoblin heroes.........................................................................7
Bull Centaur Heroes......................................................................7
Allies............................................................................................. 8
Dark Elves........................................................................................ 8
Team Rules...................................................................................8
Hate other Elves:......................................................................8
Beasts:......................................................................................8
Khainite:....................................................................................8
Dark Influence:..........................................................................8
Night Vision:..............................................................................8
Cauldron of blood.........................................................................8
Corsairs........................................................................................8
Sea Dragon Cloak:....................................................................8
Slavers......................................................................................8
Magic............................................................................................ 8
Dark Elf Hero................................................................................8
Sorceress......................................................................................8
Dark Elf Assassin..........................................................................8
Assassin Rules...........................................................................9
Core.............................................................................................. 9
Special.......................................................................................... 9
Rare............................................................................................ 10
DWARVES.......................................................................................11
Dwarf Standard Rules.................................................................11
Sturdy:....................................................................................11
Resolute:.................................................................................11
Grudges:.................................................................................11
People of Stone:......................................................................11
Gear...........................................................................................11
Gromril:...................................................................................11
Dwarven Arquebus:.................................................................11
Mining Pick:.............................................................................11
Miners Cap:............................................................................11
Pavis:......................................................................................11
Range Finder:..........................................................................11
Periscope:...............................................................................11
Range Markers:.......................................................................11
Oathstone...............................................................................11
Book Of Grudges.....................................................................11
Shield Bearers............................................................................11
Gyrocopters................................................................................12
Army Organization .....................................................................12
Allies/Mercenaries:.....................................................................12
Clan Warriors 25%+...................................................................13
Engineers Guild 0-35%..............................................................13
Royal Clan Warriors 0-35%.........................................................14
Outsiders 0-25%............................................................................14
Dwarf Characters........................................................................14
The Empire....................................................................................15
Gear of the Empire.....................................................................15
Heavy breast plate:.................................................................15
Full plate armor +5pts............................................................15
Hochland long rifle +10pts.....................................................15
Fusillade and Caracole............................................................15
Repeating handgun +7pts:.....................................................15
Repeater pistol +5Pts.............................................................15
Pigeon Bombs +10 pts each:..................................................15
Volley Gun..................................................................................15
Magic:.........................................................................................15
Army Organization......................................................................15
Allies 0-25%:...........................................................................15
Character Costs 1-25%:..........................................................15
Engineers................................................................................16
Priests of Sigmar.....................................................................16
StateTroops 25%+..................................................................16
Knights and Nobility 0-35%.....................................................17
Gunnery and Engineering 0-35%............................................17
Irregulars 0-20%.....................................................................17
High Elves......................................................................................18
Team Rules.................................................................................18
Meek:......................................................................................18
High elves and Sea elves:.......................................................18
Sea Elves....................................................................................18
High Elves..................................................................................18
Valour of ages.........................................................................18
Intrigue...................................................................................18
Oracle of Asuryan:..................................................................18
Gear...........................................................................................18
Lion Cloak:..............................................................................18
Ithilmar Armor:........................................................................18
Dragon Armor:........................................................................18
Army Organization......................................................................18
Character Costs......................................................................19
Citizens and Militia 25%+...........................................................19
Equestrians and Monsters 0-50%...............................................19
Kindred Superiors 1-50%............................................................19
Maritime Auxiliaries and Allies 0-33%.........................................20
LizardMen......................................................................................21
Saurus/Lizardmen Rules.............................................................21
Immune to Panic.....................................................................21
Totem Warriors...........................................................................21
Totem Hierarchy......................................................................21
Aquatic:...................................................................................21
Eagle Warrior..........................................................................21
Sacred Duty/Slann:.................................................................21
Level 6........................................................................................ 21
Newts/Skinks/Chameleons..........................................................21
Poisonous if eaten...................................................................21
Camouflage.............................................................................21
Stegadon....................................................................................21
Runs Amok..............................................................................21
High Up...................................................................................21
Great Bow:..............................................................................21
Army Organization......................................................................21
Levies and Lesser Spawn 25%+..............................................22
Totem Warriors 1-50%.............................................................22
Jungle Beasts 0-20%...............................................................22
Orcs and Goblins............................................................................23
Racial hierarchy ............................................................................23
Dey iz Smaller:........................................................................23
Animosity...................................................................................23
When not to test.....................................................................23
Modifiers.................................................................................23
Animosity results....................................................................23
Giants............................................................................................23
Trolls........................................................................................... 24
Stone Trolls.............................................................................25
River Trolls..............................................................................25
Black Orcs..................................................................................25
Orcs............................................................................................25
Big Uns...................................................................................25
Savage Orcs...............................................................................25
Forest Goblins.............................................................................26
Goblins.......................................................................................26
Night Goblins..............................................................................26
Fanatics......................................................................................27
Squig Hoppers............................................................................27
Squig Herders.............................................................................27
Snotlings....................................................................................28
Snotling Pump Wagon.................................................................28
Boars.......................................................................................... 28
Wolves........................................................................................28
Giant Spiders..............................................................................29
Doomdiver..................................................................................29
Magic:.........................................................................................30
Army Organization......................................................................30
Biggest and Strongest:............................................................30
Mobs 33%+.............................................................................31
Big Un's And Riders 1-50%......................................................31
Warmachines 0-25%...............................................................32
Monsters 0-15% (includes monsters for characters)...............32
Allies 0-33%...............................................................................33
Heroes & Magic Users....................................................................33
Night Goblins..............................................................................33
Normal Goblins...........................................................................33
Forest Goblins.............................................................................33
Savage/Normal Orc.....................................................................33
Black Orc....................................................................................33
Skaven........................................................................................... 34
Skaven team Special Rules:........................................................34
Strength in numbers:..............................................................34
Lead from the back.................................................................34
Warpstone weapons:...............................................................34
Scurry Away:...........................................................................34
Night Vision:............................................................................34
Chaos Attributes.....................................................................34
Attachments:..........................................................................34
Skaven Clanrat Warriors.............................................................34
Black Skaven.................................................................................34
StormVermin..............................................................................34
Slaves.........................................................................................35
Meat Shield.............................................................................35
Night Runners................................................................................35
Gutter Runners...........................................................................35
Tunneling Team.......................................................................35
Assassin Gear.............................................................................35
Smoke Bombs.........................................................................35
Plague Monks.................................................................................36
Plagued...................................................................................36
Plague Censer Bearers...............................................................36
Plague Censor:........................................................................36
Clan Moulder Beast Master.........................................................36
May Always lap around...........................................................36
Dont cause Panic...................................................................36
Small.......................................................................................36
Rat Ogres and Chaos Warhounds...............................................36
Animal handlers......................................................................36
Poison Wind Globadier................................................................37
Poison Wind Globes.................................................................37
Globadier deployment.............................................................37
Jezzails.......................................................................................37
Pavis.......................................................................................37
Warplock Jezzail......................................................................37
DoomWheel................................................................................37
Movement...............................................................................37
Warp-Lightning........................................................................37
Crushing things.......................................................................37
Crew Attacks...........................................................................37
Fighting the doomwheel..........................................................37
Damage to the Parts...............................................................38
Other.......................................................................................38
Lightning field.........................................................................38
Warpfire thrower.........................................................................38
Firing the warpfire thrower......................................................38
Warpfire Misfire Chart.............................................................38
Other rules..............................................................................38
Encumbrance..........................................................................38
Loss of Crew............................................................................38
Fleeing....................................................................................38
Warp Lightning Cannon..............................................................39
Fire the Warp-Lightning Cannon..............................................39
Ratling Gun................................................................................39
Firing the ratling gun...............................................................39
Ratling gun misfire Chart........................................................39
Warlock Engineer Equipment......................................................39
Warplock Pistol........................................................................39
Warlock Arquebus...................................................................39
Warp Blade.............................................................................39
Warp Energy Condenser..........................................................39
Warp-power Accumulator........................................................39
Vermin Lord Greater Daemon of the Horned Rat........................40
Otherworldly Creatures:..........................................................40
Daemon psychology:...............................................................40
Doom Glaive...........................................................................40
Screaming Bell...........................................................................40
Movement...............................................................................40
Wood Elves....................................................................................49
Universal Rules...........................................................................49
Woods:....................................................................................49
Expert craftsmanship:.............................................................49
Meek:......................................................................................49
Standard profile:.........................................................................49
Particular Rules...........................................................................49
Feigned Flight:........................................................................49
Pounce Attack:........................................................................49
Bark Armors............................................................................49
Wardancers................................................................................49
Talismanic War Paint:..............................................................49
Dances:...................................................................................49
Waywatchers..............................................................................49
Treemen/women.........................................................................49
Dryads........................................................................................49
Wood Elf Magic...........................................................................49
Army Organization......................................................................49
Wood Elf Folk 25%+................................................................50
Kindred Superiors 1-50%........................................................50
Forest Spirits 0-33%................................................................50
Standard Allies Rules.....................................................................52
........................................................................................53
Tilea...............................................................................................54
Estalia............................................................................................55
Norse.............................................................................................56
Werewolf rules............................................................................56
Vicious:...................................................................................56
Impatient:...............................................................................56
Night vision:............................................................................56
Moot(Halflings )..............................................................................57
Gnomes......................................................................................... 58
Pygmies......................................................................................... 58
.....................................................................................59
Nippon........................................................................................... 60
Sashimono:.................................................................................60
Chaos Attributes............................................................................61
Units
Bestigor
Gors
Ungors
Centigor
Warhoun
ds
Harpy
Minotaur
d6-2
d6-3
d6-4
d6-4
d6-4
d6-4
d6-4
Characters
Gor
d6+lvl-4
Centigor
d6+lvl-5
Minotaur d6+lvl-5
Beastmen
Number of attributes
Centigors
T RAMPLE 2 : centigors get an extra un modified attack
C ENTAUROID :
lvl1
4 5
3 4 2 3 1 7
lvl2
4 5
3 4 3 4 1 8+1
lvl3
4 6
3 4 4 4 1 9+2
lvl4
4 6
3 4 5 5 1
Lvl5
4 7
10+
3
10+
3 4 5 6 1
3
Minotaurs
B LOOD G REED : Minotaurs may not pursue, until
Magic
Beastman Shamans
Primary: Black, Red
Secondary: black-white, green
Army Organization
A L L I E S 0 -25% :
May ally with the following to fight enemies of good, order or
neutral disposition:
Chaos Allies
Skaven
Dark Elves
Orcs and Goblins
Vampire Counts
Giants
Chaos Dwarves
Orcs
Ogres
OF THE
R A U C O U S H O S T 1- 33%
Gor5 hero M Ws Bs S T W I A Ld
Int
Cl
Wp Pts
lvl1
lvl2
lvl3
lvl4
Lvl5
6
6
6
6
8+2
7
7
8+1
8+1
9+2
6
6
7+1
7+1
8+2
Int
Cl
Wp Pts
4
4
4
4
4
5
6
6
7
7
4
4
4
4
5
4
4
4
4
4
4
5
5
5
5
2
3
4
5
5
M Ws
8 5
8 6
lvl3
8 6
lvl4
8 7
Lvl5
8 7
7+
1
8+
7
2
8+ 8+
1
2
8+ 9+
1
3
9+ 9+
2
3
7
B
S T W I A
Ld
Int Cl
s
3 5 4 2 3 2(3) 7
5
7
3 5 5 3 3 3(4) 8+1 5
7
8+
3 5 5 4 4 3(4) 9+2 5
1
10+
8+
3 5 5 5 5 4(5)
5
3
1
10+ 7+ 9+
4 5 5 5 5 4(5)
3
2
2
110
160
255
345
470
Wp Pts
6
6
7+
1
7+
1
8+
2
82
132
182
232
282
Minotaur hero M Ws Bs S T W I A Ld
Int
Cl
Wp Pts
lvl1
6 5
90
lvl2
6 6
140
lvl3
6 6
lvl4
6 7
Lvl5
6 7
5 4 3 4 3 9
10+
5 5 4 4 4
1
10+
5 5 5 5 4
2
10+
5 5 6 6 5
3
10+
5 5 6 6 5
3
8+
1
8+
5
1
7+ 9+
2
2
5
7+
190
1
7+
240
1
8+
290
2
LEADERS
Centigor
hero
lvl1
lvl2
7
+1
8+
2
8+
2
9+
3
9+
3
4
4
5
6
6
2
3
3
4
4
7
8+1
9+2
10+3
10+3
Gor Shaman M Ws Bs S T W I A Ld
60
110
160
210
260
weapon
B RAY H E R D 2 5%+
Unit Type
M Ws Bs S T W I A Ld
In
Cl Wp Pts
t
Ws
Bs S T W I A
L In C W Pt
d t l p s
UnGor (10+
4
3
3 331 31 5 5 6 5 7
Per Unit)
Equipment Special Rules
Upgrades
Spear and
Unruly, may deploy as
Shield
light infantry
Unit Type
M Ws Bs S T W I A Ld
0-1 Bestigor
(10+ per unit)
4 4
3 44 2 3 1 6 6 7 6
Special
Rules
Equipment
CENTIGORS
AND
Unit type M
W B
ST WI
s s
8 4
Equipment
15
Upgrades
Great Weapon,
heavy armor
Centigor
(5+)
In C W Pt
t l p s
C A R I O T S 0 -33%
A
3 4 4 2 2 1(2)
Special
Rules
Ld
Int
Cl
Wp
Pts
32
Upgrades
Spear,
Trample,
buckler, hand
unruly
weapon
L In C W Pt
d t l p s
Tuskgor Chariot
7
5 6 3
- - - - - (1+)
5
Gor Crew (2)
4
4
3 3 4 2
3 1 5 6 7 6 Tuskgor (2)
7
3
4 4 1
2 1 3 4 4 4
Equipment
Special Rules
Upgrades
Small Chariot
Scythed wheels +20
May have great
Spears
Unruly
weapons +1pt
Tusks (gore attack: Thick skinned (4+
see boars)
hide save)
Unit type
Ws Bs S
I A
G AT H E R I N G H E R D S 0- 33%
WB
L In
W Pt
S T W I A
Cl
s s
d t
p s
Gor BeastMaster 6(1-3
1
4 4 3 3 4 2 3 1 5 6 7 6
masters per unit)
5
Chaos Warhounds (2-6
2
6 4 0 4 4 2 4 2 6 4 6 6
animals per master)
3
Special
Equipment
Upgrades
Rules
Light Armor +2, additional
Hand weapon
Unruly
hand weapon +1
Teeth (front/side)
Unit type
Unit type
Ws
Bs
S T WI A
L In C W Pt
d t l p s
skirmish
Unit type M
W B
ST WI
s s
Ld
Int
Cl
Wp
Pts
Minotaur
64 3 443 3 2 9
5
7
6
40
(1-10)
Special
Equipment
Upgrades
Rules
Hand
fear, blood Shields +1, add hand +1, great
weapon
greed
weapons +2, light armor +2
Unit type
Harpies
(5+)
Equipmen
t
Claws
M Ws Bs S T W I A
4 3
Special
Rules
Fly 24
L In C W
Pts
d t l p
3 31 426 5 7 7
Upgrades
14.5
Chaos Dwarves8
Chaos Dwarf Rules
Armor: Chaos Dwarves do not suffer from encumbrance
Chaos Dwarves are Chaotic Evil
Hobgoblin Rules
Animosity: such is their distrust of hobgoblins due to their
treachery that other green skins will preferentially take their
animosity against the nearest hobgoblin unit (at least within
2M or archer range) instead of other green skins, the inverse
is true of the hobgoblins. Other green skins may not lead a
unit of hobgoblins.
Panic: All green skins would like nothing more than to see
hobgoblins suffer and flee. Consequently, other green skins
will not panic at the sight of hobgoblins fleeing or breaking.
2 Too much powder! The Earth Shaker fires as normal scattering 12 directly
away from the Earth Shaker. The Earth Shaker itself takes a hit of SS
(strength equal to the strength of the warmachine itself.)
3 The Earth Shaker has overheated (ignore this result if this is the first shot
fired) causing the powder to fire prematurely. The Earth Shaker fires as
normal, except that it scatters 12 directly toward the Earth Shaker. The Earth
Shaker permanently loses 2T.
4 Short Fuse! The fuse was short causing the round to detonate midflight.
Place a 4 radius template D(distance guessed) toward the target. That is, if
you guessed a range of 31 you would roll a 31 sided die. Any model
touched by the template is hit on a 5+ and takes a 5S blow -1 armor.
Warmachines
D E AT H
ROCKET9
1. Point in a direction
2. Choose a number 1-12 and roll that many D6
3. Use a weighted scatter, doubles causes a misfire,
otherwise continue as normal.
4. Place the 1 radius template in the direction indicated by
the weighted scatter and the distance indicated by the
dice, direct hits means the rocket goes in the direction the
rocket is facing.
5. All models under the template take a S5 hit -2 armor
6. Any unit suffering a casualty must take a panic test,
cavalry, monsters, and chariots take the test against their
mounts unmodified Cl.
Death Rocket Misfire Chart
1-2 Boom! -remove the rocket
3-4 cant shoot this turn or the next
5-6 the rocket goes 4d6 in the direction aimed, roll d6
1-3 the rocket explodes at this point, damage as normal
4-6 roll a scatter die and move the rocket again 4d6, repeat
this process until you roll a 1-3 where the rocket finally stops
and explodes
E A RT H S H A K E R
Crew
Min
Max
4 16"
48"
5 18"
6 20"
64"
80"
Temp
1.5"
rad
1.5"
rad
2"
7 22"
96"
2"
Str
Woun
ds
Armor
7 D4
8 D4+1
9 2D4
2D4+
10 1
-4
-5
-6
-7
5 A crew man has injured himself (a random crewman takes a 4S hit.) The
Earth Shaker does not fire this turn as they sort out what happened
6 The crew has made a routine mistake and must unload and reload the Earth
Shaker. It does not fire this turn nor the next
Core
Unit
M Ws Bs S T w I A Ld Int Cl WP Pts
type
Chaos
Dwarf 3 4
3 3 4 1 2 1 9
7 9
9
10
Warrior
Equipm Special
Upgrades
ent
Rules
Light
Great Weapon +2, Heavy Armor +1,
armor
Shield +1, Large Shields +2, One unit
hand
may have a magic standard
weapon
Unit type
Ws
Bs
Ld
Int
Cl
WP
Pts
13
WP
6
3
Pts
13
Equipment
Special Rules
Upgrades
Unit type
Hobgoblin Warrior
Equipment
Special
Rules
Upgrades
Hand
weapon
Unit type
Hobgoblin wolf rider
Giant Wolf
Equipment
Special Rules
M
4
9
Claws
Ws
3
4
Bs
3
0
S
3
3
T
3
3
w
1
1
I
A
Ld
2 1
7
3 1
3
Upgrades
Int
6
3
Cl
6
3
Special
Unit type
Bull Centaur
Equipment
light armor, Shield, hand
weapon, great weapon, stomp
attack
M
7
Ws
Bs
S
4
3
4
Special Rules
Thick-skinned save (4+
no thickness), no armor
encumbrance
Unit type
Ws
Sneaky Gits
I A
2 1 7 6 6 6
Equipment
Dagger,
additional
dagger
Special Rules
envelope, anticoagulant
poisoned attacks, light
infantry
w
2
I
3
A
2
Ld
Int
9
7
Upgrades
Cl
9
WP
9
Pts
40
L In C W Pt
d t l P s
Bs S T w
3 3
T
4
Upgrades
Unit type
Ws
Bs
Ld
Int
Cl
WP
Pts
30
2 1
7
Upgrades
range 30" S5
hand weapon
Light armor +2
Unit type
Death Rocket
M
-
Ws
-
Bs
-
S
-
T
7
w
3
I
-
A
-
Ld
-
Int
-
Cl
-
WP
-
Pts
50
Equipment
Special Rules
Upgrades
See rules
Hand weapon, heavy armor
Rare
Unit type
M
Ws Bs S T w I A Ld Int Cl WP Pts
Earth
- - 7 3 - - - - 150
Shaker
Chaos
Dwarf
3
4
3 3 4 1 2 1 9 7 9 9
Crew (4)
Equipmen
Special Rules
Upgrades
t
See rules, 4- 5-man Earth Shaker +22, 6-man
man Earth
Earth Shaker +44, 7-man Earth
Shaker
Shaker +66
Heavy
armor,
hand
weapon
M
3
3
3
3
3
Ws
5
6
6
7
7
Bs
4
4
4
4
5
Ws
5
5
6
6
7
S
4
4
4
4
4
Bs
4
5
5
6
6
T
4
5
5
5
5
S
3
3
3
3
3
T
4
4
4
4
4
w
1
2
3
4
4
I
3
3
4
4
5
A
2
3
3
4
4
Ld
9
10+1
10+2
10+3
10+3
Int
7
7
7
7
9+2
I
2
3
3
4
5
A
1
1
1
1
1
Ld
9
10+1
10+2
10+3
10+3
Int
8+1
9+2
9+2
10+3
10+3
Cl
9
9
10+1
10+1
10+2
Int
6
6
6
6
8+2
Cl
6
6
7+1
7+1
8+2
w
1
2
3
4
4
Cl
9
9
10+1
10+1
10+2
WP
9
9
10+1
10+1
10+2
WP
10+1
10+2
10+2
10+3
10+3
Pts
48
88
128
168
208
Pts
78
118
203
303
418
Hobgoblin heroes
Character
Hobgoblin lvl1
Hobgoblin lvl2
Hobgoblin lvl3
Hobgoblin lvl4
Hobgoblin lvl5
M
4
4
4
4
4
Ws
4
5
5
6
6
Bs
4
4
4
4
5
S
4
4
4
4
4
T
3
4
4
4
4
w
1
2
3
4
4
I
3
3
4
4
5
A
2
3
3
4
4
Ld
7
8+1
9+2
10+3
10+3
WP
6
6
7+1
7+1
8+2
Pts
28
50
72
95
117
WP
9
9
10+1
10+1
10+2
Pts
85
135
185
235
285
M
7
7
7
7
7
Ws
5
6
6
7
7
Bs
4
4
4
4
5
S
5
5
5
5
5
T
4
5
5
5
5
w
2
3
4
5
5
I
4
4
5
6
6
A
3
4
4
5
5
Ld
9
10+1
10+2
10+3
10+3
Int
7
7
7
7
8+2
Cl
9
9
10+1
10+1
10+2
Allies
May ally with Beastmen, Dark Elves, Chaos, Orcs and Goblins, Skaven, Vampire Counts to fight Good or Neutral enemies.
Dark Elves
Team Rules
Dark elves are either Order Evil or Chaotic Evil
H AT E
OTHER
B E A S T S : Dont cause panic in fellow dark elves, not affected by cauldron of blood, no dark elf characters may join, do not use
generals Ld
K H A I N I T E : cant be joined by non-khainite characters and are always chaotic evil and always worship Khaine.
S L A A N E S H I : Some Dark Elves deviate from the norm and follow Slaanesh instead of Khaine. When determining the number of
chaos attributes each unit gets also determine if the unit follows Khaine or Slaanesh. This will affect which kinds of attributes they
might receive. Units of opposing worship suffer animosity toward one another.
D A R K I N F LU E N C E 1 0 : characters have D6-3 chaos attributes, units have D6-4 chaos attributes.
N I G H T V I S I O N 1 1 : Plus 6 LOS at night
Allies:
Skaven
Nippon
Chaos
Dwarves
Chaos
Beastmen
Vampire
Counts
Fimir
Ogres
Orcs and
Goblins
To Fight:
High Elves
Wood Elves
Lizardmen
Empire
Bretonnia
Cauldron of blood12: khainite units within 12 replace their frenzy with autofrenzy and cant lose it and
gain +1 combat resolution and +2 Cl but -2 Ld as the witch elves become more determined but less orderly. A Cauldron of blood
may be purchased for any Witch elf character +100 pts. It is accompanied by two standard witch elves. Up to 3 additional alter
guards may be purchased. Alter guards may purchase additional gear as per the witch elf entry in the army list. The cauldron of
blood may be moved (depending on your model) upwards of 5 per turn and may not charge or reserve move.
