Professional Documents
Culture Documents
Introduction
Hello, and welcome to One Page Skirmish!
One Page Skirmish is a single-page ruleset played with
Warhammer Fantasy miniatures that was designed to be
fast to learn and simple to play.
Gameplay is focused around individual models and moving
through the environment, with features such as leaping
onto enemies from roofs or pushing them into deadly
terrain making for an action packed skirmish.
We recommend printing page 3 and 4 on a single sheet,
and your army page onto another sheet. This way you will
always have all rules, advanced rules and units at hand as
you are learning the game and getting to know your army.
You can find various supplements to this ruleset and other
one page rules at onepagerules.wordpress.com. You can
find more awesome art at mariagriloportfolio.dunked.com,
thanebobo.deviantart.com and rosscarlisle.tumblr.com.
If you'd like to get news & updates you can follow us at
facebook.com/onepagerules, reddit.com/r/onepagerules or
twitter.com/OnePageAnon.
If you wish to get involved in the games development or
have any questions you can head over to our forums at
onepagerules.proboards.com, or write me an e-mail at
onepageanon@gmail.com.
Thank you for playing and happy wargaming,
One Page Anon (Rules), Maria Grilo (Cover Coloring),
Boris Samec (Cover Lineart) and Ross Carlisle (Logo)
Index
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
Cover
Introduction & Index
Rules
Advanced Rules
Empire
Orcs
Goblins
High Elves
Warriors of Chaos
Dwarfs
Skaven
Lizardmen
Ogre Kingdoms
Dark Elves
Tomb Kings
Vampire Counts
Bretonnia
Beastmen
Wood Elves
Daemons of Chaos
Wounds
Common Upgrades
Moving
Units may move and turn in any direction regardless
of the models facing, and they may only move
within 1 of other units if charging. All members of a
unit must remain within 1 of at least one other
member and within 6 of all other members.
Shooting
All models in a unit that are in range and have line
of sight of an enemy unit may fire one weapon at it.
The attacker takes one Quality test per Attack in the
unit, and each success is a hit. The target then takes
as many Quality tests as hits, and each success is a
block. Every unblocked hit causes a wound.
Weapons with * next to their Attack value may
target a single unit or split attacks as evenly as
possible among all units within 3 of a single model
(defender chooses how).
Melee
Assaulting models move into contact or as close as
possible to enemy models, and then the defenders
do the same by moving 3. All models within 2 of
an enemy may attack with all their melee weapons,
and assaulting models get +1 Attack each. This is
resolved like shooting, however wounds are only
resolved after everyone has attacked. If either unit
is destroyed the other may move up to 3, if not
then charging models must move back by 1.
Morale
If at the beginning of a round an army is down to
half of its original size, then it must take a morale
test. Pick one models that is not stunned and take a
Quality test with it. If the test is failed all stunned
models are immediately killed and the rest Rout
(remove from play). If there are only stunned
models left the test is failed automatically.
Units Types
Infantry: Any unit that is not a Special unit counts
as Infantry.
Heroes: As long as this unit is alive and not stunned
you may re-roll failed Rout tests.
Special: Always have the Armored, Fear and
Impact(D3) special rules.
Weapons
Weapons with a range value provide attack dice to
shooting, others to melee. Units without a melee
weapon in their equipment always use light swords/
claws. Weapons with x next to their Attack value
count as having the Piercing special rule.
Sword/Claws: No special rules.
Spear: Gets +1 Attack when charged.
Halberd: Gets the Piercing rule.
Mace: Gets Piercing, Strikes Last and +2 Attacks.
Lance: Gets +2 Attacks when charging.
Name
Range
Attacks
Light
1
Medium
2
Heavy
3
Master
4
Force
5
Throwing Weapon
12
1
Pistol
12
2
Shortbow
18
1
Bow
24
1
Rifle
24
2
Longbow
30
1
Crossbow
30
2
Bolt Thrower
48
4x
Cannon
48
8x*
Stone Thrower
60
16*
Special Rules
Armored: Whenever this unit takes hits roll one
die for each hit, on a 4+ it is ignored. Note that if a
unit with this special rule joins a unit without it you
may only apply this special rule if at least half of the
models in the unit have it.
Fast: This unit moves +3 when using Advance
actions and +6 when using March/Charge actions.
Fear: Enemy units without the Fear special rule
must take a morale test before fighting melee with
this unit. If failed they strike last for that melee.
Fearless: When taking morale tests roll one extra
die and pick the highest result.
Flying: This unit may move through other units and
obstacles, and it may ignore terrain effects.
Furious: This model has +1 Attack in melee when
using Charge actions.
Hatred: This unit may re-roll failed melee attacks
when using Charge actions.
Impact(X): When charging an enemy the target
takes X automatic hits for each model with this rule,
which are resolved before melee begins.
Indirect: This weapon may be fired at enemies that
are not within line of sight, however targets not
within line of sight count as being in Cover.
Piercing: This weapon ignores the Armored rule
and enemies must re-roll successful blocks.
Poison: Whenever this weapon hits on a roll of 6 it
causes one automatic wound. Note that these hits
cant be ignored by the Armored special rule.
Rapid: This weapon may re-roll failed hits.
Regeneration: Whenever this unit takes Wounds
roll one die for each, on a 4+ it is ignored.
Resistance: This unit has Regeneration for spells.
Scout: This unit is deployed after all other nonscout units have been deployed. You may place this
unit anywhere on the table at least 12 away from
enemy units (if both players have Scout units roll-off
to see who deploys first).
Scope: Models firing this weapon have Quality 2+.
Skirmisher: This unit may shoot after Marching
and always counts as in Cover. In melee it does not
get a bonus for charging.
Strider: This unit treats difficult terrain as open
terrain for the purpose of movement.
Strikes First/Last: When fighting in melee this
units attacks are resolved before/after those of the
opponent, including the removal of any casualties.
Tough(X): This model must accumulate X wounds
before rolling on the wound table. If a unit with the
special rule joins a unit without it you must either
accumulate wounds until all models with this rule
have been killed, or remove regular models as
casualties before starting to accumulate wounds.
Note that you must first accumulate wounds on a
single model with this special rule until it is killed
before you start accumulating them on another.
Vanguard: After all other non-vanguard units have
been deployed this unit may immediately move by
up to 12 (if both players have Vanguard units rolloff to see who starts moving first).
Wizard(X): Every round you receive D3+X power
dice (max. 4 dice) to use for that round, where X is
the number of Wizard levels in your army. Wizards
may cast spells at any point before attacking, and
they require no line of sight. You may try to cast any
Spell once per round by rolling any number of
power dice, trying to score a 4+. If you roll as many
successes as the number in brackets you may
resolve all effects. If a Wizard rolls two or more 6s it
takes D3 wound.
Advanced Rules
Advanced Wizardry
When using advanced wizardry every round both
players receive power dice, regardless of if they
have Wizards or not, and when an enemy Wizard
tries to cast Spells you may try and dispel their
effects. Declare any number of power dice you are
using to dispel, and roll them at the same time as
the casting unit, trying to score 4+. If you roll as
many successes as your opponent, then the spell
effects are not resolved.
Mysterious Terrain
When using mysterious terrain rules roll on the
table whenever a unit enters a piece of terrain for
the first time. The result is permanent and is applied
on top of any other rules the terrain has.
Result Effect
1-2
None.
3
Units in this terrain take 1 automatic
wound when moving into/through it.
4
Units in this terrain take D3 automatic
hits when moving into/through it.
5
Units in this terrain get the Rapid
special rule.
6
Units in this terrain get the Fear special
rule.
