You are on page 1of 1272

Army Men PAZCIK- Domaine Expansion

Contents
Army Men PAZCIK- Domaine Expansion..........................................................................1
Suggested Limits for models in a Unit:..............................................................22
REINFORCEMENTS PHASE:.....................................................................................22
Ambush:.........................................................................................................................22
Portal Reinforcements:.............................................................................................22
Raft Reinforcements...................................................................................................23
MOVEMENT PHASE:....................................................................................................24
Update to Unit Movement affected by Terrain:..............................................24
Flyers:..............................................................................................................................24
Flyers attacking Units in Defended Obstacles..................................................25
SPECIAL ATTACKS......................................................................................................25
Fire Attacks....................................................................................................................25
Flame Shot!...................................................................................................................25
Magical Attacks............................................................................................................25
Death Strike:................................................................................................................26
SPECIAL RULES............................................................................................................26
Dauntless Update:......................................................................................................26
Update to Cavalry Rule.............................................................................................26
Weak against Spears:...............................................................................................26
Armed with Pikes.........................................................................................................27
-1, -2, -3 or -4 to Armour/Numb Saves:...........................................................27
Ignores Armour Saves:............................................................................................27
Crazed:............................................................................................................................27
Critters:...........................................................................................................................27
Hit and Run....................................................................................................................28
Diehards..........................................................................................................................28
Vehicle/Juggernaut:...................................................................................................28
Vehicle Damage Roll:................................................................................................29
Light Armour:...............................................................................................................29
Busting a Transport Vehicle:..................................................................................29
Update to Astronaut Zombie Moon Buggy Stats:..........................................29
Update to Astronaut Shuttle Stats:.....................................................................30
Tank Blast:....................................................................................................................30
CLOSE COMBAT PHASE:...........................................................................................30
Attacking Vehicles/Juggernauts in Close Combat:........................................30
Run AWAY! Run AWAY!.............................................................................................31
Charging Units in Cover, Defenders get I9.......................................................31
Reflex Shots = Gets them when Charged and not in CC............................31
Reflex Shots: Always 1 shot Maximum per model........................................32
Chariots- The Impact Hits are the Bonus..........................................................32
Concerning Artillery: Models with the Artillery Rule.....................................32
Cannon Update: Wounds Caused.........................................................................32
Grapeshot Update:.....................................................................................................32
Shooting at Artillery with a Cannon.....................................................................32
Shooting at Artillery with Blast Weapons..........................................................33
Shooting at Artillery with Infantry, Flyers & Cavalry....................................33
Fighting Artillery in Close Combat........................................................................33
Commandeering Artillery.........................................................................................33
Special Cannon Ammo:............................................................................................34
Close Combat Phase (Optional):...........................................................................36
Concerning Artillery: Models with the Artillery Rule.....................................37
Borne of Desperation:...............................................................................................38
We Don’t Need No Water:.......................................................................................39
He’s Worth a Lot to Me:...........................................................................................39
Let’s Get Looting!:......................................................................................................40
Watch Towers:.............................................................................................................40
Raiding Party!...............................................................................................................41
The War for Domaine................................................................................................46
Army Backgrounds.....................................................................................................46
Geography of Domaine.............................................................................................47
Armies of Domaine: Links.......................................................................................48
Geography of Pachik- The Plastic World............................................................51
Army Men PAZCIK- Links.........................................................................................53
Cloven:............................................................................................................................55
Cloven CORE Units:....................................................................................................55
Cloven Specialist Units:............................................................................................57
Cloven Heavy Units:..................................................................................................58
Shadow Cloven:...........................................................................................................60
Shadow Cloven CORE Units:..................................................................................60
Shadow Cloven Specialist Units:...........................................................................61
Shadow Cloven Heavy Units:.................................................................................62
Clay Cloven:..................................................................................................................64
Clay Cloven CORE Units:..........................................................................................64
Clay Cloven Specialist Units:..................................................................................65
Clay Cloven Heavy Units:........................................................................................66
Grey Cloven:.................................................................................................................68
Grey Cloven CORE Units:.........................................................................................68
Grey Cloven Specialist Units:.................................................................................69
Grey Cloven Heavy Units:.......................................................................................70
Maroon Cloven:............................................................................................................72
Maroon Cloven CORE Units:...................................................................................72
Maroon Cloven Specialist Units:............................................................................73
Maroon Cloven Heavy Units:..................................................................................74
Flesh Cloven:................................................................................................................76
Flesh Cloven CORE Units:........................................................................................76
Flesh Cloven Specialist Units:................................................................................78
Cloven Horde:...............................................................................................................82
Cloven Horde CORE Units:......................................................................................82
Cloven Horde Specialist Units:..............................................................................83
Cloven Horde Heavy Units:.....................................................................................84
Cloven Bestiary:..........................................................................................................86
Cloven Bestiary Heroic Units (Compulsory):....................................................86
Cloven Bestiary CORE Units:..................................................................................87
Cloven Bestiary Specialist Units:..........................................................................91
Cloven Bestiary Heavy Units:.................................................................................95
Camelot:.........................................................................................................................98
Camelot CORE Units:.................................................................................................98
Camelot Specialist Units:.........................................................................................99
Camelot Heavy Units:.............................................................................................100
Royalist Camelot:......................................................................................................102
Royalist Camelot CORE Units:.............................................................................102
Royalist Camelot Specialist Units:......................................................................103
Blue Camelot:.............................................................................................................104
Blue Camelot CORE Units:.....................................................................................104
Blue Camelot Specialist Units:.............................................................................105
Blue Camelot Heavy Units:...................................................................................105
Yellow Camelot:.........................................................................................................107
Yellow Camelot CORE Units:.................................................................................107
Yellow Camelot Specialist Units:.........................................................................108
Yellow Camelot Heavy Units:...............................................................................108
Green Camelot:..........................................................................................................110
Green Camelot CORE Units:.................................................................................110
Green Camelot Specialist Units:..........................................................................111
Green Camelot Heavy Units:................................................................................111
Red Camelot:..............................................................................................................113
Red Camelot CORE Units:......................................................................................113
Red Camelot Specialist Units:..............................................................................114
Red Camelot Heavy Units:....................................................................................114
Shadow Camelot:......................................................................................................116
Shadow Camelot CORE Units:..............................................................................116
Shadow Camelot Specialist Units:......................................................................117
Shadow Camelot Heavy Units:............................................................................118
Royal Camelot:...........................................................................................................119
Royal Camelot CORE Units:..................................................................................119
Royal Camelot Specialist Units:..........................................................................120
Royal Camelot Heavy Units:.................................................................................121
Chivalric Camelot:....................................................................................................123
Chivalric Camelot CORE Units:............................................................................123
Chivalric Camelot Specialist Units:....................................................................124
Chivalric Camelot Heavy Units:...........................................................................125
Cursed Provence:......................................................................................................128
Defenders of Lorraine:............................................................................................129
Defenders of Lorraine Heroic Units:..................................................................130
Peasant Knight Crusade:........................................................................................133
Slavers of Babylon:..................................................................................................135
Slavers of Babylon CORE Units:..........................................................................135
Slavers of Babylon Specialist Units:..................................................................137
Slavers of Babylon Heavy Units:........................................................................139
Red Slavers of Babylon:.........................................................................................142
Red Slavers of Babylon CORE Units:.................................................................142
Red Slavers of Babylon Specialist Units:.........................................................143
Red Slavers of Babylon Heavy Units:...............................................................144
Shadow Slavers of Babylon:.................................................................................145
Shadow Slavers of Babylon CORE Units:.........................................................145
Shadow Slavers of Babylon Specialist Units:.................................................146
Shadow Slavers of Babylon Heavy Units:.......................................................147
Elven Pirates...............................................................................................................149
Elven Pirates- CORE Units:...................................................................................149
Elven Pirates- Specialist Units:............................................................................150
Elven Pirates- Heavy Units:..................................................................................154
Red Elven Pirates:....................................................................................................162
Red Elven Pirates- CORE Units:..........................................................................162
Red Elven Pirates- Specialist Units:...................................................................163
Red Elven Pirates- Heavy Units:.........................................................................164
Purple Elven Pirates:................................................................................................165
Purple Elven Pirates- CORE Units:.....................................................................165
Purple Elven Pirates- Specialist Units:..............................................................166
Purple Elven Pirates- Heavy Units:....................................................................167
Pink Elven Pirates:....................................................................................................170
Pink Elven Pirates- CORE Units:..........................................................................170
Pink Elven Pirates- Specialist Units:..................................................................171
Pink Elven Pirates- Heavy Units:........................................................................172
Turq Elven Pirates:...................................................................................................175
Turq Elven Pirates- CORE Units:.........................................................................175
Turq Elven Pirates- Specialist Units:.................................................................176
Turq Elven Pirates- Heavy Units:........................................................................177
Blue Elven Pirates:...................................................................................................180
Blue Elven Pirates- CORE Units:.........................................................................180
Blue Elven Pirates- Specialist Units:..................................................................181
Blue Elven Pirates- Heavy Units:........................................................................182
Shadow Elven Pirates:............................................................................................185
Shadow Elven Pirates- CORE Units:..................................................................185
Shadow Elven Pirates- Specialist Units:..........................................................186
Shadow Elven Pirates- Heavy Units:.................................................................187
Pirate Elves of Pleasure Island:...........................................................................190
Pirate Elves of Pleasure Island Heroic Units:.................................................191
Pirate Elves of Pleasure Island CORE Units:..................................................193
Pirate Elves of Pleasure Island Specialist Units:...........................................195
Pirate Elves of Pleasure Island Heavy Units:.................................................198
Mercenaries for Fame:............................................................................................199
Mercenary HEROIC Units (Optional):................................................................200
Mercenary CORE Units:..........................................................................................201
Mercenary Specialist Units:...................................................................................205
Mercenary Heavy Units:.........................................................................................211
Silver Mercenaries:...................................................................................................215
Silver Mercenary CORE Units:..............................................................................215
Silver Mercenary Specialist Units:......................................................................216
Silver Mercenary Heavy Units:............................................................................217
Shadow Mercenaries:..............................................................................................219
Shadow Mercenary CORE Units:.........................................................................219
Shadow Mercenary Specialist Units:.................................................................221
Shadow Mercenary Heavy Units:........................................................................222
Grey Mercenaries:....................................................................................................224
Grey Mercenary CORE Units:...............................................................................224
Grey Mercenary Specialist Units:........................................................................226
Grey Mercenary Heavy Units:..............................................................................227
Green Mercenaries:..................................................................................................229
Green Mercenary CORE Units:.............................................................................229
Green Mercenary Specialist Units:.....................................................................230
Green Mercenary Heavy Units:............................................................................232
Yellow Mercenaries:.................................................................................................234
Yellow Mercenary CORE Units:............................................................................234
Yellow Mercenary Specialist Units:....................................................................235
Yellow Mercenary Heavy Units:...........................................................................237
Red Mercenaries:......................................................................................................239
Red Mercenary CORE Units:.................................................................................239
Red Mercenary Specialist Units:.........................................................................240
Red Mercenary Heavy Units:................................................................................242
Orange Mercenaries:...............................................................................................243
Orange Mercenary CORE Units:..........................................................................243
Orange Mercenary Specialist Units:..................................................................244
Orange Mercenary Heavy Units:.........................................................................246
Maroon Mercenaries:...............................................................................................248
Maroon Mercenary CORE Units:..........................................................................248
Maroon Mercenary Specialist Units:..................................................................250
Maroon Mercenary Heavy Units:.........................................................................251
Turq Mercenaries:.....................................................................................................253
Turq Mercenary CORE Units:................................................................................253
Turq Mercenary Specialist Units:........................................................................254
Turq Mercenary Heavy Units:..............................................................................256
Blue Mercenaries:.....................................................................................................258
Blue Mercenary CORE Units:................................................................................258
Blue Mercenary Specialist Units:........................................................................259
Blue Mercenary Heavy Units:...............................................................................261
Clay Mercenaries:.....................................................................................................263
Clay Mercenary CORE Units:................................................................................263
Clay Mercenary Specialist Units:........................................................................264
Clay Mercenary Heavy Units:...............................................................................266
Tan Mercenaries:.......................................................................................................268
Tan Mercenary CORE Units:..................................................................................268
Tan Mercenary Specialist Units:..........................................................................270
Tan Mercenary Heavy Units:................................................................................271
Purple Mercenaries:.................................................................................................273
Purple Mercenary CORE Units:............................................................................273
Purple Mercenary Specialist Units:....................................................................274
Purple Mercenary Heavy Units:...........................................................................276
Swamp Mercenaries:...............................................................................................278
Swamp Mercenary CORE Units:..........................................................................279
Swamp Mercenary Specialist Units:..................................................................280
Swamp Mercenary Heavy Units:.........................................................................282
Royalist Mercenaries:..............................................................................................284
Royalist Mercenary CORE Units:.........................................................................284
Royalist Mercenary Specialist Units:.................................................................285
Royalist Mercenary Heavy Units:........................................................................286
Mercenaries for Gold:..............................................................................................287
Mercenaries for Gold HERO Units (Compulsory):.........................................287
Mercenaries for Gold HERO Units:.....................................................................287
Mercenaries for Gold CORE Units:......................................................................290
Mercenaries for Gold Heavy Units:....................................................................294
Dwarf Mercenary HEROIC Units (Compulsory):...........................................296
Ogre Mercenary HEROIC Units (Compulsory):..............................................298
Norker Mercenary HEROIC Units (Compulsory):..........................................299
Naval Elf Mercenary HEROIC Units (Compulsory):......................................300
Naval Elf Mercenary CORE Units:.......................................................................301
Orc Mercenary HEROIC Units (Compulsory):................................................302
Elf Pirate Mercenary HEROIC Units (Compulsory):.....................................303
Rancor Mercenaries:................................................................................................304
Rancor Mercenary CORE Units:...........................................................................304
Rancor Mercenary Specialist Units:...................................................................307
Rancor Mercenary Elite Units:..............................................................................311
Rancor Mercenary HEROIC Units:......................................................................314
Rancor Mercenary Heavy Units:..........................................................................319
Bandits:.........................................................................................................................323
Bandit CORE Units:..................................................................................................323
Bandit Specialist Units:...........................................................................................324
Jungle Amazons:.......................................................................................................325
Jungle Amazon Heroic Units (Compulsory):...................................................325
Jungle Amazon CORE Units:.................................................................................326
Jungle Amazon Specialist Units:.........................................................................328
Jungle Amazon Heavy Units:................................................................................329
Mountain Dwarves....................................................................................................330
Mountain Dwarf Heroic Units:..............................................................................331
Mountain Dwarf CORE Units:................................................................................332
Mountain Dwarf Specialist Units:........................................................................335
Mountain Dwarf Heavy Units:..............................................................................343
Blue Mountain Dwarves:........................................................................................352
Blue Mountain Dwarf CORE Units:.....................................................................352
Blue Mountain Dwarf Specialist Units:..............................................................353
Blue Mountain Dwarf Heavy Units:....................................................................355
Green Mountain Dwarves.......................................................................................358
Green Mountain Dwarf CORE Units:..................................................................358
Green Mountain Dwarf Specialist Units:..........................................................359
Green Mountain Dwarf Heavy Units:.................................................................360
Royalist Mountain Dwarves:.................................................................................364
Royalist Mountain Dwarf CORE Units:..............................................................364
Royalist Mountain Dwarf Heavy Units:.............................................................365
Silver Mountain Dwarves:......................................................................................366
Silver Mountain Dwarf CORE Units:...................................................................366
Silver Mountain Dwarf Specialist Units:...........................................................367
Silver Mountain Dwarf Heavy Units:.................................................................368
Red Mountain Dwarves:.........................................................................................372
Red Mountain Dwarf CORE Units:......................................................................372
Red Mountain Dwarf Specialist Units:...............................................................373
Red Mountain Dwarf Heavy Units:.....................................................................374
Purple Mountain Dwarves:....................................................................................376
Purple Mountain Dwarf CORE Units:.................................................................376
Purple Mountain Dwarf Specialist Units:..........................................................377
Purple Mountain Dwarf Heavy Units:................................................................378
Maroon Mountain Dwarves:..................................................................................382
Maroon Mountain Dwarf CORE Units:...............................................................382
Maroon Mountain Dwarf Specialist Units:.......................................................384
Maroon Mountain Dwarf Heavy Units:..............................................................385
Turq Mountain Dwarves:........................................................................................388
Turq Mountain Dwarf CORE Units:.....................................................................388
Turq Mountain Dwarf Specialist Units:.............................................................389
Turq Mountain Dwarf Heavy Units:....................................................................390
Vengeful Mountain Dwarves:...............................................................................394
Vengeful Mountain Dwarf Heroic Units:...........................................................395
Vengeful Mountain Dwarf CORE Units:.............................................................396
Vengeful Mountain Dwarf Specialist Units:.....................................................398
Vengeful Mountain Dwarf Heavy Units:...........................................................402
Mountain Dwarf Sailors...........................................................................................405
Mountain Dwarf Sailor CORE Units:...................................................................405
Mountain Dwarf Sailor Specialist Units:...........................................................406
Mountain Dwarf Mining Expedition:...................................................................407
Green Horde Beard Hunters:................................................................................410
Throne of Vengeance:.............................................................................................414
Throne of Vengeance Heroic Units (Compulsory):......................................414
Throne of Vengeance CORE Units:.....................................................................415
Throne of Vengeance Specialist Units:.............................................................416
Throne of Vengeance Heavy Units:...................................................................417
Grey Beards of Old:.................................................................................................418
Grey Beards of Old Heroic Units (Compulsory):...........................................418
Grey Beards of Old CORE Units:.........................................................................419
Grey Beards of Old Specialist Units:.................................................................419
Grey Beards of Old Heavy Units:........................................................................421
Dwarven Engineers Guild:.....................................................................................423
Dwarven Engineers Guild Heroic Units (Compulsory):..............................423
Dwarven Engineers Guild CORE Units:.............................................................423
Dwarven Engineers Guild Specialist Units:.....................................................424
Dwarven Engineers Guild Heavy Units:...........................................................426
Dauntless Dwarf Brotherhood:............................................................................430
Dauntless Dwarf Brotherhood Heroic Units....................................................431
Dauntless Dwarf Brotherhood CORE Units:....................................................434
Dauntless Dwarf Brotherhood Specialist Units:............................................435
Dauntless Dwarf Brotherhood Heavy Units:...................................................436
Coastal Mountain Dwarfs:......................................................................................437
Coastal Mountain Dwarf Heroic Units (Compulsory):.................................437
Coastal Mountain Dwarf CORE Units:...............................................................438
Coastal Mountain Dwarf Specialist Units:........................................................439
Coastal Mountain Dwarf Heavy Units:..............................................................441
Drunken Mountain Dwarves:................................................................................447
Drunken Mountain Dwarf CORE Units:.............................................................447
Drunken Mountain Dwarf Specialist Units:.....................................................448
Drunken Mountain Dwarf Heavy Units:............................................................451
Mountain Dwarf Gatehouse Garrison:..............................................................452
Green Horde Giant Goaders:................................................................................456
Mountain Dwarf Veterans of the Ziggurat:.....................................................460
Green Horde Ziggurat Climbers:.........................................................................463
Mountain Dwarf Volcanic Trekkers:...................................................................466
Volcanic Pleasure Daimon Alliance:...................................................................468
Elven Navy...................................................................................................................473
Elven Navy CORE Units:.........................................................................................473
Elven Navy Specialist Units:.................................................................................476
Elven Navy Heavy Units:........................................................................................480
Red Elf Navy:..............................................................................................................484
Red Elven Navy CORE Units:................................................................................484
Red Elf Navy Specialist Units:..............................................................................485
Red Elf Navy Heavy Units:....................................................................................486
Royalist Elven Navy:................................................................................................487
Royalist Elven Navy CORE Units:........................................................................487
Royalist Elven Navy Specialist Units:................................................................488
Blue Elven Navy:.......................................................................................................489
Blue Elven Navy CORE Units:...............................................................................489
Blue Elven Navy Specialist Units:.......................................................................490
Blue Elven Navy Heavy Units:.............................................................................491
Elven Navy of Blood:...............................................................................................493
Elven Continental Marine Corp:...........................................................................494
Elven Continental Marine Corp Heroic Units:.................................................494
Elven Continental Marine Corp CORE Units:..................................................496
Elven Continental Marine Corp Specialist Units:..........................................497
Elven Continental Marine Corp Heavy Units:.................................................498
Blood Daimons...........................................................................................................499
Blood Daimon CORE Units:...................................................................................499
Blood Daimon Specialist Units:...........................................................................499
Blood Daimon Heavy Units:..................................................................................500
Shadow Blood Daimons:........................................................................................502
Shadow Blood Daimon CORE Units:..................................................................502
Shadow Blood Daimon Specialist Units:..........................................................503
Shadow Blood Daimon Heavy Units:.................................................................503
Red Blood Daimons:................................................................................................505
Red Blood Daimon CORE Units:..........................................................................505
Maroon Blood Daimons:.........................................................................................506
Maroon Blood Daimon CORE Units:...................................................................506
Maroon Blood Daimon Specialist Units:...........................................................507
Maroon Blood Daimon Heavy Units:..................................................................507
Martial Daimons:.......................................................................................................509
Cossacks.......................................................................................................................511
Cossack Heroic Units:..............................................................................................511
Cossack CORE Units:...............................................................................................513
Cossack Specialist Units:.......................................................................................515
Cossack Heavy Units:..............................................................................................516
Red Cossacks..............................................................................................................517
Red Cossack CORE Units:......................................................................................517
Red Cossack Specialist Units:..............................................................................517
Red Cossack Heavy Units:.....................................................................................518
Blue Cossacks.............................................................................................................519
Blue Cossack CORE Units:.....................................................................................519
Blue Cossack Specialist Units:.............................................................................519
Blue Cossack Heavy Units:....................................................................................520
Maroon Cossacks.......................................................................................................521
Maroon Cossack CORE Units:...............................................................................521
Maroon Cossack Specialist Units:.......................................................................522
Maroon Cossack Heavy Units:.............................................................................522
Aztec Dinosaurs:.......................................................................................................523
Aztec Dinosaur CORE Units:.................................................................................523
Aztec Dinosaur Specialist Units:.........................................................................526
Aztec Dinosaur Heavy Units:................................................................................528
Green Aztec Dinosaurs:..........................................................................................536
Green Aztec Dinosaur CORE Units:....................................................................536
Green Aztec Dinosaur Specialist Units:............................................................537
Green Aztec Dinosaur Heavy Units:..................................................................538
Blue Aztec Dinosaurs:.............................................................................................543
Blue Aztec Dinosaur CORE Units:.......................................................................543
Blue Aztec Dinosaur Specialist Units:...............................................................544
Blue Aztec Dinosaur Heavy Units:......................................................................545
Red Aztec Dinosaurs:..............................................................................................550
Red Aztec Dinosaur CORE Units:........................................................................550
Red Aztec Dinosaur Specialist Units:................................................................551
Red Aztec Dinosaur Heavy Units:.......................................................................551
Orange Aztec Dinosaurs:.......................................................................................553
Orange Aztec Dinosaur CORE Units:.................................................................553
Orange Aztec Dinosaur Specialist Units:.........................................................554
Orange Aztec Dinosaur Heavy Units:................................................................555
Yellow Aztec Dinosaurs:.........................................................................................560
Yellow Aztec Dinosaur CORE Units:...................................................................560
Yellow Aztec Dinosaur Specialist Units:...........................................................561
Yellow Aztec Dinosaur Heavy Units:..................................................................562
Shadow Aztec Dinosaurs:......................................................................................567
Shadow Aztec Dinosaur CORE Units:................................................................567
Shadow Aztec Dinosaur Specialist Units:........................................................568
Shadow Aztec Dinosaur Heavy Units:...............................................................569
Purple Aztec Dinosaurs:.........................................................................................574
Purple Aztec Dinosaur CORE Units:...................................................................574
Purple Aztec Dinosaur Specialist Units:...........................................................575
Purple Aztec Dinosaur Heavy Units:..................................................................576
Aztec Dinosaurs: Army of the Sun.....................................................................581
Aztec Dinosaurs: Army of the Snake................................................................584
Aztec Dinosaurs: Army of Bone..........................................................................586
Aztec Dinosaurs: Army of the Jaguar...............................................................588
Aztec Dinosaurs: Army of Water.........................................................................590
Aztec Dinosaurs: The Unshakeable:..................................................................592
Aztec Dinosaurs: The Feathered Ones.............................................................594
Aztec Dinosaurs: Army of the Temple..............................................................596
Aztec Dinosaur- Army of the Temple CORE Units:......................................596
Aztec Dinosaur- Army of the Temple Specialist Units:..............................597
Aztec Dinosaur- Army of the Temple Heavy Units:.....................................599
Rumble in the Jungle Units:..................................................................................600
Conquistador Pikemen for Hire- CORE:...........................................................601
Defenders of the Portal:.........................................................................................602
Defenders of the Portal Heroic Units:...............................................................603
Defenders of the Portal CORE Units:.................................................................604
Defenders of the Portal Specialist Units:.........................................................604
Defenders of the Portal Heavy Units:...............................................................605
Pox Daimons...............................................................................................................606
Pox Daimon CORE Units:.......................................................................................607
Pox Daimon Specialist Units:...............................................................................608
Pox Daimon Heavy Units:......................................................................................608
Green Pox Daimons:................................................................................................611
Green Pox Daimon CORE Units:..........................................................................611
Green Pox Daimon Specialist Units:..................................................................612
Green Pox Daimon Heavy Units:........................................................................612
Yellow Pox Daimons:...............................................................................................614
Yellow Pox Daimon CORE Units:.........................................................................614
Yellow Pox Daimon Specialist Units:.................................................................615
Yellow Pox Daimon Heavy Units:........................................................................615
Swamp Pox Daimons:.............................................................................................617
Swamp Pox Daimon CORE Units:.......................................................................617
Swamp Pox Daimon Specialist Units:...............................................................618
Swamp Pox Daimon Heavy Units:......................................................................618
Clay Pox Daimons:...................................................................................................620
Clay Pox Daimon CORE Units:.............................................................................620
Clay Pox Daimon Specialist Units:.....................................................................620
Clay Pox Daimon Heavy Units:............................................................................621
Contagion Daimons:................................................................................................623
Mountain Ogres:........................................................................................................626
Mountain Ogre CORE Units:..................................................................................626
Mountain Ogre Specialist Units:..........................................................................627
Mountain Ogre Heavy Units:................................................................................628
Mountain Ogre Allied Units:..................................................................................632
Green Mountain Ogres (Kobolds):.....................................................................634
Green Kobold CORE Units:....................................................................................634
Green Kobold Heavy Units:...................................................................................634
Red Mountain Ogres.................................................................................................635
Red Mountain Ogre CORE Units:.........................................................................635
Red Mountain Ogre Specialist Units:.................................................................635
Red Mountain Ogre Heavy Units:.......................................................................635
Blue Mountain Ogres:..............................................................................................636
Blue Mountain Ogre CORE Units:.......................................................................636
Blue Mountain Ogre Specialist Units:................................................................637
Blue Mountain Ogre Heavy Units:......................................................................637
Clay Mountain Ogres................................................................................................640
Clay Mountain Ogre CORE Units:........................................................................640
Clay Mountain Ogre Specialist Units:................................................................641
Clay Mountain Ogre Heavy Units:......................................................................641
Grey Mountain Ogres:.............................................................................................644
Grey Mountain Ogre CORE Units:.......................................................................644
Grey Mountain Ogre Specialist Units:...............................................................645
Grey Mountain Ogre Heavy Units:.....................................................................646
Hungry for Battle:.....................................................................................................648
Iron Bulls:....................................................................................................................650
Kobold Tribe (Mountain Ogres):..........................................................................652
Kobold Army (Mountain Ogres):.........................................................................654
Kobold Army (Mountain Ogres) CORE Units:.................................................654
Kobold Army (Mountain Ogres) Specialist Units:.........................................656
Kobold Army (Mountain Ogres) Heavy Units:...............................................656
Toasted Halfling Masters:......................................................................................659
Toasted Halfling Masters CORE Units:..............................................................659
Toasted Halfling Masters Specialist Units:......................................................661
Toasted Halfling Masters Heavy Units:.............................................................662
Green Horde:..............................................................................................................664
Green Horde CORE Units:......................................................................................664
Green Horde Specialist Units:..............................................................................671
Green Horde Heavy Units:....................................................................................675
Blue Horde:.................................................................................................................684
Blue Horde CORE Units:.........................................................................................684
Blue Horde Specialist Units:.................................................................................686
Blue Horde Heavy Units:........................................................................................688
Shadow Horde:..........................................................................................................692
Shadow Horde CORE Units:..................................................................................692
Shadow Horde Specialist Units:..........................................................................694
Shadow Horde Heavy Units:.................................................................................696
The Green Tide:.........................................................................................................700
Green Tide CORE Units:.........................................................................................700
Green Tide Specialist Units:..................................................................................702
Green Tide Heavy Units:........................................................................................704
The Yellow Horde:.....................................................................................................707
Yellow Horde CORE Units:.....................................................................................707
Yellow Horde Specialist Units:.............................................................................709
Yellow Horde Heavy Units:....................................................................................711
The Red Horde:..........................................................................................................714
Red Horde CORE Units:..........................................................................................714
Red Horde Specialist Units:..................................................................................716
Red Horde Heavy Units:.........................................................................................718
Drunken Kobolds:.....................................................................................................719
Drunken Kobold CORE Units:...............................................................................719
Drunken Kobold Specialist Units:.......................................................................722
Drunken Kobold Heavy Units:..............................................................................724
Denizens of the Underground:.............................................................................727
Kobold Pirates:...........................................................................................................729
Kobold Pirate CORE Units:.....................................................................................729
Kobold Pirate Specialist Units:.............................................................................731
Kobold Pirate Heavy Units:...................................................................................732
Insane Chained Horde:...........................................................................................733
Cave Kobold Caravan:............................................................................................734
Cave Kobold Caravan CORE Units:....................................................................734
Cave Kobold Caravan Specialist Units:............................................................735
Cave Kobold Caravan Heavy Units:...................................................................737
Alter Orc Veterans of the Forest:.......................................................................740
Alter Orc Veterans of the Forest Heroic Units:..............................................740
Alter Orc Veterans of the Forest CORE Units:...............................................741
Alter Orc Veterans of the Forest Specialist Units:.......................................743
Alter Orc Veterans of the Forest Heavy Units:..............................................743
Forest Horde:..............................................................................................................746
Forest Horde CORE Units:.....................................................................................746
Forest Horde Specialist Units:..............................................................................748
Forest Horde Heavy Units:....................................................................................749
Green Horde Beard Hunters:................................................................................750
Green Horde Giant Goaders:................................................................................754
Green Horde Ziggurat Climbers:.........................................................................758
Sewer Rats...................................................................................................................761
Sewer Rat CORE Units:...........................................................................................761
Sewer Rat Specialist Units:...................................................................................764
Sewer Rat Heavy Units:.........................................................................................769
Shadow Sewer Rats:................................................................................................780
Shadow Sewer Rat CORE Units:.........................................................................780
Shadow Sewer Rat Specialist Units:..................................................................781
Shadow Sewer Rat Heavy Units:........................................................................783
Clay Sewer Rats.........................................................................................................786
Clay Sewer Rat CORE Units:.................................................................................786
Clay Sewer Rat Specialist Units:.........................................................................787
Clay Sewer Rat Heavy Units:...............................................................................788
Red Sewer Rats:........................................................................................................792
Red Sewer Rat CORE Units:..................................................................................792
Red Sewer Rat Specialist Units:..........................................................................793
Red Sewer Rat Heavy Units:................................................................................794
Yellow Sewer Rats....................................................................................................796
Yellow Sewer Rat CORE Units:............................................................................796
Yellow Sewer Rat Specialist Units:.....................................................................797
Yellow Sewer Rat Heavy Units:...........................................................................798
Swamp Sewer Rats..................................................................................................802
Swamp Sewer Rat CORE Units:..........................................................................802
Swamp Sewer Rat Specialist Units:...................................................................803
Swamp Sewer Rat Heavy Units:.........................................................................805
Purple Sewer Rats:...................................................................................................809
Purple Sewer Rat CORE Units:.............................................................................809
Purple Sewer Rat Specialist Units:.....................................................................810
Purple Sewer Rat Heavy Units:...........................................................................811
Mutated Sewer Rats:...............................................................................................815
Mutated Sewer Rat Heroic Units (Compulsory):...........................................815
Mutated Sewer Rat CORE Units:.........................................................................815
Mutated Sewer Rat Specialist Units:.................................................................818
Mutated Sewer Rat Heavy Units:........................................................................819
Sewer Rat Assassins:..............................................................................................821
Sewer Rat Assassins Heroic Units:.....................................................................822
Sewer Rat Assassins CORE Units:......................................................................823
Sewer Rat Assassins Specialist Units:..............................................................824
Sewer Rat Assassins Heavy Units:.....................................................................825
Pleasure Daimons.....................................................................................................827
Pleasure Daimon CORE Units:.............................................................................827
Pleasure Daimon Specialist Units:......................................................................828
Pleasure Daimon Heavy Units:............................................................................829
Purple Pleasure Daimons:......................................................................................831
Purple Pleasure Daimon CORE Units:...............................................................831
Purple Pleasure Daimon Specialist Units:........................................................831
Purple Pleasure Daimon Heavy Units:..............................................................832
Pink Pleasure Daimons............................................................................................834
Pink Pleasure Daimon CORE Units:....................................................................834
Pink Pleasure Daimon Specialist Units:............................................................834
Pink Pleasure Daimon Heavy Units:..................................................................835
Tan Pleasure Daimons.............................................................................................837
Tan Pleasure Daimon CORE Units:.....................................................................837
Tan Pleasure Daimon Specialist Units:.............................................................837
Tan Pleasure Daimon Heavy Units:...................................................................838
Blue Pleasure Daimons...........................................................................................840
Blue Pleasure Daimon CORE Units:...................................................................840
Blue Pleasure Daimon Specialist Units:...........................................................840
Blue Pleasure Daimon Heavy Units:..................................................................841
Beauty Daimons:.......................................................................................................843
Volcanic Pleasure Daimon Alliance:...................................................................845
German Empire:........................................................................................................850
German Empire CORE Units:................................................................................852
German Empire Specialist Units:........................................................................858
German Empire Heavy Units:..............................................................................864
Royalist Empire:........................................................................................................880
Royalist Empire CORE Units:................................................................................880
Royalist Empire Specialist Units:........................................................................881
Royalist Empire Heavy Units:...............................................................................881
Red Empire:................................................................................................................883
Red Empire CORE Units:........................................................................................883
Red Empire Specialist Units:................................................................................884
Red Empire Heavy Units:.......................................................................................885
Blue Empire:...............................................................................................................886
Blue Empire CORE Units:.......................................................................................886
Blue Empire Specialist Units:...............................................................................887
Blue Empire Heavy Units:......................................................................................888
Yellow Empire:...........................................................................................................891
Yellow Empire CORE Units:...................................................................................891
Yellow Empire Specialist Units:...........................................................................892
Yellow Empire Heavy Units:..................................................................................893
Shadow Empire:........................................................................................................895
Shadow Empire CORE Units:................................................................................895
Shadow Empire Specialist Units:........................................................................896
Shadow Empire Heavy Units:...............................................................................897
Green Empire:............................................................................................................900
Green Empire CORE Units:....................................................................................900
Green Empire Specialist Units:............................................................................901
Green Empire Heavy Units:..................................................................................902
Purple Empire:...........................................................................................................904
Purple Empire CORE Units:...................................................................................904
Purple Empire Specialist Units:...........................................................................905
Purple Empire Heavy Units:..................................................................................906
Grey Empire:..............................................................................................................908
Grey Empire CORE Units:......................................................................................908
Grey Empire Specialist Units:..............................................................................909
Grey Empire Heavy Units:.....................................................................................910
Infernal Empire:........................................................................................................913
Imperial Engineers Guild:......................................................................................914
Imperial Engineers Guild CORE Units:..............................................................915
Imperial Engineers Guild Specialist Units:......................................................916
Imperial Engineers Guild Heavy Units:............................................................917
Mighty Men of Ryazan:...........................................................................................919
Mighty Men of Ryazan Heroic Units:.................................................................920
Mighty Men of Ryazan CORE Units:...................................................................921
Mighty Men of Ryazan Specialist Units:...........................................................923
Mighty Men of Ryazan Heavy Units:..................................................................925
Halfling Defenders of Volga-Bulgaria:..............................................................927
Halfling Defender Heroic Units (Compulsory):..............................................927
Halfling Defender CORE Units:............................................................................927
Halfling Defender Specialist Units:.....................................................................929
Halfling Defender Heavy Units:...........................................................................930
Imperial Vermin Cult:..............................................................................................931
Imperial Cult of Beasts:.........................................................................................934
Imperial Cult of Beasts CORE Units:.................................................................935
Imperial Cult of Beasts Specialist Units:.........................................................936
Imperial Cult of Beasts Heavy Units:................................................................937
The Emperor’s Guard:.............................................................................................938
Emperor’s Guard Heroic Units (Compulsory):...............................................939
Emperor’s Guard CORE Units:.............................................................................940
Emperor’s Guard Specialist Units:......................................................................944
Emperor’s Guard Heavy Units:............................................................................945
Dead Egyptians..........................................................................................................946
Dead Egyptian CORE Units:..................................................................................946
Dead Egyptian Specialist Units:..........................................................................948
Dead Egyptian Heavy Units:.................................................................................949
Shadow Dead Egyptians:.......................................................................................955
Shadow Dead Egyptian CORE Units:.................................................................955
Shadow Dead Egyptian Specialist Units:.........................................................956
Shadow Dead Egyptian Heavy Units:...............................................................957
Yellow Dead Egyptians:..........................................................................................959
Yellow Dead Egyptian CORE Units:....................................................................959
Yellow Dead Egyptian Specialist Units:............................................................960
Yellow Dead Egyptian Heavy Units:...................................................................961
Royalist Dead Egyptians:.......................................................................................963
Royalist Dead Egyptian CORE Units:.................................................................964
Royalist Dead Egyptian Heavy Units:...............................................................964
Red Dead Egyptians:...............................................................................................965
Red Dead Egyptian CORE Units:.........................................................................965
Red Dead Egyptian Specialist Units:.................................................................966
Blue Dead Egyptians:..............................................................................................967
Blue Dead Egyptian CORE Units:........................................................................967
Blue Dead Egyptian Heavy Units:.......................................................................969
Aristocratic Dead Egyptians:................................................................................971
Magic Daimons...........................................................................................................973
Magic Daimon CORE Units:...................................................................................973
Magic Daimon Specialist Units:...........................................................................974
Magic Daimon Heavy Units:..................................................................................974
Pink Magic Daimons:...............................................................................................976
Pink Magic Daimon CORE Units:.........................................................................976
Pink Magic Daimon Specialist Units:.................................................................976
Pink Magic Daimon Heavy Units:........................................................................977
Blue Magic Daimons:...............................................................................................979
Blue Magic Daimon CORE Units:.........................................................................979
Blue Magic Daimon Specialist Units:.................................................................979
Blue Magic Daimon Heavy Units:........................................................................980
Tan Magic Daimons..................................................................................................982
Tan Magic Daimon CORE Units:..........................................................................982
Tan Magic Daimon Specialist Units:..................................................................983
Tan Magic Daimon Heavy Units:.........................................................................983
Warped Daimons:.....................................................................................................985
Army of Darkness:....................................................................................................987
Army of Darkness CORE Units:...........................................................................988
Army of Darkness Specialist Units:...................................................................993
Army of Darkness Heavy Units:........................................................................1000
Turq Army of Darkness:.......................................................................................1023
Turq Army of Darkness CORE Units:...............................................................1023
Turq Army of Darkness Specialist Units:.......................................................1024
Turq Army of Darkness Heavy Units:.............................................................1025
Blue Army of Darkness:.......................................................................................1027
Blue Army of Darkness CORE Units:...............................................................1027
Blue Army of Darkness Specialist Units:.......................................................1028
Blue Army of Darkness Heavy Units:..............................................................1028
Green Army of Darkness:....................................................................................1030
Green Army of Darkness CORE Units:............................................................1030
Green Army of Darkness Heavy Units:..........................................................1031
Tan Army of Darkness:.........................................................................................1032
Tan Army of Darkness CORE Units:................................................................1032
Tan Army of Darkness Specialist Units:.........................................................1033
Tan Army of Darkness Heavy Units:...............................................................1033
Swamp Army of Darkness:.................................................................................1034
Swamp Army of Darkness CORE Units:.........................................................1035
Swamp Army of Darkness Specialist Units:.................................................1035
Swamp Army of Darkness Heavy Units:........................................................1035
Royalist Army of Darkness:................................................................................1036
Royalist Army of Darkness CORE Units:........................................................1037
Royalist Army of Darkness Heavy Units:.......................................................1037
Purple Army of Darkness:....................................................................................1038
Purple Army of Darkness CORE Units:...........................................................1038
Purple Army of Darkness Specialist Units:...................................................1039
Purple Army of Darkness Heavy Units:..........................................................1040
Shadow Army of Darkness:................................................................................1041
Shadow Army of Darkness CORE Units:........................................................1042
Shadow Army of Darkness Specialist Units:................................................1042
Shadow Army of Darkness Heavy Units:.......................................................1043
Red Army of Darkness:........................................................................................1045
Red Army of Darkness CORE Units:................................................................1045
Red Army of Darkness Specialist Units:........................................................1046
Red Army of Darkness Heavy Units:...............................................................1046
Grey Army of Darkness:.......................................................................................1047
Grey Army of Darkness CORE Units:..............................................................1047
Grey Army of Darkness Specialist Units:.......................................................1048
Grey Army of Darkness Heavy Units:.............................................................1048
Drowned Army of Darkness................................................................................1049
Drowned Army of Darkness Heroic Units- Compulsory:.........................1049
Drowned Army of Darkness CORE Units:......................................................1050
Drowned Army of Darkness Specialist Units:..............................................1051
Drowned Army of Darkness Heavy Units:.....................................................1053
Army of the Dead Forest:....................................................................................1054
Army of the Dead Forest Heroic Units:..........................................................1054
Army of the Dead Forest CORE Units:............................................................1056
Army of the Dead Forest Specialist Units:....................................................1058
Army of the Dead Forest Heavy Units:..........................................................1060
Dead Camelot:.........................................................................................................1061
Dead Camelot CORE Units:.................................................................................1061
Dead Camelot Specialist Units:.........................................................................1062
Dead Camelot Heavy Units:................................................................................1063
Aristocratic Army of the Night:..........................................................................1064
Aristocratic Army of the Night Heroic Units:................................................1065
Aristocratic Army of the Night CORE Units:.................................................1068
Aristocratic Army of the Night Specialist Units:..........................................1070
Aristocratic Army of the Night Heavy Units:................................................1072
Death Knights:.........................................................................................................1073
Death Knight Heroic Units:.................................................................................1073
Death Knight CORE Units:...................................................................................1074
Death Knight Specialist Units:...........................................................................1083
Death Knight Heavy Units:..................................................................................1089
Silver Death Knights:............................................................................................1100
Silver Death Knight CORE Units:......................................................................1100
Silver Death Knight Specialist Units:..............................................................1101
Silver Death Knight Heavy Units:.....................................................................1103
Shadow Death Knights:........................................................................................1107
Shadow Death Knight CORE Units:..................................................................1107
Shadow Death Knight Specialist Units:..........................................................1109
Shadow Death Knight Heavy Units:.................................................................1111
Red Death Knights:................................................................................................1115
Red Death Knight CORE Units:..........................................................................1115
Red Death Knight Specialist Units:..................................................................1116
Red Death Knight Heavy Units:.........................................................................1117
Blue Death Knights:...............................................................................................1118
Blue Death Knight CORE Units:.........................................................................1118
Blue Death Knight Specialist Units:.................................................................1120
Blue Death Knight Heavy Units:........................................................................1122
Pink Death Knights:...............................................................................................1126
Pink Death Knight CORE Units:.........................................................................1126
Pink Death Knight Specialist Units:.................................................................1128
Pink Death Knight Heavy Units:........................................................................1130
Bound Monster Host (Frozen North):..............................................................1134
United Death Knights:...........................................................................................1139
Pleasure Knights:....................................................................................................1140
Pleasure Knight CORE Units:..............................................................................1140
Pleasure Knight Specialist Units:......................................................................1141
Pleasure Knight Heavy Units:.............................................................................1142
Pox Knights:..............................................................................................................1144
Pox Knight CORE Units:........................................................................................1144
Pox Knight Specialist Units:................................................................................1146
Pox Knight Heavy Units:.......................................................................................1147
To the Strongest:....................................................................................................1149
Death Knight Heroic Units:..................................................................................1152
Traitors of the Frozen North:..............................................................................1156
Traitors of the Frozen North Heroic Units:....................................................1156
Traitors of the Frozen North CORE Units:.....................................................1157
Traitors of the Frozen North Specialist Units:..............................................1158
Traitors of the Frozen North Heavy Units:....................................................1159
The Strongest:.........................................................................................................1160
The Strongest Heroic Units:................................................................................1160
The Strongest CORE Units:.................................................................................1161
The Strongest Specialist Units:.........................................................................1163
The Strongest Heavy Units:................................................................................1165
Fay Elves.....................................................................................................................1167
Fay Elf CORE Units:................................................................................................1167
Fay Elf Specialist Units:........................................................................................1170
Fay Elf Heavy Units:...............................................................................................1173
Orange Fay Elves:...................................................................................................1178
Orange Fay Elf CORE Units:................................................................................1178
Orange Fay Elf Specialist Units:........................................................................1179
Orange Fay Elf Heavy Units:...............................................................................1180
Yellow Fay Elves......................................................................................................1182
Yellow Fay Elf CORE Units:..................................................................................1182
Yellow Fay Elf Specialist Units:..........................................................................1183
Yellow Fay Elf Heavy Units:................................................................................1184
Red Fay Elves...........................................................................................................1186
Red Fay Elf CORE Units:.......................................................................................1186
Red Fay Elf Specialist Units:...............................................................................1187
Red Fay Elf Heavy Units:......................................................................................1188
Green Fay Elves:.....................................................................................................1189
Green Fay Elf CORE Units:..................................................................................1189
Green Fay Elf Specialist Units:...........................................................................1190
Green Fay Elf Heavy Units:.................................................................................1191
Grey Fay Elves:........................................................................................................1193
Grey Fay Elf CORE Units:.....................................................................................1193
Grey Fay Elf Specialist Units:.............................................................................1194
Grey Fay Elf Heavy Units:....................................................................................1195
Clay Fay Elves..........................................................................................................1197
Clay Fay Elf CORE Units:......................................................................................1197
Clay Fay Elf Specialist Units:..............................................................................1198
Clay Fay Elf Heavy Units:.....................................................................................1199
Turq Fay Elves:........................................................................................................1201
Turq Fay Elf CORE Units:.....................................................................................1201
Turq Fay Elf Specialist Units:.............................................................................1202
Turq Fay Elf Heavy Units:....................................................................................1203
Blue Fay Elves:........................................................................................................1205
Blue Fay Elf CORE Units:......................................................................................1205
Blue Fay Elf Specialist Units:..............................................................................1206
Blue Fay Elf Heavy Units:....................................................................................1207
Royalist Fay Elves:.................................................................................................1209
Royalist Fay Elf Core Units:................................................................................1209
Royalist Fay Elf Specialist Units:.......................................................................1210
Royalist Fay Elf Heavy Units:.............................................................................1210
Fay Elf Wild Hunters:.............................................................................................1211
Fay Elf Wild Hunter CORE Units:.......................................................................1211
Fay Elf Wild Hunter Specialist Units:...............................................................1212
Fay Elf Wild Hunter Heavy Units:.....................................................................1212
United Daimon Host...............................................................................................1213
United Daimon Host CORE Units:.....................................................................1215
United Daimon Host Specialist Units:.............................................................1216
United Daimon Host Heavy Units:....................................................................1218
Chaotic Daimon Host:...........................................................................................1224
Chaotic Daimon Host CORE Units:...................................................................1224
Chaotic Daimon Host Specialist Units:...........................................................1225
Chaotic Daimon Host Heavy Units:..................................................................1226
Beyond the Dark Portal:.......................................................................................1229
Defenders of the Portal:.......................................................................................1232
The Summoned:......................................................................................................1236
The Summoned CORE Units:..............................................................................1237
The Summoned Specialist Units:......................................................................1238
The Summoned Heavy Units:............................................................................1239
The Legion of Darkness:......................................................................................1241
Legion of Darkness Heroic Units (Compulsory):........................................1242
Legion of Darkness Heroic Units:.....................................................................1243
Legion of Darkness CORE Units:.......................................................................1247
Legion of Darkness Specialist Units:...............................................................1250
Legion of Darkness Heavy Units:......................................................................1251
Suggested Limits for models in a Unit:
Suggested Limit for Infantry is 30
Suggested Limit for 2pt & 3pt Infantry is 40
Suggested Limit for Cavalry is 20
Suggested Limit is 3 for Artillery Units

REINFORCEMENTS PHASE:

Ambush:
Unit can arrive as Reinforcements in Turns 2 – 5 as Raft
Reinforcements would (i.e. from either side but NOT on a
Raft), except on a 5-6 they can appear ANY table edge,
including behind the enemy lines.

Portal Reinforcements:
Blood Daimon, Pox Daimon, Magic Daimon and Pleasure
Daimon Units and United Daimon Host Units can arrive as
Reinforcements through Portals and can be teleported onto
the battlefield within ‘6’ of a friendly Daimon unit. The
friendly units act as beacon for the portal technology to
focus in on. This is the only default Army Men- Domaine
Army which is assumed to have access to Portal Technology.

After each default Army List, it will include PAZCIK


Alternatives which will have a colour name before each unit
E.g. A Night Banshee becomes a Shadow Night Banshee. It
should be noted that the PAZCIK Alternative Army Lists will
have less special rules and may have impaired stats in some
areas but significantly bolstered in others. This is because
the PAZCIK Alternative Armies are assumed to function like
the armies of Army Men PAZCIK, as detailed in each Army
List (e.g. Royalist Army List, Pink Army List) with access to
Portal Reinforcements. See below for more details on how
they can use other means which are detailed on Pages 6 –
10 of the Army Men PAZCIK Rulebook.
Raft Reinforcements
Pirate models (Pirates, Pirate Militia, Zombie Pirates AND Elf
Pirates, Dauntless Dwarves with Pistols) can arrive as
Reinforcements via Raft, which is approximately ‘6’ in
length. Roll a D6 and on a 1-2 the Raft model arrives on
your left side of the table, on a 3-4 it arrives on your right
side of the table, on 5-6 you can choose left or right. In the
Reinforcement Phase, when placing the Raft model, place it
flat against the table edge but facing the other side of the
table so that it protrudes about ‘6’ onto the table. Then
place the unit ‘2’ away from the Raft, piling out the front
long edge of the model. The unit then functions as a normal
unit and can link up, move, shoot, fight Close Combat etc.
MOVEMENT PHASE:

Update to Unit Movement affected by Terrain:


Models that move ‘6’, which is standard, will roll 2D6 when
moving through Terrain (Terrain that is NOT Movement
Blocking Terrain that is), and pick the highest of these two
dice. The same applies to Charging an enemy unit in Cover
or with intervening terrain (highest of 2D6). If a unit has
Moves ‘9’, it becomes Highest of 2D6+3. If a unit has
Moves ‘10’, it becomes Highest of 2D6+4. If a unit has
Moves ‘12’, it becomes Highest of 2D6+6. Chariots will not
be damaged by terrain in Movement or in Charging, though
they may be slowed down like any other unit would. This
could result in Reflex Shots if the Charge fails when the
enemy unit is in Cover, just as a normal unit would.

Flyers:
Can jump over Terrain and/or units but cannot land on them
with the exception of Defended Obstacles (Towers, Castle
Walls, Buildings, can attack in Close Combat within ‘6’ of a
friendly model in base-to-base contact with an enemy Unit
rather than within ‘2’ as normal. Flyers have Dodge Saves
as they are assumed to be always in the air, swooping down
on enemy units below to swipe, claw at and slash them and
are temporarily vulnerable to enemy sword swipes, spear
thrusts etc.
Flyers attacking Units in Defended Obstacles
Flyers can land on Castle Walls and can ALWAYS attack
those manning the walls in Close Combat. Similarly they can
land at the top of the Tower and attack the inhabitants. They
can also land in the ruins of a Building (or smash through
the windows) and attack the Building defenders in Close
Combat. Bear in mind that Flyers are always flapping their
wings and diving down to claw at and pick up and drop their
foes so if they do not all fit when attacking a unit in a
Defended Obstacle, it does not matter as they will still all
attack.

SPECIAL ATTACKS

Fire Attacks
Causes 2 wounds if unsaved to targets with ‘Weak against
Fire’, ignores their Numb Saves (Trolls, Ice Mammoths) AND
can re-roll wounds against models in a Defended Obstacle
(Tower or Building, NOT Castle Walls). Fire attacks ignore
the Dodge Saves of Tree models (Tree Guardians, Walkers
and Giants) in the Fay Elves Army.

Flame Shot!
Any attack which uses the ‘9’ teardrop Flamethrower
Template automatically ignores Cover Saves.

Magical Attacks
Damages units with Spirits rule as normal and ignores their
Numb Saves
Death Strike:
Ignores Armour and Numb Saves, Deals 2 Wounds to
models which have 2 or more Wounds in their profile.
Caused by a roll of 6 to Wound in Close Combat

SPECIAL RULES

Dauntless Update:
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution). If models from the enemy
unit/units has weapons that modify their Armour Save
AND/OR Numb Save, these wounds that the Dauntless takes
will be modified in light of this. Lances cannot be used in this
way. For example, 10 Red Knights lose a combat by 3 and
take 3 Wounds, easy enough to pass with a 4+ Armour Save
but the enemy unit of Blue Miners with 2 Handed Pickaxes
reduce Armour Saves by -2 so now the Red Knights will be
taking 3 Wounds and saving on a 6

Update to Cavalry Rule


(moves as written for the unit (e.g. Slow, ‘6’, ‘9’, ‘10’ or
‘12’) but can Charge ‘12’ in the Close Combat Phase. Also,
any model with the Cavalry rule, automatically also has the
Weak against Spears rule

Weak against Spears:


Models with Spears or Pikes (which count as Spears) have a
+1 Strength bonus against these models and the exact
Strength of this attack will always be included in their
profile. E.g. ‘S5 against Cavalry’
Armed with Pikes
(Counts as Spears, S4 I9 -1 to Armour Saves against
Cavalry and Ogres, they can attack when within ‘4’ of a
friendly model in base-to-base contact rather than within ‘2’)

-1, -2, -3 or -4 to Armour/Numb Saves:


Whenever this is included in a unit’s rules, this ALWAYS
refers to reducing enemy Armour Saves/Numb Saves
mentioned, it NEVER refers to reducing their own Armour
Saves or Numb Saves.

Ignores Armour Saves:


An attack with this rule also ignores Numb Saves. This is
because ignoring pain won’t do much good once an attack is
so strong that it starts removing limbs.

Crazed:
A unit that is ‘Crazed’ must charge in the Close Combat
Phase if there is an enemy unit within range, ideally the
closest enemy unit. If the Charge is not in Range, the unit
does NOT move. If the enemy unit tested for this Crazed
Charge was in Cover, they will get Reflex Shots as normal if
allowed. Models who charge further such as Cavalry will
have a greater distance to worry about where enemies may
place units that are going to hold them up or grind them
down.

Critters:
Placed on a large base (40mm in diameter if Circular or a
40mm Square) which fits very small models packed onto the
base.
Hit and Run
Models with ranged weapons (Heavy, Automatic and Fast
Firing) are allowed to Run AFTER they have fired in the
Shooting Phase)

Diehards
All units with this rule can re-roll CCR (Close Combat
Resolution) Rolls if they lose Close Combat unless the
model has the Dauntless rule included in their unit statistics.
If a unit with ‘Diehards’ is part of a combat involving
multiple units, they will become the bravest combined unit.
For example, 5 Knights of Camelot and 5 Knights of
Glastonbury Tor lose a combat by 3, now in this scenario the
Knights of Camelot do not have Diehards, but the other
Knights do, so these two units, who lost together, now both
have Diehards as the ‘Diehards’ inspire their comrades to
hang in there or die together. So now they roll 2D6 and can
re-roll the result.

Diehards still do a CCR roll even if in combat with a friendly


Dauntless unit, as the Dauntless unit will just take wounds
depending on how many wounds they lost by and the
Diehards could all be destroyed if they don’t roll well enough
in their CCR even after their re-roll option.

Vehicle/Juggernaut:
When attempting to wound a model with this rule, add D6 to
the Strength of your attack. If it matches the Toughness of
the Vehicle or Juggernaut then it will score a wound on it.
However, if the Strength of your attack is even 1 higher
than the Vehicle/Juggernaut Toughness, then you can make
a Vehicle Damage Roll (VDR)
Vehicle Damage Roll:
Roll a D6, on a 3 it will Destroy Weapon and the
Vehicle/Juggernaut can no longer fire 1 weapon of your
choice. On a 4 it will Immobilize the Vehicle/Juggernaut
and it can no longer move in the Movement Phase or Run or
perform a Victory Run. On a 5 the Vehicle/Juggernaut will be
Destroyed and lose ALL of its remaining wounds and be
removed from the table. On a 6 the Vehicle/Juggernaut will
go BOOM and causes 1 S4 hit (Fire attack) to ALL models
within D6 of the Vehicle/Juggernaut, measured from the
base of a Juggernaut or the outer hull of a Vehicle.

Light Armour:
If a model has this rule, add +1 to your result on your VDR
(Vehicle Damage Result) rolls.

Busting a Transport Vehicle:


If a Transport Vehicle (in Army Men PAZCIK there is only the
Undead Astronaut Zombie Moon Buggy and the Undead
Astronaut Shuttle) is Immobilised, then the models aboard
the Transport will pop out ‘2’ around the Transport Vehicle
and take a S3 hit each. If the Transport Vehicle is
Destroyed or goes BOOM, then the models aboard the
Transport Vehicle will pop out ‘2’ around it and a S4 hit
each.

Update to Astronaut Zombie Moon Buggy Stats: 20pts


In Army Men- Domaine and Army Men- Plastic Galaxy, an
Astronaut Zombie Moon Buggy is T10, W3 and is a
Transport Vehicle, holding up to 12 Zombie models and
moves ‘12’. When the Zombie models aboard leave the
Buggy, they are placed ‘2’ around the Buggy and can Move,
Run and Charge as normal. They are now 20pts due to the
extra Wounds that they have.
Update to Astronaut Shuttle Stats: 50pts
In Army Men- Domaine and Army Men- Plastic Galaxy, an
Undead Astronaut Shuttle is T12, W3 and is a Transport
Vehicle and can fit up to 20 Zombies (any model with
‘Zombie’ in its title. It lands in the Reinforcement Phase but
upon arrival of the Shuttle on the table, the unit inside
cannot do anything and enemy units can shoot at the
Shuttle in their own turn with the following results below. In
the next owning Undead player’s turn, the unit pops out ‘2’
in the Reinforcement Phase and then can Move, Run and
Charge as normal. They are now 50pts due to the extra
Wounds and Toughness that they have.

Tank Blast:
This attack will cause 5 wounds for each Unsaved wound
against models with ‘Critters’ rule. Any Attack, event or
explosion which is ‘5’ or more in area automatically has
‘Tank Blast’.

CLOSE COMBAT PHASE:

Attacking Vehicles/Juggernauts in Close Combat:


When attacking a Vehicle/Juggernaut in Close Combat, the
Toughness of the Vehicle/Juggernaut is reduced to 10 as the
models on the ground clamber onto it, throw grenades down
the hatch, wreck the tracks of a Tank or stick a Claymore
Mine equivalent onto the back of a Juggernaut. Only Heavy
Vehicles are an exception this rule but these will be dealt
with in the expansion, ‘Army Men- Plastic Galaxy’ where
much bigger Vehicles and Juggernauts roam the galaxy.
Run AWAY! Run AWAY!
When fighting a Juggernaut model or another model which
has a Toughness so high that your unit cannot damage it,
your unit/units engaged in Close Combat with this
‘invincible’ thing have the option of using the Run AWAY!
Rule at the end of your Close Combat phase which will
destroy your unit and the enemy player can make a Victory
Run as normal. The unit/units which ran away using Run
AWAY! literally fled the field of battle through Portal
technology and make it harder to win, as these models won’t
be present when counting points at the end of the battle.
However, if playing Optional Campaign Rules (See Page 10
& 11 of Army Men PAZCIK Rulebook), the models in these
units that ran away will live to fight in another battle.

Charging Units in Cover, Defenders get I9


When Charging an enemy unit in Cover, the enemy unit gets
Reflex Shots if allowed if the Charge fails (as stated at the
bottom of Page 17 of the Army Men PAZCIK Rulebook).
However, if the Charge makes it into base-to-base contact,
the defenders will get I9 in this initial round of Close Combat
UNLESS the enemy unit has the Negates I9 in Cover Rule
(Grenadiers, Rat Grenadiers AND Pleasure Daimon Units
have this rule).

Reflex Shots = Gets them when Charged and not in CC


CC meaning ‘Close Combat’, If a unit has ‘Reflex Shots’
followed by details of the shot (Strength, modifies Armour
etc) in its rules, then the unit will ALWAYS get Reflex Shots
at 1 Unit per Close Combat Phase when Charged unless
already in Close Combat. No unit can fire Reflex Shots at
multiple units as Charges are assumed to occur all at the
same time.
Reflex Shots: Always 1 shot Maximum per model
Units with Reflex Shots will get 1 shot each at the MAX
unless described differently (for example a Chariot that has
multiple Crew with missile weapons so would get 1 Reflex
Shot per Crew member. In another example, some models
with Heavy Weapons will simply fire their weapon as normal,
such as a Sewer Rat Chaingun or others may use their
Special Attack as a Reflex Shot such as a Night Banshee’s
Ghostly Howl)

Chariots- The Impact Hits are the Bonus


When a Chariot charges, it deals the I8 impact hits first and
then the Chariot Crew can attack with +1 Initiative and the
beasts pulling the Chariot can also attack at +1 Initiative if
their attacks are included in the model rules. Neither
Crew nor beasts gain +1 Attack each as this is more than
compensated for by the automatic impact hits.

Concerning Artillery: Models with the Artillery Rule

Cannon Update: Wounds Caused


Heavy Cannons now deal D6 wounds if unsaved and Light
Cannons deal 2 Wounds if unsaved

Grapeshot Update:
Heavy Cannon: S4, -1 to Armour Saves, Can be fired instead
of normal Cannon balls, Light Cannon: S3, -1 to Armour
Saves, can be fired instead of normal Cannon balls

Shooting at Artillery with a Cannon


*When Shooting at Artillery with a Cannon, resolve wounds
against the Artillery.
Shooting at Artillery with Blast Weapons
When Shooting at Artillery with Blast Weapons (with a ‘2’ or
‘5’ Blast) resolve hits wherever they lie, this can damage the
Crew and/or Artillery

Shooting at Artillery with Infantry, Flyers & Cavalry


When shooting at Artillery with Infantry, Flyers or Cavalry,
resolve hits and wounds against the Crew. Crew can be hit
by enemy Shooting on a 5+ (4+ for models with Shooting
hits like Snipers).

Fighting Artillery in Close Combat


When engaging Artillery in Close Combat, resolve attacks &
wounds against the Crew.

Commandeering Artillery
If the Crew of Artillery is slain, the Artillery is removed and
assumed to be destroyed. However, if your Army includes
models of the same unit, it can be crewed by your own
Artillery Crew instead. This is where ‘Optional Campaign
Rules’ (Army Men PAZCIK v2.0, page 10) become very
relevant, as each battle won by your army will gain you all
of the surviving Artillery Crew members, so these spare
Artillery Crew could be used to replace your own (as
Reinforcements) in battle or to take over enemy Artillery
who are playing the same Army as you.

For example, a Camelot Army plays against another Camelot


Army. The first Camelot Army already won a battle with a
Trebuchet present and gained 3 spare Artillery Crew, so
when their Pegasus Knight lances the enemy Camelot
Trebuchet’s Crew, they summon their spare Artillery Crew
(from their previous battle) in their next Turn.
Special Cannon Ammo:

The following Special Artillery Ammunition can be utilized by


Imperial Heavy Cannons (German Empire), Royal Camelot
Cannons (Camelot), Mobile Light Cannons (Mercenaries for
Fame) and Dwarven Cannons (Mountain Dwarfs)

Half-Measure of Gunpowder:
Heavy, Guess ‘12’ to ‘30’, Do not roll a D6 before Firing, S7,
Deals 3 Wounds if Unsaved, Cannonball Bounces ‘4’,
Ignores Armour Saves. Mobile Light Cannon Guess is ‘12’
to ‘24’.

Chained Shot
Heavy, Guess ‘12’ to ‘30’, S6, Deals D6+1 Wounds if
Unsaved, Hits models in an area the width of two Dice,
Cannonball Bounces ‘4’, Ignores Armour Saves, Roll a D6
before Firing and on a 1 or 2 your Cannon explodes and 3
Crew are killed. Mobile Light Cannon Guess is ‘12’ to ‘24’.