Corsairs
S E A D RA G O N C LO A K :
2 coverage vs ranged
1 coverage vs melee attacks
2 thickness, encumbers like light armor
Magic Dark Elves may have red, blue and black as primary colors and green as a secondary color.
Dark Elf
Hero[1]
W
S
B
S T W I A Ld
S
Int Cl
WP Pt
4 3 1
6 2
48
4 3 2
6 3
88
Lvl 3 Master
4 3 3
7 3
Lvl 4 Death
Dealer
4 3 4
8 4
Lvl 5 DreadLord
4 3 4
8 4
10
+1
10
9
+1
10 10
+2 +2
9+
1
9+
1
10
+2
12
8
16
8
20
8
Sorcere
ss
W
S
B
S T W I A Ld
S
Int Cl
WP Pt
Lvl 1 Hellfay
3 3 1
5 1
Lvl 2 Grimwitch
3 3 2
6 1
Lvl 3 Deathhood
3 3 3
6 1
Lvl 4
Witherwitches
3 3 4
7 1
Lvl 5 Wizendamn
3 3 4
9 1
10
+1
11
+2
12
+2
13
+3
13
+3
9+
1
10
+2
10
+2
10
+3
10
+3
8
9+
1
10
+2
10
+3
10
+3
8
9+
1
10
+2
10
+3
10
+3
10
+1
10
+1
10
+2
10
+2
10
+3
78
11
8
20
3
30
3
41
8
Bonus
Points cost
Immune to Psych,
Halberd
Witch elf
Frenzy, double
(regardless of
daggers,
level, higher levels anticoagulant poison,
neednt join a unit)
khainite
Shade
Scout
Killing Blow, Great
Executioner
Sword
Sea dragon cape,
Corsair
Slaver
Black Guard
10
5
6
4
Dark Elf
Assassin
WS
BS
Ld
Int
Cl
WP
Pt
Lvl 1 Bloodshade
Lvl 2 Goredirker
Lvl 3 Bloodfetch
Lvl 4 Dagulus
Lvl 5 Doomblade
5
5
5
5
5
8
9
9
10
10
8
8
8
8
9
4
4
4
4
4
3
3
3
3
3
1
2
3
4
4
8
8
9
10
10
2
3
3
4
4
8
9+1
10+2
10+3
10+3
9
9
9
9
10+2
9
9
10+1
10+1
10+2
8
8
9+1
9+1
10+2
64.5
118.25
172
225
279.5
ASSASSIN RULES
May be surreptitiously deployed in a friendly elf infantry unit at the beginning of the game.
The assassin remains hidden unless he/she attacks either at range or in close combat or chooses to leave the unit or they are
the only model left.
Once revealed the Assassin replaces a rank and file model anywhere in the unit of the controlling players choice.
If she/he is in a unit that breaks or flees they must flee with that unit.
Assassins are Khainite
Melee Gear
Points
Missile Gear
Points
Armor
Points
Mounts
Points
Crossbow
Shield
Cold One
22
Great Weapon
Large Shield
Elven steed
Lance
Spear
Sword
Halberd
Anticoagulant poisoned
weapon13
2
1
.5
2
1
2
Light armor
Heavy Armor
Barding
2
3
4
Repeating
Crossbow
Throwing knife
Crossbow Pistol
Assassin
Points
Gear
Grappling
1
hook
13 In most of the lore regarding Witch elf and Dark elf poisons they refer to the slightest touch causing death, this doesnt seem
to refer to normal poisons
Core
Unit Type
Dark Elf Warrior (5+)
Equipment
Shield, Sword, light armor
M
5(4)
WS
BS
S
4
4
3
Special Rules
Hate elves, may deploy as light infantry
Unit Type
M
Dark Elf Crossbowman (5+)
5
Equipment
Special Rules
light armor, Sword,
Hate elves, May deploy
crossbow
as light infantry
Unit Type
W
I A Ld Int Cl WP
1
5 1 8
9
9 8
Improvements
Spears +1, large shields +1
Pt
11.5
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
4
4
3
3
1
5
1
8
9
9
8
13.5
Improvements
Shields +1. repeating crossbow +1. one unit may have great swords
weapons +2.5
W B
S T W I A Ld Int Cl WP Pt
S S
Corsair
5 4 4 33 1 51 8 9
(5+)
Equipment
Special Rules
Two swords, light
Hate elves,
armor, nets, dragon
Slavers, light
cloak
infantry
Unit Type
Dark Rider (5+)
Elven Steed
Equipment
Sword, light armor,
Unit Type
Harpies (5+)
Equipment
Claws
T
3
M
4
M
5
9
WS
4
3
shield
WS
3
9 8
15
Improvements
Crossbow Pistol
+2
BS
S
4
3
0
3
Special Rules
May deploy as skirmishers, hate high elves
Fear Fire
BS
3
T
W
I
A
Ld
Int
Cl
WP
Pt
3
1
5
1
8
9
9
8
20
3
1
3
1
4
4
3
3
Improvements
Spear +1, one unit may get repeating crossbows +4
S
T
W
I
A
Ld
Int
Cl
WP
3
3
1
4
2
6
5
7
7
Special Rules
Fly 24, Beast - doesn't cause panic in Dark Elves, don't count toward core min.
Pt
14.5
Special
Unit Type
M
WS
BS
S
Shades (5-15) 5
4
4
3
Equipme
Special Rules
nt
Skirmishing, scouts, hate high
Sword,
elves
Unit
M WS BS S
T W I
A
Type
Witc
h
3(2
5(6
5 4
4
3 1
1
Elves
)
)
(5+)
T
3
W
1
I
5
A
1
Ld
8
Int
9
Cl
9
WP
8
Pt
13.5
Improvements
Great sword +2.5, or add sword+1, light armor +1, crossbow +3, repeating crossbow
+4, shields +1
Ld
Int
Cl
WP
Pt
13
Unit Type
Executioners (5+)
Equipment
great sword, heavy
armour
Unit Type
Improvements
May replace a dagger w/ a
sword +1 or both for
+1.5, light armor +2
M
5(4)
Special Rules
WS
5
BS
4
S
T
3(5)
3
Improvements
W
1
I
5
A
1
Ld
8
Int
9
Cl
9
WP
8
Pt
15.5
WS
BS
Ld
Int
Cl
WP
Pt
140.5
Charioteers (4)
Equipment
Special Rules
Improvements
Heavy Chariot
Hate elves
Unit Type
Cold one Knight (5+)
Cold One Steed
Equipment
Sword, light armor, shield
Bite and Stomp
M
WS
BS
S
T
W
I
5
5
4
4
3
1
6
7
3
0
4
4
1
1
Special Rules
Heavy Cavalry
Thick skinned mount, stupidity, armor piercing bite (-1),
A
1
2
Ld
8
2
Int
Cl
9
9
4
9
Improvements
Lance +2, Heavy
WP
8
9
Pt
38
Armor +1
fear
Rare
Unit Type
0-1 Black Guard (5+)
Equipment
Halberd, Sword, heavy armor
Unit
W
M
Type
S
Dark elf
Repeati
- ng bolt
thrower
Dark Elf
crew
5 4
(2)
Equipment
M
5(4)
WS
5
BS
4
S
4(5)
B
S T
S
W I A
Ld
In
Cl
t
WP
Pt
- 7
- -
58.
5
4 3 3
5 1
Special Rules
T
W
I
A
Ld
Int
3
1
6 2
9
9
Special Rules
hate elves, immune to psych
Cl
9
WP
9
Pt
18.5
Improvements
Improvemen
ts
Unit Type
Dark Elf Beastmaster (1-3)
Chaos Hound (0-6 per master)
Warhound (0-6 per master)
Hydra (0-.5 per master)
Equipment
Sword
bite, claws
bite, claws
Lots of heads, -2 armor
M
WS
5
4
6
4
6
3
6
4
Special Rules
Hate Elves
BS
4
0
0
0
S
3
4
3
5
T
3
4
3
5
W
1
2
1
6
I
5
4
4
2
A
1
2
1
W
Ld
8
6
6
6
Int
9
4
4
4
Cl
WP
Pt
9
8
13.5
7
7
23
6
4
4
6
6
200
Improvements
light armor +2, shield +1
DWARVES
Dwarf Standard Rules
S T U R DY : Dwarves never suffer penalties for encumbrance
R E S O LU T E : Dwarves may always reserve move
G R U D G E S : Dwarves hate Goblinoids and have Animosity toward elves
PEOPLE
OF
S T O N E : All Dwarves have Magic Resistance 1 (6+ ward save against all magic)
G O L D F E V E R : Dwarves will never willingly abandon gold. If there is a gold hoard on the field and the dwarves know of it and
are personally tied to it, the Dwarves may not leave the field of battle except through rout. They are immune to panic and
become subject to frenzy should an enemy model touch the gold. Test for frenzy immediately.
Gear
G R O M R I L : 5pts 3 coverage and 3 thickness
D WA RV E N A R Q U E B U S 1 4 : Same rules as a normal Arquebus, except at less than range they get +1 to hit.
M I N I N G P I C K 1 5 : Mining picks are not designed for close-combat, but rather for splitting hard rock. Therefore the dwarf suffers
artillery dice.
P E R I S C O P E 1 9 : The Engineer gains LOS through one interposing blocker shorter than a cavalry-sized model. E.g. a line of
markers. Range markers are small signs or posts placed on the battle field with measured and known distances for the dwarves.
Intuitively, these markers must be staked into the ground with ample time before the enemy arrives. As a consequence every
14 Dwarves 6th ed.
15 This was sorta made up, but it is loosely based on the idea of improvised weapons from warhammer 3 rd ed, and that miners
are supposed to have great weapons that smash through rock.
16 Completely made up, except that the models have em.
17 This item appears regularly in Warhammer Ancients Age of Chivarly and it seemed appropriate to add it.
18 Largely made up
19 Same just thought it would add flavor and interesting tactical hi-jinx
unit in the dwarf army counts as having an M value of 0. The advantage is that the dwarf player will know the distance from
the range marker to where the engineer is deployed, allowing for more accurate fire. The GM need only tell the dwarf player the
distance once. Markers can be removed by the enemy without penalty by models who come in base contact.
O AT H S T O N E :
No other character model may join the unit, other than a huscarl and the model possessing the stone; or a battle standard
if the stone is possessed by your general.
The Character may place the stone as a charge reaction, immediately following a successful move to engage, or during
the movement phase.
Once the stone is placed the following also apply
If the unit flees the dwarf player loses the value of the unit in Victory points, even if they subsequently rally21.
The Character with the stone must issue and accept challenges
The unit forms into an infantry square, place the stone in the center
The unit gains rank bonuses equal to its greatest dimension and foot print (e.g. a 3x4 square would get a total of 3 ranks,
whereas a 4x4 would get 4, and a 2x3 or 3x3 would get none as no dimension is great enough to constitute a rank)
Any other dwarf unit in 12 gains +1 Cl so long as the square holds.
The unit gains an additional magic resistance (for a total of 5+ ward save).
B O O K O F G R U D G E S : The General and the unit he/she is with gains hatred against the foe.
Shield Bearers: If your general has shield bearers other units within 18 may use her/his Ld, and Cl
modifiers, subordinate commanders may have their radius increased to 3D6. Shield Bearers are a special class of infantry
with the following stat line.
Unit Type
Shield Bearer (2)
M
3
WS
5
BS
3
S
4
T
4
W
1
I
3
A
1
Ld
9
Int
7
Cl
9
WP
9
They wear gromril and carry hand weapons. If a shield bearer dies, another dwarf from the unit the character has joined may
drop his/her shield and take up carrying the shield. Against arcing fire the shield bearers benefit as if they had a large shield.
Due to his/her height advantage a dwarf character atop shield bearers gains a +1 to hit. If there is one or no more shield
bearers the character must abandon the oversized shield and walk.
Gyrocopters22
Fly Speed of 10
Shooting hits are randomized 1-5 Gyrocopter, 6 Pilot.
Close combat hits are randomized as well 1-3 Gyrocopter, 4-6 Pilot
Armaments:
Bombs: The Pilot carries crude ceramic grenades which he may attempt to lob or drop from the gyrocopter. Place the 1 radius
explosion template anywhere within 4 of the gyrocopters flight path that turn. Roll to hit including any range or movement
modifiers. And scatter the template the distance that the pilot missed by. Any model touched by the template is hit on a 3+ and
takes a 3S hit with a -2 armor modifier.
Steam Gun: May only be fired during the shooting phase. Place the flame template in front of the barrel of the gun. For each
model touched by the template roll to hit using the Pilots BS. Each model hit takes a S3 hit -1 to armor.
Close Combat: In close combat the pilot may make attacks to the front and side. Before blows are struck any flyer or model
over 10 tall must pass an i test or be struck by the propellers. This is dangerous for both the gyrocopter and the unfortunate
monster. The gyrocopter takes D3 hits of S equal to the monsters T+1. And the monster takes D3 S6 hits. If the gyrocopter
takes a single wound in this fashion it plummets to the ground.
WS
BS
Ld
Int
Cl
WP
20 European armies were known to do this to increase the accuracy of their weapons, especially at distances greater than 200
yards.
21 This is where one might imagine slayers come from.
22 Largely made up, but they feel right.
Anvil Guard
Anvil of Doom
3
-
5
-
3
-
4
-
4
10
1
4
3
-
1
-
9
-
7
-
9
-
9
-
Gear: Anvil guard are equipped with large shield, great weapon, hand weapon and gromril armor
Special Rules:
Immune to Psychology- the Anvil guard is immune to psychology
Ancestral heirloom: The anvils of doom were crafted in a bygone era, there are none left who carry the knowledge to make
them anew. Consequently the loss of a single anvil would be an irreplaceable loss. The capture or destruction of an anvil is
worth an additional 100 victory points.
Randomize hits: hits are randomized just like shooting at a warmachine.
Strike Runes: Runes take a significant amount of preparation; the sigil must be shaped before it can be struck releasing its
power. Consequently, runes are generally crafted before the battle so that they may be unleashed at the right moment. A player
may buy runes from the list of sorcerous runes. Each rune may only be used once. However, if need be, runesmiths may craft
new runes during a battle. This process requires 2 full magic phases to complete and may be cast on the third turn. To release a
rune the runesmith must roll to hit the rune (Runesmiths WS vs. the difficulty of the rune) if he/she strikes it the sorcery is
released. Runes may be struck in the same phases as spells. A runesmith may strike as many runes as she/he has attacks each
turn. Runic sorcery is effectively magic, however they may not be dispelled such is the absolute manner of Runes. At least no
Dwarf has shared this lore to weavers of the magical winds. Magic resistance applies as normal.
Sorcerous Runes:23
Army Organization
24
Allies/Mercenaries:
Will Ally
With:
Halflings
Empire
Bretonnia
Kislev
Gnomes
Norse
Ogres
High Elves
To Fight:
Orcs and
Goblins
Chaos
Dwarves
Skaven
Ogres
M
WS
BS
S
T
W
I
A
Ld
Int
3
4
3
3
4
1
2
1
9
7
Improvements
Heavy Armor +1, Shield +1, Large Shield +2, Great Weapon +2
Cl
9
WP
9
Pt
10
Unit Type
M WS BS
S
T
W
I
A
Ld
Int
Cl
WP
Dwarf Crossbowmen (10+ per
3 4
3
3
4
1
2
1
9
7
9
9
unit)
Equipment
Improvements
Hand Weapon, Light armor, Crossbow
Shield +1, or Pavis +1, One unit may have Great Weapon +2, Heavy Armor+1
Unit Type
Pt
13
WS
BS
Ld
Int
Cl
WP
Pt
18
Equipment
Special Rules
Heavy Armor, Great Weapon, immune to panic, old grumblers (any unit of dwarves within 6 may re-roll a failed panic test, so
Hand Weapon, large shield
long as the long beards are not fleeing), cannot outnumber clansmen in the army.
M
3
WS
BS
S
T
W
I
A
Ld
Int
4
3
3
4
1
2
1
9
7
Improvements
Shield +1, or Pavise +1, One unit may have Heavy Armor+1
M
3
Ld
Int
Cl
WP
Pt
11
Pt
1
4
Special Rules
Underground Advance (see 6th ed.) the number of miner units you are allowed equals the
number of miners you have divided by 12 to a minimum of 1.
WS
4
BS
3
M
3
S
3
WS
4
T
7
4
BS
3
W
3
1
Special
S
3
T
4
I
A
2
1
Rules
WP
9
BS
Unit Type
Sappers (2 per unit)
Equipment
Mining Pick, Heavy Armor, Miner caps
Unit Type
Catapults (1-3 per unit)
Crew (3)
Equipment
Cl
9
W
1
Ld
9
I A Ld
Int
2 1
9
7
Special Rules
Sappers25
Int
7
Cl
9
WP
9
Pt
15
Cl
WP
Pt
85
9
9
Improvements
Four man Catapult +22,
Five man Catapult +44
Heavy Armor +1
BS S T W I A Ld Int
C
WP Pt
l
- -
3 4
Unit Type
W
S
- 7 3
Unit Type
- - -
Equipment
3 4 1 2 1 9 7 9 9
Special Rules
Improvements
Four man
Cannon +20,
Three Man
Five Man
Cannon
Cannon +40,
Six man
cannon +60
Heavy Armor
+1
- 7 3 - - -
3 4 1 2 1 9
Special Rules
9
0
W B
S T W I A Ld Int Cl WP Pt
S S
Unit Type
45
9 9
Improveme
nts
Four Man
Bolt
Thrower
+16, Five
Man Bolt
Thrower
+32
Heavy
Armor +1
W B
L In C
STWI A
WP Pt
S S
d t l
- -
3 4
3 341 21 9 7
Equipment
- 73 - - -
Special Rules
Organ Gun 3
barrels
- -
125
9 9
Improveme
nts
Four Man
Organ gun
+16, Five
Man Organ
Gun +32
Heavy
Armor +1
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
165
Crew (3)
Equipment
3
4
3
3
4
1
2
1
9
7
9
Special Rules
Flame Cannon (see 6th ed. Rules, except that all models are hit automatically)
Unit Type
Gyrocopter (1-3 per
unit)
Pilot
Equipment
9
Improvements
Heavy Armor +1
W B
L
STWI A
Int Cl WP Pt
S S
d
15
- - - - 63 - - - - - 5
3 4 3 341 219 7 9 9
Special Rules
Improvements
See Entry
M
Hand Weapon
M
3
WS
5
BS
S T
3
4 4
Special Rules
Body Guard
W
1
I
A Ld
Int
Cl
WP
2 2 9
7
9
9
Improvements
Shield +1, Large Shield +2
Pt
17
W B
L In C W
ST WI A
Pt
S S
d t l P
Ironbreakers (5+ per
1
3 5 3 441 21 9 7 9 9
unit)
6
Special
Improvement
Equipment
Rules
s
Large Shield
Gromril, hand weapon, Shield
+2
Unit Type
Outsiders 0-25%
Unit Type
0-1 Dwarf
Rangers (515)
Equipment
Crossbow,
Great
Weapon, light
armor
WS
BS
S T W I A Ld Int Cl WP Pt
3 4 1 2 1 9
9 9
16
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
9 +2
11
Equipment
Hand
Weapon
Hand
Weapon
Special Rules
Improvements
Shield +1, Great Weapon +2, Additional
hand weapon +1
Shield +1, Great Weapon +2, Additional
hand weapon +1
Dwarf Characters
Royal Heroes
3 5
4 441 329
3 6
4 452 33
3 6
3 7
3 7
Slayer Characters M
10
+1
10+
4 453 43
2
10+
4 454 54
3
10+
5 454 54
3
W B
S T W I A Ld
S S
W B
S T W I A Ld
S S
3 7
3 441 429
10
+1
10+
3 453 53
2
10+
3 454 64
3
10+
4 454 64
3
3 452 43
Int Cl
WP Pt
48
86
10
+1
10
7
+1
9+ 10
2 +2
10
+1
10
+1
10
+2
12
6
16
6
20
8
Int Cl
WP
Pt
48
86
10+
1
10+
1
10+
2
12
6
16
6
20
8
10+
1
10+
7
1
9+ 10+
2 2
7
Engineers
WS
BS
Ld
Int
Cl
WP
Pt
Surveyer Lvl 1
8+1
10+1
20
Bombadier Lvl 2
10 +1
9+2
10+1
50
10+2
9+2
10+2
75
Special Rules
One Artillery may use his BS and re-roll misfire chart
Same, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.
Runesmiths
WS
BS
Ld
Int
Cl
WP
Pt
Vola lvl 1
8+1
10+1
56
Runeskryre lvl 2
10+1
8+1
10+2
96
Skald lvl 3
10+2
9+2
10+1
10+2
136
Helrun lvl 4
10+2
9+2
10+1
10+3
176
Wyrdskryre lvl 5
10+3
10+3
10+2
10+3
216
Special Rules
Dwarf Runesmiths are magic users of their denoted level for all intents and purposes except that they may not cast spells. They are free to
dispel.
Warriors
Weapon
Great Weapon
Add. Hand weapon
Ranged
Pistol
Arquebus
Crossbow
Throwing Axe
Armor
Shield
Large Shield
Light Armor
Heavy Armor
Gromril
Other
Shield Bearers if
general
Pts
2
1
Book of Grudges
Pts
Great Weapon
Additional Hand Weapon
Ranged
Throwing Axe
Armor
Shield
Buckler
3
1
3
1
1
2
2
3
5
30
Oath Stone
Slayers
Weapons
2
1
1
1
0.5
Engineers
Weapons
Pts
Mining Pick
Ranged
Arquebus
Pistol
Brace of Pistols
Bombs
Armor
Pavis
Light Armor
Heavy Armor
Other
Miner's Cap
Periscope
Range Finder
15
1
3
6
10
Runesmiths
Weapon
Pts
Great
Weapon
2
Armor
Shield
1
Large Shield
2
Light Armor
2
Heavy Armor
3
Gromril
5
1
2
3
1
9
8
25
25
Bonuses
Scout, woodsman
Underground advance,
Immune to panic, old grumblers
The Empire
Gear of the Empire
Points
5
4
6
H E AV Y
B R E A S T P L AT E 2 6 : Empire soldiers are typically equipped with thick cuirasses and breastplates designed to ward off black
powder weapons. These heavy breast plates provide 1 coverage and 3 thickness but encumber like heavy armor.
FULL
P L AT E A R M O R
HOCHLAND
+ 5 P T S : 3 coverage, 3 thickness
LO N G R I F L E
+ 10 P T S
36 range 4 strength armor piercing like arquebus, move or fire, every other turn, may single targets out at -1 to hit (which is
none cumulative for individual/skirmishing models)
May only be used by engineers
FUSILLADE
AND
C A RA C O L E 2 7
Whilst charging, pistoliers may fire a single pistol, and enter the combat with a sword drawn. In the event that the horses are held
at bay due to pikes, halberds, or spears, the pistoliers may opt to fire their second pistol (even against an opponent who is
moving to engage)
In the event that a pistolier wishes to discharge two pistols in a single turn, the unit must initiate a caracole maneuver as their
final maneuver for its movement phase. A Caracole is a complex maneuver. If the maneuver is passed the unit may fire both
pistols during the shooting phase and reserve move.
FORESTER
Foresters count woods as open ground. Woods additionally offer them hard cover and act as a defended obstacle when charged.