Missions
When using the following missions the table and
armies are set up as described in the core rules. You
can either choose any of these or play with a
random objective by rolling one die on this table:
Result
Mission
1
Duel
2
Seize Ground
3
Treasure Hunt
4
Pillage
5
Breakthrough
6
King of the Hill
Multi-Player Games
The game can be played with more than two players
by adjusting the rules a little.
Roll-offs: Whenever having to roll-off all players
take part of the roll and are ordered from highest
result to lowest. Any ties must continue rolling off
until there is a clear ranking between the players.
Preparation: The table edge must be divided
equally by the number of players, so that the
deployment zones dont overlap. The players rolloff, and then alternate in choosing where they
deploy and place their army within 6 of their table
edge, going from highest ranking player to lowest.
Playing the Game: The player that won deployment
goes first on the first round, and the rest roll-off to
determine in what order they activate. In each new
round the player that finished activating first in the
previous round goes first, and the rest roll-off to
determine in what order they activate.
Empire
Name [Size]
General [1]
Captain [1]
Warrior Priest [1]
Witch Hunter [1]
Battle Wizard [1]
Master Engineeer [1]
State Troops [3]
Flagellants [3]
Greatsword [1]
State Marksman [1]
Archer [1]
Pistolier [1]
Knightly Order [1]
Demigryph Knight [1]
Warhorse [1]
Mechanical Steed [1]
Imperial Pegasus [1]
Imperial Griffon [1]
Imperial Dragon [1]
Quality
4+
5+
5+
5+
5+
5+
5+
5+
4+
5+
5+
5+
4+
4+
-
Equipment
Heavy Sword
Heavy Sword
Medium Sword
Pistol, Medium Sword
Light Sword
Light Sword
Light Swords
Heavy Swords
Light Mace
Rifle
Bow
Pistol, Medium Sword
Light Lance
Heavy Lance
Light Claws
Heavy Claws
Flame Breath (12, A6*), Heavy Claws
B
Replace Medium Sword:
Heavy Sword
Medium Mace
Equip with:
Shield (Armored)
Mount on:
Warhorse
C
+5pts
+5pts
+15pts
+5pts
+10pts
+10pts
+10pts
+5pts
+20pts
+70pts
+105pts
+5pts
+10pts
+10pts
+5pts
Upgrade Wizard(1):
Wizard(2)
+15pts
Mount on:
Warhorse
+5pts
+5pts
+5pts
+10pts
+10pts
+25pts
+5pts
+10pts
E
Replace all Light Swords:
Light Spears
+5pts
Light Halberds
+5pts
Medium Swords
+10pts
F
Replace Pistol:
Grenade Launching Blunderbuss
(18, AD3*)
Rapid Pistol
Rapid Rifle
+5pts
+5pts
+10pts
Replace Rifle:
Crossbow
Rapid Rifle
Sniper Rifle (36, A1x, Scope)
+5pts
+5pts
+20pts
H
Light Mace
Special Rules
Fearless, Hero, Hold the Line!, Tough(3)
Hero, Hold the Line!, Tough(3)
Hero, Prayer, Resistance, Tough(3)
Accusation, Hero, Resistance, Tough(3)
Tough(3), Wizard(1)
Tough(3)
End is Nigh!, Fearless, Furious
Armored, Fearless
Skirmisher
Fast
Armored, Fast
Armored, Fast, Fear, Impact(D3)
Fast
Armored, Fast
Fast, Flying, Tough(3)
Fast, Flying, Special, Tough(6)
Flying, Special, Tough(9)
Upgrades
A
A
B
C
D
E
G
I
F
H
-
Cost
35pts
25pts
30pts
25pts
30pts
10pts
20pts
40pts
25pts
15pts
15pts
15pts
20pts
35pts
-
Magic Spells
Orcs
Name [Size]
Black Orc Boss [1]
Savage Orc Boss [1]
Orc Boss [1]
Savage Orc Shaman [1]
Orc Shaman [1]
Orc Boyz [3]
Savage Boyz [3]
Black Orc [1]
Orc Arrer Boyz [3]
Savage Arrer Boyz [3]
Orc Boar Boyz [3]
Savage Boar Boyz [3]
Troll [1]
River Troll [1]
Stone Troll [1]
Giant [1]
War Boar [1]
Wyvern [1]
Quality
4+
5+
5+
5+
5+
5+
5+
4+
5+
5+
5+
5+
5+
5+
5+
4+
-
Equipment
Heavily Armed
Heavy Sword
Heavy Sword
Light Sword
Light Sword
Light Swords
Light Swords
Heavily Armed
Bows
Bows
Light Swords
Light Swords
Heavy Sword
Heavy Sword
Heavy Sword
Giant Attack
Force Claws (Poison)
Upgrade Wizard(1):
Wizard(2)
+10pts
Mount on:
War Boar
+5pts
C
Replace all Light Swords:
Light Lances
+5pts
Medium Swords
+5pts
D
Equip with:
Big Stabba (Impact(D3))
+10pts
E
Replace all Light Swords:
Light Spears
+5pts
Medium Swords
+10pts
Special Rules
Fearless, Furious, Hero, Tough(3), Waagh!
Frenzy, Hero, Tough(3), Waagh!
Furious, Hero, Tough(3), Waagh!
Frenzy, Tough(3), Wizard(1)
Furious, Tough(3), Wizard(1)
Furious
Frenzy
Fearless, Furious
Furious
Frenzy
Fast, Tusker Charge
Fast, Frenzy, Tusker Charge
Armored, Fear, Regeneration, Impact(D3), Tough(3)
Armored, Fear, Regeneration, Strider, Impact(D3), Tough(3)
Armored, Fear, Regeneration, Resistance, Impact(D3), Tough(3)
Fall Over, Special, Tough(6)
Fast, Tusker Charge
Flying, Special, Tough(9)
Greenskins
When using this army you may take any units with
their respective upgrades from the Goblins army
Upgrades
A
A
A
B
B
E
D, E
D
C
C
-
Cost
65pts
40pts
35pts
40pts
35pts
20pts
25pts
25pts
35pts
40pts
35pts
40pts
40pts
45pts
45pts
135pts
-
Magic Spells
Fists of Gork (1): The wizard gets +3 Attacks and
the Armored rule until the end of the round.
Gaze of Mork (1): Target enemy unit within 4D6
takes D3 automatic hits.
Hand of Gork (1): Target friendly unit within 24
may be placed anywhere within 3D6 of its
current position.
Brain Bursta (1): Target enemy model within 18
takes D3 automatic hits.
Eadbutt (1): Target enemy wizard within 4D6
takes one automatic wound.
Ere we go! (2): The wizard and all friendly units
within 2D6 get Rapid melee weapons until the
end of the round.