Special Bolt Thrower Ammo:

The following Special Artillery Ammunition can be utilized by


Royal Camelot Ballistae (Camelot) Norker Ballistae (Slavers
of Babylon), Pirate Elf Bolt Throwers (Elven Pirates),
Dwarven Ballistae (Mountain Dwarfs), Naval Elf Ballistae,
Naval Elf Bolt Throwers (Elven Navy) Kobold Ballistae,
Kobold Bolt Throwers & Orc Bolt Throwers (Green Horde)

Iron Bolt:
Single Shot, Heavy, ‘24’, S6, Deals 4 Wounds, Ignores
Armour Saves

Precise Shot:
Normal shot (Single Shot for Ballistae), Heavy, ‘48’, Re-roll
miss in Shooting against 1 enemy model
Special Catapult and Mortar Ammo:

The following Special Artillery Ammunition can be utilized by


Camelot Trebuchets & Royal Camelot Catapults (Camelot)
Dwarven Catapults (Mountain Dwarfs), Kobold Catapults &
Orc Catapults (Green Horde), Imperial Mortars (German
Empire), Egyptian Burning Skull Catapults (Dead Egyptians)
and Burning Night Skull Catapults (Army of Darkness)

Missile Shower:
Normal shot but models under the Blast suffer 2 Hits each at
S4 -2 to Armour Saves, Roll a D6 before Firing and on a 1 or
2 your Catapult breaks apart and 3 Crew are flattened.

Flaming Missile:
Normal shot but models under the Blast suffer S4 Hits -1 to
Armour Saves each which are Fire Attacks. Buildings and
Woods or other terrain which can be set on fire (Orc Huts,
Wooden Barricades) are set on fire if hit. Any models inside
a Building or Wood suffers a S4 Hit which is a Fire Attack

Heads Up! (Catapults ONLY):


Normal shot but 1 model hit suffers a S5 -2 to Armour Saves
Hit. Unit must pass a CCR roll if not Dauntless. If they pass
their CCR roll, they will re-roll misses against the enemy
army who lobbed the severed heads of their comrades (the
army who owns the Catapult in question) at them for the
rest of the battle.
Close Combat Phase (Optional):
CCR at 50% losses in a Drawn Close Combat:
If a Close Combat is a Draw (i.e. both sides cause the same
amount of unsaved wounds), but one side loses 50% of its
models or more, then that side must make a CCR roll.
For example, a unit of 30 Yellow Pox Daimons are in Close
Combat with a unit of 20 Imperial German Halberdiers and
10 Imperial German Militia. The Pox Daimons deal 15
unsaved Wounds to the Imperial Germans, the Imperial
Germans lose 15 of their models (15 / 30 = 50%). The
Imperial Germans manage to deal 15 Wounds to the Yellow
Pox Daimons, who lose 7 of their models (7 out of 30 =
23%). Both sides caused 15 Wounds, which is a Draw, but
the Imperial Germans lost 50% of the models on their side
(both units put together, 20 + 10) so they must make a CCR
roll.

The Yellow Pox Daimons have W2, but if they were joined by
a unit of 10 Pox Daimons (W1) or Swamp, Clay or Green Pox
Daimons (W1), the Pox Daimon could decide to allocate all
15 Wounds to them so that their % casualties will be lower,
17.5% to be precise (7/40). If the Pox Daimon player
allocated 10 Wounds to the unit/s with 1 Wound each, their
% casualties would be considerably higher, 32.5% precisely
(12/40, as the remaining 5 Wounds would only remove 2
Yellow Pox Daimons).
Concerning Artillery: Models with the Artillery Rule

Abandon the Cannon!


In the Movement Phase, a unit (or units) which are manning
Artillery, such as a Catapult or a Heavy Cannon, can move
away from the Artillery and leave it behind. Abandoning the
Artillery will not count as Moving through Terrain (requiring
rolling 2D6 and choosing the highest) unless their Move
brings them into terrain, such as a nearby forest or climbing
over the barricade that protected the Artillery.

Detonate the Cannon!


When engaged in Close Combat by an enemy unit (or units),
you can declare that you are choosing to detonate your
Cannon (Light Cannon, Heavy Cannon, anything with
‘Cannon’ in its title). The explosion will take place after
enemy models are in base-to-base contact with the Cannon
and/or its crew (or the unit/units acting as its crew). The
explosion will be ‘D6’ in diameter around the Cannon and a
Strength (S) value equal to its Toughness (T). For example,
a Heavy Cannon (T8) would generate a S8 explosion and a
Light Cannon (T6) would generate a S6 explosion. All
models, friendly and enemy, will take a hit if they are caught
within the ‘D6’ blast radius. The Cannon is destroyed after
the explosion and removed.

Grapeshot of BOOM!
When choosing to fire ‘Grapeshot’ with your Cannon in the
Shooting Phase, roll a D6. On a 1, it counts as a Misfire and
will not fire Grapeshot: it will immediately result in a
Detonate the Cannon!, except that the Cannon explodes
where it is standing, no models will move into base-to-base
contact with the Cannon or its crew but some may die.
Borne of Desperation:
To even the scales when you willingly face an enemy army
who has a larger army than yours (points wise), you gain 1
Act of Desperation for every +100pts your opponent’s army
exceeds your own army’s points value. For example, if a
German Empire (1500pts) faced the Imperial Vermin Cult
(3000pts), the German Empire would get 15 Acts of
Desperation (100 x 15 = 1500). Alternatively, you could be
in a Campaign Battle (like ‘Infernal Halls’ with 750pts of
Mountain Dwarfs escaping through 1500pts of Daimons)
where your opponent has more Points than you and you
wish to make the battle more balanced or easier for newbies

The following Acts of Desperation can be chosen from:


1) Automatically pass a CCR roll
2) To nullify an enemy Ability used in the Shooting Phase
which requires D6 or multiple D6 to use (e.g. Ice Blast,
Jungle Frenzy, Death’s Will), or to stop one of these
abilities still in play (like Ice Wall, Beware the Ice Fiend,
Monsoon Season)
3) To re-roll any D6 (could be one of your CCR roll dice, a
Save, Hit or Wound roll etc.)
We Don’t Need No Water:
When attacking an enemy Building, you can use Torches to
set it on Fire. You can Charge a Building just like a normal
unit. Roll a D6 for each unit attempting to set it on Fire (at
the end of the Close Combat Phase), on a 4+ it is successful.
Units with Fire Attacks (e.g. Dragon or Hydra Fire Breath or
Fire Arrows from various Bows / Fire Bolts from Crossbows)
can attempt to set Fire to a Building in the same way (4+ it
is set on Fire).

Once a Building is set on fire, roll a 2D6 at the beginning of


each Player’s Turn. On a double the Building Collapses and is
reduced to rubble. Any units inside a Collapsing Building
suffer 2D6 S5 Hits which are Fire Attacks and Ignore
Armour Saves. If the result of the 2D6 was not a double,
Fire spreads through the Building and deals 2D6 S5 Hits
which are Fire Attacks to ALL units inside.

He’s Worth a Lot to Me:


When you have defeated enemy units in Close Combat
through a CCR roll, you can take 1 Prisoner from each unit.
You cannot take prisoners if an enemy unit fails a CCR roll
and flees but you are still locked in Close Combat with an
enemy unit or units. They are a bit busy dealing with these
right now…Place a Prisoner Token (represented by a model
of your choice or 1 enemy model from the unit you have
taken a Prisoner from) next to the unit who captured the
Prisoner. These Prisoner Tokens are worth Victory Points in
Raiding Party Scenarios. NOTE: You can take an enemy
Heroic unit as a Prisoner on a 4+ if they lose their CCR roll
and you are permitted to take Prisoners (as in, you are not
in Close Combat with other units)

You can rescue the Prisoner/s that an enemy unit has taken
if you destroy this enemy unit in Close Combat. The
Prisoners will be released and the enemy loses these
Prisoner Tokens.
Let’s Get Looting!:
When you move into enemy Buildings, you can Loot it once
it is empty of enemy inhabitants at the end of the Close
Combat Phase. NOTE: You can still choose to set the
Building on Fire after or before you Loot it… Roll a D6 and
Consult the Looting Table below to see the result of your
Looting Attempt:

1 = Brothers, This Cargo is Worthless. Back to the Cave!


(No Loot and no further attempt to Loot this Building
can be made)
2-3 = Let’s See What’s Down Here… (No Loot but you can
try again in the next Player’s Close Combat Phase)
4-6 = You Know What Means? Loot! (Gain 1 Loot Token)

Place a Loot Token (represented by a model of your choice)


next to the unit who Looted the Building. These are worth
Victory Points in Raiding Party Scenarios. A unit with a Loot
Token (or Loot Tokens) can voluntarily leave the battlefield
from the table edge and will safely take ALL Loot Tokens
with them. If a unit with Loot Tokens is destroyed or fails a
CCR roll, they will drop their Loot Tokens immediately.

Watch Towers:
Grants I9 in Close Combat, 4+ Cover Save, Dauntless in
Cover AND Re-rolls misses in Close Combat. Also allowed to
re-roll misses when taking Reflex Shots from the Watch
Tower (normally Reflex Shots can NEVER be re-rolled). You
can also place 1 Artillery model on top of a Watch Tower.
Raiding Party!

These are optional Raiding Scenarios as part of a Raid


Campaign for Army Men: Domaine. The Raid Campaign
takes place in 4 Stages as described below:

Stage 1: Making Landfall (Scenario 4- Off the Boats!. If


the Attackers of this Campaign (the ‘Raiders’) wins, they
gain 1 Raid Token. Raid Tokens can help you to win this
Campaign. Move onto Stage 2.

Stage 2: How Vulnerable We Are (Scenario 1- Dead of


Night or Scenario 3- Forward Unto Dawn. If the Attackers
win a battle, they gain 1 Raid Token, if they lose then they
lose 1 Raid Token. You can remain in Stage 2 and rack up
Raid Tokens if you wish. However, if the Attackers are ever
reduced to 0 Raid Tokens, you have been beaten back and
skip to Stage 4- Back to the Boats!

Stage 3: Raiding Parties! (Each battle here costs 1 Raid


Token from the Attackers. Choose between Scenario 5- To
the Victor goes the Spoils, Scenario 3- Forward Unto Dawn
or Scenario 2- Let’s Get Looting! Once you have run out of
Raid Tokens (0 Raid Tokens), you progress to Stage 4- Back
to the Boats! NOTE: If the Attackers lose Scenario 5, they
have been beaten back and move to Stage 4- Back to the
Boats!

Stage 4: It’s a General Retreat. Back to the Boats!


(Scenario 6- Drive Them Back! Whoever wins this Scenario
wins the Campaign. If the Defenders win, they gain all the
Loot back and must recover and repair the damage dealt by
the Raiders. If the Attackers win, they return to their lands,
with loads of Loot and merriment)
Raiding Party Scenarios:

1) Dead of Night
2) Let’s Get Looting!
3) Forward Unto Dawn
4) Off The Boats!
5) To the Victor goes the Spoils
6) Drive Them Back!

1)Dead of Night: Place a Watch Tower in the centre of


the battlefield with no terrain around it within ‘18’.
Otherwise place ruins or other terrain as agreed.
Defenders begin with an infantry unit to garrison the
Watch Tower and can place their other units within ‘12’
of the Watch Tower. Enemy units are placed within ’18’
of defender units at the closest. This Battle lasts for
8 Turns. If the Attackers (the Raiders of this
Campaign) manages to occupy the Watch Tower with
no Defenders inside it at any point, the Attackers win.
If the Defenders still hold the Watch Tower, even if
other Attacker units contest it, at the end of Turn 8
then they win.

2)Let’s Get Looting! This battle uses Loot Tokens as


described in the section, ‘Let’s Get Looting’ a few pages
earlier. Place 3 Buildings within ‘12’ of the centre of the
battlefield for the Defender to occupy. No other terrain
is to be placed within ‘`12’ of any of these Buildings but
other terrain is placed as agreed. Defenders are set up
within ‘12’ of the centre of the battlefield, including
inside Buildings. Enemy units (Attackers) are placed
within ‘18’ of Defender units at the closest. This Battle
lasts for 10 Turns. Defender scores 1 Point for each
enemy unit destroyed by the end of the Battle. Attacker
gets 1 Point for each Loot Token by the end of the
Battle.
3)Forward Unto Dawn: Place 3 Tents / Camps /
Buildings / Supplies (Crates, Barrels etc.) on the
battlefield, ideally within ‘24’ of each other. These
objects are the Objectives for the Attacker to Loot.
Defender places units within ‘18’ of each Objective. This
Battle uses ‘We Don’t Need No Water’ and ‘Let’s Get
Looting!’ as you can set fire to any Building which is not
an Objective. Place terrain within ‘12’ to ‘18’ of the 3
Objectives as agreed. This Battle lasts for 8 Turns.
Attacker moves onto the battlefield in Turn 1 from any
table edge (like ‘Ambush’ but better because no D6 is
involved). The Attacker (Raiders) also have the element
of Surprise in this Battle as represented by the rule
below:

A Bit Early For This, Innit? Defender units in this


Battle are slow to respond and must pass a CCR roll in
their Movement Phase to be activated as normal units.
They get +1 to this roll if any Artillery have fired in the
Battle so far. Also add +1 for each Close Combat
currently being fought out.

Defenders score 1 Point for each enemy unit destroyed


by the end of the battle and 1 Point for each Objective
still intact by the end of the battle (even if on fire as
they can put it out). Attackers score 1 Point for each
Loot Token and 1 Point for each Objective destroyed.
4)Off the Boats! This takes place in a Coastal setting so
the top end of the long table edge, ‘12’ onto the table,
is all beach where the Attackers arrive from. The
Defenders deploy along the bottom end of the long
table edge, up to ‘8’ onto the table. Place 3 Buildings
‘12’ away from each other between the bottom end and
top end of the long table edge, ‘18’. This Battle lasts
for 8 Turns. This Battle makes use of ‘Let’s Get
Looting!’, ‘We Don’t Need No Water’ and ‘He’s Worth a
Lot to Me’. Defender gets 1 Point for each Building still
intact and 1 Point for each enemy unit destroyed by the
end of the Battle. Attacker gets 1 Point for each Loot
Token, Prisoner and Building Destroyed.

5)To the Victor goes the Spoils: Place 4 Buildings on


the battlefield ‘12’ or more away from each other, ‘12’
away from a table edge and ‘12’ away from the 2
Watch Towers which are deployed in the same way as
the Buildings. Defender places 1 infantry unit and 1
Artillery model (if desired) in each Watch Tower. The
Attacker chooses a table edge to arrive from this battle.
Defender units arrive as per the ‘Ambush’ rules. This
Battle lasts for 8 Turns. This Battle makes use of
‘Let’s Get Looting!’, ‘We Don’t Need No Water’ and ‘He’s
Worth a Lot to Me’. Defender gets 1 Point for each
Building still intact and 1 Point for each enemy unit
destroyed by the end of the Battle. Attacker gets 1
Point for each Loot Token, Prisoner and Building
Destroyed.
6)Drive Them Back! Place 4 Ruins or Burnt out
Buildings within ‘12’ of the centre of the battlefield.
Place other terrain as agreed. Roll a D6 for each
Attacker (Raiders) unit at the start of the battle to
determine how much Loot they are trying to escape
with. 1 = No Loot, 2-3 = 1 Loot Token, 4 – 5 =
Prisoner Token, 6 = Loot Token AND Prisoner Token.
Attacker (Raiders) units are placed within ‘8’ of Ruins /
Burnt out Buildings. Defender units are placed up to
‘18’ away from Attacker units at the closest. This
Battle lasts for 6 Turns. This Battle makes use of
‘Let’s Get Looting!’, ‘He’s Worth a Lot to Me’ (for the
Defender, as they can take Prisoners in this Battle).
The Attacker gets 1 Point for each unit which escapes
the battlefield with a Loot Token and/or Prisoner Token
(which they take back gleefully to their lands).
Defender gets 1 Point for each Attacker (Raiders) unit
destroyed by the end of the battle. Defender also gets
1 Point for each Loot and/or Prisoner Token still left on
the battlefield at the end of Turn 6, as they will be
taking these back (thank you very much). The player
with the most Points at the end of this Battle wins the
Campaign.

NOTE: Defender units are right miffed after all the Looting &
Pillaging, Prisoners taken and burning of Buildings over this
Campaign and re-roll misses against all Attacker (Raiders)
units in Close Combat in this Battle. Units which already re-
roll misses by default gain a further +1 to Hit in Close
Combat (1 still fails)
The War for Domaine
Domaine is a plastic world, like Pachik: the Plastic World,
which is a magical world that mirrors the land masses of our
own world, Earth, except that is entirely made out of plastic
and the scale of the war for a plastic world is enormous.
Imagine for a moment how big the Earth would be to a 1.5
inch plastic soldier, where anything and everything can be
melted down into more plastic soldiers, buildings, tanks and
fortifications. There a number of portals scattered
throughout Domaine which connect to Pachik, but by using
these portals for invasions of the Plastic World, they risk
plastic armies being sent back through these portals,
bolstered by the ranks of the invaders with strange new
abilities and constitutions. The Fay Elves still recall with
terror the attack of hundreds of Yellow Fay Elf Archers
attacking in waves. They did not have the intimate
knowledge and affinity with the forest, but they had
numbers to spare: an entirely alien method of war.

Army Backgrounds
These can be found in on the Army Men PAZCIK Facebook
page in the Albums section of each army, as it will take quite
some time to gather even a small number of models for
each army and colour variant subdivision.
Geography of Domaine

The Americas- Western Lands


Northern USA: Mountain Dwarfs
Canada: United Daimon Host
Alaska: Fay Elves, Magic Daimons
Southern USA- Bayou: Pox Daimons, Aztec Dinosaurs
Texas: Sewer Rats
Mexico: Pleasure Daimons, Blood Daimons
Caribbean Islands: Elf Pirates
South America: Aztec Dinosaurs

The Continent- Europe


United Kingdom: Elf Navy
Spain: Fay Elves, Cloven
France: Camelot
Germany: Cloven
Switzerland, Belgium & Holland, Italy: Mercenaries for Fame
Turkey: Green Horde
Iran & Iraq, Saudi Arabia: Slavers of Babylon
Greece: Mountain Ogres
Ukraine, Eastern Europe: Cossacks
Baltic Coast: Army of Darkness
Russia, The ‘Stan Nations: German Empire

Death Knights: Denmark, Sweden, Norway, Finland,


Greenland, Iceland, Svalbard
Desert of the Dead- Northern Africa: Dead Egyptians

Neutral Territories
African Continent
Madagascar, Indonesia, PNG, Philippines
Indian Subcontinent
Australia & New Zealand
China, Japan, Korea, Indochina, Mongolia
Armies of Domaine: Links
These links are dated 9 May, 2018. Each link will have its
own links to the Colour variants of each army (e.g. Red,
Blue, Clay, Shadow etc).

Cloven:
https://www.facebook.com/media/set/?
set=a.414958151982446.1073741871.323288694482726&t
ype=3

Camelot
https://www.facebook.com/media/set/?
set=a.430415393770055.1073741872.323288694482726&t
ype=3

Slavers of Babylon:
https://www.facebook.com/pg/armymenpazcik/photos/?
tab=album&album_id=1195196453958608

Elf Pirates
https://www.facebook.com/media/set/?
set=a.453589211452673.1073741912.323288694482726&t
ype=3

Mercenaries for Fame:


https://www.facebook.com/media/set/?
set=a.669505106527748.1073742063.323288694482726&t
ype=3

Mountain Dwarfs
https://www.facebook.com/media/set/?
set=a.453588738119387.1073741911.323288694482726&t
ype=3

Elf Navy
https://www.facebook.com/media/set/?
set=a.453589391452655.1073741913.323288694482726&t
ype=3

Blood Daimons
https://www.facebook.com/media/set/?
set=a.453592054785722.1073741916.323288694482726&t
ype=3
Cossacks: Still on their way, army list still included

Aztec Dinosaurs
https://www.facebook.com/media/set/?
set=a.414957818649146.1073741870.323288694482726&t
ype=3

Pox Daimons
https://www.facebook.com/media/set/?
set=a.486675921477335.1073741956.323288694482726&t
ype=3

Mountain Ogres
https://www.facebook.com/media/set/?
set=a.499969930147934.1073741961.323288694482726&t
ype=3

Green Horde
https://www.facebook.com/media/set/?
set=a.499970996814494.1073741963.323288694482726&t
ype=3

Sewer Rats
https://www.facebook.com/media/set/?
set=a.462889023856025.1073741929.323288694482726&t
ype=3

Pleasure Daimons:
https://www.facebook.com/pg/armymenpazcik/photos/?
tab=album&album_id=1190280937783493

German Empire
https://www.facebook.com/media/set/?
set=a.453590031452591.1073741915.323288694482726&t
ype=3

Dead Egyptians
https://www.facebook.com/media/set/?
set=a.453589614785966.1073741914.323288694482726&t
ype=3

Magic Daimons:
https://www.facebook.com/pg/armymenpazcik/photos/?
tab=album&album_id=1190278141117106
Army of Darkness
https://www.facebook.com/media/set/?
set=a.499970223481238.1073741962.323288694482726&t
ype=3

Death Knights
https://www.facebook.com/media/set/?
set=a.499972013481059.1073741964.323288694482726&t
ype=3

Fay Elves
https://www.facebook.com/media/set/?
set=a.453588098119451.1073741910.323288694482726&t
ype=3

United Daimon Host:


https://www.facebook.com/pg/armymenpazcik/photos/?
tab=album&album_id=1188907074587546
Geography of Pachik- The Plastic World

The Americas- Western Lands


Yankee USA: Modern Greens, Blue Union Soldiers
Canada: Royalist Musketeers & Blue Riflemen + Indians &
Cannons
Alaska: Red Riflemen & Cannons, Indians with Guns
Deep South USA- Bayou: Grey Confederates, Modern &
Medieval Swamps
Texas: Cowboys and Indians with Guns
Mexico: Indians
Caribbean Islands: Pirates, Undead
South America: Indians with NO Guns

The Continent- Europe


United Kingdom: Royalist Knights & Modern Royalists
Spain: Orange Knights & Blue Knights
France: Modern Blues
Germany: Modern Tan
Switzerland, Belgium & Holland, Italy: Modern Greys
Ukraine, Eastern Europe: Modern & Medieval Maroon
Turkey, Greece: Modern Turqs
Russia, Mongolia, ‘Stans: Modern Reds, Medieval Reds
China, Japan, Korea, Indochina: Yellow Empire (Medieval,
Modern)

Norse Lands: Denmark, Sweden, Norway, Finland,


Greenland, Iceland, Svalbard- Medieval Vikings, Barbarians

Plastic Desert- Northern Africa


Orange Pirates, Modern Oranges

Desert of Time- Iran & Iraq, Saudi Arabia:


Purple Knights, Modern Purples
Neutral Territories
Africa Continent- Shadow Cavemen and Indians
Madagascar, Indonesia, PNG, Philippines- Pirates, Indians
Indian Subcontinent- Indians with Guns
Australia & NZ- Shadow Indians with Guns, Modern Royalists
Army Men PAZCIK- Links

Tan Nation
https://www.facebook.com/media/set/?
set=a.330735207071408.1073741837.323288694482726&t
ype=3

The Undead
https://www.facebook.com/media/set/?
set=a.330736850404577.1073741839.323288694482726&t
ype=3

Blue Nation
https://www.facebook.com/media/set/?
set=a.330737497071179.1073741842.323288694482726&t
ype=3

Yellow Empire
https://www.facebook.com/media/set/?
set=a.330738787071050.1073741843.323288694482726&t
ype=3

Orange Nation
https://www.facebook.com/media/set/?
set=a.330743317070597.1073741845.323288694482726&t
ype=3

Royalist Kingdom
https://www.facebook.com/media/set/?
set=a.330743603737235.1073741846.323288694482726&t
ype=3

Maroon Nation
https://www.facebook.com/media/set/?
set=a.330744050403857.1073741847.323288694482726&t
ype=3
Red Nation
https://www.facebook.com/media/set/?
set=a.330746450403617.1073741851.323288694482726&t
ype=3
Purple Nation
https://www.facebook.com/media/set/?
set=a.330747060403556.1073741852.323288694482726&t
ype=3

Turq Nation
https://www.facebook.com/media/set/?
set=a.330747447070184.1073741853.323288694482726&t
ype=3

Ghoul Army
https://www.facebook.com/media/set/?
set=a.330745013737094.1073741849.323288694482726&t
ype=3

Grey Nation
https://www.facebook.com/media/set/?
set=a.330739477070981.1073741844.323288694482726&t
ype=3

Silver Army
https://www.facebook.com/media/set/?
set=a.330744600403802.1073741848.323288694482726&t
ype=3

Shadow Army
https://www.facebook.com/media/set/?
set=a.330737240404538.1073741841.323288694482726&t
ype=3

Green Nation
https://www.facebook.com/media/set/?
set=a.375928279218767.1073741863.323288694482726&t
ype=3

Clay Army
https://www.facebook.com/media/set/?
set=a.376194195858842.1073741864.323288694482726&t
ype=3

Swamp Nation
https://www.facebook.com/media/set/?
set=a.376196819191913.1073741866.323288694482726&t
ype=3

Pink Army- ‘The Horror’


https://www.facebook.com/media/set/?
set=a.402770609867867.1073741869.323288694482726&t
ype=3

Cloven:
Dividida:
Gespalten:
Horde Migration:
migració horda:
horde migration:
When Running in the Shooting Phase, Cloven Units can Run
D6 + 2. This also applies to their colour variant units (e.g.
Shadow, Clay, Grey and Maroon).

Cloven CORE Units:

Cloven with Twin Axes: 7pts


dividida amb eixos bessons
Pferdefuß mit zwei Achsen
T4, W1, S3, I3, A2, No Save, Ambush, Re-rolls misses

Cloven with Axe and Shield: 7pts


fes amb la destral i l'escut
Pferdefuß mit Axt und Schild
T4, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Numb
Saves, Re-rolls misses

Cloven with Club and Shield: 7pts


dividida amb el club i l'escut
Pferdefuß mit Club und Schild
T4, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to
Armour Saves, Re-rolls misses

Brayer with Spear & Shield: 5pts


Brayer amb llança i escut
Brayer mit Speer und Schild
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry,
Ambush, Can join Cloven Units with Twin Axes, Re-rolls
misses
Brayer with Club & Shield: 5pts
Brayer amb el club i l'escut
Brayer mit Club und Schild
T3, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to
Armour Saves, Can join Cloven Units with Twin Axes,
Re-rolls misses

Brayer with Axe & Shield: 5pts


Brayer amb la destral i l'escut
Brayer mit Axt und Schild
T3, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Numb
Saves, Can join Cloven Units with Twin Axes, Re-rolls
misses
Brayer with Bow: 5pts, Moves ‘9’
Brayer amb arc
Brayer mit Schleife
T3, W1, S3, I3, A1, 6+ Dodge Save, Ambush, Reflex Shots
(S3), Re-rolls misses in Close Combat, +1 to Cover Saves

Cloven Chariot: 80pts, Moves ‘9’


chariot dividida
Pferdefuß Wagen
T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, The S3 I3 A4
comes from 2 Cloven Crew and Cloven Beasts that pull it
and they can re-roll misses

Hoofer: 4pts, Moves ‘9’


Peülla/Huf
T3, W1, S3, I3, A1, No Save, Ambush, Charges ‘9’, +1 to
Cover Saves

Cloven Specialist Units:


Limit of 120 Armoured Cloven (4 Units)
Limit of 40 Minos with Twin Axes (4 Units)
Limit of 40 Minos with 2 Handed Axes (4 Units)
Limit of 40 Winged Cloven (4 Units)
Limit of 80 Cloven Centaurs (4 Units)

Armoured Cloven with 2 Handed Axe: 9pts


dividida blindats amb destral a dues mans
Panzer Pferdefuß mit Zweihand- Axt
T4, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves,
Re-rolls misses

Armoured Cloven with Halberd and Shield: 9pts


dividida blindats amb alabarda i escut
Panzer Pferdefuß mit Hellebarde und Schild
T4, W1, S5, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Re-rolls misses

Minos with Twin Axes: 55pts, Moves ‘9’


camins amb eixos bessons
Minos mit zwei Achsen
T4, W3, S5, I4, A5, 6+ Armour Save, Reduces Armour
Saves by -1, Weak against Spears, Crazed, Dauntless,
Causes 1 I9 S4 hit each on Charge

Minos with 2 Handed Axe: 63pts, Moves ‘9’


camins amb dues mans destral
Minos mit Zweihand- Axt
T4, W3, S7, I0, A4, 6+ Armour Save, Weak against
Spears, Crazed, Dauntless, -3 to Armour Saves, Causes 1
I9 S4 hit each on Charge
Winged Cloven: 9pts, Moves ‘10’
dividida alats
geflügelt
T4, W1, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), Ambush,
Re-rolls misses

Cloven Centaur with Spear: 16pts, Moves ‘9’


centaure dividida amb llança
Pferdefuß Zentaur mit Speer
T4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -1 to
Armour Saves on Charge ONLY, Armed with Throwing Axes
(Auto, ‘12’, S4), Reflex Shots (S4), Re-rolls misses in Close
Combat

Cloven Heavy Units:


Limit of 40 Cloven Boars (2 Units)
Limit of 4 Cloven Boar Chariots
Limit of 2 Cloven Giants, Brayer Giants, Flying Toad Beasts
Limit of 2 Horned Giants

Cloven Boar: 55pts, Moves ‘9’


senglar dividida
Pferdefuß Wildschwein
T5, W3, S5, I2, A4, No Save, S6 on Charge, -2 to Armour
Saves, Cavalry

Cloven Boar Chariot: 145pts, Moves ‘9’


chariot senglar dividida
Pferdefuß Wildschweinstreitwagen
T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2
Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to
Armour Saves in total) who can re-roll misses in Close
Combat, The Cloven Boar is the S5 I3 A4 mentioned above
and has -2 to Armour Saves in Close Combat
Cloven Giant with 4 Claws: 275pts, Moves ‘9’
gegant dividida amb quatre braços
Pferdefuß Riese mit vier Armen
T6, W6, S6, I3, A8, No Save, Dauntless, Weak against
Spears, -2 to Armour Saves, Devour: I1 Death Strike
Attack that succeeds on a 4 – 6, regains 2 Wounds if
successful

Brayer Giant with Rock: 275pts, Moves ‘9’


gegant Brayer amb gran roca
Brayer Riese mit großen Felsen
T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks
are S2 against Brayer Giants, Diehards, Weak against
Spears, -2 to Armour Saves

Flying Toad Beast: 275pts, Moves ‘10’


volant bèstia gripau
fliegend Kröte Tier
T5, W5, S5, I3, A5, No Save, Flyer, Weak against Spears,
Poisoned Attacks, Acidic Blood (When the Flying Toad
Beast takes an unsaved wound in Close Combat, it deals a
S5 hit that ignores Armour Saves which counts towards
wounds dealt), Dauntless, -2 to Armour Saves

Horned Giant: 200pts


gegant amb banyes
gehörnten Riesen
T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Reflex Shots (Big Rock), Weak against Spears
Shadow Cloven:
Ombra Dividida:
Schatten Gespalten:
Painted mainly in Black colours

Seeing Shadows
(veru Ombres)
(sehen Schatten)
Shadow Cloven models are ALWAYS hit by enemy models on
a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+). Some models will
have a ‘+1 to hit Bonus in Close Combat’ rule and this
will make them hit Shadow Units on a 3+.

Dauntless
(sense por)
(unerschrocken)
ALL Shadow Cloven models have the Dauntless rule. If this
unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Cloven CORE Units:

Shadow Cloven with Twin Axes: 7pts


T4, W1, S3, I3, A2, No Save

Shadow Cloven with Axe and Shield: 7pts


T4, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Shadow Brayer with Spear & Shield: 5pts


T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry
Shadow Brayer with Club & Shield: 5pts
T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves

Shadow Brayer with Axe & Shield: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Shadow Brayer with Bow: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save

Shadow Cloven Chariot: 80pts, Moves ‘9’


T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, The S3 I3 A4
comes from 2 Cloven Crew and Cloven Beasts that pull it

Shadow Hoofer: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Charges ‘9’

Shadow Cloven Specialist Units:


Limit of 50 Armoured Cloven with 2H, Armoured Cloven with
Halberds, Minos with Twin Axes, Minos with 2 Handed Axes,
Winged Cloven AND Cloven Centaurs

Armoured Shadow Cloven with 2 Handed Axe: 9pts


T4, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Armoured Shadow Cloven with Halberd and Shield:


9pts- T4, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour
Saves

Shadow Minos w/ Twin Axes: 55pts, Moves ‘9’


T4, W3, S5, I4, A5, 6+ Armour Save, Reduces Armour
Saves by -1, Weak against Spears, Crazed

Shadow Minos w/ 2 Handed Axe: 63pts, Moves ‘9’


T4, W3, S7, I0, A4, 6+ Armour Save, Weak against
Spears, Crazed, -3 to Armour Saves
Shadow Winged Cloven: 9pts, Moves ‘10’
T4, W1, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them)

Shadow Cloven Centaur with Spear: 16pts, Moves ‘9’


T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save,
Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed
with Throwing Axes (Auto, ‘12’, S4)

Shadow Cloven Heavy Units:


Limit of 50 Cloven Boars
Limit of 4 Cloven Boar Chariots
Limit of 2 Cloven Giants, Brayer Giants, Flying Toad Beasts
Limit of 2 Horned Giants

Shadow Cloven Boar: 55pts, Moves ‘9’


T5, W3, S5, I2, A4, No Save, S6 on Charge, -2 to Armour
Saves, Cavalry

Shadow Cloven Boar Chariot: 145pts, Moves ‘9’


T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2
Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to
Armour Saves in total), The Cloven Boar is the S5 I3 A4
mentioned above and has -2 to Armour Saves

Shadow Cloven Giant with 4 Claws: 275pts, Moves ‘9’


T6, W6, S6, I3, A8, No Save, Weak against Spears, -2 to
Armour Saves

Shadow Brayer Giant with Rock: 275pts, Moves ‘9’


T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks
are S2 against Brayer Giants, Weak against Spears, -2 to
Armour Saves
Shadow Flying Toad Beast: 275pts, Moves ‘10’
T5, W5, S5, I3, A5, No Save, Flyer, Weak against Spears,
Poisoned Attacks, -2 to Armour Saves

Shadow Horned Giant: 200pts


T5, W6, S6, I3, 2D6 Attacks each, No Save, If beaten OR
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten/killed it, Giant is armed with
Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Weak against Spears
Clay Cloven:
Argila Dividida:
Ton Gespalten
Painted in Earthy colours, browns and the colour of un-fired
Clay

Blast Furnace
(d’alt forn)
(hochofen)
Fire attacks are only S2 against Clay Cloven models

Clay Cloven CORE Units:

Clay Cloven with Twin Axes: 7pts


T4, W1, S3, I3, A2, 5+ Numb Save

Clay Cloven with Axe and Shield: 7pts


T4, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -2 to
Numb Saves

Clay Brayer with Spear & Shield: 5pts


T3, W1, S3, I4, A1, 6+ Armour Save, 5+ Numb Save, S4 vs
Cavalry

Clay Brayer with Club & Shield: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Clay Brayer with Axe & Shield: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -2 to
Numb Saves

Clay Brayer with Bow: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save
Clay Cloven Chariot: 80pts, Moves ‘9’
T4, W4, S3, I3, A4, 4+ Armour Save, 5+ Numb Save,
Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge
ONLY, The S3 I3 A4 comes from 2 Cloven Crew and Cloven
Beasts that pull it

Clay Hoofer: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, 5+ Numb Save, Charges ‘9’

Clay Cloven Specialist Units:


Limit of 50 Armoured Cloven with 2H, Armoured Cloven with
Halberds, Minos with Twin Axes, Minos with 2 Handed Axes,
Winged Cloven AND Cloven Centaurs

Clay Armoured Cloven with 2 Handed Axe: 9pts,


T4, W1, S5, I0, A1, 5+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Clay Armoured Cloven with Halberd and Shield: 9pts


T4, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save, -1 to
Armour Saves

Clay Minos w/ Twin Axes: 55pts, Moves ‘9’


T4, W3, S5, I4, A5, 6+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -1, Weak against Spears,
Crazed, Dauntless

Clay Minos w/ 2 Handed Axe: 63pts, Moves ‘9’


T4, W3, S7, I0, A4, 6+ Armour Save, 5+ Numb Save, Weak
against Spears, Crazed, Dauntless, -3 to Armour Saves

Clay Winged Cloven: 9pts, Moves ‘10’


T4, W1, S3, I3, A2, 5+ Dodge Save, 5+ Numb Save, Flyers
(can jump over Terrain and/or units but cannot land on
them)
Clay Cloven Centaur with Spear: 16pts, Moves ‘9’
T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save,
Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed
with Throwing Axes (Auto, ‘12’, S4)

Clay Cloven Heavy Units:


Limit of 50 Cloven Boars
Limit of 4 Cloven Boar Chariots
Limit of 2 Cloven Giants, Brayer Giants, Flying Toad Beasts
Limit of 2 Horned Giants

Clay Cloven Boar: 55pts, Moves ‘9’


T5, W3, S5, I2, A4, 5+ Numb Save, S6 on Charge, -2 to
Armour Saves, Cavalry

Clay Cloven Boar Chariot: 145pts, Moves 9


T5, W5, S5, I3, A4, 4+ Armour Save, 5+ Numb Save,
Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge
ONLY, Ridden by 2 Armoured Cloven w/ 2 Handed Axes (I0
A2 S5 and -2 to Armour Saves in total), The Cloven Boar is
the I3 S5 A4 mentioned above and has -2 to Armour Saves

Clay Cloven Giant with 4 Claws: 275pts, Moves ‘9’


T6, W6, S6, I3, A8, 5+ Numb Save, Dauntless, Weak
against Spears, -2 to Armour Saves

Clay Brayer Giant with Rock: 275pts, Moves ‘9’


T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks
are S2 against Brayer Giants, Diehards, Weak against
Spears, -2 to Armour Saves

Clay Flying Toad Beast: 275pts, Moves ‘10’


T5, W5, S5, I3, A5, 5+ Numb Save, Flyer, Weak against
Spears, Poisoned Attacks, Dauntless, -2 to Armour Saves
Clay Horned Giant: 200pts
T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak against Spears
Grey Cloven:
Dividida Grisos:
Grau Gespalten:
Painted in Greys, charcoals and dark grey

Professionals
(Professionals)
(Profis)
Reduces Enemy Save, whichever one they choose, by a
further -1 than usual. This will be covered in Grey Cloven
Model stats in each case. This rule does NOT apply to Dodge
Saves, which cannot be modified.

Grey Cloven CORE Units:

Grey Cloven with Twin Axes: 7pts


T4, W1, S3, I3, A2, 5+ Armour Save, -1 to Armour Saves

Grey Cloven with Axe and Shield: 7pts


T4, W1, S3, I3, A1, 5+ Armour Save, -3 to Numb Saves

Grey Brayer with Spear & Shield: 5pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves

Grey Brayer with Club & Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, -3 to Armour Saves

Grey Brayer with Axe & Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, -3 to Numb Saves

Grey Brayer with Bow: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, -1 to Armour Saves in
Shooting
Grey Cloven Chariot: 80pts, Moves ‘9’
T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -3 Armour Save hits on Charge ONLY, The S3 I3 A4
comes from 2 Cloven Crew and Cloven Beasts that pull it
and they reduce Armour Saves by -1

Grey Hoofer: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, 5+ Armour Save, Charges ‘9’, -1 to
Armour Saves

Grey Cloven Specialist Units:


Limit of 50 Armoured Cloven with 2H, Armoured Cloven with
Halberds, Minos with Twin Axes, Minos with 2 Handed Axes,
Winged Cloven AND Cloven Centaurs

Grey Armoured Cloven with 2 Handed Axe: 9pts


T4, W1, S5, I0, A1, 5+ Armour Save, -3 to Armour Saves

Grey Armoured Cloven with Halberd and Shield: 9pts


T4, W1, S4, I3, A1, 5+ Armour Save, -2 to Armour Saves

Grey Minos w/ Twin Axes: 55pts, Moves ‘9’


T4, W3, S5, I4, A5, 5+ Armour Save, Reduces Armour
Saves by -2, Weak against Spears, Crazed, Dauntless

Grey Minos w/ 2 Handed Axe: 63pts, Moves ‘9’


T4, W3, S7, I0, A4, 5+ Armour Save, Weak against
Spears, Crazed, Dauntless, -4 to Armour Saves

Grey Winged Cloven: 9pts, Moves ‘10’


T4, W1, S3, I3, A2, 5+ Dodge Save, 5+ Armour Save,
Flyers (can jump over Terrain and/or units but cannot land
on them), -1 to Armour Saves
Grey Cloven Centaur with Spear: 16pts, Moves ‘9’
T4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -2 to
Armour Saves on Charge ONLY, Armed with Throwing Axes
(Auto, ‘12’, S4), -1 to Armour Saves in Shooting, Reflex and
Close Combat when NOT Charging

Grey Cloven Heavy Units:


Limit of 50 Cloven Boars
Limit of 4 Cloven Boar Chariots
Limit of 2 Cloven Giants, Brayer Giants, Flying Toad Beasts
Limit of 2 Horned Giants

Grey Cloven Boar: 55pts, Moves ‘9’


T5, W3, S5, I2, A4, 5+ Armour Save, S6 on Charge, -3 to
Armour Saves, Cavalry

Grey Cloven Boar Chariot: 145pts, Moves ‘9’


T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -3 Armour Save hits on Charge ONLY, Ridden by 2
Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -3 to
Armour Saves in total), The Cloven Boar is the S5 I3 A4
mentioned above and has -3 to Armour Saves

Grey Cloven Giant with 4 Claws: 275pts, Moves ‘9’


T6, W6, S6, I3, A8, 5+ Armour Save, Dauntless, Weak
against Spears, -3 to Armour Saves

Grey Brayer Giant with Rock: 275pts, Moves ‘9’


T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks
are S2 against Brayer Giants, Diehards, Weak against
Spears, -3 to Armour Saves

Grey Flying Toad Beast: 275pts, Moves ‘10’


T5, W5, S5, I3, A5, 5+ Armour Save, Flyer, Weak against
Spears, Poisoned Attacks, Dauntless, -3 to Armour Saves
Grey Horned Giant: 200pts
T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-4 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -4 to
Armour Saves), Weak against Spears
Maroon Cloven:
Granat Dividida:
Kastanienbraun Gespalten:
Painted in mainly in Maroon and dark reds

Lightning Reflexes
(Reflexos de llampec)
(Blitzartige Reflexe)
Models with ranged weapons (Automatic and Fast Firing)
ALWAYS get Reflex Shots when Charged by an enemy unit.
This rule will always be included in a unit’s statistics if
applicable.

Hit and Run


(colpejar i córrer)
(hit and run)
Models with ranged weapons (Heavy, Automatic and Fast
Firing) are allowed to Run AFTER they have fired in the
Shooting Phase)

Maroon Cloven CORE Units:


Maroon Cloven with Twin Axes: 7pts, Moves ‘9’
T4, W1, S3, I3, A2, 6+ Armour Save

Maroon Cloven with Axe and Shield: 7pts, Moves ‘9’


T4, W1, S3, I3, A1, 5+ Armour Save, -2 to Numb Saves

Maroon Brayer with Spear & Shield: 5pts, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves

Maroon Brayer with Club & Shield: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves
Maroon Brayer with Axe & Shield: 5pts, Moves ‘9’
T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Maroon Brayer with Bow: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3), Hit
and Run

Maroon Cloven Chariot: 80pts, Moves ‘12’


T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, The S3 I3 A4
comes from 2 Cloven Crew and Cloven Beasts that pull it

Maroon Hoofer: 4pts, Moves ‘12’


T3, W1, S3, I3, A1, 6+ Armour Save, Charges ‘9’

Maroon Cloven Specialist Units:


Limit of 50 Armoured Cloven with 2H, Armoured Cloven with
Halberds, Minos with Twin Axes, Minos with 2 Handed Axes,
Winged Cloven AND Cloven Centaurs

Maroon Armoured Cloven w/ 2 Handed Axe: 9pts,


Moves ‘9’- T4, W1, S5, I0, A1, 5+ Armour Save, -2 to
Armour Saves

Maroon Armoured Cloven w/ Halberd and Shield: 9pts,


Moves ‘9’- T4, W1, S4, I3, A1, 5+ Armour Save, -1 to
Armour Saves

Maroon Minos w/ Twin Axes: 55pts, Moves ‘12’


T4, W3, S5, I4, A5, 6+ Armour Save, Charges ‘9’, Reduces
Armour Saves by -1, Weak against Spears, Crazed,
Dauntless

Maroon Minos w/ 2 Handed Axe: 63pts, Moves ‘12’


T4, W3, S7, I0, A4, 6+ Armour Save, Charges ‘9’ Weak
against Spears, Crazed, Dauntless, -3 to Armour Saves
Maroon Winged Cloven: 9pts, Moves ‘12’
T4, W1, S3, I3, A2, 5+ Dodge Save, 6+ Armour Save,
Flyers (can jump over Terrain and/or units but cannot land
on them)

Maroon Cloven Centaur with Spear: 16pts, Moves ‘12’


T4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -2 to
Armour Saves on Charge ONLY, Armed with Throwing Axes
(Auto, ‘12’, S4), Reflex Shots (S4), Hit and Run

Maroon Cloven Heavy Units:


Limit of 50 Cloven Boars
Limit of 4 Cloven Boar Chariots
Limit of 2 Cloven Giants, Brayer Giants, Flying Toad Beasts
Limit of 2 Horned Giants

Maroon Cloven Boar: 55pts, Moves ‘12’


T5, W3, S5, I2, A4, 6+ Armour Save, S6 on Charge, -2 to
Armour Saves, Cavalry

Maroon Cloven Boar Chariot: 145pts, Moves ‘12’


T5, W5, S5, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, Ridden by 2
Armoured Cloven w/ 2 Handed Axes (I0 A2 S5 and -2 to
Armour Saves in total), The Cloven Boar is the S5 I3 A4
mentioned above and has -2 to Armour Saves

Maroon Cloven Giant with 4 Claws: 275pts, Moves ‘12’


T6, W6, S6, I3, A8, 6+ Armour Save, Dauntless, Weak
against Spears, -3 to Armour Saves

Maroon Brayer Giant with Rock: 275pts, Moves ‘12’


T5, W5, S6, I3, A5, 5+ Dodge Save, Fire and Electric Attacks
are S2 against Brayer Giants, Diehards, Weak against
Spears, -2 to Armour Saves
Maroon Flying Toad Beast: 275pts, Moves ‘12’
T5, W5, S5, I3, A5, 6+ Armour Save, Flyer, Weak against
Spears, Poisoned Attacks, Dauntless, -1 to Armour Saves

Maroon Horned Giant: 200pts, Moves ‘9’


T5, W6, S6, I3, 2D6 Attacks each, 6+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-4 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -4 to
Armour Saves), Reflex Shots (Big Rock), Hit and Run
Flesh Cloven:
Carn Tacada:
Fleisch Pferdefuß:
Brawlers:
Flesh Cloven CORE Units must roll 2D6 before Moving in the
Movement Phase. On a 7+ they can Move, otherwise they
stand still and are Crazed for the rest of this turn. If an
enemy unit is within Charge range (‘6’, or ‘12’ for Cavalry),
they must Charge.

Flesh Cloven CORE Units:

Flesh Cloven with Sword and Shield: 9pts


carn tacada amb espasa i escut
Fleisch Pferdefuß mit Schwert und Schild
T4, W2, S3, I3, A1, 6+ Armour Save, Re-rolls misses,
Brawlers

Flesh Cloven with Club and Shield: 9pts


carn tacada amb escut i club
Fleisch Pferdefuß mit Keule und Schild
T4, W2, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves,
Brawlers

Flesh Cloven with Axe and Shield: 9pts


carn tallada amb destral i escut
fleisch Pferdefuß mit Axt und Schild
T4, W2, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves,
Brawlers
Flesh Cloven with Flail and Shield: 10pts
carn trossejada amb flail i escut
fleisch Pferdefuß mit Schlegel und Schild
T4, W2, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves,
Brawlers

Flesh Brayer with Spear & Shield: 6pts


Carn Brayer amb llança i escut
Fleisch Brayer mit Speer und Schild
T4, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry,
Brawlers

Flesh Brayer with Club & Shield: 5pts


Carn Brayer amb el club i l'escut
Fleisch Brayer mit Club und Schild
T4, W1, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves,
Brawlers

Winged Flesh Cloven: 12pts, Moves ‘10’


carn alada trossejada
geflügeltes Fleisch Pferdefuß
T4, W2, S4, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), -1 to Armour
Saves in CC
Flesh Cloven Specialist Units:
Limit of 30 Armoured Flesh Cloven (1 unit)
Limit of 1 unit of Flesh Cloven Minos for every Flesh Cloven
(CORE) or Flesh Brayer (CORE) unit
No Limit on Flesh Cloven Hoofers
No Limit on Flesh Cloven Centaurs
No Limit on Flesh Cloven Chariots

Armoured Flesh Cloven with Halberd and Shield: 13pts


carn cuirassada clavada amb halberd i escut
Panzerfleisch Pferdefuß mit Hellebarde und Schild
T4, W2, S5, I3, A1, 4+ Armour Save, -2 to Armour Saves,
Tribal Pride (If in a Close Combat against an enemy unit or
units alongside a friendly Flesh Cloven (CORE) or Flesh
Brayer (CORE) unit, Armoured Flesh Cloven can make a CCR
roll separately. If the Flesh Cloven or Flesh Brayers (CORE)
flee, the Armoured Flesh Cloven are not moved), +1 to Hit
Bonus in CC
Flesh Cloven Hoofer: 8pts, Moves ‘9’
carn tallada Peülla
Fleisch Pferdefuß Huf
T4, W1, S4, I4, A2, No Save, Charges ‘9’, +1 to Cover Saves
and -1 to Armour Saves

Flesh Cloven Centaur with Spear & Shield: 12pts


coca centauro amb llança i escut
fleisch Pferdefuß-Zentaur mit Speer und Schild
Moves ‘9’- T3, W2, S4, I3, A2, 4+ Armour Save, Cavalry,
S5 -2 to Armour Saves on Charge ONLY

Flesh Cloven Centaur with Composite Bow & Shield:


coca centauro amb arç i escut compost
fleisch Pferdefuß centaur mit bogen und schild
12pts- Moves ‘9’, T3, W2, S4, I3, A2, 4+ Armour Save,
Cavalry, Armed with Composite Bow (Auto, ‘24’, S3),
Reflex Shots (S3), -1 to Armour Saves in CC

Flesh Cloven Centaur with Twin Blades: 12pts


coca centauro amb fulles bessones
fleisch Pferdefuß-Zentaur mit Doppelklingen
Moves ‘9’- T3, W2, S4, I3, A3, 5+ Armour Save and -1 to
Armour Saves in CC, Cavalry

Flesh Cloven Centaur with Axe & Shield: 12pts


coca centauro amb destral i escut
fleisch Pferdefuß-Zentaur mit Axt und Schild
Moves ‘9’- T3, W2, S4, I3, A2, 4+ Armour Save, Cavalry, -2
to Numb Saves and -1 to Armour Saves

Flesh Cloven Centaur with Flail: 10pts


coca centauro amb clavell
fleisch Pferdefuß-Zentaur mit Flegel
Moves ‘9’- T3, W2, S5, I2, A2, 5+ Armour Save and -2 to
Armour Saves, Cavalry
Flesh Cloven Centaur with Halberd: 11pts
coca centauro amb albanès
fleisch Pferdefuß-Zentaur mit Hellebarde
Moves ‘9’- T3, W2, S5, I3, A2, 5+ Armour Save and -2 to
Armour Saves, Cavalry

Flesh Cloven Centaur with 2H Axe: 12pts


cua centauro amb dos destrals
fleisch Pferdefuß-Zentaur mit zwei Händen Axt
Moves ‘9’- T3, W2, S6, I0, A2, 5+ Armour Save and -3 to
Armour Saves, Cavalry

Flesh Cloven Centaur with Lance & Shield: 14pts


coca centauro amb llança i escut
fleisch Pferdefuß-Zentaur mit Lanze und Schild
Moves ‘9’- T3, W2, S4, I3, A2, 4+ Armour Save, Cavalry,
S6 and -3 to Armour Saves on Charge
Flesh Cloven Chariot: 120pts, Moves ‘9’
chariot carn dividida
fleisch Pferdefuß Wagen
T4, W6, S4, I3, A4, 3+ Armour Save, Cavalry, Deals D6+2
I8 S7 -4 Armour Save hits on Charge ONLY, The S4 I3 A4
comes from 2 Cloven Crew and Cloven Beasts that pull it
and they are -1 to Armour Saves in CC

Flesh Minos with Twin Axes: 45pts, Moves ‘9’


Carn Camins amb eixos bessons
Fleisch Minos mit zwei Achsen
T4, W3, S4, I3, A6, 6+ Armour Save, -1 to Armour Saves,
Weak against Spears, Crazed, Dauntless, A8 on Charge

Flesh Minos with 2 Handed Axe: 45pts, Moves ‘9’


Carn Camins amb dues mans destral
Fleisch Minos mit Zweihand- Axt
T4, W3, S6, I0, A4, 6+ Armour Save, Weak against
Spears, Crazed, Dauntless, -3 to Armour Saves, A6 on
Charge
Cloven Horde:

Cloven Horde CORE Units:


Limit of 30 Brayers with Clubs and Shields (1 Unit)

Horde Cloven with Twin Axes: 5pts


horda dividida d'eixos bessons
Horde Pferdefuß mit zwei Achsen
T4, W1, S3, I3, A2, No Save

Horde Cloven with Axe and Shield: 5pts


horda dividida amb destral i escut
Horde Pferdefuß mit Axt und Schild
T4, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves

Horde Cloven with 2 Handed Axe: 7pts


horda dividida amb dues destrales mans
Horde Pferdefuß mit Zweihand- Axt
T4, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves

Horde Cloven with Halberd and Shield: 7pts


horda dividida amb halberd i escut
Horde Pferdefuß mit Zweihand- Axt
T4, W1, S4, I0, A1, 5+ Armour Save, -1 to Armour Saves

Horde Brayer with Spear & Shield: 3pts


horda brayer amb llança i escut
Horde Brayer mit Speer und Schild
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry

Horde Brayer with Axe & Shield: 3pts


horda brayer amb destral i escut
Horde Brayer mit Axt und Schild
T3, W1, S3, I3, A1, 6+ Armour Save, -2 to Numb Saves
Horde Brayer Scout with Club & Shield: 3pts, Moves ‘9’
horda brayer explorador amb club i escut
Horde Brayer Pfadfinder mit Club und Schild
T3, W1, S3, I3, A1, 5+ Dodge Save, -2 to Armour Saves

Chaotic Hound: 12pts, Moves ‘9’


Perro Caòtic/Chaotischer Hund
T4, W2, S4, I4, A2, No Save, Charges ‘9’, +1 to Cover
Saves, -1 to Armour Saves

Cloven Horde Specialist Units:


Limit of 10 Gargoyles (1 Unit)
Limit of 4 Horde Cloven Chariots
Limit of 30 Armoured Horde Cloven with 2H Axes (1 Unit)
No Limit on Forest Pleasure Daimons

Gargoyle: 8pts, Moves ‘10’


Gàrgola/ Wasserspeier
T4, W1, S4, I2, A1, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), -1 to Armour
Saves in CC

Horde Cloven Chariot: 85pts, Moves ‘9’


horda dividida carro
Horde Pferdefuß Wagen
T5, W5, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, The S3 I3 A2
comes from 2 Cloven Crew. The Cloven Beasts pulling the
Chariot are S4 I2 A2 -1 to Armour Saves

Armoured Horde Cloven with 2 Handed Axe: 11pts


horda blindada dividida amb dues destrales
Panzer Horde Pferdefuß mit Zweihand- Axt
T4, W1, S6, I0, A1, 4+ Armour Save, -3 to Armour Saves
and +1 to Hit Bonus in Close Combat
Forest Pleasure Daimon: 7pts, Moves ‘9’
dimoni del pla del bosc
Waldvergnügungsdämon
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2, Magical Attacks

Cloven Horde Heavy Units:


Limit of 40 Horde Minos with Twin Axes (2 Units)
Limit of 40 Horde Minos with 2H Axes (2 Units)
Limit of 40 Horde Thunder Ogres with 2H Axes (2 Units)
Limit of 40 Horde Thunder Ogres with Twin Maces (2 Units)
Limit of 40 Horde Chaotic Trolls (2 Units)

Horde Minos with Twin Axes: 45pts, Moves ‘9’


horda camins amb eixos bessons
Horde Minos mit zwei Achsen
T4, W3, S5, I4, A4, 6+ Armour Save, -1 to Armour Saves,
Weak against Spears

Horde Minos with 2 Handed Axe: 45pts, Moves ‘9’


horda camins amb dues mans destral
Horde Minos mit Zweihand- Axt
T4, W3, S6, I0, A3, 6+ Armour Save, Weak against
Spears, -3 to Armour Saves

Horde Thunder Ogre w/ 2 Handed Axe: 75pts, Moves ‘9’


horda trueno ogre amb dues destrales
Horde Donner-Oger mit Zweihand- Axt
T5, W4, S7, I1, A3, 4+ Armour Save, -4 to Armour Saves,
Weak against Spears

Horde Thunder Ogre w/ Twin Maces: 75pts, Moves ‘9’


horda trueno ogre amb màscares bessones
Horde Donner-Oger mit Zwillingskolben
T5, W4, S5, I2, A4, 4+ Armour Save, -2 to Armour Saves,
Weak against Spears
Horde Chaotic Troll: 25pts, Moves ‘9’
horda troll caòtic
Horde Chaotischer Troll
T4, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears, Acid
Reflex Shots (S5 Ignores Armour Saves)
Cloven Bestiary:

Cloven Bestiary Heroic Units (Compulsory):

Mutated Cloven Chief: 280pts


cap divdida mutat
mutierter Pferdefuß Häuptling
T5, W2, S4, I4, A3, No Save, Ambush, Re-rolls misses,
Turns 1 model within ‘12’ (friend or foe- roll a D6 if foe
and on a 3+ they turn into Death Spawn, placed within ‘3’ of
the Mutated Cloven Chief. They make a Dodge Save if
applicable) per Turn into Death Spawn. This occurs in the
Movement, Shooting Phase OR Close Combat Phase.