R E P E AT I N G
PISTOL
+ 5P T S
P I G E O N B O M B S + 10
+7PTS:
R E P E AT E R
HANDGUN
PTS EACH28:
Volley Gun29
Steam Tank30
1. During the movement phase determine the number of steam points you wish to generate, 0-5. All steam points must be used
this turn
2. A single steam point may be used to :
1. Move 3 straight forward
2. Move 2 backward
3. Pivot up to 90 degrees clockwise or counter clockwise
4. Fire the steam cannon (only once a turn)
3. Roll a d6, on a 6+ something bad has happened, roll a further d6 and add the number of steam points generated and consult
the Imperial Steam Tank Boiler Chart
4. Otherwise you may use your steam points to move the steam tank.
5. Any model that is in the Steam Tanks path must pass an i test or suffer a S7 hit.
6. The enemy may charge, move to engage or already be in base contact with a steam tank. They may attempt to wound the
tank. However, the tank is not obliged to stay in close combat and can simply putter away. It need never take a break test.
7. For each wound that the steam tank sustains add +1 to the first die roll in rule 1. above.
8. The commander is armed with a repeating handgun
9. Steam tanks take psychology tests as normal. However, rather than flee the engineer lowers the hatch and hunkers down;
doing nothing for the entire turn. If steam points must be expended, they are used to get away.
Firing the Steam Cannon
Range 36 Str 6 Wounds d3, -4 armor modifier
The cannon is fired in the same manner as a normal cannon, except that it can only fire directly forward. Should the cannon
misfire, roll a d6 and add the number of steam points generated this turn and consult the Imperial Steam Tank Boiler Chart
26 This was largely made up, but it seemed appropriate that the Empire would employ armor designed to stop black powder
weapons, just as humans did during the late 1400s-1600s
27 People actually did this.
28 Empire 7th ed.
29 It seemed appropriate to make the volley gun into a rotating organ gun.
30 Empire 4th ed.
Magic:
Empire Mages may use any color.
Soldiers of the Empire are true neutral
Army Organization31
A L L I E S 0 -25% :
Will Ally
With:
Halflings
Wood Elves
Bretonnia
Kislev
Gnomes
Norse
Ogres
High Elves
Estalians
Tileans
Albionites
To Fight:
Orcs and
Goblins
Chaos
Skaven
Vampire
Counts
C H A RA C T E R C O S T S 1- 25%:
Wizard Lvl M Ws Bs S T w I A Ld
Int
Cl
1
4 4 3 3 3 1 3 1 7
8+1 7
2
4 4 3 3 3 2 4 1 8+1 9+2 7
8+
3
4 5 4 3 3 3 5 1 9+2 9+2 1
10+ 10+ 8+
4
4 5 4 3 3 4 6 1 3
3
1
10+ 10+ 9+
5
4 6 5 3 3 4 7 1 3
3
2
Hero Lvl
1
2
3
4
5
Ws
4
5
5
6
6
Bs
4
4
4
4
5
S
4
4
4
4
4
9+2 155
10+
3
240
10+
3
340
T
4
4
4
4
4
W
1
2
3
4
4
I
4
4
5
6
6
A
2
3
3
4
4
Ld
7
8+1
9+2
10+3
10+3
Int
7
7
7
7
9+2
Cl
7
7
8+1
8+1
9+2
WP
7
7
8+1
8+1
9+2
Pts
30
55
80
105
130
Points
Character
type
M
4
4
4
4
4
WP Pts
8+1 60
9+2 85
Bonuses
Stubborn, must be equipped with a great
sword, you may have a single hero with
Great
this upgrade for each unit of great swords.
Sword lvl 3 This hero must be a champion of a state
or lower
troop unit.
6
Flagellant rules, gear limited to flagellant
selection, may not be general, may not join
Flagellant knightly or state troop units.
6
ForestJaeg
er lvl 3 or Scout, skirmish, may not be general, may
lower
not be mounted
5
31 This army organization is largely made up, but derived from Warhammer Ancients wherein Army lists are presented with
categories such as Cavalry, Infantry, Artillery, etc.
ENGINEERS
WS
BS
Ld
Int
Cl
WP
Pt
Surveyor Lvl 1
8+1
8+1
20
Bombardier Lvl 2
8+1
9+2
8+1
50
9+2
9+2
9+2
75
Special Rules
One Artillery may use his/her BS and re-roll misfire chart
Same, and may re-roll the first artillery die
Same, and any unit he/she commands counts as sappers who construct at half rate and gain no demolish benefit.
W B
S T W I A Ld
S S
Warrior Monk
Warrior Priest
Lector
Arch Lector
Grand
Theogonist
Special Rules
PRIESTS
SIGMAR
OF
3 4 3 1 3 1
8
4 4 3 2 4 2 +
1
9
5 4 4 4 3 4 2 +
2
9
+
6 5 4 4 4 5 3 2
10
+
6 5 4 4 4 6 3 3
In
t
8
+
1
8
+
1
9
+
2
9
+
2
10
+
3
C
l
7
7
8
+
1
8
+
1
9
+
2
W
P
8
+
1
9
+
2
9
+
2
10
+
3
10
+
3
Pt
4
5
7
0
1
1
5
1
7
5
2
3
5
S TAT E T R O O P S 25%+
W B
L In C W Pt
STwI A
s s
d t l P s
1+ Reichsoldat (10-50 per
7.
4 3 3 331 317 7 7 7
unit)
5
Special
Equipment
Upgrades
Rules
shield +1 and one of the
Sword, breast
following: halberd +2, pikes +1,
plate
crossbow +3, arquebus +1, bow
+2
Unit type
W B
L In C W Pt
STwI A
s s
d t l P s
Crossbowmen (10-30
7.
4
3 3 331 317 7 7 7
per unit)
5
Equipment Special Rules
Upgrades
Dagger,
May be deployed Hand weapon +.5 replace
cross bow as light infantry Dagger with Sword +1
Unit type
Unit type
Ws
Bs
Ld
Int
Cl
WP
Pts
5.5
Equipment
Dagger Arquebus
Special Rules
Upgrades
Hand weapon +.5 Replace dagger with Sword +1
Unit type
W B
L In C W Pt
STwI A
s s
d t l P s
Swordsmen (530)33
Equipment
Special
Rules
Upgrades
Light
Infantry
Sword, breast
plate
3 331 417 7 7 7
W B
L In C W
STwI A
Pts
s s
d t l P
14.
4 3 331 318 7 8 8
5
Unit type
Equipment
Special
Upgrades
Rules
KNIGHTS
AND
10
N O B I L I T Y 0- 35%
Unit type
0-1 Inner Circle knight
(5-20)
Warhorse
Equipment
W B
L In C W
STwI A
Pts
s s
d t l P
25.
4 4 3 431 318 7 8 7
5
8 3 0 331 314 3 4 4
Speci Upgrades
al
M
32 Most rule sets for warhammer make handguns just as expensive as crossbows and long bows, this is problematic. In editions
of warhammer before 6th ed. hand guns fired every other turn, as they rightly should, but their cost often did not reflect this.
Historically, gunpowder replaced arrows, not because of lethality, range, or accuracy (as long bows were certainly up the mark in
all these regards) it was that arquebusiers were cheaper to train so a greater number could be brought to the field, simply out
numbering traditional longbowmen who took a life time to train, if not many years. Consequently, handgunners are presented,
with corners cut (WS -1, daggers, cheap handguns) to represent this.
33 In Pike and Shot battle fields, swordsmen were often used to counter pikemen and needed to be maneuverable. Additionally,
the Empire rulebooks routinely refer to the swordsmen as expert fencers, whom I would imagine to be much more adaptive and
creative in their weapon use.
Rules
Sword, full plate armor,
lance, shield
Unit type
Pistoliers (5-10)
Horse
Equipment
2 pistols, breast
Sword
M Ws Bs S T w I A Ld Int Cl WP Pts
4 3 3 3 3 1 3 1 7 7 7 7
15.5
8 3 0 4 3 1 3 0 3 3 3 3
Special Rules
Upgrades
plate,
skirmish,
caracole
Afraid of fire
W B
Pt
S T w I A Ld Int Cl WP
s s
s
Knightly order (5-20) 4 4 3 3 3 1 3 1 8 7 8 7
24
Warhorse
8 3 0 3 3 1 3 1 4 3 4 4
Special
Equipment
Upgrades
Rules
Sword, full plate
magic instrument +25,
armor, lance, shield
magic standard +25
Barding
Unit type
Unit type
G U N N E RY
AND
Unit type
W B
C
Pt
S T w I A Ld Int
WP
s s
l
s
4 4
3 33 1 41 8 7
8 7
14
Upgrades
One unit may have halberds +2, grt
wpns +2, flails +1 magic standard
+25, magic instrument +25
E N G I N E E R I N G 0 -35%
M
W B
L In C
STw I A
WP
s s
d t l
- 73 - - -
- -
Pts
125
3 332 32 7 7 7 7
Special Rules
Upgrades
3 barrel organ
gun x3
Gunnery Tools (improvised
weapon)
Unit type
Great Cannon (1-3)
Crew (4)
Equipment
M
Ws
Bs
4
3
3
Special Rules
S
3
4 man cannon
T
w
7
3
3
2
Upgrades
I
3
A
2
Ld
7
Int
7
Cl
7
WP
7
Pts
100
L
d
- 7 3 - - 3 3 2 32 7
Special
Rules
Unit type
M Ws Bs S T w I A
Mortar (1-3)
Crew (3)
Equipment
In
Cl WP
t
- - 7 7 7
Pts
75
Upgrades
M
Ws
1
Special Rules
Bs
3
S
7
T
w
10
5
Upgrades
I
-
A
-
Ld
10
Int
8
Cl
10+2``
WP
7
Pts
200
I R R E G U L A R S 0 -20%
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Flagellant (104 2
2 3 3 1 3 1 6 6 6 7
10
50)
Equipment
Special Rules
Upgrades
frenzy, hate chaos,
Shields +1, flail
unbreakable, may only be
+1, additional
hand weapon joined by priests of
hand weapons
Sigmar or flagellant
+1,
characters35
Unit type
M Ws Bs S T w I A Ld Int Cl WP
Pt
s
ForestJaeger (515)36
4 3
10
Special
Rules
Scout,
bow, hand weapon,
skirmisher,
light armor
Forester
Equipment
3 3 1 3 1 7
7 7
Upgrades
May replace hand weapon
with Sword +.5 or great axe
+2
High Elves
Team Rules
WILL ALLY
WITH:
Wood Elves
Kislevites
Empire
Dwarves
Halflings
Lizardmen
37
M E E K : all elves suffer double the effects of encumbrance
HIGH
E LV E S A N D
SEA
To Fight:
Dark Elves
Chaos of all
kinds
Orcs and
Goblins
E LV E S : in order to get an Equestrian and monsters, Kindred Superiors, or Allies and maritime auxiliaries
choice that is a high elf or sea elf, the army must contain a kith regiment of that elf type.
Sea Elves38
Any unencumbered sea elf may swim at M with no reserve move over any water feature 39
o Encumbrance includes pikes, armor save total thickness greater than 2, great weapons, and halberds
o Ranged weapons may not be used whilst swimming
Magic: sea elves may have White, Green, Blue as primary colors.
All Sea elf infantry have the phalanx rule 40.
Sea Elves are Good Neutral (if not a little chaotic by high elf standards)
Unless attached to a unit of Shore riders as a champion (lvl 3 or lower) Sea elf characters may not ride horses.
High Elves
V A LO U R
O F A G E S 4 1 : High elves may reroll failed psychology tests when fighting dark elves
Fight in 3 ranks42, High elves armed with spears may make attacks from the 3 rd rank in a similar manner to models in the
2nd rank
High Elves may have white, and Blue as primary colors and red, green, and black as secondary colors.
High Elves are Good Order
I N T R I G U E 4 3 : high elves are subject to byzantine intrigues and politicking. If your army contains one or more high elf characters,
rank your characters in Ld order (highest to lowest) and roll a die. The result corresponds to the elf in order of Ld, that elf
becomes your armys general. If the die result is greater than the number of characters your army has or is a 6 you may choose
your general.
O RA C L E
OF
A S U RYA N 4 4 : At the Shrine of Asuryan Phoenix Guards come to know their ultimate fate, when they will die. For each
model at the beginning of the game, roll a D3-1 and add up the total and record it for yourself and the GM. Each time that a
phoenix guard model would die you may choose to prevent his death by expending one of these points. Each point can only be
used once. Poison toxin counters are removed if a toxin wound is prevented.
Gear
L I O N C LO A K 4 5 : 2 coverage no thickness, only effective against missile fire
I T H I L M A R A R M O R 4 6 : Cost of 3 pts (1 1/2 pts more to replace light armor and pts more to replace heavy armor) Provides a
5+ save but any blow that would normally pierce light armor also pierces ithilmar armor, additionally it has the same
encumbrance effect as light armor.
D RA G O N A R M O R 4 7 : Cost of 4 pts, heavy armor, and makes the model immune to fire attacks
Army Organization48
Citizens and Militia: 25%+
Equestrians and Monsters: 0-50%
Kindred Superiors 1-50%
Includes characters. Army must include a general.
Allies and Maritime Auxiliaries0-33%
Character gear/mounts:
Add. hand weapon +1
Great Weapon +2Great Sword +2.5
Lance +2
Spear +2
Halberd +2 Sword +.5
Long Bow +3
Bow +2 Javelin +1
Shield +1
Large Shield +2
Light Armor +2
Heavy Armor +3
Dragon Armor +4
Ithilmar Armor +3.5 Barding +4
Elven Steed +7
Eagle +50 Unicorn +80
See Magical Creature Bestiary for more options
C H A RA C T E R C O S T S
High Elf Hero (lvl)
M
WS
BS
S T
W
Kinthane (1)
5
5
5
4 3 1
Earl (2)
5
6
5
4 3 2
Kinlord (3)
5
6
5
4 3 3
Prince (4)
5
7
5
4 3 4
Suzerain (5)
5
7
6
4 3 4
Heroes level 3 or lower must be deployed as champions unless they
Magic User (lvl)
Incantor (1)
Spellbard (2)
Fey (3)
Dreamguilers (4)
Elven Mage (5)
M
5
5
5
5
5
WS
5
5
6
6
7
BS
4
4
4
5
6
S
3
3
3
3
3
T
3
3
3
3
3
W
1
2
3
4
4
I
6
6
7
8
8
are
I
5
6
6
7
8
A
Ld
Int
2
8
9
3
9+1
9
3
10+2
9
4
10+3
9
4
10+3
11+2
a battle standard.
A
1
1
1
1
1
Ld
8
9+1
10+2
10+3
10+3
Int
10+1
11+2
12+2
13+3
13+3
Cl
9
9
10+1
10+1
10+2
Cl
10+1
10+1
10+2
10+2
10+3
WP
8
8
9+1
9+1
10+2
WP
9+1
10+2
10+2
10+3
10+3
Pt
48
88
128
168
208
Pt
78
118
203
303
418
Character
type, must be
high elves
and level 3 or
lower
Phoenix
Guard
Shadow
Warrior
White Lion
Bonuses
Point
s
Fear, Halberd,
Oracle Asuryan
Scout, Hate Dark
elves
Woodsmen,
bodyguard, lion
cloak, great
weapon
10
6
8
M WS
B
In C W
S T W I A Ld
Pt
S
t l P
8.
4 3 3 1 51 8 9 9 8
5
Unit Type
Archers (10-20 per unit)
50
WS
BS
Ld
Int
Cl
WP
Pt
13
Equipment
Special Rules
Improvements
Unit Type
Shore Rider51 (5-20
per unit)
Elven Warhorse
M
WS
BS
S
5
4
4
3
9
3
0
4
Improvements
bows +2, or swap spear
T
3
3
W
1
1
I
5
3
A
1
1
Ld
8
4
Int
9
4
Cl
9
3
WP
8
3
Pt
19
L In C W
Pt
d t l P
WS
BS
S T WI A
3 3 1 5 1 8 9 9 8 18
9 3
0
431 314 4 3 3
Special
Equipment
Improvements
Rules
Sea elf
(horse may
bows +2, Javelins +1,
swim using
light armor +4, Ithilmar
spear, Sword, shield rider's
+3.5 magical instrument
unmodded
+25
M), may
skirmish
afraid of
fire
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
22
Elven Warhorse
Equipment
lance and Sword, light
armor, shield
Special Rules
High elf,
Heavy cav.
afraid of fire
Improvements
Ithilmar armor +1 , Ithilmar barding +4, one unit may carry a magic standard
worth up to 25pts
B
L In C W
ST WI A
Pt
S
d t l P
8
- - 773 - - - - - 5
5 4 4 331 51 8 9 9 8 9 3 0 331 31 4 4 3 3
Special
Improvements
Rules
light
chariot
Light armor +2, ithilmar
High Elf
+3
afraid of
fire
Unit Type
M WS
spear, bow
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
130
Elven Warhorse
Equipment
Sword, light armor
Special Rules
Heavy Chariot
high elf
afraid of fire
Improvements
Scythed wheels +20, magic standard +25, magic instrument +25
Shield +1, Javelin +1, light armor +2, one crew may have a long bow +3
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
50
Equipment
Special Rules
Claws
Fly 32"
Improvements
M
5
9
WS
5
3
BS
S T W
4
4 3 1
0
3 3 1
Special Rules
high elf, Heavy Cav.
I
6
3
A
1
1
Ld
9
4
Int
9
4
Cl
WP
10
9
3
3
Improvements
Magic banner +25
Pt
29.5
In C W P
t l P t
Phoenix Guard (10+
1
5 5
4 3 3 1 6 1 9 9 9 9
per unit)
7
Improvem
Equipment
Special Rules
ents
halberd, heavy
high elf, cause fear, Oracle Ithilmar
+1/2
armor
of Asuryan
Unit Type
M WS BS S T W I A Ld
I
W B
L
CW P
S T WI A
n
S S
d
l P t
t
Shadow warriors (5-15 per
1
5 4 4 331 51 8 9 9 8
unit)
6
Improvemen
Equipment
Special Rules
ts
Sword, long bow,
scouts, skirmish, hate
light armor
dark elves, high elf
Unit Type
52 This unit is a bit interesting, in the 3 rd ed. it appeared as a +3 shock elite cavalry but had the potential to be heavily upgraded
in gear, later silver helms were downgraded to make room for dragon princes (who used to ride dragons in the 3 rd ed. and in the
war of the beard mini ruleset.) The silver helm presented here is as it appears in High Elves 5 th ed.
53 Warhammer Armies 3rd ed.
54 Warhammer Rulebook 3rd ed.
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
16
Equipment
Special Rules
Improvements
high elf,
W B
L In C W
S T WI A
Pt
S S
d t l P
1
White lions (10+ per unit) 5 5 4 4 3 1 5 1 8 9 9 8
5
Improvement
Equipment
Special Rules
s
Unit Type
Dagger, great
weapon, light
armor, lion
cloak
W
BS S T W I
S
A Ld Int Cl WP Pt
Lotherm
sea guard
5 4 4 3 3 1 5 1 8 9
9 8
13
(10+ per
unit)
Equip Special
Improvements
ment Rules
spear,
shields +1, Large shield +2, replace with
bow,
sea elf
ithilmar +1 , may replace spear with
light
sword free of charge
armor
Unit Type
Merchant companies55
(10-30 per unit)
Equipmen Special
t
Rules
Sword,
light
armor
sea elf
W B
L In C W
ST WI A
Pt
S S
d t l P
54
4 33 1 51 8 9
9 8
11
Improvements
Shields +1, replace with ithilmar
+1 , magic instrument +25, 1/2
unit must have long bows +3,
other 1/2 may have spears +1, or
halberds +2, one unit may have
magic standard +25
Unit Type
W B
L In C W P
S T WI A
S S
d t l P t
5
- - - - 7 3 - - - - - 2
5 4 4 3 3 1 51 8 9 9 8
Special
Improvement
Rules
s
M
Unit Type
Sea Elf
W B
S T
S S
W I
A Ld
light armor
+2
In
W
Cl
Pt
t
P
Ships
company57 (10 5 4 4 3 3 1 5 1 8 9 9
per unit)
Special
Equipment
Improvements
Rules
8 13
long bow,
sea elf ,
hand
light
weapon,
infantry
light armor
LizardMen
Saurus/Lizardmen Rules
Lizardmen are neutral Order
I M M U N E T O P A N I C 5 8 : Lizardmen are immune to psychology; they never have to take panic tests, except in close combat. They
do not take fear tests and pass any psychology test they must take, excluding WP test. They may not flee as a charge reaction.
Totem Warriors59
Due to their privileged position in society, no unit in the Lizardman army may declare a charge or move to engage until the
highest ranking totem unit has either declared a charge, fought a round of combat or is dead. They may declare charges the
same turn, so long as the higher ranking one declares it first. Additionally, no totem warrior unit may start the game with more
models than a lesser totem warrior unit.
T O T E M H I E RA RC H Y
Temple Guard
Eagle and Jaguar Warriors
Alligator Warriors
A Q U AT I C : some lizardmen have the ability to move through water features without penalty. They may not reserve move in water.
They may not shoot whilst in water. Encumbrance still affects swimming movement. Additionally models with this rule may
deploy as scouts in water features and may not be targeted by missile fire or charges until the unit attempting to shoot or charge
them passes an intelligence test or the aquatic unit moves. They pretend to be logs.
E A G L E W A R R I O R : Eagle warriors pursue 3dM and discount the lowest value
S A C R E D D U T Y /S L A N N : Where there is a Slann Mage and a temple guard regiment, the Slann mage must join the regiment.
During a battle the temple guard may not voluntarily leave the Slann mage.
The Slann mage may be placed in the front rank, the rear, in the center of a square formation or in the middle of the unit
where he/she disrupts ranks.
Slann Mages upon Palanquins may see over temple guard and be seen. He/she is a large target
The Temple Guard carrying the palanquin occupy a 2x2 platform and fight as if they were in a 2x2 formation.
Close combat, attacks may be made against the Slann mage but against the temple guards Ws.
Protecting the Slann is more important that maintaining rank and file for the temple guard, temple guard will preferentially
take on the role of palanquin bearer over standing in rank.
Due to their occupation holding the palanquin, each temple guard lifting the Slann loses an attack
The palanquin has a move value equal to the number of guard holding it, should it be reduced to the 0 the Slann may
choose to walk.
Should a Slann have to walk he/she is reduced to a Lvl 1 mage and may only use Minor spells 60
Level 6
Slann Mages that are Lvl6 may have 6 minor spells and 4 Major spells
Magic
Slann and Skink magic users may use White, Green, Blue as primary colors and red as a secondary color
Newts/Skinks/Chameleons
POISONOUS
I F E AT E N :
61
If a newt is slain by a model that would conceivably kill it by eating it then it suffers from a S5 toxin.
Ghouls, Minotaurs, most large monsters, wolves, etc.
C A M O U F L A G E : Chameleons are adept hiders, enemies wishing to shoot or charge them must pass an int. test. Additionally they
have no minimum deployment distance if deployed out of LOS or they may be placed more than 12 away from the enemy but
within LOS. In either case outside of the opponents deployment zone.
Stegadon
R U N S A M O K 6 2 : A stegadon is not affected by the loss of its crew (though the crew can panic and direct the stegadon to safety,)
though it will be frightened by taking wounds. A stegadon that suffers a quarter or more wounds in a single turn must take a
panic test. In the event that the stegadon fails it will flee directly away from the source of harm moving onto or directly through
any intervening units friend or foe. Any unit moved through in this way suffers impact hits as if it had been run into.
H I G H U P 6 3 : models in the Howdah may only be targeted by models 10 or taller or mounted or armed with pikes, halberds, or
spears. Conversely models in the howdah may only attack models under 10 or not mounted if they have a spear, pike, or
halberd.
G R E AT B O W : The great bow that is carried on the back of a stegadon may only target models in the front arc of the stegadon
and requires 2 skinks to man it. It follows the rules for a 2 man bolt thrower.