Goblins
Name [Size]
Night Goblin Boss [1]
Goblin Boss [1]
Night Goblin Shaman [1]
Goblin Shaman [1]
Goblins [5]
Night Goblins [5]
Squig Herd [3]
Goblin Archers [3]
Wolf Riders [3]
Squig Hoppers [3]
Spider Riders [3]
Snotlings [1]
Mangler Squigs [1]
Arachnarok Spider [1]
Giant Wolf [1]
Giant Spider [1]
Gigantic Spider [1]
Great Cave Squig [1]
Quality
6+
6+
6+
6+
6+
6+
5+
6+
6+
6+
6+
6+
5+
4+
-
Equipment
Heavy Sword
Heavy Sword
Light Sword
Light Sword
Light Swords
Light Swords
Medium Claws
Shortbows
Light Swords
Medium Swords
Light Swords (Poison)
Exploding Spores (12, A6*), Master Swords
2x Master Lances, Force Claws (Poison)
Light Claws (Poison)
Heavy Claws (Poison)
Heavy Claws
Upgrade Wizard(1):
Wizard(2)
+15pts
Mount on:
Giant Wolf
+5pts
Shortbows
+5pts
Take one:
Fanatic
+5pts
Equip all models with:
Nets
+5pts
Equip with:
Bolt Thrower
+85pts
F
Replace all Light Swords:
Light Lances
+5pts
Equip all models with:
Shortbows
+5pts
G
Light Spears
Special Rules
Hatred, Hero, Tough(3)
Hero, Tough(3)
Hatred, Tough(3), Wizard(1)
Tough(3), Wizard(1)
Hatred
Hatred, Herder, Fearless
Fast
Boingy, Fearless, Hatred
Fast, Strider
Tough(6)
Fearless, Out of Control, Tough(3)
Fast, Fearless, Special, Strider, Tough(6)
Fast
Fast, Strider
Fast, Fear, Impact(D3), Strider, Tough(3)
Boingy, Fearless, Tough(3)
Greenskins
When using this army you may take any units with
their respective upgrades from the Orcs army
Upgrades
A
A
B
B
G
D
F
C
E
-
Cost
15pts
10pts
25pts
20pts
15pts
20pts
35pts
15pts
20pts
25pts
30pts
15pts
75pts
120pts
-
Magic Spells
High Elves
Name [Size]
Prince [1]
Mage [1]
Spearman [1]
Phoenix Guard [1]
White Lion [1]
Swordmaster [1]
Lothern Sea Guard [1]
Archer [1]
Shadow Warrior [1]
Sister of Avelorn [1]
Ellyrian Reaver [1]
Silver Helm [1]
Dragon Prince [1]
Great Eagle [1]
Flamespyre Phoenix [1]
Frostheart Phoenix [1]
Elven Steed [1]
Great Eagle [1]
Griffon [1]
Sun Dragon [1]
Moon Dragon [1]
Star Dragon [1]
Quality
4+
4+
4+
3+
4+
4+
4+
4+
4+
3+
4+
4+
3+
3+
3+
3+
-
Equipment
Master Sword (Strikes First)
Light Sword (Strikes First)
Light Spear (Strikes First)
Light Halberd (Strikes First)
Axe (A3x in Melee)
Greatsword (A4x in Melee)
Bow, Light Spear (Strikes First)
Longbow, Light Sword (Strikes First)
Longbow, Light Sword (Strikes First)
Rapid Bow, Light Sword (Strikes First)
Light Sword (Strikes First)
Light Lance (Strikes First)
Medium Lance (Strikes First)
Medium Claws
Heavy Claws
Master Claws
Light Claws
Heavy Claws
Flame Breath (12, A6*), Heavy Claws
Flame Breath (12, A6*), Master Claws
Flame Breath (12, A6*), Force Claws
+5pts
+5pts
+10pts
+15pts
+10pts
+15pts
+5pts
+20pts
+55pts
+105pts
+110pts
+115pts
Upgrade Wizard(1):
Wizard(2)
Wizard(3)
+20pts
+40pts
Mount on:
Elven Steed
Great Eagle
Sun Dragon
Moon Dragon
Star Dragon
C
Replace Light Sword:
Light Lance (Strikes First)
Equip with:
Bow
+5pts
+20pts
+105pts
+110pts
+115pts
+5pts
+10pts
+5pts
+5pts
+15pts
Special Rules
Hero, Martial Prowess, Tough(3)
Blessing, Martial Prowess, Tough(3), Wizard(1)
Martial Prowess
Armored, Fear, Martial Prowess
Armored, Fearless, Martial Prowess, Strider
Armored, Deflect, Martial Prowess
Martial Prowess
Martial Prowess
Hatred, Martial Prowess, Scout, Skirmisher
Martial Prowess
Fast, Martial Prowess
Armored, Fast, Martial Prowess
Armored, Fast, Martial Prowess
Fast, Fear, Flying, Impact(D3), Tough(3)
Fast, Flying, Phoenix, Special, Tough(6), Wake of Fire
Blizzard Aura, Fast, Flying, Special, Tough(9)
Fast
Fast, Flying, Special, Tough(3)
Fast, Flying, Special, Tough(3)
Fast, Flying, Special, Tough(9)
Fast, Flying, Special, Tough(9)
Fast, Flying, Special, Tough(9)
Upgrades
A
B
C
D
-
Cost
35pts
50pts
15pts
30pts
35pts
35pts
25pts
30pts
35pts
40pts
15pts
25pts
35pts
40pts
105pts
105pts
-
Magic Spells
Warriors of Chaos
Name [Size]
Chaos Lord [1]
Chaos Sorcerer [1]
Daemon Prince [1]
Chaos Marauders [3]
Chaos Warhounds [3]
Chaos Warrior [1]
Forsaken [1]
Chosen [1]
Marauder Horsemen [3]
Chaos Knight [1]
Skullcrusher [1]
Hellstrider [1]
Chaos Orge [1]
Chaos Troll [1]
Dragon Ogre [1]
Skullreaper [1]
Putrid Blightknight [1]
Chaos Spawn [1]
Chimera [1]
Slaughterbrute [1]
Dragon Shaggoth [1]
Chaos Giant [1]
Mutalith Beast [1]
Chaos Steed [1]
Daemonic Mount [1]
Disc of Tzeentch [1]
Juggernaut of Khorne [1]
Palanquin of Nurgle [1]
Steed of Slaanesh [1]
Manticore [1]
Chaos Dragon [1]
Quality
3+
3+
2+
4+
4+
3+
4+
3+
4+
3+
3+
4+
4+
4+
3+
4+
3+
4+
3+
3+
3+
4+
3+
-
Equipment
Force Sword
Heavy Sword
Force Claws
Light Swords
Light Claws
Medium Sword
Medium Sword
Medium Sword
Light Swords
Medium Sword
Medium Sword
Medium Lance (Poison)
Heavy Sword
Heavy Sword
Heavy Sword
Heavy Sword
Bountiful Blades
Force Claws
Force Claws
Master Claws
Force Sword
Giant Attack
Force Claws
Light Claws
Medium Claws
Medium Claws
Force Claws
Light Claws (Poison)
Force Claws
Flame Breath (18, A6*), Force Claws
B
Replace Force Sword:
Force Spear
Force Lance (Mounted Only)
Force Mace
Equip with one:
Shield (Armored)
Mount on:
Chaos Steed
Steed of Slaanesh
Disc of Tzeentch
Daemonic Mount
Palanquin of Nurgle
Juggernaut of Khorne
Manticore
Chaos Dragon
H
Light Maces
+5pts
+5pts
+30pts
J
Replace Medium Sword:
Medium Lance
+5pts
+10pts
+5pts
+15pts
+15pts
+20pts
+35pts
+45pts
+70pts
+105pts
+10pts
+15pts
+30pts
E
Upgrade all models with any:
Vanguard
+5pts