The Last Laugh (If an enemy Mage attempts to use an


Ability which requires rolling any amount D6 to activate (e.g.
Death’s Will, Fireball, Jungle Natives), they must roll a D6.
On a 1 they turn into a Death Spawn under the control of
the Mutated Cloven Chief),

Just Smoke and Noise (Immune to Shooting Attacks and


any abilities used in the Shooting Phase, e.g. Ice Blast)
unless they are within ‘12’ of this unit),
Smoking Remains (Deals a S3 Hit which Ignores Armour
Saves to all enemy models in base contact with this unit),
+1 to Hit Bonus in Close Combat, Dauntless,

For the Herd! (Can choose to score an 8 on CCR rolls


instead of rolling 2D6. Granted to all friendly Cloven units
within ‘12’)
Cloven Bestiary CORE Units:

Cloven with Twin Axes: 7pts


dividida amb eixos bessons
Pferdefuß mit zwei Achsen
T4, W1, S3, I3, A2, No Save, Ambush, Re-rolls misses

Blood Cloven with Twin Axes: 7pts + 30


Sang dividida amb eixos bessons
Blut Pferdefuß mit zwei Achsen
T4, W1, S3, I4, A3 (Always), No Save, Ambush, Re-rolls
misses, Crazed, Dauntless, the +30 is per Unit

Pox Cloven with Twin Axes: 7pts + 30


Pox dividida amb eixos bessons
Pocken Pferdefuß mit zwei Achsen
T4, W1, S3, I3, A2, 4+ Numb Save, Ambush, Re-rolls
misses, the +30 is per Unit

Cloven with Axe and Shield: 7pts


fes amb la destral i l'escut
Pferdefuß mit Axt und Schild
T4, W1, S3, I3, A1, 6+ Armour Save, Ambush, -2 to Numb
Saves, Re-rolls misses

Blood Cloven with Axe and Shield: 7pts + 30


Sang Dividida destral i escut
Blut Pferdefuß mit Axt und Schild
T4, W1, S3, I4, A2 (Always), 6+ Armour Save, Ambush, -2
to Numb Saves, Re-rolls misses, Crazed, Dauntless, the
+30 is per Unit
Pox Cloven with Axe and Shield: 7pts + 30
Pox Dividida destral i escut
Pocken Pferdefuß mit Axt und Schild
T4, W1, S3, I3, A1, 6+ Armour Save, 4+ Numb Save,
Ambush, -2 to Numb Saves, Re-rolls misses, the +30 is per
Unit

Brayer with Spear & Shield: 5pts


Brayer amb llança i escut
Brayer mit Speer und Schild
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry,
Ambush, Can join Cloven Units with Twin Axes, Re-rolls
misses

Blood Brayer with Spear & Shield: 5pts + 30


Sang Brayer amb llança i escut
Blut Brayer mit Speer und Schild
T3, W1, S3, I5, A2 (Always), 6+ Armour Save, S4 vs
Cavalry, Ambush, Can join Blood Cloven Units with
Twin Axes, Re-rolls misses, the +30 is per Unit

Pox Brayer with Spear & Shield: 5pts + 30


Pox Brayer amb llança i escut
Pocken Brayer mit Speer und Schild
T4, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry,
Ambush, Can join Pox Cloven Units with Twin Axes,
Re-rolls misses, the +30 is per Unit

Cloven Chariot: 80pts, Moves ‘9’


chariot dividida
Pferdefuß Wagen
T4, W4, S3, I3, A4, 4+ Armour Save, Cavalry, Deals D6+2
I8 S5 -2 Armour Save hits on Charge ONLY, The S3 I3 A4
comes from 2 Cloven Crew and Cloven Beasts that pull it
and they can re-roll misses
Blood Cloven Chariot: 80pts + 30, Moves ‘9’
Sang chariot dividida
Blut Pferdefuß Wagen
T4, W4, S3, I4, A8 (Always), 4+ Armour Save, Cavalry,
Deals D6+2 I8 S5 -2 Armour Save hits on Charge ONLY, The
S3 I4 A8 comes from 2 Cloven Crew and Cloven Beasts that
pull it and they can re-roll misses, Crazed, Dauntless, the
+30 is per Unit

Pox Cloven Chariot: 80pts + 30, Moves ‘9’


Pox chariot dividida
Pocken Pferdefuß Wagen
T4, W4, S3, I3, A4, 4+ Armour Save, 4+ Numb Save,
Cavalry, Deals D6+2 I8 S5 -2 Armour Save hits on Charge
ONLY, The S3 I3 A4 comes from 2 Cloven Crew and Cloven
Beasts that pull it and they can re-roll misses, the +30 is per
Unit

Hoofer: 4pts, Moves ‘9’


Peülla/Huf
T3, W1, S3, I3, A1, No Save, Ambush, Charges ‘9’, +1 to
Cover Saves

Blood Hoofer: 4pts + 30, Moves ‘9’


Sang Peülla/ Blut Huf
T3, W1, S3, I4, A2 (Always), No Save, Ambush, Crazed,
Dauntless, Charges ‘9’, +1 to Cover Saves, the +30 is per
Unit

Pox Hoofer: 4pts + 30, Moves ‘9’


Pox Peülla/ Pocken Huf
T3, W1, S3, I3, A1, 4+ Numb Save, Ambush, Charges ‘9’,
+1 to Cover Saves, the +30 is per Unit
Winged Cloven: 9pts, Moves ‘10’
dividida alats
geflügelt
T4, W1, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), Ambush,
Re-rolls misses

Winged Blood Cloven: 9pts + 30, Moves ‘10’


Sang dividida alats
Geflügeltes Blut Pferdefuß
T4, W1, S3, I4, A3 (Always), 5+ Dodge Save, Flyers (can
jump over Terrain and/or units but cannot land on them),
Ambush, Re-rolls misses, Crazed, Dauntless, the +30 is
per Unit

Winged Pox Cloven: 9pts + 30, Moves ‘10’


Pox dividida alats
geflügeltes Pocken Pferdefuß
T4, W1, S3, I3, A2, 5+ Dodge Save, 4+ Numb Save, Flyers
(can jump over Terrain and/or units but cannot land on
them), Ambush, Re-rolls misses
Cloven Bestiary Specialist Units:
Limit of 40 Fen Trolls (4 Units)
Limit of 40 Armoured Ogres with 2 Blades (4 Units)
Limit of 40 Armoured Ogres with 2H Axes (4 Units)
Limit of 120 Armoured Cloven (4 Units)
Limit of 120 Armoured Blood Cloven (4 Units)
Limit of 120 Armoured Pox Cloven (4 Units)
Limit of 40 Minos with Twin Axes (4 Units)
Limit of 40 Blood Minos with Twin Axes (4 Units)
Limit of 40 Pox Minos with Twin Axes (4 Units)
Limit of 40 Minos with 2 Handed Axes (4 Units)
Limit of 40 Blood Minos with 2 Handed Axes (4 Units)
Limit of 40 Pox Minos with 2 Handed Axes (4 Units)
Limit of 120 Chaotic Hounds (4 Units)
Limit of 40 Winged Screeching Women (4 Units)

Fen Troll with Wet Club: 40pts


Kulüpte bataklık trol
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears

Armoured Ogre with 2 Blades: 35pts, Moves ‘9’


pansret ogre med to kniver
T4, W3, S4, I2, A4, 4+ Armour Save, Weak against
Spears, -1 to Armour Saves, Deals 2 I9 S4 hits each on
Charge ONLY

Armoured Ogre with 2 Handed Axe: 40pts, Moves ‘9’


pansret ogre med tohånds øks
T4, W3, S6, I0, A3, 4+ Armour Save, Weak against
Spears, -3 to Armour Saves, Deals 2 I9 S4 hits each on
Charge ONLY
Armoured Cloven with 2 Handed Axe: 9pts
dividida blindats amb destral a dues mans
Panzer Pferdefuß mit Zweihand- Axt
T4, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves,
Re-rolls misses

Armoured Blood Cloven with 2 Handed Axe: 9pts + 30


Sang dividida blindats amb destral a dues mans
Panzer Blut Pferdefuß mit Zweihand- Axt
T4, W1, S5, I1, A2 (Always), 5+ Armour Save, -2 to Armour
Saves, Re-rolls misses, Crazed, Dauntless, the +30 is per
Unit

Armoured Pox Cloven with 2 Handed Axe: 9pts + 30


Pox dividida blindats amb destral a dues mans
Pocken Panzer Pferdefuß mit Zweihand- Axt
T4, W1, S5, I0, A1, 5+ Armour Save, 4+ Numb Save, -2 to
Armour Saves, Re-rolls misses, the +30 is per Unit

Minos with Twin Axes: 55pts, Moves ‘9’


camins amb eixos bessons
Minos mit zwei Achsen
T4, W3, S5, I4, A5, 6+ Armour Save, Reduces Armour
Saves by -1, Weak against Spears, Crazed, Dauntless,
Causes 1 I9 S4 hit each on Charge

Blood Minos with Twin Axes: 55pts + 30, Moves ‘9’


Sang camins amb eixos bessons
Blut Minos mit zwei Achsen
T4, W3, S5, I5, A6 (Always), 6+ Armour Save, Reduces
Armour Saves by -1, Weak against Spears, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge, the +30 is
per Unit
Pox Minos with Twin Axes: 55pts + 30, Moves ‘9’
Pox camins amb eixos bessons
Pocken Minos mit zwei Achsen
T4, W3, S5, I4, A5, 6+ Armour Save, 4+ Numb Save,
Reduces Armour Saves by -1, Weak against Spears,
Crazed, Dauntless, Causes 1 I9 S4 hit each on Charge, the
+30 is per Unit

Minos with 2 Handed Axe: 63pts, Moves ‘9’


camins amb dues mans destral
Minos mit Zweihand- Axt
T4, W3, S7, I0, A4, 6+ Armour Save, Weak against
Spears, Crazed, Dauntless, -3 to Armour Saves, Causes 1
I9 S4 hit each on Charge

Blood Minos with 2 Handed Axe: 63pts, Moves ‘9’ + 30


Sang camins amb dues mans destral
Blut Minos mit Zweihand- Axt
T4, W3, S7, I1, A5 (Always), 6+ Armour Save, Weak
against Spears, Crazed, Dauntless, -3 to Armour Saves,
Causes 1 I9 S4 hit each on Charge, the +30 is per Unit

Pox Minos with 2 Handed Axe: 63pts + 30, Moves ‘9’


Pox camins amb dues mans destral
Pocken Minos mit Zweihand- Axt
T4, W3, S7, I0, A4, 6+ Armour Save, 4+ Numb Save, Weak
against Spears, Crazed, Dauntless, -3 to Armour Saves,
Causes 1 I9 S4 hit each on Charge, the +30 is per Unit

Cloven Centaur with Spear: 16pts, Moves ‘9’


centaure dividida amb llança
Pferdefuß Zentaur mit Speer
T4, W1, S4, I2, A2, 4+ Armour Save, Cavalry, S5 -1 to
Armour Saves on Charge ONLY, Armed with Throwing Axes
(Auto, ‘12’, S4), Reflex Shots (S4), Re-rolls misses in Close
Combat
Blood Cloven Centaur with Spear: 16pts + 30
Sang centaure dividida amb llança
Blut Pferdefuß Zentaur mit Speer
Moves ‘9’- T4, W1, S4, I3, A3 (Always), 4+ Armour Save,
Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed
with Throwing Axes (Auto, ‘12’, S4), Reflex Shots (S4), Re-
rolls misses in Close Combat, the +30 is per Unit, Crazed,
Dauntless

Pox Cloven Centaur with Spear: 16pts, Moves ‘9’


Pox centaure dividida amb llança
Pocken Pferdefuß Zentaur mit Speer
T4, W1, S4, I2, A2, 4+ Armour Save, 4+ Numb Save,
Cavalry, S5 -1 to Armour Saves on Charge ONLY, Armed
with Throwing Axes (Auto, ‘12’, S4), Reflex Shots (S4), Re-
rolls misses in Close Combat, the +30 is per Unit

Chaotic Hound: 12pts, Moves ‘9’


Perro Caòtic/Chaotischer Hund
T4, W2, S4, I4, A2, No Save, Charges ‘9’, +1 to Cover
Saves, -1 to Armour Saves

Winged Screeching Woman: 7pts, Moves ‘10’


zèl fanm sire atè
T3, W1, S3, I5, A2, 5+ Dodge Save, Flyers, Ambush
Cloven Bestiary Heavy Units:
Limit of 2 Gigantic Thunder Ogres with 2H Axes
Limit of 2 Gigantic Blood Thunder Ogres with 2H Axes
Limit of 2 Gigantic Pox Thunder Ogres with 2H Axes
Limit of 4 Death Spawn (2 Units),
Limit of 4 Blood Spawn (2 Units)
Limit of 4 Pox Spawn (2 Units)
Limit of 20 Thunder Ogres with 2H Axes (2 Units)
Limit of 20 Blood Thunder Ogres with 2H Axes (2 Units)
Limit of 20 Pox Thunder Ogres with 2H Axes (2 Units)
Limit of 30 Blood Daimons with 2H Swords (1 Unit)
Limit of 30 Pox Daimons with Filthy Swords (1 Unit)
Limit of 20 Norse Trolls with 2 Blades (2 Units)
Limit of 20 Norse Blood Trolls with 2 Blades (2 Units)
Limit of 20 Norse Pox Trolls with 2 Blades (2 Units)

Gigantic Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’


gigantiske torden ogre med tohånds øks
T5, W6, S8, I1, A6, 4+ Armour Save, Crazed, Dauntless,
Weak against Spears, Blademaster, -4 to Armour Saves,
Thunderstruck, Deals 2 I9 S5 hits on Charge ONLY

Gigantic Blood Thunder Ogre w/ 2H Axe: 225pts + 30


Gigantiske blod torden ogre med tohånds øks
Moves ‘9’- T5, W6, S8, I2, A7 (Always), 4+ Armour Save,
Crazed, Dauntless, Weak against Spears, Blademaster,
-4 to Armour Saves, Thunderstruck, Deals 2 I9 S5 hits on
Charge ONLY, the +30 is per Unit

Gigantic Pox Thunder Ogre w/ 2H Axe: 225pts + 30


Gigantiske kopper torden ogre med tohånds øks
Moves ‘9’- T5, W6, S8, I1, A6, 4+ Armour Save, 4+ Numb
Save, Crazed, Dauntless, Weak against Spears,
Blademaster, -4 to Armour Saves, Thunderstruck, Deals
2 I9 S5 hits on Charge ONLY
Death Spawn: 50pts, Moves ‘7’, Units of 1 – 2
død spawn
T5, W3, S4, I2, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears

Blood Spawn: 55pts, Moves ‘7’, Units of 1 – 2


blod spawn
T5, W3, S5, I2, A5, No Save, Dauntless, -2 to Armour
Saves, Weak Against Spears

Pox Spawn: 60pts, Moves ‘7’, Units of 1 – 2


pox spawn
T5, W3, S4, I2, A5, 4+ Numb Save, Dauntless, -1 to
Armour Saves, Poisoned Attacks, Weak Against Spears

Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’


torden ogre med tohånds Glaive
T4, W4, S7, I1, A4, 4+ Armour Save, -3 to Armour Saves,
Weak against Spears, Thunderstruck: Immune to
Lightning Attacks & Warp Lightning Cannons, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Blood Thunder Ogre w/ 2 Handed Glaive: 64pts + 30


Blod torden ogre med tohånds Glaive
Moves ‘9’- T4, W4, S7, I2, A5 (Always), 4+ Armour Save, -3
to Armour Saves, Weak against Spears, Thunderstruck:
Immune to Lightning Attacks & Warp Lightning Cannons,
Crazed, Dauntless, Causes 1 I9 S4 hit each on Charge
ONLY, the +30 is per Unit

Thunder Ogre w/ 2 Handed Glaive: 64pts + 30


Torden kopper ogre med tohånds Glaive
Moves ‘9’- T4, W4, S7, I1, A4, 4+ Armour Save, 4+ Numb
Save, -3 to Armour Saves, Weak against Spears,
Thunderstruck: Immune to Lightning Attacks & Warp
Lightning Cannons, Crazed, Dauntless, Causes 1 I9 S4 hit
each on Charge ONLY, the +30 is per Unit
Blood Daimon with 2 Handed Sword: 10pts
cum sanguine, daemone duo manibus Gladius:
T3, W1, S4, I4, A1, 5+ Dodge Save, Electric and Fire attacks
are S2 against them, Reduces Armour Saves by -3,
Dauntless, S5 on Charge ONLY, +1 to hit Bonus in Close
Combat

Pox Daimon with Filthy Sword: 9pts


pokke daimon met vuil sward
T4, W1, S4, I2, A2, 5+ Dodge Save, 4+ Numb Save,
Dauntless, Slow, Always Wounds on 4+ at the most

Norse Troll with 2 Blades: 38pts


norse troll med to kniver
T5, W3, S5, I1, A4, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Norse Blood Troll with 2 Blades: 38pts + 30


Norse blod troll med to kniver
T5, W3, S5, I2, A5 (Always), 4+ Numb Save, Weak against
Fire, Reduces Armour Saves by -2, Weak against Spears,
Crazed, Dauntless, the +30 is per Unit

Norse Pox Troll with 2 Blades: 38pts + 30


Norse kopper troll med to kniver
T5, W3, S5, I1, A4, 3+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears, the
+30 is per Unit
Camelot:

Camelot CORE Units:

Knight of Camelot with Lance & Shield: 16pts


chevalier de camelot avec lance et bouclier
T4, W1, S3, I3, A1, 2+ Armour Save, 5+ Dodge Save,
Cavalry, S5 and -2 to Armour Saves on first Charge, Uses
Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge

Peasant Knight with Lance & Shield: 15pts


chevalier paysan avec lance et bouclier
T4, W1, S3, I3, A1, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Crazed (In the Close Combat Phase, they MUST
Charge if there is an enemy unit within ‘12’ of them, and
they will charge the closest enemy unit), S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Camelot Soldier with Halberd & Shield: 4pts


Camelot soldat avec hallebarde et le bouclier
T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves,
Re-rolls misses against ALL Camelot Soldiers

Camelot Soldier with Spear & Shield: 4pts


Camelot soldat avec un harpon et bouclier
T3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry,
Re-rolls misses against ALL Camelot Soldiers

Camelot Archer: 4pts


Camelot Archer
T3, W1, S3, I3, A1, 6+ Armour Save, Reflex Shots (S3),
Armed with Composite Bows (Automatic, ‘24’, S3)
Camelot Squire Bowman: 5pts, Moves ‘9’
Camelot écuyer à l'arc
T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3),
Armed with Composite Bows, +1 to Cover Saves

Camelot Squire Spearman: 5pts, Moves ‘9’


Camelot lancier écuyer
T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry, +1
to Cover Saves

Peasant Hovel: 0pts (Limit of 6 Crude Huts per 1500pts)


Can fit up to 20 Camelot Peasant models inside (T3 W1) and
grants I9 in Cover and Dauntless, If an enemy unit remains
in Close Combat with a Peasant Hovel for a Close Combat
Phase (yours or your opponent), the Hovel is destroyed and
is worth 100pts to the enemy. Generates 2D6 Camelot
Peasants per Turn

Camelot Peasant: 2pts


T3, W1, S3, I2, A1, No Save, Has -1 to Hit penalty in Close
Combat always

Camelot Specialist Units:


Limit of 120 Camelot Monks (4 Units)
Limit of 80 Glastonbury Tor Knights (4 Units)
Limit of 80 Mounted Squires (4 Units)
Limit of 80 Camelot Brigands (4 Units)

Camelot Monk with Sword & Shield: 5pts


camelot moine avec épée et bouclier
T3, W1, S3, I3, A1, 5+ Armour Save, Diehards, Re-rolls
misses, +1 to Wound against ALL Camelot Monks (1 still
fails)
Knight of Glastonbury Tor w/ 2 Handed Sword: 20pts
chevalier de Glastonbury objectif avec l'épée à deux
mains
T4, W1, S6, I0, A1, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Diehards, -2 to Armour Saves

Knight of Glastonbury Tor w/ Lance and Shield: 18pts


chevalier de Glastonbury objectif avec lance et
bouclier
T4, W1, S4, I4, A1, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Diehards, S6 and -2 to Armour Saves on first
Charge, Uses Sword at ALL other times and can re-roll
misses: A2 S4 before AND after first Charge

Mounted Squire with Spear & Shield: 10pts, Moves ‘9’


écuyer monté avec la lance et le bouclier
T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge, Reflex
Shots (S3), Armed with Composite Bow, Cavalry

Camelot Brigand with Longbow: 6pts, Moves ‘9’


camelot brigand avec arc
T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3),
Moves through Woods without penalty, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Longbow (Auto, ‘30’, S3), +1 to Cover
Saves

Camelot Heavy Units:


Limit of 40 Knights of the Round (2 Units)
Limit of 40 Pegasus Knights (2 Units)
Limit of 2 Camelot Trebuchets

Knight of the Round with Lance & Shield: 28pts


chevalier de la ronde avec lance et bouclier
T4, W1, S4, I5, A2, 2+ Armour Save, 4+ Dodge Save,
Cavalry, Dauntless, S6 on first Charge and -2 to Armour
Saves, Uses Sword at ALL other times and can re-roll
misses: A2 S4 before AND after first Charge, Magical
Attacks, +1 to hit Bonus in Close Combat
Camelot Pegasus Knight w/ Lance & Shield: 32pts
camelot pegasus chevalier avec lance et bouclier
Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, 4+ Dodge
Save, Cavalry, S6 and -2 to Armour Saves on first Charge
ONLY, Also gets A2 S4 from each Pegasus at max  Uses
Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge (2 attacks come from Pegasus,
Flyer (can jump over Terrain and/or units but cannot land
on them)

Camelot Trebuchet- 60pts


Camelot trebuchet
-T3, W1, S3, I3, A1, 6+ Armour Save (5 Peasant Crew)
-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing
a Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast
Royalist Camelot:
Royaliste Camelot:
Painted mainly in Whites

Volley Fire
(feu volée)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(retrancher)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s
statistics.

Royalist Camelot CORE Units:

Royalist Camelot Archer: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Composite Bows (Automatic, ‘24’, S3), Entrench, Volley
Fire (Fires 2 Shots in Shooting Phase)

Royalist Camelot Squire Bowman: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite
Bows, Entrench, Volley Fire (Fires 2 Shots in Shooting
Phase)
Royalist Camelot Specialist Units:
Limit of 50 Camelot Mounted Squires, Camelot Brigands

Royalist Mounted Squire with Spear & Shield: 10pts, Moves


‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge,
Armed with Composite Bow, Cavalry, Volley Fire (Fires 2
Shots in Shooting Phase)

Royalist Camelot Brigand with Longbow: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Longbow (Auto, ‘30’, S3), Entrench,
Volley Fire (Fires 2 Shots in Shooting Phase)
Blue Camelot:
Bleu Camelot:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(téléporteur personnel)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Camelot CORE Units:

Blue Knight of Camelot with Lance & Shield: 16pts


T4, W1, S3, I3, A1, 2+ Armour Save, 5+ Numb Save,
Cavalry, S5 and -2 to Armour Saves on first Charge, Uses
Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge

Blue Peasant Knight with Lance & Shield: 15pts


T4, W1, S3, I3, A1, 2+ Armour Save, 5+ Numb Save,
Cavalry, Crazed, S5 and -2 to Armour Saves on first
Charge, Uses Sword at ALL other times and can re-roll
misses: A2 S3 before AND after first Charge

Blue Camelot Soldier with Halberd & Shield: 4pts


T3, W1, S4, I3, A1, 5+ Armour Save, 5+ Numb Save, -1 to
Armour Saves

Blue Camelot Soldier with Spear & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, S4
against Cavalry

Blue Camelot Archer: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Composite Bows (Automatic, ‘24’, S3)
Blue Camelot Squire Bowman: 5pts, Moves ‘9’
T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save

Blue Camelot Squire Spearman: 5pts, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, S4
against Cavalry

Blue Camelot Specialist Units:


Limit of 50 Camelot Monks, Glastonbury Tor Knights,
Mounted Squires, Camelot Brigands

Blue Camelot Monk with Sword & Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save,
Diehards, Re-rolls misses

Blue Knight of Glastonbury Tor w/ 2 Handed Sword:


20pts- T4, W1, S6, I0, A1, 2+ Armour Save, 5+ Numb Save,
Cavalry, Diehards, -2 to Armour Saves

Blue Mounted Squire w/ Spear & Shield: 10pts, Moves


‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, 5+ Numb Save,
S4 on Charge, Armed with Composite Bow, Cavalry

Blue Camelot Brigand with Longbow: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save,
Shooting hits like Snipers (2+ against normal models and
3+ against Shadow units), Armed with Longbow (Auto,
‘30’, S3)

Blue Camelot Heavy Units:


Limit of 40 Knights of the Round, Pegasus Knights
Limit of 2 Camelot Trebuchets
Blue Knight of the Round with Lance & Shield: 28pts
T4, W1, S4, I5, A2, 2+ Armour Save, 5+ Numb Save,
Cavalry, Dauntless, S6 on first Charge and -2 to Armour
Saves, Uses Sword at ALL other times and can re-roll
misses: A2 S4 before AND after first Charge, Magical
Attacks

Blue Camelot Pegasus Knight w/ Lance & Shield:


32pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, 5+
Numb Save, Cavalry, S6 and -2 to Armour Saves on first
Charge ONLY, Also gets A2 S4 from each Pegasus at max 
Uses Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge (2 attacks come from Pegasus,
Flyer (can jump over Terrain and/or units but cannot land
on them)

Blue Camelot Trebuchet- 60pts,


-T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save (4
Peasant Crew)
-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing
a Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast
Yellow Camelot:
Jaune Camelot:
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(deux pour le prix d'un)
Yellow Camelot models all have enhanced durability, in the
form of extra Wounds on their profile and, as a consequence
of this, have reduced Saves where relevant (-1). This will be
always be included in the rules and stats for a unit.

Yellow Camelot CORE Units:

Yellow Knight of Camelot with Lance & Shield: 16pts


T4, W2, S3, I3, A1, 3+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Yellow Peasant Knight with Lance & Shield: 15pts


T4, W2, S3, I3, A1, 3+ Armour Save, Cavalry, Crazed, S5
and -2 to Armour Saves on first Charge, Uses Sword at ALL
other times and can re-roll misses: A2 S3 before AND after
first Charge

Yellow Camelot Soldier with Halberd & Shield: 4pts


T3, W2, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Yellow Camelot Soldier with Spear & Shield: 4pts


T3, W2, S3, I4, A1, 6+ Armour Save, S4 against Cavalry

Yellow Camelot Archer: 4pts


T3, W2, S3, I3, A1, No Save, Armed with Composite Bows
(Automatic, ‘24’, S3)
Yellow Camelot Squire Bowman: 5pts, Moves ‘9’
T3, W2, S3, I3, A1, No Save, Armed with Composite Bows

Yellow Camelot Squire Spearman: 5pts, Moves ‘9’


T3, W2, S3, I4, A1, No Save, S4 against Cavalry

Yellow Camelot Specialist Units:


Limit of 50 Camelot Monks, Glastonbury Tor Knights,
Mounted Squires, Camelot Brigands

Yellow Camelot Monk with Sword & Shield: 5pts


T3, W2, S3, I3, A1, 6+ Armour Save, Diehards, Re-rolls
misses

Yellow Knight of Glastonbury Tor w/ 2 Handed Sword:


20pts- T4, W2, S6, I0, A1, 3+ Armour Save, Cavalry,
Diehards, -2 to Armour Saves

Yellow Mounted Squire with Spear & Shield: 10pts,


Moves ‘9’- T4, W2, S3, I3, A1, 5+ Armour Save, S4 on
Charge, Armed with Composite Bow, Cavalry

Yellow Camelot Brigand with Longbow: 6pts, Moves ‘9’


T3, W2, S3, I3, A1, No Save, Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Armed with Longbow (Auto, ‘30’, S3)

Yellow Camelot Heavy Units:


Limit of 40 Knights of the Round, Pegasus Knights
Limit of 2 Camelot Trebuchets

Yellow Knight of the Round with Lance & Shield: 28pts


T4, W2, S4, I5, A2, 3+ Armour Save, Cavalry, Dauntless,
S6 on first Charge and -2 to Armour Saves, Uses Sword at
ALL other times and can re-roll misses: A2 S4 before AND
after first Charge, Magical Attacks
Yellow Camelot Pegasus Knight w/ Lance & Shield:
32pts, Moves ‘10’, T4, W3, S4, I4, A1, 3+ Armour Save,
Cavalry, S6 and -2 to Armour Saves on first Charge ONLY,
Also gets A2 S4 from each Pegasus at max  Uses Sword at
ALL other times and can re-roll misses: A3 S4 before AND
after first Charge (2 attacks come from Pegasus, Flyer (can
jump over Terrain and/or units but cannot land on them)

Yellow Camelot Trebuchet- 60pts,


-T3, W2, S3, I3, A1, No Save (4 Peasant Crew)
-T7, W2, S0, I0, A0, No Save (Trebuchet). Artillery, Firing
a Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast
Green Camelot:
Vert Camelot:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(précision mortelle)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Camelot CORE Units:

Green Knight of Camelot with Lance & Shield: 16pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Green Peasant Knight with Lance & Shield: 15pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, Crazed, S5
and -2 to Armour Saves on first Charge, Uses Sword at ALL
other times and can re-roll misses: A2 S3 before AND after
first Charge

Green Camelot Soldier with Halberd & Shield: 4pts


T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Green Camelot Soldier with Spear & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Green Camelot Archer: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Composite Bows (Automatic, ‘24’, S3)
Green Camelot Squire Bowman: 5pts, Moves ‘9’
T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite
Bows

Green Camelot Squire Spearman: 5pts, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry

Green Camelot Specialist Units:


Limit of 50 Camelot Monks, Glastonbury Tor Knights,
Mounted Squires, Camelot Brigands

Green Camelot Monk with Sword & Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Diehards, Re-rolls
misses

Green Knight of Glastonbury Tor w/ 2 Handed Sword:


20pts- T4, W1, S6, I0, A1, 2+ Armour Save, Cavalry,
Diehards, -2 to Armour Saves

Green Mounted Squire with Spear & Shield: 10pts,


Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on
Charge, Armed with Composite Bow, Cavalry

Green Camelot Brigand with Longbow: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Longbow (Auto, ‘30’, S3)

Green Camelot Heavy Units:


Limit of 40 Knights of the Round, Pegasus Knights
Limit of 2 Camelot Trebuchets
Green Knight of the Round with Lance & Shield: 28pts
T4, W1, S4, I5, A2, 2+ Armour Save, Cavalry, Dauntless,
S6 on first Charge and -2 to Armour Saves, Uses Sword at
ALL other times and can re-roll misses: A2 S4 before AND
after first Charge, Magical Attacks

Green Camelot Pegasus Knight w/ Lance & Shield:


32pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save,
Cavalry, S6 and -2 to Armour Saves on first Charge ONLY,
Also gets A2 S4 from each Pegasus at max  Uses Sword at
ALL other times and can re-roll misses: A3 S4 before AND
after first Charge (2 attacks come from Pegasus, Flyer (can
jump over Terrain and/or units but cannot land on them)

Green Camelot Trebuchet- 60pts,


-T3, W1, S3, I3, A1, 6+ Armour Save (4 Peasant Crew)
-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing
a Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast
Red Camelot:
Rouge Camelot:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(l'armée rouge)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Camelot CORE Units:

Red Knight of Camelot with Lance & Shield: 14pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Red Peasant Knight with Lance & Shield: 13pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, Crazed, S5
and -2 to Armour Saves on first Charge, Uses Sword at ALL
other times and can re-roll misses: A2 S3 before AND after
first Charge

Red Camelot Soldier with Halberd & Shield: 2pts


T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Red Camelot Soldier with Spear & Shield: 2pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Red Camelot Archer: 2pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Composite Bows (Automatic, ‘24’, S3)
Red Camelot Squire Bowman: 3pts, Moves ‘9’
T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite
Bows

Red Camelot Squire Spearman: 3pts, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry

Red Camelot Specialist Units:


Limit of 50 Camelot Monks, Glastonbury Tor Knights,
Mounted Squires, Camelot Brigands

Red Camelot Monk with Sword & Shield: 3pts


T3, W1, S3, I3, A1, 5+ Armour Save, Diehards, Re-rolls
misses

Red Knight of Glastonbury Tor w/ 2 Handed Sword:


18pts- T4, W1, S6, I0, A1, 2+ Armour Save, Cavalry,
Diehards, -2 to Armour Saves

Red Mounted Squire with Spear & Shield: 8pts, Moves


‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge,
Armed with Composite Bow, Cavalry

Red Camelot Brigand with Longbow: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Longbow (Auto, ‘30’, S3)

Red Camelot Heavy Units:


Limit of 40 Knights of the Round, Pegasus Knights
Limit of 2 Camelot Trebuchets
Red Knight of the Round with Lance & Shield: 26pts
T4, W1, S4, I5, A2, 2+ Armour Save, Cavalry, Dauntless,
S6 on first Charge and -2 to Armour Saves, Uses Sword at
ALL other times and can re-roll misses: A2 S4 before AND
after first Charge, Magical Attacks

Red Camelot Pegasus Knight w/ Lance & Shield: 30pts,


Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save, Cavalry,
S6 and -2 to Armour Saves on first Charge ONLY, Also gets
A2 S4 from each Pegasus at max  Uses Sword at ALL other
times and can re-roll misses: A3 S4 before AND after first
Charge (2 attacks come from Pegasus, Flyer (can jump over
Terrain and/or units but cannot land on them)

Red Camelot Trebuchet- 52pts


-T3, W1, S3, I3, A1, 6+ Armour Save (4 Peasant Crew)
-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing
a Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast
Shadow Camelot:
Ombre Camelot:
Painted mainly in Black colours

Seeing Shadows
(vois les Ombres)
Shadow Camelot models are ALWAYS hit by enemy models
on a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+). Some models will
have a ‘+1 to hit Bonus in Close Combat’ rule and this
will make them hit Shadow Units on a 3+.

Dauntless
(Intrépide)
ALL Shadow Camelot models have the Dauntless rule. If this
unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Camelot CORE Units:

Shadow Knight of Camelot with Lance & Shield: 16pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Shadow Peasant Knight with Lance & Shield: 15pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, Crazed, S5
and -2 to Armour Saves on first Charge, Uses Sword at ALL
other times and can re-roll misses: A2 S3 before AND after
first Charge
Shadow Camelot Soldier with Halberd & Shield: 4pts
T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Shadow Camelot Soldier with Spear & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Shadow Camelot Archer: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Composite Bows (Automatic, ‘24’, S3)

Shadow Camelot Squire Bowman: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Armed with Composite
Bows

Shadow Camelot Squire Spearman: 5pts, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry

Shadow Camelot Specialist Units:


Limit of 50 Camelot Monks, Glastonbury Tor Knights,
Mounted Squires, Camelot Brigands

Shadow Camelot Monk with Sword & Shield: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Re-rolls misses

Shadow Knight of Glastonbury Tor w/ 2 Handed


Sword: 20pts- T4, W1, S6, I0, A1, 2+ Armour Save,
Cavalry, -2 to Armour Saves

Shadow Mounted Squire with Spear & Shield: 10pts,


Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on
Charge, Armed with Composite Bow, Cavalry

Shadow Camelot Brigand with Longbow: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Longbow (Auto, ‘30’, S3)
Shadow Camelot Heavy Units:
Limit of 40 Knights of the Round, Pegasus Knights
Limit of 2 Camelot Trebuchets

Shadow Knight of the Round with Lance & Shield:


28pts- T4, W1, S4, I5, A2, 2+ Armour Save, Cavalry, S6 on
first Charge and -2 to Armour Saves, Uses Sword at ALL
other times and can re-roll misses: A2 S4 before AND after
first Charge, Magical Attacks

Shadow Camelot Pegasus Knight w/ Lance & Shield:


32pts, Moves ‘10’, T4, W2, S4, I4, A1, 2+ Armour Save,
Cavalry, S6 and -2 to Armour Saves on first Charge ONLY,
Also gets A2 S4 from each Pegasus at max  Uses Sword at
ALL other times and can re-roll misses: A3 S4 before AND
after first Charge (2 attacks come from Pegasus, Flyer (can
jump over Terrain and/or units but cannot land on them)

Shadow Camelot Trebuchet- 60pts,


-T3, W1, S3, I3, A1, 6+ Armour Save (4 Peasant Crew)
-T7, W1, S0, I0, A0, No Save (Trebuchet). Artillery, Firing
a Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’ blast
Royal Camelot:

Royal Camelot CORE Units:

Royal Knight of Camelot with Lance & Shield: 18pts


T4, W1, S4, I4, A1, 2+ Armour Save, Cavalry, S6 and -3 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S4 before AND after first
Charge

Royal Peasant Knight with Lance & Shield: 15pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Camelot Footman with Spear & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Camelot Footman with Halberd & Shield: 4pts


T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Camelot Footman with 2H Sword & Shield: 4pts


T3, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Camelot Footman with Composite Bow: 4pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Armed with Composite Bows (Automatic, ‘24’, S3),
+1 to Cover Saves

Camelot Footman with Crossbow: 5pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S4 -1 to Armour Saves), Armed with Royal Crossbow
(Heavy, ‘30’, S4 -1 to Armour Saves), +1 to Cover Saves
Camelot Peasant: 2pts
T3, W1, S3, I2, A1, No Save, Has -1 to Hit penalty in Close
Combat always

Camelot Peasant with Spear: 3pts


T3, W1, S3, I3, A1, No Save, Has -1 to Hit penalty in Close
Combat always, S4 against Cavalry

Camelot Peasant with Composite Bow: 3pts


T3, W1, S3, I2, A1, No Save, Reflex Shots (S3), Armed with
Composite Bows (Automatic, ‘24’, S3), Has -1 to Hit
penalty in Shooting, Reflex Shots and Close Combat always

Royal Camelot Specialist Units:


No Limit on Camelot Foot Knights
No Limit on Mounted Retainers
No Limit on Royal Camelot Brigands

Camelot Foot Knight with Sword & Shield: 10pts


T3, W1, S3, I3, A1, 4+ Armour Save

Camelot Foot Knight with 2H Sword: 10pts


T3, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Mounted Retainer with Lance & Shield: 12pts


T4, W1, S3, I3, A1, 4+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge

Mounted Retainer with Crossbow & Shield: 10pts


Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, Armed with
Crossbow, Cavalry, Reflex Shots (S4, -1 to Armour Saves)
Royal Camelot Brigand with Composite Bow: 6pts
Moves ‘9’- T3, W1, S3, I3, A1, 5+ Dodge Save, Reflex Shots
(S3), Moves through Woods without penalty, Armed with
Composite Bow (Auto, ‘24’, S3), +1 to Cover Saves

Royal Camelot Brigand with Crossbow: 7pts


Moves ‘9’- T3, W1, S3, I3, A1, 5+ Dodge Save, Reflex Shots
(S4 -1 to Armour Saves), Moves through Woods without
penalty, Armed with Royal Crossbow (Heavy, ‘30’, S4 -1 to
Armour Saves), +1 to Cover Saves

Royal Camelot Brigand with 2H Axe and Shield: 6pts


T3, W1, S5, I0, A1, 5+ Armour Save, Moves through Woods
without penalty, -2 to Armour Saves, +1 to Cover Saves

Royal Camelot Heavy Units:


No Limit on Halfling Retainers
No Limit on Royal Camelot Cannons
No Limit on Royal Camelot Ballistae
No Limit on Royal Camelot Multi-Cannons
No Limit on Royal Camelot Catapults

Halfling Retainer with Sword & Shield: 3pts, Move ‘9’


T2, W1, S2, I5, A1, 5+ Dodge Save, Moves through Woods
without penalty, Re-rolls misses, these models may be
armed with a variety of weapons but all count as Swords, +1
to Cover Saves

Halfling Retainer with Spear & Shield: 3pts, Move ‘9’


T2, W1, S2, I6, A1, 5+ Dodge Save, Moves through Woods
without penalty, S3 vs Cavalry, these models may be armed
with a variety of weapons but all count as Spears, +1 to
Cover Saves
Halfling Retainer with Composite Bow & Shield: 5pts
Move ‘9’- T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with
Composite Bows, Reflex Shots (S3), Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Moves through Woods without penalty, +1 to Cover
Saves

Royal Camelot Cannon: 101pts


-T3, W1, S3, I3, A1, 6+ Armour Save (3 Peasant Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘48’, S10, deals 4 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Royal Camelot Ballista: 44pts


T3, W1, S3, A1, I3, 6+ Armour Save (3 Peasant Crew)
T7, W3, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘48’, S5, 1
shot, Ignores Armour, deals 4 wounds if unsaved which can
potentially destroy 4 models), Artillery

Royal Camelot Multi-Cannon: 64pts


-T3, W1, S3, I3, A1, 6+ Armour Save (3 Peasant Crew)
-T7, W3, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’24’, 2D6+4 shots, Ignores Armour Saves,
Always Wounds on a 4+), Artillery

Royal Camelot Catapult: 71pts


T3, W1, S3, I2, A1, 6+ Armour Save (3 Peasant Crew)
T7, W3, S0, I0, A0, No Save (Catapult)
Artillery, Firing a Mortar/Catapult (see Page 18 of Army
Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S7, ‘2’
blast, Ignores Armour Saves, Deals 3 Wounds if unsaved
Chivalric Camelot:

Chivalric Camelot CORE Units:

Chivalric Knight of Camelot with Lance & Shield: 18pts


T4, W1, S4, I4, A1, 2+ Armour Save, Cavalry, S6 and -3 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S4 before AND after first
Charge, Bloody Peasant! (If in Close Combat alongside a
friendly non-Knight unit, they will make their CCR rolls
separately and are not destroyed with the Peasants if the
Peasants should fail their CCR roll), The Holy Grail (Units
with this rule cause all enemy missile units, including
Artillery, to have to roll a 4+ on D6 before Shooting or
Reflex Shots against this unit)

Chivalric Peasant Knight with Lance & Shield: 15pts


T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S6 and -3 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge, Bloody Peasant!, The Holy Grail, The Peasant
Revolt (+1 Strength on First Charge with Lance ONLY,
included above)

Chivalric Camelot Squire Bowman: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3),
Armed with Longbow (Auto, ‘30’, S3), +1 to Cover Saves,
Re-rolls misses in Close Combat

Chivalric Camelot Squire Spearman: 5pts, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Dodge Save, S4 against Cavalry, +1
to Cover Saves

Chivalric Camelot Squire Swordsman: 5pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Dodge Save, +1 to Cover Saves, Re-
rolls misses in Close Combat
Chivalric Camelot Soldier with Halberd & Shield: 4pts
T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Chivalric Camelot Soldier with Spear & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 against Cavalry

Chivalric Camelot Soldier with Sword & Shield: 4pts


T3, W1, S3, I3, A1, 5+ Armour Save, Re-rolls misses

Chivalric Camelot Archer: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Reflex Shots (S3),
Armed with Long Bow (Automatic, ‘30’, S3), Re-rolls misses
in Close Combat

Chivalric Guard Dog: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, Moves through Woods without penalty,
Charges ‘9’, Re-rolls misses against Fay Elf units, +1 to
Cover Saves

Chivalric Camelot Specialist Units:


Limit of 21 Chivalric Glastonbury Tor Knights (1 Unit)
No Limit on Chivalric Mounted Squires
Limit of 30 Chivalric Camelot Brigands (1 Unit)
Limit of 30 Drunken Camelot Brigands (1 Unit)
No Limit on Shrine Maidens with Twin Hammers

Chivalric Knight of Glastonbury Tor with Lance and


Shield: 20pts- T4, W1, S4, I4, A1, 2+ Armour Save, 5+
Dodge Save, Cavalry, Diehards, S6 and -3 to Armour
Saves on first Charge, Uses Sword at ALL other times and
can re-roll misses: A2 S4 before AND after first Charge
Chivalric Mounted Squire with Spear & Shield: 10pts
Moves ‘9’- T4, W1, S3, I3, A1, 4+ Armour Save, S4 on
Charge, Reflex Shots (S3), Armed with Composite Bow,
Cavalry

Chivalric Camelot Brigand with Longbow: 6pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Moves through Woods without penalty, Shooting hits
like Snipers (2+ against normal models and 3+ against
Shadow units), Armed with Longbow (Auto, ‘30’, S3), +1 to
Cover Saves

Drunken Camelot Brigand with Longbow: 5pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Moves through Woods without penalty, Armed with
Longbow (Auto, ‘30’, S3), +1 to Cover Saves, Drunken
Bandits (Does NOT get ‘Shooting Hits like Snipers’ but gains
Diehards rule)

Shrine Maiden with Flail: 8pts


T3, W1, S4, I2, A2, No Save, Dauntless, Strength in
Purity (-1 to Armour Saves, Re-rolls misses in Close
Combat)

Chivalric Camelot Heavy Units:


Limit of 21 Chivalric Knights of the Round (1 Unit)
Limit of 1 Chivalric Temple Knight
Limit of 1 Chivalric Relic Wagon
Limit of 1 Chivalric Black Knight

Chivalric Knight of the Round with Lance & Shield:


22pts- T4, W1, S4, I4, A1, 2+ Armour Save, Cavalry,
Dauntless, S6 on first Charge and -3 to Armour Saves,
Uses Sword at ALL other times and can re-roll misses: A2 S4
before AND after first Charge, +1 to hit Bonus in Close
Combat
Chivalric Temple Knight with Hammer and Shield:
140pts- T4, W2, S4, I5, A3, 4+ Armour Save, Dauntless,
-3 to Armour Saves, Magical Attacks, Bane of the Dead
(Hammer automatically wounds ALL Army of Darkness and
Dead Egyptian units), Serene (Necromancers and Vyres are
unable to use Death’s Hand, Death’s Will, Death’s Gaze or
any Summoner abilities within ‘6’ of this unit. ‘Open Grave
Policy’ is also nullified for units within ‘6’ of this unit)

Chivalric Pegasus Knight w/ Lance & Shield: 32pts


Moves ‘10’- T4, W2, S4, I4, A1, 2+ Armour Save, 5+ Dodge
Save, Cavalry, Dauntless, S6 and -3 to Armour Saves on
first Charge ONLY, Also gets A2 S4 from each Pegasus at
max  Uses Sword at ALL other times and can re-roll
misses: A3 S4 -1 to Armour Saves before AND after first
Charge (2 attacks come from Pegasus, Flyer (can jump over
Terrain and/or units but cannot land on them)
Chivalric Relic Wagon: 100pts, Moves ‘12’
T7, W4, S3, I3, A6, 6+ Armour Save, Weak against
Spears, Dauntless, Relics of the Saints (Enemy units
must pass a CCR roll before Charging or Attacking this unit,
but the Relic Wagon rolls 3D6 against the enemy who rolls
2D6. Fay Elf units with ‘Tree’ in their title suffer -4 to their
roll), Pulled by 4 Horses which are S3 I3 A4 in CC, Crewed
by 6 Chivalric Pilgrims who are S3 I3 A6 in total in CC, Holy
Discontent (If facing Fay Elves in battle, roll a D6 for each
Chivalric unit with ‘Knight’ in its title. On a 5+ they are
Dauntless when facing Fay Elves in CC and re-roll misses
against them. They also become Crazed and must Charge
Fay Elf units if possible)

Chivalric Black Knight with Lance & Shield: 100pts


T4, W3, S4, I6, A3, 2+ Armour Save, 4+ Numb Save,
Cavalry, Dauntless, S6 on first Charge and -3 to Armour
Saves, Uses Morning Star at ALL other times and can re-roll
misses: A3 S4 -3 to Armour Saves before AND after first
Charge, +1 to hit Bonus in Close Combat, It’s Just A Flesh
Wound (4+ Numb Save), Have At You! (Gains +1 Attack
for every Hit in Close Combat, up to a Maximum of +4
Attacks if all Attacks Hit on a Charge)
Cursed Provence:

Cursed Provence CORE Units:


As normal for Camelot

Cursed Provence Specialist Units:


As normal for Camelot

Cursed Provence Heavy Units:


As normal for Camelot

Cursed Provence Allied Units:


25% of your Army Points Value:
Units from Army of Darkness (without restrictions)
(Outcasts, Ghoul Devotees, Levy Militia, Levy Crossbowmen,
Levy Archers, Hungry Ghouls, Night Haunter Trios, Dead
Footmen, Vyre Lord on Dead Dragon, Enchanted Night
Wraiths, Night Banshee Widows, Corpse Dragon, Winged
Creatures of the Night, Reaper Coach of Darkness, Night
Manticore, Night Rat Horde, Night Spiders and Night
Banshee Matriarch)

(Night Wolves of Doom, Night Zombies, Night Ghouls, Night


Wolves, Night Skeletons, Night Bats, Armoured Night
Skeletons, Giant Bats of the Night, Death Carts, Night
Mummies, Night Skeleton Chariots, Night Skeleton
Horsemen, Dead Knights, Night Ghosts, Mounted Dead
Knights, Spectre Hosts, Giant Night Ghouls, Winged Vyres,
Mounted Reaper Wraiths, Royal Gargoyles, Vyre Knights,
Werewolves with Bat Wings, Night Wraiths, Night Banshees,
Dead Dragons, Vyre Throne of the Night, Spirit Engine of the
Dead, Vyre Knights, Vyre Knight Counts & Vyre Knight
Lords)
Defenders of Lorraine:
Known by their distinctive Red-Black heraldry & uniforms

Defenders of Lorraine Heroic Units (Compulsory):


Limit of 1 Peasant Knight Hero & Ballad Jester

Peasant Knight Hero & Ballad Jester: 270pts


Paysan Chevalier Héros et Ballade Jester
-T4, W2, S4, I5, A3, 4+ Armour Save (Peasant Knight Hero)
-T3, W1, S3, I3, A2, 2+ Dodge Save (Ballad Jester)
Peasant Knight Hero: Moves ‘9’- T4, W2, S4, I5, A3, 2+
Armour Save, 3+ Dodge Save, Cavalry, S6 and -3 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A4 S4 before AND after first
Charge, +1 to Hit Bonus in Close Combat, Diehards, Battle
Hymn of Provence (+1 CCR rolls), Hymn of the Holy
Grail (Grants 3+ Dodge Save to Peasant Knights or a 5+
Dodge Save to Camelot Peasants, Squires, Mounted Squires,
Soldiers, Archers, Monks and the Crew of Camelot
Trebuchets), Hero of the People (Can only join units listed
in the Hymn of the Holy Grail)

Ballad Jester: Moves ‘9’- T3, W1, S3, I3, A2, 2+ Dodge
Save, Comedian of the People (Can only join units listed
in the Hymn of the Holy Grail), Can leave the Peasant Knight
Hero at any time & Move ‘6’ and join units as per Comedian
of the People. Ballad Jester can leave a Close Combat in this
manner, Laughing Stock (Enemy units within ‘6’ of the
Ballad Jester suffer -1 to Hit in Close Combat), Always
suffers a -1 to Hit penalty in Close Combat
Defenders of Lorraine Heroic Units:
Limit of 2 Knight Lords of Camelot
Limit of 1 Knightly Standard Bearer (Foot or Mounted)

Knight Lord of Camelot with Lance & Shield: 110pts


Chevalier Seigneur de Camelot avec lance et bouclier
T4, W3, S4, I6, A4, 2+ Armour Save, 5+ Dodge Save,
Cavalry, S6 and -3 to Armour Saves on first Charge, Uses
Sword at ALL other times and can re-roll misses: A5 S4 -1 to
Armour Saves before AND after first Charge, +1 to Hit
Bonus in Close Combat, For Our Lord! (Can choose to score
a 9 on CCR rolls instead of rolling 2D6. Granted to all
friendly units within ‘12’), Magical Attacks

Knightly Standard Bearer on Foot: 60pts


Chevalier porte-drapeau à pied
T4, W2, S4, I5, A3, 4+ Armour Save, 5+ Dodge Save, -1 to
Armour Saves, Equipped with Sword and Shield, Re-roll
misses, Banner of the Ice Queen (+1 to CCR Rolls, Grants
‘Diehards’ rule to friendly units within ‘12’ unless already
Dauntless), Magical Attacks

Mounted Knightly Standard Bearer: 80pts


porteur standard de chevalier monté
T4, W3, S4, I5, A3, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Equipped with Lance and Shield, S6 and -3 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A4 S4 before AND after first
Charge, Banner of the People (+1 to CCR Rolls, if this unit
is attached to Peasant Knights, they become S6 -3 to
Armour Saves on first Charge with Lances or S4 when not
Charging at all times)
Most Defenders of Lorraine units are marked with a K for
Knights or a P for Peasants. Cannot take more Knight units
than Peasant units (or more Peasant units than Knight
units). Otherwise, the units below are the same as they are
in the Camelot CORE, Specialist and Heavy unit descriptions.

None Shall Pass:


Knight units (marked with a ‘K’) have the ‘Ambush’ rule.
They can also request that enemy Artillery who need to roll
a D6 before firing (such as a Heavy Cannon) to re-roll this.

Ride Them Down!:


If your army is facing a German Empire army of 2000 pts,
you can take 1000 pts of Knight units (K), you will benefit
from ‘None Shall Pass’, you can take your Peasant Knight
Hero & Ballad Jester for 0pts. German Empire units will
halve their CCR rolls in this battle, rounding down (so if they
rolled a 7, it be rounded down to 6 and divided by 2 = 3).
The German Empire receives a Knightly Standard Bearer on
Foot for 0pts but does NOT have a Banner of the Ice Queen.
This model is worth 200 pts to Camelot if he is slain.
Defenders of Lorraine CORE Units:
Knights of Camelot (K)
Peasant Knights (P)
Camelot Soldiers with Halberds and Shields (P)
Camelot Soldiers with Spears and Shields (P)
Camelot Archers (P)
Camelot Squire Bowmen (P)
Camelot Squire Spearmen (P)

Defenders of Lorraine Specialist Units:


Limit of 180 Camelot Monks (6 Units) (P)
Limit of 120 Glastonbury Tor Knights (6 Units) (K)
Limit of 120 Mounted Squires (6 Units) (P)
Limit of 180 Camelot Brigands (6 Units) (P)

Defenders of Lorraine Heavy Units:


Limit of 60 Knights of the Round (3 Units) (K)
Limit of 60 Pegasus Knights (3 Units) (K)
Limit of 3 Camelot Trebuchets (P)
Peasant Knight Crusade:
The units below are the same as they are in the Camelot
CORE, Specialist and Heavy unit descriptions.

Peasant Knight Crusade Heroic Units:


Limit of 1 Knight of the Round for each unit of Peasant
Knights (to act as their Champion)

Knight of the Round with Lance & Shield: 22pts


chevalier de la ronde avec lance et bouclier
T4, W1, S4, I5, A2, 2+ Armour Save, 4+ Dodge Save,
Cavalry, Dauntless (Grants this to ‘Peasant Knight’ unit/s
he is attached to), S6 on the Charge and -3 to Armour
Saves, Uses Sword at ALL other times and can re-roll
misses: A2 S4 -1 to Armour Saves before AND after first
Charge, Magical Attacks, +1 to hit Bonus in Close Combat

Peasant Knight Crusade CORE Units:


NOTE: You need to take 1 unit of Peasant Knights for every
other CORE Unit (Camelot Knights, Soldiers & Archers)
Knights of Camelot
Peasant Knights
Camelot Soldiers with Halberds and Shields
Camelot Soldiers with Spears and Shields
Camelot Archers

Peasant Knight with Lance & Shield: 15pts


paysan chevalier avec lance et bouclier
T4, W1, S3, I3, A1, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Crazed (In the Close Combat Phase, they MUST
Charge if there is an enemy unit within ‘12’ of them, and
they will charge the closest enemy unit), Fed Up with
Feudalism (S6 and -3 to Armour Saves on the Charge,
Uses Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge)
Peasant Knight Crusade Specialist Units:
Limit of 40 Glastonbury Tor Knights (4 Units)
Limit of 80 Mounted Squires (4 Units)
Limit of 10 Camelot Pegasus Knights (1 Unit)

Peasant Knight Crusade Heavy Units:


Limit of 60 Camelot Monks (2 Units)
Limit of 1 Camelot Trebuchet
Slavers of Babylon:
Kudüsü köleci

Forged in Fire and Made of Stone (All units with ‘Slaver


Dwarf’ in their title, excluding ALL Norkers and Slave units,
have a 4+ Dodge Save against all Magical Attacks used in
the Shooting Phase, including those which involve rolling D6
such as ‘Jungle Frenzy’)

Slavers of Babylon CORE Units:

Slaver Dwarf with 2 Handed Axe: 10pts


iki elle balta ile salya
T4, W1, S5, I0, A1, 4+ Armour Save, Slow, Diehards, -2 to
Armour Saves, Re-rolls misses against Slaver Dwarf units
with 2 Handed Axes OR Blunderbusses of all types

Slaver Dwarf with Scattershot Blunderbuss: 12pts


Scattershot Blunderbuss ile köleci cüce
T4, W1, S3, I2, A1, 5+ Armour Save, Scattershot
Blunderbuss (Heavy, ‘12’, S4, -1 to Armour, 3 shots each)
Reflex Shots (S4, 1 shot each, -1 to Armour), Slow,
Diehards
Slaver Dwarf with Blunderbuss & Shield: 15pts
Blunderbuss ve kalkan ile köle cüce
T4, W1, S3, I2, A1, 4+ Armour Save, Blunderbuss (Heavy,
‘12’, S3, 1 shot each, Hits automatically) Reflex Shots (S3, 1
shot each, Hits automatically), Slow, Diehards,
Wall of Iron (This rule also applies to Reflex Shots. When
firing a Blunderbuss, measure ‘12’ from the firing unit to the
chosen enemy unit. It hits all models (except your own firing
unit), friend or foe, in the way of the enemy unit within ‘12’
you are firing upon. If less than 8 models have
Blunderbusses it will always be a S3 Hit, If 8 to 11 models
have Blunderbusses it will be a S4 -1 to Armour Saves Hit, if
12 or more models have Blunderbusses it will be a S5 -2 to
Armour Saves Hit from each Blunderbuss)

Norker with Axe & Shield: 4pts


balta ve kalkan ile norker
T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves
by -2, Re-rolls misses against Norker units of all types

Norker with Bow and Shield: 3pts


Yay ve kalkana norker
T3, W1, S3, I2, A1, 5+ Armour Save, Reflex Shots (S3)

Norker on Wolf w/ Bow: 10pts, Moves ‘9’


yay ile kurt norker
T4, W1, S3, I2, A2, 5+ Armour Save, Reflex Shots (S3),
Cavalry

Norker on Wolf w/ Axe & Shield: 10pts, Move ‘9’


balta ve kalkan ile kurt norker
T4, W1, S3, I2, A2, 4+ Armour Save, Reduces Numb Saves
by -2, Re-rolls misses against Norker units of all types,
Cavalry
Slavers of Babylon Specialist Units:
Limit of 120 Slave Orcs with Cleavers (4 Units),
Limit of 120 Slave Orcs with Spears (4 Units)
Limit of 120 Slave Orcs with 2 Blades (4 Units)
Limit of 120 Slave Orcs with Composite Bows (4 Units)
Limit of 160 Slave Kobolds with Spears (4 Units)
Limit of 160 Slave Kobolds with Bows (4 Units)
Limit of 8 Norker Ballistae (4 Units)
Limit of 30 Slave Alter Orcs (1 Unit)
Limit of 120 Norker Lurkers with Twin Blades (4 Units)

Slave Orc with Cleaver and Shield: 8pts


balta ve kalkan ile köle Ork
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Slave Orc with Spear and Shield: 8pts


mızrak ve kalkan ile köle Ork
T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Slave Orc with 2 Blades: 7pts


iki bıçaklı köle Orc
T4, W1, S3, I2, A2, 6+ Armour Save

Slave Orc with Composite Bow & Cleaver: 8pts


Kompozit yay ve satırla köle Ork
T4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3), -1
to Armour Saves in Close Combat
Slave Kobold with Spear & Shield: 2pts
mızrak ve kalkan ile köle Kobold
T3, W1, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Shooting, Reflex and Close Combat always

Slave Kobold with Bow: 2pts


köle yay ile Kobold
T3, W1, S3, I2, A1, No Armour Save, Reflex Shots (S3), Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Limit of 1 Unit of Slave Alter Orcs with Twin Axes: 8pts


köle ikiz eksenleri ile Ork değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save

Norker Lurker w/ Twin Blades: 6pts


ikiz bıçaklı norker Lurker
T3, W1, S3, I2, A2, 5+ Armour Save, Re-rolls misses, +1 to
Wound against ALL Norker units (1 still fails), +1 to Cover
Saves, Poisoned Attacks, Backstabbers (If this unit can
surround an enemy unit in Close Combat with Norker
Lurkers, they gain +3 to CCR rolls if they win the Close
Combat against them. If there are multiple enemy units,
they must surround them too to gain +3 to CCR rolls when
attempting to finish the units off through a CCR roll)
Slavers of Babylon Heavy Units:
Limit of 6 Norker Ballistae (3 Units)
Limit of 2 Slaver Dwarf Rocket Launchers
Limit of 2 Slaver Dwarf Quakes
Limit of 2 Slaver Dwarf Daimon Cannons
Limit of 40 Slaver Centaurs w/ 2 Handed Axes (2 Units)
Limit of 40 Slaver Centaurs with Twin Axes (2 Units)
No Limit on Slaver Dwarf Artillery Crew
No Limit on Flying Horned Bulls
No Limit on Flying Bearded Slaver Bulls
Limit of 40 Slaver Centaurs with Axes and Shields (2 Units)
Limit of 1 Slaver Dwarf with Banner of Slaves
Limit of 40 Kobold ‘Man Eaters’ with Flails (1 Unit)

Norker Ballista: 32pts, 1 – 2 per Unit


norker ballista
-T3, W1, S3, I2, A1, 6+ Armour Save (2 Norker Crew)
-T7, W1, S0, A0, I0, No Save (Bolt Thrower), Artillery
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2 models)

Slaver Dwarf Rocket Launcher: 80pts


köleci cüce roketatar
-T4, W1, S3, I2, A1, 5+ Armour Save (2 Slaver Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Rocket Launcher)
Guess ’12 – 48’, S5, ‘2’ circle blast, -2 to Armour Saves,
deals 2 wounds if Unsaved. Pick a unit, guess a range and
the ‘2’ blast will land at that range. See page 18 for ‘Firing a
Catapult’, Slow, Diehards, Artillery, Slaver Dwarf Crew re-
rolls misses against Slaver Dwarf units with 2 Handed Axes
OR Blunderbusses of all types

Slaver Centaur with 2 Handed Axe: 36pts


iki elle balta ile salya centaur
T4, W2, S6, I0, A2, 4+ Armour Save, -2 to Armour Saves,
Cavalry, Diehards, Causes 2 I9 S4 hits on Charge ONLY
Slaver Centaur with Twin Axes: 30pts
ikiz eksenleri ile salya centaur
T4, W2, S4, I3, A3, 4+ Armour Save, Cavalry, Diehards,
Causes 2 I9 S4 hits on Charge ONLY

Slaver Dwarf Quake: 100pts


köleci cüce deprem
-T4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Quake), Slow, Diehards,
Quake: Guess ‘12’ to ‘48’, ‘2’ blast, S7, deals 2 wounds if
unsaved, -3 to Armour, See page 18 & 19 (Firing a
Catapult), any unit/units hit by the Quake is unable to Move,
Shoot, fire Reflex Shots or Run in their next Turn, Artillery,
Slaver Dwarf Crew re-rolls misses against Slaver Dwarf units
with 2 Handed Axes OR Blunderbusses of all types

Slaver Dwarf Daimon Cannon: 200pts


köleci cüce daimon top
T4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)
T6, W5, S5, I1, A5, No Save (Daimon Cannon)
Dauntless, Slow, Weak against Spears, Crazed,
Artillery, Armed with Daimon Cannon, (Heavy, Magical,
Guess ’12’ – ‘48’, S5, -2 to Armour Saves, ‘5’ Blast), See
page 18 & 19 of Army Men PAZCIK Rulebook (Firing a
Catapult), Daimon Cannon reduces Armour Saves by -2 in
Close Combat, Slaver Dwarf Crew re-rolls misses against
Slaver Dwarf units with 2 Handed Axes OR Blunderbusses of
all types

Slaver Dwarf Artillery Crew: 8pts


köleci cüce topçu mürettebatı
T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards, Re-
rolls misses against Slaver Dwarf units with 2 Handed Axes
OR Blunderbusses of all types
Flying Horned Bull: 225pts, Moves ‘10’
Uçan Boğa Boğa
T6, W6, S6, I7, A4, 4+ Armour Save, 5+ Dodge Save, -3 to
Armour Saves, +1 to Hit Bonus in Close Combat, Weak
Against Spears, Flyers, Fire Attacks are S2 against this
unit, Armed with Flamethrower, Reflex Shots
(Flamethrower)

Flying Bearded Slaver Bull: 200pts, Moves ‘10’


Uçan sakallı köle boğa
T7, W5, S6, I6, A3, 5+ Dodge Save, -3 to Armour Saves, +1
to Hit Bonus in Close Combat, Weak Against Spears,
Flyers, Magical Attacks are S2 against this unit and
have -1 to Hit against this unit (if applicable)

Slaver Centaur with Axe and Shield: 33pts


balta ve kalkan ile köle centaur
T4, W2, S4, I3, A2, 3+ Armour Save, -2 to Numb Saves,
Cavalry, Diehards, Causes 2 I9 S4 hits on Charge ONLY

Slaver Dwarf with Banner of Slaves: 110pts


afiş köleleri ile köle cüce
T4, W2, S6, I0, A3, 4+ Armour Save, Slow, Diehards, -3 to
Armour Saves, Banner of Slaves (Norker units and all
Slave Orc, Alter Orc and Kobold units within ‘12’ gain the
Diehards rule), +1 to Hit Bonus in Close Combat

Kobold ‘Man Eater’ with Flail: 5pts


T3, W1, S3, I2, A2, 5+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, -1 to Armour Saves in Close Combat,
I’ll Bite Your Legs Off! (+1 to Wound in Shooting, Close
Combat and Reflex Shots against units from the German
Empire, Camelot and the Cossacks, 1 still fails)
Red Slavers of Babylon:
babylon kırmızı köleci:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Kızıl Ordu)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Slavers of Babylon CORE Units:

Red Slaver Dwarf with 2 Handed Axe: 8pts


T4, W1, S5, I0, A1, 4+ Armour Save, Slow, Diehards, -2 to
Armour Saves

Red Slaver Dwarf with Blunderbuss: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, Blunderbuss (Heavy,
‘12’, S4, -1 to Armour, 3 shots each) Slow, Diehards

Red Norker with Axe & Shield: 2pts


T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves
by -2

Red Norker with Bow: 2pts


T3, W1, S3, I2, A1, 6+ Dodge Save

Red Norker on Wolf w/ Bow: 8pts, Moves ‘9’


T4, W1, S3, I2, A2, 5+ Armour Save, Cavalry

Red Norker on Wolf w/ Axe & Shield: 8pts, Move ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Reduces Numb Saves
by -2, Cavalry
Red Slavers of Babylon Specialist Units:
Limit of 50 Slave Orcs with Cleavers, Orcs with Spears, Orcs
with 2 Blades, Orcs with Composite Bows, Kobolds with
Bows,
Limit of 50 Norker Lurkers, Limit of 30 Slave Alter Orcs (1
Unit)

Red Slave Orc with Cleaver and Shield: 6pts


T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Red Slave Orc with Spear and Shield: 6pts


T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Red Slave Orc with 2 Blades: 5pts


T4, W1, S3, I2, A2, 6+ Armour Save

Red Slave Orc with Composite Bow & Cleaver: 6pts


T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves in
Close Combat

Red Slave Kobold with Spear & Shield: 2pts


T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Red Slave Kobold with Bow: 2pts


T3, W1, S3, I2, A1, 6+ Dodge Save, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Red Slave Alter Orc with Twin Axes: 6pts


T4, W1, S4, I2, A2, 5+ Armour Save

Red Norker Lurker w/ Twin Blades: 4pts


T3, W1, S3, I2, A2, 5+ Armour Save, Re-rolls misses,
Poisoned Attacks
Red Slavers of Babylon Heavy Units:
Limit of 40 Slaver Centaurs with 2 Handed Axes, Slaver
Centaurs with Twin Axes

Red Slaver Centaur with 2 Handed Axe: 34pts


T4, W2, S6, I0, A2, 5+ Armour Save, -2 to Armour Saves,
Cavalry, Diehards

Red Slaver Centaur with Twin Axes: 28pts


T4, W2, S4, I3, A3, 5+ Armour Save, Cavalry, Diehards
Shadow Slavers of Babylon:
Kudüsü köle gölge:
Painted mainly in Black colours

Seeing Shadows
(gölgeler görmek)
Shadow Slavers of Babylon models are ALWAYS hit by
enemy models on a 4+ in Shooting and Close Combat
(except Snipers and Zombie models, who hit them on 3+).
Some models will have a ‘+1 to hit Bonus in Close
Combat’ rule and this will make them hit Shadow Units on a
3+.