30 range S5 -2 to armor
Army Organization
1-33% on Characters the army must have a general
25+ on Levies and lesser Spawn
1-50% on Totem warriors the army must at least one unit of totem Warriors
0-20% on Jungle Beasts
0-25% Allies
Will Ally
With:
To Fight:
High Elves
Norse
Pygmies
Skaven
Chaos/Beast
men
Empire
LEVIES
25%+
AND
L E S S E R S PAW N
M
4
64
W
S
BS S
Skink
(10+)
5 2 3
Equipme Special
nt
Rules
Hand
weapon
Light
infantry
W
M S BS
Ld Int Cl
WP Pt
2.5
Improvements
Skirmish +1, Scout +1, shield+1/2,
buckler +1/2, poisoned range
attacks (5+ neurotoxin) +1 and one
of the following short bow +1/2, ,
javelin +1/2, blowpipe +1/2,
S
Newts
(10+)
5 2 3
3
Equipme
nt
Special Rules
poison attacks
(4+
Neurotoxin),
hand
poisonous if
weapon, eaten,
blowpip immune to
e
poison
WS
BS S T
2
2
3 4
Special Rules
immune to panic
T W
A Ld Int Cl
WP Pt
2 1
3.5
Improvements
W B
L In
W
M S S S T W I A d t Cl P Pt
3
65
2 4 3 2 1 3 1 5 7 5 5 9
W
2
I
1
A
1(2)
Ld Int
Cl WP
8
4
8
8
Improvements
Shield +1, spear +1
Pt
20
Equipment
hand
weapon,
blowpipe
Special Rules
Skirmish, scout, no
characters,
Camouflage
Improvements
Short bow+1, poisoned
arrows (5+neurotoxin)
+1
WB
M S S S T WI
I
L n C WP
A d t l P t
TOTEM WARRIORS
1- 50%
Lizardman Alligator Warrior
Equipment
Heavy Armor, Scaly skin 5+,
hand weapon, bite attack
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
4
4
3
3
4
2
1
1(2)
9
5
9
9
29
Special Rules
Improvements
immune to
one of the following Shield +1, add hand +1`, great weapon +2,, One unit may
panic, aquatic have a magic standard +25 magic music +25
M
WS
BS
S
T
W
I
A
Ld Int Cl
WP Pt
4
4
3
3
4
2
2
1(2)
9
5
9
9
31
Special Rules
Improvements
Immune to panic, Forest strider,
javelin +2, one unit may have a magic standard +50
Light infantry
or magic music +25
M
5
Special Rules
T
W
I
4
2
2
Improvements
WS
4
M
5
2
Special Rules
Fly speed 18"
I
WB
L n C WP
M S S S T WI A d t l P t
S
4
A
1(2)
Ld
9
Int
5
Cl
9
WP
9
Pt
33
M
WS
BS
S
T
W
I
A
Ld Int Cl
WP Pt
4
4
3
4
4
2
2
2(3)
9
5
9
9
37
Special Rules
Improvements
Immune to panic, sacred One unit may have a magical banner 100+ Halberd +2, light
duty
armor +2
J U N G L E B E A S T S 0- 20%
Pterosaur Rider
Pterosaur
Equipment
hand weapon, javelin
Mounted +6
BS
3
WS
2
3
BS
3
3
S
3
4
T
2
3
W I A Ld
3 1 5
2
4 2 5
Improvements
Shield +1, spear
Int
7
7
+1
Cl
5
5
WP
5
5
Pt
34
Runs
amok, fear
fire,
Poisoned
Ranged attacks
(5+ neurotoxin)
+1, Spears +1,
Shields +1
Lizardmen Heroes
Bonecracker lvl1
Skullbreaker lvl2
Thighsnapper lvl3
Headslitter lvl4
Warbiter lvl5
M
4
4
4
4
4
WS
4
5
5
6
6
Characters
Skink Lvl1
Skink lvl2
Skink Lvl3
Skink Lvl4
Skink Lvl5
M
5
5
5
5
5
Characters
Skink Priest
Skink Priest
Skink Priest
Skink Priest
M
5
5
5
5
Lvl1
Lvl2
Lvl3
Lvl4
BS
4
4
4
4
5
WS
3
4
4
5
5
S
4
4
4
4
4
T
5
5
5
5
5
W
2
3
4
5
5
BS
4
4
4
5
5
WS
3
3
4
4
BS
3
3
3
4
S
4
4
4
4
4
S
3
3
3
3
I
2
2
3
4
4
T
3
3
3
3
3
T
2
2
2
2
A
2(3)
3(4)
3(4)
4(5)
4(5)
W
1
2
3
4
4
Ld
9
10+1
10+2
10+3
10+3
I
4
4
5
6
6
W
1
2
3
4
I
3
4
4
5
A
2
3
3
4
4
A
1
1
1
1
Int
5
5
5
5
7+2
Ld
5
6+1
7+2
8+3
8+3
Ld
5
6+1
7+2
7+2
Cl
9
9
10+1
10+1
10+2
WP
9
9
10+1
10+1
10+2
Pt
74
124
174
224
274
Int
7
7
7
7
9+2
Cl
5
5
6+1
6+1
7+2
WP
5
5
6+1
6+1
7+2
Pt
36
66
96
126
156
Int
8+1
9+2
9+2
10+3
Cl
5
6+1
6+1
7+2
WP
6+1
7+2
7+2
8+3
Pt
52
76
133
202
Characters
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
Slann Mage lvl4
3
2
3
3
3
5
2
1
6+2
10+4
10+1
10+3
295
Slann Mage lvl5
3
2
4
3
3
6
2
1
7+4
11+5
10+1
10+4
380
Slann Mage Lvl6
3
1
5
2
3
7
1
1
8+5
12+6
10+2
10+5
500
Equipment
Special Rules
Improvements
Palanquin held by 4 Temple Guard
Sacred duty/Slann
Temple Guard may have light armor +16
Lizardmen/Skink/Slann characters are limited to gear options available to models of the same type, eg skink characters can get
gear available to skink infantrymen. To get a skink on a terradon or tronosaur simply purchase the monster in your jungle beast
selection and minus the cost of a single skink crew that is being replaced.
Animosity69
Orcs
WHEN
and
Goblins
Racial hierarchy
1.
2.
3.
4.
5.
6.
7.
8.
9.
68
Giant
Ogres/trolls
Black Orcs
Big uns
Savage/normal Orcs
Night/Forest/Normal Goblins
Gnoblars
Hobgoblins
Snotlings
NOT TO TEST
THE TEST
Giants70
5-6
Eadbutt
Pick Up and
5-6
Unit Type
Giant
M WS BS S T W I A Ld Int Cl WP Pt
6 3 3 6 5 6 3 - 6 5 7 7 205
Trolls
Black Orcs
Unit Type
Trolls (1-10)
M WS BS S T W I A Ld Int Cl WP Pt
6 3 1 5 4 3 1 3 4 4 6 6 65
Special Rules
Smash Armor: the trolls large club smack makes most
armor irrelevant, Trolls attacks have a -2 armor
modifier.
Fear: Trolls cause fear in models under 10
75 Warhammer 3rd ed.
Unit Type
M WS
B
S T W I A Ld
S
Black
Orcs
3 4 4 1 2 1
Black orcs M WS
1
Int
Cl
WP
Pt
11
Cl
WP
Pt
42
77
B
S T W I A Ld Int
S
4 4 4 1 3 2 8
5
8+
4 4 5 2 3 3
5
1
3
4
5
9+
8+ 8+
5
112
2
1
1
9+
8+ 8+
4 5 5 3 4 4
5
147
2
1
1
9+ 7+ 9+ 9+
5 5 5 3 4 4
217
3
2
2
2
4 5 5 2 4 3
Savage Orc M WS
1
B
S T W I A Ld Int
S
4 4 4 1 3 2 7
5
7
7 33
8+
4 4 5 2 3 3
5
7
7 61
1
8+
8+ 8+
4 4 5 2 4 3
5
88
2
1
1
9+
8+ 8+ 11
4 4 5 3 4 4
5
3
1
1
6
9+ 7+ 9+ 9+ 14
5 5 5 3 4 4
3
2
2
2
3
Special Rules
Orcs
Unit
Type
Orc
Boys
Big
Uns
Orc
1
M WS BS S T W
A Ld Int Cl WP
3 4
2 1
4 4
2 1
M WS BS S T W I A
4 4 4 4 4 1 3 2
4 5
3 3
4 5
4 3
4 5
4 4
5 5
4 4
Pt
8.5
10.
5
Ld Int Cl WP Pt
7 5 7 7 33
8+
5 7 7 61
1
8+
8+ 8+
5
88
2
1 1
9+
8+ 8+
5
116
3
1 1
9+ 7+ 9+ 9+
143
3 2 2 2
7
Special Rules
B I G U N S : any one orc unit(excluding black orcs) may
be upgraded to big uns 2pts/model, +1Ws, +1S, and a
may get a standard upwards of 25 pts, units upgraded
to big uns take up big un and rider unit selection.
Gear: Orc heroes may have gear available to Orcs in
the army list
Savage Orcs
Forest Goblins
Savage
Orcs
3 3 4 1 2 1
5.5
Night Goblins
Forest
Goblins
2.
5
2
W
M S
4 3
Goblin
1
2
3
4
5
3 33 1 2 1 5
5
5
5
B
S S T W I A Ld Int Cl WP Pt
4 43 1 3 2 5
5
5
5 15
6+
4 44 2 3 3 1
5
5
5 28
7+
6+ 6+
4 44 2 5 3 2
5
1
1 40
7+
6+ 6+
5 44 3 5 4 2
5
1
1 53
7+ 7+ 7+ 7+
6 44 3 5 4 2
2
2
2 65
Special Rules
Fear Elves: Goblins fear any unit of elves they do not
outnumber 2:1
Toxin S279: Forest goblins have poisoned attacks
Gear Limitations: Forest Goblin Heroes may have any
gear available to forest goblins in the army list.
Unit Type
Night
Goblins
W B
M S S S T W I A Ld Int
4
Cl WP Pt
2.
5
5 5
2 3 33 1 3 1 5
5
W B
Night Goblin
M S S S T W I A Ld Int Cl WP Pt
1
4 3 4 43 1 4 2 5
5
5
5 15
6+
2
4 4 4 44 2 4 3 1
5
5
5 28
7+
6+ 6+
3
4 4 4 44 2 5 3 2
5
1
1 40
7+
6+ 6+
4
4 5 4 44 3 6 4 2
5
1
1 53
7+ 7+ 7+ 7+
5
4 5 5 44 3 6 4 2
2
2
2 65
Goblins
Special Rules
Fear Elves: Night Goblins fear any unit of elves they do
not outnumber 2:1
Hate Dwarves and Gnomes
Gear Limitations: Night Goblin Heroes are limited to
gear available to Night goblins in the army list but may
also have great weapons
Unit Type M WS BS
Goblins
4 2 3
Goblin
M WS BS
1
4 3 4
S
3
S
4
T
3
T
3
W
1
W
1
I
2
I
3
4 4 4 2 3
4 4 4 2 4
5 4 4 3 5
6 4 4 3 5
A Ld Int Cl WP Pt
1 5
5
5
5 2.5
A Ld Int Cl WP Pt
2 6
5
6
5 15
7+
3
5
6
5 28
1
7+
7+ 6+
3
5
40
1
1
1
7+
7+ 6+
4
5
53
1
1
1
8+ 7+ 8+ 7+
4
65
2
2
2
2
Special Rules:
Fear Elves: Goblins fear any unit of elves they do not
outnumber 2:1
79 In 4th/5th ed. there was nothing to distinguish forest goblins
from regular goblins except they couldnt get armor. In this
case we gave them the bad Ld of Night goblins and the bad
initiative of normal goblins
Fanatics
Squig Hoppers
W B
L In C W
STW I A
Pt
S S
d t l P
Squig hoppers (5- 3d
1
4 0 53 1 52 2 4 2 2
15)
6
7
Special Rules
Unit Type
Immune to Psychology
Squig Herders
Unit Type
Squigs
W B
L In C
STW I A
WP Pt
S S
d t l
4
1
4 0 53 1 52 2 4 2 2
*
4
Skirmish
Count as cavalry
To move, nominate a direction during the declare
charges phase, they then move 3D6 in that direction
during the move chargers phase. Any enemy unit they
had LOS of at the beginning of the turn and are within
that distance and direction are charged or if distance
would put the unit directly on top of an enemy they
could not see.
Snotlings
Boars83
Unit Type
M WS
B
S T W I A Ld Int Cl WP Pt
S
Snotlings (520)
2 2 2 5 3 5 4
4 4
30
Special Rules
Spore Weapons: S of user, thrown weapon, no armor, 6
range, 1 shot per platform, Place a 1 radius template. Roll to
hit and scatter by how much the unit misses by. All models
touching the template are hit. May Stand and shoot.
they charge
Thick skinned: a model mounted on a boar gains a 4+
hide save
Difficult to control: any Cl or Ld test taken by a boars
rider is at a -1
No Barding: wolves and boars may not have barding
Unit Type
M WS
Pump Wagon
2d
(1)
6
Snotling crew
4
82
Pump Wagon
Wolves84
B
L
S T W I A
Int Cl WP Pt
S
d
- 77 3 1 - -
2 22 5 3 5 4
4 4
40
Unit Type
Wolf
M WS BS S T W I A Ld Int Cl WP Pt
9 3
0 3 3 1 3 1 3 4 4 4
8
Giant Spiders
1. nominate target,
2. guess distance,
3. scatter as normal, (See Misfire chart in the event of a
misfire result on artillery die)
4. then move the template D6 toward the target point
(this may lead to overcompensation)
5. place 1 radius template, model directly under take
6S D3 wounds -2 armor, otherwise all models even
partially hit suffer 3S.
85
Unit
Type
Spider
M
7
W
S
3
B
S
0
S T W I
4 3 1
1 1
L
d
5
In
t
3
C
l
6
W
P
2
P
t
Special Rule
Creeping assault: when assaulting a building the
Doomdiver
Magic:
Savage Orc Shamans
Savage Orc
W B
L
M
S T W I A
Shaman
S S
d
1
2
3
4
5
In
W
Cl
Pt
t
P
6
6
6
4 4 3 4 4 1 2 1 7 + 7 +
3
1
1
8 7
7
9
4 4 3 4 4 2 2 1 + + 7 +
1
1 2
2
8 7
7 1
4 5 3 4 5 2 2 1 + + 7 + 6
2 2
2 3
8 8
8 2
4 5 4 4 5 3 2 1 + + 7 + 5
2 3
3 1
8 8 8 8 3
4 6 5 4 5 3 2 1 + + + + 5
2 3 1 3 3
unit with a shaman gets +1 to its war paint
a savage orc
save.
Primary: Black, Red
Secondary: Green,
Orc Shamans
Orc
W
M
Shaman
S
1 4
2 4
3 4
4 4
5 4
4
4
5
5
6
1 4
2 4
3 4
4 4
5 4
3
3
3
4
5
4 4 1 2 1
4 4 2 2 1
4 5 2 2 1
4 5 3 2 1
4 5 3 2 1
7
8
+
1
8
+
2
8
+
2
8
+
2
In
t
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Cl
7
7
7
7
8
+
1
W
P
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Pt
1 4
2 4
3 4
4 4
5 4
3 4 3 1 3 1 5
6
3 4 3 2 3 1 +
1
7
3 4 4 2 3 1 +
2
7
4 4 4 3 3 1 +
2
7
5 3 4 3 3 1 +
2
Goblin Shamans
Goblin
W
M
Shaman
S
2 4
3
3
B
S T W I A Ld
S
3 4 3 1 2 1
3 4 3 2 2 1
63
3 4
3 4 4 2 2 1
4 4
4 4 4 3 2 1
5 4
5 3 4 3 2 1
91
16
3
25
1
35
3
Primary: Red
Secondary: Green, Blue
6
3 4 3 2 2 1 +
1
7
3 4 4 2 2 1 +
2
7
4 4 4 3 2 1 +
2
7
5 3 4 3 2 1 +
2
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Cl
5
5
5
5
6
+
1
W
Pt
P
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
4
5
5
8
1
1
5
1
8
8
2
7
5
1 4
B
S T W I A Ld
S
3 4 3 1 2 1 5
In
t
6
7
+
1
8
+
2
8
+
2
8
+
2
In
t
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Cl
6
6
6
6
7
+
1
W
P
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Pt
4
5
5
8
1
1
5
1
8
8
2
7
5
Army Organization
In
t
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Cl
5
5
5
5
6
+
1
W
P
6
+
1
7
+
2
7
+
2
8
+
3
8
+
3
Pt
4
5
5
8
1
1
5
1
8
8
2
7
5
Mobs 33%+
Big Uns and Riders 1-50%
Includes Characters, your army must have a
general
Warmachines 0-25%
Monsters 0-15%
Allies 0-33%
In order to get any type of orc or goblin
character/chariot/war machine/ special unit, that player
must have a mob of that goblinoid type
M O B S 3 3%+
Unit Type
Orc Boys (10-30)86
Equipment
Hand weapon, light
armor, shield
M
4
WS
3
BS
3
Special Rules
S
3
T
4
W
1
I
2
A
1
Ld
7
Int
5
Cl
7
WP
7
Pt
8.5
Improvements
Halberds +2, Spears +1, add hand +1, one unit may have great
weapons +2 or a magic banner up to 25 pts
Unit Type
M WS BS S
T
W
I
A Ld Int Cl WP
Pt
87
Orc Arrer Boys (10-30)
4 3
3
3
4
1
2
1
7
5
7
7
7.5
Equipment
Special Rules
Improvements
bow, hand
Light infantry, May skirmish +1
Shields +1, light armor +2, one unit may have crossbows +2
weapon
pt
Unit Type
Goblin Archers (20-50)88
Equipment
hand weapon, short bow
Unit Type
Goblins (20-100)
Equipment
Hand weapon
M
WS
BS
S
T
4
2
3
3
3
Special Rules
Fear Elves, light infantry, may skirmish +1 pt
M
4
Special Rules
Fear Elves
Unit Type
Savage Orcs (10-30)
Equipment
Special Rules
Hand weapon
W
I
A Ld Int Cl WP
1
2
1
6
5
6
5
Improvements
shields +.5, light armor +1
WS
BS
S
T
W
I
A
Ld
2
3
3
3
1
2
1
5
Improvements
Spears +.5, Shields +.5, light armor +1
M
4
WS
3
BS
3
Int
5
Cl
5
T
W
I
A
Ld
Int
Cl
WP
Pt
4
1
2
1
7
5
7
7
5.5
Improvements
Shield +1, and one of the following throwing spears +1,
fear warmachines, frenzy, war paint,
spears +1, add hand +1, one unit may have, great
may skirmish +1 pts
weapon +2, magic standard up to 25 pts
Unit Type
Snotlings (5-20)
M
4
WS
2
BS
2
S
2
T
2
T
4
W
I
A Ld Int Cl WP
Pt
1
2
1
7
5
7
7
7.5
Improvements
Shield +1, one unit may have add hand
+1
W
5
I
3
A
5
Ld
4
Int
4
Equipment
Special Rules
May skirmish +1 pt, Mimic, Snotlings do not fulfill your mobs points
requirement
Unit Type
Night Goblins
Equipment
M
WS
4
2
Special Rules
Hand weapon,
Hand weapon,
Pt
2.5
S
3
Unit Type
M
WS BS
S
Savage Orc Archers (10-20)