Poison
+10pts
Scaly Hides (Armored)
+10pts
F
Upgrade with any:
Regenerating Flesh (Regeneration)
Venomous Ooze (Poison)
Flame Breath (18, A6*)
G
+5pts
+5pts
+10pts
+20pts
C
Upgrade all models with one:
Tzeentch (Resistance)
+5pts
Khorne (Furious)
+5pts
Nurgle (Regeneration)
+5pts
Slaanesh (Fearless)
+5pts
Upgrade with:
Daemonic Flight (Flying)
Upgrade Wizard(1):
Wizard(2)
Wizard(3)
Special Rules
Hero, Tough(3)
Hero, Tough(3), Wizard(1)
Fearless, Hero, Special, Tough(3), Wizard(1)
Fast
Armored, Fearless, Furious, Mutations
Fearless
Fast
Armored, Fast, Fear
Armored, Fast, Fear, Furious
Fast, Fear
Fear, Impact(1), Tough(3)
Fear, Regeneration, Tough(3)
Fear, Resistance, Tough(3)
Furious, Tough(3)
Regeneration, Tough(3)
Fast, Special, Tough(3)
Fast, Flying, Special, Tail Strike, Tough(3)
Furious, Special, Tough(6)
Fearless, Resistance, Special, Tough(6)
Fall Over, Special, Tough(6)
Maelstrom, Regeneration, Special, Tough(6)
Fast
Fear, Tough(3)
Fear, Flying
Armored, Fast, Fear, Furious, Tough(3)
Fear, Tough(3)
Fast, Fear
Flying, Furious, Special, Tough(3)
Flying, Special, Tough(6)
+10pts
+15pts
+25pts
+25pts
Replace all Light Swords:
Light Lances
Light Maces
+10pts
+25pts
K
Replace Heavy Sword:
Heavy Halberd
+10pts
Heavy Mace
+25pts
L
Heavy Mace
Cost
40pts
55pts
100pts
25pts
35pts
15pts
20pts
20pts
35pts
25pts
30pts
30pts
25pts
30pts
35pts
25pts
45pts
50pts
70pts
75pts
90pts
135pts
125pts
-
+15pts
Magic Spells
Upgrades
A, B
A, B
A, D
H, M
E
C, G
M
C, G
I, M
C, J
J
L, M
K
N
A
F
A
-
Master Sword
+5pts
Upgrade with:
Wrathmonger (Impact(D3))
+10pts
Dwarfs
Name [Size]
Thane [1]
Quality
3+
Equipment
Heavy Sword
4+
4+
Slayer Axe
Medium Sword
4+
4+
3+
3+
4+
4+
3+
4+
4+
3+
4+
4+
-
Medium Sword
Light Sword
Light Sword
Light Sword
Slayer Axe
Light Mace
Medium Mace
Rapid Rifle
Rapid Crossbow, Light Mace
Drakegun (18, A4), Light Sword
Flamethrower (12, A6*), Dive Bomb
Rapid Rifle, Dwarf Bombs
Master Sword
Heavy Mace
+25pts
+10pts
+20pts
+25pts
+35pts
B
Replace Rapid Rifle:
Rapid Crossbow
Equip with:
Light Mace
+10pts
C
Equip with:
Cinderblast Bombs (6, AD6*)
+5pts
+5pts
Replace Flamethrower:
Brimstone Gun (18, A3x)
+5pts
E
Replace Drakegun:
Trollhammer Torpedo (24, AD6)
F
Equip with one:
Rune of Flight (Throwing Weapon)
Rune of Slaying (Piercing Melee)
Rune of Fortitude (Regeneration)
Rune of Smiting (+D6 Melee
Attacks)
Rune of Gromril (Tough(+3))
Rune of Adamant (Regeneration,
Tough(+3))
+5pts
+5pts
+10pts
+10pts
+15pts
+20pts
+30pts
+5pts
+5pts
+10pts
I
Light Mace
+5pts
+20pts
+35pts
Special Rules
Armored, Fearless, Furious, Hatred, Hero, Shieldwall, Slow,
Tough(3)
Deathblow, Fearless, Furious, Hatred, Hero, Slow, Tough(3)
Armored, Fearless, Furious, Hatred, Hero, Resistance,
Shieldwall, Slow, Tough(3)
Armored, Fearless, Furious, Hatred, Hero, Slow, Tough(3)
Armored, Fearless, Furious, Hatred, Shieldwall, Slow
Fearless, Furious, Hatred, Shieldwall, Slow
Armored, Fearless, Furious, Hatred, Shieldwall, Slow
Deathblow, Fearless, Furious, Hatred, Slow
Fearless, Furious, Hatred, Scout, Slow
Fearless, Furious, Hatred, Shieldwall, Slow
Armored, Fearless, Furious, Hatred, Shieldwall, Slow
Fearless, Furious, Hatred, Scout, Slow
Armored, Fearless, Furious, Hatred, Slow
Armored, Fast, Fearless, Flying, Hatred, Tough(3)
Armored, Fast, Fearless, Flying, Hatred, Tough(3)
Tough(3)
Upgrades
A, F
Cost
55pts
F
A, F
50pts
45pts
A, F
F, G, I
F, G, I
F, G
F, G
C, F, G
F, G
B, F, G
F, G
C, E, F, G
D, H
H
-
35pts
20pts
20pts
25pts
25pts
25pts
35pts
35pts
45pts
45pts
60pts
90pts
-
Skaven
Name [Size]
Warlord [1]
Chieftain [1]
Warlock Engineer [1]
Plague Priest [1]
Skavenslaves [5]
Giant Rats [3]
Clanrats [3]
Plague Monks [3]
Stormvermin [1]
Censer Bearer [1]
Globadier [1]
Night Runner [1]
Gutter Runner [1]
Rat Swarm [1]
Warplock Jezzail [1]
Rat Ogre [1]
Stormfiend [1]
Hell Pit Abomination [1]
Great Pox Rat [1]
War-Litter [1]
Ogre Bonebreaker [1]
Quality
4+
5+
4+
5+
6+
6+
5+
5+
4+
5+
5+
5+
4+
6+
5+
4+
4+
4+
-
Equipment
Master Sword
Heavy Sword
Light Halberd
Heavy Sword
Light Swords
Light Claws
Light Swords
Medium Swords
Light Halberd
Plague Censer
Throwing Weapon (Poison)
Throwing Weapon, Medium Sword
Throwing Weapon, Medium Sword
Force Claws
Jezzail (36, A1x, Scope)
Heavy Claws
Master Claws
Flailing Attack
Light Claws (Poison)
Heavy Claws
Heavy Claws
+10pts
+5pts
+10pts
+20pts
+35pts
C
Replace Heavy Sword:
Heavy Mace
+10pts
Plague Censer
+15pts
Upgrade Wizard(1):
Wizard(2)
+15pts
Mount on:
Great Pox Rat
+5pts
D
E
Equip with one:
Warp Grinder (Grinder)
Ratling Gun (18, AD6)
Doom Flayer (+2D6 Attacks in
Melee)
Warpfire Thrower (18, A6*)
Poisoned Wind Mortar (24, AD6*,
Indirect, Poison)
F
Equip with any:
Smoke Bomb (Once per game the
unit counts as in Cover until the
end of the round)
Snare Net (Strikes First)
Venomous Blade (Poison)
G
Light Spears
+10pts
+15pts
+20pts
+25pts
+35pts
+5pts
+5pts
+5pts
Special Rules
Hero, Strength in Numbers, Tough(3)
Hero, Strength in Numbers, Tough(3)
Hero, Strength in Numbers, Tough(3)
Furious, Strength in Numbers, Tough(3), Wizard(1)
Expendable, Strength in Numbers
Fast, Packmaster, Strength in Numbers
Strength in Numbers
Furious, Strength in Numbers
Strength in Numbers
Furious, Hatred, Strength in Numbers
Strength in Numbers
Fast, Strength in Numbers, Vanguard
Fast, Scout, Sneaky, Strength in Numbers