Dauntless
(Yılmaz)
ALL Shadow Slavers of Babylon models have the Dauntless
rule. If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Shadow Slavers of Babylon CORE Units:

Shadow Slaver Dwarf with 2 Handed Axe: 10pts


T4, W1, S5, I0, A1, 4+ Armour Save, Slow, -2 to Armour
Saves

Shadow Slaver Dwarf with Blunderbuss: 12pts


T4, W1, S3, I2, A1, 5+ Armour Save, Blunderbuss (Heavy,
‘12’, S4, -1 to Armour, 3 shots each), Slow

Shadow Norker with Axe & Shield: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves
by -2
Shadow Norker with Bow and Shield: 3pts
T3, W1, S3, I2, A1, 5+ Armour Save

Shadow Norker on Wolf w/ Bow: 10pts, Moves ‘9’


T4, W1, S3, I2, A2, 5+ Armour Save, Cavalry

Shadow Norker on Wolf w/ Axe & Shield: 10pts, Move


‘9’- T4, W1, S3, I2, A2, 4+ Armour Save, Reduces Numb
Saves by -2, Cavalry

Shadow Slavers of Babylon Specialist Units:


Limit of 50 Slave Orcs with Cleavers, Orcs with Spears, Orcs
with 2 Blades, Orcs with Composite Bows, Kobolds with
Bows,
Limit of 50 Norker Lurkers, Limit of 30 Slave Alter Orcs (1
Unit)

Slave Shadow Orc with Cleaver and Shield: 8pts


T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Slave Shadow Orc with Spear and Shield: 8pts


T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Slave Shadow Orc with 2 Blades: 7pts


T4, W1, S3, I2, A2, 6+ Armour Save

Slave Shadow Orc with Composite Bow & Cleaver: 8pts


T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves in
Close Combat

Slave Shadow Kobold with Spear & Shield: 2pts


T3, W1, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Slave Shadow Kobold with Bow: 2pts


T3, W1, S3, I2, A1, No Armour Save, Has -1 to Hit penalty
in Shooting, Reflex Shots and Close Combat always
Slave Shadow Alter Orc with Twin Axes: 8pts
T4, W1, S4, I2, A2, 5+ Armour Save

Shadow Norker Lurker w/ Twin Blades: 6pts


T3, W1, S3, I2, A2, 5+ Armour Save, Re-rolls misses,
Poisoned Attacks

Shadow Slavers of Babylon Heavy Units:


Limit of 6 Norker Ballistae
Limit of 2 Slaver Rocket Launchers
Limit of 2 Slaver Quakes
Limit of 2 Slaver Dwarf Daimon Cannons
Limit of 40 Slaver Centaurs w/ 2 Handed Axes, Slaver
Centaurs with Twin Axes

Shadow Norker Ballista: 32pts


-T3, W1, S3, I2, A1, 6+ Armour Save (2 Norker Crew)
-T7, W1, S0, I0, A0, No Save (Bolt Thrower), Artillery
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2 models)

Shadow Slaver Rocket Launcher: 80pts


-T4, W1, S3, I2, A1, 5+ Armour Save (2 Slaver Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Rocket Launcher)
Guess ’12 – 48’, S5, ‘2’ circle blast, -2 to Armour Saves,
deals 2 wounds if Unsaved. Pick a unit, guess a range and
the ‘2’ blast will land at that range. See page 18 for ‘Firing a
Catapult’, Slow, Artillery

Shadow Slaver Centaur with 2 Handed Axe: 36pts


T4, W2, S6, I0, A2, 5+ Armour Save, -2 to Armour Saves,
Cavalry

Shadow Slaver Centaur with Twin Axes: 30pts


T4, W2, S4, I3, A3, 5+ Armour Save, Cavalry
Shadow Slaver Quake: 100pts
-T4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Quake), Slow, Quake: Guess
‘12’ to ‘48’, ‘2’ blast, S7, deals 2 wounds if unsaved, -3 to
Armour, See page 18 & 19 (Firing a Catapult), any unit/units
hit by the Quake is unable to Move, Shoot, fire Reflex Shots
or Run in their next Turn, Artillery

Shadow Slaver Dwarf Daimon Cannon: 200pts


T4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)
T6, W5, S5, I1, A5, No Save (Daimon Cannon)
Slow, Weak against Spears, Crazed, Artillery, Armed
with Daimon Cannon, (Heavy, Magical, Guess ’12’ – ‘48’,
S5, -2 to Armour Saves, ‘5’ Blast), See page 18 & 19 of
Army Men PAZCIK Rulebook (Firing a Catapult), Daimon
Cannon reduces Armour Saves by -2 in Close Combat
Elven Pirates
Farfade Pirat
Elven Speed:
(vitès farfade)
When Running (Shooting Phase or Victory Run) ALL Elven
Pirate units can move D6+2

Elven Pirates- CORE Units:


Temple Elf with Twin Daggers: 8pts, Moves ‘9’
farfade tanp ak dag jimo
T3, W1, S3, I6, A3, No Save, Crazed, Dauntless, Poisoned
Attacks, Re-rolls misses

Pirate Elf Spearman: 7pts


bato SPEARMAN farfade
T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, Re-rolls
misses, Can join Pirate Elf Multi-Crossbowmen units,
can attack within ‘3’ of friendly Pirate Elf models in base-to-
base contact in Close Combat

Pirate Elf with Multi-Crossbow: 8pts


bato farfade ak milti-bonbe
T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-
Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Reflex Shots (S3, 1 shot, -1 to Armour), Shooting hits like
Snipers, Re-rolls misses in Close Combat, Can join Pirate
Elf Spearmen units

Pirate Elf Swordsman: 6pts


bato epe farfade
T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses
Pirate Elf Raider with Twin Blades: 9pts
bato raider farfade ak lam jimo
T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3),
Re-rolls misses in Close Combat, Shooting hits like Snipers

Pirate Elf Rider with Spear: 12pts, Moves ‘9’


bato kavalye farfade ak frenn
T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-
Crossbows, Reflex Shots (S3, -1 to Armour), Cavalry,
Dogged, Shooting hits like Snipers, Re-rolls misses in Close
Combat, S4 on Charge

Winged Screeching Woman: 7pts, Moves ‘10’


zèl fanm sire atè
T3, W1, S3, I5, A2, 5+ Dodge Save, Flyers, Ambush, +1
to Wound against Winged Screeching Woman units (1 fails)

Elven Pirates- Specialist Units:


Limit of 80 Golden Pirate Elves (4 Units)
Limit of 80 Elf Guards (4 Units)
Limit of 80 Pirate Elf Knights (4 Units)
Limit of 80 Cloaked Pirate Elves with Multi-Crossbows (4
Units), Limit of 80 Cloaked Elves with Twin Blades (4 Units)
No Limit on Screeching Bird Women
No Limit on Pirate Elf Riders with Crossbows & Shields
No Limit on Pirate Elf Riders w/ Multi-Crossbows & Shields
No Limit on Pirate Elf Riders with Lances & Shields
No Limit on Pirate Elf Guards with Spears & Shields
No Limit on Pirate Elf Raiders with Multi-Crossbows
Limit of 10 Gargoyles
Golden Pirate Elf with 2 Handed Sword: 12pts
lò farfade bato ak de-men nepe
T3, W1, S6, I5, A1, 5+ Armour Save, Re-rolls misses, -2 to
Armour Saves, Deals 2 Wounds if unsaved, +1 to hit
Bonus in Close Combat

Pirate Elf Guard with Halberd: 12pts


bato gad palè farfade ak albard
T3, W1, S4, I6, A2, 5+ Armour Save, Reduces Armour
Saves by -1, Diehards, Re-rolls misses, +1 to hit Bonus in
Close Combat

Pirate Elf Knight with Lance & Shield: 22pts


bato chevalye farfade ak Lance ak plak pwotèj
T4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour
Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses
Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge, +1 to hit Bonus in Close
Combat, Cavalry

Cloaked Pirate Elf with Multi-Crossbow: 11pts


rad farfade bato ak milti- bonbe
Moves ‘9’- T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged,
Ambush, Re-rolls misses in Close Combat, +1 to Cover
Saves, +1 to hit Bonus in Close Combat, Shooting hits like
Snipers, Reflex Shots (S3, 1 shot, -1 to Armour Saves)

Cloaked Pirate Elf with Twin Blades: 10pts, Moves ‘9’


rad farfade bato ak lam jimo
T3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Re-rolls
misses, +1 to Cover Saves, +1 to hit Bonus in Close Combat
Pirate Elf Knight with Crossbow & Shield: 20pts
bato farfade chevalye ak bonbe ak plak pwotèj
T4, W1, S4, I6, A3, 2+ Armour Save, (Dino Beast is A2 S4),
Re-rolls misses in Close Combat, +1 to hit Bonus in Close
Combat, Cavalry, Shooting hits like Snipers, Reflex Shots
(S4, 1 shot, -1 to Armour Saves), Armed with Crossbow
(Heavy, ‘30’, S4, -1 to Armour Saves), Re-rolls misses
against Elven Navy units in Close Combat

Pirate Elf Knight with Multi-Crossbow & Shield: 22pts


bato farfade hevalye ak milti-bonbe ak plak pwotèj
T4, W1, S4, I6, A3, 2+ Armour Save, (Dino Beast is A2 S4),
Re-rolls misses in Close Combat, +1 to hit Bonus in Close
Combat, Cavalry, Shooting hits like Snipers, Reflex Shots
(S3, 1 shot, -1 to Armour Saves), Armed with Multi-
Crossbow (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves),
Re-rolls misses against Elven Navy units in Close Combat

Screeching Bird-Woman: 9pts, Moves ‘10’


sote zwazo fanm
T4, W2, S4, I2, A2, 5+ Dodge Save, Flyers, -1 to Armour
Saves

Pirate Elf Rider with Crossbow and Shield: 10pts


bato kavalye farfade ak bonbe ak plak pwotèj
Moves ‘9’- T4, W1, S4, I7, A1, 4+ Armour Save, Armed with
Crossbow, Reflex Shots (S4, -1 to Armour), Cavalry,
Dogged, Shooting hits like Snipers, Re-rolls misses in Close
Combat, +1 to Hit Bonus in Close Combat, Hit and Run

Pirate Elf Rider with Multi-Crossbow and Shield: 12pts


bato kavalye farfade ak milti-bonbe ak plak pwotèj
Moves ‘9’- T4, W1, S4, I7, A1, 4+ Armour Save, Armed with
Multi-Crossbows, Reflex Shots (S3, -1 to Armour), Cavalry,
Dogged, Shooting hits like Snipers, Re-rolls misses in Close
Combat, +1 to Hit Bonus in Close Combat, Hit and Run
Pirate Elf Rider with Lance and Shield: 14pts, Moves ‘9’
bato kavalye farfade lans ak plak pwotèj
T4, W1, S4, I7, A1, 3+ Armour Save, Cavalry, Re-rolls
misses in Close Combat, +1 to Hit Bonus in Close Combat,
S6 and -2 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A1 S4
before AND after first Charge

Pirate Elf Guard with Spear and Shield: 10pts


bato gad palè farfade ak frenn ak plak pwotèj
T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, Re-rolls
misses, Can attack within ‘3’ of friendly Pirate Elf models in
base-to-base contact in Close Combat, Armed with Multi-
Crossbow (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Reflex Shots (S3, 1 shot, -1 to Armour), Shooting hits like
Snipers

Pirate Elf Raider with Multi-Crossbow: 13pts


bato raider farfade ak milti-bonbe
T3, W1, S3, I6, A2, 4+ Dodge Save, Armed with Multi-
Crossbow (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Reflex Shots (S3, 1 shot, -1 to Armour), Re-rolls misses in
Close Combat, Shooting hits like Snipers

Gargoyle: 8pts, Moves ‘10’


Gargoule:
T4, W1, S4, I2, A1, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), -1 to Armour
Saves in CC

Golden Pirate Elf with 2 Handed Axe: 14pts


lò farfade bato ak de rach men
T3, W1, S6, I5, A1, 5+ Armour Save, Re-rolls misses, -3 to
Armour Saves, Deals 3 Wounds if unsaved, +1 to hit
Bonus in Close Combat
Elven Pirates- Heavy Units:
Limit of 15 Elite Pirate Elves (1 Unit)
Limit of 40 Venom Sword Riders (8 Units)
Limit of 2 Elf Fire Hydras
Limit of 2 Elf Sea Hydras
Limit of 2 Hydra Handlers per Hydra
Limit of 4 Elf Medusae (2 can be on Mirror Shrines)
Limit of 4 Elven Assassins (can join units which are NOT
Cavalry or Flyers)
Limit of 40 Masked Gladiator Elves with Whips (4 Units)
Limit of 4 Elf Scythed Chariots
Limit of 4 Elf Harpoon Chariots
Limit of 4 Multi-Ballistae
Limit of 1 Pirate Elf Cauldron
No Limit on Pirate Elf War Hydras
Limit of 1 unit of Winged Flesh Cloven
No Limit on Dark Pegasi
No Limit on Pirate Elf Beast Handlers with Whips
No Limit on Pirate Elf Death Hounds (Beasts)
No Limit on Pirate Elf Hoofers (Beasts)
No Limit on Pirate Elf Bolt Throwers
Limit of 1 Pirate Elf Cauldron of Wrath
Limit of 2 Tattooed Giants
Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’
elit èlf bato ak milti- bonbe
T3, W1, S3, I9, A1, 4+ Dodge Save, Re-rolls misses,
Dogged, Ambush, Armed with Multi-Crossbows, Reflex
Shots (S3, 1 shot, -1 to Armour) Shooting hits like Snipers,
Poisoned Attacks, +1 to Cover Saves, +1 to hit Bonus in
Close Combat

Venom Sword Rider with Scimitar: 16pts, Moves ‘9’


'venen nepe' kavalye ak simtèr
T4, W1, S4, I6, A3, 4+ Dodge Save, 6+ Armour Save,
Cavalry, Crazed, Dauntless, Re-rolls misses in Close
Combat, Poisoned Attacks, Joy Riders: they do NOT get
their 4+ Dodge Saves against Pleasure Daimon units, or
Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their
name; they get a 6+ Armour Save instead for being
mounted, +1 to hit Bonus in Close Combat

Pirate Elf Fire Hydra: 175pts, Moves ‘9’


bato farfade hydra dife
T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save,
Armed with Flamethrower, Reduces Armour Saves by -3,
Weak against Spears, Re-rolls misses

Pirate Elf Sea Hydra: 160pts, Moves ‘9’


bato farfade hydra lanmè
T5, W5, S7, I4, A5, 4+ Armour Save, Poisoned Attacks,
Terror of the Deep (rolls 3D6 in CCR, whether victorious or
beaten in Close Combat, and pick the highest 2), Reduces
Armour Saves by -3, Weak against Spears, Re-rolls
misses, Living Storm (if the Sea Hydra hits with all its
attacks, after re-rolls, it can deal another D6 S7 -3 to
Armour Saves attacks which cannot generate more attacks)
Hydra Handler with Whip: 7pts, Moves ‘9’
T3, W1, S3, I6, A2, 6+ Armour Save, Armed with Whips
(can attack within ‘3’ of friendly Hydra) and can only be slain
in Close Combat or targeted in Shooting once all the Hydras
are dead, Re-rolls misses in Close Combat

Hydra Handler with Crossbow: 9pts, Moves ‘9’


T3, W1, S3, I6, A2, 5+ Dodge Save, Can only be slain in
Close Combat or targeted in Shooting once all the Hydras
are dead, Armed with Light Crossbow (Auto, S4, ‘18’, -1 to
Armour Saves), Can shoot Crossbow into Close Combat if
fighting alongside Hydras, Re-rolls misses in Close Combat,
Shooting hits like Snipers, Reflex Shots (S4, -1 to Armour)

Elven Medusa: 90pts, Moves ‘9’


farfade meduz
T4, W3, S4, I6, A4, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, +1 to hit
Bonus in Close Combat, Shooting hits like Snipers, Reflex
Shots (Stony Gaze, 1 shot)
Elven Medusa on Mirror Shrine: 175pts, Moves ‘9’
meduz farfade sou glas chapel
T6, W5, S4, I6, A4, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, +1 to hit
Bonus in Close Combat, Shooting hits like Snipers, Reflex
Shots (Stony Gaze, 1 shot)
Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Guarded by 2 Temple Elf Priestesses
with Long Spears with S3 I7, A4 in total who can re-roll
misses in Close Combat and are S4 against Cavalry

Elven Assassin with Twin Blades: 100pts, Can Move ‘9’


bato asasen farfade ak lam jimo
T3, W2, S4, I10, A4, 4+ Dodge Save, Armed with a Pair of
Assassin Hand-Bows (Auto, S3, 4 shots, ‘8’, -1 to Armour
Saves), Dauntless, Re-rolls misses in Shooting AND Close
Combat, +2 to Cover Saves, +1 to hit Bonus in Close
Combat, Shooting hits like Snipers, Poisoned Attacks, +1 to
wound in Close Combat and 1 will still fail; Death Strike (on
a 5 or 6 due to +1 bonus to wound), Can be placed in an
infantry unit (i.e. not Cavalry or Flyers) and revealed when
this unit is in Close Combat. Therefore he can be revealed in
an opponent’s Close Combat phase if desired, but if the unit
concealing him is destroyed, he is assumed to escape but
cannot be deployed during this battle.
Masked Gladiator Elf with Whip and Shield: 15pts
maske farfade belwèr ak fwèt ak plak pwotèj
Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Re-rolls
misses, +1 to hit Bonus in Close Combat, Armed with Whips
(can attack within ‘3’ of friendly units in base-to-base
contact in Close Combat), +1 to wound in Close Combat (1
still fails).

Pirate Elf Scythed Chariot: 100pts, Moves ‘9’


bato farfade scythed cha
T5, W4, S4, I6, A4, 3+ Armour Save, Cavalry, Re-rolls
misses, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with 2 Multi-Crossbows,
Shooting hits like Snipers, Dogged, Re-rolls misses in Close
Combat, the S4 I6 A4 comes from the 2 Dino Beasts pulling
the Chariot, Dino Beasts have +1 to Wound against Pirate
Elf units but a 1 will still fail

Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’


bato farfade arpone cha
T4, W4, S3, I5, A4, 5+ Armour Save, Cavalry, Re-rolls
misses, D6 I8 S5 -2 Armour Save hits on Charge ONLY then
fights as normal, Armed with Mobile Harpoon (Heavy, S7,
‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3
wounds to models with T4 or higher and W3 or more),
*Alternatively they can fire their 2 Multi Crossbows,
Shooting hits like Snipers, Dogged, Re-rolls misses in Close
Combat, Reflex Shots (2 Shots, S3 -1 to Armour Saves
from 2 Multi-Crossbows) the S3 I5 A4 comes from the 2
Whip Elves driving the Chariot, who can attack within ‘3’ of
friendly units in base-to-base contact in Close Combat due
their long Whips, Mobile Harpoon has +1 to Wound against
Pirate Elf units but a 1 still fails.
Pirate Elf Multi-Ballista: 70pts, 1 – 2 per Unit
bato farfade milti- balist
-T3, W1, S3, I5, A1, 6+ Armour Save (2 Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models), Shooting hits like Snipers, Re-rolls
misses in Close Combat

Pirate Elf Cauldron: 110pts


bato chodyè farfade
T3, W1, S3, I6, A4, 4+ Dodge Save, Poisoned Attacks,
Crazed, Dauntless, Artillery, Guarded by 3 Temple Elf
Priestesses with S3 I6 A4 above. Cauldron cannot be
destroyed BUT if all 3 of the Temple Elf Priestesses are slain,
the Cauldron is removed. However, if there are 3 Temple
Elves in the enemy army, they can take control of the
Cauldron (See Commandeering Artillery) and will become
S3 I6 A4 and have a 4+ Dodge Save as the Cauldron
supercharges them. Also, ALL Temple Elf units within ‘18’ of
the Pirate Elf Cauldron gain a 6+ Dodge Save

Bloody Mess: Pirate Elf Units within gain ‘12’ of Cauldron of


Blood gain Diehards rule, During Close Combat, the
Cauldron grants 1 unit of Temple Elves within ‘24’ the Death
Strike rule for that Close Combat phase. This unit could also
be the Pirate Elf Cauldron itself.

Pirate Elf War Hydra: 225pts, Moves ‘9’


bato farfade lagè hydra
T6, W7, S5, I3, A5, 5+ Numb Save, Armed with Fire Breath
(Fire Attacks, S7, -4 to Armour Saves, Can be used in
Close Combat instead of normal Attacks), Reduces Armour
Saves by -2, Weak against Spears
Winged Flesh Cloven: 12pts, Moves ‘10’
zèl vyann klere
T4, W2, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them)

Dark Pegasus: 28pts, Moves ‘10’


fè nwa pegasus
T4, W3, S4, I4, A2, 5+ Dodge Save, Cavalry, -1 to Armour
Saves, Magical Attacks, Flyers

Pirate Elf Beast Handler with Whip: 7pts, Moves ‘9’


bato farfade bèt kap okipe ak fwèt
T3, W1, S3, I6, A1, 6+ Dodge Save, Armed with Whips (can
attack within ‘3’ of friendly Death Hounds/Hoofers) and can
only be slain in Close Combat or targeted in Shooting once
all the Death Hounds and/or Hoofers are dead

Pirate Elf Death Hound (Beast): 12pts, Moves ‘9’


bato farfade lanmò chen (bèt)
T4, W2, S4, I4, A2, No Save, Charges ‘9’

Pirate Elf Hoofer (Beast): 4pts, Moves ‘9’


bato farfade gòch (bèt)
T3, W1, S3, I4, A1, No Save, Charges ‘9’

Pirate Elf Bolt Thrower: 50pts


bato farfade frenn lans
-T3, W1, S3, I6, A1, 6+ Armour Save (2 Pirate Elf Crew)
-T7, W3, S0, I0, A0, No Save (Bolt Thrower)
Single Bolt (Heavy, ‘48’, S5, 1 shot, Ignores Armour, deals
4 wounds if unsaved which can potentially destroy 4
models), Shooting hits like Snipers, Artillery
Pirate Elf Cauldron of Wrath: 125pts
bato farfade chodyè nan kòlè
T3, W1, S3, I6, A4, 6+ Dodge Save Poisoned Attacks,
Crazed, Dauntless, Artillery, Guarded by 3 Temple Elves
with S3 I6 A4 above. Cauldron cannot be destroyed BUT if
all 3 of the Temple Elf Priestesses are slain, the Cauldron is
removed. However, if there are 3 Temple Elves in the enemy
army, they can take control of the Cauldron (See
Commandeering Artillery) and will become S3 I6 A4 and
have a 6+ Dodge Save due to the Cauldron of Wrath.

Grapes of Wrath: The Cauldron of Wrath grants +1 Attack


and 6+ Dodge Saves for all Temple Elf units within ‘18’. This
includes the Cauldron itself and has been included.
Tattooed Giant: 200pts, Moves ‘9’
jeyan tatouage
T5, W6, S6, I4, 2D6+1 Attacks each (Always), No Save,
Crazed AND Dauntless, If beaten OR killed in Close
Combat: roll a D6, on 1 it falls over on the unit and will drop
a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which
had beaten/killed it, Giant is armed with Giant Club (-3 to
Armour Saves in Close Combat), Big Swing/Big Rock
(Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots
(Big Rock), Weak against Spears
Red Elven Pirates:
Wouj Bato Farfade:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Lame a Wouj)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Elven Pirates- CORE Units:


Red Temple Elf with Twin Daggers: 6pts, Moves ‘9’
T3, W1, S3, I6, A3, No Save, Crazed, Dauntless, Poisoned
Attacks

Red Pirate Elf Spearman: 5pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can
attack within ‘3’ of friendly Pirate Elf models in base-to-base
contact in Close Combat

Red Pirate Elf with Multi-Crossbow: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-
Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Shooting hits like Snipers

Red Pirate Elf Swordsman: 4pts


T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Red Pirate Elf Raider with Twin Blades: 7pts,


T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Shooting hits like Snipers, Reflex
Shots from Hand-Bows (S3)
Red Pirate Elf Rider with Spear: 10pts, Moves ‘9’
T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-
Crossbows, Cavalry, Dogged, S4 on Charge, Shooting hits
like Snipers

Red Winged Screeching Woman: 5pts, Moves ‘10’


T3, W1, S3, I5, A2, 5+ Dodge Save, Flyers

Red Elven Pirates- Specialist Units:


Limit of 50 Golden Pirate Elves, Elf Guards, Pirate Elf
Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked
Elves with Twin Blades

Red Golden Pirate Elf with 2 Handed Sword: 10pts


T3, W1, S6, I5, A1, 5+ Armour Save, -2 to Armour Saves,
Deals 2 Wounds if unsaved

Red Pirate Elf Guard with Halberd: 10pts


T3, W1, S4, I6, A2, 5+ Armour Save, Reduces Armour
Saves by -1, Diehards

Red Pirate Elf Knight with Lance & Shield: 20pts


T4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour
Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses
Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge, Cavalry

Red Cloaked Pirate Elf with Multi-Crossbow: 9pts,


Moves ‘9’- T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged,
Shooting hits like Snipers

Red Cloaked Pirate Elf with Twin Blades: 8pts, Moves ‘9’
T3, W1, S3, I5, A2, 5+ Dodge Save
Red Elven Pirates- Heavy Units:
Limit of 15 Elite Pirate Elves (1 Unit)
Limit of 40 Venom Sword Riders
Limit of 40 Masked Gladiator Elves with Whips

Red Elite Pirate Elf w/ Multi-Crossbow: 16pts, Moves ‘9’


T3, W1, S3, I9, A1, 4+ Dodge Save, Armed with Multi-
Crossbows, Shooting hits like Snipers, Poisoned Attacks

Red Venom Sword Rider with Scimitar: 14pts, Moves ‘9’


T4, W1, S4, I6, A3, 4+ Dodge Save, 6+ Armour Save,
Cavalry, Crazed, Dauntless, Re-rolls misses in Close
Combat, Poisoned Attacks, Joy Riders: they do NOT get
their 4+ Dodge Saves against Pleasure Daimon units, or
Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their
name; they get a 6+ Armour Save instead for being
mounted

Red Masked Gladiator Elf with Whip and Shield: 13pts,


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with
Whips (can attack within ‘3’ of friendly units in base-to-base
contact in Close Combat), +1 to wound in Close Combat (1
still fails).
Purple Elven Pirates:
Vyolèt Bato Farfade:
Painted mainly in all shades of Purple

Sands of Time
(grenn sab nan tan)
Purple Elf Pirate Models can re-roll misses once in Shooting
and Close Combat. Guess weapons (Cannons, Mortars) and
Bazookas are an exception to this rule. Any model which
cannot re-roll misses will have this included in their stats
and, as always, Reflex Shots cannot ever re-roll misses

Purple Elven Pirates- CORE Units:


Purple Temple Elf with Twin Daggers: 8pts, Moves ‘9’
T3, W1, S3, I6, A3, 5+ Dodge Save, Crazed, Dauntless,
Poisoned Attacks, Re-rolls misses

Purple Pirate Elf Spearman: 7pts


T3, W1, S3, I6, A1, 5+ Dodge Save, S4 vs Cavalry, Re-rolls
misses, can attack within ‘3’ of friendly Pirate Elf models in
base-to-base contact in Close Combat

Purple Pirate Elf with Multi-Crossbow: 8pts


T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Multi-
Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Reflex Shots (S3, 1 shot, -1 to Armour), Shooting hits like
Snipers, Re-rolls misses

Purple Pirate Elf Swordsman: 6pts


T3, W1, S3, I5, A1, 5+ Dodge Save, Re-rolls misses

Purple Pirate Elf Raider with Twin Blades: 9pts,


T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Re-rolls misses, Shooting hits like
Snipers, Reflex Shots from Hand-Bow (S3)
Purple Pirate Elf Rider with Spear: 12pts, Moves ‘9’
T4, W1, S3, I5, A1, 5+ Dodge Save, Armed with Multi-
Crossbows, Cavalry, Dogged, Shooting hits like Snipers,
Re-rolls misses, S4 on Charge

Purple Winged Screeching Woman: 7pts, Moves ‘10’


T3, W1, S3, I5, A2, 4+ Dodge Save, Flyers, Re-rolls misses

Purple Elven Pirates- Specialist Units:


Limit of 50 Golden Pirate Elves, Elf Guards, Pirate Elf
Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked
Elves with Twin Blades

Purple Golden Pirate Elf with 2 Handed Sword: 12pts


T3, W1, S6, I5, A1, 5+ Dodge Save, Re-rolls misses, -2 to
Armour Saves, Deals 2 Wounds if unsaved

Purple Pirate Elf Guard with Halberd: 12pts


T3, W1, S4, I6, A2, 5+ Dodge Save, Reduces Armour Saves
by -1, Diehards, Re-rolls misses

Purple Pirate Elf Knight with Lance & Shield: 22pts


T4, W1, S4, I6, A1, 2+ Armour Save, 5+ Dodge Save, S6 I7
A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino
Beast) but Uses Sword at ALL other times and can re-roll
misses: A3 S4 before AND after first Charge, Cavalry

Purple Cloaked Pirate Elf with Multi-Crossbow: 11pts,


Moves ‘9’- T3, W1, S3, I5, A1, 4+ Dodge Save, Dogged,
Re-rolls misses, Shooting hits like Snipers,

Purple Cloaked Pirate Elf with Twin Blades: 10pts,


Moves ‘9’- T3, W1, S3, I5, A2, 4+ Dodge Save, Re-rolls
misses
Purple Elven Pirates- Heavy Units:
Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)
Limit of 40 Venom Sword Riders
Limit of 2 Elf Fire Hydras
Limit of 2 Elf Sea Hydras
Limit of 4 Elf Medusae (2 can be on Mirror Shrines)
Limit of 40 Masked Gladiator Elves with Whips
Limit of 4 Elf Scythed Chariots
Limit of 4 Elf Harpoon Chariots
Limit of 4 Multi-Ballistae

Purple Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’-T3, W1, S3, I9, A1, 3+ Dodge Save, Re-rolls misses,
Dogged, Armed with Multi-Crossbows, Shooting hits like
Snipers, Poisoned Attacks

Purple Venom Sword Rider with Scimitar: 16pts, Moves


‘9’- T4, W1, S4, I6, A3, 3+ Dodge Save, Cavalry, Crazed,
Dauntless, Re-rolls misses in Close Combat, Poisoned
Attacks, Joy Riders: they do NOT get their 3+ Dodge Saves
against Pleasure Daimon units, or Death Knight units with
‘Pleasure’ or ‘Hedonist’ in their name; they get a 5+ Dodge
Save instead due to Sands of Time.

Purple Pirate Elf Fire Hydra: 175pts, Moves ‘9’


T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save, 5+
Dodge Save, Armed with Flamethrower, Reduces Armour
Saves by -3, Weak against Spears, Re-rolls misses

Purple Pirate Elf Sea Hydra: 160pts, Moves ‘9’


T5, W5, S7, I4, A5, 4+ Armour Save, 5+ Dodge Save,
Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR
when victorious ONLY in Close Combat and pick the highest
2), Reduces Armour Saves by -3, Weak against Spears,
Re-rolls misses
Purple Elven Medusa: 90pts, Moves ‘9’
T4, W3, S4, I6, A4, 4+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits
like Snipers

Purple Elven Medusa on Mirror Shrine: 175pts, Moves ‘9’


T6, W5, S4, I6, A4, 4+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits
like Snipers,
Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Guarded by 2 Temple Elf Priestesses
with Long Spears with S3 I7, A4 in total who can re-roll
misses in Close Combat and are S4 against Cavalry

Purple Masked Gladiator Elf with Whip and Shield:


15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Re-
rolls misses, Armed with Whips (can attack within ‘3’ of
friendly units in base-to-base contact in Close Combat), +1
to wound in Close Combat (1 can be re-rolled).
Purple Pirate Elf Scythed Chariot: 100pts, Moves ‘9’
T5, W4, S4, I6, A4, 3+ Armour Save, 5+ Dodge Save,
Cavalry, Re-rolls misses, D6+2 I8 S5 -2 Armour Save hits
on Charge ONLY then fights as normal, Armed with 2 Multi-
Crossbows, Shooting hits like Snipers, Dogged, Re-rolls
misses, the S4 I6 A4 comes from the 2 Dino Beasts pulling
the Chariot

Purple Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’


T4, W4, S3, I5, A4, 5+ Dodge Save, Cavalry, Re-rolls
misses, D6 I8 S5 -2 Armour Save hits on Charge ONLY then
fights as normal, Armed with Mobile Harpoon (Heavy, S7,
‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but 3
wounds to models with T4 or higher and W3 or more),
*Alternatively they can fire their 2 Multi Crossbows,
Shooting hits like Snipers, Dogged, Re-rolls misses in
Shooting AND Close Combat, the S3 I5 A4 comes from the 2
Whip Elves driving the Chariot, who can attack within ‘3’ of
friendly units in base-to-base contact in Close Combat due
their long Whips.

Purple Pirate Elf Multi-Ballista: 70pts


-T3, W1, S3, I5, A1, 5+ Dodge Save (2 Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models), Shooting hits like Snipers, Re-rolls
misses
Pink Elven Pirates:
Woz Bato Farfade:
Painted in shades of pink and spread throughout all models

Horrors from Outer Space


(laterè soti nan espas)
Pink Units have enhanced close combat statistics (Initiative
and Attacks) and they pay a higher points cost to
accommodate this. Also, they NEVER receive an Initiative or
Attack Bonus when Charging; they already have it included
in their stats! When declaring a Charge, Pink units must
always charge the closest enemy unit.

Pink Elven Pirates- CORE Units:

Pink Temple Elf with Twin Daggers: 10pts, Moves ‘9’


T3, W1, S3, I7, A4, 5+ Numb Save, Crazed, Dauntless,
Poisoned Attacks

Pink Pirate Elf Spearman: 9pts


T3, W1, S3, I7, A2, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, can attack within ‘3’ of friendly Pirate Elf models in
base-to-base contact in Close Combat

Pink Pirate Elf with Multi-Crossbow: 10pts


T3, W1, S3, I6, A2, 6+ Armour Save, 5+ Numb Save,
Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1
to Armour Saves) Shooting hits like Snipers

Pink Pirate Elf Swordsman: 8pts


T3, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses
Pink Pirate Elf Raider with Twin Blades: 11pts,
T3, W1, S3, I6, A3, 5+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3),
Shooting hits like Snipers,

Pink Winged Screeching Woman: 9pts, Moves ‘10’


T3, W1, S3, I6, A3, 5+ Dodge Save, 5+ Numb Save, Flyers

Pink Pirate Elf Rider with Spear: 14pts, Moves ‘9’


T4, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save,
Armed with Multi-Crossbows, Cavalry, Dogged, S4 on
Charge, Shooting hits like Snipers

Pink Elven Pirates- Specialist Units:


Limit of 50 Golden Pirate Elves, Elf Guards, Pirate Elf
Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked
Elves with Twin Blades

Pink Golden Pirate Elf with 2 Handed Sword: 14pts


T3, W1, S6, I6, A2, 5+ Armour Save, 5+ Numb Save, -2 to
Armour Saves, Deals 2 Wounds if unsaved

Pink Pirate Elf Guard with Halberd: 14pts


T3, W1, S4, I7, A3, 5+ Armour Save, 5+ Numb Save
Reduces Armour Saves by -1, Diehards

Pink Pirate Elf Knight with Lance & Shield: 24pts


T4, W1, S4, I7, A2, 2+ Armour Save, S6 I7 A2 -2 to Armour
Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses
Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge, Cavalry

Pink Cloaked Pirate Elf with Multi-Crossbow: 13pts


Moves ‘9’, T3, W1, S3, I6, A2, 5+ Dodge Save, Dogged,
Shooting hits like Snipers,
Pink Cloaked Pirate Elf with Twin Blades: 12pts
Moves ‘9’, T3, W1, S3, I6, A3, 5+ Dodge Save

Pink Elven Pirates- Heavy Units:


Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)
Limit of 40 Venom Sword Riders
Limit of 2 Elf Fire Hydras
Limit of 2 Elf Sea Hydras
Limit of 4 Elf Medusae (2 can be on Mirror Shrines)
Limit of 40 Masked Gladiator Elves with Whips
Limit of 4 Elf Scythed Chariots
Limit of 4 Elf Harpoon Chariots
Limit of 4 Multi-Ballistae

Pink Elite Pirate Elf w/ Multi-Crossbow: 20pts, Moves ‘9’


T3, W1, S3, I9, A2, 4+ Dodge Save, Dogged, Armed with
Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Pink Venom Sword Rider with Scimitar: 18pts, Moves ‘9’


T4, W1, S4, I7, A4, 4+ Dodge Save, 5+ Numb Save,
Cavalry, Crazed, Dauntless, Re-rolls misses in Close
Combat, Poisoned Attacks, Joy Riders: they do NOT get
their 4+ Dodge Saves against Pleasure Daimon units, or
Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their
name; they get a 5+ Numb Save instead for being Pink

Pink Pirate Elf Fire Hydra: 177pts, Moves ‘9’


T5, W5, S5, I3, A8, 4+ Armour Save, 4+ Numb Save,
Armed with Flamethrower, Reduces Armour Saves by -3,
Weak against Spears
Pink Pirate Elf Sea Hydra: 162pts, Moves ‘9’
T5, W5, S7, I5, A6, 4+ Armour Save, 5+ Numb Save,
Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR
when victorious ONLY in Close Combat and pick the highest
2), Reduces Armour Saves by -3, Weak against Spears

Pink Elven Medusa: 92pts, Moves ‘9’


T4, W3, S4, I7, A5, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I7), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits
like Snipers

Pink Elven Medusa on Mirror Shrine: 177pts, Moves ‘9’


T6, W5, S4, I7, A5, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I7), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits
like Snipers
Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Guarded by 2 Temple Elf Priestesses
with Long Spears with S3 I8, A6 in total who are S4 against
Cavalry

Pink Masked Gladiator Elf with Whip and Shield: 17pts,


Moves ‘9’- T3, W1, S3, I7, A4, 4+ Dodge Save, Armed with
Whips (can attack within ‘3’ of friendly units in base-to-base
contact in Close Combat), +1 to wound in Close Combat (1
still fails).
Pink Pirate Elf Scythed Chariot: 102pts, Moves ‘9’
T5, W4, S4, I6, A4, 3+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with 2 Multi-Crossbows,
Shooting hits like Snipers, Dogged, the S4 I6 A4 comes
from the 2 Dino Beasts pulling the Chariot

Pink Pirate Elf Harpoon Chariot: 152pts, Moves ‘9’


T4, W4, S3, I6, A6, 5+ Armour Save, 5+ Numb Save,
Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with Mobile Harpoon (Heavy,
S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but
3 wounds to models with T4 or higher and W3 or more),
*Alternatively they can fire their 2 Multi Crossbows,
Shooting hits like Snipers, Dogged, the S3 I6 A6 comes
from the 2 Whip Elves driving the Chariot, who can attack
within ‘3’ of friendly units in base-to-base contact in Close
Combat due their long Whips.

Pink Pirate Elf Multi-Ballista: 72pts


-T3, W1, S3, I6, A2, 6+ Armour Save, 5+ Numb Save (2
Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models) Shooting hits like Snipers
Turq Elven Pirates:
Turq Bato Farfade:
Painted mainly in shades of Turquoise

Dauntless
(Dauntless)
ALL Turq Elf Pirate models have the Dauntless rule. If this
unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Turq Elven Pirates- CORE Units:

Turq Temple Elf with Twin Daggers: 8pts, Moves ‘12’


T3, W1, S3, I6, A3, 6+ Dodge Save, Crazed, Poisoned
Attacks

Turq Pirate Elf Spearman: 7pts, Moves ‘9’


T3, W1, S3, I6, A1, 6+ Dodge Save, 5+ Armour Save, S4 vs
Cavalry, can attack within ‘3’ of friendly Pirate Elf models in
base-to-base contact in Close Combat

Turq Pirate Elf with Multi-Crossbow: 8pts, Moves ‘9’


T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Multi-
Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Shooting hits like Snipers

Turq Pirate Elf Swordsman: 6pts, Moves ‘9’


T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Armour Save, Re-
rolls misses
Turq Pirate Elf Raider with Twin Blades: 9pts, Moves ‘9’
T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Shooting hits like Snipers, Reflex
Shots from Hand-Bows (S3)

Turq Pirate Elf Rider with Spear: 12pts, Moves ‘12’


T4, W1, S3, I5, A1, 6+ Dodge Save, 5+ Armour Save,
Armed with Multi-Crossbows, Cavalry, Dogged, S4 on
Charge, Shooting hits like Snipers

Turq Winged Screeching Woman: 7pts, Moves ‘12’


T3, W1, S3, I5, A2, 4+ Dodge Save, Flyers

Turq Elven Pirates- Specialist Units:


Limit of 50 Golden Pirate Elves, Elf Guards, Pirate Elf
Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked
Elves with Twin Blades

Turq Golden Pirate Elf with 2 Handed Sword: 12pts,


Moves ‘9’- T3, W1, S6, I5, A1, 6+ Dodge Save, 5+ Armour
Save, -2 to Armour Saves, Deals 2 Wounds if unsaved

Turq Pirate Elf Guard with Halberd: 12pts, Moves ‘9’


T3, W1, S4, I6, A2, 6+ Dodge Save, 5+ Armour Save,
Reduces Armour Saves by -1

Turq Pirate Elf Knight with Lance & Shield: 22pts,


Moves ‘9’- T4, W1, S4, I6, A1, 3+ Armour Save, S6 I7 A2 -2
to Armour Saves on first Charge ONLY + A2 S4 (Dino Beast)
but Uses Sword at ALL other times and can re-roll misses:
A3 S4 before AND after first Charge, Cavalry

Turq Cloaked Pirate Elf with Multi-Crossbow: 11pts


Moves ‘12’, T3, W1, S3, I5, A1, 4+ Dodge Save, Dogged,
Shooting hits like Snipers,
Turq Cloaked Pirate Elf with Twin Blades: 10pts
Moves ‘12’, T3, W1, S3, I5, A2, 4+ Dodge Save

Turq Elven Pirates- Heavy Units:


Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)
Limit of 40 Venom Sword Riders
Limit of 2 Elf Fire Hydras
Limit of 2 Elf Sea Hydras
Limit of 4 Elf Medusae (2 can be on Mirror Shrines)
Limit of 40 Masked Gladiator Elves with Whips
Limit of 4 Elf Scythed Chariots
Limit of 4 Elf Harpoon Chariots
Limit of 4 Multi-Ballistae

Turq Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘12’- T3, W1, S3, I9, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Turq Venom Sword Rider with Scimitar: 18pts, Moves


‘12’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry, Crazed,
Re-rolls misses in Close Combat, Poisoned Attacks, Joy
Riders: they do NOT get their 4+ Dodge Saves against
Pleasure Daimon units, or Death Knight units with ‘Pleasure’
or ‘Hedonist’ in their name; they get a 6+ Dodge Save
instead for being Turqs.

Turq Pirate Elf Fire Hydra: 175pts, Moves ‘12’


T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save,
Armed with Flamethrower, Reduces Armour Saves by -3,
Weak against Spears

Turq Pirate Elf Sea Hydra: 160pts, Moves ‘12’


T5, W5, S7, I4, A5, 4+ Armour Save, Poisoned Attacks,
Terror of the Deep (rolls 3D6 in CCR when victorious ONLY
in Close Combat and pick the highest 2), Reduces Armour
Saves by -3, Weak against Spears
Turq Elven Medusa: 90pts, Moves ‘12’
T4, W3, S4, I6, A4, 4+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Shooting hits like Snipers

Turq Elven Medusa on Mirror Shrine: 175pts, Moves ‘12’


T6, W5, S4, I6, A4, 4+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Shooting hits like Snipers
Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Guarded by 2 Temple Elf Priestesses
with Long Spears with S3 I7, A4 in total who are S4 against
Cavalry

Turq Masked Gladiator Elf with Whip and Shield: 15pts,


Moves ‘12’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with
Whips (can attack within ‘3’ of friendly units in base-to-base
contact in Close Combat), +1 to wound in Close Combat (1
still fails).

Turq Pirate Elf Scythed Chariot: 100pts, Moves ‘12’


T5, W4, S4, I6, A4, 3+ Armour Save, 6+ Dodge Save,
Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with 2 Multi-Crossbows,
Shooting hits like Snipers, Dogged, the S4 I6 A4 comes
from the 2 Dino Beasts pulling the Chariot
Turq Pirate Elf Harpoon Chariot: 150pts, Moves ‘12’
T4, W4, S3, I5, A4, 5+ Armour Save, 6+ Dodge Save,
Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with Mobile Harpoon (Heavy,
S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but
3 wounds to models with T4 or higher and W3 or more),
*Alternatively they can fire their 2 Multi Crossbows,
Shooting hits like Snipers, Dogged, the S3 I5 A4 comes
from the 2 Whip Elves driving the Chariot, who can attack
within ‘3’ of friendly units in base-to-base contact in Close
Combat due their long Whips.

Turq Pirate Elf Multi-Ballista: 70pts, Moves ‘9’


-T3, W1, S3, I5, A1, 6+ Dodge Save (2 Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models) Shooting hits like Snipers
Blue Elven Pirates:
Ble Bato Farfade:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(teleporteur pèsonèl)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Elven Pirates- CORE Units:

Blue Temple Elf with Twin Daggers: 8pts, Moves ‘9’


T3, W1, S3, I6, A3, 5+ Numb Save, Crazed, Dauntless,
Poisoned Attacks

Blue Pirate Elf Spearman: 7pts


T3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, can attack within ‘3’ of friendly Pirate Elf models in
base-to-base contact in Close Combat

Blue Pirate Elf with Multi-Crossbow: 8pts


T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1
to Armour Saves) Shooting hits like Snipers

Blue Pirate Elf Swordsman: 6pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses

Blue Pirate Elf Raider with Twin Blades: 9pts,


T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3),
Shooting hits like Snipers,
Blue Pirate Elf Rider with Spear: 12pts, Moves ‘9’
T4, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save,
Armed with Multi-Crossbows, Cavalry, Dogged, S4 on
Charge, Shooting hits like Snipers

Blue Winged Screeching Woman: 7pts, Moves ‘10’


T3, W1, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers

Blue Elven Pirates- Specialist Units:


Limit of 50 Golden Pirate Elves, Elf Guards, Pirate Elf
Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked
Elves with Twin Blades

Blue Golden Pirate Elf with 2 Handed Sword: 12pts


T3, W1, S6, I5, A1, 5+ Armour Save, 5+ Numb Save, -2 to
Armour Saves, Deals 2 Wounds if unsaved

Blue Pirate Elf Guard with Halberd: 12pts


T3, W1, S4, I6, A2, 5+ Armour Save, 5+ Numb Save
Reduces Armour Saves by -1, Diehards

Blue Pirate Elf Knight with Lance & Shield: 22pts


T4, W1, S4, I6, A1, 2+ Armour Save, 5+ Numb Save, S6 I7
A2 -2 to Armour Saves on first Charge ONLY + A2 S4 (Dino
Beast) but Uses Sword at ALL other times and can re-roll
misses: A3 S4 before AND after first Charge, Cavalry

Blue Cloaked Pirate Elf with Multi-Crossbow: 11pts


Moves ‘9’, T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged,
Shooting hits like Snipers,

Blue Cloaked Pirate Elf with Twin Blades: 10pts


Moves ‘9’, T3, W1, S3, I5, A2, 5+ Dodge Save
Blue Elven Pirates- Heavy Units:
Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)
Limit of 40 Venom Sword Riders
Limit of 2 Elf Fire Hydras
Limit of 2 Elf Sea Hydras
Limit of 4 Elf Medusae (2 can be on Mirror Shrines)
Limit of 40 Masked Gladiator Elves with Whips
Limit of 4 Elf Scythed Chariots
Limit of 4 Elf Harpoon Chariots
Limit of 4 Multi-Ballistae

Blue Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’


T3, W1, S3, I9, A1, 4+ Dodge Save, Dogged, Armed with
Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Blue Venom Sword Rider with Scimitar: 18pts, Moves ‘9’


T4, W1, S4, I6, A3, 4+ Dodge Save, 5+ Numb Save,
Cavalry, Crazed, Dauntless, Re-rolls misses in Close
Combat, Poisoned Attacks, Joy Riders: they do NOT get
their 4+ Dodge Saves against Pleasure Daimon units, or
Death Knight units with ‘Pleasure’ or ‘Hedonist’ in their
name; they get a 5+ Numb Save instead for being Blue

Blue Pirate Elf Fire Hydra: 175pts, Moves ‘9’


T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save,
Armed with Flamethrower, Reduces Armour Saves by -3,
Weak against Spears

Blue Pirate Elf Sea Hydra: 160pts, Moves ‘9’


T5, W5, S7, I4, A5, 4+ Armour Save, 5+ Numb Save,
Poisoned Attacks, Terror of the Deep (rolls 3D6 in CCR
when victorious ONLY in Close Combat and pick the highest
2), Reduces Armour Saves by -3, Weak against Spears
Blue Elven Medusa: 90pts, Moves ‘9’
T4, W3, S4, I6, A4, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits
like Snipers

Blue Elven Medusa on Mirror Shrine: 175pts, Moves ‘9’


T6, W5, S4, I6, A4, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Dauntless, Shooting hits
like Snipers
Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Guarded by 2 Temple Elf Priestesses
with Long Spears with S3 I8, A6 in total who are S4 against
Cavalry

Blue Masked Gladiator Elf with Whip and Shield: 15pts,


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, Armed with
Whips (can attack within ‘3’ of friendly units in base-to-base
contact in Close Combat), +1 to wound in Close Combat (1
still fails).

Blue Pirate Elf Scythed Chariot: 100pts, Moves ‘9’


T5, W4, S4, I6, A4, 3+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with 2 Multi-Crossbows,
Shooting hits like Snipers, Dogged, the S4 I6 A4 comes
from the 2 Dino Beasts pulling the Chariot
Blue Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’
T4, W4, S3, I5, A4, 5+ Armour Save, 5+ Numb Save,
Cavalry, D6 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Armed with Mobile Harpoon (Heavy,
S7, ‘24’, -4 to Armour Saves, deals 2 wounds if unsaved but
3 wounds to models with T4 or higher and W3 or more),
*Alternatively they can fire their 2 Multi Crossbows,
Shooting hits like Snipers, Dogged, the S3 I5 A4 comes
from the 2 Whip Elves driving the Chariot, who can attack
within ‘3’ of friendly units in base-to-base contact in Close
Combat due their long Whips.

Blue Pirate Elf Multi-Ballista: 70pts


-T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save (2
Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models) Shooting hits like Snipers
Shadow Elven Pirates:
Lon Braj Bato Farfade:
Painted mainly in Black colours

Seeing Shadows
(wè lonbraj)
Shadow Elven Pirate models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Dauntless)
ALL Shadow Elven Pirate models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Elven Pirates- CORE Units:

Shadow Temple Elf with Twin Daggers: 8pts, Moves ‘9’-


T3, W1, S3, I6, A3, No Save, Crazed, Poisoned Attacks

Shadow Pirate Elf Spearman: 7pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can
attack within ‘3’ of friendly Pirate Elf models in base-to-base
contact in Close Combat

Shadow Pirate Elf with Multi-Crossbow: 8pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-
Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Shooting hits like Snipers
Shadow Pirate Elf Swordsman: 6pts
T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Shadow Pirate Elf Raider with Twin Blades: 9pts,


T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3),
Shooting hits like Snipers,

Shadow Pirate Elf Rider with Spear: 12pts, Moves ‘9’


T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-
Crossbows, Cavalry, Dogged, S4 on Charge, Shooting hits
like Snipers

Winged Screeching Shadow Woman: 7pts, Moves ‘10’


T3, W1, S3, I5, A2, 5+ Dodge Save, Flyers

Shadow Elven Pirates- Specialist Units:


Limit of 50 Golden Pirate Elves, Elf Guards, Pirate Elf
Knights, Cloaked Pirate Elves with Multi-Crossbows, Cloaked
Elves with Twin Blades

Golden Shadow Pirate Elf with 2 Handed Sword: 12pts


T3, W1, S6, I5, A1, 5+ Armour Save, -2 to Armour Saves,
Deals 2 Wounds if unsaved

Shadow Pirate Elf Guard with Halberd: 12pts


T3, W1, S4, I6, A2, 5+ Armour Save, Reduces Armour
Saves by -1

Shadow Pirate Elf Knight with Lance & Shield: 22pts


T4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour
Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses
Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge, Cavalry
Cloaked Shadow Pirate Elf with Multi-Crossbow: 11pts
Moves ‘9’, T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged,
Shooting hits like Snipers,

Cloaked Shadow Pirate Elf with Twin Blades: 10pts


Moves ‘9’, T3, W1, S3, I5, A2, 5+ Dodge Save

Shadow Elven Pirates- Heavy Units:


Limit of 1 Elite Pirate Elf Unit (15 Elite Pirate Elves at MAX)
Limit of 40 Venom Sword Riders
Limit of 2 Elf Fire Hydras
Limit of 2 Elf Sea Hydras
Limit of 4 Elf Medusae (2 can be on Mirror Shrines)
Limit of 40 Masked Gladiator Elves with Whips
Limit of 4 Elf Scythed Chariots
Limit of 4 Elf Harpoon Chariots
Limit of 4 Multi-Ballistae

Elite Shadow Pirate Elf w/ Multi-Crossbow: 18pts,


Moves ‘9’- T3, W1, S3, I9, A1, 4+ Dodge Save, Dogged,
Armed with Multi-Crossbows, Shooting hits like Snipers,
Poisoned Attacks

Shadow Venom Sword Rider with Scimitar: 18pts,


Moves ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, 6+ Armour
Save, Cavalry, Crazed, Re-rolls misses in Close Combat,
Poisoned Attacks, Joy Riders: they do NOT get their 4+
Dodge Saves against Pleasure Daimon units, or Death
Knight units with ‘Pleasure’ or ‘Hedonist’ in their name; they
get a 6+ Armour Save for being mounted

Shadow Pirate Elf Fire Hydra: 175pts, Moves ‘9’


T5, W5, S5, I2, A7, 4+ Armour Save, 4+ Numb Save,
Armed with Flamethrower, Reduces Armour Saves by -3,
Weak against Spears
Shadow Pirate Elf Sea Hydra: 160pts, Moves ‘9’
T5, W5, S7, I4, A5, 4+ Armour Save, Poisoned Attacks,
Reduces Armour Saves by -3, Weak against Spears,
Terror of the Deep (rolls 3D6 in CCR when victorious ONLY
in Close Combat and pick the highest 2)

Elven Shadow Medusa: 90pts, Moves ‘9’


T4, W3, S4, I6, A4, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Shooting hits like Snipers

Elven Shadow Medusa on Mirror Shrine: 175pts, Moves


‘9’- T6, W5, S4, I6, A4, 5+ Dodge Save, Armed with Stony
Gaze (Auto, ‘12’, S4- enemy units with Initiative 4 or less
are wounded on a 3+, 4 shots, Death Strike, Ignores
Armour Saves, can be used in Close Combat instead of
normal attacks at I6), Also armed with a Long Spear (S5
against Cavalry, can strike within ‘3’ of friendly models in
base-to-base contact in Close Combat) Weak against
Spears, Re-rolls misses, Crazed, Shooting hits like Snipers
Deals D6+3 I8 S5 -2 Armour Save hits on Charge ONLY
then fights as normal, Guarded by 2 Temple Elf Priestesses
with Long Spears with S3 I8, A6 in total who are S4 against
Cavalry

Masked Shadow Gladiator Elf with Whip and Shield:


15pts, Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save,
Armed with Whips (can attack within ‘3’ of friendly units in
base-to-base contact in Close Combat), +1 to wound in
Close Combat (1 still fails).
Shadow Pirate Elf Scythed Chariot: 100pts, Moves ‘9’
T5, W4, S4, I6, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 Armour Save hits on Charge ONLY then fights as normal,
Armed with 2 Multi-Crossbows, Shooting hits like Snipers,
Dogged, the S4 I6 A4 comes from the 2 Dino Beasts pulling
the Chariot

Shadow Pirate Elf Harpoon Chariot: 150pts, Moves ‘9’


T4, W4, S3, I5, A4, 5+ Armour Save, Cavalry, D6 I8 S5 -2
Armour Save hits on Charge ONLY then fights as normal,
Armed with Mobile Harpoon (Heavy, S7, ‘24’, -4 to Armour
Saves, deals 2 wounds if unsaved but 3 wounds to models
with T4 or higher and W3 or more),
*Alternatively they can fire their 2 Multi Crossbows,
Shooting hits like Snipers, Dogged, the S3 I5 A4 comes
from the 2 Whip Elves driving the Chariot, who can attack
within ‘3’ of friendly units in base-to-base contact in Close
Combat due their long Whips.

Shadow Pirate Elf Multi-Ballista: 70pts


-T3, W1, S3, I5, A1, 6+ Armour Save (2 Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models) Shooting hits like Snipers
Pirate Elves of Pleasure Island:

Elven Speed:
(vitès farfade)
When Running (Shooting Phase or Victory Run) ALL Elven
Pirate units can move ‘D6’ + ‘2’

Portal Reinforcements:
(Portair Renfort)
Pleasure Daimon Reinforcements from this army can arrive
through Portals and can be teleported onto the battlefield
within ‘6’ of a friendly Pleasure Daimon unit. The friendly
units act as beacon for the portal technology to focus in on.

Enemy of the Butcher:


(Ennemi de la Boucher)
Pleasure Daimon Units from this army re-roll misses against
Blood Daimon Units in Close Combat

Not from around Here:


(Pas d’ici)
Pleasure Daimon Units from this army have Magical Attacks
AND negate the rule ‘I9 in Cover’

Unnatural Speed:
(Vitesse Aritificiel)
When Running (Shooting Phase OR Victory Run), Pleasure
Daimon units from this army can move ‘D6’ + ‘3’
Pirate Elves of Pleasure Island Heroic Units:
Limit of 1 Pirate Elf Banner Bearer
Limit of 4 Pirate Elf Pleasure Mages
Limit of 2 Pirate Elf Pleasure Mage Lords

Pirate Elf Banner Bearer: 120pts


bato farfade banyè pote
T3, W2, S4, I7, A3, 4+ Armour Save, Re-rolls misses, +1 to
Wound against Pirate Elf units but 1 Always fails, Crazed,
Dauntless, +1 to Hit Bonus in Close Combat, Banner of
Pleasure Island (+1 to CCR rolls, Enemy units within ‘12’
suffer -1 to Hit and -1 to Initiative against this unit and any
unit/s he is attached to. Does NOT stack with ‘Pleasant
Dreams’)

Pirate Elf Pleasure Mage: 130pts


bato farfade plezi maj
T3, W2, S3, I5, A1, No Save, Re-rolls misses, +1 to Wound
against Pirate Elf units but 1 Always fails, Crazed,
Dauntless, Magical Attacks, Each Shooting Phase you can
attempt to use the following abilities ONCE each:
1)Wisecracks (Roll 2D6, on a 5+ you can deals D6 S6 -3
to Armour Saves Hits to an enemy unit within ‘12’),
2)Muscle Spasm (Roll 2D6, on a 9+ choose an enemy
unit within ‘18’ even if in Close Combat. This unit is
automatically hit in this Close Combat Phase)
Pirate Elf Pleasure Mage Lord with Staff: 130pts
bato farfade plezi maj
T3, W3, S3, I5, A1, No Save, Re-rolls misses, +1 to Wound
against Pirate Elf units but 1 Always fails, Crazed,
Dauntless, Magical Attacks, Here Comes Fun! (Auto,
‘18’, Deals D6 S5 -2 to Armour Save Hits. Roll a D6 before
using, on a 1 there is no Fun), Each Shooting Phase you can
attempt to use the following abilities ONCE each:
1)Wisecracks (Roll 4D6, on a 5+ you can deals D6 S6 -3
to Armour Saves Hits to an enemy unit within ‘12’),
2)Muscle Spasm (Roll 4D6, on a 9+ choose an enemy
unit within ‘18’ even if in Close Combat. This unit is
automatically hit in this Close Combat Phase)
Pirate Elves of Pleasure Island CORE Units:

Pirate Elf Spearman: 7pts


bato spearman farfade
T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, Re-rolls
misses, Can join Pirate Elf Multi-Crossbowmen units,
can attack within ‘3’ of friendly Pirate Elf models in base-to-
base contact in Close Combat, Crazed, Dauntless

Pirate Elf with Multi-Crossbow: 8pts


bato farfade ak milti-bonbe
T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Multi-
Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Reflex Shots (S3, 2 shots, -1 to Armour), Re-rolls misses in
Close Combat, Crazed, Dauntless

Pirate Elf Swordsman: 6pts


bato epe farfade
T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses, +1 to
Wound against Pirate Elf units but 1 Always fails, Crazed,
Dauntless

Temple Elf of Pleasure with Twin Daggers: 8pts


tanp èlf nan plezi ak nepe jimo
Moves ‘9’- T3, W1, S3, I6, A3, No Save, Crazed,
Dauntless, Re-rolls misses, +1 to Hit Bonus in Close
Combat, +1 to Wound against Elven Navy units (1 still fails),
Pleasant Dreams (Enemy units suffer -1 to Hit and -1 to
Initiative against this unit)
Cloaked Pirate Elf with Multi-Crossbow: 11pts
rad farfade bato ak milti- bonbe
Moves ‘9’- T3, W1, S3, I5, A1, 5+ Dodge Save, Dogged,
Ambush, Re-rolls misses in Close Combat, +1 to Cover
Saves, +1 to hit Bonus in Close Combat, Shooting hits like
Snipers, Reflex Shots (S3, 2 shots, -1 to Armour Saves),
Crazed, Dauntless

Cloaked Pirate Elf with Twin Blades: 10pts, Moves ‘9’


rad farfade bato ak lam jimo
T3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Re-rolls
misses, +1 to Cover Saves, +1 to hit Bonus in Close
Combat, Crazed, Dauntless

Hedonist Norseman with Axe & Shield: 4pts


livsnytere norsk mann med øks og skjold
T3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves,
Crazed, Dauntless

Hedonist Norseman with 2 Blades: 4pts


livsnytere norsk mann med to kniver
T3, W1, S3, I4, A2, 6+ Armour Save, Crazed, Dauntless

Hedonist Norseman with Flail: 5pts


livsnytere norsk mann med flail
T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Crazed, Dauntless

Hedonist Norseman with 2 Handed Axe: 5pts


livsnytere norsk mann med tohånds øks
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Crazed, Dauntless

Pleasure Daimon: 9pts, Moves ‘9’


plaisir demon:
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2, +1 to hit Bonus in Close Combat
Pirate Elf Raider with Twin Blades: 9pts
bato raider farfade ak lam jimo
T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Hand-Bows
(Auto, ‘8’, S3, 1 shot), Reflex Shots from Hand-Bows (S3),
Re-rolls misses in Close Combat, Crazed, Dauntless

Pirate Elf Raider with Multi-Crossbow: 13pts


bato raider farfade ak milti-bonbe
T3, W1, S3, I6, A2, 4+ Dodge Save, Armed with Multi-
Crossbow (Heavy, ‘24’, S3, 2 shots, -1 to Armour Saves)
Reflex Shots (S3, 2 shots, -1 to Armour), Re-rolls misses in
Close Combat, Crazed, Dauntless

Pirate Elves of Pleasure Island Specialist Units:


Limit of 80 Pirate Elf Riders with Spears (4 Units)
Limit of 80 Pirate Elf Knights (4 Units)
Limit of 60 Pleasure Daimon Cavalry (4 Units)
Limit of 80 Pleasure Knights with Swords (4 Units)
Limit of 80 Pleasure Knights with Axes (4 Units)
Limit of 80 Pleasure Knights with Halberds (4 Units)
Limit of 30 Tormentor Daimons of Pleasure (1 Unit)
Limit of 20 Winged Pleasure Daimons (1 Unit)
Limit of 20 Winged Screeching Gargoyles (1 Unit)
Limit of 30 Pirate Elf Pikemen (1 Unit)

Pirate Elf Rider with Spear: 12pts, Moves ‘9’


bato kavalye farfade ak frenn
T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Multi-
Crossbows, Reflex Shots (S3, 2 Shots, -1 to Armour),
Cavalry, Dogged, Re-rolls misses in Close Combat, S4 on
Charge, Crazed, Dauntless
Pirate Elf Knight with Lance & Shield: 22pts
bato chevalye farfade ak Lance ak plak pwotèj
T4, W1, S4, I6, A1, 2+ Armour Save, S6 I7 A2 -2 to Armour
Saves on first Charge ONLY + A2 S4 (Dino Beast) but Uses
Sword at ALL other times and can re-roll misses: A3 S4
before AND after first Charge, +1 to hit Bonus in Close
Combat, Cavalry, Crazed, Dauntless

Pleasure Daimon Cavalry: 16pts, Moves ‘10’


plaisir démon cavalerie
T4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Poisoned attacks due to
Tongue Strider mounts, Ambush: and can re-roll this, +1 to
hit Bonus in Close Combat

Pleasure Knight with 2 Blades: 16pts


Glede riddare med to kniver
T4, W1, S4, I5, A3, 4+ Armour Save, Blademaster,
Crazed, Dauntless

Pleasure Knight with Sword & Shield: 12pts


Glede riddare med sverd og skjold
T4, W1, S4, I5, A1, 4+ Armour Save, Re-rolls misses,
Blademaster, Crazed, Dauntless

Pleasure Knight with Axe & Shield: 12pts


Glede riddere med øks og skjold
T4, W1, S4, I5, A1, 4+ Armour Save, -2 to Numb Saves,
Blademaster, Crazed, Dauntless

Pleasure Knight with Halberd: 12pts


Glede riddare med hellebarde
T4, W1, S5, I5, A1, 5+ Armour Save, -2 to Armour Saves,
Blademaster, Crazed, Dauntless
Tormentor Daimon of Pleasure: 8pts, Moves ‘10’
démon persécuteur de Plaisir
T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2
to Armour Saves

Winged Pleasure Daimon with Twin Daggers: 12pts


plaisir démon ailé avec deux poignards
Moves ‘10’- T3, W1, S3, I5, A3, 4+ Dodge Save, Flyer,
Dauntless, -2 to Armour Saves, +1 to Hit Bonus in Close
Combat, Poisoned Attacks

Winged Screeching Gargoyle: 10pts, Moves ‘10’


gargouille hurlante ailée
T4, W1, S4, I4, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), -1 to Armour
Saves in CC

Pirate Elf Pikeman: 10pts


bato nonm pike farfade
T3, W1, S3, I7, A1, 5+ Armour Save, S4 vs Cavalry, Re-rolls
misses, Crazed, Dauntless, Armed with Pikes (Counts as
Spears, S4 I9 -1 to Armour Saves against Cavalry and
Ogres, they can attack when within ‘5’ of a friendly model in
base-to-base contact rather than within ‘3’ for Pirate Elf
Spearmen)
Pirate Elves of Pleasure Island Heavy Units:
Limit of 1 Pleasure Daimon Overlord
Limit of 4 Pleasure Spawn (2 Units)
Limit of 4 Multi-Ballistae

Pleasure Daimon Overlord w/ Ornate Sword: 170pts


plaisir démon suzerain avec l'épée ornée
Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Re-rolls
misses against Space Elf Units, Slaver Elf Units AND Blood
Daimon Units, Death Strike, Hits on 2+ in Close Combat no
matter what

Pleasure Spawn: 60pts, Moves ‘7’, 1 – 2 per Unit


glede spawn
T5, W3, S4, I9, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears

Pirate Elf Multi-Ballista: 70pts, 1 – 2 per Unit


bato farfade milti- balist
-T3, W1, S3, I5, A1, 6+ Armour Save (2 Pirate Elf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Ballista)
Can fire Bolt Volley (Heavy, ‘36’, S4, 6 shots, -2 to Armour
Saves) OR Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores
Armour, deals 2 wounds if unsaved which can potentially
destroy 2 models), Shooting hits like Snipers, Re-rolls
misses in Close Combat, Dauntless

Mounted Pleasure Knight w/ Spear & Shield: 20pts


montert glede Riddere med spyd og skjold
T5, W1, S5, I5, A1, 2+ Armour Save, Cavalry, Magical
Attacks, Crazed, Dauntless, -2 to Armour Saves (has an
assortment of weapons but they end up reducing Armour as
their main effect), Blademaster, Steed is S4 I3 A1 -1 to
Armour Saves
Mercenaries for Fame:
Mercenari di Fama:
Champions of Capua: Mercenaries for Fame units with this
rule re-roll Wounds against coloured Mercenaries for Fame
units (Silver, Shadow, Grey, Green, Yellow, Red, Orange,
Maroon, Turq, Blue, Clay, Tan, Purple, Swamp and Royalist)
in Close Combat

Multi-Crossbows (Heavy, ‘24’, S3, 2 shots, -1 to Armour


Saves)

Mercenary HEROIC Units (Compulsory):


1 Treasurer & Bodyguard: 16pts + 5pts per Bodyguard
un tesoriere e guardia del corpo
-T4, W2, S4, I5, A3, 4+ Armour Save (Treasurer)
-T3, W1, S5, I4, A1, 5+ Armour Save (Bodyguard)
Treasurer armed with Mace & Shield (-2 to Armour Saves);
Bodyguard can be 5 – 20 Models and have Halberds and
Shields: -1 to enemy Armour Saves in Close Combat,
Champions of Capua
Mercenary HEROIC Units (Optional):
Limit of 1 Conquistador Explorer
Limit of 1 Jungle Amazon Priestess

Conquistador Explorer: 180pts


Conquistador Explorador
T3, W3, S3, I5, A3, 6+ Armour Save, 4+ Dodge Save,
Armed with Sword: Re-rolls misses, +1 to Hit Bonus in Close
Combat, Can join Conquistador units with Pikes, Crossbows,
Swords, Halberds or Conquistador Handgunners, Wrath of
Aguirre

Telescopic Insight (Enemy units with the ‘Ambush’ rule


cannot arrive on the battlefield within ‘24’ of this unit. If
they must do this, then the Conquistador Explorer will get a
free swig of his ‘Strong Stuff’ immediately.