4
3
3
3
Equipment
Special Rules
fear warmachines, frenzy, war paint, light infantry
hand weapon, bow
may skirmish +1 pts
Unit Type
Forest Goblins
Equipment
WP
5
Pt
3
BS
3
M
4
S
3
WS
2
Special Rules
Fear elves, Toxin S2, light
infantry,
B I G U N ' S A N D R I D E R S 1- 50%
86 Access to halberds, 3rd and 4th ed.
87 Access to skirmishers 3rd ed, crossbows, 3rd and 4th
88 Skirmishing goblins, 3rd ed.
T
3
BS
3
Cl WP Pt
4 4 30
Improvement
s
W
I
A
Ld
Int
Cl
WP
Pt
1
3
1
5
5
5
5
2.5
Improvements
up to 3 fanatics per unit 25 pts each, nets +2, Shields +.5,
spear +.5, or only short bow +.5, one unit may have magic
standard 25 pts,
S
T
W
I
A
Ld
Int
Cl
WP
Pt
3
3
1
2
1
5
5
5
5
2.5
Improvements
Shields +.5, Spear +.5, or only Short bow +.5, One unit may
have a magic standard +25
Unit Type
M
Goblin Wolf Riders (54
20)
Wolf
9
Equipment
Special Rules
WS
BS
Ld
Int
Cl
WP
Pt
11
Hand weapon
Unit Type
Spider rider (5-20)
Spider
Equipment
M
4
7
WS
2
3
BS
3
0
3 3
1
3 1
3
4
4
4
Improvements
Short bows +1, light armor +2, Spears +1, Shields
+1
S
3
4
T
3
3
W
1
1
I
2
1
A
1
1
Ld
Int
Cl WP
Pt
5
5
5
5
11
5
3
6
2
Improvements
Shields +1, spears +1, short
bow +1
Special Rules
Hand weapon
Bite
Unit Type
Boar Boyz (10-20)
War boar
Equipment
Hand Weapon, spear, shield, light
armor
M
WS
4
3
7
3
Special Rules
BS
3
0
S
3
3
T
4
4
W
1
1
I
2
3
A
1
1
Ld
7
3
Int Cl WP Pt
5 7 7 25
4 4 4
Improvements
Heavy cavalry
Boar Charge, thick skinned, difficult to control, no barding
Unit Type
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
0-1 Black Orcs (5-20)
4
4
3
4
4
1
2
1
8
5
7
7
11
Equipment
Special Rules
Improvements
heavy armor, hand Animosity vs black great weapon +2, shields +1, add hand +1, one unit may have halberds +2
weapon
orcs,
and/or a standard up to 50 pts
Unit Type
Savage Orc Boar boy (5-20)
Boar
Equipment
Special Rules
shield, hand
fear warmachines, frenzy, war
weapon
paint, heavy cavalry
Boar Charge, thick skinned,
difficult to control, no barding
M WS BS S
T
W
I
A
Ld Int Cl WP
Pt
4
3
3
3
4
1
2
1
7
5
7
7
22
7
3
0
3
4
1
3
1
3
4
4
4
Improvements
Spears +2, throwing spears +1, one unit may have a magic
standard up to 25 pts
W A R M A C H I N E S 0- 25%
Unit Type
WS
2d6
4
BS
Ld
Int
Cl
7
2
2
2
Special Rules
Pump Wagon
7
2
3
5
1
3
5
4
4
4
Improvements
Heavy pump wagon +20
WP
Pt
40
WP
5
7
Pt
35
M
4
4
WS
2
3
BS
3
3
S
3
3
T
7
3
4
Special Rules
Bolt Thrower
Afraid of elves
M
4
Special Rules
Organ gun 4 barrels
WS
2
BS
3
S
3
T
7
3
W
I A
Ld
3
1
2 1
5
1
2 1
7+2
Improvements
Add Orc Bully 5pts
W
3
1
I
2
A
1
Int
5
5
Cl
5
7+2
Ld
Int
Cl
5
5
5
Improvements
Light Armor +1
WP
5
Pt
103
Unit Type
M WS BS
S
Goblin battle Chariot (1-6)
7
Goblin Crew (2)
4
2
3
3
Wolf
9
4
0
3
Equipment
Special Rules
Upgrading by at least one wolf makes it a
heavy chariot
Light Armor, hand
Fear Elves
weapon
Bite/claw
No barding, Vicious, impatient, afraid of fire
T
W
I
A Ld Int Cl WP
Pt
7
3
1
65
3
1
2
1
5
5
5
5
3
1
3
1
3
4
4
4
Improvements
2 more crew (3.5+ each) scythes +20, add
wolf +4
Unit Type
Boar Chariot (1-6)
Orc Crew (2)
Boars (2)
Equipment
W
3
1
1
M
4
7
WS
3
3
BS
3
0
S
7
3
3
T
7
4
4
Special Rules
I
A
Ld
1
2
1
7
3
1
3
Improvements
Int
5
4
Cl
7
4
WP
7
4
Pt
81
Light Chariot
hand weapon, light
armor
Unit Type
Doom Diver (1-4)
Goblin Crew(3-20)
Equipment
M
4
WS
2
BS
3
Unit Type
Rock Lobber
Goblin Crew (3)
Orc Bully (0-1)
Equipment
hand weapon,
Hand weapon, light armor
M
WS
BS
S
4
2
3
3
4
3
3
3
Special Rules
3 man stone thrower
Afraid of Elves
M O N S T E R S 0- 15% ( I N C LU D E S
M
4
4
BS
0
WS
4
2
S
5
BS
0
3
T
3
A
1
Ld
Int
Cl
5
5
5
Improvements
S
5
3
W
1
I
5
A
2
T
3
3
W
1
1
I
5
3
Special Rules
See bestiary
can handle up to 3 squigs for every two handlers
Ld Int
I
2
WP
5
Pt
55
2.5
Pt
70
5
M O N S T E R S F O R C H A RA C T E R S )
M WS BS
3
W
3
1
T
W
I
A
Ld
Int
Cl
WP
7
3
3
1
2
1
5
5
5
5
4
1
2
1
7+2
5
7+2
7
Improvements
Add orc bully +5, 4 man lobber +20, 5 man lobber +44
Unit Type
M
WS
squig hoppers (5-15)
3d6
4
Equipment
Special Rules
Skirmish, immune to psychology
Unit
Type
Trolls (110)
Equipme
nt
Hand
weapon
T
7
3
Special Rules
Doomdiver
Afraid of Elves
Hand weapon
Unit Type
Squigs
squig handlers (2-16)
Equipment
Bite
Hand weapon
S
3
Ld
Int
Cl
2
4
2
Improvements
A
2
1
Ld Int Cl
2
4
2
5
5
5
Improvements
WP
2
Pt
17
WP Pt
2
14
5
2
C W
Pt
l P
4 6 6 65
Improveme
nts
Special Rules
Fear, stupidity, regeneration, Fire
damage, vomit, thump attack
Unit Type
Stone Trolls (1-10)
Equipment
Hand weapon
M
6
WS
3
BS
1
S
5
T
4
W
3
I
1
Special Rules
Fear, stupidity, regeneration, Fire damage, vomit, thump
attack, scaly skin 5+, magic resistance 2
A
Ld Int
3
4
4
Improvements
Cl
6
WP
6
Pt
75
Unit Type
River Trolls (1 10)
Equipment
M
WS BS S T
W
I
A
Ld
6
3
1
5 4
3
1
3
4
Special Rules
Fear, stupidity, regeneration, Fire damage, vomit, thump attack,
River and marsh strider, stinky -1 to hit in melee
Hand weapon
Unit Type
Giant
Special Rules
See Bestiary
M
6
WS
3
BS
3
S
6
T
5
W
6
I
3
A
-
Ld
6
Int
Cl
WP
4
6
6
Improvements
Int
5
Cl
7
WP
7
Night Goblins
M
W
S
B
S T W I A Ld
S
In
t
Cl
W
P
P
t
1 4
4 3 1 4 2
1
5
6
4 4 2 4 3 +
1
2 4
3 4
4 4
5 4
Night
Goblin
Shaman
7
4 4 2 5 3 +
2
7
4 4 3 6 4 +
2
7
4 4 3 6 4 +
2
7
+
2
In
t
1 4
2 4
3 4
4 4
5 4
5
6
+
1
W B
L
S T W I A
S S
d
5
6
+
1
6
+
1
6
+
1
7
+
2
7
+
2
2
8
3 4 3 1 3 1 5
4
5
6
3 4 3 2 3 1 +
1
7
+
2
7
+
2
5
8
7
3 4 4 2 3 1 +
2
7
+
2
7
+
2
1
1
5
7
4 4 4 3 3 1 +
2
8
+
3
8
+
3
1
8
8
7
5 3 4 3 3 1 +
2
8
+
3
6
+
1
8
+
3
2
7
5
Normal Goblins
W
S
B
S
S T W I
4 3 1
2
3
4
4
4
4
4
4
4
4 4 2
4 4 2
A Ld
3 2
Int
5
7+
1
4 3 7+
3 3
Cl
6
6
W
P
Pt
1
5
7+ 6+
4 4 3
5 4
7+
1
7+ 6+
1
1
5
3
4 4 3
5 4
8+ 7+ 8+ 7+
2
2
2
2
6
5
W
S
B
L
S T W I A
S
d
In
t
Cl
W
P
Pt
1 4
3 4 3 1 2 1
6
+
1
6
+
1
4
5
7
3 4 3 2 2 1 +
1
7
+
2
7
+
2
5
8
3 4
8
3 4 4 2 2 1 +
2
7
+
2
7
+
2
1
1
5
4 4
8
4 4 4 3 2 1 +
2
8
+
3
8
+
3
1
8
8
8
5 3 4 3 2 1 +
2
8
+
3
7
+
1
8
+
3
2
7
5
Int
Cl
W
P
Pt
Goblin
Shaman
6
5
6
+
1
2
8
4
5
3
6
+
1
2 4
W
Pt
P
4
0
Cl
Gobli
M
n
Pt
205
Allies 0-33%
Night
Goblin
Pt
75
5 4
Forest Goblins
Gobli
M
n
W
S
B
S
S T W I
4 3 1
3 2
1
5
4 4 2
3 3
6+
1
2
8
4 4 2
5 3
7+
2
6+ 6+
1
1
4
0
4 4 3
5 4
7+
2
6+ 6+
1
1
5
3
A Ld
Forest
Goblin
Shaman
4 4 3
5 4
7+ 7+ 7+ 7+
2
2
2
2
W B
L
M
S T W I A
S S
d
1 4
2 4
3 4
4 4
5 4
6
5
S T W I A Ld
Int
Cl
W
P
Pt
1 4
4 4 1 3 2
42
77
2 4
4 5 2 3 3
6
+
1
4
5
3 4
5 5 2 4 3
9
+
2
8
+
1
8
+
1
11
2
7
+
2
5
8
4 4
5 5 3 4 4
9
+
2
8
+
1
8
+
1
14
7
7
+
2
1
1
5
5 5 3 4 4
9
+
3
7
+
2
9
+
2
9
+
2
21
7
1
8
8
3 4 3 1 2 1 5
6
+
1
6
3 4 3 2 2 1 +
1
7
+
2
7
3 4 4 2 2 1 +
2
7
+
2
7
4 4 4 3 2 1 +
2
8
+
3
8
+
3
7
5 3 4 3 2 1 +
2
8
+
3
6
+
1
8
+
3
2
7
5
Cl
W
P
Pt
1 4
4 4 4 1 3 2 7
3
3
2 4
8
4 4 5 2 3 3 +
1
6
1
3 4
8
4 4 5 2 4 3 +
2
8
+
1
8
+
1
8
8
4 4
9
4 4 5 3 4 4 +
3
8
+
1
8
+
1
1
1
6
5 4
9
5 5 5 3 4 4 +
3
7
+
2
9
+
2
9
+
2
1
4
3
B
S T W I A Ld
S
In
t
Cl
W
P
Pt
6
+
1
63
7
+
2
91
16
3
1 4
4 4 1 2 1
6
+
1
2 4
8
4 4 2 2 1 +
1
7
+
2
7
+
2
7
+
2
3 4
8
4 5 2 2 1 +
2
4 4
8
4 5 3 2 1 +
2
8
+
3
8
+
3
25
1
5 4
8
4 5 3 2 1 +
2
8
+
3
8
+
1
8
+
3
35
3
Black Orc
B
S
8
+
1
In
t
Orc
W
M
Shaman
S
W
S
W
Cl
Pt
P
W B
L
S T W I A
S S
d
In
t
Savage/Normal Orc
Orc/Sava
ge Orc
Black
orc
5 4
Skaven
Skaven team Special
Rules:
5 5
4 4 2 5 3
5 5
4 4 3 6 3
5 6
4 4 4 7 4
5 6
4 4 4 7 4
S T R E N GT H
LEAD
6
6
6
8
+
2
5
6
+
1
6
+
1
7
+
2
7
8
+
1
8
+
1
9
+
1
5
0
7
2
9
5
1
1
7
Black Skaven96
90
WARPSTONE
7
+
1
8
+
2
9
+
3
9
+
3
N I G H T V I S I O N : 9 3 +6 LOS at night
C H A O S A T T R I B U T E S :94 units D6-3, Characters D6-4, clan
Moulder beasts d6-2
Unit Type
Black Skaven
Unit
Type
Clan
rat
Her
o
W B
M S S
L
S T W I A d
In
t
5 3 3
W B
M S S
3 3 1 4 1 5
L
S T W I A d
6
In
t
5
Cl
7
W
P
5 4
4 3 1 5 2 6
Cl
W
P
M WS BS S T W I A Ld Int Cl WP Pt
5 4
3 3 3 1 4 1 5 6
5 7
6
StormVermin
Pt
5
Unit Type
Stormvermin
M WS BS S T W I A Ld Int Cl WP Pt
5 4
3 3 3 1 5 1 5 6
5 7
7
Pt
2
8
Slaves
Unit Type
Slaves
M WS BS S T W I A Ld Int Cl WP
5 2
2 3 3 1 3 1 5 5
3 5
Gutter Runners
Pt
2.5
Unit Type
Gutter Runner
M WS BS S T W I A Ld Int Cl WP Pt
6 4
4 3 3 1 4 1 6 6 5 7
12.5
Special Rules
Special Rules:
TUNNELING TEAM:
Night Runners97
Starting with the 2nd turn roll a die at the beginning of each
compulsory phase. On a 4+ they emerge.
When they emerge, scatter the tunneling marker like a stone
thrower. Place the leader on the marker, and all the other
runners in the unit within Square root of the US of the leader
and within 1 of any other runner.
If a misfire was rolled consult the following chart
Tunneling Misfire Chart (Roll a d6)
1-2, Collapse! All the rats are buried in the ground, dead.
3, I think were there. Move the marker 3d6 toward the
Skaven starting edge and deploy the runners
4, Just check to make sure! The Leader tentatively pokes his
head out of the ground to make sure they have come up in
the right spot, deploy the unit in a block of equal ranks and
files, it may not charge this turn or reserve move
5, Are you sure these are our plans? The enemy player may
place the marker anywhere on the board, deploy as normal.
Unit Type
Night Runner
M WS BS S T W I A Ld Int Cl WP Pt
6 3
3 3 3 1 5 1 6 6
5 7
6
Special Rules
Light Infantry98
Skirmish
97 Night runners in Warhammer armies 3rd ed were +1 Shock
elites, but had nothing to distinguish them from black Skaven
except gear differences. Here we followed the trend of later
editions where they were not +1 Shock elites but had
different gear and mobility
Scout
98 Night runners have been featured both as skirmishers and
as standard block infantry, this seemed like a reasonable
compromise
Assassin Gear
SMOKE BOMBS
If the assassin breaks from combat, flees, or withdraws from
combat the enemy must pass an initiative test in order to
pursue him
Plague Monks99
Unit Type
Plague Monks
Special Rules
M WS BS S T W I A Ld Int Cl WP Pt
5 3
3 3 4 1 4 1 5 7 5 7
7
Unit Type
Beast master
Giant rats
Special Rules
M WS BS S T W I A Ld Int Cl WP Pt
5 3
3 3 3 1 4 1 6 6 5 7
9.5
6 2
0 3 3 1 3 1 4 4 5 5
2.5
M AY A LWAY S
DONT
CAUSE
Unit Type
Plague censer
bearers
Special Rules
B
M WS S
S T W I A Ld Int Cl WP Pt
5 4
4 4 1 4 1 6
5 7
15
Plagued
Skirmishers, Frenzy, hatred
Unit Type
Beast master
Rat Ogre
M WS BS S T W I A Ld Int Cl WP Pt
5 3
3 3 3 1 4 1 6 6 5 7
9.5
6 3
2 4 5 3 3 2 5 4 5 7
38
Chaos Hounds
Special Rules
6 4
4 4 2
4 2 6
6 6
20
W A R P LO C K J E Z Z A I L :
ANIMAL
36 range
-4 to armor at quarter range
-3 armor otherwise
5 Strength
Fires like an arquebus in all other regards
DoomWheel
Unit Type
M WS BS S T W I A Ld Int Cl WP
Globadiers
5 3
3 3 3 1 2 1 6 6
5 7
Special Rules
Pt
20
Skirmish
P O I S O N W I N D G LO B E S :
1.
2.
3.
4.
5.
Range 8.
Place a 1" radius temp anywhere within 8
scatter the template D3
A natural result of 6 is a misfire.
In the event of a misfire place the template directly
above the globadier, the globadier is automatically hit.
6. Any model under the template is hit on a 4+.
7. Any model hit takes a wound on a 4+, globadiers, due
to their protective gear, take a wound on a 6+.
8. Poison wind globes also act as soft cover against any
ranged weapons fired through it. To enhance this
potential cover, poison wind globadiers always shoot
first, regardless of turn order. To keep track, keep the
templates where they land.
D E P LOY M E N T : May be deployed either as a pair
attached to a friendly unit, just like a normal weapons team,
or as a unit unto themselves of sizes between 5 and 10.
G LO B A D I E R
Jezzails
Unit Type
Warpstone
Generator
W B
In
S S ST W
I A Ld t Cl WP
Speci
- - 5 al
- - - - - -
Wheel
3D
6
-
Engineer
4 43 1
0 32 6
Rats
77 3
1- - 1
52 0 8
1
16 0 3
- 1
0 7
1
0 6
M OV E M E N T
The Doomwheel moves during the move chargers phase.
Otherwise treat the doomwheel like a light chariot with a
randomly determined move distance of 3d6 but may not
reserve move. Doomwheels move at half rate up hill and
double rate downhill.
WARP-LIGHTNING
During the shooting phase the doomwheel may release three
bolts of warplightning. If the engineer is still alive you may
decline to release thee bolts. All three bolts have strength
equal to the same artillery die roll. However each has a
different range of 3d6 Bolts automatically hit. If several
targets are equidistant away (within 1 margin of error, or in
base contact, strike the model with the greatest total armor
thickness) Models receive no armor save and suffer d6
wounds.
If a M I S F I R E was rolled consult the chart below
1-2 Backblast! The rats suffer d3 S3 hits. If the warpstone
generator was struck in close combat the striking model
takes d3 s3 hits no armor
3-4 Damaged. The warpstone generator is damaged and will
hence forth generate 1 less bolt
Unit
Type
W
M S
Jezzail
5 3
Special Rules
Skirmish
B
S
S T
3 3 1
W I
L
A d
2 1
In
t
C
l
W
P
CRUSHING
THINGS
C R E W A T TA C K S
As per normal, the doomwheels crew and animals may
attack in close combat. Note that the engineer is high up, so
he may only attack down with a pistol or other long weapon,
and conversely may only be attacked by models over 10 tall
or wielding spears, halberds, or pikes
FIGHTING
THE DOOMWHEEL
1
2-4
5
6
DAMAGE
TO THE
Close Combat
Warpstone
1
Generator
2-3
Wheel
4-5
Rats
6
Engineer
P A RT S
Engineer
Warpfire thrower
OTHER
The doomwheel flees and pursues 3d6
LIGHTNING
FIELD
Large Target
Fear 6
FIRING
T H E WA R P F I R E T H R O W E R
W A R P F I R E M I S F I R E C H A RT
1-2 Kaboom! The crew is annihilated in a mushroom cloud of
flame, any model within d3+1 are also hit as if by the
warpfire thrower
3-4 Fuel Catches Fire! The model with the barrels runs 2d4
in a random direction. At which point the barrels explode
harming everyone within d3.
5-6 Blockage! Fuel squirts onto the crew. Work out damage as
if the crew had hit themselves with the warpfire thrower
OTHER RULES
E N C U M B RA N C E
OF
CREW
3-4 Energy overload. The gun is sent reeling by all the energy
whirling about within. Roll a scatter die and turn the cannon
to face in the indicated direction. Every model in a line 4d6
long and terminating in a 2.5 radius template is struck with
S10
5-6 Spluttering Fizzle. The gun wheezes out a black green
plume of smoke but otherwise does nothing this turn.
FIRE
THE
W A R P -L I G H T N I N G C A N N O N
FIRING
T H E RAT L I N G G U N
R AT L I N G
GUN MISFIRE
C H A RT
Warlock Engineer
Equipment
W A R P LO C K P I S T O L
W A R LO C K A R Q U E B U S
WARP BLADE
May be combined with any close-combat weapon allowed to
heroes. Allows the engineer to cast warp lightning
W A R P E N E R GY C O N D E N S E R
Allows the Warlock Engineer to cast Warp lightning with an
additional magic die than his level allows
W A R P - P O W E R A C C U M U L AT O R
Gives the Skaven player +1 magic die each turn
M WS BS S T W I
Vermin Lord 8 8
Special Rules
A Ld Int Cl WP Pt
8+ 9+ 8+ 8+
7 7 7 10 6 1
2
1
1
650
O T H E RW O R L D LY C R E AT U R E S :
Daemons are otherworldly entities existing on a separate
plane from mortal beings. Consequently they benefit from a
3+ ward save versus mundane weapons and attacks
All attacks made by daemons are magical
DAEMON
P S YC H O LO GY :
Screaming Bell
M OV E M E N T
The bell has an M value equal the half the rats pushing it (in
base contact) to a maximum of 5. The bell moves like a
heavy chariot. It may wheel and charge with unit, but it may
not turn or march. The Bell takes damage going through
obstacles and rough terrain in the same manner as a chariot.
Screaming bells are placed in the middle of the front rank like
a standard bearer. Unless the Skaven unit is at least 4 models
wide on either side of the screaming bell, the bell effectively
nullifies any rank bonuses for the unit pushing it.
FIGHTING
THE BELL
Shooting
Close Combat
1
Grey Seer
1-2
Grey Seer
2-3
Bell Carriage
3-4
Bell Carriage
4-5
Screaming Bell 5
Screaming Bell
6
Striker
6
Striker
If the bell is struck by S6 or greater it immediately counts as
being struck out of sequence roll immediately.
On the charge the bell causes d6 S6 impact hits and the grey
seer and striker may both participate in close combat.
Depending on your screaming bell model, the Grey seer
maybe gain 360 LOS from an elevated position so that he can
see over interposing terrain and models (within reason)
Though they are a template weapon, a cannon will only hit
one part of the screaming bell and should be randomized like
other ranged weapons.
FLEEING
AND PURSUING.
Should the pushing unit flee they abandon the bell, note that
the grey seer and striker are unbreakable and will stay with
bell. In pursuit the skaven push the bell at their pursuit speed
with only a reduction of speed should their number fall below
10 pushers.
Unit Type
Bell Carriage
Striker
BLESSING
M WS BS S T W I A Ld Int Cl WP
- 5 7 6 1 - - 5 3
3 4 3 1 4 1 4 6
5 7
OF THE
H O R N E D R AT
W A R P S T O N E B RA Z I E R
The Greyseer and striker are immune to psychology and
unbreakable. Additionally the grey seer may attempt to
channel an additional magic die.
STRIKING
THE BELL
During the compulsory phase roll a d6 for each turn the bell
has consecutively been rung and add the results together.
Consult the chart below
S C R E A M I N G B E L L C H A RT
1-2 The pushing unit may move (not charge) an additional
dM
3-4
5-6
Each cavalry unit within 36 of the bells must take a
panic test
7
This turn charging and shooting become simple
maneuvers for enemy units
8-9
Roll a d6 for each building, wall, and warmachine
within 24. On a 5+ it takes d3 wounds
10-11 All Skaven within 24 become auto-frenzied until the
next turn. Any unit not in close-combat will suffer dUS-dUS S3
hits during the close combat phase
12-13 Roll a d6 for each building, wall and warmachine within
30. On a 4+ it suffers d4 wounds
14-15 All enemies subject to psychology fear Skaven until
the next turn
16-17 Roll a d6 for each building, wall, and warmachine
within 36 on a 3+ it suffers d6 wounds
18+ The screaming bell is destroyed, all models in 3d6
suffer a S3 hit.
The Bell striker is armed with an improvised great weapon.
Price
Grey Seer
Price
Sword
Additional Hand
Weapon
Great Weapon
Flail
0.5
Screaming Bell
200
1
2
1
Price
4
1
Halberd
Spear
Warplock Pistol
2
1
2
Warlock Arquebus
Light armor
Shield
Heavy armor
1
3
Plague Monks
plague censer
Flail
Additional hand
weapon
Warlock Engineer
Warplock Pistol
Warplock
Arquebus
Warp Energy
Condenser
Warp Power
Accumulator
Warpblade
1
Price
2
2
10
15
15
Assassin
Additional Hand
Weapon
Sword
Dagger
Additional dagger
Throwing Star
Smoke Bomb
Grappling Hook
Price
1
0.5
Free
0.5
1
20
1
Core 25%+
Unit
M
Type
0-1
5
Storm
Vermi
n (1020)
Equipme
nt
hand
weapon,
light
armor
WS
BS
Ld
Int Cl WP Pt
7.
5
Special Rules
Improvements
great weapon
+2, Shields
1+ , halberd
+2, heavy
armor +1,
Unit Type
M
Black Skaven (10-20) 5
Equipment
light armor, hand weapon
WS
BS
S
T
W
I
A
Ld
4
3
3
3
1
4
1
5
Special Rules
may have one attached weapons team, one unit may have50+
magic standard
Unit Type
1+ Clanrat (20+)
Equipment
Hand weapon, light armor, shield
Unit Type
Slaves (20+)
Equipment
hand weapon
Unit Type
5 7
M W
S
6 3
Night
Runner (515)
Equipme Special
nt
Rules
hand
Light
weapon infantry
M
5
WS
BS
S
T
W
3
3
3
3
1
Special Rules
may have one attached weapons team
M
WS
BS
5
2
2
Special Rules
Levy, Meat shield
S
3
T
3
I
4
Int
Cl
WP
Pt
6
5
7
6.5
Improvements
Shields .5+, Halberd +1,
A
1
Ld Int Cl
5
6
5
Improvements
Spear .5+
W
I
A
Ld
Int
Cl
1
3
1
5
5
4
Improvements
Spear .5+, Sling .5+, shield .5+
WP
6
WP
7
Pt
6
Pt
2.5
BS S T W I A Ld Int Cl WP Pt
3
Unit Type
Beast master (1-4)
Giant rats
Equipment
hand weapon
Bite/claw
3 3 1
5 1 6
Improvements
additional hand weapon 1+, buckler
+.5, throwing knives +.5, additional
dagger +.5.