Fast, Tough(6)
Armored
Fear, Furious, Impact(D3), Packmaster, Tough(3)
Armored, Fear, Furious, Impact(D3), Tough(3)
Regeneration, Special, Tough(6)
Fast
Tough(3)
Fear, Furious, Impact(D3), Tough(3)
I
Equip with one:
Flayer Gauntlets (Impact(+D3))
Shock Gauntlets (Piercing Melee)
Grinderfists (Grinder)
Warpfire Projectors (12, A6,
Piercing)
Windlaunchers (24, AD6, Indirect,
Poison)
Ratling Cannons (18, A3D6)
Upgrades
A
A
B
C
D
E, G
E
F
I
-
Cost
30pts
20pts
25pts
35pts
20pts
15pts
20pts
30pts
15pts
25pts
15pts
15pts
20pts
15pts
35pts
35pts
45pts
135pts
-
Magic Spells
+10pts
+10pts
+15pts
+30pts
+35pts
+45pts
Lizardmen
Name [Size]
Slann Mage-Priest [1]
Scar-Veteran [1]
Skink Chief [1]
Skink Priest [1]
Saurus Warrior [1]
Temple Guard [1]
Skink Cohort [3]
Skink Skirmishers [3]
Chameleon Skinks [1]
Cold One Rider [1]
Ripperdactyl Rider [1]
Terradon Rider [1]
Jungle Swarm [1]
Kroxigor [1]
Quality
3+
3+
6+
6+
3+
3+
6+
6+
5+
3+
5+
5+
5+
3+
3+
3+
3+
Troglodon [1]
3+
3+
Stegadon [1]
Cold One [1]
Terradon [1]
Ripperdactyl [1]
Carnosaur [1]
3+
-
Equipment
Light Sword
Master Sword
Heavy Sword
Light Sword
Medium Sword
Medium Halberd
Throwing Weapons (Poison)
Pistols (Poison)
Pistol (Poison)
Heavy Sword
Medium Lance
Fireleech Bola (Rapid Pistol)
Master Claws (Poison)
Heavy Mace
Shoot Barbs (18, AD6), Heavy Claws
Spout Flames (12, A6*), Heavy Claws
Ark of Sotek (D6, A2D6*, Poison),
Force Claws (Strikes Last)
Spit Venom (18, AD6, Poison), Heavy
Claws (Poison)
Giant Blowpipe (18, A2D6, Poison),
Force Claws
Bolt Thrower (Poison), Force Claws
Light Claws
Light Claws
Force Claws
B
Replace Heavy Sword:
Heavy Lance (Mounted Only)
Equip with one:
Throwing Weapon (Poison)
Pistol (Poison)
Shield (Armored)
Mount on:
Terradon
Ripperdactyl
C
+5pts
+5pts
+5pts
+5pts
+25pts
+10pts
+10pts
+90pts
+5pts
+5pts
+10pts
+10pts
+10pts
+15pts
Heavy Lance
+5pts
E
Upgrade with any:
Unstoppable Stampede (Furious)
Sharp Horns (Impact(+3))
+5pts
+15pts
F
Replace Ark of Sotek:
Solar Engine (24, A2D6x)
+85pts
+5pts
+10pts
I
Replace Medium Sword:
Medium Spear
+5pts
Special Rules
Armored, Fearless, Hero, Tough(6), Wizard(3)
Fearless, Hero, Predatory, Tough(3)
Fearless, Hero, Strider, Tough(3)
Arcane Vassal, Fearless, Strider, Tough(3), Wizard(1)
Fearless, Predatory
Fearless, Guardian, Predatory
Fearless, Strider
Fearless, Skirmisher, Strider
Chameleon, Fearless, Scout, Skirmisher, Strider
Fast, Fear, Fearless, Predatory
Fast, Fear, Fearless, Flying, Furious, Toad Rage
Drop Rocks, Fast, Fearless, Flying
Fearless, Strider, Tough(6)
Armored, Fear, Fearless, Impact(D3), Predatory,
Strider, Tough(3)
Fear, Hunting Pack, Strider, Tough(3)
Fear, Hunting Pack, Strider, Tough(3)
Bludgeon, Fearless, Special, Tough(9)
Arcane Vassal, Fearless, Predatory, Roar, Special,
Strider, Tough(6)
Fearless, Special, Tough(6)
Fearless, Special, Tough(6)
Fast, Fear
Drop Rocks, Fast, Flying
Fast, Fear, Flying, Furious, Toad Rage
Furious, Special, Tough(6)
Upgrades
A
B
I
C
D
-
Cost
115pts
40pts
15pts
45pts
20pts
30pts
25pts
50pts
15pts
30pts
20pts
25pts
35pts
85pts
50pts
55pts
140pts
140pts
E, H
145pts
E
G
205pts
-
Ogre Kingdoms
Name [Size]
Tyrant [1]
Bruiser [1]
Hunter[1]
Butcher [1]
Firebelly [1]
Gnoblars [5]
Ogre [1]
Maneater [1]
Leadbelcher [1]
Sabretusk [1]
Mournfang Rider [1]
Yhetee [1]
Gorger [1]
Stonehorn [1]
Giant [1]
Thundertusk [1]
Quality
3+
4+
4+
4+
4+
6+
4+
3+
4+
4+
4+
3+
4+
4+
4+
4+
Stonehorn [1]
Equipment
Master Sword
Master Sword
Ogre Pistol (12, AD3+1), Master Sword
Heavy Sword
Flame Breath (12, A6*), Heavy Sword
Throwing Weapons
Heavy Sword
Master Sword
Belchgun (18, AD6+1), Heavy Sword
Heavy Claws
Heavy Sword
Heavy Claws
Master Claws
Chaintrap (12, A4), Force Claws
Giant Attack
Harpoon (Bolt Thrower), Chaintrap (12,
A4), Force Claws
Force Claws
Force Sword
Force Mace
+5pts
+35pts
Equip with:
Ogre Pistol (12, AD3+1)
Ironfist (Armored)
+10pts
+20pts
Master Mace
+20pts
+115pts
C
Upgrade with one:
Wallcrusher (Impact(+1))
Giantbreaker (Rapid Melee)
Longstrider (Fast)
Mountaineater (Tough(+3))
Brawlergut (Piercing Impact)
+5pts
+5pts
+5pts
+10pts
+10pts
+10pts
+20pts
+85pts
Heavy Mace
+20pts
Equip with:
Ironfist (Armored)
Upgrade Wizard(1):
Wizard(2)
Wizard(3)
+15pts
+25pts
Heavy Mace
+10pts
+20pts
Upgrade all models with:
Traps
+5pts
Replace Chaintrap:
Harpoon (Bolt Thrower)
Master Sword
Heavy Mace
+70pts
+5pts
+20pts
Force Sword
Master Mace
+5pts
+30pts
Equip with:
Ogre Pistol (12, AD3+1)
+10pts
Special Rules
Fear, Hero, Impact(1), Tough(6)
Fear, Hero, Impact(1), Tough(3)
Fear, Hero, Impact(1), Relentless, Tough(3)
Fear, Impact(1), Immune, Tough(3), Wizard(1)
Fear, Impact(1), Tough(3), Wizard(1)
Fear, Impact(1), Tough(3)
Experienced, Fear, Impact(1), Tough(3)
Fear, Impact(1), Tough(3)
Fast, Fear, Tough(3), Vanguard
Armored, Fast, Fear, Impact(D3), Tough(3)
Fast, Fear, Frost Aura, Impact(D3), Strider, Tough(3)
Ambush, Fear, Fearless, Furious, Impact(D3), Tough(6)
Furious, Special, Tough(9), Trample
Fall Over, Special, Tough(6)
Fast, Frost Sphere, Numbing Chill, Relentless, Special,
Tough(9)
Furious, Special, Tough(9), Trample
Upgrades
A, C
A, C
B, C
D
D
F
H
I
E
G
-
Cost
55pts
35pts
45pts
50pts
65pts
20pts
25pts
45pts
45pts
25pts
45pts
45pts
50pts
120pts
135pts
245pts
Magic Spells
Fearless
the Regeneration rule until the end of the round.