Enemy units which have hidden models like Cave Kobold


‘Death Balls’ or Assassins are revealed when they approach
within ‘24’ of this unit. They are not released from their unit,
it is just really obvious which unit they are hiding in and how
many hidden models there are),

Strong Stuff (Once per game, with the only exception


noted earlier in ‘Telescopic Insight’, roll a D6 for this unit.
On a 1, the Explorer takes an unsaved Wound and falls
unconscious- unable to do anything in your Turn. On a 2+,
the Explorer becomes Move ‘12’ OR S9 or T9 for the rest of
your Turn and your opponent’s Turn)

Jungle Trekker (This unit and any unit he joins always


pass any roll on a D6 when passing through Jungle terrain.
Normally in such instances, a roll of 1 would cause harm)

Desert Wanderer (5+ Dodge Save against Magical


Attacks granted to this unit and any unit/s he is attached)
Jungle Amazon Priestess: 32pts
sacerdotisa amazon selva
T4, W2, S4, I5, A3, 5+ Dodge Save
Treasurer armed with Staff (-2 to Armour Saves), For the
Serpent! (All Jungle Amazon units, including the Priestess
and units of ‘Warrior Women’, gain the ‘Diehards’ rule
(unless they are already Dauntless) if they are within ‘12’ of
this unit), Captured by Beauty (+1 to CCR rolls for this
unit and any Jungle Warrior Women bodyguards (or ‘Warrior
Women’ if they join the Priestess) so long as the Priestess is
still alive)

Mercenary CORE Units:

Desert Rider with Scimitar & Shield: 9pts, Moves ‘9’


cavaliere del deserto con scimitarra e scudo / pala ve
kalkanı ile çöl binici
T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls
misses, Champions of Capua

Mercenary Knight w/ Lance & Shield: 19pts


cavaliere mercenario con lancia e scudo
T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge, Diehards, Champions of Capua

Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’


duellante mercenario con due spade
T3, W1, S3, I4, A2, 5+ Dodge Save, Re-rolls misses in Close
Combat, Armed with Throwing Knives (Auto, ‘12’, S3),
Reflex Shots (S3), +1 to Cover Saves, Champions of
Capua
Mercenary Crossbowman with Pavise: 9pts
balestriere mercenario con Pavese
T3, W1, S3, I3, A1, 3+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves)

Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


mercenario marinaio balestriere
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), Reflex Shots (S4, -1
to Armour Saves)

Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’


mercenario Avelengo con arco composito
T2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite
Bows, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Moves through Woods without penalty, +1 to Cover Saves

Conquistador Handgunner: 6pts


Conquistador Handgunner / pistola conquistadora
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Spanish
Black Powder Rifle (Heavy, ‘24’, S4, -2 to Armour Saves),
Reflex Shots (S4, -1 to Armour Saves), Can join
Conquistador units with Pikes, Crossbows or Swords &
Shields, Wrath of Aguirre (Dauntless when fighting against
Aztec Dinosaur units of ALL kinds), Can join Conquistador
units with Pikes, Halberds, Crossbows or Swords & Shields

Conquistador with Sword and Shield: 5pts


Conquistador con spada e scudo / Conquistador con espada y escudo
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses, Can
join Conquistador units with Pikes, Crossbows or
Conquistador Handgunners, Wrath of Aguirre
Conquistador Pikeman: 9pts
Pikeman conquistador / conquistador piquero
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows, Follows normal rules
for Reflex Shots, Champions of Capua, Wrath of Aguirre

Conquistador with Halberd and Shield: 5pts


Conquistador con alabarda y escudo.
T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves,
Can join Conquistador units with Pikes, Swords, Crossbows
or Conquistador Handgunners, Wrath of Aguirre

Militia Mutineer with 2 Assorted Weapons: 5pts


milite ammutinato con due armi assortite
T3, W1, S3, I3, A2, 6+ Armour Save, Quintero’s Example
(Re-rolls misses against units with ‘Conquistador’ in their
unit title), Wrath of Aguirre, Armed with Pistol (Auto, ‘12’,
S3), Reflex Shots (S3)

Italian Pikeman in Animal Fur: 8pts


Pikeman italiana in pelliccia animale
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless, Champions of Capua

Greek Hoplite with Pike: 6pts


oplita greco con luccio / Élli i̱nas oplíti i̱s me toúrna
T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Champions of Capua
Mercenary Heavy Pikeman: 7pts
mercenario Pikeman pesante
T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Champions of Capua

Mercenary Duellist with Sword & Pistol: 7pts, Moves ‘9’


duellante mercenario con spada e pistola
T3, W1, S4, I4, A2, 5+ Dodge Save, Reflex Shots (S4), +1
to Cover Saves, Champions of Capua, Armed with Black
Powder Pistol (Auto, ‘12’, S4, 1 shot, -1 to Armour Saves,
Also used in Close Combat)

Mercenary Scout Archer with Composite Bow: 4pts


arciere mercenario con arco in composito
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Ambush, +1 to Cover Saves

Mountain Ogre with Club & Axe: 30pts, Moves ‘9’


T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -1, Causes 1 I9 S4 hit
each on Charge ONLY

Mountain Ogre with 2 Handed Blade: 40pts, Moves ‘9’


T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -3, Causes 1 I9 S4 hit
each on Charge ONLY

Steppe Norker on Wolf with Scimitar: 9pts, Moves ‘9’


norker steppa sul lupo con scimitarra
kılıçlı kurt Bozkır Norker
T4, W1, S3, I4, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow, Re-rolls misses in Close Combat, Reflex
Shots (S3)
Mercenary Specialist Units:
Limit of 120 Warrior Women (4 Units)
Limit of 120 Savage Norsemen (4 Units)
Limit of 50 Mercenary Ogres (4 Units)
Limit of 120 Dauntless Dwarves with Pistols (4 Units)
Limit of 80 Steppe Norkers (4 Units)
Limit of 120 Armoured Orcs with Crossbows (4 Units)
Limit of 120 Dead Legionnaires (4 Units)
Limit of 80 Aztec Lizards on Horned Beasts (4 Units)
Limit of 60 Elite Pirate Elves (4 Units)
Limit of 30 Dauntless Dwarf Pirates with Pistols (1 Unit)
Limit of 80 Harquebusier Nobles with 2 Pistols (4 Units)
Limit of 80 Harquebusier Nobles with Lances (4 Units)
No Limit on Dauntless Dwarf Pirates with Dwarven Pistols
Limit of 80 Conquistador Nobles with 2 Pistols (4 Units)
Limit of 80 Conquistador Nobles w/ Cavalry Sabres (4 Units)
Limit of 30 Dwarf Mutineers (1 Unit)
Limit of 10 Ogre Mutineers (1 Unit)
Mountain Ogres with Big Guns (4 Units)
Ogre Adventurers with 2 Weapons (4 Units)
Limit of 120 Coastal Dwarfs with Throwing Axes (4 Units)
Limit of 120 Jungle ‘Gecko’ Swordsmen (4 Units)

Warrior Woman with Macanas: 8pts


donna guerriero con macanas / Mulher guerreira com
macanas
T3, W1, S4, I3, A2, 5+ Dodge Save, Moves through Woods
& Jungles without penalty, Ambush, Armed with Macana (-2
to Armour Saves), 4+ Cover Save in Woods/Jungles

Savage Norseman with Axe and Shield: 9pts


Norvegese selvagge con ascia e scudo
vill Norseman med øks og skjold
T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2), +1 to hit Bonus on Charge,
Crazed, Dauntless
Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’
orco mercenario con il club e ascia
platenik ogre avanturist so klubot i sekira
T4, W3, S4, I2, A4, 5+ Armour Save, I9 S4 impact Hit on
Charge only, Weak against Spears, Reduces Enemy
Armour Saves by -1 in Close Combat

Dauntless Dwarf with 2 Dwarven Pistols: 12pts


nano intrepido con due pistole nani
corrach Dauntless gyda dau pistolau corrach
T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Reflex Shots (S4, -1 to Armour Saves), Uses
Dwarven Pistols as their Close Combat Attacks also,
Die, Beast: each Dauntless Dwarf that suffers an unsaved
wound can make 1 attack at I1 before being removed

Elite Pirate Elf w/ Multi-Crossbow: 19pts, Moves ‘9’


elite elfo pirata con multi- balestra
elit èlf bato ak milti- bonbe
T3, W1, S3, I9, A1, 4+ Dodge Save, Re-rolls misses in Close
Combat, Dogged, Ambush, Armed with Multi-Crossbows,
Reflex Shots (S3, -1 Armour) Shooting hits like Snipers,
Poisoned Attacks, Limit of 5 – 15 Elite Pirate Elves in
Army, +1 to Cover Saves, +1 to hit Bonus in Close Combat,
Harvesters (+100pts to the total points scored by your side
in battle for each enemy unit destroyed in Close Combat by
this unit. These additional points would be well spent on
Reinforcements for another battle)
Steppe Norker on Wolf: 11pts, Moves ‘9’
norker steppa sul lupo / kurt Bozkır norker
T4, W1, S3, I3, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge, Reflex Shots (S3)

Armoured Orc with Crossbow: 9pts


orco armato con balestra / arbaletle zırhlı orc
T4, W1, S4, I2, A1, 5+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour), Lucky Gits
(+2 to Wounds dealt for the purposes of calculating who
won the Close Combat, without them having to do anything.
They really are that lucky by now!)

Dead Legionnaire: 4pts


legionario morto
T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Seek the Living, Slow,
Dauntless, Angry Dead, Dead Legion: Creates 1 Skeleton
with Sword & Shield for every Infantry or Cavalry model
destroyed by this unit in Close Combat: these new Skeletons
join the unit immediately and can attack in the next Close
Combat Phase, Re-rolls misses in Close Combat,
Champions of Capua

Aztec Gecko on Horned Beast w/ Spear & Shield:


geco azteco sulla bestia cornuto con lancia e scudo
gecko asteca em besta com chifres com lança e
escudo
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry, Diehards

Harquebusier Noble with 2 Pistols: 16pts, Moves ‘9’


harquebusier nobile con due pistole
T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves), Reflex Shots (S4, -1 to
Armour Saves), Hit and Run, Also Armed with Harquebus
Carbine (Auto, ‘16’, S4, -2 to Armour Saves)
Harquebusier Noble with Lance: 16pts, Moves ‘9’
harquebusier nobile con lancia
T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Reflex Shots (S4, -2 to Armour Saves), Hit and
Run, Armed with Harquebus Carbine (Auto, ‘16’, S4, -2 to
Armour Saves), S5 and -2 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A2 S3 before AND after first Charge

Dauntless Dwarf Pirate with 2 Dwarven Pistols: 12pts


impavido pirata nano con due pistole
corrach eofn môr-leidr gyda dau pistolau corrach
T4, W1, S4, I2, A2, No Save, Slow, Dauntless, Armed with
2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Reflex Shots (S4, -1 to Armour Saves), Uses
Dwarven Pistols as their Close Combat Attacks also,
Ancestral Hatred (Re-rolls misses against Green Horde
units in Close Combat)

Conquistador Noble with 2 Pistols: 12pts, Moves ‘9’


conquistador nobile con due pistole / Conquistador noble con
dos pistolas
T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves), Reflex Shots (S4, 2 Shots
and -1 to Armour), Wrath of Aguirre

Conquistador Noble with Cavalry Sabre: 9pts


conquistador nobile con due pistole / Conquistador noble con
dos pistolas
Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry,
Re-rolls misses in Close Combat, Wrath of Aguirre
Dwarf Mutineer with 2 Dwarven Pistols: 10pts
Nine ammutinato Mutineer con due pistole nane
T4, W1, S4, I2, A2, No Save, Slow, Armed with 2 Dwarven
Pistols (Auto, ‘6’, S4, 2 shots, -2 to Armour Saves), Reflex
Shots (S4, 2 Shots, -2 to Armour Saves), Uses Dwarven
Pistols as their Close Combat Attacks also, Quintero’s
Example (Re-rolls misses in Shooting and Close Combat
against units with ‘Conquistador’ in their unit title)

Ogre Mutineer with 2 Weapons: 50pts


Orco ammutinato con due armi
Moves ‘9’- T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless,
Ambush, Weak against Spears, Armed with Modified
Pistol, Shooting hits like Snipers, Reflex Shots (S4, -1 to
Armour), Causes 1 I9 S4 hit each on Charge ONLY, Reduces
Armour Saves by -1 in Close Combat, Quintero’s Example
(Re-rolls misses in Shooting and Close Combat against units
with ‘Conquistador’ in their unit title)
Mountain Ogre with Big Gun: 40pts, Moves ‘9’
T4, W3, S4, I2, A3, 6+ Armour Save, Armed with Big Gun
(Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak
against Spears, Reduces Armour Saves by -1 in Close
Combat, Causes 1 I9 S4 hit each on Charge ONLY, Reflex
Shots (Big Gun)

Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’


T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush,
Weak against Spears, Armed with Modified Pistol (Auto,
‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers,
Reflex Shots (S4, -1 to Armour), Causes 1 I9 S4 hit each on
Charge ONLY, Reduces Armour Saves by -1 in Close Combat

Coastal Dwarf with Throwing Axes: 12pts


corrach mynydd gyda arquebus corrach
T4, W1, S5, I1, A1, 6+ Armour Save, Slow, Diehards,
Armed with Throwing Axes (Auto, ‘6’, S4, -1 to Armour
Saves, 2 Shots), Also armed with 2H Axe: -2 to Armour
Saves, Reflex Shots (S4, -1 to Armour, 2 Shots), Bearded
Fury: S6 -3 to Armour Saves on Charge, Swims ‘2D6’ in
Ocean, Dwarfs with a Vengeance (Re-rolls misses against
Elven Navy units in Close Combat)

Jungle ‘Gecko’ Swordsman: 7pts


spadaccino della giungla / jungla gecko espadachín
T3, W1, S3, I4, A1, 4+ Armour Save, Re-rolls misses,
Equipped with Sword and Shield, Wears the scaly skin of an
Aztec Gecko, Wrath of Aguirre, Water Dwellers (Enemy
units have -1 to hit against them in Shooting when the unit
is in water features like marshes, rivers or swamps. Water
Dwellers move through water features without penalty)
Mercenary Heavy Units:
Limit of 40 Flying Crossbowmen, Swamp Beasts (2 Units)
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + Druid (2 Units in Total)
Limit of 4 Mobile Light Cannons (Each is a separate unit)
Limit of 2 Dwarven Kobold Catapults
Limit of 2 Mercenary Giants with Cages
Limit of 6 Mountain Ogre Cavalry with Clubs & Axes (2 Units)
Limit of 2 Armoured Mercenary Giants
Limit of 160 Kobold ‘Man Eaters’ with Flails (4 Units)
Limit of 20 Jungle Ogre Adventurers (2 Units)

Da Vinci’s Flying Crossbowman: 10pts, Moves ‘10’


Volare balestriere di Da Vinci
T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Dogged, Flyers, Shooting hits like Snipers (2+ against
normal models and 3+ against Shadow units), Ambush, Hit
and Run

Dwarven Axe Catapult: 200pts


nani ascia catapulta / corrach catapwlt bwyell
-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Axe Catapult
(Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots),
Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery
2 Giants of the Mist: 500pts (also incl. Druid Handler)
due giganti della nebbie / kaksi jättiläistäsumun
T6, W6, S7, I3, 2D6 Attacks each, No Save, Moves ‘9’
Dauntless, If beaten/killed in Close Combat: roll a D6 for
each Giant, on 1 it falls over on the unit and will drop a ‘5’
Blast dealing S6 -2 to Armour hits on the unit which had
beaten it/killed it, Both Giants are armed with Giant Clubs (-
3 to Armour Saves in Close Combat), Druid Handler with
Sickle increased their Strength from 6 to 7 in their profile,
Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour
Saves), Re-rolls misses against Giants of the Mist units,
Weak Against Spears

Swamp Beast of the Mist: 24pts


palude bestia della nebbia / suolla petosumu
T5, W4, S5, I1, A3, 4+ Numb Save, Dauntless, Slow, -1 to
Armour Saves, Re-rolls misses against Swamp Beast units,
Weak Against Spears

Mobile Light Cannon: 72pts


mobili cannone leggero
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Dwarven Kobold Catapult: 111pts
catapulta dei Folletti dei Nani / corrach catapwlt bwca
-T4, W1, S3, I2, A2, 5+ Numb Save (6 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Kobold Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Armed with
Kobold Catapult (Heavy, Guess up to ‘60’, S4, Ignores
Armour Saves, Deals D6 Wounds if unsaved), Dauntless,
Slow, Artillery, Terror of Kobolds (Any ‘Kobold’ unit
which suffers unsaved Wounds from a Kobold Catapult must
pass an immediate CCR roll unless Dauntless), Bearded
Fury: S4 on Charge

Mercenary Giant with Cage: 200pts, Moves ‘9’


gigante mercenario con gabbia
T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Reflex Shots (Big Rock), Weak against Spears,
Save Some For Later (This unit stuffs enemy victims into
the Cage for snacking later, granting the ‘Diehards’ rule)

Mountain Ogre Cavalry with Club & Axe: 100pts


Moves ‘9’, T5, W5, S4, I2, A4, 2+ Armour Save, Cavalry,
Furry Tusker is S5 I2 A3 in Close Combat, the Ogre Rider
Reduces Armour Saves by -2, Causes 3 I9 S5 -2 to Armour
Saves hits each on Charge ONLY, Crazed, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless
Dauntless or Terrific)
Armoured Mercenary Giant: 200pts, Moves ‘9’
gigante mercenario corazatto
T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in
Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits,
-3 to Armour Saves), Reflex Shots (Big Rock), Weak
against Spears

Kobold ‘Man Eater’ with Flail: 5pts


T3, W1, S3, I2, A2, 5+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, -1 to Armour Saves in Close Combat,
I’ll Bite Your Legs Off! (+1 to Wound in Shooting, Close
Combat and Reflex Shots against units from the German
Empire, Camelot and the Cossacks, 1 still fails), Great
Aspirations (2 Reflex Shots when enemy units fail their
charge against Kobold ‘Man Eaters’ or if they Charge them
on a Victory Run)

Jungle Ogre Adventurer w/ 2 Weapons: 60pts


Moves ‘9’- T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless,
Ambush, Weak against Spears, Armed with Modified
Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits
like Snipers, Reflex Shots (S4, -1 to Armour), Causes 1 I9
S4 hit each on Charge ONLY, Reduces Armour Saves by -1
in Close Combat, Your Worst Nightmare (4+ Cover Save
in Jungle. Enemy units have -1 to hit against them in
Shooting when the unit is in water features like marshes,
rivers or swamps. Moves through water features and Jungle
without penalty)
Silver Mercenaries:
Mercenari Argento:
Painted in various shades of Silver and/or gold

Armoured
(Corrazato)
Silver Models all have an Armour Save of at least 4+; this
will always be included in the unit’s statistics.

Silver Mercenary CORE Units:

Silver Desert Rider with Scimitar & Shield: 9pts, Moves


‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Re-rolls
misses

Silver Mercenary Knight w/ Lance & Shield: 17pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Silver Mercenary Duellist with Twin Swords: 7pts,


Moves ‘9’- T3, W1, S3, I4, A2, 4+ Armour Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Silver Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 2+ Armour Save, Armed with Crossbows

Silver Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 4+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers

Silver Mercenary Halfling w/ Composite Bow: 5pts,


Move ‘9’- T2, W1, S2, I5, A1, 4+ Armour Save, Armed with
Composite Bows, Shooting hits like Snipers
Silver Conquistador Pikeman: 9pts
T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Silver Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes, Dauntless

Silver Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes

Silver Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 3+ Armour Save, S4 vs Cavalry, Armed
with Pikes

Silver Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Silver Warrior Woman with Macanas: 8pts


T3, W1, S4, I3, A2, 4+ Armour Save, Armed with Macanas
(-2 to Armour Saves)

Silver Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 4+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2), Crazed, Dauntless

Silver Mercenary Ogre with Club & Axe: 32pts, Moves


‘9’- T4, W3, S4, I2, A4, 4+ Armour Save, Weak against
Spears
Silver Dauntless Dwarf with 2 Dwarven Pistols: 12pts
T4, W1, S4, I2, A2, 4+ Armour Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also

Silver Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 4+ Armour Save Save, Armed with
Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks, Limit of 5 – 15 Elite Pirate Elves in Army

Silver Steppe Norker on Wolf: 11pts, Moves ‘6’


T4, W1, S3, I2, A2, 3+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge

Silver Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 4+ Armour Save, Armed with Crossbows

Silver Dead Legionnaire: 4pts


T3, W1, S3, I2, A1, 4+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Dauntless, Dead
Legion: Creates 1 Skeleton with Sword & Shield for every
Infantry or Cavalry model destroyed by this unit in Close
Combat: these new Skeletons join the unit immediately and
can attack in the next Close Combat Phase, Re-rolls misses
in Close Combat

Silver Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘6’, T3, W1, S3, I5, A2, 2+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Silver Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + Druid (2 Units in Total)
Limit of 4 Mobile Light Cannons (Each is a separate unit)
Da Vinci’s Flying Silver Crossbowman: 10pts, Moves ‘10’
T3, W1, S3, I3, A1, 4+ Armour Save, Armed with
Crossbows, Dogged, Flyers, Shooting hits like Snipers

Silver Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 4+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, 4+ Armour Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness)
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Dauntless, Slow, Artillery

2 Silver Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, 4+ Armour
Save, Moves ‘9’ Dauntless, If beaten/killed in Close
Combat: roll a D6 for each Giant, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten it/killed it, Both Giants are armed
with Giant Clubs (-3 to Armour Saves in Close Combat),
Druid Handler with Sickle increased their Strength from 6 to
7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7
hits, -3 to Armour Saves), Weak Against Spears

Silver Swamp Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Armour Save, Dauntless, Slow, -1
to Armour Saves, Weak Against Spears

Silver Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 4+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 4+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Shadow Mercenaries:
Mercenario Ombra:
Painted mainly in Black colours

Seeing Shadows
(Vedende de Ombra)
Shadow Mercenary models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Intrepido)
ALL Shadow Mercenary models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Mercenary CORE Units:


Shadow Desert Rider with Scimitar & Shield: 9pts,
Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry,
Re-rolls misses

Shadow Mercenary Knight w/ Lances & Shields: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Shadow Mercenary Duellist w/ Twin Swords: 7pts,


Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)
Shadow Mercenary Crossbowman with Pavise: 9pts
T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Shadow Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers

Shadow Mercenary Halfling w/ Composite Bow: 5pts,


Move ‘9’- T2, W1, S2, I5, A1, No Save, Armed with
Composite Bows, Shooting hits like Snipers

Shadow Conquistador Pikeman: 9pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Shadow Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Shadow Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Shadow Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)
Shadow Mercenary Specialist Units:
Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Shadow Warrior Woman with Macanas: 8pts


T3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-
2 to Armour Saves)

Shadow Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed

Shadow Mercenary Ogre with Club & Axe: 32pts, Moves


‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Shadow Dauntless Dwarf with 2 Dwarven Pistols:


12pts- T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed
with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also

Shadow Elite Pirate Elf w/ Multi-Crossbow: 18pts,


Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged,
Armed with Multi-Crossbows, Shooting hits like Snipers,
Poisoned Attacks

Shadow Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge

Shadow Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows
Dead Shadow Legionnaire: 4pts
T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Slow,
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Shadow Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Shadow Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Shadow Crossbowman: 10pts, Moves


‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with
Crossbows, Dogged, Flyers, Shooting hits like Snipers

Shadow Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Artillery (Crew is hit on 6 by normal
units in Shooting and on 5+ by units with Shooting Hits like
Snipers), Artillery
2 Shadow Giants of the Mist: 500pts (also incl. Druid
Handler)- T6, W6, S7, I3, 2D6 Attacks each, Moves ‘9’
No Save, If beaten/killed in Close Combat: roll a D6 for each
Giant, on 1 it falls over on the unit and will drop a ‘5’ Blast
dealing S6 -2 to Armour hits on the unit which had beaten
it/killed it, Both Giants are armed with Giant Clubs (-3 to
Armour Saves in Close Combat), Druid Handler with Sickle
increased their Strength from 6 to 7 in their profile, Big
Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour
Saves), Weak Against Spears

Shadow Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears

Shadow Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery (Crew is hit on 6 by normal units in Shooting and
on 5+ by units with Shooting Hits like Snipers), Cannon &
Horseman are Weak Against Spears
Grey Mercenaries:
Mercenario Grigio:
Painted in Greys, charcoals and dark grey

Professionals
(Professionisti)
Reduces Enemy Save, whichever one they choose, by a
further -1 than usual. This will be covered in Grey
Mercenaries Model stats in each case. This rule does NOT
apply to Dodge Saves, which cannot be modified.

Grey Mercenary CORE Units:


Grey Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls
misses, -1 to Armour Saves

Grey Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge AND -1 to Armour Saves

Grey Duellist with Twin Swords: 7pts, Moves ‘9’


T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Throwing
Knives (Auto, ‘12’, S3), -1 to Armour Saves in Close Combat

Grey Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows
(-2 to Armour Saves in Shooting)

Grey Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 5+ Armour Save, Armed with Crossbows
(-2 to Armour Saves in Shooting), Shooting hits like Snipers
Grey Mercenary Halfling w/ Composite Bow: 5pts,
Move ‘9’- T2, W1, S2, I5, A1, 5+ Armour Save, Armed with
Composite Bows, Shooting hits like Snipers, -1 to Armour
Saves in Shooting

Grey Conquistador Pikeman: 9pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Also armed with Crossbows

Grey Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless

Grey Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Grey Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -2 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)
Grey Mercenary Specialist Units:
Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Grey Warrior Woman with Macanas: 8pts


T3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas
(-3 to Armour Saves)

Grey Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -3) Crazed, Dauntless

Grey Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’-
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, -1 to Armour Saves

Grey Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -2 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Grey Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows (-2 to Armour Saves in Shooting),
Shooting hits like Snipers, Poisoned Attacks

Grey Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge, -1 to Armour
Saves in Close Combat

Grey Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows
(-2 to Armour Saves in Shooting)
Grey Dead Legionnaire: 4pts
T3, W1, S3, I2, A1, 5+ Armour Save, -1 to Armour Saves,
represented by Skeletons with Swords & Shields, Slow,
Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Grey Aztec Gecko on Horned Beast w/ Spear & Shield:


12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, -1 to Armour Saves, Poisoned Attacks, Cavalry

Grey Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Grey Crossbowman: 10pts, Moves ‘10’-


T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Dodge Save,
Armed with Crossbows (-2 to Armour Saves in Shooting),
Dogged, Flyers, Shooting hits like Snipers,

Grey Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 5+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, 5+ Armour Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness), Axe
Catapult (Heavy, ‘48’, S4, -2 to Armour Saves, fires 4D6
shots), Slow, Dauntless, Artillery
2 Grey Giants of the Mist: 500pts (also incl. Druid
Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Armour
Save, Dauntless, Moves ‘9’ If beaten/killed in Close
Combat: roll a D6 for each Giant, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten it/killed it, Both Giants are armed
with Giant Clubs (-4 to Armour Saves in Close Combat),
Druid Handler with Sickle increased their Strength from 6 to
7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7
hits, -4 to Armour Saves), Weak Against Spears

Grey Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, Slow, -2 to Armour
Saves, Weak Against Spears

Grey Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 5+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 5+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, -1 to
Armour Saves, ‘9’ teardrop Flamethrower template. See
page 18 & 19 of Army Men PAZCIK Rulebook (Firing a Light
Cannon), Dogged, Artillery, Cannon & Horseman are
Weak Against Spears
Green Mercenaries:
Mercenario Verde:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(Mortale Accurata)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Mercenary CORE Units:


Green Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls
misses

Green Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Green Mercenary Duellist with Twin Swords: 7pts,


Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Green Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Green Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers
Green Mercenary Halfling w/ Composite Bow: 5pts,
Move ‘9’- T2, W1, S2, I5, A1, No Save, Armed with
Composite Bows, Shooting hits like Snipers

Green Conquistador Pikeman: 9pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Green Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless

Green Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Green Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Green Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Green Warrior Woman with Macanas: 8pts
T3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves)

Green Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed, Dauntless

Green Mercenary Ogre with Club & Axe: 32pts, Moves


‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Green Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Green Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Green Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge

Green Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Green Dead Legionnaire: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat
Green Aztec Gecko on Horned Beast w/ Spear &
Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Green Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Green Crossbowman: 10pts, Moves


‘10’- T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with
Crossbows, Dogged, Flyers, Shooting hits like Snipers

Green Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery

2 Green Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, No Save,
Dauntless, Moves ‘9’ If beaten/killed in Close Combat: roll
a D6 for each Giant, on 1 it falls over on the unit and will
drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which had beaten it/killed it, Both Giants are armed with
Giant Clubs (-3 to Armour Saves in Close Combat), Druid
Handler with Sickle increased their Strength from 6 to 7 in
their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3
to Armour Saves), Weak Against Spears
Green Beast of the Mist: 24pts
T5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears

Green Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Yellow Mercenaries:
Mercenario Giallo:
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(Due al prezzo di Uno)
Yellow Mercenary models all have enhanced durability, in the
form of extra Wounds on their profile and, as a consequence
of this, have reduced Saves where relevant (-1). This will be
always be included in the rules and stats for a unit.

Yellow Mercenary CORE Units:


Yellow Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W2, S3, I4, A1, 6+ Armour Save, Cavalry, Re-rolls
misses

Yellow Mercenary Knight w/ Lance & Shield: 19pts


T4, W2, S4, I3, A1, 2+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Yellow Mercenary Duellist with Twin Swords: 7pts,


Moves ‘9’- T3, W2, S3, I4, A2, 6+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Yellow Mercenary Crossbowman with Pavise: 9pts


T3, W2, S3, I3, A1, 4+ Armour Save, Armed with Crossbows

Yellow Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W2, S3, I3, A1, No Save, Armed with Crossbows,
Shooting hits like Snipers
Yellow Mercenary Halfling w/ Composite Bow: 5pts,
Move ‘9’- T2, W2, S2, I5, A1, No Save, Armed with
Composite Bows, Shooting hits like Snipers

Yellow Conquistador Pikeman: 9pts


T3, W2, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Yellow Italian Pikeman in Animal Fur: 8pts


T3, W2, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless

Yellow Greek Hoplite with Pike: 6pts


T3, W2, S3, I5, A1, No Save, S4 vs Cavalry, Armed with
Pikes (Counts as Spears, S4 I9 -1 to Armour Saves against
Cavalry and Ogres, they can attack when within ‘4’ of a
friendly model in base-to-base contact rather than within ‘2’)

Yellow Mercenary Heavy Pikeman: 7pts


T3, W2, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Yellow Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Yellow Warrior Woman with Macanas: 8pts
T3, W2, S4, I3, A2, 6+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves)

Yellow Savage Norseman with Axe and Shield: 9pts


T3, W2, S4, I4, A2, 6+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed, Dauntless

Yellow Mercenary Ogre with Club & Axe: 32pts, Moves


‘9’- T4, W4, S4, I2, A4, 6+ Armour Save, Weak against
Spears

Yellow Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W2, S4, I2, A2, 6+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Yellow Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W2, S3, I6, A1, 5+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Yellow Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W2, S3, I2, A2, 5+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge

Yellow Armoured Orc with Crossbow: 9pts


T4, W2, S4, I2, A1, 6+ Armour Save, Armed with Crossbows

Yellow Dead Legionnaire: 4pts


T3, W2, S3, I2, A1, 6+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat
Yellow Aztec Gecko on Horned Beast w/ Spear &
Shield: 12pts, Moves ‘9’, T3, W2, S3, I5, A2, 4+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Yellow Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Yellow Crossbowman: 10pts, Moves


‘10’- T3, W2, S3, I3, A1, 6+ Dodge Save, Armed with
Crossbows, Dogged, Flyers, Shooting hits like Snipers

Yellow Dwarven Axe Catapult: 200pts


-T4, W2, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)
-T7, W2, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery

2 Yellow Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W7, S7, I3, 2D6 Attacks each, No Save,
Dauntless, Moves ‘9’ If beaten/killed in Close Combat: roll
a D6 for each Giant, on 1 it falls over on the unit and will
drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which had beaten it/killed it, Both Giants are armed with
Giant Clubs (-3 to Armour Saves in Close Combat), Druid
Handler with Sickle increased their Strength from 6 to 7 in
their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3
to Armour Saves), Weak Against Spears
Yellow Beast of the Mist: 24pts
T5, W5, S5, I1, A3, 5+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears

Yellow Mobile Light Cannon: 72pts


-T3, W2, S3, I2, A1, No Save (3 Crew)
-T4, W4, S0, I0, A0, No Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Red Mercenaries:
Mercenario Rosso:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(L’esercito Rosso)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Mercenary CORE Units:


Red Desert Rider with Scimitar & Shield: 7pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls
misses

Red Mercenary Knight w/ Lance & Shield: 17pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Red Mercenary Duellist with Twin Swords: 5pts, Moves


‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Red Mercenary Crossbowman with Pavises: 7pts


T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Red Mercenary Sailor Crossbowman: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers

Red Mercenary Halfling w/ Composite Bow: 3pts, Move


‘9’- T2, W1, S2, I5, A1, No Save, Armed with Composite
Bows, Shooting hits like Snipers
Red Conquistador Pikeman: 7pts
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Red Italian Pikeman in Animal Fur: 6pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless

Red Greek Hoplite with Pike: 4pts


T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Red Mercenary Heavy Pikeman: 5pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Red Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Red Warrior Woman with Macanas: 6pts
T3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves)

Red Savage Norseman with Axe and Shield: 7pts


T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed, Dauntless

Red Mercenary Ogre with Club & Axe: 30pts, Moves ‘9’-
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Red Dauntless Dwarf with 2 Dwarven Pistols: 10pts-


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Red Elite Pirate Elf w/ Multi-Crossbow: 16pts, Moves


‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Red Steppe Norker on Wolf: 9pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge

Red Armoured Orc with Crossbow: 7pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Red Dead Legionnaire: 2pts


T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat
Red Aztec Gecko on Horned Beast w/ Spear & Shield:
10pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry

Red Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts

Da Vinci’s Flying Red Crossbowman: 8pts, Moves ‘10’-


T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Dogged, Flyers, Shooting hits like Snipers

Red Beast of the Mist: 22pts


T5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour
Saves
Orange Mercenaries:
Mercenario Arancione:
Painted mainly in shades of Orange

Diehards
(Irriducibili)
All Orange models can re-roll CCR (Close Combat
Resolution) Rolls if they lose Close Combat unless the
model has the Dauntless rule included in their unit
statistics.

Orange Mercenary CORE Units:


Orange Desert Rider with Scimitar & Shield: 9pts,
Moves ‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry,
Re-rolls misses

Orange Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Orange Mercenary Duellist with Twin Swords: 7pts,


Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Orange Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows

Orange Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers
Orange Mercenary Halfling w/ Composite Bow: 5pts,
Move ‘9’- T2, W1, S2, I5, A1, 6+ Armour Save, Armed with
Composite Bows, Shooting hits like Snipers

Orange Conquistador Pikeman: 9pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Orange Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Orange Italian Pikeman in Animal Fur: 7pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Diehards

Orange Mercenary Heavy Pikeman: 8pts


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Orange Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Orange Warrior Woman with Macanas: 8pts
T3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves)

Orange Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed, Diehards

Orange Mercenary Ogre with Club & Axe: 32pts, Moves


‘9’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Orange Dauntless Dwarf with 2 Dwarven Pistols:


12pts- T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save,
Slow, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2
shots, -1 to Armour Saves), Uses Dwarven Pistols as their
Close Combat Attacks also, Diehards

Orange Elite Pirate Elf w/ Multi-Crossbow: 18pts,


Moves ‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged,
Armed with Multi-Crossbows, Shooting hits like Snipers,
Poisoned Attacks

Orange Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge

Orange Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Orange Dead Legionnaire: 4pts


T3, W2, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Diehards
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat
Orange Aztec Gecko on Horned Beast w/ Spear &
Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Orange Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Orange Crossbowman: 10pts, Moves


‘10’- T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Dodge Save,
Armed with Crossbows, Dogged, Flyers, Shooting hits like
Snipers

Orange Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 6+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Diehards, Artillery

Orange Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears
2 Orange Giants of the Mist: 500pts (also incl. Druid
Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour
Save, Diehards, Moves ‘9’ If beaten/killed in Close Combat:
roll a D6 for each Giant, on 1 it falls over on the unit and will
drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which had beaten it/killed it, Both Giants are armed with
Giant Clubs (-3 to Armour Saves in Close Combat), Druid
Handler with Sickle increased their Strength from 6 to 7 in
their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3
to Armour Saves), Weak Against Spears

Orange Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Maroon Mercenaries:
Mercenario Marrone
Painted in mainly in Maroon and dark reds

Lightning Reflexes
(Riflessi Fulminei)
Models with ranged weapons (Automatic and Fast Firing)
ALWAYS get Reflex Shots when Charged by an enemy unit.
This rule will always be included in a unit’s statistics if
applicable.

Hit and Run


(Mordi i Fuggi)
Models with ranged weapons (Heavy, Automatic and Fast
Firing) are allowed to Run AFTER they have fired in the
Shooting Phase)

Maroon Mercenary CORE Units:

Maroon Desert Rider with Scimitar & Shield: 9pts,


Moves ‘12’- T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry,
Re-rolls misses

Maroon Mercenary Knight w/ Lance & Shield: 19pts,


Moves ‘9’- T4, W1, S4, I3, A1, 2+ Armour Save, Cavalry,
S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A1 S4
before AND after first Charge

Maroon Mercenary Duellist with Twin Swords: 7pts,


Moves ‘12’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3), Reflex Shots (S3), Hit and
Run
Maroon Mercenary Crossbowman with Pavise: 9pts,
Moves ‘9’- T3, W1, S3, I3, A1, 3+ Armour Save, Armed with
Crossbows, Hit and Run, Reflex Shots (S4)

Maroon Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers, Hit and Run, Reflex
Shots (S4)

Maroon Mercenary Halfling w/ Composite Bow: 5pts,


Moves ‘12’- T2, W1, S2, I5, A1, 6+ Armour Save, Armed
with Composite Bows, Shooting hits like Snipers, Reflex
Shots (S3), Hit and Run

Maroon Conquistador Pikeman: 9pts, Moves ‘9’


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows, Hit and Run, Reflex
Shots (S4)

Maroon Italian Pikeman in Animal Fur: 8pts, Moves ‘9’


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless

Maroon Greek Hoplite with Pike: 6pts, Moves ‘9’


T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)
Maroon Mercenary Heavy Pikeman: 7pts, Moves ‘9’
T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Maroon Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Maroon Warrior Woman with Macanas: 8pts, Moves ‘9’


T3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-
2 to Armour Saves)

Maroon Savage Norseman with Axe and Shield: 9pts,


Moves ‘9’, T3, W1, S4, I4, A2, 5+ Armour Save, Armed with
Axes (Reduces Numb Saves by -2) Crazed, Dauntless

Maroon Mercenary Ogre with Club & Axe: 32pts, Moves


‘12’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Maroon Dauntless Dwarf with 2 Dwarven Pistols:


12pts- T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also, Dauntless, Reflex Shots (S4 -1 to Armour
Saves), Hit and Run

Maroon Elite Pirate Elf w/ Multi-Crossbow: 18pts,


Moves ‘12’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged,
Armed with Multi-Crossbows, Reflex Shots (1 shot, S3, -1 to
Armour Saves) Shooting hits like Snipers, Poisoned Attacks,
Hit and Run
Maroon Steppe Norker on Wolf: 11pts, Moves ‘12’
T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge, Reflex Shots (S3),
Hit and Run

Maroon Armoured Orc with Crossbow: 9pts, Moves ‘9’


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves), Hit and
Run

Maroon Dead Legionnaire: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Maroon Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘12’, T3, W1, S3, I5, A2, 4+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Maroon Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Maroon Crossbowman: 10pts, Moves


‘12’- T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Dodge Save,
Armed with Crossbows, Reflex Shots (S4, -1 to Armour
Saves), Dogged, Flyers, Shooting hits like Snipers, Hit
and Run
Maroon Dwarven Axe Catapult: 200pts
-T4, W1, S3, I2, A2, 6+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Dauntless, Artillery, Hit and Run

2 Maroon Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour
Save, Moves ‘12’ Dauntless, If beaten/killed in Close
Combat: roll a D6 for each Giant, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten it/killed it, Both Giants are armed
with Giant Clubs (-3 to Armour Saves in Close Combat),
Druid Handler with Sickle increased their Strength from 6 to
7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7
hits, -3 to Armour Saves), Reflex Shots (1 Big Rock per
Giant), Hit and Run, Weak Against Spears

Maroon Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, -1 to Armour Saves,
Weak Against Spears

Maroon Mobile Light Cannon: 72pts, Moves ‘9’


-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Hit and Run, Cannon & Horseman are Weak
Against Spears
Turq Mercenaries:
Mercenario Turq:
Painted mainly in shades of Turquoise

Dauntless
(Intrepido)
ALL Turq Mercenary models have the Dauntless rule. If this
unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Turq Mercenary CORE Units:

Turq Desert Rider with Scimitar & Shield: 9pts, Moves


‘12’- T4, W1, S3, I4, A1, 5+ Armour Save, 6+ Dodge Save,
Cavalry, Re-rolls misses

Turq Mercenary Knight w/ Lance & Shield: 19pts,


Moves ‘9’- T4, W1, S4, I3, A1, 2+ Armour Save, Cavalry,
S6 A2 I4 and -2 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A1 S4
before AND after first Charge

Turq Mercenary Duellist with Twin Swords: 7pts, Moves


‘12’- T3, W1, S3, I4, A2, 4+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Turq Mercenary Crossbowman with Pavise: 9pts, Moves


‘9’- T3, W1, S3, I3, A1, 3+ Armour Save, Armed with
Crossbows

Turq Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers
Turq Mercenary Halfling w/ Composite Bow: 5pts,
Moves ‘12’- T2, W1, S2, I5, A1, 6+ Dodge Save, Armed with
Composite Bows, Shooting hits like Snipers

Turq Conquistador Pikeman: 9pts, Moves ‘9’


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Turq Italian Pikeman in Animal Fur: 8pts, Moves ‘9’


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Turq Greek Hoplite with Pike: 6pts, Moves ‘9’


T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Turq Mercenary Heavy Pikeman: 7pts, Moves ‘9’


T3, W1, S3, I5, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Pikes(Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Turq Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Turq Warrior Woman with Macanas: 8pts, Moves ‘9’
T3, W1, S4, I3, A2, 4+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves)

Turq Savage Norseman with Axe and Shield: 9pts,


Moves ‘9’, T3, W1, S4, I4, A2, 5+ Armour Save, 6+ Dodge
Save, Armed with Axes (Reduces Numb Saves by -2)
Crazed

Turq Mercenary Ogre with Club & Axe: 32pts, Moves


‘12’- T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Turq Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also

Turq Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘12’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Turq Steppe Norker on Wolf: 11pts, Moves ‘12’


T4, W1, S3, I2, A2, 4+ Armour Save, 6+ Dodge Save,
Cavalry, Armed with Composite Bow and Spear, S4 on
Charge

Turq Armoured Orc with Crossbow: 9pts, Moves ‘9’


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows
Turq Dead Legionnaire: 4pts
T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields

Dead Legion: Creates 1 Skeleton with Sword & Shield for


every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Turq Aztec Gecko on Horned Beast w/ Spear & Shield:


12pts, Moves ‘12’, T3, W1, S3, I5, A2, 4+ Armour Save, 6+
Dodge Save, S4 on Charge, Poisoned Attacks, Cavalry

Turq Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Turq Crossbowman: 10pts, Moves ‘12’-


T3, W1, S3, I3, A1, 6+ Armour Save, 4+ Dodge Save,
Armed with Crossbows, Dogged, Flyers, Shooting hits like
Snipers

Turq Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 6+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Artillery
2 Turq Giants of the Mist: 500pts (also incl. Druid
Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour
Save, Moves ‘12’ If beaten/killed in Close Combat: roll a D6
for each Giant, on 1 it falls over on the unit and will drop a
‘5’ Blast dealing S6 -2 to Armour hits on the unit which had
beaten it/killed it, Both Giants are armed with Giant Clubs (-
3 to Armour Saves in Close Combat), Druid Handler with
Sickle increased their Strength from 6 to 7 in their profile,
Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour
Saves), Weak Against Spears

Turq Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, -1 to Armour Saves,
Weak Against Spears

Turq Mobile Light Cannon: 72pts, Moves ‘9’


-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Blue Mercenaries:
Mercenario Blu:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(Teletransporto Personale)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Mercenary CORE Units:


Blue Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save,
Cavalry, Re-rolls misses

Blue Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, 5+ Numb Save,
Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A1 S4 before AND after first Charge

Blue Mercenary Duellist with Twin Swords: 7pts, Moves


‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Blue Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save,
Armed with Crossbows

Blue Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Crossbows, Shooting hits like Snipers

Blue Mercenary Halfling w/ Composite Bow: 5pts, Move


‘9’- T2, W1, S2, I5, A1, 5+ Numb Save, Armed with
Composite Bows, Shooting hits like Snipers
Blue Conquistador Pikeman: 9pts
T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’) Also armed with Crossbows

Blue Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’, Dauntless

Blue Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’

Blue Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’

Blue Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Blue Warrior Woman with Macanas: 8pts


T3, W1, S4, I3, A2, 5+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves)
Blue Savage Norseman with Axe and Shield: 9pts
T3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save,
Armed with Axes (Reduces Numb Saves by -2) Crazed,
Dauntless

Blue Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’-
T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak
against Spears

Blue Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Blue Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Blue Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Numb Save,
Cavalry, Armed with Composite Bow and Spear, S4 on
Charge

Blue Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save,
Armed with Crossbows

Blue Dead Legionnaire: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
represented by Skeletons with Swords & Shields, Slow,
Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat
Blue Aztec Gecko on Horned Beast w/ Spear & Shield:
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+
Numb Save, S4 on Charge, Poisoned Attacks, Cavalry

Blue Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Blue Crossbowman: 10pts, Moves ‘10’-


T3, W1, S3, I3, A1, 5+ Dodge Save, 5+ Numb Save, Armed
with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Blue Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 4+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery

2 Blue Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, Moves ‘9’ If beaten/killed in Close Combat: roll
a D6 for each Giant, on 1 it falls over on the unit and will
drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which had beaten it/killed it, Both Giants are armed with
Giant Clubs (-3 to Armour Saves in Close Combat), Druid
Handler with Sickle increased their Strength from 6 to 7 in
their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3
to Armour Saves), Weak Against Spears
Blue Beast of the Mist: 24pts
T5, W4, S5, I1, A3, 3+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears

Blue Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save, 5+ Numb Save
(Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Clay Mercenaries:
Mercenario Argilla:
Painted in Earthy colours, browns and the colour of un-fired
Clay

Blast Furnace
(Altoforno)
Fire attacks are only S2 against Clay Mercenary models

Clay Mercenary CORE Units:


Clay Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save,
Cavalry, Re-rolls misses

Clay Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, 5+ Numb Save,
Cavalry, S6 A2 I4 and -2 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A1 S4 before AND after first Charge

Clay Mercenary Duellist with Twin Swords: 7pts, Moves


‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Clay Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save,
Armed with Crossbows

Clay Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Crossbows, Shooting hits like Snipers

Clay Mercenary Halfling w/ Composite Bow: 5pts, Move


‘9’- T2, W1, S2, I5, A1, 5+ Numb Save, Armed with
Composite Bows, Shooting hits like Snipers
Clay Conquistador Pikeman: 9pts
T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’) Also armed with Crossbows

Clay Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’), Dauntless

Clay Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’)

Clay Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’)

Clay Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Clay Warrior Woman with Macanas: 8pts


T3, W1, S4, I3, A2, 5+ Dodge Save, Armed with Macanas (-
2 to Armour Saves)
Clay Savage Norseman with Axe and Shield: 9pts
T3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save,
Armed with Axes (Reduces Numb Saves by -2) Crazed,
Dauntless

Clay Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’-
T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak
against Spears

Clay Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Clay Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Clay Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Numb Save,
Cavalry, Armed with Composite Bow and Spear, S4 on
Charge

Clay Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save,
Armed with Crossbows

Clay Dead Legionnaire: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
represented by Skeletons with Swords & Shields, Slow,
Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat
Clay Aztec Gecko on Horned Beast w/ Spear & Shield:
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+
Numb Save, S4 on Charge, Poisoned Attacks, Cavalry

Clay Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Clay Crossbowman: 10pts, Moves ‘10’-


T3, W1, S3, I3, A1, 5+ Dodge Save, 5+ Numb Save, Armed
with Crossbows, Dogged, Flyers, Shooting hits like Snipers

Clay Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 4+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery

2 Clay Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, Moves ‘9’ If beaten/killed in Close Combat: roll
a D6 for each Giant, on 1 it falls over on the unit and will
drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which had beaten it/killed it, Both Giants are armed with
Giant Clubs (-3 to Armour Saves in Close Combat), Druid
Handler with Sickle increased their Strength from 6 to 7 in
their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3
to Armour Saves), Weak Against Spears
Clay Beast of the Mist: 24pts
T5, W4, S5, I1, A3, 3+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears

Clay Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save, 5+ Numb Save
(Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Tan Mercenaries:
Mercenario Abbronzatura:
Painted mainly in the colour Tan

Tan Reinforcements: Paratroopers


(Paracuditisti)
Tan Mercenary Reinforcements arrive as a ‘2’ circular blast
template with the unit clumped into this small circle as much
as possible. Nominate a location for the unit to arrive and
then choose a direction and roll 2D6 and the unit will scatter
this far away. If the unit touches a piece of terrain or a
model (friendly or enemy), then each model in the unit rolls
a D6. On the result of a ‘1’ then the model takes 1 unsaved
wound automatically. Once the unit has been placed, it then
functions as normal and can Link-Up Move, Shoot/Run,
Charge.

Tan Mercenary CORE Units:


Tan Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Dodge Save, Cavalry, Re-rolls
misses

Tan Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge

Tan Mercenary Duellist with Twin Swords: 7pts, Moves


‘9’- T3, W1, S3, I4, A2, 4+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3)

Tan Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, Armed with Crossbows
Tan Mercenary Sailor Crossbowman: 8pts, Moves ‘9’
T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Shooting hits like Snipers

Tan Mercenary Halfling w/ Composite Bow: 5pts, Move


‘9’- T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with
Composite Bows, Shooting hits like Snipers

Tan Conquistador Pikeman: 9pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows

Tan Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Dauntless

Tan Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)

Tan Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, 5+ Dodge Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’)
Tan Mercenary Specialist Units:
Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Tan Warrior Woman with Macanas: 8pts
T3, W1, S4, I3, A2, 4+ Dodge Save, Armed with Macanas
(-2 to Armour Saves)

Tan Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 5+ Dodge Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed, Dauntless

Tan Mercenary Ogre with Club & Axe: 32pts, Moves ‘9’-
T4, W3, S4, I2, A4, 5+ Dodge Save, Weak against Spears

Tan Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless

Tan Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 3+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks

Tan Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Cavalry, Armed with Composite Bow and Spear, S4 on
Charge

Tan Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Dodge Save, Armed with Crossbows
Tan Dead Legionnaire: 4pts
T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Tan Aztec Gecko on Horned Beast w/ Spear & Shield:


12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+
Dodge Save, S4 on Charge, Poisoned Attacks, Cavalry

Tan Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Tan Crossbowman: 10pts, Moves ‘10’-


T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Crossbows,
Dogged, Flyers, Shooting hits like Snipers

Tan Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery
2 Tan Giants of the Mist: 500pts (also incl. Druid
Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Dodge
Save, Dauntless, Moves ‘9’ If beaten/killed in Close
Combat: roll a D6 for each Giant, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten it/killed it, Both Giants are armed
with Giant Clubs (-3 to Armour Saves in Close Combat),
Druid Handler with Sickle increased their Strength from 6 to
7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7
hits, -3 to Armour Saves), Weak Against Spears

Tan Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, Slow, -1 to Armour
Saves, Weak Against Spears

Tan Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 5+ Dodge Save (3 Crew)
-T4, W3, S0, I0, A0, 5+ Dodge Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Purple Mercenaries:
Mercenario Porpora:
Painted mainly in all shades of Purple

Sands of Time
(Sabbie del Tempo)
Purple Mercenary Models can re-roll misses once in Shooting
and Close Combat. Guess weapons (Cannons, Mortars) and
Bazookas are an exception to this rule. Any model which
cannot re-roll misses will have this included in their stats
and, as always, Reflex Shots cannot ever re-roll misses

Purple Mercenary CORE Units:


Purple Desert Rider with Scimitar & Shield: 9pts, Moves
‘9’- T4, W1, S3, I4, A1, 5+ Dodge Save, Cavalry, Re-rolls
misses

Purple Mercenary Knight w/ Lance & Shield: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 A2 I4 and
-2 to Armour Saves and re-rolls misses on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A1 S4 before AND after first Charge

Purple Mercenary Duellist with Twin Swords: 7pts,


Moves ‘9’- T3, W1, S3, I4, A2, 4+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3), Re-rolls misses in Shooting
AND Close Combat

Purple Mercenary Crossbowman with Pavise: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, 5+ Dodge Save,
Armed with Crossbows, Re-rolls misses in Shooting AND
Close Combat
Purple Mercenary Sailor Crossbowman: 8pts, Moves ‘9’
T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Shooting hits like Snipers, Re-rolls misses in Shooting AND
Close Combat

Purple Mercenary Halfling w/ Composite Bow: 5pts,


Move ‘9’- T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with
Composite Bows, Shooting hits like Snipers, Re-rolls misses
in Shooting AND Close Combat

Purple Conquistador Pikeman: 9pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows, Re-rolls misses in
Shooting AND Close Combat

Purple Italian Pikeman in Animal Fur: 8pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed
with Pikes, Dauntless, Re-rolls misses

Purple Greek Hoplite with Pike: 6pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Armed
with Pikes, Re-rolls misses

Purple Mercenary Heavy Pikeman: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, 5+ Dodge Save, S4 vs
Cavalry, Armed with Pikes, Re-rolls misses

Purple Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves
Purple Warrior Woman with Macanas: 8pts
T3, W1, S4, I3, A2, 4+ Dodge Save, they are armed with
Macanas (-2 to Armour Saves), Re-rolls misses

Purple Savage Norseman with Axe and Shield: 9pts


T3, W1, S4, I4, A2, 5+ Dodge Save, Armed with Axes
(Reduces Numb Saves by -2) Crazed, Dauntless, Re-rolls
misses

Purple Mercenary Ogre with Club & Axe: 32pts, Moves


‘9’- T4, W3, S4, I2, A4, 5+ Dodge Save, Weak against
Spears, Re-rolls misses

Purple Dauntless Dwarf with 2 Dwarven Pistols: 12pts-


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless, Re-rolls misses in Shooting AND Close
Combat

Purple Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves


‘9’- T3, W1, S3, I6, A1, 3+ Dodge Save, Dogged, Armed
with Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks, Re-rolls misses in Shooting AND Close Combat

Purple Steppe Norker on Wolf: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Cavalry, Armed with Composite Bow and Spear, S4 on
Charge, Re-rolls misses in Shooting AND Close Combat

Purple Armoured Orc with Crossbow: 9pts


T4, W1, S4, I2, A1, 5+ Dodge Save, Armed with Crossbows,
Re-rolls misses in Shooting AND Close Combat
Purple Dead Legionnaire: 4pts
T3, W1, S3, I2, A1, 5+ Armour Save, represented by
Skeletons with Swords & Shields, Slow, Dauntless
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Purple Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, 5+ Dodge Save, S4 on Charge, Poisoned Attacks,
Cavalry, Re-rolls misses

Purple Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Purple Crossbowman: 10pts, Moves


‘10’- T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with
Crossbows, Dogged, Flyers, Shooting hits like Snipers, Re-
rolls misses in Shooting AND Close Combat

Purple Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery, Re-rolls misses in
Shooting AND Close Combat
2 Purple Giants of the Mist: 500pts (also incl. Druid
Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Dodge
Save, Dauntless, Moves ‘9’ If beaten/killed in Close
Combat: roll a D6 for each Giant, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten it/killed it, Both Giants are armed
with Giant Clubs (-3 to Armour Saves in Close Combat),
Druid Handler with Sickle increased their Strength from 6 to
7 in their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7
hits, -3 to Armour Saves), Re-rolls misses in Shooting and
Close Combat, Weak Against Spears

Purple Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 4+ Numb Save, Slow, Re-rolls misses,
-1 to Armour Saves, Weak Against Spears

Purple Mobile Light Cannon: 72pts


-T3, W1, S3, I2, A1, 5+ Dodge Save (3 Crew)
-T4, W3, S0, I0, A0, 5+ Dodge Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Crew & Horseman re-rolls misses, Cannon &
Horseman are Weak Against Spears
Swamp Mercenaries:
Mercenario Palude:
Painted mainly in Sea Greens, Hookers Green and lightly
painted off-Greens distinct from greens of the Green Armies

Slow:
(Lento)
All Swamp units move like ALWAYS in terrain, and can pick
the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s
statistics (e.g. Cavalry or units that move ‘9’)

Uninhibited:
(Disinibito)
If a Swamp unit with this rule is fired upon by an enemy unit
in the Shooting Phase, roll a D6. On a roll of 4+ that Swamp
unit will move D6 towards the unit which fired upon it,
around friendly and enemy units and terrain if need be. If
the Swamp unit contacts the enemy unit in this way, it will
count as Charging. Also, this move can be used to Link-Up
with another Swamp unit if it definitely will not reach the
enemy unit who fired at them AND ends its move within ‘2’
of this friendly unit as normal.

Dogged:
(Accanito)
Unit is allowed to move and shoot with all weapons,
including Heavy weapons. This applies to ALL Swamp
Mercenary models with ranged weapons.
Swamp Mercenary CORE Units:

Swamp Desert Rider with Scimitar & Shield: 9pts,


Moves ‘6’- T4, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb
Save, Cavalry, Re-rolls misses, Uninhibited

Swamp Mercenary Knights w/ Lances & Shields: 19pts


T4, W1, S4, I3, A1, 1+ Armour Save, 5+ Numb Save,
Uninhibited, Cavalry (Charges ‘9’), S6 A2 I4 and -2 to
Armour Saves on first Charge ONLY, Uses Sword at ALL
other times and can re-roll misses: A1 S4 before AND after
first Charge

Swamp Mercenary Duellists with Twin Swords: 7pts,


Moves ‘6’- T3, W1, S3, I4, A2, 5+ Numb Save, Armed with
Throwing Knives (Auto, ‘12’, S3), Uninhibited

Swamp Mercenary Crossbowmen with Pavises: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save,
Armed with Crossbows, Slow, Dogged

Swamp Mercenary Sailor Crossbowmen: 8pts, Moves ‘6’


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Crossbows, Shooting hits like Snipers, Dogged

Swamp Mercenary Halflings w/ Composite Bows: 5pts,


Move ‘6’- T2, W1, S2, I5, A1, 5+ Numb Save, Armed with
Composite Bows, Shooting hits like Snipers

Swamp Conquistador Pikemen: 9pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’) Also armed with Crossbows, Slow,
Dogged, Uninhibited
Swamp Italian Pikemen in Animal Furs: 8pts
T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’), Dauntless, Slow, Uninhibited

Swamp Greek Hoplites with Pikes: 6pts


T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’), Slow, Uninhibited

Swamp Mercenary Heavy Pikemen: 7pts


T3, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Pikes (Counts as Spears, S4 I9 -1 to
Armour Saves against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’), Slow, Uninhibited

Swamp Mercenary Specialist Units:


Limit of 50 Warrior Women, Savage Norsemen, Mercenary
Ogres, Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Dead Legionnaires, Aztec
Lizards on Horned Beasts; Limit of 15 Elite Pirate Elves

Swamp Warrior Women with Macanas: 8pts


T3, W1, S4, I3, A2, 5+ Numb Save, Armed with Macanas (-2
to Armour Saves), Slow, Uninhibited

Swamp Savage Norsemen with Axes and Shields: 9pts


T3, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save,
Armed with Axes (Reduces Numb Saves by -2) Crazed,
Dauntless, Slow, Uninhibited
Swamp Mercenary Ogres with Clubs & Axes: 32pts,
Moves ‘6’- T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb
Save, Weak against Spears, Uninhibited

Swamp Dauntless Dwarf with 2 Dwarven Pistols:


12pts- T4, W1, S4, I2, A2, 4+ Numb Save, Slow, Armed
with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless, Uninhibited

Swamp Elite Pirate Elf w/ Multi-Crossbow: 18pts,


Moves ‘6’- T3, W1, S3, I6, A1, 5+ Numb Save, Dogged,
Armed with Multi-Crossbows, Shooting hits like Snipers,
Poisoned Attacks, Uninhibited

Swamp Steppe Norkers on Wolves: 11pts, Moves ‘6’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry,
Uninhibited, Armed with Composite Bow and Spear, S4 on
Charge

Swamp Armoured Orcs with Crossbows: 9pts


T4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save,
Armed with Crossbows, Slow, Dogged, Uninhibited

Swamp Dead Legionnaire: 4pts


T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
represented by Skeletons with Swords & Shields, Slow,
Dauntless, Uninhibited
Dead Legion: Creates 1 Skeleton with Sword & Shield for
every Infantry or Cavalry model destroyed by this unit in
Close Combat: these new Skeletons join the unit
immediately and can attack in the next Close Combat Phase,
Re-rolls misses in Close Combat

Swamp Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘6’, T3, W1, S3, I5, A2, 3+ Armour
Save, 5+ Numb Save, S4 on Charge, Poisoned Attacks,
Cavalry, Uninhibited
Swamp Mercenary Heavy Units:
Limit of 40 Flying Crossbowmen, Swamp Beasts
Limit of 2 Dwarven Axe Catapults
Limit of 4 Giants of the Mist + 2 Druids
Limit of 4 Mobile Light Cannons

Da Vinci’s Flying Swamp Crossbowmen: 10pts, Moves


‘10’- T3, W1, S3, I3, A1, 5+ Numb Save, Armed with
Crossbows, Dogged, Flyers, Shooting hits like Snipers

Swamp Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness),
Axe Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires
4D6 shots), Slow, Dauntless, Artillery, Dogged, if the
Axe Catapult is destroyed then the remaining Crew become
Uninhibited

2 Swamp Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, Moves ‘6’ If beaten/killed in Close Combat: roll
a D6 for each Giant, on 1 it falls over on the unit and will
drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which had beaten it/killed it, Both Giants are armed with
Giant Clubs (-3 to Armour Saves in Close Combat), Druid
Handler with Sickle increased their Strength from 6 to 7 in
their profile, Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3
to Armour Saves), Uninhibited, Weak Against Spears

Swamp Beast of the Mist: 24pts


T5, W4, S5, I1, A3, 3+ Numb Save, Slow, Uninhibited, -1
to Armour Saves, Weak Against Spears
Swamp Mobile Light Cannon: 72pts
-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save, 5+ Numb Save
(Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Slow,
Dogged, Artillery; if the Cannon is destroyed then the
remaining Crew become Uninhibited, Cannon & Horseman
are Weak Against Spears
Royalist Mercenaries:
Mercenario Monarchico:
Painted mainly in Whites

Volley Fire
(Raffica di Fuoco)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(Trincerare)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s stats.