M
WS
BS
5
3
3
6
2
0
Special Rules
animal handler, 2-6 US of
See entry
S
3
3
T
3
3
W
1
1
I
4
3
animal models
A
1
1
Ld
6
4
Int
Cl
WP
6
5
7
4
5
5
Improvements
shield .5+. Light armor +1
Pt
9.5
2.5
Special 0-25%
Gutter Runner (5-10)
Equipment
Special Rules
hand weapon
hand weapon
Unit Type
Plague Monks (5-20)
Equipment
hand weapon
Special Rules
Plagued
M
6
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
4
4
3
3
1
4
1
6
6
5
7
12.5
Improvements
buckler +1, light armor 2+, additional hand 2+, throwing stars 1+, net +1,
Grappling hooks +.5, tunneling team +3/model,
M
WS
BS
S T
W
I
A
5
3
3
3 3
1
4 1
Improvements
additional hand +1, 100+ magic banner
Ld
5
Int
7
Cl
5
WP
7
Pt
7
Unit Type
Plague censer bearers (2-5)
Equipment
Plague Censer
Unit Type
Beast master (1-4)
Rat Ogre
Chaos Hounds
Equipment
hand weapon
Claws
Bite
M
WS
BS
5
4
0
Special Rules
See Entry
M
WS
BS
S
5
3
3
3
6
3
2
4
6
4
0
4
Special Rules
animal handler may command 2-6 US of
Frenzy
Unit Type
Globadiers (5-10)
Equipment
Poison wind globes, hand weapon
Unit Type
Jezzails (3-8)
Equipment
jezzail, hand weapon
M
5
M
5
WS
3
WS
3
S
4
T
3
5
4
T
4
W
I
A Ld
1
4 1
6
Improvements
W
1
3
2
I
4
3
4
A Ld
Int
1
6
6
2
5
4
2
6
4
Improvements
Shield .5+. Light
models
BS
3
S
3
BS
S
T
3
3
3
Special Rules
skirmish
T
W
I
3
1
2
Special Rules
Skirmish
W
1
I
4
Int
6
A
1
A
1
Cl
5
WP
7
Pt
15
Cl
5
5
6
WP
7
7
6
Pt
9.5
38
20
armor +1
Ld
Int
Cl
6
6
5
Improvements
light armor +2
Ld
Int
Cl
6
6
5
Improvements
Pavis+2
WP
7
WP
7
Pt
20
Pt
12
Rare 0-20%
Unit Type
Warpfire throwers (2-4)
Equipment
hand weapon, light armor
Unit Type
Doomwheel
Warpstone Generator
Wheel
Engineer
Rats
Equipment
M
WS
BS
5
3
3
Special Rules
See Rules entry
WS
BS
3D6
5
4
3
7
4
3
4
0
Unit Type
Ratling Gun (2-4)
Equipment
hand weapon
Unit Type
Warp lightning cannon
Crew (3)
Equipment
hand weapon
S
3
W
1
5 Special
7 3
3 1
2 6
Special Rules
See Rules
See Rules
High Up
See Rules
M
WS
5
3
Special Rules
See Rules
BS
3
WS
BS
Special Rules
See Rules, may not reserve move
T
3
S
3
T
3
I
2
A
Ld
Int
1
6
6
Improvements
+2 heavy armor
Cl
5
WP
7
Ld
Int
Cl
WP
1
5
1
2
6
10
8
10
10
3
10
Improvements
,
W
1
I
A
Ld
4
1
6
Improvements
Light Armor +2
T
6
3
W
4
1
Ld
Int
6
Cl
5
Int
6
Improvements
Pt
70
Pt
150
7
6
WP
7
Cl
WP
Pt
55
Pt
90
M
8
WS
8
BS
4
S
7
T
7
W
7
I
10
A
6
Ld
8+1
Int
9+2
Cl
8+1
WP
8+1
Pt
650
Skaven heroes
Clan Chieftain (1)
Clan Warlord (2)
M
5
5
WS
4
5
BS
4
4
S
4
4
T
3
4
W
1
2
I
5
5
A
2
3
Ld
6
7+1
Int
6
6
Cl
5
5
WP
7
7
Pt
28
50
5
5
5
M
5
5
5
5
5
M
6
6
6
5
6
6
WS
4
4
4
5
6
WS
5
6
6
4
4
5
BS
3
3
3
4
5
BS
4
4
4
4
4
4
S
4
3
3
4
4
S
4
4
4
4
4
4
T
3
3
4
4
4
T
3
4
4
3
4
4
W
1
2
2
4
4
W
1
2
3
6
7
7
I
4
5
5
6
7
I
5
5
6
3
4
4
A
1
2
2
1
1
A
2
3
3
8+2
9+3
9+3
Ld
6
6
7+1
8+2
9+3
Ld
7
8+1
9+2
6
6
8+2
Int
7+1
6
7+1
9+3
9+3
Int
6
6
6
6+1
6+1
7+2
Cl
6+1
5
5
7+2
8+3
Cl
7
7
8+1
8+1
8+1
9+1
WP
8+1
8+1
9+2
10+3
10+3
WP
7
7
8+1
72
95
117
Pt
15
56
100
200
235
Pt
39
72
104
Magic
Grayseers may have black, red and blue as primary colors and green as a secondary color. Plagued Priests may only have blackgreen as their color.
Allies 0-25%
May ally with Orcs and Goblins, Chaos, Chaos Dwarves, Beastmen, Dark Elves and Fimir when fighting enemies of neutral or
good disposition
Assassin Rules
May be surreptitiously deployed in a friendly Skaven infantry unit at the beginning of the game. (Make a note)
The assassin remains hidden unless he/she attacks either at range or in close combat or chooses to leave the unit or there are
fewer than 5 models in the unit.
Once revealed the Assassin replaces a rank and file model anywhere in the unit of the controlling players choice.
If she/he is in a unit that breaks or flees they must flee with that unit.
May be deployed individually as a scout
Allies: May ally with Halflings, Old Worlders, and Wood elves to fight chaotic or Evil foes
Mercenaries: Half Orcs, Ogres, dwarves, norse, old worlders
Knightly Virtues: Bretonnian martial society is largely defined by a hierarchy of pledges and oaths. These
oaths are a series obligations, reciprocal relationships and ideological tendencies that ultimately manifest on the battle field in
various ways. What follows is a series of virtues or vows that are taken during a knights life in order and are cumulative.
A Knight of Bretonnia may not use a ranged weapon under any circumstance. Additionally, such is their disdain for
cowardly bows and firearms that kill a man at distance, Knights hate any enemy model that carries a missile weapon.
A knight shall always accept a duel. If a knight of Bretonnia refuses a challenge, he has forfeited his familys honor. You
automatically lose that models victory points regardless if he should fall in battle. Additionally, the unit he is with may no
longer use his Ld or coolness modifier.
Models with the Knights Vow look upon the lower classes with contempt. They do not suffer any psychology imposed by
fleeing or otherwise models with the peasants duty rule.
No knight unit may be joined by a model with a lower vow.
QUESTING VOW
Models with the Questing Vow may not use a lance of any kind. (Grail knights are not bound to this restriction)
An army bearing Questing knights must also have a baggage train in order to sustain the knights on the constant trek
Questing knights may reroll any failed coolness, WillPower, or Leadership test.
G RA I L V O W
Models with the Grail Vow always begin the game with the blessing of the Lady
They are also immune to Psychology
They make magical attacks
may issue and accept challenges as if they were all hero models.
Peasants Duty
Ultimately Peasants are the very feet upon which Bretonnia stands; though this would never be admitted by the aristocracy,
believing themselves superior both morally and physically. Strangely enough, the ruling class has convinced the peasants of the
truth of their worldview. Consequently, models with the Peasants duty may use the Leadership of any model with the Knights
Vow within 6
Additionally, if the army contains a baggage train, it must contain a unit of peasants. 102
Captured standards from peasants do not confer victory points; neither may they claim victory points for banners they capture
No unit of Peasants may be led by a Bretonnian hero (Magic users, on the other hand, may) of level 3 or greater. 103
I M P E T U O U S : Young nobles of Bretonnia are so eager to prove themselves and earn their knighthood that they will often throw
themselves at the enemy. After charges have been declared by both sides, if an enemy is within 2M of the knights errant, they
must pass a Cl test in order to restrain themselves from charging the enemy. If the unit fails and charges they become immune to
psychology for the duration of the turn.
F LY I N G C AVA L RY : Models with this rule get benefits for both being cavalry and flying. That is, they act as flyers, but also gain a
standard cavalry save, have 2 unit strength, and are affected by spells that would normally affect cavalry or flyers. Also as armor
is quite weighty, and flying with it of even greater burden, encumbrance modifiers are doubled on a Pegasus inflight. So a
Pegasus knight wearing heavy armor and shield would have a fly move of 22
G RA I L R E L I Q U E : The relique acts as a single model though actually composed of 4 models. For all intents and purposes it is both
a standard bearer and musician and must be placed in the front rank accordingly. Additionally, wounds that would be allocated
against it are instead resolved against the remainder of the unit as another man rushes to fill the place. The armor of the relique
bearers is the same as rank and file members in the unit. Also the unit benefits from the blessing of the lady, if the player opted
to pray.104
4 M A N C ATA P U LT :
Min Range: 14 Max range:64 , 1 template, S6, D4+1 wounds, -3 armor.
D E F E N S I V E S TA K E S : 1 0 5 Professional Bretonnian bowmen can lay down defensive stakes before a battle to offer a level of
protection. Set up the stakes at the start of the game when the unit is deployed. For deployment order purposes the unit counts
as having movement 0. Every model in the front rank has a stake base placed in front of it. The stakes must be placed in the
deployment zone too. If the unit makes any move the stakes are removed. Enemy units charging the bowmen measure to the
front of the stakes, all other measurements are to the peasants themselves. No unit gains any charge bonus when they charge
the units front.
Army Organization
Nobility 25-75%
Included Warrior Characters
Must have at least one hero and unit of Knights of the realm
Servants of the Lady 0-35%
Includes Damsels
Peasants and the Lower Classes 25%+
Artillery 0-10%
Characters 1-30%
Overlaps with the above mentioned categories
Allies 0-33%
Wizard Lvl M Ws Bs S T w I A Ld
Int
Cl
1
4 4 3 3 3 1 3 1 7
8+1 7
2
4 4 3 3 3 2 4 1 8+1 9+2 7
8+
3
4 5 4 3 3 3 5 1 9+2 9+2 1
10+ 10+ 8+
4
4 5 4 3 3 4 6 1 3
3
1
10+ 10+ 9+
5
4 6 5 3 3 4 7 1 3
3
2
Hero Lvl
1
2
3
4
5
M
4
4
4
4
4
Ws
4
5
5
6
6
Bs
4
4
4
4
5
S
4
4
4
4
4
T
4
4
4
4
4
W
1
2
3
4
4
I
4
4
5
6
6
A
2
3
3
4
4
Ld
7
8+1
9+2
10+3
10+3
Gear Table
Nobility
Weapons
Lance
Sword
Bastard Sword
Spear
Halberd
Morning Star
Great Sword
Armor
Shield
Large Shield (foot only)
Light Armor
Heavy Armor
104 Bretonnia 6th ed.
105 Bretonnia 6th ed. with 3rd ed. insights
Int
7
7
7
7
9+2
WP Pts
8+1 60
9+2 85
9+2 155
10+
3
240
10+
3
340
Cl
7
7
8+1
8+1
9+2
WP
7
7
8+1
8+1
9+2
Pts
30
55
80
105
130
Points
2
0.5
1.5
1
2
2
2.5
1
2
2
3
Damsels
Weapons
Dagger
Sword
Mounts
Warhorse
Horse
Unicorn
Pegasus
Points
free
0.5
6
3
80
15
Barding
Mount
Warhorse
Pegasus
4
6
15
N O B I L I T Y 25- 75%
Unit Type
Knights Errant (5+)
War horse
Equipment
Lance, heavy armor, shield, swords
Barding
M
WS
BS
S
T
4
3
3
3
3
8
3
0
3
3
Special Rules
Impetuous, knights vow, heavy
Unit Type
1+ Knights of the Realm (5+)
War horse
Equipment
Lance, heavy armor, shield, sword
Barding
W
1
1
I
3
3
A
1
1
cavalry
M
WS BS S
4
4
3
3
8
3
0
3
Special Rules
knights vow, heavy cavalry
T
3
3
Ld
Int
Cl
WP
Pt
6
7
6
7
21.5
5
5
5
5
Improvements
one unit may have banner +25
W
I
A
Ld Int Cl
1
3
1
8
7
8
1
3
1
5
5
5
Improvements
any unit may have banner
WP
7
5
Pt
22.5
+25
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
28
8
3
0
4
3
Special Rules
knights vow
Flying cav. 24" fly speed
Pegasus
Equipment
Lance, heavy armor, shield, Sword
S E RVA N T S
OF THE
4
3
3
Improvements
barding +4
L A DY 0- 35%
Unit Type
Questing Knights (5+)
War horse
Equipment
bastard sword, heavy armor, shield
Barding
M
4
8
WS
BS
4
3
3
0
Special Rules
Questing vow,
Unit Type
Dismounted Questing Knights (5+)
Equipment
Special Rules
Hand weapon, Bastard Sword,
heavy Armor, Large Shield
S
4
3
T
3
3
W
1
1
I
4
3
A
1
1
Ld
Int
Cl
8
7
8
5
5
5
Improvements
Any Unit may banner
heavy cavalry
WP
8
5
Pt
24
+50
M
WS
BS
S T W
I
A Ld
Int
Cl WP
Pt
4
4
3
4 3 1
4 1 8
7
8
8
16
Improvements
May replace their bastard sword with Great Sword +1pts, hand
weapon for dagger free, morning star +1. Any unit may have a banner
+50
Questing Vow
Unit Type
M
WS
grail knights (5+)
4
5
War horse
8
3
Equipment
Heavy armor, lance, bastard sword, shield
Barding
BS
3
0
S
T
W
I
4
3
1
5
3
3
1
3
Special Rules
grail vow, heavy cavalry
A
2
1
Ld
Int
Cl
WP
Pt
8
8
8
8
27.5
5
5
5
5
Improvements
Any Unit may banner +100
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
118
4
2
2
3
3
1
3
1
8
8
8
8
10
Special Rules
Improvements
peasants duty, grail relique, hatred, stubborn, unit strength
6, may only be chosen if atleast one model has the grail
vow
peasents duty, hatred, stubborn, may only be chosen if
atleast one model has the grail vow
PEASANTS
AND
L O W E R C L A S S E S 2 5%+
Unit
M
WS
Type
Peasan
ts
4
2
(10+)
Equipme Special
nt
Rules
Improvis Peasant
ed
's duty,
weapon levy
BS S T W
2 1 6
3 3 1
A Ld Int Cl WP
6
Pt
3
Improvements
Shield +.5, and one of the following bow
+1, spear +.5, Halberd +1 no unit may
have a standard, nor musician
Unit Type
WS
BS
Ld
Int
Cl
WP
Pt
Men-at-arms (10+)
Equipment
Hand weapon, light armor
Unit Type
Long Bowmen
Equipment
dagger, long
bow
Special Rules
Peasant's duty
(10+)
Special Rules
Peasant's duty, light
infantry
Improvements
Shield +1, Large Shield +2, Halberds+2, Spear +1, Swords +.5
M
WS
BS
S
T
W
I
A
Ld
Int
Cl
WP
Pt
4
3
3
3
3
1
3
1
7
7
7
7
8
Improvements
light armor+2, defensive stakes +1 per model in front rank, hand weapon +.5, Sword +1,
skirmish +1
4
8
3
3
3
0
Special Rules
Peasant's duty, fast cavalry
3
3
3
1
3
1
6
6
6
6
3
1
3
0
5
5
4
4
Improvements
light armor+2 but lose fast cavalry, shields +1
15
A RT I L L E RY 0 -10%
Unit Type
field trebuchet (1-4)
Peasants (4)
Equipment
M
WS
4
2
Special Rules
catapult with 4 crew
Improvised weapon
BS
2
S
3
T
W
I
A
Ld
Int
Cl
7
4
3
1
2
1
6
6
6
Improvements
May upgrade to 5 man catapult for 20 pts
May upgrade to 6 man catapult for 40 pts
WP
6
Pt
90
Peasant's duty
Tomb Kings
Magic
Liche Priests of the tomb Kings use Black and White Magic, tomb kings are neutral in disposition, though vengeful upon
any who enter their realm uninvited.
Hierophant
Tomb Kings Armies are supported by a hierarchy of priests. At the head of this hierarchy is the Hierophant responsible
for sustaining each particular army group. Before the battle you must elect from your higher most ranking liches to be
the hierophant. All undead units in play and not lead but a lich or Tomb lord may use his/her Ld, Cl, Int, and WP. In the
event of this models death, at the beginning of each tomb king compulsory phase each unit takes a WP test, if failed
the unit suffers wounds equal to how much it failed the test by.
Tomb Lords
Tomb Princes, Kings and Pharaohs
CURSE
the model/unit/units responsible for the death of a tomb lord must pass a WP test or take wounds equal to how much it
failed by.
FEAR
Due to their incantations and being sustained beyond the expiration of their physical bodies, Tomb Lords cause fear in
living creatures. However, due to the presence and wherewithal of the soul still inhabiting the husk of a body, Tomb
lords are still subject to fear themselves.
MY WILL BE DONE
Any unit joined by a tomb lord may use his Ld, Cl, Int, and WP instead of the Hierophant.
during the movement phase you may declare a charge with that unit. Take a WP test, if it is passed the unit may
charge like a normal unit.
During close combat you may take a WP test, if passed the unit gains +1 WS
During the shooting phase, you may take a WP test, if passed the unit gains +1 BS
During the Reserve Move phase, you make take a WP test, if passed the unit may make a reserve move if a normal
regiment would be able to.
M A G I C A L LY S U S TA I N E D
Tomb Lords are sustained by magical incantations, magical attacks weaken these incantations, any wound suffered by
a magical attack is doubled.
Undeath
Unless magically compelled, the undead may not reserve move or charge though they may move to engage.
Undead Cavalry may charge.
Undead have no sense of self-preservation and are consequently unbreakable; they may not opt to flee under
any circumstance including magic nor may they be pushed back except by magic
The Undead are immune to poisons, diseases, suffocation, thirst, starvation, cold, and heat (though not ice/cold
magic and heat/fire magic.) As you may have surmised, yes, the undead can walk underwater through water
features. Note that Tomb Lords and Liches are not technically undead, they still have the wherewithal and
survival instincts of the living, though they too are immune to these mortal banes.
All Undead models cause fear in living creatures regardless of size.
When a unit would normally take a panic or break test, roll as normal. If the unit would normally fail instead the
unit takes wounds distributed as per missile fire equal in number to how much it failed the test, no armor saves,
though ward saves may be taken as normal.
Undead use the Leadership, Coolness, Intelligence, and Will power of the controlling Hierophant, Liche Priest, or
Tomb Lord
The undead may always choose not to pursue
Tomb Swarms
Ignores Armor: attacks from tombs swarms ignore armor as they crawl and cling to the enemy.
5+ armor coverage with zero thickness to represent chitinous exoskeletons
Swarm: Tomb Swarms follow all of the rules for swarms
Came from below (see below)
Tomb Guards
Tomb Guards carry enchanted Kopeshes (sickle swords,) ideal for hooking enemy shields away.
Blows struck by Tomb Guards are magical and the enemy must re-roll successful shield armor saves. In addition they
have the sword designation.
Tomb Scorpion
Fear 6
Both claw and stinger attacks pierce 1 thickness of armor
May move through sand, rocks and scrub as if it were open ground
It came from Below (see Below)
Each turn the scorpion may make a single stinger/tail attack to the front, this attack is an adrenaline poison
Magic Resistance 5+
Screaming Skull Catapults
Range 12-48 small template
May fire either normal stone munitions 5s, -2 armor Or screaming skulls 3s but the enemy must take a panic test if
they take a wound.
Tomb Swarms and Tomb Scorpions need not be deployed at the beginning of the game. Instead they may lie in wait
below the ground. After scouts have been deployed place a marker for the unit. During the compulsory phase roll a die
for each burrowed unit to see if they emerge.
Turn
Result
First Turn
N/A
Second Turn
4+ to emerge
Third Turn
3+ to emerge
Fourth Turn
2+ to emerge
Fifith Turn
Emerge Automatically
When the creature(s) emerge scatter the marker with an artillery die. Then replace the marker with the creature and
all other creatures in the unit within 2. The creatures may then act and move as normally including charging.
If the marker ends up beneath impassable terrain or under a unit place the creatures on the closest edge. If it was an
enemy unit they count as having charged.
Casket of Souls
Casket of Souls
M
-
WS
-
BS
-
S
-
T
7
W
4
I
-
A
-
Ld
-
Int
-
Cl
-
WP
-
The casket of souls is guarded by two tomb guards with great kopeshes.
Using the Casket of Souls: During the magic phase you may attempt to use the casket of souls by expending magic
dice just like you would to cast a spell. The casket is successfully activated on a threshold of 24. If cast, all enemy or
allied models with LOS to the caster must take a WP test. If they fail they immediately suffer 1 wound that cannot be
regenerated or saved by armor, ward saves apply as normal.
M WS BS S T W I A Ld
Int
Tomb Officer lvl1 4 4 3 4 4 1 3 2 5
1
Tomb Herald lvl2 4 5 3 4 4 2 3 3 6+1 1
Tomb Prince lvl3 4 5
4 6
Cl
5
5
8+
4 5 3 4 3 9+2 7
1
10+ 8+ 8+
4 5 4 5 4 3
1
1
10+ 9+ 9+
4 5 4 5 4 3
2
2
WP
5
5
8+
1
8+
1
9+
2
Pt
30
55
105
125
150
Special Rules
Undead, may be the armys battle standard
Undead, may be the armys battle standard
W
M S BS S
Liche Priests106
Barrow Seer Lvl
1
Doombinder Lvl
2
Deathmage Lvl
3
WS
BS
Ld
7+3
8+3
9+4
9+4
10+
5
Pt
2
2
2
1
1.5
3.5
1
1
36
10
Liche Priest
Kopesh
Casket of Souls
Skeletal Steed
Carrion
Pt
1.5
150?
10
36
Unit Type
T W I
A Ld Int Cl WP Pt
Tomb Swarm
2+
4 3 0 2 2 5 1 5 4 1 2 4
65
Equipment Special Rules
Improvements
Undead, see rules entry, dont
count toward core unit min. they
must be evenly clumped
Int
together, if your army contains 5
or fewer than they must be
8+1Teensy
deployed in 1 unit, 6-10 in at
claws and
most 2 units, 11-15 at most 3,
9+2mandibles
etc.
10+
3
11+
W
4 Special
M S BS S T W I A Ld Int Cl WP Pt
12+Tomb Guard
5 (5+)
4 3 2 4 4 1 3 1 4 1 4 4
16.5
Speci
al
Equipment
Rules Improvements
Replace w/ Great Kopesh (has
attributes of both Kopesh and great
Kopesh, Light
weapon)+2pts
Armor, Large
Undea One unit can get magic banner worth
Shield
d
up to 50 points
35
Unit Type
Khemrian
Spearmen (10+)
Equipment
Spear or hand
weapon, Large
Shield
WS BS S
W
L In
W
Unit Type
M S BS S T W I A d t Cl P Pt
Khemrian Archer
(10+)
4 2 2 33 1 2 1 4 1 2 4 8
Equipment
Special Rules Improvements
Bow (improvised melee
Hand weapon
weapon)
Undead
+.5
Ld Int Cl WP Pt
4 2 2 3 3 1 2 1 4 1 2 4 9
Special
Rules Improvements
One unit may be upgraded to
have light armor +2
Undea One unit can get magic
d
banner worth up to 50 points
Unit Type
Light
Chariot
(3+)
Chariotee
r (2)
Skeletal
Steed (2)
WS BS S
W I
Ld Int
W
Cl P Pt
2 4
Equipment
d3 S5 impact hits, see
rulebook
The driver carries a large
Shield and whip (improvised
weapon) The other carries a
bow, and javelins and hand
weapon
Special Rules
Form into units like
skirmishers but
without the benefit.
Undead, so long as
the driver is alive,
both benefit from
the large shield.
Undead
4
0
2 4
Improvem
ents
Light
armor for
both +4,
Scythes
+20
W
M S BS S T
2 3 0 3 3
Special Rules
Undead, 30"
speed
Unit Type
Carrion (3+)
Equipment
Bite/claw
W
W I
A Ld Int Cl P Pt
2 3 2 4 1 2 4 36
Improvements
unit takes a WP test, if failed the unit suffers wounds equal to how much it failed the test
by.