Poison in Melee
Bonecrusher (2): Target enemy unit within 18
Scout
takes D6 automatic hits.
Strider
The Maw (3): Target enemy unit within 18 takes
Vanguard
D3 automatic hits that deal D3 wounds each.
Fall Over: When the giant is killed all units within
3 take D6 automatic hits as if from shooting.
Frost Aura: Enemy units always strike last when
fighting melee with this unit.
Frost Sphere: Once per round, when this unit is
activated, all enemy units within 4D6 take D6
automatic hits.
Giant Attack: When fighting in melee this unit
deals 2D6x automatic hits.
Immune: This model is Immune to the Poison rule,
and treats rolls of 6 as normal hits.
Numbing Chill: All enemy units within 6 of this
unit get the Strikes Last special rule.
Relentless: This unit may fire all of its weapons
when using Hold actions.
Trample: This unit deals 2D6 automatic hits from
Impact instead of D3 automatic hits.
Traps: Enemy units charging this unit count as
having moved through dangerous terrain, and hits
from this are resolved before melee begins.
Dark Elves
Name [Size]
Dreadlord [1]
Shadowblade [1]
Quality
4+
2+
Sorceress [1]
Bleakswords [3]
Corsair [1]
Harpy [1]
Witch Elf [1]
Sister of Slaughter [1]
Black Guard [1]
Darkshard [1]
Shade [1]
Executioner [1]
Dark Rider [1]
Cold One Knight [1]
Herald Rider [1]
Doomfire Warlock [1]
Bloodwrack [1]
War Hydra [1]
Kharibdyss [1]
Cold One [1]
Dark Steed [1]
Dark Pegasus [1]
Manticore [1]
Black Dragon [1]
4+
4+
4+
4+
4+
3+
3+
4+
3+
3+
4+
3+
4+
4+
3+
3+
3+
-
Equipment
Master Sword (Strikes First)
Rapid Throwing Weapon (Poison), Force Sword
(Strikes First, Poison)
Light Sword (Strikes First)
Light Swords (Strikes First)
Light Sword (Strikes First)
Medium Claws
Medium Sword (Strikes First, Poison)
Medium Sword (Strikes First)
Medium Halberd (Strikes First)
Rapid Crossbow, Light Sword (Strikes First)
Rapid Crossbow, Light Sword (Strikes First)
Draich (A4x in Melee, Deadly)
Light Lance (Strikes First)
Light Lance (Strikes First)
Rapid Crossbow, Light Lance (Strikes First)
Medium Sword (Strikes First, Poison)
Stare (12, A6), Heavy Claws (Strikes First)
Hydra Heads
Force Claws (Poison)
Light Claws
Light Lance
Master Claws
Flame Breath (12, A6*, Poison), Force Claws
+5pts
+20pts
+30pts
+10pts
+10pts
+20pts
+5pts
+10pts
+20pts
+70pts
+110pts
Upgrade Wizard(1):
Wizard(2)
+20pts
Mount on:
Cold One
Dark Steed
Dark Pegasus
+5pts
+10pts
+20pts
Replace Light Sword:
Medium Mace
+15pts
+25pts
+35pts
E
Upgrade with any:
Blind Rage (+D3 Melee attacks)
Iron Hard Skin (Tough(+3))
+5pts
+20pts
F
Replace all Light Swords:
Light Spears (Strikes First)
+5pts
G
Shield (Armored)
Equip with:
+5pts
Special Rules
Hatred, Hero, Tough(3)
Fearless, Hatred, Hero, Hidden, Tough(3)
Upgrades
A
-
Cost
30pts
100pts
B
F
G
C
D
E
-
50pts
35pts
15pts
15pts
25pts
25pts
30pts
30pts
45pts
100pts
20pts
25pts
40pts
65pts
65pts
100pts
105pts
-
Magic Spells
Shroud of Despair (1): All enemy units within 12
must re-roll successful morale tests until the end
of the round.
Power of Darkness (1): The wizard and all friendly
units within 3 get Rapid melee weapons until the
end of the round.
Doombolt (2): Target enemy unit within 18 takes
D6+2 automatic hits.
Bladewind (2): Target enemy unit within 24 must
take as many Quality tests as models in it, and it
takes one automatic hit for each failed test.
Chillwind (3): Target enemy unit within 24takes
D3 automatic hits and must re-roll successful
shooting attacks until the end of the round.
Word of Pain (3): Target enemy unit within 24
must re-roll successful shooting and melee attacks
until the end of the round.
Tomb Kings
Name [Size]
Tomb Prince [1]
Necrotect [1]
Liche Priest [1]
Skeleton Warriors [5]
Tomb Guard [3]
Skeleton Archers [3]
Skeleton Horsemen [3]
Carrion [1]
Tomb Swarm [1]
Ushabti [1]
Necropolis Knight [1]
Sepulchral Stalker [1]
Tomb Scorpion [1]
Necrolith Colossus [1]
Hierotitan [1]
Warsphinx [1]
Necrosphinx [1]
Skeletal Steed [1]
Warsphinx [1]
Quality
4+
5+
5+
6+
5+
6+
5+
4+
6+
4+
4+
4+
3+
3+
3+
3+
3+
-
Equipment
Heavy Sword
Heavy Sword
Light Sword
Light Swords
Light Swords
Bows
Light Lances
Heavy Claws
Master Claws (Poison)
Master Sword
Master Lance (Poison)
Medium Lance
Master Claws (Poison)
Master Sword
Master Sword
2x Force Claws
Master Claws
2x Force Claws
Upgrade Wizard(1):
Wizard(2)
Wizard(3)
+15pts
+30pts
Mount on:
Skeletal Steed
+5pts
C
Replace Master Sword:
Light Sword and Longbow (Poison)
+5pts
Heavy Mace
+15pts
D
+25pts
+25pts
E
Equip with one:
Longbow
Bow of Deserts (48, A1x)
+15pts
+30pts
F
Upgrade with:
Envenomed Sting (Poison Melee)
+10pts
Upgrade with:
Magical Icons (Wizard(1))
+15pts
Light Spears
+5pts
I
Replace all Light Swords:
Light Halberds
+5pts
J
Bows
Special Rules
Curse, Hero, Nehekharan, Princes Will, Tough(3)
Hero, Nehekharan, Tough(6), Wrath
Nehekharan, Tough(3), Wizard(1)
Nehekharan
Nehekharan
Asaphs Arrows, Nehekharan
Asasphs Arrows, Fast, Nehekharan, Vanguard
Flying, Nehekharan, Tough(3)
Entombed, Nehekharan, Tough(6)
Armored, Asaphs Arrows, Nehekharan, Tough(3)
Armored, Fast, Nehekharan, Tough(3)
Armored, Entombed, Fast, Gaze, Nehekharan, Tough(3)
Armored, Entombed, Nehekharan, Resistance, Tough(3)
Asaphs Arrows, Nehekharan, Special, Tough(6), Unstoppable
Covenant, Nehekharan, Special, Tough(6)
Nehekharan, Special, Tough(9)