Royalist Mercenary CORE Units:

Royalist Mercenary Duellists with Twin Swords: 7pts, Moves


‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with
Throwing Knives (Auto, ‘12’, S3), Volley Fire (Fires 2 Shots
in Shooting Phase), Entrench

Royalist Mercenary Crossbowmen with Pavises: 9pts


T3, W1, S3, I3, A1, 3+ Armour Save, Armed with
Crossbows, Volley Fire (Fires 2 Shots in Shooting Phase),
Entrench

Royalist Mercenary Sailor Crossbowmen: 8pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers, Volley Fire (Fires 2
Shots in Shooting Phase), Entrench
Royalist Mercenary Halflings w/ Composite Bows: 5pts, Move
‘9’- T2, W1, S2, I5, A1, 6+ Armour Save, Armed with
Composite Bows, Shooting hits like Snipers, Volley Fire
(Fires 2 Shots in Shooting Phase), Entrench

Royalist Conquistador Pikemen: 9pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows, Volley Fire (Fires 2
Shots in Shooting Phase), Entrench

Royalist Mercenary Specialist Units:


Limit of 50 Dauntless Dwarves with Pistols, Steppe Norkers,
Armoured Orcs with Crossbows, Limit of 15 Elite Pirate Elves

Royalist Dauntless Dwarf with 2 Dwarven Pistols: 12pts- T4,


W1, S4, I2, A2, 5+ Numb Save, Slow, Armed with 2
Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Uses Dwarven Pistols as their Close Combat Attacks
also, Dauntless, Entrench, Volley Fire (fires 3 shots each
in Shooting Phase)

Royalist Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’-


T3, W1, S3, I6, A1, 4+ Dodge Save, Dogged, Armed with
Multi-Crossbows, Shooting hits like Snipers, Poisoned
Attacks, Entrench, Volley Fire (Fires 3 shots each in
Shooting Phase)

Royalist Steppe Norkers on Wolves: 11pts, Moves ‘9’


T4, W1, S3, I2, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge, Volley Fire (Fires
2 Shots in Shooting Phase), Entrench
Royalist Armoured Orcs with Crossbows: 9pts
T4, W1, S4, I2, A1, 5+ Armour Save, Armed with
Crossbows, Volley Fire (Fires 2 Shots in Shooting Phase),
Entrench

Royalist Mercenary Heavy Units:


Limit of 40 Flying Crossbowmen
Limit of 4 Giants of the Mist + 2 Druids

Da Vinci’s Flying Royalist Crossbowmen: 10pts, Moves ‘10’-


T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Dogged, Flyers, Shooting hits like Snipers, Volley Fire
(Fires 2 Shots in Shooting Phase)

2 Royalist Giants of the Mist: 500pts (also incl. Druid


Handler)- T6, W6, S7, I3, 2D6 Attacks each, 6+ Armour
Save, Dauntless, If beaten/killed in Close Combat: roll a D6
for each Giant, on 1 it falls over on the unit and will drop a
‘5’ Blast dealing S6 -2 to Armour hits on the unit which had
beaten it/killed it, Both Giants are armed with Giant Clubs (-
3 to Armour Saves in Close Combat), Druid Handler with
Sickle increased their Strength from 6 to 7 in their profile,
Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour
Saves), Rock Volley (each Giant throws 2 Big Rocks each in
Shooting Phase), Entrench
Mercenaries for Gold:

Mercenaries for Gold HERO Units (Compulsory):

1 Treasurer & Bodyguard: 16pts + 5pts per Bodyguard


un tesoriere e guardia del corpo
-T4, W2, S4, I5, A3, 4+ Armour Save (Treasurer)
-T3, W1, S5, I4, A1, 5+ Armour Save (Bodyguard)
Treasurer armed with Mace & Shield (-2 to Armour Saves);
Bodyguard can be 5 – 20 Models and have Halberds and
Shields: -1 to enemy Armour Saves in Close Combat,
Diehards, Monetary Motivation (All Mercenaries for Gold
units, including the Treasurer & Bodyguards, gain the
‘Diehards’ rule (unless they are already Dauntless) if they
are within ‘12’ of this unit and its Treasure Chest, Money
Bags (+1 to CCR rolls for this unit so long as the Treasurer
is alive)

Mercenaries for Gold HERO Units:


Limit of 1 Mercenary Prince with Mace & Shield
Limit of 1 Niccolo- Italian Advisor with Sword & Shield
Limit of 1 Bella- Poison Mistress with Sword
Limit of 1 Arabian Treasurer and Bodyguard
Limit of 1 Roman General with Sword and Shield
Limit of 1 Mercenary Explorer with Lance & Crossbow
Mercenary Prince with Mace & Shield: 173pts
principe mercenario con mazza e scudo
Moves ‘9’- T5, W3, S4, I6, A4, 2+ Armour Save, 4+ Dodge
Save, Armed with Mace & Shield (-2 to Armour Saves),
Dauntless, I’m Not So Easy to Kill (Re-rolls Dodge Saves
on his last Wound), Crushed, Crumbled and Conquered
(On a 6 to Hit in CC, he strikes at S10 and Ignores Armour
Saves), Also Armed with Lance S6 A5 I7 and -3 to Armour
Saves on Charge ONLY, Uses Mace at ALL other times, A
Face Only A Mother Could Love (Enemy units suffer -1 to
Hit against this unit in Close Combat unless: Dauntless),
Cavalry

Niccolo- Italian Advisor with Sword & Shield: 200pts


Consulente italiano con spada e scudo
Moves ‘9’- T4, W4, S4, I5, A3, 6+ Armour Save, Re-rolls
misses in Close Combat, Cavalry, Diehards, Naphtha
Grenade (Auto, ‘8’, Deals 3 S3 Hits, ‘2’ Blast, Magical Fire
Attacks), Prism Power (4+ Dodge Save against Magical
Attacks), Automatically hits units who have Magical Attacks
in Close Combat, Reflex Shots (Naphtha Grenade),
Shooting Hits Like Snipers, Master Tactician (Mobile Light
Cannons can Guess twice and re-roll Misfires on a ‘1’ before
Firing; Units with Crossbows can re-roll misses in Shooting
AND Reflex Shots; 1 unit of your choosing may gain the
Ambush rule before the battle, -1 to Armour Saves in Close
Combat
Bella- Poison Mistress with Sword: 358pts
veleno padrona con la spada
Energy = 30 or 9D6- Moves ‘9’, T5, W4, S5, I6, A5, 6+
Armour Save, Re-rolls misses in Close Combat, Cavalry,
Diehards, Poison Mistress (All hits automatically Wound in
Close Combat), This Poison Leaves No Sign (Enemy
HERO Units must roll a D6 at the start of the battle. On a 1
they suffer 2 unsaved Wounds unless they are Immune to
Poison), +1 to Hit Bonus in Close Combat, Bella of Bellas
(Mercenaries for Gold units within ‘6’ of Bella are Dauntless),
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn, Bella has 3
Battle Abilities (which she uses in the Magic Phase, which
happens just after the Movement Phase for Bella), See page
8 to 18 of Army Men- Exodus for Battle Abilities

Arabian Treasurer & Bodyguard: 210pts


12pts per Bodyguard
tesoriere e guardia del corpo arabi
-T4, W2, S4, I5, A3, 4+ Armour Save (Treasurer)
-T3, W1, S5, I4, A1, 5+ Armour Save (Bodyguard)
Treasurer armed with Mace & Shield (-2 to Armour Saves);
Bodyguard can be 5 – 20 Models and have Halberds and
Shields: -1 to enemy Armour Saves in Close Combat,
Diehards, Monetary Motivation (All Mercenaries for Gold
units, including the Treasurer & Bodyguards, gain the
‘Diehards’ rule (unless they are already Dauntless) if they
are within ‘12’ of this unit and its Treasure Chest, Money
Bags (+1 to CCR rolls for this unit so long as the Treasurer
is alive), Hassan Chop! (5+ Dodge Save for Treasurer in
Close Combat), Chest of Wonders (‘Money Bags’ is applied
to ALL Mercenaries for Gold units; ‘Monetary Motivation’ is
extended to ‘18’; Bodyguards gain +1 to Hit Bonus in Close
Combat), There Was So Much Gold! (If this unit is
destroyed in Close Combat, all Mercenaries for Gold units
must make a CCR roll immediately. All surviving units now
re-roll misses in Close Combat against the unit/s which
destroyed the Arabian Treasurer and Bodyguard)
Roman General with Sword & Shield: 225pts
generale romano con spada e scudo
Moves ‘9’- T5, W3, S5, I6, A5, 4+ Armour Save, 4+ Dodge
Save, Re-rolls misses in Close Combat, Dauntless, Sword
of the Wolf (Ignores Dodge Saves), War Shout
(Mercenaries for Gold units within ‘8’ of this unit gain
Dauntless), -2 to Armour Saves in Close Combat

Mercenary Explorer with Lance and Crossbow: 176pts


esploratore mercenario con lancia e balestra
Moves ‘9’- T4, W4, S4, I6, A4, 4+ Armour Save, 2+ Dodge
Save (One use ONLY), +1 to Hit Bonus in Close Combat,
Dauntless, Dogged, Lucky (Re-rolls Armour Saves),
Fortified Wine (S10 and Ignores Armour Saves for ONE
Close Combat round per Battle), S6 A5 I7 and -3 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A5 S4 -1 to Armour Saves before
AND after first Charge, Cavalry

Mercenaries for Gold CORE Units:

Desert Rider with Scimitar & Shield: 11pts, Moves ‘9’


cavaliere del deserto con scimitarra e scudo / pala ve
kalkanı ile çöl binici
T4, W1, S3, I4, A1, 5+ Armour Save, Cavalry, Re-rolls
misses in Close Combat, Slashing Scimitars (Each unsaved
Wound dealt by this in Combat count for 2 Unsaved Wounds,
for the purpose of working out CCR and for Dauntless
Wounds. E.g. Desert Riders deal 2 unsaved Wounds = 4
unsaved Wounds. Enemy unit deals 3 unsaved Wounds and
lose the Close Combat and must make a CCR roll or take 3
Wounds if they are a Dauntless unit)
Mercenary Knight with Lance & Shield: 17pts
cavaliere mercenario con lancia e scudo
T4, W1, S3, I3, A1, 1+ Armour Save, Cavalry, S5 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A2 S3 before AND
after first Charge, Diehards

Mercenary Duellist with Twin Swords: 9pts, Moves ‘9’


duellante mercenario con due spade
T3, W1, S3, I4, A3, 5+ Dodge Save, Re-rolls misses in Close
Combat, Armed with Throwing Knives (Auto, ‘12’, S3, 2
Shots), Reflex Shots (S3, 2 Shots), +1 to Cover Saves

Mercenary Crossbowman with Pavise: 10pts


balestriere mercenario con Pavese
T3, W1, S3, I3, A1, 3+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves), Re-rolls
misses in Close Combat
Mercenary Sailor Crossbowman: 9pts, Moves ‘9’
mercenario marinaio balestriere
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), Reflex Shots (S4
and -1 to Armour Saves), Re-rolls misses in Close Combat

Conquistador Pikeman: 10pts


Pikeman conquistador / conquistador piquero
T3, W1, S3, I9, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Steel Pikes (Counts as Spears, S4 -1 to Armour Saves
and +1 Attack against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’, +2 Attacks when Charged by units
which are Weak Against Spears or Cavalry), Also armed with
Crossbows, Reflex Shots (S4 -1 to Armour Saves), Can re-
roll misses in Close Combat if they attack with Swords at I3

Italian Pikeman in Animal Fur: 8pts


Pikeman italiana in pelliccia animale
T3, W1, S3, I9, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Steel Pikes (Counts as Spears, S4 -1 to Armour Saves
and +1 Attack against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’, +2 Attacks when Charged by units
which are Weak Against Spears or Cavalry), Dauntless

Greek Hoplite with Pike: 7pts


oplita greco con luccio / Élli i̱nas oplíti i̱s me toúrna
T3, W1, S3, I9, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Steel Pikes (Counts as Spears, S4 -1 to Armour Saves
and +1 Attack against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’, +2 Attacks when Charged by units
which are Weak Against Spears or Cavalry)
Mercenary Heavy Pikeman: 8pts
mercenario Pikeman pesante
T3, W1, S3, I9, A1, 4+ Armour Save, S4 vs Cavalry, Armed
with Steel Pikes (Counts as Spears, S4 -1 to Armour Saves
and +1 Attack against Cavalry and Ogres, they can attack
when within ‘4’ of a friendly model in base-to-base contact
rather than within ‘2’, +2 Attacks when Charged by units
which are Weak Against Spears or Cavalry)

Savage Norseman with Axe and Shield: 9pts


Norvegese selvagge con ascia e scudo
vill Norseman med øks og skjold
T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2), +1 to Hit Bonus on Charge,
Crazed, Dauntless

Mercenary Ogre with Club & Axe: 45pts, Moves ‘9’


orco mercenario con il club e ascia
platenik ogre avanturist so klubot i sekira
T5, W3, S4, I3, A4, 5+ Armour Save, I9 S4 impact Hit on
Charge only, Weak against Spears, Reduces Enemy
Armour Saves by -1 in Close Combat

Dauntless Dwarf with 2 Dwarven Pistols: 13pts


nano intrepido con due pistole nani
corrach Dauntless gyda dau pistolau corrach
T4, W1, S4, I2, A2, No Save, Slow, Dauntless, Armed with
2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Reflex Shots (S4, 2 Shots, -1 to Armour Saves),
Uses Dwarven Pistols as their Close Combat Attacks also,
Rum for the Hills! (Enemy units suffer -1 to Hit against
this unit in Close Combat)
Mercenaries for Gold Heavy Units:
No Limit on Da Vinci’s Flying Crossbowmen
Limit of 4 Mobile Light Cannons
Limit of 2 Naval Elf Dragon Lords with Lances & Shields

Da Vinci’s Flying Crossbowman: 11pts, Moves ‘10’


Volare balestriere di Da Vinci
T3, W1, S3, I3, A2, 5+ Dodge Save, Armed with Crossbows,
Dogged, Flyers, Shooting hits like Snipers (2+ against
normal models and 3+ against Shadow units), Ambush, Hit
and Run

Mobile Light Cannon: 72pts


mobili cannone leggero
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Horseman)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Light Cannon), Dogged,
Artillery, Cannon & Horseman are Weak Against Spears
Naval Elf Dragon Lord with Lance and Shield: 750pts
signore del drago elfo navale con lancia e scudo
Moves ‘10’- T4, W2, S4, I8, A3, 4+ Armour Save,
Dauntless, Weak against Spears, Reduces Armour Saves
by -1, +1 to hit Bonus in Close Combat, Armed with a Lance
that can be used on the first charge ONLY: S6, A4, -3 to
Armour Saves, Dragon Hunter (Re-rolls misses against all
units with ‘Dragon’ in their title), Also armed with Sword and
re-rolls misses in Close Combat when NOT using Lance
Dragon Moves ‘10’, T6, W6, S6, I2, A5, 5+ Dodge Save, 4+
Armour Save, Dauntless, Flyers, Weak against Spears,
Reduces Armour Saves by -4, Fire Breath: Auto, ‘9’
teardrop flamethrower template, S4, Magical Fire Attacks,
can be used in Close Combat instead of Close Combat
attacks, Reflex Shots (Fire Breath), Dragon Hunter, I am
the Last One! (If the Dragon Lord is slain, the Dragon
becomes Crazed and becomes A10)

Enemy units can target either the Dragon Lord or the


Dragon at any time, and any attacks with a template
(teardrop or Blast) will hit both the Dragon Lord AND the
Dragon. If the Dragon is slain then the Dragon Lord is placed
on the table (in Close Combat if the Dragon was slain there)
and can be represented by a Naval Elf Swordsman if
available, as he is now on foot.
Dwarf Mercenary HEROIC Units (Compulsory):

Dwarf Mercenary General with 2H Axe: 50pts


cyfarpar enfawr cyffredinol gyda dwy echel â llaw
T5, W3, S6, I1, A4, 4+ Armour Save, -3 to Armour Saves,
Dauntless, Ancestral Hatred (Re-rolls misses against
Green Horde units in Close Combat), Ancestral Vengeance
(Re-rolls misses against Elven Navy units in Close Combat),
+1 to Hit Bonus in Close Combat

Dwarf Mercenary CORE Units:


Dauntless Dwarf Pirate with 2 Dwarven Pistols: 12pts
corrach eofn môr-leidr gyda dau pistolau corrach
T4, W1, S4, I2, A2, No Save, Slow, Dauntless, Armed with
2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour
Saves), Reflex Shots (S4, -1 to Armour Saves), Uses
Dwarven Pistols as their Close Combat Attacks also,
Ancestral Hatred, Ancestral Vengeance

Dwarf Mercenary Specialist Units:


Limit of 4 Dwarven Axe Catapults
Limit of 4 Dwarven Kobold Catapults

Dwarven Axe Catapult: 200pts


corrach catapwlt bwyell
-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Axe Catapult
(Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots),
Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery,
Ancestral Hatred, Ancestral Vengeance
Dwarven Kobold Catapult: 111pts
corrach catapwlt bwca
-T4, W1, S3, I2, A2, 5+ Numb Save (6 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Kobold Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Armed with
Kobold Catapult (Heavy, Guess up to ‘60’, S4, Ignores
Armour Saves, Deals D6 Wounds if unsaved), Dauntless,
Slow, Artillery, Terror of Kobolds (Any ‘Kobold’ unit
which suffers unsaved Wounds from a Kobold Catapult must
pass an immediate CCR roll unless Dauntless), Bearded
Fury: S4 on Charge, Ancestral Hatred, Ancestral
Vengeance
Ogre Mercenary HEROIC Units (Compulsory):

Ogre Mercenary General with Club and Axe: 160pts


genikós me klab kai tsekoúri
T6, W5, S5, I6, A5, 4+ Armour Save, -2 to Armour Saves,
Diehards

Ogre Mercenary CORE Units:


Mercenary Ogre with Club & Axe: 45pts, Moves ‘9’
platenik ogre avanturist so klubot i sekira genikós
misthofóros
T5, W3, S4, I3, A4, 5+ Armour Save, I9 S4 impact Hit on
Charge only, Weak against Spears, Reduces Enemy
Armour Saves by -1 in Close Combat
Norker Mercenary HEROIC Units (Compulsory):

Norker Mercenary General with Spear: 40pts


mızrak ile norker paralı asker
T4, W4, S4, I6, A4, 4+ Armour Save, -1 to Armour Saves in
Close Combat, Diehards, Cavalry, Armed with Composite
Bow and Spear, S5 and -2 to Armour Saves on Charge,
Shooting Hits like Snipers, +1 to Hit Bonus in Close Combat,
Reflex Shots (S3)

Norker Mercenary CORE Units:


Steppe Norker on Wolf: 11pts, Moves ‘9’
kurt Bozkır Norker
T4, W1, S3, I3, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge, Reflex Shots (S3)
Naval Elf Mercenary HEROIC Units (Compulsory):

Elven Speed:
(Haltia Nopeus)
When Running (Shooting Phase or Victory Run), Elven Navy
Units (not including colour variants: Red, Blue or Royalist)
can Run D6+2

Brother against Brother (When fighting Elven Pirate units


of ALL kinds in Close Combat, this unit gains the Diehards
rule)

Naval Elf Dragon Lord with Lance and Shield: 750pts


signore del drago elfo navale con lancia e scudo
Moves ‘10’- T4, W2, S4, I8, A3, 4+ Armour Save,
Dauntless, Weak against Spears, Reduces Armour Saves
by -1, +1 to hit Bonus in Close Combat, Armed with a Lance
that can be used on the first charge ONLY: S6, A4, -3 to
Armour Saves, Dragon Hunter (Re-rolls misses against all
units with ‘Dragon’ in their title), Also armed with Sword and
re-rolls misses in Close Combat when NOT using Lance
Dragon Moves ‘10’, T6, W6, S6, I2, A5, 5+ Dodge Save, 4+
Armour Save, Dauntless, Flyers, Weak against Spears,
Reduces Armour Saves by -4, Fire Breath: Auto, ‘9’
teardrop flamethrower template, S4, Magical Fire Attacks,
can be used in Close Combat instead of Close Combat
attacks, Reflex Shots (Fire Breath), Dragon Hunter, I am
the Last One! (If the Dragon Lord is slain, the Dragon
becomes Crazed and becomes A10)

Enemy units can target either the Dragon Lord or the


Dragon at any time, and any attacks with a template
(teardrop or Blast) will hit both the Dragon Lord AND the
Dragon. If the Dragon is slain then the Dragon Lord is placed
on the table (in Close Combat if the Dragon was slain there)
and can be represented by a Naval Elf Swordsman if
available, as he is now on foot.
Naval Elf Mercenary CORE Units:

Coastal Elf Guard Cavalry with Spear and Shield: 9pts


rannikon hirvi vartija ratsastuksen keihäs ja kilpi
Move ‘9’- T4, W1, S3, I9, A1, 4+ Armour Save, Cavalry, 4+
Cover Save in Woods, +1 to Hit and S4 -1 to Armour Saves
on Charge, Brother against Brother, Cavalry Spears (Can
Attack within ‘3’ of friendly models in CC), Elven Steed is S3
I4 A1

Coastal Elf Guard with Spear and Shield: 6pts


rannikon haltiasuoja jossa on keihäs ja kilpi
T3, W1, S3, I7, A1, 5+ Armour Save, Master Sailors
(Moves at Double speed (rounding up) through the Sea if on
a Raft/Ship, Moves ‘6’ if swimming through the Sea), S4 and
-1 to Armour Saves against Cavalry
Orc Mercenary HEROIC Units (Compulsory):

Orc Mercenary General with 2H Axe: 40pts


iki elle balta olan orc paralı asker
T5, W3, S6, I0, A4, 5+ Armour Save, -3 to Armour Saves,
Diehards, +1 to Hit Bonus in Close Combat

Orc Mercenary CORE Units:


Armoured Orc with Crossbow: 9pts
arbaletle zırhlı orc
T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbow,
Reflex Shots (S4, -1 to Armour)
Elf Pirate Mercenary HEROIC Units (Compulsory):

Elven Speed:
(vitès farfade)
When Running (Shooting Phase or Victory Run) ALL Elven
Pirate units can move D6 + ’2’

Elf Pirate Mercenary General with Sword: 30pts


farfade bato mèsenè jeneral ak nepe
T4, W3, S4, I9, A4, 4+ Armour Save, -1 to Armour Saves,
Diehards, +1 to Hit Bonus in Close Combat, Re-rolls misses

Elf Pirate Mercenary CORE Units:


Exiled Temple Elf with Twin Blades: 10pts
ekzil farfade tanp ak lam jimo
T3, W1, S3, I6, A4, 5+ Numb Save, Crazed, +1 to Wound
in Close Combat (1 still fails)

Elf Pirate Mercenary Specialist Units:


Limit of 60 Elite Pirate Elves (4 Units)

Elite Pirate Elf w/ Multi-Crossbow: 18pts, Moves ‘9’


elit èlf bato ak milti- bonbe
T3, W1, S3, I9, A1, 4+ Dodge Save, Re-rolls misses,
Dogged, Ambush, Armed with Multi-Crossbows, Reflex
Shots (S3, -1 Armour) Shooting hits like Snipers, Poisoned
Attacks, +1 to Cover Saves, +1 to hit Bonus in Close
Combat
Rancor Mercenaries:

Rancor Mercenary CORE Units:


Rancor Swordsmen with Swords and Shields
Rancor Cavalry with Swords and Shields
Rancor Crossbowmen
Sewer Rat Hunters with Swords
Baronial Guards with Swords and Shields
Southern Crossbowmen
Villagers of The Balkans
Mountain Dwarfs with Axes and Shields
Mountain Dwarf Light Crossbowmen
Fay Elf Archers with Longbows
Baronial Cavalry with Swords and Shields
Imperial Archers with Composite Bows
City Guards with Halberds
Fay Elf Guardians with Spears and Shields

Rancor Swordsman with Sword and Shield: 4pts


spadaccino rancore con spada e scudo
T3, W1, S3, I3, A1, 4+ Armour Save, Re-rolls misses,
Always Hits on a 3+ in Close Combat

Rancor Cavalry with Sword and Shield: 12pts, Moves ‘9’


cavalleria rancor con spada e scudo
T4, W1, S3, I3, A2, 3+ Armour Save, Cavalry, Re-rolls
misses

Rancor Crossbowman: 6pts


rancore balestriere
T3, W1, S3, I3, A1, 5+ Armour Save, Armed with
Crossbow, Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), Reflex Shots (S4
and -1 to Armour Saves)
Sewer Rat Hunter with Sword: 3pts
cacciatore di ratti di fogna con spada
T3, W1, S3, I3, A1, 6+ Armour Save, Re-rolls misses,
Dauntless when facing Sewer Rat units of any kind in Close
Combat

Baronial Guard with Sword and Shield: 4pts


guardia baronale con spada e scudo
T3, W1, S3, I3, A1, 5+ Armour Save, Re-rolls misses

Southern Crossbowman: 4pts


meridionale balestriere
T3, W1, S3, I3, A1, No Save, Armed with Crossbow,
Reflex Shots (S4 and -1 to Armour Saves)

Villager of The Balkans: 2pts


Paesano dei Balcani
T3, W1, S3, I3, A1, No Save, Has -1 to Hit penalty in Close
Combat always

Mountain Dwarf with Axe & Shield: 7pts


corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards, -2 to
Numb Saves, Ancestral Hatred: This unit re-rolls misses
against Green Horde units in Close Combat

Mountain Dwarf Light Crossbowman: 7pts


corrach mynydd crossbowman ysgafn
T4, W1, S3, I2, A1, 6+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Ancestral Hatred
Fay Elf Archer with Longbow: 6pts
fay elfo arkpafisto kun longbow
T3, W1, S3, I6, A1, No Save, Armed with Fay Longbow
(Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), 4+ Cover Save in Woods, Reflex Shots (S4, -1 to
Armour Saves), Elves of the Forest: This unit can move
through Woods without penalty

Baronial Cavalry with Sword and Shield: 12pts


cavalleria rancor con spada e scudo
Moves ‘9’- T4, W1, S3, I3, A2, 3+ Armour Save, Cavalry,
Re-rolls misses

Imperial Archer with Composite Bow: 3pts


Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem
T3, W1, S3, I3, A1, 6+ Armour Save, Reflex Shots (S3),
Armed with Composite Bow (Auto, ‘24’, S3)

City Guard with Halberd: 3pts


Stadtwache mit Hellebarde
T3, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves

Fay Elf Guardian with Spear & Shield: 6pts


fay elfo gardisto kun lanco kaj ŝildo
T3, W1, S3, I7, A1, 5+ Armour Save, S4 -1 to Armour Saves
vs Cavalry, 4+ Cover Save in Woods, Can attack within ‘3’ of
friendly models in base-to-base contact in Close Combat,
Elves of the Forest (This unit can move through Woods
without penalty)
Rancor Mercenary Specialist Units:
NOTE: All units in Italics have No Limits when taking them

Cloaked Norse Riders with Axes and Shields


Defender Bloodswords with 2H Swords
Artillery Guard with Halberd
Mercenary Longbowmen
Imperial Teutonic Knights with Lances and Shields
Veteran Knights with Lances and Shields
Dauntless Dwarf Troll Hunters with Twin Axes
Limit of 32 Mountain Dwarf Guards (1 Unit)
Limit of 64 Steel Dwarfs with Axes and Shields (2 Units)
Limit of 32 Dwarven Royal Guard (1 Unit)
Limit of 32 Insane Doomsayers with Flails (1 Unit)
Limit of 9 Imperial Ogres with Axes and Clubs (1 Unit)
Cloaked Bandit Swordsmen with Swords
Chivalric Knights of Camelot with Lances and Shields
Bandit Nobles with Twin Pistols
Limit of 20 Chivalric Knights of the Round (1 Unit)

Cloaked Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


maskert norse rytter med økse og skjold
T4, W1, S3, I3, A2, 4+ Armour Save, Cavalry, -2 to Numb
Saves

Defender Bloodsword with 2 Handed Sword: 8pts


Verteidiger-Blutschwert mit zwei Handschwert
T3, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves,
Diehards

Artillery Guard with Halberd: 4pts


Artilleriewache mit Hellebarde
T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves
Mercenary Longbowman: 5pts
mercenario longbowman
T3, W1, S3, I3, A1, 6+ Armour Save, Reflex Shots (S3),
Shooting hits like Snipers (2+ against normal models and
3+ against Shadow units), Armed with Longbow (Auto,
‘30’, S3)

Imperial Teutonic Knight with Lance and Shield: 20pts


kaiserlicher Kreuzritter mit Lanze und Schild
T4, W1, S4, I4, A1, 2+ Armour Save, S6 and -3 to Armour
Saves on Charge, Uses Sword at ALL other times and can
re-roll misses: A2 S4 -1 to Armour Saves before AND after
first Charge, Cavalry

Veteran Knight with Lance and Shield: 20pts


altgedient Ritter mit Lanze und Schild
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on Charge, Uses Sword at ALL other times and can
re-roll misses: A2 S3 before AND after first Charge, Cavalry

Dauntless Dwarf Troll Hunter with Twin Axes: 9pts


heliwr troll anhygoel dwfn gydag echelinau
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Troll’ units of
all kinds, Ancestral Hatred: This unit re-rolls misses
against Green Horde units in Close Combat

Mountain Dwarf Guard with Axe & Shield: 9pts


corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 -1 to
Armour Saves on Charge, Wall of Steel (5+ Dodge Save in
Close Combat), Ancestral Hatred
Steel Dwarf with Axe & Shield: 13pts
corrach dur gyda bwyell a tharian
T4, W1, S4, I3, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, -1 to Armour Saves, Ancestral Hatred

Dwarven Royal Guard w/ 2 Handed Hammer: 12pts


gard brenhinol corrach gyda morthwyl dwy law
T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless,
Reduces Armour Saves by -3, +1 to hit Bonus in Close
Combat, Ancestral Hatred

Insane Doomsayer with Flail: 10pts


Schwarzseher Verrückte mit Dreschflegel
T4, W1, S5, I3, A2, No Save, Dauntless, -2 to Armour
Saves

Imperial Ogre with Axe & Club: 45pts per Ogre


Kaiserlicher Oger mit Axt und Keule
Moves ‘9’- T5, W3, S4, I3, A4, 6+ Armour Save, Weak
against Spears, -1 to Armour Saves, Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)

Cloaked Bandit Swordsman with Sword: 6pts


spadaccino ammantato con spada
T3, W1, S3, I4, A1, 5+ Dodge Save, Re-rolls misses, Always
Hits on a 3+ in Close Combat, Hey You, Hold it! (All
German Empire units re-rolls misses against this Bandit unit)
Chivalric Knight of Camelot with Lance & Shield: 18pts
T4, W1, S4, I3, A1, 2+ Armour Save, Cavalry, S6 and -3 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S4 -1 to Armour Saves
before AND after first Charge, Bloody Peasant! (If in Close
Combat alongside a friendly non-Knight unit, they will make
their CCR rolls separately and are not destroyed with the
Peasants if the Peasants should fail their CCR roll), The
Holy Grail (Units with this rule cause all enemy missile
units, including Artillery, to have to roll a 4+ on D6 before
Shooting or Reflex Shots against this unit), Always Hits on a
3+ in Close Combat

Bandit Noble with 2 Cavalry Pistols: 14pts, Moves ‘9’


Bandit Edel mit zwei Kavalleriepistolen
T4, W1, S4, I4, A2, 4+ Dodge Save, Cavalry, -1 to Armour
Saves, Armed with 2 Cavalry Pistols (Auto, ‘6’, S4, 2
shots, -2 to Armour Saves), Reflex Shots (S4, -2 to
Armour, 2 Shots), Always Hits on a 3+ in Shooting and
Close Combat, Hey You, Hold it!

Chivalric Knight of the Round with Lance & Shield:


22pts- T4, W1, S4, I4, A1, 2+ Armour Save, Cavalry,
Dauntless, S6 on first Charge and -3 to Armour Saves,
Uses Sword at ALL other times and can re-roll misses: A2 S4
-1 to Armour Saves before AND after first Charge, +1 to hit
Bonus in Close Combat, Bloody Peasant!, The Holy Grail,
Always Hits on a 3+ in Close Combat
Rancor Mercenary Elite Units:
NOTE: All units in Italics have No Limits when taking them

(These units are stronger and more armoured but count as


Specialist units)
Elite Rancor Cavalry with Swords and Shields
Elite Rancor Crossbowmen
Elite Mountain Dwarfs with Axes and Shields
Elite Baronial Cavalry with Swords and Shields
Elite Imperial Archers with Composite Bows
Elite City Guards with Halberds
Elite Cloaked Norse Riders with Axes and Shields
Elite Cloaked Bandit Swordsmen with Swords
Elite Bandit Nobles with Twin Pistols
Limit of 1 Elite Imperial Heavy Cannon
Limit of 1 Elite Rancor Heavy Cannon
Limit of 1 Elite Mercenary Heavy Mortar

Elite Rancor Cavalry with Sword and Shield: 15pts


elite cavalleria rancor con spada e scudo
Moves ‘9’- T4, W1, S4, I4, A2, 2+ Armour Save, Cavalry,
Re-rolls misses, Always Hits on a 3+ in Close Combat, -1 to
Armour Saves

Elite Rancor Crossbowman: 7pts


Elite rancore balestriere
T3, W1, S3, I3, A1, 4+ Armour Save, Armed with
Crossbow, Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), Reflex Shots (S4
and -1 to Armour Saves)
Elite Mountain Dwarf with Axe & Shield: 9pts
corrach mynydd gyda bwyell a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to
Numb Saves, Ancestral Hatred: This unit re-rolls misses
against Green Horde units in Close Combat, Always Hits on a
3+ in Close Combat, -1 to Armour Saves

Baronial Cavalry with Sword and Shield: 14pts


Elite cavalleria rancor con spada e scudo
Moves ‘9’- T4, W1, S4, I4, A2, 2+ Armour Save, Cavalry,
Re-rolls misses, -1 to Armour Saves

Elite Imperial Archer with Composite Bow: 5pts


Elite Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem
T3, W1, S3, I3, A1, 4+ Armour Save, Reflex Shots (S3),
Armed with Composite Bow (Auto, ‘24’, S3)

Elite City Guard with Halberd: 4pts


Elite Stadtwache mit Hellebarde
T3, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Elite Cloaked Norse Rider w/ Axe & Shield: 23pts


Elite maskert norse rytter med økse og skjold
Moves ‘9’- T4, W2, S4, I4, A2, 2+ Armour Save, Cavalry, -2
to Numb Saves, Always Hits on a 3+ in Close Combat, -1 to
Armour Saves

Elite Cloaked Bandit Swordsman with Sword: 12pts


Elite spadaccino ammantato con spada
T3, W1, S3, I4, A1, 2+ Dodge Save, Re-rolls misses, Always
Hits on a 3+ in Close Combat, Hey You, Hold it! (All
German Empire units re-rolls misses against this Bandit unit)
Elite Bandit Noble with 2 Cavalry Pistols: 16pts
Eite Bandit Edel mit zwei Kavalleriepistolen
Moves ‘9’- T4, W1, S4, I4, A2, 3+ Dodge Save, Cavalry, -1
to Armour Saves, Armed with 2 Cavalry Pistols (Auto, ‘6’,
S4, 2 shots, -2 to Armour Saves), Reflex Shots (S4, -2 to
Armour, 2 Shots), Always Hits on a 3+ in Shooting and
Close Combat, Hey You, Hold it!

Elite Mercenary Heavy Mortar: 110pts


Elite Imperialer Schwerer Mörtel
-T3, W1, S3, I3, A1, 4+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Mortar)
Imperial Heavy Mortar = Guess ’12 – 48’, S7, ‘2’ Blast,
Ignores Cover Saves, Deals 3 Wounds if unsaved, -4 to
Armour Saves. Pick a unit, guess a range and the ‘2’ Blast
will land at that range. See page 18 of Army Men PAZCIK
Rulebook for ‘Firing a Mortar’, Artillery

Imperial Heavy Cannon: 110pts


Elite kaiserlichen schweren Kanone
-T3, W1, S3, I3, A1, 4+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4 -2 to Armour Saves ‘9’ teardrop
Flamethrower template. See page 18 & 19 (Firing a Heavy
Cannon), Artillery

Rancor Heavy Cannon: 105pts


Elite rancore cannone pesante
-T3, W1, S3, I3, A1, 4+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4 -2 to Armour Saves ‘9’ teardrop
Flamethrower template. See page 18 & 19 (Firing a Heavy
Cannon), Artillery
Rancor Mercenary HEROIC Units:
Limit of 1 Elven Hero with Sword
Limit of 1 Nature Mage
Limit of 1 Fire Mage
Limit of 1 Lightning Mage
Limit of 1 Ice Mage

Elven Hero with Sword: 100pts


haltias sankari miekalla
T4, W2, S4, I9, A3, 5+ Armour Save, Re-rolls misses , Elven
Speed (When Running in the Shooting Phase or on a Victory
Run, this unit can Run D6 + ’2’), +1 to Hit Bonus in Close
Combat, Re-rolls misses, -1 to Armour Saves, Diehards,
Elves of the Forest: This unit can move through Woods
without penalty
Nature Mage (Elemental): 120pts, Energy = 20 or 6D6
mago della natura (elementare)
T4, W2, S4, I4, A1, No Save, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn. This Nature
Mage has the following Battle & Elemental Abilities:

Stop Vining… (6 Energy) = Target a point anywhere on the


battlefield and all enemy units within ‘12’ of this point
suffers -1 to Hit in Shooting, Reflex Shots and Close Combat
for D6 + 1 Turns. The target unit also reduces its Move by
50%, rounding up. So if ‘Slow’ then they can Move or
Charge the highest of 2D6 / 2, so a maximum of ‘3’. This
also applies to Run and Victory Run moves. If a unit gets
clear of the ‘12’ Vine area then they no longer suffer
Movement penalties.

Thorny Hedge (14 Energy) = Creates an area of ‘3’ (or an


area ’12’ long) within ‘24’ of Caster which deals 4 S5 -2 to
Armour Saves Hits to any unit/s moving through it. Also
reduces Move of any unit moving through it to ‘1’. Lasts for
the remainder of the battle and cannot be dispelled by the
caster. Thorny Hedge is T8 W8 and Weak Against Fire.
Mounted Fire Mage (Battle): 130pts, Energy = 20 or 6D6
mago del fuoco montato (battaglia)
Moves ‘9’- T4, W3, S4, I4, A2, No Save, Cavalry, -1 to
Armour Saves in CC, Magical Attacks, Can Rest and
recover 1 Energy by not Moving or doing anything for a
whole Turn. This Fire Mage has the following Battle Abilities:

Fire Ball (1 Energy per Fire Ball) = Target an enemy unit


within ‘24’, Deals 3 S3 Hits which are Magical Fire Attacks
(S4 against units Weak Against Fire) and Ignores
Armour Saves

Burning Missiles (1 Energy) = Target a friendly unit within


‘12’, it gains Fire Attacks for its missile weapons next time
it shoots, whether in the Shooting Phase or Reflex Shots
Power Blast (4 Energy) = Target an enemy unit within ‘24’,
Deals D6 S8 Hits -5 to Armour Saves which are Magical
Fire Attacks (S9 against units Weak Against Fire) and
Ignores Armour Saves. Cannot be cast twice by the same
Caster in the same Magic Phase.

Firestarter (4 Energy) = Target a unit anywhere which is


Weak Against Fire (e.g. Hungry Mummies, Weald Giants)
and roll 2D6 against your opponent, if you win then deal
2D6 Wounds. Can be used to target a Building and set it on
fire.
Lightning Mage (Elemental): 200pts, Energy = 30 or 9D6
mago fulmineo (elementare)
T4, W3, S4, I5, A2, No Save, -1 to Armour Saves in CC,
Magical Attacks, Electric Attacks, Can Rest and recover 1
Energy by not Moving or doing anything for a whole Turn.
This Lightning Mage has the following Battle & Elemental
Abilities:

Lightning Bolt (1 Energy per Bolt) = Target an enemy unit


within ‘24’, it deals 3 S4 Hits, Electric Fire Attacks (S5
against units Weak Against Fire) and Ignores Armour
Saves

Missile Shield (2 Energy) = Caster and any unit/s he is


attached to are protected by a fierce wind, causing enemy
units to suffer -1 to Hit against them in Shooting.
Additionally, Magic Missiles deal 1 less Wound than usual
(e.g. 3 Wounds becomes 2 Wounds). Lasts until they are
engaged in Close Combat or if the Caster leaves the unit.

Wind Shield (4 Energy) = Caster can target an enemy unit


and make them unable to Shoot or fire Reflex Shots. The
unit can only Move at 50% (rounding down). However, any
missile fire will be at -1 to Hit against the unit with a ‘Wind
Shield’. Caster cannot use any other abilities while
maintaining the Wind Shield.

Torrential Rain (4 Energy) = Battlefield is covered in


torrential rain from now until the end of your Turn and your
opponent’s Turn (if you have 2+ opponents, then it will
affect yourself and the next player ONLY). Gunpowder
weapons don’t work but they can fire if they roll a 4+
before Shooting. All Fire Magic (e.g. Flaming Fists) is
dispelled. All Shooting is at Half Range, so ‘30’ becomes ‘15’.
However, any Missile Weapons with ‘8’ range or less and
Reflex Shots are not affected by this) and -1 to Hit.
Ice Mage (Elemental): 120pts, Energy = 20 or 6D6
mago del ghiaccio (elementare)
T4, W2, S4, I4, A1, No Save, -1 to Armour Saves in CC,
Magical Attacks, Can Rest and recover 1 Energy by not
Moving or doing anything for a whole Turn. This Ice Mage
has the following Elemental Abilities:

Ice Blast (10 Energy) = Target an enemy unit within ‘24’,


Deals 2D6 S5 Hits which ignore Armour, Numb, Magic and
Dodge Saves.

Walk on Water (2 Energy) = Caster can walk on water


features (e.g. rivers, lakes, swamps, bogs) for the rest of
the battle without slowing down. Automatically wears off
once the Caster steps onto dry land.

Missile Shield (2 Energy) = Caster and any unit/s he is


attached to are protected by a fierce wind, causing enemy
units to suffer -1 to Hit against them in Shooting.
Additionally, Magic Missiles deal 1 less Wound than usual
(e.g. 3 Wounds becomes 2 Wounds). Lasts until they are
engaged in Close Combat or if the Caster leaves the unit.

River Crossing (4 Energy) = Target a River up to ‘24’ away.


Creates a ‘4’ wide river crossing for units to move over (dry
land). This can be dispelled by the Caster at any time
(including your opponent’s turn to watch those suckers
drown), but Caster cannot use any other abilities while
maintaining the River Crossing.

Withering Autumn (4 Energy) = Caster can target vegetative


terrain such as a Hedge, Jungle or Wood and wither it away,
remove it from the battlefield (or replace the Wood/Jungle
with trees with no leaves if you want to be a pain)
Rancor Mercenary Heavy Units:
Limit of 3 Mercenary Heavy Mortars
Limit of 1 Brass Imperial Volley Gun, Light Cannon
Limit of 1 Imperial Heavy Cannon
Limit of 2 Woodland Tree Giants
Limit of 3 Heavy Dwarven Flying Machines
No Limit on Supply Wagons
Limit of 1 Rancor Heavy Cannon
Limit of 1 Heavy Imperial ‘Iron Heart’ Tank

Mercenary Heavy Mortar: 100pts


Imperialer Schwerer Mörtel
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Mortar)
Imperial Heavy Mortar = Guess ’12 – 48’, S7, ‘2’ Blast,
Ignores Cover Saves, Deals 3 Wounds if unsaved, -4 to
Armour Saves. Pick a unit, guess a range and the ‘2’ Blast
will land at that range. See page 18 of Army Men PAZCIK
Rulebook for ‘Firing a Mortar’, Artillery

Brass Imperial Volley Gun: 100pts


Messing-Kaiserliche Salve Geschütz
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Volley Gun)
Brass Imperial Volley Gun (Heavy, ‘24’, S4 -1 to Armour
Saves, Deals 15 Hits), Artillery, Jammed! (Roll a D6 before
firing, on a 1 it is ‘Jammed!’ and does not fire in this
Shooting Phase or in Reflex Shots), Reflex Shots (Brass
Imperial Volley Gun if it did NOT fire in Shooting Phase)
Imperial Light Cannon: 72pts
imperiale leichte Kanone
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T6, W1, S0, I0, A0, No Save (Cannon)
Light Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Deals 2 wounds if unsaved, Grapeshot: S3 -1 to
Armour Saves ‘9’ teardrop Flamethrower template. See page
18 & 19 of Army Men PAZCIK Rulebook (Firing a Light
Cannon), Artillery

Imperial Heavy Cannon: 100pts


kaiserlichen schweren Kanone
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4 -2 to Armour Saves ‘9’ teardrop
Flamethrower template. See page 18 & 19 (Firing a Heavy
Cannon), Artillery

Woodland Tree Giant: 280pts


arbaro arbo gigante
T7, W6, S6, I2, A4, 5+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, Tree Smash (S10, D6
wounds dealt instead of Close Combat attacks and Ignores
Armour Saves), 4+ Cover Save in Woods, -3 to Armour
Saves in Close Combat, +1 to hit Bonus in Close Combat,
+1 to wound in Close Combat (1 still fails), If killed in Close
Combat: roll a D6, on 1 it falls over on the unit and will drop
a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which
killed it, Weak Against Spears, Re-rolls misses against ALL
Green Horde units
Heavy Dwarven Flying Machine: 100pts, Moves ‘24’
peiriant hedfan trwm corrach
T7, W3, S6, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Flame Nozzle (Auto, ‘9’ teardrop
Flamethrower template, S4, Fire attacks), Can use this in
Close Combat also and as Reflex Shots), -3 to Armour Saves
in Close Combat when NOT using Flame Nozzle

Craziest Pilot: When the Heavy Flying Machine loses its


last wound in Close Combat, place a ‘5’ blast template over
it and any model touched by it will suffer a S10 hit. These
S10 hits Ignore Armour Saves and destroy ‘Artillery’
instantly. However, if the Heavy Flying Machine was
destroyed at any other time, then the Pilot will fly it ‘4D6’
inches towards the unit that removed its last wound and
detonate when it reaches base-to-base contact with it or
where the ‘4D6’ ends if it falls short of the target.

Supply Wagon: 0pts, Moves ‘2D6’


T7, W4, S3, I3, A6, 6+ Armour Save, Weak against
Spears, Dauntless, Operated by 2 Crew and pulled by 4
Warhorses which have I3 A6 above, Your Campaign is
Over, Commander! (If you lose all your Supply Wagons in
an Escort Mission, you will lose the battle. If your Artillery
model- Mortar or Cannon, is pulled by a Supply Wagon and
the Wagon is destroyed then the Artillery model is also
destroyed with it)

Rancor Heavy Cannon: 100pts


rancore cannone pesante
-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4 -2 to Armour Saves ‘9’ teardrop
Flamethrower template. See page 18 & 19 (Firing a Heavy
Cannon), Artillery
Heavy Imperial ‘Iron Heart’ Tank: 250pts
Schwerer Kaiserlich ‘Eisen Herz’ Kampfpanzer
Moves ‘9’, Charges ‘6’- T10, W5, S7, I2, A0, No Save,
Dauntless, Deals D6+4 I8 S7 -4 Armour Saves on Charge
ONLY, Coming Through! (If an enemy unit is in the path of
the Heavy Imperial ‘Iron Heart’ Tank when the Tank is
Moving or on a Run or Victory Run, they must roll a D6 and
roll equal to their Initiative (base this on the Highest
Initiative models if multiple Initiative values in same unit) or
lower or suffer D6+4 S7 -4 to Armour Save Hits)
Armed with Front Breech Cannon (Fires directly in front of
Cannon nozzle, Auto, Guess up to ‘36’, S10, deals 4 wounds
if Unsaved, Cannot fire Grapeshot, on a Misfire the Iron
Heart takes 2 unsaved Wounds, See page 18 & 19 (Firing a
Heavy Cannon),

Iron Heart Tank Driver has Volley Pistol (Auto, ‘10’ S4, 6
shots, Reduces Armour by -2, Also used in Close Combat so
Driver has S4 I3 A6 in Close Combat and A7 on a Charge),
Shooting hits like Snipers (so Hits on 2+ in Close Combat)
AND Reflex Shots (S4, -2 to Armour Saves, 6 Shots)
Bandits:

Bandit CORE Units:


Bandit Swordsmen
Bandit Archers
Limit of 32 Traitor Swordsmen (1 Unit)

Bandit Swordsman: 3pts


Bandit Schwertkämpfer
T3, W1, S3, I3, A1, 6+ Dodge Save, Re-rolls misses,
Cloaked (Grants 6+ Dodge Save), Moves through Woods
without penalty, Hey You, Hold it! (All German Empire
units re-rolls misses against this Bandit unit)

Bandit Archer: 3pts


Bandit Bogenschütze
T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots (S3),
Armed with Composite Bow (Auto, ‘24’, S3), Cloaked
(Grants 6+ Dodge Save), Moves through Woods without
penalty, Hey You, Hold it!

Traitor Swordsman with Sword and Shield: 5pts


Verräter Schwertkämpfer mit Schwert und Schild
T3, W1, S3, I3, A2, 5+ Armour Save, Re-rolls misses,
Always Hits on a 3+ in Close Combat, Hey You, Hold it!
Bandit Specialist Units:
No Limit on Cloaked Bandit Swordsmen
No Limit on Bandit Nobles with Blackpowder Pistols

Cloaked Bandit Swordsman with Sword: 6pts


spadaccino ammantato con spada
T3, W1, S3, I4, A1, 5+ Dodge Save, Re-rolls misses, Always
Hits on a 3+ in Close Combat, Hey You, Hold it! (All
German Empire units re-rolls misses against this Bandit unit)

Bandit Noble with 2 Cavalry Pistols: 14pts, Moves ‘9’


Bandit Edel mit zwei Kavalleriepistolen
T4, W1, S4, I4, A2, 4+ Dodge Save, Cavalry, -1 to Armour
Saves, Armed with 2 Cavalry Pistols (Auto, ‘6’, S4, 2
shots, -2 to Armour Saves), Reflex Shots (S4, -2 to
Armour, 2 Shots), Always Hits on a 3+ in Shooting and
Close Combat, Hey You, Hold it!
Jungle Amazons:

Jungle Dwellers: Jungle Amazon units can move through


Jungle without penalty

Jungle Amazon Heroic Units (Compulsory):

Amazon Serpent Queen: 235pts (Limit of 1)


T4, W3, S5, I4, A3, 4+ Dodge Save, Ignores Armour
Saves in Close Combat, Magical Attacks, Each Shooting
Phase you can attempt to use the following abilities ONCE
each:
1) Jungle Frenzy (Roll 3D6 and choose the highest 2D6, on
a 5+ your Queen can use a S4 ‘9’ teardrop Flamethrower
template Attack immediately),
2) Fury of the Serpent (Roll 3D6 and choose the highest
2D6, on a 6+ your Queen and all friendly Jungle Amazon
units within ‘6’ gain +1 Strength and -1 to Armour Saves in
Close Combat),
3) Monsoon Season (Roll 3D6 and choose the highest
2D6, on a 7+ your Queen and any unit/s she has joined
cause enemy units to suffer -1 to Hit against them in
Shooting and Reflex Shots. Remains in play for the
remainder of the battle),
4) Thorns of the Jungle Rose (Roll 3D6 and choose the
highest 2D6, on an 8+ your Queen will deal a S4 hit every
time an enemy model attacks her in Close Combat. Remains
in play for the remainder of the battle),
5) Jungle Natives (Roll 3D6 and choose the highest 2D6,
on an 8+ an enemy unit within ‘12’ suffers 4D6 S2 Hits,
even if they are in Close Combat),
6) Song of My People (Roll 3D6 and choose the highest
2D6, on a 9+ all enemy units within ‘12’ will be mesmerized.
Any Jungle Amazon unit attacking them in Close Combat will
gain +1 Attack, +1 Strength and +’2’ to their Charge when
engaging them. Units who are Dauntless do not care)
Jungle Amazon Priestess: 16pts (Limit of 1)
sacerdotisa amazon selva
T4, W2, S4, I5, A3, 5+ Dodge Save
Treasurer armed with Staff (-2 to Armour Saves), For the
Serpent! (All Jungle Amazon units, including the Priestess,
gain the ‘Diehards’ rule (unless they are already Dauntless)
if they are within ‘12’ of this unit), Captured by Beauty
(+1 to CCR rolls for this unit and any Jungle Warrior Women
bodyguards so long as the Priestess is alive)

Jungle Amazon CORE Units:

Jungle Amazon with Pike: 6pts


amazon selva com pique
T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Jungle Dwellers

Jungle Amazon Rider with Bow: 10pts, Moves ‘9’


amazon de selva cavaleiro com arco
T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Jungle
Dwellers, Armed with Spear: S4 on Charge, Also Armed
with Bow, Reflex Shots (S3), Rides Wild Cat (S4 I3 A2)

Jungle Amazon on Tiger with Lance & Shield: 14pts


amazon selva no tigre com lança e escudo
T4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, S5 A2 I4 and
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A3 S4 before AND
after first Charge, Jungle Dwellers
Jungle Amazon Duellist with Twin Swords: 5pts
duelista de selva amazônica com espadas gêmeas
Moves ‘9’- T3, W1, S3, I4, A2, 5+ Dodge Save, Re-rolls
misses in Close Combat, Armed with Throwing Knives
(Auto, ‘12’, S3), Reflex Shots (S3), +1 to Cover Saves,
Jungle Dwellers, The Coiled Serpent (When this unit
benefits from ‘Fury of the Serpent’, their Throwing Knives
become S4 -1 to Armour Saves)

Jungle Amazon with Solar Crossbow: 10pts, Moves ‘9’


amazon selva com besta solar
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Solar
Crossbow (Heavy, ‘30’, Fire Attacks, Deals S4 -1 to
Armour Saves Hit), Reflex Shots (S4 and -1 to Armour
Saves), Jungle Dwellers
Jungle Amazon Specialist Units:
Limit of 20 Jungle Warrior Women (1 Unit)
Limit of 120 Warrior Women (4 Units)

Jungle Warrior Woman with Macanas: 10pts


mulher guerreira de selva com macanas
Moves ‘9’- T3, W1, S4, I3, A2, 5+ Dodge Save, Jungle
Dwellers, Armed with Twin Macanas (-1 to Armour Saves),
4+ Cover Save in Woods/Jungles, Solar Dart (Auto, ‘12’,
Fire Attacks, Deals a S3 Hit), Reflex Shots (Solar Dart),
Noble Guardians (Dauntless when joined by Jungle
Amazon Queen and/or Jungle Amazon Priestess)

Warrior Woman with Macanas: 8pts


donna guerriero con macanas / Mulher guerreira com
macanas
T3, W1, S4, I3, A2, 5+ Dodge Save, Jungle Dwellers,
Ambush, Armed with Twin Macanas (-2 to Armour Saves),
4+ Cover Save in Woods/Jungles
Jungle Amazon Heavy Units:
Limit of 20 Golden Statue Warriors (2 Units)
Limit of 1 Mobile Solar Cannon

Golden Warrior Statue: 45pts, Moves ‘9’


estátua de guerreiro de ouro
T5, W3, S4, I3, A4, 5+ Armour Save, I9 S4 impact Hit on
Charge only, Weak against Spears, Reduces Enemy
Armour Saves by -1 in Close Combat

Mobile Solar Cannon: 72pts


canhão solar móvel
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T4, W3, S0, I0, A0, 6+ Armour Save (Cannon & Rider)
Solar Cannon = Guess up to ‘48’, S7, Ignores Armour &
Numb, Fire Attacks, Deals 2 wounds if unsaved,
Grapeshot: S4, ‘9’ teardrop Flamethrower template, Fire
Attacks. See page 18 & 19 of Army Men PAZCIK Rulebook
(Firing a Light Cannon), Dogged, Artillery, Cannon & Rider
are Weak Against Spears, Jungle Dwellers
Mountain Dwarves
Gorrach Mynydd
Ancestral Hatred:
(Casineb Teulol)
Mountain Dwarf units (not including Green, Blue, Royalist,
Silver, Red, Purple, Maroon or Turq) re-rolls misses against
Green Horde units in Close Combat

Sturdy:
(Cadarn)
All Mountain Dwarf units (including Colour units: Blue,
Green, Royalist, Silver, Maroon, Turq, Purple and Red) with
2 Handed weapons are I1 rather than the usual I0 as they
are very strong for their height and build but do NOT get I2
on the Charge.

Bearded Fury:
(Ilid Barfog)
Mountain Dwarf units with this rule get +1 Strength when
they charge, and the resulting Armour Save modifiers (e.g.
-1, -2) will always be included.

Wall of Steel:
(Wall o Ddur)
Mountain Dwarf units with this rule have a 5+ Dodge Save in
Close Combat ONLY from fighting defensively behind their
shields which cover much of their stocky bodies.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)
Mountain Dwarf Heroic Units:
Limit of 1 Mountain Dwarf Lord on Throne

Mountain Dwarf Lord on Throne: 200pts


corrach mynydd arglwydd ar yr orsedd
T5, W7, S4, I4, A8, 4+ Armour Save, Diehards, -2 to Numb
Saves and -1 to Armour Saves, +1 to Hit Bonus in Close
Combat always, For the Clan! (Can choose to score a 10 on
CCR rolls instead of rolling 2D6. Granted to all friendly units
within ‘18’. Mounted on a Throne by Shield Bearers, the Lord
is much easier by his short and stocky comrades)
Mountain Dwarf CORE Units:

Mountain Dwarf with Axe & Shield: 9pts


corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge,
Wall of Steel
Mountain Dwarf with Mace & Shield: 9pts
corrach mynydd gyda byrllsyg a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S4 on Charge,
Wall of Steel

Mountain Dwarf with 2 Handed Axe: 10pts


corrach mynydd gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves

Mountain Dwarf with Dwarven Handgun: 11pts


corrach mynydd gyda handgun corrach
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Also has Shield (included in Armour
Save), Shooting hits like Snipers, Reflex Shots (S4, -1 to
Armour), Bearded Fury: S4 on Charge, Wall of Steel

Mountain Dwarf with Crossbow & Shield: 9pts


corrach mynydd gyda bwa croes a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Bearded Fury: S4
on Charge, Wall of Steel
Drunken Mountain Dwarf: 9pts
gorrach mynydd meddw
T4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards,
Dogged, Armed with Crossbows, Reflex Shots (S4, -1 to
Armour Saves), Bearded Fury: S4 on Charge

Ancient Mountain Dwarf with Axe & Shield: 11pts


corrach mynydd hynafol gyda bwyell a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Numb Saves, Bearded
Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf with Sword & Shield: 10pts


corrach mynydd hynafol gyda chleddyf a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, Re-rolls misses, Bearded
Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf with Mace & Shield: 11pts


corrach mynydd hynafol gyda byrllsyg a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Armour Saves, Bearded
Fury: S5 on Charge and -3 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf w/ 2 Handed Axe: 13pts


corrach mynydd hynafol gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), +1 to hit Bonus in
Close Combat, -3 to Armour Saves, Bearded Fury: S7 on
Charge and -4 to Armour Saves, Wall of Steel
Mountain Dwarf with Dwarven Handgun & 2H Axe:
corrach mynydd gyda dag llaw a dwy echel llaw
11pts- T4, W1, S5, I1, A1, 6+ Armour Save, Slow,
Diehards, Armed with Dwarven Arquebus (Heavy, ‘24’,
S4, Reduces Armour Saves by -2), -2 to Armour Saves in
Close Combat, Reflex Shots (S4, -1 to Armour)

Mountain Dwarf with Spear & Shield: 7pts


corrach mynydd gyda bicell a tharian
T4, W1, S3, I3, A1, 5+ Armour Save, Slow, Diehards, S4
against Cavalry

Mountain Dwarf Light Handgunner: 8pts


cloddwr llaw golau mynydd
T4, W1, S3, I2, A1, 6+ Armour Save, Slow, Diehards,
Armed with Dwarven Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves)
Mountain Dwarf Specialist Units:
Limit of 80 Dwarven Royal Guards with Hammers (4 Units)
Limit of 120 Dauntless Dwarves with Twin Axes (4 Units)
Limit of 80 Mountain Dwarf Miners (4 Units)
Limit of 80 Steel Dwarves with Axes (4 Units)
Limit of 80 Steel Dwarves with Maces (4 Units)
No Limit on Dauntless Dwarves with Axes
No Limit on Dauntless Dwarf Veterans with Axes
No Limit on Dauntless Dwarves with Axes & Shields
No Limit on Dauntless Dwarf Veterans with Axes & Shields
Limit of 30 Dwarven Royal Guards with Hammers & Shields
Limit of 1 Unit of Dauntless Dwarves with Axes for every
Mountain Dwarf unit (CORE)
Limit of 1 Unit of Dauntless Dwarf Veterans with Axes for
every Mountain Dwarf unit (CORE)
No Limit on Drunken Mountain Dwarf Miners
Limit of 60 Drunken Dauntless Dwarves with Twin Axes
Limit of 30 Drunken Mountain Dwarves with Arquebuses
Limit of 30 Drunken Steel Dwarves with Axes and Shields
Limit of 30 Drunken Ancient Dwarves with Swords & Shields
No Limit on Drunken Dwarves with Axes and Shields
Limit of 120 Dauntless Dwarf Troll Hunters (4 Units)
Limit of 8 Dauntless Dwarf Giant Hunters
Limit of 8 Dauntless Dwarf Dragon Hunters
Limit of 8 Dauntless Dwarf Daimon Hunters
Limit of 4 Dwarven Brewfire Inferno Teams

Dwarven Royal Guard w/ 2 Handed Hammer: 14pts


gard brenhinol corrach gyda morthwyl dwy law
T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless,
Reduces Armour Saves by -3, +1 to hit Bonus in Close
Combat, Bearded Fury: S7 on Charge and -4 to Armour
Saves, Wall of Steel
Dauntless Dwarf with Twin Axes: 11pts
corrach Dauntless gyda echelinau dau wely
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge, Die, Beast: each
Dauntless Dwarf that suffers an unsaved wound can make 1
attack at I1 before being removed

Dauntless Dwarf Veteran with 2H Axe: 16pts


hynafol corrach Dauntless gyda bwyell dwy law
T4, W1, S6, I1, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, +1 to hit Bonus in Close
Combat, Bearded Fury: S7 on Charge and -4 to Armour
Saves, Die, Beast: each Dauntless Dwarf Veteran that
suffers an unsaved wound can make 1 attack at I1 before
being removed

Mountain Dwarf Miner with 2 Handed Pickaxe: 11pts


mynydd glöwr dwarfv gyda gaib dwy law
T4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements, -2 to
Armour Saves, Also armed with Grenades which can be used
as Reflex Shots (S4, auto-hits), Bearded Fury: S6 on
Charge and -3 to Armour Saves

Steel Dwarf with Axe & Shield: 13pts


corrach dur gyda bwyell a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, Bearded Fury: S5 on Charge and -1 to Armour
Saves, Wall of Steel
Steel Dwarf with Mace & Shield: 13pts
corrach dur gyda byrllysg a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves Saves by -2, +1 to hit Bonus in
Close Combat, Bearded Fury: S5 on Charge and -3 to
Armour Saves, Wall of Steel

Dauntless Dwarf with Axe: 11pts


corrach anhygoel gyda echel
T4, W1, S3, I2, A1, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge, Die, Beast: each
Dauntless Dwarf that suffers an unsaved wound can make 1
attack at I1 before being removed, -2 to Numb Saves, +1 to
Hit Bonus against ‘Troll’ units of any kind, Wounds ‘Troll’
units on a 2+

Dauntless Dwarf Veteran with Axe: 16pts


Corrach cyn-filwr anhygoel gyda echel
T4, W1, S4, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 or S5 vs their Toughness) in Close
Combat, -1 to Armour Saves and -2 to Numb Saves, +1 to
hit Bonus in Close Combat, Bearded Fury: S5 on Charge
and -2 to Armour Saves, Die, Beast: each Dauntless Dwarf
Veteran that suffers an unsaved wound can make 1 attack
at I1 before being removed, Wounds ‘Giant’ units with T6 or
higher of any kind on a 2+
Dauntless Dwarf with Axe and Shield: 12pts
corrach anhygoel gyda echel a tharian
T4, W1, S3, I2, A1, 6+ Armour Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge, Die, Beast: each
Dauntless Dwarf that suffers an unsaved wound can make 1
attack at I1 before being removed, -2 to Numb Saves,
Wounds ‘Dragon’ units of any kind on a 2+, Wall of Steel

Dauntless Dwarf Veteran with Axe and Shield: 17pts


Corrach cyn-filwr anhygoel gyda echel a tharian
T4, W1, S4, I2, A2, 6+ Armour Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 or S5 vs their Toughness) in Close
Combat, -1 to Armour Saves and -2 to Numb Saves, +1 to
hit Bonus in Close Combat, Bearded Fury: S5 on Charge
and -2 to Armour Saves, Die, Beast: each Dauntless Dwarf
Veteran that suffers an unsaved wound can make 1 attack
at I1 before being removed, Wounds all ‘Daimon’ units of
any kind on a 2+), Wall of Steel

Dwarven Royal Guard with Hammer & Shield: 13pts


gwarchodwr brenhinol gyda morthwyl a thraith
T4, W1, S4, I3, A2, 4+ Armour Save, Slow, Dauntless,
Reduces Armour Saves by -2, +1 to hit Bonus in Close
Combat, Bearded Fury: S5 on Charge and -3 to Armour
Saves, Wall of Steel
Drunken Mountain Dwarf Miner with 2H Pickaxe: 12pts
meddw mynydd glöwr dwarfv gyda gaib dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, 5+ Numb Save, Slow,
-2 to Armour Saves, Can arrive via Ambush OR as
Braaainns reinforcements, Dauntless, Uninhibited (If this
Drunken unit is fired upon by an enemy unit in the Shooting
Phase, roll a D6. On a roll of 4+ this Drunken unit will move
‘D6’ towards the unit which fired upon it, around friendly and
enemy units and terrain if need be. If the Drunken unit
contacts the enemy unit in this way, it will count as
Charging), Ancestral Vengeance (This Drunken unit re-
rolls misses against Elven Navy units in Close Combat),
Rebel Yell (Roll a D6 at the beginning of each turn if facing
Elven Navy in battle. On a 4-6 this Drunken unit can Move
‘4’ toward an Elven Navy unit)

Drunken Dauntless Dwarf with Twin Axes: 12pts


meddw corrach anhygoel gyda echel
T4, W1, S3, I2, A2, 5+ Numb Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Uninhibited, +1 to Hit Bonus against ‘Troll’ units
of any kind, Wounds ‘Troll’ units on a 2+

Drunken Mountain Dwarf with Dwarven Arquebus:


meddw corrach mynydd gyda dag llaw a dwy echel
llaw
11pts- T4, W1, S5, I1, A1, 6+ Armour Save, Slow,
Dauntless, Armed with Dwarven Arquebus (Heavy, ‘24’,
S4, Reduces Armour Saves by -2), -2 to Armour Saves in
Close Combat, Reflex Shots (S4, -1 to Armour), Dogged,
Ancestral Vengeance, Rebel Yell
Drunken Steel Dwarf with Axe & Shield: 13pts
meddw corrach dur gyda bwyell a tharian
T4, W1, S4, I3, A1, 3+ Armour Save, Slow, Dauntless,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, Ancestral Vengeance, Rebel Yell, Uninhibited,
-1 to Armour Saves in CC

Drunken Ancient Mountain Dwarf with Sword and


Shield: 11pts
meddw corrach mynydd hynafol gyda chleddyf a
tharian
T4, W1, S4, I3, A1, 4+ Armour Save, Slow, Dauntless, +1
to hit Bonus in Close Combat, Re-rolls misses, -1 to Armour
Saves in CC, Ancestral Vengeance, Rebel Yell,
Uninhibited

Drunken Mountain Dwarf with Axe & Shield: 9pts


meddw corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Dauntless,
Reduces Numb Saves by -2, Ancestral Vengeance, Rebel
Yell, Uninhibited
Dauntless Dwarf Troll Hunter with Twin Axes: 11pts
heliwr troll anhygoel dwfn gydag echelinau
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Troll’ units of
all kinds

Dauntless Dwarf Giant Hunter with Twin Axes: 16pts


heliwr anhygoel gorrach anhyblyg gydag echelinau
T4, W1, S4, I2, A3, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Giant’ units of
all kinds, +1 to Hit Bonus in Close Combat
Dauntless Dwarf Dragon Hunter with Twin Axes: 24pts
helfa ddraig anhygoel dwfn gydag echelinau
T4, W2, S4, I3, A4, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Dragon’ units
of all kinds, +1 to Hit Bonus in Close Combat

Dauntless Dwarf Daimon Hunter with Twin Axes: 50pts


heliwr defaid diangen anhyblyg gyda echelinau
T5, W3, S4, I4, A5, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ALL units from
the Blood Daimons, Pox Daimons, Magic Daimons, Pleasure
Daimons and United Daimon Host, +1 to Hit Bonus in Close
Combat

Dwarven Brewfire Inferno Team: 75pts


corrach fragu tân inferno tîm
T4, W1, S3, I2, A1, 6+ Armour Save (2 Dwarf Crew)
Brewfire Inferno (Auto, Guess up to ‘10’, does NOT need
line of sight to target, place the ‘9’ teardrop template from
where it lands within ’10’ range, S4, -1 to Armour Saves,
Fire Attacks), roll a D6 before firing the Brewfire Inferno, on
a 1 it explodes and the 2 Dwarf Crew die with it. Slow,
Diehards, Artillery, Grapeshot (‘9’ teardrop template
from Dwarf Crew), Flaming Death! (Any unit which is NOT
Dauntless but pass a CCR roll if they suffer any casualties
from a Brewfire Inferno)
Mountain Dwarf Heavy Units:
Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 30 Coastal Dwarfs with Throwing Axes (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae (4 Units of 1 – 2 Ballistae)
Limit of 6 Dwarven Flying Machines, Dwarven Multi-Cannons
Limit of 60 Elite Dwarf Scouts (2 Units)
Limit of 60 Steel Dwarfs with Infernos (2 Units)
Limit of 2 Dwarven Bombing Machines
Limit of 3 Dwarven Fire Launcher Teams
No Limit on Dwarven Heavy Catapults
No Limit on Dwarven Heavy Flying Machines
No Limit on Dwarven Heavy Multi-Cannons
Limit of 1 Dwarven Anvil of Thunder
Limit of 1 Mountain Dwarf Brewery
Limit of 2 Dauntless Dwarf Flying Machines

Dwarven Axe Catapult: 200pts


catapwlt bwyell corrach
-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Axe Catapult
(Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots),
Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery
Dauntless Dwarf with 2 Dwarven Pistols: 12pts
corrach Dauntless gyda dau pistolau corrach
T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Reflex Shots (S4, -1 to Armour Saves), Uses
Dwarven Pistols as their Close Combat Attacks also, Die,
Beast: each Dauntless Dwarf that suffers an unsaved wound
can make 1 attack at I1 before being removed

Coastal Dwarf with Throwing Axes: 12pts


corrach mynydd gyda arquebus corrach
T4, W1, S5, I1, A1, 6+ Armour Save, Slow, Diehards,
Armed with Throwing Axes (Auto, ‘6’, S4, -1 to Armour
Saves, 2 Shots), Also armed with 2H Axe: -2 to Armour
Saves, Reflex Shots (S4, -1 to Armour, 2 Shots), Bearded
Fury: S6 -3 to Armour Saves on Charge, Swims ‘2D6’ in
Ocean, Dwarfs with a Vengeance (Re-rolls misses against
Elven Navy units in Close Combat)

Dwarven Cannon: 120pts


canon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon), Can Guess twice and choose one due to
Dwarven Engineering, Slow, Diehards, Artillery

Dwarven Multi-Cannon: 125pts


aml anon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery, Shooting hits like Snipers
Dwarven Ballista: 45pts, 1 – 2 in Unit
ballista corrach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery

Dwarven Catapult: 80pts


catapwlt corrach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering

Dwarven Flying Machine: 80pts, Moves ‘10’


peiriant hedfan corrach
T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Ambush, Armed with either Centrifugal Gun (Auto,
‘9’ teardrop Flamethrower template, S3, -1 to Armour
Saves) and uses this in Close Combat also, Hit and Run,
Reflex Shots (Centrifugal Gun), OR can be armed with
Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template,
S4, Fire attacks), uses this in Close Combat also and as
Reflex Shots

Crazy Pilot: When the Flying Machine loses its last wound
in Close Combat, place a ‘5’ blast template over it and any
model touched by it will suffer a S4 hit. However, if the
Flying Machine was destroyed at any other time, then the
Pilot will fly it 4D6 inches towards the unit that removed its
last wound and detonate when it reaches base-to-base
contact with it or where the 4D6 ends if it falls short of the
target.
Dwarven Heavy Inferno: 140pts
inferno trwm corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, S5, -3 to Armour Saves, Fire attacks, Deals 2
Wounds if unsaved, Can alternatively use Inferno
Launcher (Up to ‘12’, does NOT need line of sight to target,
Auto, place the ‘9’ teardrop template from where it lands
within ’12’ range, S5, -3 to Armour Saves, deals 2 wounds if
unsaved), roll a D6 before firing Inferno Launcher, on a 1
the Dwarven Heavy Inferno explodes and its crew die with
it. Slow, Diehards, Artillery, Grapeshot (Heavy Inferno)

Elite Dwarf Scout with Crossbow & 2 Handed Axe:


sgowtiaid corrach elitaidd gyda bwyell bwa croes a
dwy law
17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, Reflex Shots (S4, -1 to Armour Saves),
Reduces Armour Saves by -3, +1 to hit bonus in Close
Combat, Shooting hits like Snipers, Bearded Fury: S7 on
Charge and -4 to Armour Saves, Wall of Steel,
Dwarf Brew: roll 2D6 at the start of the game, before
either player moves their units, and the result will affect
your Dwarf Scout Veteran Units for the battle, on a result of
2 they can use Fire attacks in Close Combat (S4, I2 but I3
on Charge) as an alternative, on a 12 they become T5, on
any other result they are Dauntless

Elite Dwarf Scout with 2 Handed Axe: 15pts


sgowtiaid elitaidd gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards,
Ambush, Also armed with Throwing Axes (Auto, ‘6’, S4 -1
to Armour Saves), Reflex Shots (S4, -1 to Armour Saves),
-3 to Armour Saves in Close Combat, Shooting hits like
Snipers, Bearded Fury: S7 on Charge and -4 to Armour
Saves, Wall of Steel, Dwarf Brew
Steel Dwarf with Light Inferno: 15pts
corrach dur gyda Inferno golau
T4, W1, S4, I2, A1, 4+ Armour Save, 6+ Dodge Save,
Slow, Diehards, +1 to hit Bonus in Close Combat,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them

Dwarven Bombing Machine: 125pts, Moves ‘10’


peiriant bomio corrach
T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to
Armour Saves) Hit and Run, Reflex Shots (Buzz Gun),
Cluster Bomber: Can drop bombs in the Shooting phase on
an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.