Undeath
B
W
WS S S T
W I
A Ld Int Cl P Pt
4
2 4 4
3 3 3 4 1 6 6 65
Special
Equipment
Rules
Improvements
Great Weapon, light
may replace great weapon with
armor
Undead
a Kopesh
Unit Type
M
Ushabti (1+) 5
Unit Type
Tomb
Scorpion
W
S BS S
In
A Ld t Cl
1 5
Equipment
Special Rules
Poisoned Tail, giant claws, chitinous Undead, See
armor (4+, 1 thick)
Rules Entry
W
M S BS S
4 2 2 3
8 2 0 3
Special
Rules
Unit Type
Khemrian Rider
Skeletal Steed
Equipment
Spear, large
Shield
Undead
Undead
T
3
3
7 85
Improve
ments
T W I
L In
W
A d t Cl P Pt
4 2 2 3 3 1 2 1 4 1 2 4
8 2 0 3 3 1 2 1 4 1 2 4
Special Rules Improvements
Rare
Screaming Skull
Catapult
Catapult Crew (3)
Equipment
W
A Ld Int Cl P Pt
- - - - 7 3 - - - - - 90
4 2 2 3 3 1 2 1 4 1 2 4
Special Rules Improvements
See rules
12" min, 48" Max
entry
Hand weapons for all
improvised weapons Undead
+1.5
Unit Type
Bone Giant
M
6
W
S BS S
5 2 6
T
6
Equipment
Heavy Armor, Additional hand
weapon
W
6
W
Ld Int Cl P Pt
4 1 5 4 220
Improvement
Special Rules s
Undead, fear
10"
I
1
Ethereal
May pass through terrain without penalty. The only exception to this are
linear obstacles and houses. These objects were created with the
intentionality of safety and protection. Ethereal beings may not cross the
threshold of a house unless the door is already open and may not cross
linear obstacles. Nor may ethereal beings harm these obstacles.
May not cross water
May not be hurt by mundane attacks
Afraid of fire and light
Ethereal creatures will suffer casualties for failed WP tests like other
undead unless they are within a bound location. This should not apply to
most games as they will be summoned to fight for an undead army.
However, should the Gm see fit, they may protect a site that they are
bound to, for example their burial mound, or an ancient hoard of
treasure/weapons, or a place they were sworn to protect in life.
15
Undead
Undead
W B
M S S S T W I
W
Ld Int Cl P Pt
4 1 2 4 16
4 1 2 4
A
1
1
W
P Pt
Improvements
One unit may have light armor
+2
W B
M S S S
Unit Type
Khemrian Horse
Archer
Skeletal Steed
Equipment
Hand weapon,
Bow
W I
1 2
1 2
Unless magically compelled, the undead may not reserve move or charge
though they may move to engage. Undead cavalry may charge.
Undead have no sense of self-preservation and are consequently
unbreakable; they may not opt to flee under any circumstance including
magic nor may they be pushed back except by magic
The Undead are immune to poisons, diseases, suffocation, thirst, starvation,
cold, and heat (though not ice/cold magic and heat/fire magic.) As you may
have surmised, yes, the undead can walk underwater through water features.
All Undead models cause fear in living creatures regardless of size.
When a unit would normally take a panic or break test, roll as normal. If the
unit would normally fail instead the unit takes wounds distributed as per
missile fire equal in number to how much it failed the test, no armor saves,
though ward saves may be taken as normal.
Undead use the Leadership, Coolness, Intelligence, and Will power of the
controlling General, or character model in their unit.
A
4
Vampire Counts
Ghouls
Ghouls are the remains of depraved and ravenous men driven mad by cannibalism and
ousted from civilized company. To sate their appetite they lurk in shadows and
opportunistically bound on hapless foes. Consequently they are vicious but ultimately
cowardly creatures. The following rules are intended to represent this behavior:
Wights
Magic
Vampires and Necromancers use Black Magic. And may use Green, Red, and white as
secondary colors.
Banshee
Hierophant
Army Organization
Characters 1-33%
Shambling Hordes 25%+
Beasts of the Night 0-25%
Cavalry 0-25%
Spectral beings 0-33%
Allies 0-25% (Tomb Kings, Skaven, Dark Elves, Chaos)
S H A M B L I N G H O R D E S 25%+
Unit type
Zombie (20+)
Equipment
hand weapons
M
Ws
Bs
S
4
1
0
3
Special Rules
Undead, always strike even if killed
Unit type
Skeletons (10+)
Equipment
Special Rules
hand weapon,
Undead
BEASTS
OF THE
M
Ws
4
2
Upgrades
Bs
2
T
3
w
1
S
3
I
1
T
3
w
1
A
1
Ld
5
I
2
A
1
Int
5
Cl
5
Ld
4
WP
5
Upgrades
Int
1
Cl
2
Pts
4
WP
4
Pts
5
Shield +1 or Pavis+1, Light armor +2 or Heavy armor+3, and one of the following Spear +1, Halberd +2, Great weapon +2,
bow +2, Crossbow +3
N I G H T 0 -25%
Unit type
Bat swarm (2+)
Equipment
M
1
Special Rules
fly 8" may hover without landing, "cloud of horror" -1 to hit in close combat, doesn't skirmish despite flying. Swarm
Unit type
Giant bats (5+)
Equipment
Teeth and claws
Ws
3
Bs
0
M
Ws
Bs
1
3
0
Special Rules
Fly 8", stomp attack, orc base, levy,
Unit type
Ghouls (5+)
Equipment
hand weapon
M
4
Unit type
Dire Wolf (5+)
Equipment
Bite
S
2
T
2
S
2
T
2
w
5
Ws
3
Bs
0
A
W
Ld
3
Int
3
Cl
5
WP
Pts
5
90
Upgrades
w
I
A
Ld
Int
Cl
1
3
1
4
4
6
Upgrades
All giant bats in your army must be aggregated together
Ws
Bs
S
T
2
0
3
4
Special Rules
See above, Fear, light infantry
M
9
I
1
W
1
S
3
T
3
I
3
w
1
A
2
I
2
Ld
Int
2
5
Upgrades
A
1
Ld
3
WP
6
Cl
8
WP
8
Int
Cl
3
3
Upgrades
Special Rules
undead, +1 A on charge
Pts
2
WP
3
Pts
8
Pts
11
C AVA L RY 0 -25%
Unit type
Skeletal Rider (5+)
Skeletal Steed
Equipment
M
4
8
Special Rules
Ws
2
2
Upgrades
Bs
2
0
S
3
3
T
3
3
w
1
1
I
2
2
A
1
1
Ld
4
4
Int
1
1
Cl
2
2
WP
4
4
Undead
Light armor +2, and one of the following lance +2, Spear +1, Bow +2, magic standard upwards of +35
Pts
14
Undead
S P E C T RA L B E I N G S 0 -33%
Unit type
Wights (5-20)
Equipment
M
4
Special Rules
Unit type
Banshee (1)
Equipment
Hand weapon
Ws
3
Bs
2
S
3
T
4
M
Ws
Bs
S
6
3
0
3
Special Rules
ethereal, undead, Fear 6, Howl (See above)
T
3
w
2
Ghostly tendrils/hands
S
3
S
1
T
4
I
3
Fear12", ethereal, chill attack: each wound inflicted causes target to hit on -1
Bs
0
Ld
5
Int
5
Cl
5
WP
5
Pts
25
Heavy armor+1, large Shield +2 (if on foot) Skeletal steeds +6, barding +4 one of the
following: Great Weapon +2, Halberd +1, Morning star +1, Flail +1 Mounted Spear
+1, Lance +2,
Great Weapon
Ws
2
Bs
0
A
1
Special Rules
M
4
Special Rules
Ws
3
I
3
Unit type
Wraith (1-10)
Equipment
Unit type
Ghost (2+)
Equipment
M
4
w
2
Upgrades
T
3
w
3
w
4
A
1
I
3
I
3
Ld
5
A
2
A
1
Int
5
Ld
5
Ld
5
Cl
5
Int
5
Int
5
WP
Pts
5
100
Upgrades
Cl
5
Cl
5
WP
Pts
5
75
Upgrades
WP
Pts
5
50
Upgrades
undead, Fear 6", Ethereal, Each hit by a ghost reduces the Ld and Cl of its target by 1 for that round
Characters 1-33%
Vampire Lvl107
1: Vrolka
M
4
WS
5
BS
4
S
5
T
4
W
1
I
5
A
3
Ld
7
Int
8
Cl
8
WP
8
Pt
83
2: Wurdalak
3: Lugosi
4: Nosferatu
5: Dracula
Special Rules
4
4
4
4
6
6
7
7
4
4
4
5
5
5
5
5
5
5
5
5
2
3
4
4
5
6
7
7
4
4
5
5
8+1
9+2
10+3
10+3
8
8
8
10+2
8
9+1
9+1
10+2
8
9+1
9+1
10+2
123
183
233
283
Undead, but may march and charge, not immune to psychology and can break from combat, wont crumble or collapse.
Transfixing glare: Each turn at the beginning of the combat phase target one enemy model in close combat, that model must
pass a WP test or re-roll all to hit rolls in close combat.
Vampires may be of varying magic user levels. Vampires are intrinsically Lvl1 magic users, they may be upgraded. Lvl 2 +30, Lvl
3 +75, Lvl 4 +135, Lvl 5 +210.
The Hunger: After Each combat that the Vampire personally killed an enemy and won the combat roll a die. On a 6 the vampire
regains a lost wound. If a Vampire is encumbered she/he need not move slower if leading or a part of a unit as it is assumed they
may use their reserve move to catch up
Necromancer Lvl108
1: Necrus Adeptus
2: Morbidus
3: Necrosus
4: Magister Mortis
5: Necrarch
M
4
4
4
4
4
M
WS
Ws
4
4
5
5
6
BS
Bs
3
3
4
4
5
S
S
3
3
3
3
3
T
3
3
3
3
3
w
1
2
3
4
5
I
3
4
5
6
7
A
1
1
1
1
1
Ld
7
8+1
9+2
10+3
10+3
Int
8+1
9+2
9+2
10+3
10+3
Ld
Lvl 1 Wight
Lvl 2 Wight
3 6+1
Cl
8+1
8+1
9+2
9+2
10+3
Int
5
WP
8+1
9+2
9+2
10+3
10+3
Cl
Pts
60
85
155
240
340
WP
Pt
75
125
Lvl 3 Wight
4
5
3
3
5
4
5
3 7+2
5 6+1
6+1
175
Wight Characters follow the same rules as wights in the army list, additionally they are limited to gear available to wights in the army list, with the exception of magical items.
Wood Elves
Universal Rules
W O O D S : Wood elves, Treemen, and dryads may move
through woods as if it were open ground. Additionally the
wood elf player may replace any single terrain during the
terrain placement process with a wood.
E X P E RT
36 instead of 30
M E E K 1 1 0 : Wood elves suffer double the effects of
encumbrance and may never have toughness greater than 3,
unless magically induced. On the character randomization
chart, any bonuses to toughness are transferred first to
initiative, then WS.
Wood Elves are good Neutral
Standard profile:
Unit Type
Wood Elf
W
S
4
B
S
4
S T W
3 3 1
6 1
L
d
8
In
t
9
C
l
9
W
P
8
P
t
8
Particular Rules
F E I G N E D F L I G H T 1 1 1 : This is the same as the voluntary
withdrawal from close combat, with the exception that they
need not take a Ld, though they still automatically rout if
caught. This ability may not be used if the unit is engaged to
its flank or rear.
Waywatchers
Hide116: the unit must elect that it is hiding and must be
contained within a wooded feature. The waywatchers then
may not move. They may only be targeted by your opponent
after passing an initiative test. Waywatchers charge at half
rate distance when hidden but gain an additional +1 to hit.
BARK ARMORS113
Dryads have a 4+ save due to their bark, though it can be
pierced by any strength attack.
Treemen also have a 4+ save due to their bark, however, it
may only be pierced by attacks that would normally be able
to pierce a shield.
T RA P S 1 1 4
2PTS
Some wood elves are cunning and are able to deploy traps in
a combat setting. A trap may only be placed once and
activated once. To place a trap the unit must remain
stationary for an entire turn and may not move. A model may
only be equipped to carry a single trap. During the
movement phase place a 20mm square token next to a
model laying a trap. Any model that moves over a trap
activates it on a d6 result of 6; 5 or 6 if the trap was placed in
a wood, scrub, hedge or other cunning place. A model that
activates a trap takes a S4 hit with no armor save.
Wardancers
Immune to psychology
T A L I S M A N I C W A R P A I N T : 5+ magic resistance
D A N C E S : choose a different dance at the beginning of each
turn.
Whirling Death: +1A
Woven Mist: Enemy suffers -1 to hit
Treemen/women
When a treeman/woman dies roll a die. On a 6 nothing
happens as he/she is too rooted into the ground to collapse.
Any other result, scatter and place the treeman template at
his/her feet. Any model covered must pass an i test or takes
a 6S hit -3 armor.
Rooted to the spot117
Treemen/women may not be pushed back, and only take a
break test if they personally took a wound.
Dryads
Different types of Dryads118
As one might imagine there is a great variety to the number
of trees that a forest spirit may choose to inhabit and that
these different trees would have different properties. Dryads
collectively as a unit may choose a single tree type or none
at all.
Ash: +1A
Oak: +1S +1T
Willow: -1 to being hit in close combat
Apple: +25 victory points each after the game.
Yew: 1S toxin, Poisonous if eaten, any model that would
conceivably bite or eat a dryad to kill it takes a 3S Toxin. Esp
herbivores.
Pine: After the battle a single unit affected by a poison or
disease may be healed, preventing the enemy from gaining
those victory points. Similarly in game, during the movement
phase the dryads may move into base contact with a friendly
unit. So long as neither unit does any other action that turn
they may remove their poison counters.
Army Organization
Fire
W B
L In
W
S T W I A
Cl
Pt
S S
d t
P
Scouts (5-15)
5 4 5 3 3 1 5 1 8 9 9 8 16
Improveme
Equipment
Special Rules
nts
Sword, long scouts, skirmish, 1 unit for every
Traps +2
bow
1000pts
Unit Type
Unit Type
Wood Elf Hero119
(lvl)
Glade Watcher
(1)
Guardian (2)
Wood Lord (3)
M W B S T W I A Ld
S S
5 5 5 43 1 72 8
Int
Cl
WP Pt
5 6
5 6
9
9
Sylvan Chieftain
(4)
Sylvan King (5)
5 7
M W B S T W I A Ld Int Cl
S S
5 5 4 33 1 61
8 10 10
+1 +1
5 5 4 3 3 2 7 1 9+ 11 10
1
+2 +1
5 6 4 3 3 3 7 1 10 12 10
+2 +2 +2
5 6 5 3 3 4 8 1 10 13 10
+3 +3 +2
5 7 6 3 3 4 9 1 10 13 10
+3 +3 +3
Lance
Net
Spear
Sword
5 7
9
10+
1
9
10+
1
11+ 10+
2
2
8
88
9+1 12
8
9+1 16
8
10+ 20
2
8
Magic User
(lvl)
Woodfey
(1)
Spellsinger
(2)
Sylphseer
(3)
Greenfey
(4)
Spellweave
r (5)
Melee
Gear
Add
hand
Great
Weapon
5 4 3 2 7 3 9+1
5 4 3 3 8 3 10+
2
5 4 3 4 9 4 10+
3
6 4 3 4 9 4 10+
3
48
Poi
nts
Bonuses
Feigned Flight (must be
mounted)
Scout,
Wardancer
Waywatcher, scout
Animal handler
Falconer
Missile
Gear
Poi
nts
1 Javelin
Long
2 Bow
Short
2 bow
Throwing
1 Spear
1
+.5
Armor
WP Pt
9+
1
10
+2
10
+2
10
+3
10
+3
11
8
20
3
30
3
41
8
5
5
12
7
5
3
Shield,
Sword
Feigned
flight,
skirmish
B
L In C W P
S T WI A
S
d t l P t
1
4 3 3 1 5 1 8 9 9 8
1
Special Rules
Improvements
Unit Type
W B
L In C
S T WI A
WP
S S
d t l
Warrior 121Kinbands
(10-30)
Special
Equipment
Rules
5 4
P
t
4 3 3 1 51 8 9 9 8
Improvements
Shield,
Sword
Unit Type M
W
S
BS S
Hunters122
5 4 4
(5-10)
Equipme Special
nt
Rules
Spear,
Light
hand
Infantry
weapon
Ld Int Cl WP Pt
11
Improvements
Javelin +1, bow +2, great sword +2.5,
Shields +1, nets +1, traps +2, one unit
may be mounted +6
K I N D R E D S U P E R I O R S 1- 50%
Unit Type
War Dancers (515)
Equipme Special
nt
Rules
Moun
ts
Hors
1 e
warh
2 orse
Poi
nts
2 Eagle
Unico
3 rn
4 Stag
75
Sword
M WS BS S T W I A Ld Int Cl WP Pt
5 5
3 3 1
5 1 8
9 8
22
Improvements
3
6
80
40
W O O D E L F F O L K 25%+
Unit Type
Wood Riders (515)
Elven Steed
Equipme Special
nt
Rules
WS
Points
Poi
nts
1 Shield
Large
3 Shield
Light
1 armor
Heavy
1 Armor
Barding
78
Archers
(10-30)
Equipm
ent
Sword,
and
longbo
w
WB
L In C W
S T WI A
Pt
S S
d t l P
5 4 5 3 3 1 6 1 9 9 9 8 16
Unit Type
M WS BS S T W I A Ld Int Cl WP Pt
5
3 3 1
5 1 8
9 8
4 3 1
3 1 4
4 4
17
Improvements
Light armor +2, and one of the
following spear +1, bow +2, javelins
+1, one unit may have a magical
instrument +25
Afraid of
Unit Type
W B
S T W I
S S
L In C W
Pt
d t l P
7 3 -
76
Crew (2)
Elven Steed (2)
Equip Special
ment Rules
Light
Chariot
Light
Armor
,
Sword
Afraid of
Fire
5 4 4 3 3 1 5 1 8 9 9 8
9 3 0 4 3 1 3 1 4 4 4 4
t
Falconers127 0-2 units (5-10)
Improvements
Scythes +20
One unit may have a magic standard
+50 or magic instrument +25, crew may
have long bows +6 , Shield +2, javelin
+2,Spear +2,
Unit Type
WB
S T WI
S S
I
L
C W
n
Pt
d
l P
t
Equipm
ent
Sword,
falcon
Special Rules
Improvements
Light Infantry,
falconer128
Unit Type
Treeman (1)
Equipment
Thick bark (4
coverage, 1
thickness)
Unit Type
5 4 4 331 518 9 98
W B
In
W
S T W I A Ld
Cl
Pt
S S
t
P
6 8 3 6 7 6 2 2 9 9 9 9 280
Special Rules
Improvements
Flammable, hate
Thick bark (4
goblinoids, fear 3", rooted coverage, 1
to the spot
thickness)
M
W
S
5 5
2 4
M
B
L In C
S T WI A
S
d t l
4 3 3 1 5 1 8 9 9
- 3 3 1 5 1 7 6 7
F O R E S T S P I R I T S 0 -33%
Unit Type
M WS
B
S T W I A
S
Ld Int Cl WP Pt
3 3 1 5 1
8 9
4
3
3
4
6
3
6
4
Equipment
Special Rules
hand
weapon
animal handler
Claws
(front/side)
Tusks
(front/side)
Bite
(front/side)
bite and
claws
(front/side)
Unit Type
Dryads
(5-15)
Equipme
nt
4
3
3
3
2
1
1
1
3
3
4
4
2
1
1
2/4
9 8
13
3 6 6 20
4 4 4 6
4 6 6 4
4 7 7 21
Improveme
nts
shield+1,
light armor
+2,
WS BS S T W I
Special
Rules
3 4 2
A Ld Int Cl
3 2 8
WP
Pt
25
Improvements
Ash +8, Oak +8, Willow +8, Apple
+5, yew +4, Pine +5
Unit Type
W
Pt
P
8 30
7
W B
L In C W
S T WI A
Pt
S S
d t l P
Waywatcher 0-1 units
5 5 5 3 3 1 5 1 8 9 9 8 18
Equipment
Special Rules
Improvements
waywatcher, skirmish,
Sword, longbow
Traps +2
scout
Unit Type
1
1
M W B S T W I A L I C W Pt
S S
d n l P
Mercenary Professionalism
Mercenaries automatically pass any test to restrain
pursuit.
rallying or routing.
and they push them back, they may offer terms. When
terms are offered, the combat comes to an immediate
halt and neither unit may move that turn. The terms are
that the mercenary unit will leave the battle field, taking
no further part in the battle. In return they will not be
attacked and will be allowed to leave unmolested. To
determine if the mercenaries accept roll a die and add
[(US of enemy/US of Mercs)-2] if the result is 6 or more
the Mercenaries have accepted the terms and withdraw.
Terms cannot be offered if either party hates the other.
Wizard Lvl M Ws Bs S T w I A Ld
Int
Cl
1
4 4 3 3 3 1 3 1 7
8+1 7
2
4 4 3 3 3 2 4 1 8+1 9+2 7
8+
3
4 5 4 3 3 3 5 1 9+2 9+2 1
10+ 10+ 8+
4
4 5 4 3 3 4 6 1 3
3
1
10+ 10+ 9+
5
4 6 5 3 3 4 7 1 3
3
2
WP Pts
8+1 60
9+2 85
9+2 155
10+
3
240
10+
3
340
Hero Lvl
1
2
3
4
5
M
4
4
4
4
4
Ws
4
5
5
6
6
Bs
4
4
4
4
5
S
4
4
4
4
4
T
3
4
4
4
4
W
1
2
3
4
4
I
4
4
5
6
6
A
2
3
3
4
4
Ld
7
8+1
9+2
10+3
10+3
Int
7
7
7
7
9+2
Cl
7
7
8+1
8+1
9+2
WP
7
7
8+1
8+1
9+2
Pts
30
55
80
105
130
Core
W B
L In C W Pt
Unit type
Ms s STwI Ad t l P s
0-1Thanes (Noble Warriors)
(5-20)
5 4 3 4 3 1 4 1 6 7 6 6 11
Equipme
nt
Special Rules
Upgrades
Warband, hates
Light armor +3, Great Axe
which ever enemy
and forfeit shield and
Sword,
slays the general if
javelin, May replace
Javelin,
he/she was in the
javelins for spears free of
shield
unit
cost, may ride horse +4
Unit type
Clansman (Freeman
(10+)
In
W
M Ws Bs S T w I A Ld t Cl P
5 3 3
Special
Rules
Equipment
Hand Weapon, spear,
Buckler
Warband
lbion130
Neutral
Will Ally
With:
High Elves
Bretonnia
Empire
Hordes of
Chaos
Wood Elves
Norse
Dark Elves
To Fight:
Anyone
Special Rules
Magic
Albion Armies either have Truthsayers or Dark Emissaries as
mages (i.e. all their mages must use either all white or all
black magic respectively)
Armies of Good disposition may not get Dark Emissaries, and
Armies of Evil or Chaotic Disposition may not get
Truthsayers, any army may get Druids (Primary green,
secondary Blue, red, white, black)
Unit type
Lowly clansmen
Freemen) (15+)
Equipment
Javelins, hand
weapon,
buckler
33 1 3 1 5 6
Pt
s
5 6
upgrades
May swap spear for
javelin free of cost
W B
L In C W Pt
Ms s STwI Ad t l P s
(Poor
5
Special Rules
Warband,
Levy,
Skirmish
2 3 331 315 6 5 6
upgrades
Special
W
Unit type
M s
Dog Trainer 1-3 per
unit
5 3
Dog 0-6 per trainer
6 3
Equipment Special Rules
Hand
Animal handler,
weapon
Warband
Bite
B
C
Pt
s S T w I A Ld Int l WP s
3 3 3 1 3 1 6 6 6 6 8
0 3 3 1 3 1 3 4 3 3 5
Upgrades
Javelin +1, light armor
+3
Rare
Unit type
M Ws Bs S T w I A Ld Int Cl
Fen Beast 0-3 6 3
0 5 5 4 2 3 10 *
10
Equipme
nt
Special Rules
Fear, may regenerate in murky water
features (3+), must have a Albion mage
if he/she dies the fen beast also dies,
Arms of
unbreakable, single model unit, swamp
peat
walk
WP Pts
*
90
Upgrad
es
W B
L In
W
M s s S T w I A d t Cl P Pts
6 5 3 7 6 6 2 * 6 5 6 6 250
Upgrade
Equipment Special Rules
s
Hand
See Giant Rules all their attacks are
weapon
made at +1S
Unit type
Giant of Albion
132
Core
Unit type
M Ws Bs S T W I A Ld Int Cl WP Pts
Kossar
4 3
3 3 3 1 3 1 7 7 7 7
10
(10+)
Equipment
Special Rules
Upgrades
Bow, Great Axe Steady in the ranks, light
infantry
Unit type
Winged Lancer
(5+)
Warhorse
Good Neutral
Will Ally
With:
High Elves
Dwarves
Empire
Bretonnia
Norse
To Fight:
Chaos
Skaven
Chaos
Dwarves
Ogres
M W B S T W I A Ld In Cl W
s s
t
P
4 4 3 3 3 1 3 1 8 7 8 7
8 3
3 3 1 3 1 4
Pt
s
17
4 4
Equipment
Special Rules
Upgrades
lance, light
armor, hand
weapon
Glorious
Heavy armor +1, Shield
Charge, Heavy +1
Cavalry
Unit type
MW B S TWI A L
s s
d
Ungol Horse Archer 4 3 4 3 3 1 3 1 7
(5+)
Horse
8 3 3 3 3 1 3 1 3
Equipment
Special Rules
Upgrades
hand weapon, Skirmishes
Bow
afraid of fire
In C W Pt
t l P s
7 7 7 14
3
3 3
Unit type
M Ws Bs S T W I A Ld Int Cl WP Pts
Kislevite
4 3
3 3 3 1 3 1 7 7 7 7
7
(10+)
Equipment
Special Rules Upgrades
Great weapon, and
light armor +2,
hand weapon
shield +1
Special
Unit type
Gryphon Legion
(5+)
Warhorse
M
4
W Bs S T W I A Ld Int Cl WP Pt
s
s
4 3 4 3 1 4 1 8 7 8 8 22
8(7 3
)
Equipment
Lance, heavy armor, Shield,
hand weapon
Rules
Magic: Kislevite Magic Users may use blue and black blue.