Decapitation, Flying, Nehekharan, Special, Tough(9)
Fast
Special, Tough(9)
Upgrades
A
B
H
I
J
C
E
G
D
F
D
Cost
60pts
25pts
25pts
10pts
15pts
15pts
35pts
25pts
25pts
30pts
40pts
55pts
60pts
75pts
100pts
115pts
155pts
-
Magic Spells
Vampire Counts
Name [Size]
Vampire Lord [1]
Wight King [1]
Banshee [1]
Wraith [1]
Necromancer [1]
Zombies [5]
Skeleton Warriors [5]
Crypt Ghouls [3]
Grave Guard [3]
Wraith [1]
Dire Wolves [3]
Black Knight [1]
Blood Knight [1]
Hexwraith [1]
Fell Bat [1]
Bat Swarm [1]
Vargheist [1]
Spirit Host [1]
Crypt Horror [1]
Morghast [1]
Varghulf [1]
Terrorgheist [1]
Nightmare [1]
Skeletal Steed [1]
Hellsteed [1]
Abyssal Terror [1]
Terrorgheist [1]
Zombie Dragon [1]
Quality
4+
6+
5+
5+
4+
6+
6+
6+
4+
5+
5+
4+
3+
5+
5+
6+
4+
5+
4+
3+
3+
3+
-
Equipment
Master Sword
Master Sword
Shriek, Light Claws
Heavy Mace, Chill Grasp
Light Sword
Light Claws (Strikes Last)
Light Swords
Medium Claws (Poison)
Light Swords
Heavy Mace, Chill Grasp
Light Claws
Light Sword
Medium Lance
Light Mace
Medium Claws
Master Claws (Strikes First)
Heavy Claws
Master Sword
Heavy Claws (Poison)
Force Sword
Force Claws
Shriek, Master Claws
Heavy Claws
Shriek, Master Claws
Flame Breath (12, A6*), Force
Claws
+5pts
+5pts
+20pts
+10pts
+15pts
+5pts
+10pts
+20pts
+80pts
+100pts
B
Replace Master Sword:
Force Sword
+5pts
Master Lance (Mounted Only)
+5pts
Mount on:
Skeletal Steed
+5pts
C
Upgrade Wizard(1):
Wizard(2)
+15pts
Mount on:
Nightmare
+5pts
Replace Light Sword:
Light Lance
+5pts
E
Upgrade with any:
Infested (If killed all enemy units in
base contact take 2D6 hits)
Rancid Maw (Poison Melee)
F
Upgrade with any:
Balefire (Enemy Wizards within 24
must re-roll successful casting dice)
Unholy Lodestone (When a friendly
wizard within 6 successfully casts
Neheks Invocation you may
increase its range by 2D6)
+10pts
+10pts
+15pts
+15pts
H
Light Spears
+10pts
+10pts
Light Maces
Special Rules
Hero, Hunger, Tough(3), Vampire, Wizard(1)
Armored, Hero, Tough(3), Undead
Ethereal, Hero, Tough(3), Undead
Ethereal, Hero, Tough(3), Undead
Tough(3), Undead, Wizard(1)
Undead
Undead
Undead
Armored, Undead
Ethereal, Tough(3), Undead
Fast, Furious, Undead, Vanguard
Armored, Fast, Strider, Undead
Armored, Fast, Furious, Vampire
Ethereal, Fast, Soulstrider, Undead
Flying, Tough(3), Undead
Flying, Tough(6), Undead
Flying, Furious, Vampire, Tough(3)
Ethereal, Tough(6), Undead
Regeneration, Tough(3), Undead
Armored, Flying, Impact(D3), Undead, Tough(3)
Fast, Hatred, Regeneration, Special, Tough(3), Vampire
Flying, Special, Tough(6), Undead
Fast
Fast, Strider
Fast, Flying
Flying, Tough(3)
Flying, Special, Tough(6)
Flying, Special, Swarm of Flies, Tough(6)
Upgrades
A
B
C
H
I
D
E
G
E
-
Cost
60pts
20pts
35pts
40pts
40pts
15pts
20pts
30pts
35pts
35pts
35pts
15pts
30pts
40pts
15pts
15pts
25pts
30pts
40pts
55pts
70pts
80pts
-
Magic Spells
Bretonnia
Name [Size]
Bretonnian Lord [1]
Paladin [1]
Prophetess of the Lady [1]
Damsel of the Lady [1]
Men-at-Arms [5]
Peasant Bowmen [3]
Grail Reliquae [1]
Mounted Yeoman [1]
Knight of the Realm [1]
Knight Errant [1]
Grail Knight [1]
Questing Knight [1]
Pegasus Knight [1]
Bretonnian Warhorse [1]
Royal Pegasus [1]
Hippogryph [1]
Quality
4+
5+
5+
5+
6+
6+
6+
5+
5+
5+
4+
4+
4+
-
Equipment
Master Sword
Heavy Sword
Light Sword
Light Sword
Light Spears
Longbows
Master Sword
Bow, Light Lance
Light Lance
Light Lance
Medium Lance
Light Mace
Medium Lance
Light Claws
Master Claws
Master Lance
Master Mace
+5pts
+20pts
Mount on:
Royal Pegasus
Hippogryph
+25pts
+55pts
Replace Heavy Sword:
Heavy Lance
Heavy Mace
+5pts
+10pts
Mount on:
Royal Pegasus
+20pts
+5pts
+20pts
Upgrade Wizard(1):
Wizard(2)
+15pts
Mount on:
Bretonnian Warhorse
+5pts
E
Replace all Light Spears:
Light Halberds
+5pts
F
Skimisher
Upgrades
A
B
C
D
E
F
-
Cost
45pts
35pts
65pts
35pts
20pts
25pts
30pts
15pts
15pts
20pts
25pts
35pts
40pts
-
Magic Spells
Mount on:
Bretonnian Warhorse
Royal Pegasus
Special Rules
Armored, Fast, Fearless, Furious, Hero, Tough(3)
Armored, Fast, Fearless, Furious, Hero, Tough(3)
Hero, Resistance, Tough(3), Wizard(3)
Resistance, Tough(3), Wizard(1)
Peasants Duty
Adequate Shot, Peasants Duty
Armored, Fearless, Hatred, Tough(6)
Fast, Peasants Duty
Armored, Fast, Fearless, Furious
Armored, Fast, Fearless, Furious, Hatred
Armored, Fast, Fearless, Furious
Armored, Fast, Fearless, Furious
Armored, Fast, Fearless, Flying, Tough(3)
Fast
Fast, Flying, Tough(3)
Fast, Flying, Special, Tough(3)
Beastmen
Name [Size]
Wargor [1]
Gorebull [1]
Bray-Shaman [1]
Ungor Herd [3]
Harpies [3]
Gor [1]
Bestigor [1]
Ungor Raider [1]
Warhounds [3]
Centigor [1]
Razorgor [1]
Minotaur [1]
Chaos Spawn [1]
Ghorgon [1]
Giant [1]
Jabberslythe [1]
Cygor [1]
Quality
4+
4+
4+
5+
5+
4+
4+
5+
5+
4+
4+
4+
4+
3+
4+
3+
4+
Equipment
Heavy Sword
Master Sword
Light Sword
Light Swords
Medium Claws
Light Sword
Light Mace
Shortbow
Light Claws
Medium Lance
Master Claws
Heavy Sword
Tentacles (AD6+1 in Melee)
Force Claws
Giant Attack
Slythey Tongue (12, AD3), Master Claws
(Poison)
Throw Rock (24, A2D6+3), Force Claws
Master Sword
Heavy Mace
+5pts
+15pts
Equip with:
Heavy Armor (Armored)
+10pts
Force Sword
Master Mace
+5pts
+15pts
Equip with:
Heavy Armor (Armored)
+10pts
C
Replace Light Sword:
Medium Sword
Upgrade Wizard(1):
Wizard(2)
D
+5pts
+15pts
Heavy Mace
+20pts
E