Dwarven Fire Launcher Team: 77pts


corrach lansiwr tân tîm
T4, W1, S3, I2, A1, 6+ Armour Save (2 Dwarf Crew)
Fire Launcher (Auto, Guess up to ‘36’, does NOT need line
of sight to target, place the ‘9’ teardrop template from
where it lands within ’36’ range, S5, -2 to Armour Saves),
roll a D6 before firing the Fire Launcher, on a 1 it explodes
and the 2 Dwarf Crew die with it. Slow, Diehards,
Artillery, Grapeshot (‘9’ teardrop template from Dwarf
Crew)
Dwarven Heavy Catapult: 120pts
catapwlt trwm corrach
T4, W1, S4, I2, A1, 6+ Armour Save (6 Dwarf Crew)
T7, W3, S0, I0, A0, No Save (Catapult)
Artillery, Heavy Catapult: Heavy, Guess ’12’ – ’60’, S10,
‘2’ blast, Ignores Armour Saves, Deals D6 Wounds per Hit,
Firing a Mortar/Catapult (see Page 18 of Army Men
PAZCIK Rulebook), Slow, Diehards, Artillery

Heavy Dwarven Flying Machine: 100pts, Moves ‘24’


peiriant hedfan trwm corrach
T7, W3, S6, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Flame Nozzle (Auto, ‘9’ teardrop
Flamethrower template, S4, Fire attacks), Can use this in
Close Combat also and as Reflex Shots), -3 to Armour Saves
in Close Combat when NOT using Flame Nozzle

Craziest Pilot: When the Heavy Flying Machine loses its


last wound in Close Combat, place a ‘5’ blast template over
it and any model touched by it will suffer a S10 hit. These
S10 hits Ignore Armour Saves and destroy ‘Artillery’
instantly. However, if the Heavy Flying Machine was
destroyed at any other time, then the Pilot will fly it ‘4D6’
inches towards the unit that removed its last wound and
detonate when it reaches base-to-base contact with it or
where the ‘4D6’ ends if it falls short of the target.

Dwarven Heavy Multi-Cannon: 65pts


aml anon trwm corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W3, S0, I0, A0, No Save (Heavy Multi-Cannon)
Heavy Multi-Cannon (Guess up to ‘24’, Deals 5 S10 Hits
which Ignore Armour Saves and cause 3 Wounds each if
unsaved), See page 18 & 19 (Firing a Heavy Cannon), Slow,
Diehards, Artillery, Experimental (Roll a D6 before firing,
on a 1 or 2 the Multi-Cannon explodes. The Dwarf Crew are
all slain and the Multi-Cannon is removed)
Dwarven Anvil of Thunder: 200pts
gogwydd o dafnder corrach
T4, W1, S6, I1, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 3 Dwarven Champions with 2H Hammers with
who are -3 to Armour Saves. Anvil of Thunder cannot be
destroyed BUT if all 3 of the Dwarven Champions are slain,
the Anvil of Thunder is removed. However, if there are 3
Dwarven Champions in the enemy army, they can take
control of the Anvil of Thunder (See Commandeering
Artillery)

Choose between Thunderstruck (Auto, ‘24’, Electric,


Magical, Deals 4 S6 Hits which Ignore ALL Saves and deal 3
Wounds if unsaved. ‘Artillery’ and Chariot models suffer 3
S10 Hits)

OR Call the Thunder (Roll a D6 before using this ability, on


a 1-2 you have ‘reaped the whirlwind’ and the Anvil of
Thunder and its crew are shattered and destroyed. Auto,
‘24’, Electric, Magical, Deals D6+1 S6 Hits which Ignore ALL
Saves and deal 3 Wounds if unsaved. ‘Artillery’ and Chariot
models suffer 3 S10 Hits)

Mountain Dwarf Brewery: 500pts


corrach mynydd bragdy
T8, W6, S0, I0, A0, No Save, Can hold up to 20 Mountain
Dwarfs (Gains Dauntless and I9 in Cover rule), 9 Drunken
Mountain Dwarfs OR 7 Drunken Dauntless Dwarves with
Axes OR 7 Drunken Mountain Dwarf Miners with 2H Pickaxes
stumble out of the Mountain Dwarf Brewery each Turn (from
Turn 1 – 6)
Dwarven Heavy Catapult: 120pts
catapwlt trwm corrach
T4, W1, S4, I2, A1, 6+ Armour Save (6 Dwarf Crew)
T7, W3, S0, I0, A0, No Save (Catapult)
Artillery, Heavy Catapult: Heavy, Guess ’12’ – ’60’, S10,
‘2’ blast, Ignores Armour Saves, Deals D6 Wounds per Hit,
Firing a Mortar/Catapult (see Page 18 of Army Men
PAZCIK Rulebook), Slow, Diehards, Artillery

Dauntless Dwarf Flying Machine: 120pts, Moves ‘24’


peiriant hedfan corrach anhygoel
T7, W3, S6, I2, A4, 5+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Flame Nozzle (Auto, ‘9’ teardrop
Flamethrower template, S4, Fire attacks), Can use this in
Close Combat also and as Reflex Shots), -3 to Armour Saves
in Close Combat when NOT using Flame Nozzle, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 vs their Toughness) in Close
Combat, Crazed, Dauntless

Craziest Pilot: When the Heavy Flying Machine loses its


last wound in Close Combat, place a ‘5’ blast template over
it and any model touched by it will suffer a S10 hit. These
S10 hits Ignore Armour Saves and destroy ‘Artillery’
instantly. However, if the Heavy Flying Machine was
destroyed at any other time, then the Pilot will fly it ‘4D6’
inches towards the unit that removed its last wound and
detonate when it reaches base-to-base contact with it or
where the ‘4D6’ ends if it falls short of the target.
Coastal Dwarf with Throwing Axes: 12pts
corrach mynydd gyda arquebus corrach
T4, W1, S5, I1, A1, 6+ Armour Save, Slow, Diehards,
Armed with Throwing Axes (Auto, ‘6’, S4, -1 to Armour
Saves, 2 Shots), Also armed with 2H Axe: -2 to Armour
Saves, Reflex Shots (S4, -1 to Armour, 2 Shots), Bearded
Fury: S6 -3 to Armour Saves on Charge, Swims ‘2D6’ in
Ocean, Dwarfs with a Vengeance (Re-rolls misses against
Elven Navy units in Close Combat)
Blue Mountain Dwarves:
Gorrach Mynydd Glas:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(Teleporter Personol)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Bearded Fury: Blue Mountain Dwarf units with this rule get
+1 Strength when they charge, and the resulting Armour
Save modifiers (e.g. -1, -2) will always be included.

Blue Mountain Dwarf CORE Units:

Blue Mountain Dwarf with Axe & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow,
Diehards, Reduces Numb Saves by -2, Bearded Fury: S4
on Charge

Blue Mountain Dwarf with Hammer & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow,
Diehards, Reduces Armour Saves by -2, Bearded Fury: S4
on Charge

Blue Mountain Dwarf with 2 Handed Axe: 10pts


T4, W1, S5, I0, A1, 5+ Armour Save, 5+ Numb Save, Slow,
Diehards, Reduces Armour Saves by -2, Bearded Fury: S6
on Charge and -3 to Armour Saves

Blue Mountain Dwarf with Dwarven Handgun: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, Slow,
Diehards, Armed with Dwarven Handgun (Heavy, ‘24’,
S4, Reduces Armour Saves by -1), Shooting hits like
Snipers, Bearded Fury: S4 on Charge
Drunken Blue Mountain Dwarf: 9pts
T4, W1, S3, I2, A1, 4+ Numb Save, Slow, Diehards,
Dogged, Armed with Crossbows, Bearded Fury: S4 on
Charge

Ancient Blue Mountain Dwarf with Axe & Shield: 11pts


T4, W1, S4, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow,
Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge
and -1 to Armour Saves

Ancient Blue Mountain Dwarf with Hammer & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, 5+ Numb Save,
Slow, Diehards, -2 to Armour Saves, Bearded Fury: S5
on Charge and -3 to Armour Saves

Ancient Blue Mountain Dwarf w/ 2 Handed Axe: 13pts


T4, W1, S6, I1, A1, 4+ Armour Save, 5+ Numb Save, Slow,
Diehards, -3 to Armour Saves, Also has Shield (included in
Armour Save), Bearded Fury: S7 on Charge and -4 to
Armour Saves

Blue Mountain Dwarf Specialist Units:


Limit of 50 Dwarven Royal Guards, Dauntless Dwarfs with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Blue Dwarven Royal Guard w/ 2 Handed Hammer:


13pts- T4, W1, S6, I1, A2, 4+ Armour Save, 5+ Numb Save,
Slow, Diehards, Reduces Armour Saves by -2, Bearded
Fury: S7 on Charge and -4 to Armour Saves
Dauntless Blue Dwarf with Twin Axes: 10pts
T4, W1, S3, I2, A2, 5+ Numb Save, Slow, Dauntless,
Always Wounds on 4+ in Close Combat at the MAX
(Vehicles/Juggernauts are damaged as normal: S3 or S4 vs
their Toughness) in Close Combat, Bearded Fury: S4 on
Charge

Blue Dauntless Dwarf Veteran with 2H Axe: 15pts


T4, W1, S6, I1, A2, 5+ Numb Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Blue Mountain Dwarf Miner w/ 2H Pickaxe: 10pts


T4, W1, S5, I1, A1, 5+ Armour Save, 5+ Numb Save, Slow,
Diehards, -2 to Armour Saves, Arrives as Braaainns
reinforcements, Bearded Fury: S6 on Charge and -3 to
Armour Saves

Blue Steel Dwarf with Axe & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, 5+ Numb Save, Slow,
Diehards, Reduces Numb Saves by -2, Bearded Fury: S5
on Charge and -1 to Armour Saves

Blue Steel Dwarf with Hammer & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, 5+ Numb Save, Slow,
Diehards, Reduces Armour Saves by -2, Bearded Fury: S5
on Charge and -3 to Armour Saves
Blue Mountain Dwarf Heavy Units:
Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-Cannons
Limit of 6 Dwarven Flying Machines
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos
Limit of 2 Dwarven Bombing Machines

Blue Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S3 or S4 vs their Toughness) in Close Combat, Axe
Catapult (Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6
shots), Dauntless, Slow, Bearded Fury: S4 on Charge,
Artillery

Blue Dauntless Blue Dwarf with 2 Dwarven Pistols:


12pts- T4, W1, S4, I2, A2, 4+ Numb Save, Slow,
Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2
shots, -1 to Armour Saves), Uses Dwarven Pistols as their
Close Combat Attacks also

Blue Dwarven Cannon: 100pts


-T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon) Slow, Diehards, Artillery
Blue Dwarven Multi-Cannon: 125pts
-T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery

Blue Dwarven Ballista: 45pts


T4, W1, S3, A1, I2, 6+ Armour Save, 5+ Numb Save (3
Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Slow, Diehards, Artillery

Blue Dwarven Catapult: 80pts


T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast

Blue Dwarven Flying Machine: 80pts, Moves ‘10’


T5, W3, S4, I2, A2, 5+ Dodge Save, 4+ Armour Save, 5+
Numb Save, Flyer, Armed with either Centrifugal Gun
(Auto, ‘9’ teardrop Flamethrower template, S3, -1 to Armour
Saves) and uses this in Close Combat also OR armed with
Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template,
S4, Fire attacks), also uses this in Close Combat, Hit and
Run
Blue Dwarven Heavy Inferno: 140pts
-T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Slow, Diehards, Artillery,
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, Fire attacks, S5, -3 to Armour Saves, Deals 2
Wounds if unsaved, Grapeshot (Heavy Inferno)

Blue Elite Dwarf Scout with Crossbow & 2 Handed


Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, 5+ Numb
Save, Slow, Diehards, Ambush, -3 to Armour Saves, +1
to hit bonus in Close Combat, Shooting hits like Snipers,
Bearded Fury: S7 on Charge and -4 to Armour Saves, also
armed with Throwing Axes (Auto, ‘12’, S4)

Blue Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, 5+ Numb Save, Slow,
Diehards, Bearded Fury: S5 on Charge and -1 to Armour
Saves, Armed with Light Inferno (Auto, ‘18’, S5, -2 to
Armour Saves), Reflex Shots (Light Inferno), Fire attacks
are S2 against them

Blue Dwarven Bombing Machine: 125pts, Moves ‘10’


T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4
shots, -1 to Armour Saves), Hit and Run

Cluster Bomber: Can drop bombs in the Shooting phase on


an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.
Green Mountain Dwarves
Gorrach Mynydd Gwyrdd
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(Marwol Gywir)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Bearded Fury: Green Mountain Dwarf units with this rule


get +1 Strength when they charge, and the resulting
Armour Save modifiers (e.g. -1, -2) will always be included.

Green Mountain Dwarf CORE Units:

Green Mountain Dwarf with Axe & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Green Mountain Dwarf with Hammer & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Green Mountain Dwarf with 2 Handed Axe: 10pts


T4, W1, S5, I0, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves

Green Mountain Dwarf with Dwarven Handgun: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Shooting hits like Snipers, Bearded
Fury: S4 on Charge

Drunken Green Mountain Dwarf: 9pts


T4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards,
Dogged, Armed with Crossbows, Bearded Fury: S4 on
Charge

Ancient Green Mountain Dwarf w/ Axe & Shield: 11pts-


T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to
Numb Saves, Bearded Fury: S5 on Charge and -1 to
Armour Saves

Ancient Green Mountain Dwarf w/ Hammer & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow,
Diehards, -2 to Armour Saves, Bearded Fury: S5 on
Charge and -3 to Armour Saves

Ancient Green Mountain Dwarf w/ 2 Handed Axe:


13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Also has Shield (included in Armour Save),
Bearded Fury: S7 on Charge and -4 to Armour Saves

Green Mountain Dwarf Specialist Units:


Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Green Dwarven Royal Guard w/ 2 Handed Hammer:


13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Slow,
Diehards, Reduces Armour Saves by -3, Bearded Fury: S7
on Charge and -4 to Armour Saves
Dauntless Green Dwarf with Twin Axes: 10pts
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge

Green Dauntless Dwarf Veteran with 2H Axe: 15pts


T4, W1, S6, I1, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Green Mountain Dwarf Miner w/ 2H Pickaxe: 10pts


T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Arrives as Braaainns reinforcements, -2 to Armour Saves,
Bearded Fury: S6 on Charge and -3 to Armour Saves

Green Steel Dwarf with Axe & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S5 on Charge
and -1 to Armour Saves

Green Steel Dwarf with Hammer & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S5 on Charge
and -3 to Armour Saves

Green Mountain Dwarf Heavy Units:


Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-Cannons
Limit of 6 Dwarven Flying Machines
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos
Limit of 2 Dwarven Bombing Machines
Green Dwarven Axe Catapult: 200pts
-T4, W1, S3, I2, A2, No Save (3 Dauntless Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S3 or S4 vs their Toughness) in Close Combat in
Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour
Saves, fires 4D6 shots), Dauntless, Slow, Artillery

Dauntless Green Dwarf with 2 Dwarven Pistols: 12pts


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also

Green Dwarven Cannon: 100pts


-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon) Slow, Diehards, Artillery

Green Dwarven Multi-Cannon: 125pts


-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery

Green Dwarven Ballista: 45pts


T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Slow, Diehards, Artillery
Green Dwarven Catapult: 80pts
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast

Green Dwarven Flying Machine: 80pts, Moves ‘10’


T5, W3, S4, I2, A2, 5+ Dodge Save, 4+ Armour Save,
Flyer, Armed with either Centrifugal Gun (Auto, ‘9’
teardrop Flamethrower template, S3, -1 to Armour Saves)
and uses this in Close Combat also OR armed with Flame
Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire
attacks), also uses this in Close Combat, Hit and Run

Green Dwarven Heavy Inferno: 140pts


-T4, W1, S3, I2, A1, 6+ Armour Save, (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Slow, Diehards, Artillery,
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, Fire attacks, S5, -3 to Armour Saves, Deals 2
Wounds if unsaved, Grapeshot (Heavy Inferno)

Green Elite Dwarf Scout with Crossbow & 2 Handed


Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in
Close Combat, Shooting hits like Snipers, Bearded Fury: S7
on Charge and -4 to Armour Saves, also armed with
Throwing Axes (Auto, ‘12’, S4)

Green Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them
Green Dwarven Bombing Machine: 125pts, Moves ‘10’
T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to
Armour Saves), Hit and Run

Cluster Bomber: Can drop bombs in the Shooting phase on


an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.
Royalist Mountain Dwarves:
Gorrach Mynydd Brenin:
Painted mainly in Whites

Volley Fire
(tân foli)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(Entrench)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s
statistics.

Bearded Fury: Royalist Mountain Dwarf units with this rule


get +1 Strength when they charge, and the resulting
Armour Save modifiers (e.g. -1, -2) will always be included.

Royalist Mountain Dwarf CORE Units:

Royalist Mountain Dwarf with Dwarven Handgun: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Shooting hits like Snipers, Bearded
Fury: S4 on Charge, Entrench, Volley Fire (Fires 2 Shots
in Shooting Phase)
Royalist Mountain Dwarf with Crossbow & Shield : 9pts
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Bearded Fury: S4 on Charge, Entrench, Volley Fire (Fires
2 Shots in Shooting Phase)

Royalist Mountain Dwarf Heavy Units:


Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos

Dauntless Royalist Dwarf with 2 Dwarven Pistols: 12pts


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also, Entrench, Volley Fire (Fires 3 Shots in
Shooting Phase)

Royalist Elite Dwarf Scout with Crossbow & 2 Handed Axe :


17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in
Close Combat, Shooting hits like Snipers, Bearded Fury: S7
on Charge and -4 to Armour Saves, also armed with
Throwing Axes (Auto, ‘12’, S4), Entrench, Volley Fire
(fires 2 shots in Shooting Phase for Throwing Axes OR
Crossbow)

Royalist Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them, Entrench, Volley Fire (fires 2 shots in
Shooting Phase)
Silver Mountain Dwarves:
Gorrach Mynydd Arian:
Painted in various shades of Silver and/or gold

Armoured
(Arfog)
Silver Models all have an Armour Save of at least 4+; this
will always be included in the unit’s statistics.

Bearded Fury: Silver Mountain Dwarf units with this rule


get +1 Strength when they charge, and the resulting
Armour Save modifiers (e.g. -1, -2) will always be included.

Silver Mountain Dwarf CORE Units:

Silver Mountain Dwarf with Axe & Shield: 8pts


T4, W1, S3, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Silver Mountain Dwarf with Hammer & Shield: 8pts


T4, W1, S3, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Silver Mountain Dwarf with 2 Handed Axe: 10pts


T4, W1, S5, I0, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves

Silver Mountain Dwarf with Dwarven Handgun: 10pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Shooting hits like Snipers, Bearded
Fury: S4 on Charge
Drunken Silver Mountain Dwarf: 9pts
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Dogged, Armed with Crossbows, Bearded Fury: S4 on
Charge

Ancient Silver Mountain Dwarf w/ Axe & Shield: 11pts-


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards, -2 to
Numb Saves, Bearded Fury: S5 on Charge and -1 to
Armour Saves

Ancient Silver Mountain Dwarf w/ Hammer & Shield:


11pts- T4, W1, S4, I2, A1, 3+ Armour Save, Slow,
Diehards, -2 to Armour Saves, Bearded Fury: S5 on
Charge and -3 to Armour Saves

Ancient Silver Mountain Dwarf w/ 2 Handed Axe:


13pts- T4, W1, S6, I1, A1, 3+ Armour Save, Slow,
Diehards, Also has Shield (included in Armour Save),
Bearded Fury: S7 on Charge and -4 to Armour Saves

Silver Mountain Dwarf Specialist Units:


Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Silver Dwarven Royal Guard w/ 2 Handed Hammer:


13pts- T4, W1, S6, I1, A2, 3+ Armour Save, Slow,
Diehards, Reduces Armour Saves by -3, Bearded Fury: S7
on Charge and -4 to Armour Saves

Dauntless Silver Dwarf with Twin Axes: 10pts


T4, W1, S3, I2, A2, 4+ Armour Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge
Silver Dauntless Dwarf Veteran with 2H Axe: 15pts
T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Silver Mountain Dwarf Miner w/ 2H Pickaxe: 10pts


T4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards,
Arrives as Braaainns reinforcements, -2 to Armour Saves,
Bearded Fury: S6 on Charge and -3 to Armour Saves

Silver Steel Dwarf with Axe & Shield: 12pts


T4, W1, S4, I2, A1, 2+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S5 on Charge
and -1 to Armour Saves

Silver Steel Dwarf with Hammer & Shield: 12pts


T4, W1, S4, I2, A1, 2+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S5 on Charge
and -3 to Armour Saves

Silver Mountain Dwarf Heavy Units:


Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-Cannons
Limit of 6 Dwarven Flying Machines
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos
Limit of 2 Dwarven Bombing Machines

Silver Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 4+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S3 or S4 vs their Toughness) in Close Combat in
Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour
Saves, fires 4D6 shots), Dauntless, Slow, Artillery

Dauntless Silver Dwarf with 2 Dwarven Pistols: 12pts


T4, W1, S4, I2, A2, 4+ Armour Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also

Silver Dwarven Cannon: 100pts


-T4, W1, S3, I2, A1, 4+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon) Slow, Diehards, Artillery

Silver Dwarven Multi-Cannon: 125pts


-T4, W1, S3, I2, A1, 4+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery

Silver Dwarven Ballista: 45pts


T4, W1, S3, A1, I2, 4+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Slow, Diehards, Artillery

Silver Dwarven Catapult: 80pts


T4, W1, S3, I2, A1, 4+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast
Silver Dwarven Flying Machine: 80pts, Moves ‘10’
T5, W3, S4, I2, A2, 3+ Armour Save, Flyer, Armed with
either Centrifugal Gun (Auto, ‘9’ teardrop Flamethrower
template, S3, -1 to Armour Saves) and uses this in Close
Combat also OR armed with Flame Nozzle (Auto, ‘9’
teardrop Flamethrower template, S4, Fire attacks), also uses
this in Close Combat, Hit and Run

Silver Dwarven Heavy Inferno: 140pts


-T4, W1, S3, I2, A1, 4+ Armour Save, (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Slow, Diehards, Artillery,
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, Fire attacks, S5, -3 to Armour Saves, Deals 2
Wounds if unsaved, Grapeshot (Heavy Inferno)

Silver Elite Dwarf Scout with Crossbow & 2 Handed


Axe: 17pts- T4, W1, S6, I1, A1, 3+ Armour Save, Slow,
Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in
Close Combat, Shooting hits like Snipers, Bearded Fury: S7
on Charge and -4 to Armour Saves, also armed with
Throwing Axes (Auto, ‘12’, S4)

Silver Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them
Silver Dwarven Bombing Machine: 125pts, Moves ‘10’
T5, W3, S4, I2, A2, 3+ Armour Save, Flyer, Armed with
Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to Armour Saves), Hit
and Run

Cluster Bomber: Can drop bombs in the Shooting phase on


an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.
Red Mountain Dwarves:
Gorrach Mynydd Coch
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Y Fyddin Coch)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Bearded Fury: Red Mountain Dwarf units with this rule get
+1 Strength when they charge, and the resulting Armour
Save modifiers (e.g. -1, -2) will always be included.

Red Mountain Dwarf CORE Units:

Red Mountain Dwarf with Axe & Shield: 6pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Red Mountain Dwarf with Hammer & Shield: 6pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Red Mountain Dwarf with 2 Handed Axe: 8pts


T4, W1, S5, I0, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves

Red Mountain Dwarf with Dwarven Handgun: 8pts


T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Shooting hits like Snipers, Bearded
Fury: S4 on Charge
Drunken Red Mountain Dwarf: 7pts
T4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards,
Dogged, Armed with Crossbows, Bearded Fury: S4 on
Charge

Ancient Red Mountain Dwarf w/ Axe & Shield: 9pts-


T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to
Numb Saves, Bearded Fury: S5 on Charge and -1 to
Armour Saves

Ancient Red Mountain Dwarf w/ Hammer & Shield:


9pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow,
Diehards, -2 to Armour Saves, Bearded Fury: S5 on
Charge and -3 to Armour Saves

Ancient Red Mountain Dwarf w/ 2 Handed Axe: 11pts-


T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), Bearded Fury: S7 on
Charge and -4 to Armour Saves

Red Mountain Dwarf Specialist Units:


Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Red Dwarven Royal Guard w/ 2 Handed Hammer:


11pts- T4, W1, S6, I1, A2, 4+ Armour Save, Slow,
Diehards, Reduces Armour Saves by -3, Bearded Fury: S7
on Charge and -4 to Armour Saves

Dauntless Red Dwarf with Twin Axes: 8pts


T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge
Red Dauntless Dwarf Veteran with 2H Axe: 13pts
T4, W1, S6, I1, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Red Mountain Dwarf Miner w/ 2H Pickaxe: 8pts


T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Arrives as Braaainns reinforcements, -2 to Armour Saves,
Bearded Fury: S6 on Charge and -3 to Armour Saves

Red Steel Dwarf with Axe & Shield: 10pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S5 on Charge
and -1 to Armour Saves

Red Steel Dwarf with Hammer & Shield: 10pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S5 on Charge
and -3 to Armour Saves

Red Mountain Dwarf Heavy Units:


Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos

Dauntless Red Dwarf with 2 Dwarven Pistols: 10pts


T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also
Red Elite Dwarf Scout with Crossbow & 2 Handed Axe:
15pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in
Close Combat, Shooting hits like Snipers, Bearded Fury: S7
on Charge and -4 to Armour Saves, also armed with
Throwing Axes (Auto, ‘12’, S4)

Red Steel Dwarf with Light Inferno: 13pts


T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them
Purple Mountain Dwarves:
Gorrach Mynydd Porffor:
Painted mainly in all shades of Purple

Sands of Time
(Tywod o Amser)
Purple Mountain Dwarf Models can re-roll misses once in
Shooting and Close Combat. Guess weapons (Cannons,
Mortars) and Bazookas are an exception to this rule. Any
model which cannot re-roll misses will have this included in
their stats and, as always, Reflex Shots cannot ever re-roll
misses

Bearded Fury: Purple Mountain Dwarf units with this rule


get +1 Strength when they charge, and the resulting
Armour Save modifiers (e.g. -1, -2) will always be included.

Purple Mountain Dwarf CORE Units:

Purple Mountain Dwarf with Axe & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge

Purple Mountain Dwarf with Hammer & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S4 on Charge

Purple Mountain Dwarf with 2 Handed Axe: 10pts


T4, W1, S5, I0, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves
Purple Mountain Dwarf with Dwarven Handgun: 10pts
T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Shooting hits like Snipers, Bearded
Fury: S4 on Charge

Drunken Purple Mountain Dwarf: 9pts


T4, W1, S3, I2, A1, 5+ Dodge Save, Slow, Diehards,
Dogged, Armed with Crossbows, Bearded Fury: S4 on
Charge

Ancient Purple Mountain Dwarf w/ Axe & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow,
Diehards, -2 to Numb Saves, Bearded Fury: S5 on Charge
and -1 to Armour Saves

Ancient Purple Mountain Dwarf w/ Hammer & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Slow,
Diehards, -2 to Armour Saves, Bearded Fury: S5 on
Charge and -3 to Armour Saves

Ancient Purple Mountain Dwarf w/ 2 Handed Axe:


13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Also has Shield (included in Armour Save),
Bearded Fury: S7 on Charge and -4 to Armour Saves

Purple Mountain Dwarf Specialist Units:


Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Purple Dwarven Royal Guard w/ 2 Handed Hammer:


13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Slow,
Diehards, Reduces Armour Saves by -3, Bearded Fury: S7
on Charge and -4 to Armour Saves
Dauntless Purple Dwarf with Twin Axes: 10pts
T4, W1, S3, I2, A2, 5+ Dodge Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge

Purple Dauntless Dwarf Veteran with 2H Axe: 15pts


T4, W1, S6, I1, A2, 5+ Dodge Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Purple Mountain Dwarf Miner w/ 2H Pickaxe: 10pts


T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Arrives as Braaainns reinforcements, -2 to Armour Saves,
Bearded Fury: S6 on Charge and -3 to Armour Saves

Purple Steel Dwarf with Axe & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S5 on Charge
and -1 to Armour Saves

Purple Steel Dwarf with Hammer & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S5 on Charge
and -3 to Armour Saves

Purple Mountain Dwarf Heavy Units:


Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-Cannons
Limit of 6 Dwarven Flying Machines
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos
Limit of 2 Dwarven Bombing Machines
Purple Dwarven Axe Catapult: 200pts
-T4, W1, S3, I2, A2, 5+ Dodge Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S3 or S4 vs their Toughness) in Close Combat in
Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour
Saves, fires 4D6 shots), Dauntless, Slow, Artillery

Dauntless Purple Dwarf with 2 Dwarven Pistols: 12pts


T4, W1, S4, I2, A2, 5+ Dodge Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also

Purple Dwarven Cannon: 100pts


-T4, W1, S3, I2, A1, 5+ Dodge Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon) Slow, Diehards, Artillery

Purple Dwarven Multi-Cannon: 125pts


-T4, W1, S3, I2, A1, 5+ Dodge Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery

Purple Dwarven Ballista: 45pts


T4, W1, S3, A1, I2, 5+ Dodge Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Slow, Diehards, Artillery
Purple Dwarven Catapult: 85pts
T4, W1, S3, I2, A1, 5+ Dodge Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast

Purple Dwarven Flying Machine: 80pts, Moves ‘10’


T5, W3, S4, I2, A2, 4+ Dodge Save, 4+ Armour Save,
Flyer, Armed with either Centrifugal Gun (Auto, ‘9’
teardrop Flamethrower template, S3, -1 to Armour Saves)
and uses this in Close Combat also OR armed with Flame
Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire
attacks), also uses this in Close Combat, Hit and Run

Purple Dwarven Heavy Inferno: 140pts


-T4, W1, S3, I2, A1, 5+ Dodge Save, (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Slow, Diehards, Artillery,
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, Fire attacks, S5, -3 to Armour Saves, Deals 2
Wounds if unsaved, Grapeshot (Heavy Inferno)

Purple Elite Dwarf Scout with Crossbow & 2 Handed


Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in
Close Combat, Shooting hits like Snipers, Bearded Fury: S7
on Charge and -4 to Armour Saves, also armed with
Throwing Axes (Auto, ‘12’, S4)

Purple Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them
Purple Dwarven Bombing Machine: 125pts, Moves ‘10’
T5, W3, S4, I2, A2, 4+ Armour Save, 4+ Dodge Save,
Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to
Armour Saves), Hit and Run
Cluster Bomber: Can drop bombs in the Shooting phase on
an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.
Maroon Mountain Dwarves:
Gorrach Mynydd Marwn:
Painted in mainly in Maroon and dark reds

Lightning Reflexes
(atgyrchau melt)
Models with ranged weapons (Automatic and Fast Firing)
ALWAYS get Reflex Shots when Charged by an enemy unit.
This rule will always be included in a unit’s statistics if
applicable.

Hit and Run


(taro a rhedeg)
Models with ranged weapons (Heavy, Automatic and Fast
Firing) are allowed to Run AFTER they have fired in the
Shooting Phase)

Bearded Fury: Maroon Mountain Dwarf units with this rule


get +1 Strength when they charge, and the resulting
Armour Save modifiers (e.g. -1, -2) will always be included.

Maroon Mountain Dwarf CORE Units:

Maroon Mountain Dwarf with Axe & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Diehards, Reduces
Numb Saves by -2, Bearded Fury: S4 on Charge

Maroon Mountain Dwarf with Hammer & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Diehards, Reduces
Armour Saves by -2, Bearded Fury: S4 on Charge
Maroon Mountain Dwarf with 2 Handed Axe: 10pts
T4, W1, S5, I0, A1, 5+ Armour Save, Diehards, Reduces
Armour Saves by -2, Bearded Fury: S6 on Charge and -3
to Armour Saves

Maroon Mountain Dwarf with Dwarven Handgun: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, Diehards, Armed with
Dwarven Handgun (Heavy, ‘24’, S4, Reduces Armour
Saves by -1), Shooting hits like Snipers, Bearded Fury: S4
on Charge, Reflex Shots (S4, -1 to Armour Saves), Hit
and Run

Drunken Maroon Mountain Dwarf: 9pts


T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save,
Diehards, Dogged, Armed with Crossbows, Bearded Fury:
S4 on Charge, Reflex Shots (S4, -1 to Armour Saves), Hit
and Run

Ancient Maroon Mountain Dwarf w/ Axe & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Diehards, -2
to Numb Saves, Bearded Fury: S5 on Charge and -1 to
Armour Saves

Ancient Maroon Mountain Dwarf w/ Hammer & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, Diehards, -2
to Armour Saves, Bearded Fury: S5 on Charge and -3 to
Armour Saves

Ancient Maroon Mountain Dwarf w/ 2 Handed Axe:


13pts- T4, W1, S6, I1, A1, 4+ Armour Save, Diehards, Also
has Shield (included in Armour Save), Bearded Fury: S7 on
Charge and -4 to Armour Saves
Maroon Mountain Dwarf Specialist Units:
Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Maroon Dwarven Royal Guard w/ 2 Handed Hammer:


13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Diehards,
Reduces Armour Saves by -3, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Dauntless Maroon Dwarf with Twin Axes: 10pts


T4, W1, S3, I2, A2, 6+ Armour Save, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Bearded Fury: S4 on Charge

Maroon Dauntless Dwarf Veteran with 2H Axe: 15pts


T4, W1, S6, I1, A2, 6+ Armour Save, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 or S7 vs their Toughness) in Close
Combat, -3 to Armour Saves, Bearded Fury: S7 on Charge
and -4 to Armour Saves

Maroon Mountain Dwarf Miner w/ 2H Pickaxe: 10pts


T4, W1, S5, I1, A1, 5+ Armour Save, Diehards, Arrives as
Braaainns reinforcements, -2 to Armour Saves, Bearded
Fury: S6 on Charge and -3 to Armour Saves

Maroon Steel Dwarf with Axe & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Diehards, Reduces
Numb Saves by -2, Bearded Fury: S5 on Charge and -1 to
Armour Saves
Maroon Steel Dwarf with Hammer & Shield: 12pts
T4, W1, S4, I2, A1, 3+ Armour Save, Diehards, Reduces
Armour Saves by -2, Bearded Fury: S5 on Charge and -3
to Armour Saves

Maroon Mountain Dwarf Heavy Units:


Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-Cannons
Limit of 6 Dwarven Flying Machines
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos
Limit of 2 Dwarven Bombing Machines

Maroon Dwarven Axe Catapult: 200pts


-T4, W1, S3, I2, A2, 6+ Armour Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S3 or S4 vs their Toughness) in Close Combat in
Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour
Saves, fires 4D6 shots), Dauntless, Artillery, Hit and Run

Dauntless Maroon Dwarf with 2 Dwarven Pistols: 12pts


T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save,
Dauntless, Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2
shots, -1 to Armour Saves), Uses Dwarven Pistols as their
Close Combat Attacks also, Hit and Run, Reflex Shots
(S4, -1 to Armour Saves)
Maroon Dwarven Cannon: 100pts
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon) Diehards, Artillery, Hit and Run

Maroon Dwarven Multi-Cannon: 125pts


-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Diehards, Artillery, Hit and Run

Maroon Dwarven Ballista: 45pts


T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Diehards, Artillery, Hit and Run

Maroon Dwarven Catapult: 80pts


T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Diehards, Artillery, Firing a Mortar/Catapult (see Page
18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’ –
’48’, S4, ‘2’ blast, Hit and Run

Maroon Dwarven Flying Machine: 80pts, Moves ‘12’


T5, W3, S4, I2, A2, 5+ Dodge Save, 4+ Armour Save,
Flyer, Armed with either Centrifugal Gun (Auto, ‘9’
teardrop Flamethrower template, S3, -1 to Armour Saves)
and uses this in Close Combat also OR armed with Flame
Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire
attacks), also uses this in Close Combat, Hit and Run
Maroon Dwarven Heavy Inferno: 140pts
-T4, W1, S3, I2, A1, 6+ Armour Save, (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Diehards, Artillery, Hit and Run
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, Fire attacks, S5, -3 to Armour Saves, Deals 2
Wounds if unsaved, Grapeshot (Heavy Inferno),

Maroon Elite Dwarf Scout with Crossbow & 2 Handed


Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save,
Diehards, Ambush, -3 to Armour Saves, +1 to hit bonus in
Close Combat, Shooting hits like Snipers, Bearded Fury: S7
on Charge and -4 to Armour Saves, also armed with
Throwing Axes (Auto, ‘12’, S4), Hit and Run, Reflex
Shots (either Throwing Axes OR Crossbows)

Maroon Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, Diehards, Bearded
Fury: S5 on Charge and -1 to Armour Saves, Armed with
Light Inferno (Auto, ‘18’, S5, -2 to Armour Saves), Reflex
Shots (Light Inferno), Hit and Run, Fire attacks are S2
against them

Maroon Dwarven Bombing Machine: 125pts, Moves ‘12’


T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to
Armour Saves), Hit and Run
Cluster Bomber: Can drop bombs in the Shooting phase on
an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.
Turq Mountain Dwarves:
Gorrach Mynydd Turq:
Painted mainly in shades of Turquoise

Dauntless
(Dauntless)
ALL Turq Mountain Dwarf models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Bearded Fury: Turq Mountain Dwarf units with this rule get
+1 Strength when they charge, and the resulting Armour
Save modifiers (e.g. -1, -2) will always be included.

Turq Mountain Dwarf CORE Units:

Turq Mountain Dwarf with Axe & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Reduces Numb Saves
by -2, Bearded Fury: S4 on Charge

Turq Mountain Dwarf with Hammer & Shield: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Reduces Armour
Saves by -2, Bearded Fury: S4 on Charge

Turq Mountain Dwarf with 2 Handed Axe: 10pts


T4, W1, S5, I0, A1, 5+ Armour Save, Reduces Armour
Saves by -2, Bearded Fury: S6 on Charge and -3 to
Armour Saves

Turq Mountain Dwarf with Dwarven Handgun: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, Armed with Dwarven
Handgun (Heavy, ‘24’, S4, Reduces Armour Saves by -1),
Shooting hits like Snipers, Bearded Fury: S4 on Charge
Drunken Turq Mountain Dwarf: 9pts
T4, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save,
Dogged, Armed with Crossbows, Bearded Fury: S4 on
Charge

Ancient Turq Mountain Dwarf w/ Axe & Shield: 11pts-


T4, W1, S4, I2, A1, 4+ Armour Save, -2 to Numb Saves,
Bearded Fury: S5 on Charge and -1 to Armour Saves

Ancient Turq Mountain Dwarf w/ Hammer & Shield:


11pts- T4, W1, S4, I2, A1, 4+ Armour Save, -2 to Armour
Saves, Bearded Fury: S5 on Charge and -3 to Armour
Saves

Ancient Turq Mountain Dwarf w/ 2 Handed Axe: 13pts-


T4, W1, S6, I1, A1, 4+ Armour Save, Also has Shield
(included in Armour Save), Bearded Fury: S7 on Charge
and -4 to Armour Saves

Turq Mountain Dwarf Specialist Units:


Limit of 50 Dwarven Royal Guards, Dauntless Dwarves with
Twin Axes, Dauntless Dwarf Veterans with 2H Axes,
Mountain Dwarf Miners, Steel Dwarves with Axes, Steel
Dwarves with Hammers

Turq Dwarven Royal Guard w/ 2 Handed Hammer:


13pts- T4, W1, S6, I1, A2, 4+ Armour Save, Reduces
Armour Saves by -3, Bearded Fury: S7 on Charge and -4
to Armour Saves

Dauntless Turq Dwarf with Twin Axes: 10pts


T4, W1, S3, I2, A2, 6+ Dodge Save, Always Wounds on 4+
at the MAX (Vehicles/Juggernauts are damaged as normal:
S3 or S4 vs their Toughness) in Close Combat, Bearded
Fury: S4 on Charge
Dauntless Turq Dwarf Veteran with 2H Axe: 15pts
T4, W1, S6, I1, A2, 6+ Dodge Save, Always Wounds on 4+
at the MAX (Vehicles/Juggernauts are damaged as normal:
S6 or S7 vs their Toughness) in Close Combat, -3 to Armour
Saves, Bearded Fury: S7 on Charge and -4 to Armour
Saves

Turq Mountain Dwarf Miner w/ 2H Pickaxe: 10pts


T4, W1, S5, I1, A1, 5+ Armour Save, Arrives as Braaainns
reinforcements, -2 to Armour Saves, Bearded Fury: S6 on
Charge and -3 to Armour Saves

Turq Steel Dwarf with Axe & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Reduces Numb Saves
by -2, Bearded Fury: S5 on Charge and -1 to Armour
Saves

Turq Steel Dwarf with Hammer & Shield: 12pts


T4, W1, S4, I2, A1, 3+ Armour Save, Reduces Armour
Saves by -2, Bearded Fury: S5 on Charge and -3 to
Armour Saves

Turq Mountain Dwarf Heavy Units:


Limit of 2 Dwarven Axe Catapults, Dwarven Heavy Infernos
Limit of 30 Dauntless Dwarves with Pistols (1 Unit)
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae, 2 Dwarven Multi-Cannons
Limit of 6 Dwarven Flying Machines
Limit of 50 Elite Dwarf Scouts
Limit of 50 Steel Dwarfs with Infernos
Limit of 2 Dwarven Bombing Machines
Turq Dwarven Axe Catapult: 200pts
-T4, W1, S3, I2, A2, 6+ Dodge Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S3 or S4 vs their Toughness) in Close Combat in
Close Combat, Axe Catapult (Heavy, ‘48’, S4, -1 to Armour
Saves, fires 4D6 shots), Artillery

Dauntless Turq Dwarf with 2 Dwarven Pistols: 12pts


T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Uses Dwarven Pistols as their Close Combat
Attacks also

Turq Dwarven Cannon: 100pts


-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon), Artillery

Turq Dwarven Multi-Cannon: 125pts


-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Artillery

Turq Dwarven Ballista: 45pts


T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery
Turq Dwarven Catapult: 85pts
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Artillery, Firing a Mortar/Catapult (see Page 18 of Army
Men PAZCIK Rulebook), Heavy, Guess ’12’ – ’48’, S4, ‘2’
blast

Turq Dwarven Flying Machine: 80pts, Moves ‘12’


T5, W3, S4, I2, A2, 4+ Dodge Save, 4+ Armour Save,
Flyer, Armed with either Centrifugal Gun (Auto, ‘9’
teardrop Flamethrower template, S3, -1 to Armour Saves)
and uses this in Close Combat also OR armed with Flame
Nozzle (Auto, ‘9’ teardrop Flamethrower template, S4, Fire
attacks), also uses this in Close Combat, Hit and Run

Turq Dwarven Heavy Inferno: 140pts


-T4, W1, S3, I2, A1, 6+ Armour Save, (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Artillery,
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, Fire attacks, S5, -3 to Armour Saves, Deals 2
Wounds if unsaved, Grapeshot (Heavy Inferno)

Turq Elite Dwarf Scout with Crossbow & 2 Handed


Axe: 17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Ambush,
-3 to Armour Saves, +1 to hit bonus in Close Combat,
Shooting hits like Snipers, Bearded Fury: S7 on Charge and
-4 to Armour Saves, also armed with Throwing Axes (Auto,
‘12’, S4)

Turq Steel Dwarf with Light Inferno: 15pts


T4, W1, S4, I2, A1, 4+ Armour Save, Bearded Fury: S5 on
Charge and -1 to Armour Saves, Armed with Light Inferno
(Auto, ‘18’, S5, -2 to Armour Saves), Reflex Shots (Light
Inferno), Fire attacks are S2 against them
Turq Dwarven Bombing Machine: 125pts, Moves ‘12’
T5, W3, S4, I2, A2, 4+ Armour Save, 4+ Dodge Save,
Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to
Armour Saves), Hit and Run

Cluster Bomber: Can drop bombs in the Shooting phase on


an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.
Vengeful Mountain Dwarves:

Dwarfs with a Vengeance:


Vengeful Mountain Dwarf units re-roll misses against Elven
Navy units in Close Combat

Sturdy:
All Vengeful Mountain Dwarf units with 2 Handed weapons
are I1 rather than the usual I0 as they are very strong for
their height and build but do NOT get I2 on the Charge.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)
Vengeful Mountain Dwarf Heroic Units:
Limit of 1 Vengeful Mountain Dwarf Prospector
Limit of 1 Chained Crazed Dwarf Daimon Hunter

Vengeful Mountain Dwarf Prospector: 370pts


goruchafwr corrach mynyddoedd dialgar
T5, W3, S6, I4, A4, 1+ Armour Save, 4+ Numb Save, Slow,
Diehards, Equipped with Two Handed Mattock, Ignores
Armour Saves, +2 to Hit Bonus in Close Combat (1 still
fails), Enemy models must re-roll successful Wound rolls
against this unit, Dwarfs with a Vengeance, Into the
Mines! (Vengeful Mountain Dwarf Miner units can choose to
score a 10 on their CCR rolls if attached to this unit. They
can also re-roll their D6 when arriving via Ambush)

Chained Crazed Dwarf Daimon Hunter: 265pts


helwyr cythraul cythraul wedi eu caethiwo gan
gadwyn
T5, W3, S6, I9, A6 (Always), No Save, Slow, Crazed,
Dauntless, Always Wounds on 4+ at the MAX
(Vehicles/Juggernauts are damaged as normal: S6 vs their
Toughness) in Close Combat, Dwarfs with a Vengeance
(Also applies to Fay Elf and Elf Pirate units), Magical
Attacks are S2 against this unit, Re-roll misses and
Wounds against ALL units from the Blood Daimons, Pox
Daimons, Magic Daimons, Pleasure Daimons and United
Daimon Host, +1 to Hit Bonus in Close Combat
Vengeful Mountain Dwarf CORE Units:
Limit of 30 Vengeful Ancient Dwarfs (1 Unit)
Limit of 20 Vengeful Mountain Dwarf Miners (1 Unit)
Limit of 30 Vengeful Steel Dwarfs (1 Unit)
Limit of 60 Vengeful Mountain Dwarf Miners (2 Units)

Vengeful Mountain Dwarf with Axe & Shield: 9pts


corrach mynydd dialgar gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Dwarfs with a Vengeance

Vengeful Mountain Dwarf with Mace & Shield: 9pts


corrach mynydd dialgar gyda byrllsyg a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Dwarfs with a Vengeance

Vengeful Mountain Dwarf with 2 Handed Axe: 10pts


corrach mynydd dialgar gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Dwarfs with a Vengeance

Vengeful Mountain Dwarf w/ Crossbow & Shield: 8pts


corrach mynydd dialgar gyda bwa croes a tharian
T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Dwarfs with a
Vengeance

Vengeful Ancient Dwarf with Axe & Shield: 11pts


corrach mynydd hynafol dialgar gyda bwyell a
tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Numb Saves, -1 to
Armour Saves, Dwarfs with a Vengeance
Vengeful Ancient Dwarf w/ 2 Handed Axe: 13pts
corrach mynydd hynafol dialgar gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), +1 to hit Bonus in
Close Combat, -3 to Armour Saves, Dwarfs with a
Vengeance

Vengeful Mountain Dwarf Miner w/ 2H Pickaxe: 11pts


mynydd glöwr dwarfv dialgar gyda gaib dwy law
T4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements, -2 to
Armour Saves, Dwarfs with a Vengeance

Vengeful Steel Dwarf with Axe & Shield: 13pts


corrach dur dialgar gyda bwyell a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, -1 to Armour Saves, Dwarfs with a Vengeance

Vengeful Steel Dwarf with Mace & Shield: 13pts


corrach dur dialgar gyda byrllysg a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, +1 to hit Bonus in Close
Combat, Dwarfs with a Vengeance

Vengeful Mountain Dwarf Miner w/ 2H Pickaxe: 11pts


mynydd glöwr dwarfv dialgar gyda gaib dwy law
T4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements, -2 to
Armour Saves, Dwarfs with a Vengeance, Into the
Mines! (Vengeful Mountain Dwarf Miner units can choose to
score a 10 on their CCR rolls if attached to the Vengeful
Mountain Dwarf Prospector. They can also re-roll their D6
when arriving via Ambush)
Vengeful Mountain Dwarf Specialist Units:
Limit of 30 Vengeful Dauntless Dwarves w/ Twin Axes
Limit of 120 Vengeful Ancient Dwarfs with 2H Axes (4 Units)
Limit of 120 Vengeful Ancient Dwarfs with Axes (4 Units)
Limit of 120 Vengeful Steel Dwarves with Axes (4 Units)
Limit of 120 Vengeful Steel Dwarves with Maces (4 Units)
No Limit on Drunken Mountain Dwarf Miners
No Limit on Drunken Dauntless Dwarves with Twin Axes
No Limit on Drunken Steel Dwarves with Axes and Shields
No Limit on Drunken Ancient Dwarves with Swords & Shields
No Limit on Drunken Dwarves with Axes and Shields
Limit of 4 Vengeful Dwarven Catapults
Limit of 8 Vengeful Dwarven Ballistae

Vengeful Dauntless Dwarf with Twin Axes: 11pts


corrach Dauntless dialgar gyda echelinau dau wely
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Dwarfs with a Vengeance

Vengeful Ancient Dwarf with Axe & Shield: 11pts


corrach mynydd hynafol dialgar gyda bwyell a
tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Numb Saves, -1 to
Armour Saves, Dwarfs with a Vengeance

Vengeful Ancient Dwarf w/ 2 Handed Axe: 13pts


corrach mynydd hynafol dialgar gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), +1 to hit Bonus in
Close Combat, -3 to Armour Saves, Dwarfs with a
Vengeance
Vengeful Steel Dwarf with Axe & Shield: 13pts
corrach dur dialgar gyda bwyell a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, -1 to Armour Saves, Dwarfs with a Vengeance

Vengeful Steel Dwarf with Mace & Shield: 13pts


corrach dur dialgar gyda byrllysg a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, +1 to hit Bonus in Close
Combat, Dwarfs with a Vengeance

Drunken Mountain Dwarf Miner with 2H Pickaxe: 12pts


meddw mynydd glöwr dwarfv gyda gaib dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, 5+ Numb Save, Slow,
-2 to Armour Saves, Can arrive via Ambush OR as
Braaainns reinforcements, Dauntless, Uninhibited (If this
Drunken unit is fired upon by an enemy unit in the Shooting
Phase, roll a D6. On a roll of 4+ this Drunken unit will move
‘D6’ towards the unit which fired upon it, around friendly and
enemy units and terrain if need be. If the Drunken unit
contacts the enemy unit in this way, it will count as
Charging), Dwarfs with a Vengeance (This Drunken unit
re-rolls misses against Elven Navy units in Close Combat),
Rebel Yell (Roll a D6 at the beginning of each turn if facing
Elven Navy in battle. On a 4-6 this Drunken unit can Move
‘4’ toward an Elven Navy unit)

Drunken Dauntless Dwarf with Twin Axes: 12pts


meddw corrach anhygoel gyda echel
T4, W1, S3, I2, A2, 5+ Numb Save, Slow, Dauntless,
Always Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, Uninhibited, +1 to Hit Bonus against ‘Troll’ units
of any kind, Wounds ‘Troll’ units on a 2+, Dwarfs with a
Vengeance
Drunken Steel Dwarf with Axe & Shield: 13pts
meddw corrach dur gyda bwyell a tharian
T4, W1, S4, I3, A1, 3+ Armour Save, Slow, Dauntless,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, Dwarfs with a Vengeance, Rebel Yell,
Uninhibited, -1 to Armour Saves in CC

Drunken Ancient Mountain Dwarf with Sword and


Shield: 11pts
meddw corrach mynydd hynafol gyda chleddyf a
tharian
T4, W1, S4, I3, A1, 4+ Armour Save, Slow, Dauntless, +1
to hit Bonus in Close Combat, Re-rolls misses, -1 to Armour
Saves in CC, Dwarfs with a Vengeance, Rebel Yell,
Uninhibited

Drunken Mountain Dwarf with Axe & Shield: 9pts


meddw corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Dauntless,
Reduces Numb Saves by -2, Dwarfs with a Vengeance,
Rebel Yell, Uninhibited
Vengeful Dwarven Catapult: 80pts
catapwlt dialgar corrach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering, Dwarfs with a Vengeance

Vengeful Dwarven Ballista: 45pts, 1 – 2 in Unit


Ballista dialgar corrach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery
Dwarfs with a Vengeance
Vengeful Mountain Dwarf Heavy Units:
Limit of 2 Vengeful Dwarven Heavy Infernos
Limit of 2 Vengeful Dwarven Flying Machines
Limit of 2 Vengeful Dwarven Catapults
Limit of 4 Vengeful Dwarven Ballistae
Limit of 1 Vengeful Dwarven Anvil of Thunder

Vengeful Dwarven Heavy Inferno: 140pts


inferno trwm dialgar corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, S5, -3 to Armour Saves, Fire attacks, Deals 2
Wounds if unsaved, Can alternatively use Inferno
Launcher (Up to ‘12’, does NOT need line of sight to target,
Auto, place the ‘9’ teardrop template from where it lands
within ’12’ range, S5, -3 to Armour Saves, deals 2 wounds if
unsaved), roll a D6 before firing Inferno Launcher, on a 1
the Dwarven Heavy Inferno explodes and its crew die with
it. Slow, Diehards, Artillery, Grapeshot (Heavy Inferno),
Dwarfs with a Vengeance
Vengeful Dwarven Flying Machine: 80pts, Moves ‘10’
peiriant hedfan dialgar corrach
T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Ambush, Armed with Centrifugal Gun (Auto, ‘9’
teardrop Flamethrower template, S3, -1 to Armour Saves)
and uses this in Close Combat also, Hit and Run, Reflex
Shots (Centrifugal Gun), Dwarfs with a Vengeance

Crazy Pilot: When the Flying Machine loses its last wound
in Close Combat, place a ‘5’ blast template over it and any
model touched by it will suffer a S4 hit. However, if the
Flying Machine was destroyed at any other time, then the
Pilot will fly it 4D6 inches towards the unit that removed its
last wound and detonate when it reaches base-to-base
contact with it or where the 4D6 ends if it falls short of the
target.

Vengeful Dwarven Catapult: 80pts


catapwlt dialgar corrach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering, Dwarfs with a Vengeance

Vengeful Dwarven Ballista: 45pts, 1 – 2 in Unit


Ballista dialgar corrach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery
Dwarfs with a Vengeance
Vengeful Dwarven Anvil of Thunder: 200pts
gogwydd o dafnder dialgar corrach
T4, W1, S6, I1, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 3 Dwarven Champions with 2H Hammers with
who are -3 to Armour Saves. Anvil of Thunder cannot be
destroyed BUT if all 3 of the Dwarven Champions are slain,
the Anvil of Thunder is removed. However, if there are 3
Dwarven Champions in the enemy army, they can take
control of the Anvil of Thunder (See Commandeering
Artillery), Dwarfs with a Vengeance

Choose between Thunderstruck (Auto, ‘24’, Electric,


Magical, Deals 4 S6 Hits which Ignore ALL Saves and deal 3
Wounds if unsaved. ‘Artillery’ and Chariot models suffer 3
S10 Hits)

OR Call the Thunder (Roll a D6 before using this ability, on


a 1-2 you have ‘reaped the whirlwind’ and the Anvil of
Thunder and its crew are shattered and destroyed. Auto,
‘24’, Electric, Magical, Deals D6+1 S6 Hits which Ignore ALL
Saves and deal 3 Wounds if unsaved. ‘Artillery’ and Chariot
models suffer 3 S10 Hits)
Mountain Dwarf Sailors

Ancestral Hatred:
(Casineb Teulol)
Mountain Dwarf Sailor units re-rolls misses against Green
Horde units in Close Combat

Sturdy:
(Cadarn)
Mountain Dwarf Sailor units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Mountain Dwarf Sailor CORE Units:

Mountain Dwarf with Axe & Shield: 9pts


corrach mynydd dialgar gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Swims ‘D6’ in Ocean

Mountain Dwarf with Mace & Shield: 9pts


corrach mynydd gyda byrllsyg a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Swims ‘D6’ in Ocean

Mountain Dwarf with 2 Handed Axe: 10pts


corrach mynydd gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Swims ‘D6’ in Ocean
Mountain Dwarf w/ Crossbow & Shield: 8pts
corrach mynydd gyda bwa croes a tharian
T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Swims ‘D6’ in
Ocean

Mountain Dwarf Light Handgunner: 8pts


cloddwr llaw golau mynydd
T4, W1, S3, I2, A1, 6+ Armour Save, Slow, Diehards,
Armed with Dwarven Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves), Swims ‘D6’ in Ocean

Mountain Dwarf Sailor Specialist Units:


No Limit on Dwarf Sailors with 2 Dwarven Pistols

Dwarf Sailor with 2 Dwarven Pistols: 10pts


morwr bach gyda dau bom corrach
T4, W1, S4, I2, A2, No Save, Slow, Armed with 2 Dwarven
Pistols (Auto, ‘6’, S4, 2 shots, -2 to Armour Saves), Reflex
Shots (S4, 2 Shots, -2 to Armour Saves), Uses Dwarven
Pistols as their Close Combat Attacks also, Salty Dogs
(When Swimming in Ocean, they Move ‘D6’ + ‘2’
Mountain Dwarf Mining Expedition:

This Mountain Dwarf army is the same as the default


Mountain Dwarfs, including special rules (e.g. Ancestral
Hatred, Sturdy) and army composition (CORE, Specialist and
Heavy units). The way that they function changes when they
face Green Horde in certain environments.

Mining Expedition Heroic Units (Compulsory):


Mountain Dwarf Miner Prospector: 130pts
mynydd glöwr dwarfv gyda gaib dwy law
T5, W2, S6, I3, A3, 4+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements,
Armed with Ancestral Two Handed Pickaxe: -3 to Armour
Saves (+2 Strength & Initiative Bonuses already included
above), Also armed with Grenades which can be used as
Reflex Shots (S4, auto-hits), Bearded Fury: S7 on Charge
and -4 to Armour Saves

Forest Ambush: When facing a Green Horde army of


2000pts here, it will primarily consist of units of Jungle
Kobolds, Jungle Kobolds on Spiders and Black Spiders.
Ensure there are only Forests on the battlefield. The Green
Horde can only have 1 Orc unit for every Jungle Kobold unit
fielded. The Mining Expedition army will be 1000pts in this
battle and historically consisted of Mountain Dwarf with
Axes, 2H Axes, Dwarven Handguns and Mountain Dwarf
Miners. If the Mountain Dwarfs win this scenario, they gain
+100pts to field in Scenario 2- Into the Mines! If the Green
Horde wins this scenario, they gain +150pts to spend on
Jungle Kobold units listed earlier in ‘Forest Ambush’ for ‘Into
the Mines!’
Into the Mines! When facing a Green Horde army of
1500pts here, it will be underground and only consist of
units with ‘Cave Kobold’ in their unit title. Place ruins, pillars
and rocky areas on the battlefield. NOTE: If Green Horde
won ‘Forest Ambush’, they also get 150pts of Jungle Kobold
units. The Mountain Dwarf army will be 750pts in this battle
and historically consisted of Mountain Dwarfs with Axes and
Crossbows and Mountain Dwarf Miners. NOTE: If the
Mountain Dwarfs won ‘Forest Ambush’, they will be 850pts in
this battle. The Mountain Dwarf army is deployed in the
centre of the battlefield and enemy units are up to ‘24’ away
coming from all directions. The Mountain Dwarfs win if they
destroy more pts worth of Cave Kobold units than they
started with (750 or 850pts).

If the Green Horde wins ‘Into the Mines!’, they gain +200pts
to spend on units with ‘Cave Kobold’ in their unit title for
Scenario 3- Let’s Get ‘Em! If the Mountain Dwarfs wins ‘Into
the Mines!’, they gain +150pts to spend in Scenario 4- Get
that Dwarf!’