132 Kislevite image circa Warhammer Armies 1991. Rules
for kislevites, here, are largely derived from the 6 th edition
White dwarf army list and roughly mashed up with the 3 rd ed.
entries found in Warhammer armies.
3 3 1 3 1 4
4 4
Special Rules
Upgrades
Glorious charge,
Heavy Cavalry
Tilea133
s
4 4
Tilean Duelists
(5+)
Equipment Special
Rules
Sword
Light
Infantry
d
3 3 1 4 1 7
t
7
P
7 7
Upgrades
Buckler +.5, add hand +1, Pistol
+2, throwing knives +1
Unit type
M W B S T w I A L In C W
s s
d t l P
Citizen Militia Pikemen 4 2 2 3 3 1 2 1 6 8 6 6
(15+)
Equipment
Special Rules upgrades
Pike
Levy
Light armor +1, Heavy
Armor +1.5
Special
Unit type
- 4 3
Improvised
weapons
W B S T w I A L In C W Pt
s s
d t l P s
Siege Crossbowmen 4(3 3 3 3 3 1 3 1 7 7 7 7 13
(10+)137
)
Equipment
Special Rules
upgrades
Full plate, Crossbow,
pavis=large shield
pavis, hand weapon
only against ranged
Neutral
To Fight:
Anyone but
Fellow
Tileans
Rare
Unit type
galloper
Gun
Crew(3)
Horse
Equipment
Core
Tilean Condottieri
(5+)134
Warhorse
8(7. 3
5)
Equipment
lance, hand weapons, heavy
armor
3 33 1 31 3 3
3 3
Unit type
M W B S T w I A L In C W Pt
s s
d t l P s
Tilean Crossbowmen
(10+)135
4 3
Equipment
crossbow, Sword
4 331 41 7 7
M W Bs S T w I A L
rd
M Ws Bs S T w I
A Ld Int Cl
6 6 2
W Pts
P
100
4 3
3 3 3 1 3 1 7 7 7
7
8 3
3 3 3 1 3 0 2 2 2
2
Special Rules
Upgrades
Two man cannon, may march and
flee at crew movement rate
Afraid of fire
W B S T W I A L In C W Pt
s s
d t l P s
3 3 3 3 1 3 1 7 7 7 7 18
hand
weapons
Unit type
A Ld Int C WP Pt
l
s
7 7 3 - - - - - 95
3 3 3 1 3 1 7 7 7 7
Special Rules
Upgrades
range 84", 9S, -7
armor
Swords +1
Unit type
Dwarves
Empire
Bretonnia
High Elves
Ogres
Pt
s
4.
5
M Ws Bs S T w I
Gigantic
Ballista136
Crew (6)
Equipment
Will Ally
With:
Estalians
s
7.5
7 7
10.
5
In Cl W Pt
Unit type
M W B S T w I A L In C W Pt
s s
d t l P s
Birdmen of Catrazza 3 3 3 3 3 1 3 1 7 7 7 7 25
(5+)
Equipment
Special Rules
upgrad
es
light crossbow (bow)
fly 12", may shoot and
hand weapon, wings
move without penalty,
skirmish
W B
S T W I A Ld Int Cl
S S
Engineers
Surveyor Level 1
4 3
Bombardier Level 2
4 3
Master Engineer
Level 3
Special Rules
4 4
8+
1
8+ 9+
4 332 41
1 2
9+ 9+
5 443 41
2 2
4 331 31 7
W
Pt
P
8+
7
1
8+
7
1
9+
7
2
2
0
5
0
7
5
Unit type
M W B S T w I A L In C W Pts
s s
d t l P
Cabellero Estaliano
4 4 3 3 3 1 3 1 7 7 7 7 16.
(5+)141
5
Warhorse
8 3 3 33 1 31 3 3 3 3
Equipment
Special
Upgrades
Rules
Lance, Sword,
heavy armor +2, Shield +2, one
light armor
unit may have a magic banner
Special
W B S T w I A L In C W Pt
s s
d t l P s
Hombres Villanos
4(3 4 3 3 3 1 4 1 8 7 7 7 10
(10+)
)
Equipment
Special
Upgrades
Rules
Breastplate, Shield,
Drilled,
May replace shield
Rapier, dagger
light
with buckler for
infantry
free
Estalia138
Will Ally
With:
Tileans
Dwarves
Empire
Bretonnia
High Elves
Ogres
Unit type
M Ws Bs S T w I
Duelists
4
(5+)
Equipment
rapier, Add
dagger,
throwing
knives
To Fight:
Anyone but
Fellow
Estalians
Order Neutral
Estalian Characters are limited to gear available to Estalian
troops
Core
Unit type
Unit
M
type
Cannon Crew
4
(2)
Equipment
3 3 1
Unit type
W
s
3
B
s
3
S T w I
7 7 3
3 3 1
Hand
weapon
A Ld Int Cl W Pt
P s
3 3 1 3 1 8 7 7 7 9
W B S T w I A L In C W Pt
s s
d t l P s
3 4 331 31 8 7 7 7 7
Bandolleros Gringos 4
140
(10+)
(3.5)
Equipment
Special Rules
Arquebus, Rapier
Drilled
A L
d
- - 3 1 7
Special Rules
range 24", 6S, D4 wounds
Upgrades
4 1 7
Special Rules
skirmish, parrying cloaks142 (-1
to hit in close combat, stacks
with sword)
Ws Bs S T w I
Tercio
4
3
Pikemen
(3.5)
(10+)139
Equipment Special
Rules
pike,
Mixed unit
breast
formation,
plate,
drilled
rapier
A Ld Int Cl WP Pts
Upgrades
Breastplate +2
138 This army list is derived from Warhammer 3rd ed., Dogs
of War, and the addition of the cannon unit just cuz.
139 Pirazzos lost legion
In
t
7
10
Upgrades
C
l
7
W
P
7
Pt
s
65
Upgrades
Norse143
Chaotic Neutral
Will Ally
With:
To Fight:
Albion
Lizardmen
Dwarves
Bretonnia
Empire
Albion
Chaos
Empire
Kislev
Chaos
Bretonnia
Dark Elves
Magic: The Norse may use green, red, or red white
Norse Characters are limited to gear available to Norse
Troops
Werewolf rules
Core
Unit type
Huscarls (1020)
Equipment
Sword, light
armor, Shield
Unit type
W B S T w I A Ld Int Cl W Pt
s s
P s
4(3. 4 3 4 3 1 4 2 8 7 8+ 7 13
5)
1
Special
Upgrades
Rules
Frenzy
Throwing Axe +1, Great Axe
+2,
M W Bs S T w I A Ld Int Cl W
s
P
4 3 3 3 3 1 3 1 6 7 7 7
Pt
s
6
Bondsmen
(10+)
Equipme Speci Upgrades
nt
al
Rules
Sword,
Great axe +2, Spear +1, light armor +2,
Shield
bows +2, throwing axes +2. Your army
may not have more missile armed
bondsmen than those armed with other
weapons.
NIGHT
V I S I O N : +4 LOS at night
Special
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Berserkers (5- 4 3 3 3 3 1 3 1 7 7 7 7
10
20)
Equipme Special Rules
Upgrades
nt
Hand
Unbreakable,
Shield +1, Additional hand
weapon autofrenzy
weapon +1, Great axe +2
Unit type
Ulfwerenar (5-20)
Wolfman
Equipment
Sword
M
4
Ws
4
Bs
3
S
3
T
3
w
1
A
1
Ld
8
Int
7
Cl
8+2
WP
8
Pts
15
1
4
2
5
5
7
8
Upgrades
Additional Hand weapon +1, Great weapon +2, Shield +2,
Special Rules
Frenzy
I
4
Moot(Halflings )144
4. A Halfling character may ride a horse (mule) for +3 pts
but are otherwise limited to gear available to halfling
troops. A hero of level 3 or lower maybe be upgraded to a
scout for 5 pts.
5. Additionally, for each Militia Unit not armed with bow or
sling, a Halfling army may have a unit armed with bow or
sling
6. Halflings suffer from alcoholism, and must pass a WP to
stop themselves from spending a turn investigating any
potential food store that they come within 4 of.
Firing the Hot Pot Catapult
Good Neutral
Will Ally
With:
Dwarves
Empire
Wood Elves
Bretonnia
To Fight:
Orcs and
Goblins
Vampire
Counts
Chaos
Skaven
Dark elves
Ogres
Core
Unit type
Halfling Militia
(10+)
Equipmen Special
t
Rules
hand
weapon
M Ws Bs S T w I A Ld Int Cl WP Pts
3 2 4 2 2 1 5 1 6 7 6 8 3.
5
Upgrades
Shield +.5, Light armor +1, and one of
the following Spear +.5, Bow+2, or
Sling +1
Special
Unit type
Unit type
Halfling Foragers (515)146
144 Halfling image from Warhammer Armies. Rules largely
taken from Warhammer armies and remade rules for the
hotpot.
M Ws B S T w I A Ld Int C WP Pts
s
l
3 2 4 2 2 1 5 1 6 7 6 8 9.
5
Special Rules
Upgrades
skirmish, scout
M W B S T w I A L In C W Pt
s s
d t l P s
3 2 4 2 2 1 5 1 6 7 6 8 9.
5
Equipment
blunderbuss, hand
weapon
Special Rules
skirmish, scout
Upgrades
Unit type
Hot Pot Catapult (1-3)147
Chef crew (3)
Equipment
Special Rules
See above
Hand weapon
M
3
Ws
2
Bs
4
S
3
2
T
4
2
w
2
1
I
5
A
1
Ld
6
Int
7
Cl
WP
6
8
Upgrades
Pts
50
Gnomes148
Unit type
W B
L In C W Pt
M s s STWI Ad t l P s
Gnome Crossbowmen
(10+)149
4 3 32 1 31 8 7 7
Equipment
Special Rules
Upgrades
hand
weapon,
crossbow
Shields +1 or Pavis
+2, light armor +2,
Pygmies150
Good Neutral
Gnomes may only ally with Dwarves against other
subterranean foes.
Gnome characters may ride a horse (donkey) for +3 pts.
Donkeys are horses for all concerns except they only have a
move of 6 and their rider may not get any benefits for
charging. Otherwise characters are limited to gear available to
gnomish troops.
Gnomes use blue magic or Red Green magic. Gnomes may
cast the move through stone spell on the unit she/he is with.
The unit may move at full speed and may deploy as an
advanced force without the opponent knowing and may make
an advanced force move despite not being the fastest
advanced unit.
Chaotic Neutral
Core
W B
L In C W Pt
M s s STWI Ad t l P s
Unit type
1+ Gnome Warrior (12+)
4 3 32 1 31 8 7 7
Equipme
nt
Special Rules
Upgrades
hand
weapon
hate goblinoids
(but not orcs),
Core
Unit type
Pygmy Brave
(5+)
Equipment
blowpipes, hand
weapon
M Ws Bs S T w I
Unit type
Pygmy Warrior
(10+)
Equipment
A Ld Int Cl WP Pts
3 2 2 1 3 1 7 7 5 7
Special Rules
Upgrades
light infantry,
warband
W B
M s s S T w I
L In
W
A d t Cl P Pts
4 3 3 2 2 1 3 1 7 7 5 7
Special Rules
Upgrades
3.5
light infantry,
hand weapon, shield warband
javelins +.5
Special
Unit type
M Ws Bs S T w I A Ld
Int Cl WP Pts
Pygmy Impis (520)
4 4 3 2 2 1 4 1 7
7 5 7
5
Equipment
Special Rules Upgrades
javelins +.5, shields +.5, one
Light infantry, unit may have a magic
hand weapon
Warband
standard
Unit type
Pygmy Scouts (515)
Equipment
Hand weapon,
blowpipe
W
M s Bs S T
w I
4 3 3 2 2 1
Special Rules
Scout, skirmish
In
W Pt
A Ld t Cl P s
3 1 7 7 7 7 8
Upgrades
Javelin +.5, Shields
+5,
Evil Neutral
Core
Unit type
Shearl
(5+)
Ws
4
Bs S T w I
3
1 4 3
Equipment
A Ld Int
2 2 1
Special Rules
Cl WP
Pts
6
10
Upgrades
Hand weapon
Unit type
M W B S T w I A L In C W Pt
s s
d t l P s
Equipment
4 3 4 5 2 3 2 6 5 6
Special Rules
hand weapon
6 31
Upgrades
Shield +1, one unit
may have light
armor+2
Special
Special Rules
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Equipment
Special Rules
3 5 5 2 4 2
5 6
6 38
Upgrades
Replace light armor
with heavy Armor +1,
may have magic
standard +25 and
Magic instrument +25
152
Will Ally
With:
To Fight:
Empire
Anyone but
Estalia
Fellow
Dark Elves
To Fight:
Chaos
Old Worlders
Skaven
High Elves
Dwarves
Dark Elves
Wood Elves
Vampire Counts
Albionites
Nipponese
Order Neutral
Nipponese Characters are limited to gear
available to Nipponese Troops
Magic: The magic users of Nippon fall into two
camps, they are either trusted and sagely
masters who may use Green, Blue and White, or
they are spiteful sorcerers who may utilize black
and red magic.
Alignment: Unlike the overall team alignment,
the green, white and blue magic users are good
and cannot ally with chaotic or evil aligned
teams. Correspondingly, the spiteful sorcerers
are evil and may not ally with good teams.
Relatedly, Monks are good and may not ally with
chaotic or evil teams. Ninjas are evil and may
not ally with Good teams.
Katana
(bastard
sword)
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Ninja (5-15) 5 4
4 3 3 1 4 1 7
7
7 7
10
Equipmen Special
t
Rules
upgrades
Add hand +1, naginata (halberd+2),
Hand
Skirmish, throwing stars +1, light armor +2,
weapon
scout,
grappling hooks +.5
Rare
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Monk (5-15) 5 5
5 4 3 1 7 2 10 9
10 10 25
Equipment
Special Rules
upgrades
add. Hand
Skirmish, good
may swap to spears or
weapons
disposition
naginata for free
Core
Unit type
Peasants (15+)
M Ws Bs S T w I A Ld Int Cl WP Pts
4 2
2 3 3 1 3 1 5 6 5 6
3
upgrad
Equipment
Special Rules
es
improvised hand weapons light infantry, levy, may
and improvised Throwing
only declare a charge if
weapons
lead by a hero
Chaos Attributes
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Ashigaru (10+) 4 3
3 3 3 1 3 1 7 7 7 7
5
Equipmen Special
t
Rules
upgrades
Spear+1, Naginata (halberd) +2, bow
Hand
Light
+2, Arquebus +1, light armor +2,
weapon
infantry Sashimono+1.5
Special
Unit type
M Ws Bs S T w I A Ld Int Cl WP Pts
Samurai Infantry (5+) 4 4 4 3 3 1 4 2 8 7 9 8
13
Special
Equipment Rules
upgrades
Heavy armor +3 or Samurai Armor
Katana
(see ithilmar) +4, Sashimono +1.5 and
(bastard
Stubbor one of the following Spear +1, add
sword)
n
hand +1, longbow +3
Unit type
Samurai Cavalry (5+)
Horse
Special
Equipment
Rules
W
Ms
4 4
8 3
B
L
s S T wI A d
4 3 3 1 4 2 8
3 3 3 1 3 0 3
upgrades
In
t
7
3
C
l
9
3
W
P Pts
8 16
3
Khaine
Mutation
1 Albino
Character
-1T, stupidity in
day light
Unit
Stupidity in daylight
Murderous
Must attempt to Unit must pass a Cl test or
Temperamen kill one model
make as many attacks as
2 t
every turn
it failed by toward itself
may not pursue, until they pass a Ld test at the
beginning a turn. If charged by the enemy while
feeding they become frenzied. May take an
3 Blood Greed additional test to try and pass if shot at.
Khainite
4 Mane of Hair largely aesthetic
During compulsory phase roll a die, on a 1
the character/unit moves/charges directly
5 Feral Mind
toward the enemy, -1 Ld
Animal
6 appearance
Extra fast
7 Agility
+3i +1m
8 Fangs
Predator
9 Eyes
1 Precision
0 killer
killing blow
+1i
every other model gets +1
bite rounded up
+1 Bs and Night sight
Khorne
Mutation
1 Stupid
2 Skull Fetish
Flesh Hound
3 Skin
Character
Unit
Stupidity
May not kill more
than one model a
In a single turn the
turn as he/she
front rank may not kill
collects the skull of
more models than it
the killed model
has
The model's skin is flayed, open, and exposing
tendons and muscle, opponents may re-roll
failed to wound rolls
Appearance
4 of Khorne
5
6
7
8
9
1
0
Slaanesh
Mutation Character
Unit
Hypersen
1 sitivity
afraid of everything unfriendly
Slender
2 Build
-1S double encumbrance -1 S
Must pass a WP test every turn or do nothing, for
Alcoholic/ each turn it passes it loses 1 WP, for each turn it
fails reset its WP
3 addict
Locomotes with snake tail instead of legs -1/2M,
4 Snake tail causes fear
Hermaphr
5 odite
Is effected by all sex/gender specific rules
Aesthetic, aromatic musk, arousing appearance,
pheromones, extra breasts, piercings, tattoos, its
got something going on. The character and the
unit she/he is with stuffers from stupidity, but
Sexy stuff any model wishing to strike them in close
6 goin' on
combat must pass a WP test or do nothing
Delights
7 in war
immune to psychology
Head of
Gains a tongue attack
every other model
8 Slaanesh (see realm of chaos)
gains a tongue attack
9 Long Legs +1M
+1M
Fear, every other
1 Deamone Replaces 1 arm, gives
model rounded up gets
0 tte Claw +1 A w/ +1S fear
+1A made with S4
Nurgle
Mutation
Emaciated
2
3
Leprosy
Enormously fat
Appearance of
Nurgle
5
6
7
8
9
1
0
Nurgle's Rot
Slime Trail and
tail
Cloud of Flies
Putrid leathery
skin
Rotting Flesh
Poisoned
attacks
Character
Unit
-1T
The character loses a
The unit
random limb/body part,
loses a
roll to lose a random stat random stat
1/2 M, +1T, -1i
1/2 M
Aesthetic, tiny horns, nurgling eyes,
drooling, tentacles, cycloptic eyes,
take your pick
at the end of the game, any model/unit
that came in contact with the unit
must pass a T test or die, including
each model in the unit
3/4M -1i and the unit leaves slime trail
counters just like beasts of Nurgle
Models striking at the model in close
combat get a -1 to hit
+1T
Cause Fear
Gains S2 Toxin
Horned Rat
Mutation
Mousy
Squeaky
1 voice
2 Cowardice
Pea Sized
3 Brain
Scampery
4 legs
Appearance
of the
5 Horned Rat
6 Fat
8
9
1
0
Character
Unit
-2 Ld, no longer
causes fear
-3 int, stupidity
-3 Int, stupidity
flee 2d7"
Flee 2d7"
Fear any
outnumbering foe
Character
Unit
becomes afraid of one of the following chosen
at random: [humans, elves, dwarves, anything
bigger, good alignment, wizards/magic,
goblinoids, winged creatures, things of a
particular color (gm chooses) Loud Noises,
Reptiles, insects, horses, small mammals, being
inside a building. fire, large units of friendly
Irrational people (e.g. being in a crowd over 20 US) GM
1 Fear
makes one up]
Establish the Ws of
each twin by taking
the original Ws and
adding d3-2, each twin
gets half of the
attacks, where there is
an odd amount it goes
Siamese
to the more skilled
stupidity, every other
2 twin
twin, gains stupidity
model gets +1A
3 Silly walk The unit and character lose fear and -1 M
the unit causes fear,
Character is bright and enemies must pass an
flashy, he/she may be Ld not to shoot them
targeted by ranged
and +1 to hit at over
Bright and attacks but causes
half range with missile
4 Flashy
fear
weapons
Appearanc Aesthetic, take on the appearance of Tzeentch,
e of
feathers, fundgoid limbs, partial beaks, bird
5 Tzeentch legs, knobbly parts, stripes
Fungoid
Moves like a squig
The unit moves like
6 Body
hopper
squig hoppers
Roll d6 1-2 Legs, +1M 3-5 Arms, count as
having spears in addition to current weapon
types 6 Necks, may see over obstacles as if
Gangly
they were double height, enemies gain killing
7 long limbs blow against them
The models in the unit
need never test for
falling, diving, leaping
over gaps, and may
make low level
swoops/leaps of M" to
Feathery The character may fly bound over obstacles,
8 Wings
14"
doesn't apply to steeds
each model adds +.5 to
the GM's roll to
Sorcerous
determine each turns
9 powers
+1 Magic Level +1 INT magic dice total
1 Knowledg The model may re-roll once per turn the unit
0 e of
one die roll in Ld"
may re-roll one entire
Change
every turn
set of die rolls for the
entire unit e.g. they
all re-roll their to hit roll
Feet
Four legs
Massive
Scorpion
Tail
Regenerati
on
One
hundred
Eyes!
Chaos undivided
Mutation
Character
Unit
Hopper
Divide Movement by 3
Divide
movement
in half
Stubby
Legs
-1M
-1M
Weak Arms
-1S
-1S
Tentacles
Flipper
Fear, -1Ws
1
0
Regeneratio
n (5+)