Upgrade with:
Poison
Scaly Skin (Armored)
+15pts
+15pts
Upgrade with:
Scout
G
Light Spears
+10pts
Replace all Light Swords:
+5pts
Special Rules
Hatred, Hero, Tough(3)
Fear, Furious, Hero, Impact(D3), Tough(3)
Furious, Hatred, Tough(3), Wizard(1)
Ambush, Hatred
Flying
Ambush, Hatred
Armored, Hatred
Ambush, Hatred, Skirmisher
Fast
Drunkard, Fast, Hatred
Fast, Fear, Furious
Fear, Furious, Impact(1), Tough(3)
Fearless, Special, Tough(3)
Fearless, Furious, Special, Swallow, Tough(6)
Fall Over, Special, Tough(6)
Bile-Blood, Flying, Madness, Special, Tough(6)
Upgrades
A
B
C
G
F
E
H
D
-
Cost
30pts
40pts
45pts
30pts
35pts
15pts
25pts
15pts
25pts
25pts
25pts
30pts
50pts
100pts
135pts
135pts
145pts
Magic Spells
Wood Elves
Name [Size]
Glade Captain [1]
Spellsinger [1]
Branchwraith [1]
Quality
4+
4+
4+
Waystalker [1]
3+
Shadowdancer [1]
3+
3+
4+
4+
4+
3+
4+
4+
4+
4+
3+
4+
3+
3+
4+
3+
-
Equipment
Longbow, Heavy Sword (Strikes First)
Light Sword (Strikes First)
Heavy Claws
Longbow (Scope), Medium Sword
(Strikes First)
Heavy Sword (Strikes First)
Heavy Claws, Tree Whack
Light Spear (Strikes First)
Medium Claws
Glaive (A3x in Melee)
Light Spear (Strikes First)
Longbow, Light Sword (Strikes First)
Longbow, Light Sword (Strikes First)
Longbow, Medium Sword (Strikes First)
Longbow, Light Lance (Strikes First)
Light Lance (Strikes First)
Throwing Weapon (Poison), Light Sword
(Strikes First, Poison)
Medium Claws
Heavy Claws
Longbow, Heavy Lance (Strikes First)
Force Claws, Tree Whack
Medium Claws
Medium Claws
Medium Lance
Flame Breath (12, A6*), Force Claws
+5pts
+10pts
+15pts
Mount on:
Elven Steed
Great Eagle
Great Stag
Forest Dragon
+5pts
+20pts
+30pts
+115pts
Equip with:
Longbow
+10pts
Upgrade Wizard(1):
Wizard(2)
+20pts
Mount on:
Elven Steed
Great Eagle
Unicorn
+5pts
+20pts
+35pts
Upgrade with:
Wizard(1)
+25pts
+5pts
Upgrade Wizard(2):
Wizard(3)
+15pts
Cost
50pts
50pts
60pts
55pts
55pts
F, G
E
D
D
D
-
120pts
20pts
20pts
30pts
30pts
25pts
30pts
35pts
25pts
30pts
60pts
G
-
40pts
45pts
55pts
80pts
-
+20pts
Magic Spells
Upgrade with:
Strangleroots (12, AD6+1)
Upgrades
A
B
-
Woodland Ambush
Heavy Spear
Master Sword
Heavy Mace
Special Rules
Arrow of Kurnous, Hero, Stalker, Strider, Tough(3)
Blessing, Hero, Stalker, Strider, Tough(3), Wizard(1)
Blessing, Fear, Fearless, Hatred, Hero, Strider,
Tough(3), Wizard(1)
Hawk-eyed, Hero, Scout, Stalker, Strider, Tough(3)
Daemons of Chaos
Name [Size]
Bloodthrister [1]
Lord of Change [1]
Great Unclean One [1]
Keeper of Secrets [1]
Daemon Prince [1]
Herald of Khorne [1]
Herald of Tzeentch [1]
Herald of Nurgle [1]
Herald of Slaanesh [1]
Pink Horror [1]
Plaguebearer [1]
Daemonette [1]
Bloodletter [1]
Chaos Furies [3]
Seeker [1]
Flesh Hound [1]
Screamer [1]
Nurglings [1]
Flamer [1]
Fiend [1]
Plague Drone [1]
Nurgle Beast [1]
Bloodcrusher [1]
Soul Grinder [1]
Juggernaut of Khorne [1]
Disc of Tzeentch [1]
Palanquin of Nurgle [1]
Steed of Slaanesh [1]
Quality
2+
2+
2+
2+
2+
3+
5+
4+
4+
5+
4+
4+
3+
5+
4+
4+
4+
5+
4+
4+
4+
4+
3+
3+
-
Equipment
2x Force Claws
Force Claws
Force Claws (Poison)
Force Claws
Force Claws
Master Sword
Medium Sword
Heavy Sword (Poison)
Master Sword (Poison)
Light Claws
Light Sword (Poison)
Medium Claws (Poison)
Medium Sword
Light Claws
Medium Sword (Poison)
Medium Claws
Heavy Claws, Slashing Attack
Master Claws
Flamer (12, A6*), Medium Claws
Heavy Claws (Strikes First, Poison)
Master Sword (Poison)
Rotten Attacks (AD6+1 in Melee, Poison)
Force Sword
Flamer (12, A6*), Master Claws
Heavy Claws
Heavy Claws
Force Claws
-
+5pts
+10pts
+10pts
+45pts
+5pts
+10pts
+10pts
+10pts
+20pts
E
Upgrade with:
Daemonic Flight (Flying)
Upgrade Wizard(1):
Wizard(2)
Wizard(3)
F
Equip with one:
Locus of Virulence (The herald and
all friendly units within 3 get the
Rapid special rule)
Locus of Contagion (The herald
and all friendly units within 3 deal
wounds from Poison on 5+ instead
of only 6)
Locus of Fecundity (The herald and
all friendly units within 3 get the
Regeneration special rule)
Upgrade with:
Wizard(1)
Mount on:
Palanquin of Nurgle
+10pts
+20pts
+20pts
+5pts
+5pts
+15pts
+20pts
+10pts
+10pts
+25pts
Upgrades
D, E
A
B
F
G
C
D
-
Cost
135pts
130pts
135pts
120pts
95pts
50pts
40pts
40pts
45pts
10pts
20pts
25pts
25pts
35pts
25pts
30pts
40pts
25pts
45pts
35pts
45pts
55pts
60pts
D
-
95pts
-
Magic Spells
+20pts
+25pts
G
+10pts
Wizard(1)
Special Rules
Flying, Hero, Resistance, Special, Tough(6)
Flying, Hero, Special, Tough(6), Wizard(2)
Hero, Special, Tough(6), Wizard(1)
Fast, Hero, Special, Tough(6), Wizard(1)
Fearless, Hero, Special, Tough(3), Wizard(1)
Fear, Fearless, Furious, Hero, Resistance, Tough(3)
Fear, Fearless, Hero, Tough(3), Wizard(1)
Fear, Fearless, Hero, Stench, Tough(3)
Fear, Fearless, Hero, Tough(3)
Fear, Fearless, Horrors
Fear, Fearless, Stench
Fear, Fearless
Fear, Fearless, Furious, Resistance
Fear, Fearless, Flying
Fast, Fear, Fearless
Fast, Fear, Fearless, Furious, Resistance, Tough(3)
Fast, Fear, Fearless, Flying, Tough(3)
Fear, Fearless, Scout, Stench, Tough(3)
Fear, Fearless, Skirmisher, Tough(3)
Fast, Fear, Fearless
Fear, Fearless, Flying, Stench, Tough(3)
Fear, Fearless, Regeneration, Stench, Tough(3)
Armored, Fear, Fearless, Furious, Resistance,
Tough(3)
Special, Tough(6)
Armored, Tough(3)
Flying
Tough(3)
Fast
+5pts
+25pts
+25pts
+20pts
+5pts