Let’s Get Em! When German Empire are facing the Green
Horde here, they will both have 1500pts available. NOTE: If
the Green Horde won ‘Into the Mines!’, they will have
1700pts available. The German Empire army must have 1+
unit of Nobles (2 Pistols or Repeater Rifles) and 1+ units of
Imperial German Woodsmen. Historically, the German
Empire consisted of these units, Imperial German
Swordsmen, Spearmen, Militia, Doomsayers and
Handgunners. The Green Horde army must include 1 unit
with ‘Cave Kobold’ in their unit title for every other unit
fielded. They also have Compulsory units listed in Green
Horde Beard Hunters, which also covers Scenario 1 to 4
(Forest Ambush etc). The victor of this otherwise standard
battle, ‘Let’s Get Em!’, will have +150pts available for
Scenario 4- Get that Dwarf! Place scattered Woods and a
Cave/Mine entrance on the battlefield as far as terrain is
concerned.
Get that Dwarf! When the German Empire are facing the
Green Horde here, they will both have 3000pts available.
NOTE: If the German Empire won ‘Let’s Get Em!', they will
have 3150pts available for this battle. The German Empire
must field 1+ units with ‘Knights’ in their unit description
(but NOT Bearded Knights) and can select up to 500pts of
CORE Mountain Dwarf units. NOTE: If the Mountain Dwarfs
won ‘Into the Mines!’ they will have +150pts, so up to
650pts of CORE Mountain Dwarf units are available. If the
Mountain Dwarf Miner Prospector survived ‘Into the Mines’,
he can be taken for 0pts. Historically, the German Empire
consisted of many Doomsayers, Knights of the Burning Sun,
Royal German Knights, Imperial German Swordsmen,
Woodsmen, Spearmen, Handgunners, an Imperial Mortar
and an Imperial Multi-Rocket Launcher. They also fielded
Mountain Dwarf Miners and Mountain Dwarfs with Axes.
There was also 1 Dauntless Dwarf with Twin Axes (Crazed)
& 5 Mountain Dwarfs who were attempting to restrain him
throughout the battle (0pts). The objective of this scenario is
to have the most units closest to the Dauntless Dwarf in the
centre of the battlefield. If it comes down to it, the player
with the most models (Fungal Greenies would count as 5
models each but all others count as 1 model) closest to the
Dauntless Dwarf (Crazed).

The Green Horde army must field the Alter-Orc War Chief
and his 10 Alter Orc Bodyguard (as per ‘Let’s Get Em!’).
NOTE: If the Green Horde won ‘Let’s Get Em!’, their army
will be 3150pts with normal restrictions for Green Horde.
Historically, the Green Horde Beard Hunters consisted of
many Kobolds with Spears, many Cave Kobolds with Spears
with a few Cave Kobold Death Balls, Trolls with Bone Clubs,
a Savage Giant, Orcs with Twin Blades and Jungle Kobolds
on Spiders. The victor of this battle wins the Campaign.
The Mountain Dwarfs will gain access to the Mine and
share the benefits with their German Empire allies.
Green Horde Beard Hunters:

NOTE: The Green Horde Beard Hunters have been


reproduced here for quick reference, as they are intended to
face the Mountain Dwarf Mining Expedition. They are also
present in the Green Horde armies if you want to use them
generally.

This Green Horde army is the same as the default Green


Horde, including special rules (e.g. Tribal Wars) and army
composition (CORE, Specialist and Heavy units). The way
that they function changes when they face Mountain Dwarfs
and/or German Empire in certain environments.

Forest Ambush: When fielding a Green Horde army of


2000pts here, it will primarily consist of units of Jungle
Kobolds, Jungle Kobolds on Spiders and Black Spiders.
Ensure there are only Forests on the battlefield. The Green
Horde can only have 1 Orc unit for every Jungle Kobold unit
fielded. The Mountain Dwarf Mining Expedition army will be
1000pts in this battle and historically consisted of Mountain
Dwarf with Axes, 2H Axes, Dwarven Handguns and Mountain
Dwarf Miners. If the Mountain Dwarfs win this scenario, they
gain +100pts to field in Scenario 2- Into the Mines! If the
Green Horde wins this scenario, they gain +150pts to
spend on Jungle Kobold units listed earlier in ‘Forest
Ambush’ for ‘Into the Mines!’
Into the Mines! When fielding a Green Horde army of
1500pts here, it will be underground and only consist of
units with ‘Cave Kobold’ in their unit title. Place ruins, pillars
and rocky areas on the battlefield. NOTE: If Green Horde
won ‘Forest Ambush’, they also get 150pts of Jungle
Kobold units. The Mountain Dwarf army will be 750pts in
this battle and historically consisted of Mountain Dwarfs with
Axes and Crossbows and Mountain Dwarf Miners. NOTE: If
the Mountain Dwarfs won ‘Forest Ambush’, they will be
850pts in this battle. The Mountain Dwarf army is deployed
in the centre of the battlefield and enemy units are up to
‘24’ away coming from all directions. The Mountain Dwarfs
win if they destroy more pts worth of Cave Kobold units than
they started with (750 or 850pts).

If the Green Horde wins ‘Into the Mines!’, they gain


+200pts to spend on units with ‘Cave Kobold’ in their
unit title for Scenario 3- Let’s Get ‘Em! If the Mountain
Dwarfs wins ‘Into the Mines!’, they gain +150pts to spend in
Scenario 4- Get that Dwarf!’
Let’s Get Em! When the Green Horde are facing the
German Empire here, they will both have 1500pts available.
NOTE: If the Green Horde won ‘Into the Mines!’, they
will have 1700pts available. The German Empire army
must have 1+ unit of Nobles (2 Pistols or Repeater Rifles)
and 1+ units of Imperial German Woodsmen. Historically,
the German Empire consisted of these units, Imperial
German Swordsmen, Spearmen, Militia, Doomsayers and
Handgunners.

The victor of this otherwise standard battle, ‘Let’s Get


Em!’, will have +150pts available for Scenario 4- Get
that Dwarf! Place scattered Woods and a Cave/Mine
entrance on the battlefield as far as terrain is concerned.

The Green Horde army must include 1 unit with ‘Cave


Kobold’ in their unit title for every other unit fielded. They
also have Compulsory units listed below:

Green Horde Beard Hunters Compulsory Units:


Limit of 1 Alter Orc War-Chief with Twin Axes
(Joined by 10 to 30 Alter Orcs with Twin Axes)

Alter Orc War-Chief with Twin Axes: 145pts


ork savaş şefini ikiz eksenli değiştirmek
T5, W2, S4, I3, A5, 5+ Armour Save, 6+ Dodge Save,
Dauntless, Re-rolls misses (Grants this to his Alter Orc
Bodyguard as well), +1 to Hit Bonus in Close Combat, -1 to
Armour Saves, For the Horde! (Can choose to score an 8
on CCR rolls instead of rolling 2D6. Granted to all friendly
units within ‘12’)

Alter Orc with Twin Axes: 9pts


ikiz eksenleri ile orc değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless, Re-rolls
misses when joined by Alter Orc War-Chief ONLY
Get that Dwarf! When the Green Horde are facing the
German Empire here, they will both have 3000pts available.
NOTE: If the German Empire won ‘Let’s Get Em!', they will
have 3150pts available for this battle. The German Empire
must field 1+ units with ‘Knights’ in their unit description
(but NOT Bearded Knights) and can select up to 500pts of
CORE Mountain Dwarf units. NOTE: If the Mountain Dwarfs
won ‘Into the Mines!’ they will have +150pts, so up to
650pts of CORE Mountain Dwarf units are available. If the
Mountain Dwarf Miner Prospector survived ‘Into the Mines’,
he can be taken for 0pts. Historically, the German Empire
consisted of many Doomsayers, Knights of the Burning Sun,
Royal German Knights, Imperial German Swordsmen,
Woodsmen, Spearmen, Handgunners, an Imperial Mortar
and an Imperial Multi-Rocket Launcher. They also fielded
Mountain Dwarf Miners and Mountain Dwarfs with Axes.
There was also 1 Dauntless Dwarf with Twin Axes (Crazed)
& 5 Mountain Dwarfs who were attempting to restrain him
throughout the battle (0pts).

The objective of this scenario is to have the most units


closest to the Dauntless Dwarf in the centre of the
battlefield. If it comes down to it, the player with the most
models (Fungal Greenies would count as 5 models each but
all others count as 1 model) closest to the Dauntless Dwarf
(Crazed). The victor of this battle wins the Campaign.
The Green Horde will make the Crazed Dwarf speak,
plunder the Mines and wipe out the Dwarfs there.

The Green Horde army must field the Alter-Orc War Chief
and his 10 to 30 strong Alter Orc Bodyguard (as per ‘Let’s
Get Em!’). NOTE: If the Green Horde won ‘Let’s Get
Em!’, their army will be 3150pts with normal
restrictions for Green Horde. Historically, the Green
Horde Beard Hunters consisted of many Kobolds with
Spears, many Cave Kobolds with Spears with a few Cave
Kobold Death Balls, Trolls with Bone Clubs, a Savage Giant,
Orcs with Twin Blades and Jungle Kobolds on Spiders.
Throne of Vengeance:
Ancestral Hatred:
All Mountain Dwarf units from this army re-rolls misses
against Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)

Throne of Vengeance Heroic Units (Compulsory):


Limit of 1 Mountain Dwarf King with Hammer

Mountain Dwarf King with Hammer: 270pts


brenin corrach mynydd gyda morthwyl
T5, W3, S4, I4, A4, 3+ Armour Save, Slow, Diehards,
Equipped with Hammer (-3 to Armour Saves, Deals D6
Wounds if unsaved), +2 to Hit Bonus in Close Combat (1 still
fails), Can re-roll failed Armour Saves, The Horn of the
Throne (Enemy units must pass a CCR roll, unless
Dauntless, to charge this unit and any unit the King is
attached to), For the Clan! (Can choose to score a 10 on
CCR rolls instead of rolling 2D6. Granted to all friendly units
within ‘12’)
Throne of Vengeance CORE Units:

Ancient Mountain Dwarf with Axe & Shield: 11pts


corrach mynydd hynafol gyda bwyell a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Numb Saves, Bearded
Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf with Sword & Shield: 10pts


corrach mynydd hynafol gyda chleddyf a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, Re-rolls misses, Bearded
Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf with Mace & Shield: 11pts


corrach mynydd hynafol gyda byrllsyg a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Armour Saves, Bearded
Fury: S5 on Charge and -3 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf w/ 2 Handed Axe: 13pts


corrach mynydd hynafol gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), +1 to hit Bonus in
Close Combat, -3 to Armour Saves, Bearded Fury: S7 on
Charge and -4 to Armour Saves, Wall of Steel
Throne of Vengeance Specialist Units:
Limit of 4 Dwarven Axe Catapults
Limit of 120 Dauntless Dwarves with Pistols (4 Units)

Dwarven Axe Catapult: 200pts


catapwlt bwyell corrach
-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Axe Catapult
(Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots),
Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery
Dauntless Dwarf with 2 Dwarven Pistols: 12pts
corrach Dauntless gyda dau pistolau corrach
T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Reflex Shots (S4, -1 to Armour Saves), Uses
Dwarven Pistols as their Close Combat Attacks also, Die,
Beast: each Dauntless Dwarf Veteran that suffers an
unsaved wound can make 1 attack at I1 before being
removed

Throne of Vengeance Heavy Units:


Limit of 1 Dwarven Anvil of Thunder

Dwarven Anvil of Thunder: 200pts


gogwydd o dafnder corrach
T4, W1, S6, I1, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 3 Dwarven Champions with 2H Hammers with
who are -3 to Armour Saves. Anvil of Thunder cannot be
destroyed BUT if all 3 of the Dwarven Champions are slain,
the Anvil of Thunder is removed. However, if there are 3
Dwarven Champions in the enemy army, they can take
control of the Anvil of Thunder (See Commandeering
Artillery)

Choose between Thunderstruck (Auto, ‘24’, Electric,


Magical, Deals 4 S6 Hits which Ignore ALL Saves and deal 3
Wounds if unsaved. ‘Artillery’ and Chariot models suffer 3
S10 Hits)

OR Call the Thunder (Roll a D6 before using this ability, on


a 1-2 you have ‘reaped the whirlwind’ and the Anvil of
Thunder and its crew are shattered and destroyed. Auto,
‘24’, Electric, Magical, Deals D6+1 S6 Hits which Ignore ALL
Saves and deal 3 Wounds if unsaved. ‘Artillery’ and Chariot
models suffer 3 S10 Hits)
Grey Beards of Old:

Ancestral Hatred:
All Mountain Dwarf units from this army re-rolls misses
against Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks)

Grey Beards of Old Heroic Units (Compulsory):


Limit of 1 Mountain Dwarf ‘Grey Beard’ King on Throne

Mountain Dwarf ‘Grey Beard’ King on Throne: 290pts


brenin 'barf llwyd' mynydd ar yr orsedd
T5, W7, S4, I4, A8, 4+ Armour Save, Diehards, -2 to Numb
Saves and -1 to Armour Saves, +1 to Hit Bonus in Close
Combat always, For the Clan! (Can choose to score a 10 on
CCR rolls instead of rolling 2D6. Granted to all friendly units
within ‘18’. Mounted on a Throne by Shield Bearers, the Lord
is much easier by his short and stocky comrades), 2+ Dodge
Save against Magical Attacks, Shooting and Reflex Shots,
Re-rolls Armour Saves, Hit and Wound rolls
Grey Beards of Old CORE Units:

Mountain Dwarf with Crossbow & Shield: 9pts


corrach mynydd gyda bwa croes a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Bearded Fury: S4
on Charge, Wall of Steel, Shooting Hits like Snipers

Drunken Mountain Dwarf: 9pts


gorrach mynydd meddw
T4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards,
Dogged, Armed with Crossbows, Reflex Shots (S4, -1 to
Armour Saves), Bearded Fury: S4 on Charge, Shooting Hits
like Snipers

Mountain Dwarf Miner with 2 Handed Pickaxe: 8pts


mynydd glöwr dwarfv gyda gaib dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements, -2 to
Armour Saves

Grey Beards of Old Specialist Units:


Limit of 4 ‘Grey Beard’ Dwarven Catapults
Limit of 8 ‘Grey Beard’ Dwarven Ballistae
Limit of 80 Dwarf Scouts with 2H Axes (4 Units)

Dwarven ‘Grey Beard’ Ballista: 45pts


bêl-droed 'barf llwyd' bach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery,
Re-rolls misses in Shooting
Dwarven ‘Grey Beard’ Catapult: 80pts
catapwlt 'barf llwyd' bach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering, Deals 2 Hits for every model touched
by the ‘2’ Blast)

Dwarf Scout with 2 Handed Axe: 12pts


sgowtiaid bach gyda bwyell dwy law
T4, W1, S6, I1, A1, 5+ Armour Save, Slow, Diehards,
Ambush, Reduces Armour Saves by -3, Shooting hits like
Snipers, Armed with Crossbows, Reflex Shots (S4, -1 to
Armour Saves)
Grey Beards of Old Heavy Units:
Limit of 2 ‘Grey Beard’ Dwarven Catapults
Limit of 4 ‘Grey Beard’ Dwarven Ballistae
Limit of 60 Elite Dwarf Scouts (2 Units)

Dwarven ‘Grey Beard’ Ballista: 45pts


bêl-droed 'barf llwyd' bach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery,
Re-rolls misses in Shooting

Dwarven ‘Grey Beard’ Catapult: 80pts


catapwlt 'barf llwyd' bach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering, Deals 2 Hits for every model touched
by the ‘2’ Blast)
Elite Dwarf Scout with Crossbow & 2 Handed Axe:
sgowtiaid corrach elitaidd gyda bwyell bwa croes a
dwy law
17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, Reflex Shots (S4, -1 to Armour Saves),
Reduces Armour Saves by -3, +1 to hit bonus in Close
Combat, Shooting hits like Snipers, Bearded Fury: S7 on
Charge and -4 to Armour Saves, Wall of Steel,
Dwarf Brew: roll 2D6 at the start of the game, before
either player moves their units, and the result will affect
your Dwarf Scout Veteran Units for the battle, on a result of
2 they can use Fire attacks in Close Combat (S4, I2 but I3
on Charge) as an alternative, on a 12 they become T5, on
any other result they are Dauntless
Dwarven Engineers Guild:
Ancestral Hatred:
All Mountain Dwarf units from this army re-rolls misses
against Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)

Dwarven Engineers Guild Heroic Units (Compulsory):


Limit of 1 Dwarven Engineer Lord with Hammer

Dwarven Engineer Lord with Hammer: 255pts


arglwydd peiriannydd bach gyda morthwyl
T6, W3, S6, I9, A4, 4+ Armour Save, Diehards, -3 to
Armour Saves, +1 to Hit Bonus in Close Combat always, For
the Clan! (Can choose to score a 10 on CCR rolls instead of
rolling 2D6. Granted to all friendly units within ‘12’)

Dwarven Engineers Guild CORE Units:

Mountain Dwarf with Dwarven Arquebus: 11pts


corrach mynydd gyda arquebus corrach
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Armed with Dwarven Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves), Also has Shield (included in Armour Save),
Shooting hits like Snipers, Reflex Shots (S4, -2 to Armour),
Bearded Fury: S4 on Charge, Wall of Steel
Mountain Dwarf Light Handgunner: 8pts
cloddwr llaw golau mynydd
T4, W1, S3, I2, A1, 6+ Armour Save, Slow, Diehards,
Armed with Dwarven Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves)

Dwarven Engineers Guild Specialist Units:


Limit of 120 Drunken Mountain Dwarf Miners
Limit of 120 Drunken Mountain Dwarves with Arquebuses
Limit of 4 Dwarven Heavy Catapults
Limit of 4 Dwarven Heavy Dwarven Flying Machines
Limit of 4 Dwarven Heavy Multi-Cannons

Mountain Dwarf Miner with 2 Handed Pickaxe: 11pts


mynydd glöwr dwarfv gyda gaib dwy law
T4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements, -2 to
Armour Saves, Also armed with Grenades which can be used
as Reflex Shots (S4, auto-hits, -1 to Armour Saves),
Bearded Fury: S6 on Charge and -3 to Armour Saves

Drunken Mountain Dwarf with Dwarven Arquebus:


meddw corrach mynydd gyda dag llaw a dwy echel
llaw
11pts- T4, W1, S5, I1, A1, 6+ Armour Save, Slow,
Dauntless, Armed with Dwarven Arquebus (Heavy, ‘24’,
S4, Reduces Armour Saves by -2), -2 to Armour Saves in
Close Combat, Reflex Shots (S4, -1 to Armour), Dogged,
Ancestral Vengeance, Rebel Yell
Dwarven Heavy Catapult: 110pts
catapwlt trwm corrach
T4, W1, S4, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W3, S0, I0, A0, No Save (Catapult)
Artillery, Heavy Catapult: Heavy, Guess ’12’ – ’60’, S10,
‘2’ blast, Ignores Armour Saves, Deals D6 Wounds per Hit,
Firing a Mortar/Catapult (see Page 18 of Army Men
PAZCIK Rulebook), Slow, Diehards, Artillery

Heavy Dwarven Flying Machine: 100pts, Moves ‘24’


peiriant hedfan trwm corrach
T7, W3, S6, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Flame Nozzle (Auto, ‘9’ teardrop
Flamethrower template, S4, Fire attacks), Can use this in
Close Combat also and as Reflex Shots), -3 to Armour Saves
in Close Combat when NOT using Flame Nozzle

Craziest Pilot: When the Heavy Flying Machine loses its


last wound in Close Combat, place a ‘5’ blast template over
it and any model touched by it will suffer a S10 hit. These
S10 hits Ignore Armour Saves and destroy ‘Artillery’
instantly. However, if the Heavy Flying Machine was
destroyed at any other time, then the Pilot will fly it ‘4D6’
inches towards the unit that removed its last wound and
detonate when it reaches base-to-base contact with it or
where the ‘4D6’ ends if it falls short of the target.

Dwarven Heavy Multi-Cannon: 65pts


aml anon trwm corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W3, S0, I0, A0, No Save (Heavy Multi-Cannon)
Heavy Multi-Cannon (Guess up to ‘24’, Deals 5 S10 Hits
which Ignore Armour Saves and cause 3 Wounds each if
unsaved), See page 18 & 19 (Firing a Heavy Cannon), Slow,
Diehards, Artillery, Experimental (Roll a D6 before firing,
on a 1 or 2 the Multi-Cannon explodes. The Dwarf Crew are
all slain and the Multi-Cannon is removed)
Dwarven Engineers Guild Heavy Units:
Limit of 60 Dauntless Dwarves with Pistols (2 Units)
Limit of 2 Dwarven Heavy Infernos
Limit of 4 Dwarven Cannons, 4 Dwarven Catapults
Limit of 8 Dwarven Ballistae
Limit of 6 Dwarven Flying Machines, Dwarven Multi-Cannons
Limit of 60 Steel Dwarfs with Infernos (2 Units)
Limit of 2 Dwarven Bombing Machines
Limit of 3 Dwarven Fire Thrower Teams

Dauntless Dwarf with 2 Dwarven Pistols: 12pts


corrach Dauntless gyda dau pistolau corrach
T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -2 to
Armour Saves), Reflex Shots (S4, -2 to Armour Saves),
Uses Dwarven Pistols as their Close Combat Attacks also,
Die, Beast: each Dauntless Dwarf Veteran that suffers an
unsaved wound can make 1 attack at I1 before being
removed

Dwarven Cannon: 120pts


canon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon), Can Guess twice and choose one due to
Dwarven Engineering, Slow, Diehards, Artillery

Dwarven Multi-Cannon: 125pts


aml anon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery, Shooting hits like Snipers
Dwarven Ballista: 45pts, 1 – 2 in Unit
ballista corrach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery

Dwarven Catapult: 80pts


catapwlt corrach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering
Dwarven Flying Machine: 80pts, Moves ‘10’
peiriant hedfan corrach
T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Ambush, Armed with either Centrifugal Gun (Auto,
‘9’ teardrop Flamethrower template, S3, -1 to Armour
Saves) and uses this in Close Combat also, Hit and Run,
Reflex Shots (Centrifugal Gun), OR can be armed with
Flame Nozzle (Auto, ‘9’ teardrop Flamethrower template,
S4, Fire attacks), uses this in Close Combat also and as
Reflex Shots

Crazy Pilot: When the Flying Machine loses its last wound
in Close Combat, place a ‘5’ blast template over it and any
model touched by it will suffer a S4 hit. However, if the
Flying Machine was destroyed at any other time, then the
Pilot will fly it 4D6 inches towards the unit that removed its
last wound and detonate when it reaches base-to-base
contact with it or where the 4D6 ends if it falls short of the
target.

Dwarven Heavy Inferno: 140pts


inferno trwm corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, S5, -3 to Armour Saves, Fire attacks, Deals 2
Wounds if unsaved, Can alternatively use Inferno
Launcher (Up to ‘12’, does NOT need line of sight to target,
Auto, place the ‘9’ teardrop template from where it lands
within ’12’ range, S5, -3 to Armour Saves, deals 2 wounds if
unsaved), roll a D6 before firing Inferno Launcher, on a 1
the Dwarven Heavy Inferno explodes and its crew die with
it. Slow, Diehards, Artillery, Grapeshot (Heavy Inferno)
Steel Dwarf with Light Inferno: 15pts
corrach dur gyda Inferno golau
T4, W1, S4, I2, A1, 4+ Armour Save, 6+ Dodge Save,
Slow, Diehards, +1 to hit Bonus in Close Combat,
Bearded Fury: S5 on Charge and -1 to Armour Saves,
Armed with Light Inferno (Auto, ‘18’, S5, -2 to Armour
Saves), Reflex Shots (Light Inferno), Fire attacks are S2
against them

Dwarven Bombing Machine: 125pts, Moves ‘10’


peiriant bomio corrach
T5, W3, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Flyer, Armed with Buzz Gun (Auto, ‘24’, S4, 4 shots, -1 to
Armour Saves) Hit and Run, Reflex Shots (Buzz Gun),
Cluster Bomber: Can drop bombs in the Shooting phase on
an enemy unit that is NOT in Close Combat as normal that
the Bombing Machine moved over in the Movement or
Reinforcements Phase. Cluster Bombs: S3, ‘5’ circular blast
template, -1 to Armour Saves, deals 2 wounds if unsaved;
after resolving the first bomb, place a ‘2’ circular blast
connected to the first bomb area which is S3 -1 to Armour
Saves and deals 2 wounds if unsaved.

Dwarven Fire Launcher Team: 77pts


corrach lansiwr tân tîm
T4, W1, S3, I2, A1, 6+ Armour Save (2 Dwarf Crew)
Fire Launcher (Auto, Guess up to ‘36’, does NOT need line
of sight to target, place the ‘9’ teardrop template from
where it lands within ’36’ range, S5, -2 to Armour Saves),
roll a D6 before firing the Fire Launcher, on a 1 it explodes
and the 2 Dwarf Crew die with it. Slow, Diehards,
Artillery, Grapeshot (‘9’ teardrop template from Dwarf
Crew)
Dauntless Dwarf Brotherhood:

Ancestral Hatred:
All Mountain Dwarf units from this army re-rolls misses
against Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Forged in Lava and Made of Stone (All Dauntless Dwarf


Brotherhood units have a 2+ Dodge Save against all
Magical Attacks used in the Shooting Phase, including
those which involve rolling D6 such as ‘Jungle Frenzy’)

Death and Ruin!:


All Dauntless Dwarf units in this army get a ‘2D6’ Move at
the beginning of the battle before either player’s first turn.
The player who controls the Dauntless Dwarf Brotherhood
can roll 2D6 when determining who goes first and choose
the highest result.

It Was a Good Death:


Every Dauntless Dwarf model destroyed a model who was
Strength 5 or higher is worth +10 points to the Dauntless
Dwarf Brotherhood player. The points gathered from these
‘Good Deaths’ could be used for Reinforcements in other
battles.
Dauntless Dwarf Brotherhood Heroic Units
Limit of 1 Dauntless Dwarf King with 2H Axe (NOTE: This
unit is Compulsory)
Limit of 1 Dauntless Dwarf ‘Whirlwind’ Lord
Limit of 2 Dauntless Dwarf Daimon Hunters w/ Twin Axes
Limit of 2 Dauntless Dwarf Daimon Hunters w/ 2H Axes
Limit of 4 Dauntless Dwarf Dragon Hunters w/ Twin Axes
Limit of 4 Dauntless Dwarf Dragon Hunters w/ 2H Axes

Dauntless Dwarf King with 2H Axe: 465pts


brenin corrach digalon gyda bwyell dwy law
T5, W4, S4, I5, A5, 3+ Armour Save, 4+ Dodge Save,
Dauntless, Equipped with 2H Axe (-1 to Armour Saves, -2
to Numb Saves, Deals D6 Wounds if unsaved), +2 to Hit
Bonus in Close Combat (1 still fails), +1 to Wound in Close
Combat (1 still fails), For the Fallen! (Can choose to score
a 10 on CCR rolls instead of rolling 2D6. Granted to all
friendly units within ‘12’), Immune to Fire Attacks, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness)
Dauntless Dwarf ‘Whirlwind’ Lord: 305pts
anodd corwynt corrach arglwydd
T5, W3, S4, I5, A5, 5+ Dodge Save, Dauntless, Equipped
with Twin Axes (-1 to Armour Saves, Deals D6 Wounds to
enemy models with T5 or higher if unsaved, All Hits
automatically Wound), +1 to Hit Bonus in Close Combat,
Die, Beast! (Can make ALL of his Attacks before he is
removed in Close Combat), Fear the Reaper (Wounds dealt
in Close Combat by this unit count as 2 Wounds each for
determining who won the Close Combat), Can use ‘Reap
the Whirlwind’ (see Dauntless Dwarf Whirlwind in CORE)
when Charging ONLY, This is the Last Time! (Can choose 1
enemy model per Turn and re-roll misses against it this
Turn. Next Turn, if this target model is slain, then choose
another), Enemy units suffer -1 to Hit penalty in Reflex
Shots and Close Combat against this unit when it is
Charging ONLY, Let’s Finish This (Dauntless Dwarf Giant
Hunters are I9 if this unit is taken in your army), Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness)
Dauntless Dwarf Daimon Hunter with Twin Axes: 50pts
heliwr defaid diangen anhyblyg gyda echelinau
T5, W3, S4, I5, A5, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ALL units from
the Blood Daimons, Pox Daimons, Magic Daimons, Pleasure
Daimons and United Daimon Host, +2 to Hit Bonus in Close
Combat (1 still fails), -1 to Armour Saves

Dauntless Dwarf Daimon Hunter with 2H Axe: 50pts


helwyr cythraul cythruulus gyda bwyell dwy law
T5, W3, S6, I1, A4, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ALL units from
the Blood Daimons, Pox Daimons, Magic Daimons, Pleasure
Daimons and United Daimon Host, +2 to Hit Bonus in Close
Combat (1 still fails), -3 to Armour Saves

Dauntless Dwarf Dragon Hunter with Twin Axes: 24pts


helfa ddraig anhygoel dwfn gydag echelinau
T4, W2, S4, I3, A4, No Save, Dauntless, Always Wounds on
4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S4 vs their Toughness) in Close Combat, Re-roll
misses and Wounds against ‘Dragon’ units of all kinds, +1 to
Hit Bonus in Close Combat, -1 to Armour Saves

Dauntless Dwarf Dragon Hunter with 2H Axe: 24pts


heliwr corrach y ddraig fach gyda bwyell dwy law
T4, W2, S6, I1, A3, No Save, Dauntless, Always Wounds on
4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S6 vs their Toughness) in Close Combat, Re-roll
misses and Wounds against ‘Dragon’ units of all kinds, +1 to
Hit Bonus in Close Combat, -3 to Armour Saves
Dauntless Dwarf Brotherhood CORE Units:
Limit of 3 Dauntless Dwarf ‘Whirlwinds’ per unit of Dauntless
Dwarf Troll Hunters OR Giant Hunters

Dauntless Dwarf Troll Hunter with Twin Axes: 11pts


heliwr troll anhygoel dwfn gydag echelinau
T4, W1, S3, I2, A2, No Save, Dauntless, Always Wounds on
4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S4 vs their Toughness) in Close Combat, Re-roll
misses and Wounds against ‘Troll’ units of all kinds

Dauntless Dwarf Giant Hunter with Twin Axes: 16pts


heliwr anhygoel gorrach anhyblyg gydag echelinau
T4, W1, S4, I2, A3, No Save, Dauntless, Always Wounds on
4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S4 vs their Toughness) in Close Combat, Re-roll
misses and Wounds against ‘Giant’ units of all kinds, +1 to
Hit Bonus in Close Combat, -1 to Armour Saves, Let’s
Finish This (Dauntless Dwarf Giant Hunters are I9 if the
Dauntless Dwarf ‘Whirlwind’ Lord is taken in your army)

Dauntless Dwarf Troll Hunter with 2H Axe: 11pts


heliwr troliau cors digalon gyda bwyell dwy law
T4, W1, S5, I1, A1, No Save, Dauntless, Always Wounds on
4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S6 vs their Toughness) in Close Combat, Re-roll
misses and Wounds against ‘Troll’ units of all kinds, -2 to
Armour Saves
Dauntless Dwarf Giant Hunter with 2H Axe: 16pts
heliwr anferth anferth gyda dwy law
T4, W1, S6, I1, A2, No Save, Dauntless, Always Wounds on
4+ at the MAX (Vehicles/Juggernauts are damaged as
normal: S6 vs their Toughness) in Close Combat, Re-roll
misses and Wounds against ‘Giant’ units of all kinds, +1 to
Hit Bonus in Close Combat, -3 to Armour Saves, Let’s
Finish This

Dauntless Dwarf ‘Whirlwind’: 65pts


anodd corwynt corrach
T4, W2, S5, I9, A0, 5+ Dodge Save, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Troll’ units of
all kinds, Reap the Whirlwind (Deals 1 I9 S5 -2 to Armour
Saves Hit all enemy models in base contact with this model.
All enemy models in base contact with those models who
were hit are Hit on a 4+ no matter what (Re-rolls misses
against Green Horde units). If the ‘Whirlwind’ charges an
individual model (like a Savage Giant or Chariot, the kind
that don’t generally bunch up and form units), it will deal 3
I9 S5 -2 to Armour Save Hits instead), Enemy units suffer -1
to Hit against this unit in Shooting, Reflex Shots and Close
Combat

Dauntless Dwarf Brotherhood Specialist Units:


Limit of 120 Dauntless Dwarf Brothers (4 Units)
Limit of 120 Dauntless Dwarf Pirates with Pistols (4 Units)

Dauntless Dwarf Brother with Twin Axes: 13pts


brawd corrach digalon gydag echelinau dwbl
T4, W1, S4, I3, A2, 6+ Dodge Save, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, -1 to Armour Saves
Dauntless Dwarf Brother with 2H Axe: 13pts
brawd corrach digalon gyda bwyell dwy law
T4, W1, S6, I1, A1, 6+ Dodge Save, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S6 vs their Toughness) in Close
Combat, -3 to Armour Saves

Dauntless Dwarf Pirate with 2 Dwarven Pistols: 12pts


impavido pirata nano con due pistole
corrach eofn môr-leidr gyda dau pistolau corrach
T4, W1, S4, I2, A2, No Save, Slow, Dauntless, Armed with
2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -2 to Armour
Saves), Reflex Shots (S4, -2 to Armour Saves, 2 Shots),
Uses Dwarven Pistols as their Close Combat Attacks also

Dauntless Dwarf Brotherhood Heavy Units:


Limit of 4 Dwarven Axe Catapults

Dwarven Axe Catapult: 100pts


nani ascia catapulta / corrach catapwlt bwyell
-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W3, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Axe Catapult
(Heavy, ‘48’, S4, -2 to Armour Saves, fires 4D6 shots),
Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery
Coastal Mountain Dwarfs:

Ancestral Hatred:
All Mountain Dwarf units from this army re-rolls misses
against Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)

Enjoy the Sea Air (All Mountain Dwarf units in this army
Swims ‘2D6’ in Ocean)

Coastal Mountain Dwarf Heroic Units (Compulsory):


Limit of 1 Coastal Mountain Dwarf King with 2H Axe

Coastal Mountain Dwarf King with 2H Axe: 225pts


brenin corrach mynydd arfordirol gyda bwyell dwy
law
T5, W3, S6, I1, A4, 1+ Armour Save, 5+ Dodge Save,
Diehards, -3 to Armour Saves, +1 to Hit Bonus in Close
Combat always, For the Clan! (Can choose to score a 10 on
CCR rolls instead of rolling 2D6. Granted to all friendly units
within ‘12’), S12 against units which are T5 or higher, also
Re-rolls misses against ALL Heroic units
Coastal Mountain Dwarf CORE Units:
Limit of 1 Unit with Crossbows for every unit with Arquebus

Mountain Dwarf with Axe & Shield: 9pts


corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge,
Wall of Steel

Mountain Dwarf with Mace & Shield: 9pts


corrach mynydd gyda byrllsyg a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S4 on Charge,
Wall of Steel

Mountain Dwarf with 2 Handed Axe: 10pts


corrach mynydd gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves

Mountain Dwarf with Dwarven Arquebus: 11pts


corrach mynydd gyda arquebus corrach
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, -2 to
Armour Saves by -1), Also has Shield (included in Armour
Save), Shooting hits like Snipers, Reflex Shots (S4, -1 to
Armour), Bearded Fury: S4 on Charge, Wall of Steel

Mountain Dwarf with Crossbow & Shield: 9pts


corrach mynydd gyda bwa croes a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Bearded Fury: S4
on Charge, Wall of Steel
Drunken Mountain Dwarf: 9pts
gorrach mynydd meddw
T4, W1, S3, I2, A1, 5+ Numb Save, Slow, Diehards,
Dogged, Armed with Crossbows, Reflex Shots (S4, -1 to
Armour Saves), Bearded Fury: S4 on Charge

Coastal Mountain Dwarf Specialist Units:


Limit of 120 Coastal Dwarfs with Throwing Axes (4 Units)
Limit of 30 Dwarven Royal Guards with Hammers (1 Unit)
Limit of 120 Ancient Mountain Dwarfs (4 Units)
Limit of 80 Steel Dwarves with Axes (4 Units)
Limit of 80 Steel Dwarves with Maces (4 Units)

Coastal Dwarf with Throwing Axes: 12pts


corrach mynydd gyda arquebus corrach
T4, W1, S5, I1, A1, 6+ Armour Save, Slow, Diehards,
Armed with Throwing Axes (Auto, ‘6’, S4, -1 to Armour
Saves, 2 Shots), Also armed with 2H Axe: -2 to Armour
Saves, Reflex Shots (S4, -1 to Armour, 2 Shots), Bearded
Fury: S6 -3 to Armour Saves on Charge, Swims ‘2D6’ in
Ocean, Dwarfs with a Vengeance (Re-rolls misses against
Elven Navy units in Close Combat)

Dwarven Royal Guard w/ 2 Handed Hammer: 14pts


gard brenhinol corrach gyda morthwyl dwy law
T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless,
Reduces Armour Saves by -3, +1 to hit Bonus in Close
Combat, Bearded Fury: S7 on Charge and -4 to Armour
Saves, Wall of Steel

Ancient Mountain Dwarf with Axe & Shield: 11pts


corrach mynydd hynafol gyda bwyell a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Numb Saves, Bearded
Fury: S5 on Charge and -1 to Armour Saves, Wall of Steel
Ancient Mountain Dwarf with Mace & Shield: 11pts
corrach mynydd hynafol gyda byrllsyg a tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, +1
to hit Bonus in Close Combat, -2 to Armour Saves, Bearded
Fury: S5 on Charge and -3 to Armour Saves, Wall of Steel

Ancient Mountain Dwarf w/ 2 Handed Axe: 13pts


corrach mynydd hynafol gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), +1 to hit Bonus in
Close Combat, -3 to Armour Saves, Bearded Fury: S7 on
Charge and -4 to Armour Saves, Wall of Steel

Steel Dwarf with Axe & Shield: 13pts


corrach dur gyda bwyell a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, Bearded Fury: S5 on Charge and -1 to Armour
Saves, Wall of Steel, Also re-rolls misses against Sewer Rat
units

Steel Dwarf with Mace & Shield: 13pts


corrach dur gyda byrllysg a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, +1 to hit Bonus in Close
Combat, Bearded Fury: S5 on Charge and -3 to Armour
Saves, Wall of Steel, Also re-rolls misses against Sewer Rat
units
Coastal Mountain Dwarf Heavy Units:
Limit of 60 Dauntless Dwarves with Pistols (2 Units)
Limit of 60 Mercenary Duellists with Twin Swords (2 Units)
Limit of 40 Flying Crossbowmen (2 Units)
Limit of 8 Dwarven Cannons
Limit of 2 Dwarven Multi-Cannons
Limit of 1 Dwarven Anvil of Thunder
Limit of 20 Mountain Dwarf Miners (1 Unit)
Limit of 20 Elite Dwarf Scouts (1 Unit)
Limit of 4 Dauntless Dwarf Dragon Hunters
Limit of 4 Dauntless Dwarf Daimon Hunters
Limit of 30 Dauntless Dwarf Troll Hunters (1 Unit)
Limit of 4 Dauntless Dwarf Giant Hunters
Limit of 2 Dwarven Catapults
Limit of 4 Dwarven Ballistae
Limit of 4 Dwarven Heavy Infernos

Dauntless Dwarf with 2 Dwarven Pistols: 12pts


corrach Dauntless gyda dau pistolau corrach
T4, W1, S4, I2, A2, 5+ Numb Save, Slow, Dauntless,
Armed with 2 Dwarven Pistols (Auto, ‘12’, S4, 2 shots, -1 to
Armour Saves), Reflex Shots (S4, -1 to Armour Saves), Uses
Dwarven Pistols as their Close Combat Attacks also, Die,
Beast: each Dauntless Dwarf Veteran that suffers an
unsaved wound can make 1 attack at I1 before being
removed

Mercenary Duellist with Twin Swords: 7pts, Moves ‘9’


duellante mercenario con due spade
T3, W1, S3, I4, A2, 5+ Dodge Save, Re-rolls misses in Close
Combat, Armed with Throwing Knives (Auto, ‘12’, S3),
Reflex Shots (S3), +1 to Cover Saves
Da Vinci’s Flying Crossbowman: 10pts, Moves ‘10’
Volare balestriere di Da Vinci
T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Dogged, Flyers, Shooting hits like Snipers (2+ against
normal models and 3+ against Shadow units), Ambush, Hit
and Run

Dwarven Cannon: 120pts


canon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon), Can Guess twice and choose one due to
Dwarven Engineering, Slow, Diehards, Artillery

Dwarven Multi-Cannon: 125pts


aml anon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’30’, S5, 2D6+4 shots, -3 to Armour Saves),
Slow, Diehards, Artillery, Shooting hits like Snipers
Dwarven Anvil of Thunder: 200pts
gogwydd o dafnder corrach
T4, W1, S6, I1, A2, 5+ Armour Save, Dauntless, Artillery,
Guarded by 3 Dwarven Champions with 2H Hammers with
who are -3 to Armour Saves. Anvil of Thunder cannot be
destroyed BUT if all 3 of the Dwarven Champions are slain,
the Anvil of Thunder is removed. However, if there are 3
Dwarven Champions in the enemy army, they can take
control of the Anvil of Thunder (See Commandeering
Artillery)

Choose between Thunderstruck (Auto, ‘24’, Electric,


Magical, Deals 4 S6 Hits which Ignore ALL Saves and deal 3
Wounds if unsaved. ‘Artillery’ and Chariot models suffer 3
S10 Hits)

OR Call the Thunder (Roll a D6 before using this ability, on


a 1-2 you have ‘reaped the whirlwind’ and the Anvil of
Thunder and its crew are shattered and destroyed. Auto,
‘24’, Electric, Magical, Deals D6+1 S6 Hits which Ignore ALL
Saves and deal 3 Wounds if unsaved. ‘Artillery’ and Chariot
models suffer 3 S10 Hits)

Mountain Dwarf Miner with 2 Handed Pickaxe: 11pts


mynydd glöwr dwarfv gyda gaib dwy law
T4, W1, S5, I1, A1, 4+ Armour Save, Slow, Diehards, Can
arrive via Ambush OR as Braaainns reinforcements, -2 to
Armour Saves, Also armed with Grenades which can be used
as Reflex Shots (S4, auto-hits), Bearded Fury: S6 on
Charge and -3 to Armour Saves
Elite Dwarf Scout with Crossbow & 2 Handed Axe:
sgowtiaid corrach elitaidd gyda bwyell bwa croes a
dwy law
17pts- T4, W1, S6, I1, A1, 4+ Armour Save, Slow,
Diehards, Ambush, Reflex Shots (S4, -1 to Armour Saves),
Reduces Armour Saves by -3, +1 to hit bonus in Close
Combat, Shooting hits like Snipers, Bearded Fury: S7 on
Charge and -4 to Armour Saves, Wall of Steel,
Dwarf Brew: roll 2D6 at the start of the game, before
either player moves their units, and the result will affect
your Dwarf Scout Veteran Units for the battle, on a result of
2 they can use Fire attacks in Close Combat (S4, I2 but I3
on Charge) as an alternative, on a 12 they become T5, on
any other result they are Dauntless

Dauntless Dwarf Dragon Hunter with Twin Axes: 24pts


helfa ddraig anhygoel dwfn gydag echelinau
T4, W2, S4, I3, A4, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Dragon’ units
of all kinds, +1 to Hit Bonus in Close Combat

Dauntless Dwarf Daimon Hunter with Twin Axes: 50pts


heliwr defaid diangen anhyblyg gyda echelinau
T5, W3, S4, I4, A5, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ALL units from
the Blood Daimons, Pox Daimons, Magic Daimons, Pleasure
Daimons and United Daimon Host, +1 to Hit Bonus in Close
Combat
Dauntless Dwarf Troll Hunter with Twin Axes: 11pts
heliwr troll anhygoel dwfn gydag echelinau
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Troll’ units of
all kinds

Dauntless Dwarf Giant Hunter with Twin Axes: 16pts


heliwr anhygoel gorrach anhyblyg gydag echelinau
T4, W1, S4, I2, A3, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Giant’ units of
all kinds, +1 to Hit Bonus in Close Combat

Dwarven Catapult: 80pts


catapwlt corrach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast, Can Guess twice and choose one due to
Dwarven Engineering

Dwarven Ballista: 45pts, 1 – 2 in Unit


ballista corrach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery
Dwarven Heavy Inferno: 140pts
inferno trwm corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Inferno)
Heavy Inferno: Automatic, ‘9’ teardrop Flamethrower
Template, S5, -3 to Armour Saves, Fire attacks, Deals 2
Wounds if unsaved, Can alternatively use Inferno
Launcher (Up to ‘12’, does NOT need line of sight to target,
Auto, place the ‘9’ teardrop template from where it lands
within ’12’ range, S5, -3 to Armour Saves, deals 2 wounds if
unsaved), roll a D6 before firing Inferno Launcher, on a 1
the Dwarven Heavy Inferno explodes and its crew die with
it. Slow, Diehards, Artillery, Grapeshot (Heavy Inferno)
Drunken Mountain Dwarves:

Ancestral Hatred:
Drunken Mountain Dwarf units from this army re-rolls
misses against Green Horde units in Close Combat

Sturdy:
All Drunken Mountain Dwarf units with 2 Handed weapons
are I1 rather than the usual I0 as they are very strong for
their height and build but do NOT get I2 on the Charge.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)

Drunken Mountain Dwarf CORE Units:

Drunken Mountain Dwarf with Axe & Shield: 9pts


meddw corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, -1 to Hit Penalty in Close
Combat always, What You Say?! (Roll a D6 at the
beginning of the Movement Phase. On a 2 they move ‘D6’
towards the closest enemy unit. If this makes contact, it
counts as a Charge. On a 5 or 6 they are ‘Salty’ and become
S4 -1 to Armour Saves when Charging. They move ‘D6’
towards the closest enemy unit)

Drunken Mountain Dwarf with 2 Handed Axe: 10pts


meddw corrach mynydd gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards, -2 to
Armour Saves, What You Say?! (S6 -3 to Armour Saves
when ‘Salty’), -1 to Hit Penalty in Close Combat always
Drunken Mountain Dwarf Light Handgunner: 10pts
meddw cloddwr llaw golau mynydd
T4, W1, S3, I2, A1, 6+ Armour Save, Slow, Diehards,
Armed with Dwarven Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves), -1 to Hit Penalty in Shooting, Reflex Shots
AND Close Combat always, Dogged, What You Say?!
(Shoots at closest enemy unit instead on a 2, 5 or 6 at the
beginning of the Movement Phase). S4 on Charge

Drunken Mountain Dwarf w/ Crossbow & Shield: 9pts


meddw corrach mynydd gyda bwa croes a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), -1 to Hit Penalty in
Shooting, Reflex Shots AND Close Combat always, Dogged,
What You Say?! (Shoots at closest enemy unit instead on
a 2, 5 or 6 at the beginning of the Movement Phase). S4 on
Charge

Drunken Mountain Dwarf Specialist Units:


Limit of 30 Drunken Dauntless Dwarfs (1 Unit)
Limit of 30 Drunken Ancient Dwarfs (1 Unit)
Limit of 2 Drunken Dwarven Ballistae
Limit of 1 Drunken Dwarven Cannon
Limit of 1 Drunken Dwarven Catapult
Limit of 120 Drunk Dwarf Scouts w/ Crossbows (4 Units)
Limit of 120 Drunk Dwarf Scouts w/ 2H Axes (4 Units)
Limit of 3 Drunken Dwarf Beer Wagons

Drunken Dauntless Dwarf with Twin Axes: 11pts


meddw corrach Dauntless gyda echelinau dau wely
T4, W1, S3, I2, A2, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S3 or S4 vs their Toughness) in Close
Combat, -1 to Hit Penalty in Close Combat always, What
You Say?! (S4 -1 to Armour Saves when ‘Salty’)
Drunken Ancient Dwarf with Axe & Shield: 11pts
meddw corrach mynydd hynafol gyda bwyell a
tharian
T4, W1, S4, I2, A1, 4+ Armour Save, Slow, Diehards, -2 to
Numb Saves, What You Say?! (S5 -2 to Armour Saves
when ‘Salty’)

Drunken Ancient Dwarf with 2 Handed Axe: 13pts


meddw corrach mynydd hynafol gyda bwyell dwy law
T4, W1, S6, I1, A1, 4+ Armour Save, Slow, Diehards, Also
has Shield (included in Armour Save), -3 to Armour Saves,
What You Say?! (S7 -4 to Armour Saves when ‘Salty’)

Drunken Dwarven Ballista: 45pts


meddw ballista corrach
T4, W1, S3, A1, I2, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, A0, I0, No Save (Ballista)
Shooting hits like Snipers, Single Bolt (Heavy, ‘36’, S6, 1
shot, Ignores Armour, deals 2 wounds if unsaved which can
potentially destroy 2 models), Slow, Diehards, Artillery
and -1 to Hit Penalty in Close Combat always, What You
Say?! (Shoots at closest enemy unit instead on a 5 or 6 at
the beginning of the Movement Phase). S4 on Charge

Drunken Dwarven Cannon: 120pts


meddw canon corrach
-T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, Grapeshot: S4, ‘9’
teardrop Flamethrower template. See page 18 & 19 (Firing a
Heavy Cannon), Slow, Diehards, Artillery, -1 to Hit
Penalty in Close Combat always, What You Say?! (Shoots
at closest enemy unit instead on a 6 at the beginning of the
Movement Phase). S4 on Charge
Drunken Dwarven Catapult: 80pts
meddw catapwlt corrach
T4, W1, S3, I2, A1, 6+ Armour Save (3 Dwarf Crew)
T7, W1, S0, I0, A0, No Save (Dwarven Catapult)
Slow, Diehards, Artillery, Firing a Mortar/Catapult (see
Page 18 of Army Men PAZCIK Rulebook), Heavy, Guess ’12’
– ’48’, S4, ‘2’ blast), -1 to Hit Penalty in Close Combat
always, What You Say?! (Shoots at closest enemy unit
instead on a 6 at the beginning of the Movement Phase). S4
on Charge

Drunken Dwarf Scout with Crossbow: 10pts


sgowtiaid meddw meddw gyda bwa croes
T4, W1, S3, I2, A1, 5+ Armour Save, Slow, Diehards,
Ambush, Reflex Shots (S4, -1 to Armour Saves), -1 to Hit
Penalty in Shooting, Reflex Shots AND Close Combat always,
Moves through Woods without penalty, Dogged, What You
Say?! (Shoots at closest enemy unit instead on a 2, 5 or 6
at the beginning of the Movement Phase). S4 on Charge

Drunken Dwarf Scout with 2 Handed Axe: 11pts


sgowtyn meddw meddw gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Ambush, -1 to Hit Penalty in Close Combat always, -2 to
Armour Saves, Moves through Woods without penalty, What
You Say?! (S6 -3 to Armour Saves when ‘Salty’)

Drunken Dwarf Beer Wagon: 0pts, Moves ‘6’


wagen gwrw corrach meddw
T5, W3, S3, I2, A3, 5+ Armour Save, 5+ Numb Save, Weak
against Spears, Diehards, Cavalry, S3 I2 A3 come from
Mule and 2 Mountain Dwarf Crew, Armed with 2 Dwarven
Arquebus (2 Shots due to 2 Crew), Reflex Shots (2 Shots
due to 2 Crew), It’s All For Me Grog! (If 1 Beer Wagon is
destroyed, your units can add +1 to your ‘What You Say?!’
rolls. If 2 Beer Wagons are destroyed, you can add +2. You
can add +3 if 3 Beer Wagons are destroyed)
Drunken Mountain Dwarf Heavy Units:
Limit of 20 Drunk Dwarf Scouts w/ Arquebuses (2 Units)
Limit of 20 Drunk Dwarf Scouts w/ Blunderbusses (2 Units)

Drunken Dwarf Scout with Arquebus: 15pts


sgowtiaid meddw meddw gydag arquebus
T4, W1, S3, I2, A1, 5+ Armour Save, Diehards, Ambush,
Armed with Dwarven Arquebus (Heavy, ‘24’, S4, -2 to
Armour Saves), Reflex Shots (S4, -2 to Armour Saves), -1
to Hit Penalty in Shooting, Reflex Shots AND Close Combat
always, Moves through Woods without penalty, Dogged,
What You Say?! (Shoots at closest enemy unit instead on
a 2, 5 or 6 at the beginning of the Movement Phase). S4 on
Charge, Roar of the Mountains (Auto, ‘24’, Units with the
‘Cavalry’ rule within this distance must pass a CCR roll
unless Dauntless. Drunken Dwarf Beer Carts are too
plastered to be affected. Used ONCE per Battle)

Drunken Dwarf Scout with Blunderbuss: 16pts


sgowtiaid meddw meddw gyda blunderbuss
T4, W1, S3, I2, A1, 5+ Armour Save, Diehards, Ambush,
Armed with Dwarven Blunderbuss (Heavy, ‘12’, S3, -1 to
Armour Saves. Roll a D6 for the unit when Shooting or using
Reflex Shots. Deals D6 + 4 hits each), Reflex Shots (S3, -1
to Armour Saves), -1 to Hit Penalty in Close Combat always,
Moves through Woods without penalty, Dogged, What You
Say?! (Shoots at closest enemy unit instead on a 2, 5 or 6
at the beginning of the Movement Phase). S4 on Charge,
Roar of the Mountains (Auto, ‘24’, enemy units with the
‘Cavalry’ rule within this distance must pass a CCR roll
unless Dauntless. Drunken Dwarf Beer Carts are too
plastered to be affected. Used ONCE per Battle)
Mountain Dwarf Gatehouse Garrison:
Ancestral Hatred:
Mountain Dwarf units from this army re-rolls misses against
Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Bearded Fury:
Mountain Dwarf units with this rule get +1 Strength when
they charge, and the resulting Armour Save modifiers (-1 or
-2 for example) will always be included.

Wall of Steel:
Mountain Dwarf units with this rule have a 5+ Dodge Save in
Close Combat ONLY from fighting defensively behind their
shields which cover much of their stocky bodies.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)
Call Out The Entire Garrison (This Mountain Dwarf army
begins with 20 Mountain Dwarfs with Axes, 20 Mountain
Dwarfs with 2H Axes and 10 Mountain Dwarfs with Dwarven
Handguns. After this they randomly generate units each
Turn (Turn 1 – 6) and may alter the result by +1 or -1 each
Turn (so a ‘1’ on a D6 could become a ‘2’).
1 = No reserves
2 = 10 Mountain Dwarfs with Crossbows and Shields
3 = 20 Dwarven Royal Guard with 2H Hammers
4 = 16 Mountain Dwarfs with Handguns or Crossbows &
Shields
5 = 15 Steel Dwarfs with Axes
6 = No reserves

Mountain Dwarf Gatehouse Garrison CORE Units:


Mountain Dwarf with Axe & Shield: 9pts
corrach mynydd gyda bwyell a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, Bearded Fury: S4 on Charge,
Wall of Steel

Mountain Dwarf with 2 Handed Axe: 10pts


corrach mynydd gyda bwyell dwy law
T4, W1, S5, I1, A1, 5+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S6 on Charge
and -3 to Armour Saves

Mountain Dwarf with Dwarven Handgun: 11pts


corrach mynydd gyda handgun corrach
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, Reduces
Armour Saves by -1), Also has Shield (included in Armour
Save), Shooting hits like Snipers, Reflex Shots (S4, -1 to
Armour), Bearded Fury: S4 on Charge, Wall of Steel
Mountain Dwarf Gatehouse Garrison RESERVE Units:
The following units below are for Reference and generated
each Turn as per ‘Call Out The Entire Garrison’. The
Gatehouse itself which deal 2D6 S8 Hits to a Savage Giant
which attacks it, which will break open the Gate and knock
the Savage Giant back ‘12’, dealing a S6 -3 to Armour Save
hit to all models in its path.

Mountain Dwarf with Crossbow & Shield: 9pts


corrach mynydd gyda bwa croes a tharian
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), Bearded Fury: S4
on Charge, Wall of Steel

Dwarven Royal Guard w/ 2 Handed Hammer: 14pts


gard brenhinol corrach gyda morthwyl dwy law
T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless,
Reduces Armour Saves by -3, +1 to hit Bonus in Close
Combat, Bearded Fury: S7 on Charge and -4 to Armour
Saves, Wall of Steel

Steel Dwarf with Axe & Shield: 13pts


corrach dur gyda bwyell a tharian
T4, W1, S4, I2, A1, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2, +1 to hit Bonus in Close
Combat, Bearded Fury: S5 on Charge and -1 to Armour
Saves, Wall of Steel
Mountain Dwarf Gatehouse Garrison Auxilia Units:
If facing Green Horde who are attacking your Gatehouse,
you will receive 20 Red Gobs for 0pts, who are Crazed after
being goaded out of the underground by the Mountain
Dwarves. (Red Gobs are small, red, toad-like creatures with
BIG sharp teeth)

Red Gob (0pts each)


kırmızı gob
T3, W1, S5, I3, A2, No Save, Reduces Armour Saves by -2,
Dauntless, Re-rolls misses against Mountain Dwarf
Units in Close Combat, Crazed (You must a roll a D6
against your opponent if they are the same distance
between a Mountain Dwarf unit and a Green Horde unit
when Charging), Ambush (Arrives from table edges)
Green Horde Giant Goaders:

NOTE: The Green Horde Giant Goaders have been


reproduced here for quick reference, as they are intended to
face the Mountain Dwarf Gatehouse Garrison. They are also
present in the Green Horde armies if you want to use them
generally.

Here We Go, Lads! (This Green Horde army begins with 20


Cave Kobolds with Spears & Shields + 3 Cave Kobold Death
Balls, 15 Orcs with Cleavers and Shields and 20 Kobolds with
Spears and Shields and 10 Alter Orcs with Twin Axes. After
this they randomly generate units each Turn (Turn 1 – 6)
and may alter the result by +1 or -1 each Turn (so a ‘1’ on a
D6 could become a ‘2’).
1 = No reserves,
2 = 20 Cave Kobolds with Bows + 3 ‘Death Balls’
3 = 20 Orcs with 2 Blades
4 = 3 Trolls with Bone Clubs
5 = 17 Orcs with Composite Bows & Cleavers
6 = No reserves

Bash that Door Down! (This Green Horde army will receive
a Savage Giant for 0pts as soon as all 20 Red Gobs (from
the Mountain Dwarf Gatehouse Garrison Auxilia) are dead.
The Savage Giant emerges within Charging distance (‘6’) of
the Mountain Dwarf Gatehouse in your next Reinforcements
Phase and attacks the Gatehouse. The Gatehouse itself
which deal 2D6 S8 Hits to a Savage Giant which attacks it,
which will break open the Gate and knock the Savage Giant
back ‘12’, dealing a S6 -3 to Armour Save hit to all models
in its path.
Green Horde Giant Goader CORE Units:
Cave Kobold with Spear & Shield: 3pts
mızrak ve kalkan ile mağara cin
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-
rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors (When fighting at Night, they can Run up to
‘D6’ during the Reinforcements Phase)

Orc with Cleaver and Shield: 6pts


balta ve kalkan ile ork
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Alter Orc with Twin Axes: 9pts


ikiz eksenleri ile orc değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless
Green Horde Giant Goader RESERVE Units:
The following units below are for Reference and generated
each Turn as per ‘Here We Go, Lads!’.

Cave Kobold with Bow: 3pts


yay ile mağara cin
T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Arrows of Gloom (Re-rolls misses in Shooting
when fighting at Night), Night Terrors

Cave Kobold Death Balls: 75pts for 3


mağara cin ölüm top
Limit of 3 Per Cave Kobold Unit (Clubs, Spears, Nets OR
Bows), T3, W1, S5, I0, A0, 5+ Dodge Save, Having a Ball:
The 3 Cave Kobold ‘Death Balls’ are released from their Cave
Kobold unit when it is charged for the first time (and the
enemy charge does NOT fail) and each ‘Death Ball’ deals D6
S5 hits which Reduce Armour and Numb Saves by -3 to the
enemy unit (Death Strike).
After these hits are dealt, the 3 ‘Death Balls’ continue to
move in the direction they were pushed, at a randomly
determined distance of 2D6 per turn. They can be targeted
by Shooting and the enemy unit can split their fire between
‘Death Balls’ on the field as they see fit. If they contact
another enemy unit, they will deal their D6 S5 hits as above
and cannot be Charged, and Reflex Shots (Grenades can be
used as Reflex Shots) will hit them on a 6 only without
exception
Orc with 2 Blades: 6pts
iki bıçaklı Orc
T4, W1, S3, I2, A2, 6+ Armour Save

Troll with Bone Club: 30pts


Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Orc with Composite Bow & Cleaver: 6pts


Kompozit yay ve satırla ork
T4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3)
and -1 to Armour Saves in Close Combat
Mountain Dwarf Veterans of the Ziggurat:
Ancestral Hatred:
Mountain Dwarf units from this army re-rolls misses against
Green Horde units in Close Combat

Sturdy:
All Mountain Dwarf units with 2 Handed weapons are I1
rather than the usual I0 as they are very strong for their
height and build but do NOT get I2 on the Charge.

Bearded Fury:
Mountain Dwarf units with this rule get +1 Strength when
they charge, and the resulting Armour Save modifiers (-1 or
-2 for example) will always be included.

Wall of Steel:
Mountain Dwarf units with this rule have a 5+ Dodge Save in
Close Combat ONLY from fighting defensively behind their
shields which cover much of their stocky bodies.

Forged in Fire and Made of Stone (All Mountain Dwarf


units have a 4+ Dodge Save against all Magical Attacks
used in the Shooting Phase, including those which involve
rolling D6 such as ‘Jungle Frenzy’)

Kings of the Hill (This Mountain Dwarf army begins with 6


Mountain Dwarf Veterans, with stats and equipment listed
below. The goal is to survive on the Ziggurat against the
Green Horde for 16 to 20 Turns. Each Veteran can also
Throw Rocks in the Shooting Phase, which are Auto, ‘8’, S4
and -1 to Armour Saves when thrown at an enemy on a
lower level of the Ziggurat. Otherwise they are S3. Each
Veteran also Reflex Shots (Throw Rocks).
Mountain Dwarf Veterans of the Ziggurat CORE Units:
Mountain Dwarf Veteran with Handgun: 12pts
cyn-gyn-filwr mynydd gyda handgun
T4, W1, S4, I2, A2, 6+ Armour Save, Slow, Diehards,
Armed with Dwarven Handgun (Heavy, ‘24’, S4, -2 to
Armour Saves by -1), Shooting hits like Snipers, Reflex
Shots (S4, -1 to Armour), Bearded Fury: S5 -2 to Armour
Saves on Charge, +1 to Hit Bonus in Close Combat

Mountain Dwarf Veteran with Hammer & Shield: 12pts


hen goeden y mynydd gyda morthwyl a tharian
T4, W1, S4, I2, A2, 4+ Armour Save, Slow, Diehards,
Reduces Armour Saves by -2, Bearded Fury: S5 -3 to
Armour Saves on Charge, Wall of Steel, +1 to Hit Bonus in
Close Combat

Mountain Dwarf Veteran w/ Crossbow & 2H Axe: 12pts


hen goeden fach gyda bwa croes a bwyell dwy law
T4, W1, S6, I1, A2, 5+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves), -3 to Armour
Saves, Bearded Fury: S7 -4 to Armour Saves on Charge,
+1 to Hit Bonus in Close Combat

Dwarven Royal Guard with 2H Hammer: 14pts


gard brenhinol corrach gyda morthwyl dwy law
T4, W1, S6, I1, A2, 4+ Armour Save, Slow, Dauntless,
Reduces Armour Saves by -3, +1 to hit Bonus in Close
Combat, Bearded Fury: S7 on Charge and -4 to Armour
Saves, Wall of Steel

Steel Dwarf Veteran with Axe & Shield: 15pts


cyn-filwr dur gyda bwyell a tharian
T4, W1, S4, I2, A2, 3+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2 and -1 to Armour Saves, +1 to
hit Bonus in Close Combat, Bearded Fury: S5 on Charge
and -2 to Armour Saves & Numb Saves, Wall of Steel
Dauntless Dwarf Giant Hunter with Twin Axes: 16pts
heliwr anhygoel gorrach anhyblyg gydag echelinau
T4, W1, S4, I2, A3, No Save, Slow, Dauntless, Always
Wounds on 4+ at the MAX (Vehicles/Juggernauts are
damaged as normal: S4 vs their Toughness) in Close
Combat, Re-roll misses and Wounds against ‘Giant’ units of
all kinds, +1 to Hit Bonus in Close Combat
Green Horde Ziggurat Climbers:

NOTE: The Green Ziggurat Climbers have been reproduced


here for quick reference, as they are intended to face the
Mountain Dwarf Veterans of the Ziggurat. They are also
present in the Green Horde armies if you want to use them
generally.

On Top of the World! (This Green Horde army begins by


rolling 4 times on the Ziggurat Climbers Reserves Table.
They begin ‘6’ away from the Ziggurat and the Mountain
Dwarf Veterans are deployed anywhere on the Ziggurat. The
Green Horde gets the 1st Turn. After Turn 1 (so from Turn 2
onwards) roll a D6. This will determine how many rolls you
can make on the Ziggurat Climber Reserves table below.
1-2 = 1 roll, 3-4 = 2 rolls, 5-6 = 3 rolls.

Ziggurat Climbers Reserves Table:


1 = 2D6 Kobolds with Spears & Shields or D6+2 Kobolds
with Bows OR D6+2 Jungle Orcs with 2 Blades

2 = 2D6 Cave Kobolds with Spears & Shields or D6+2 Cave


Kobolds with Bows OR D6+2 Jungle Orcs with 2 Blades

3 = 6 Jungle Kobolds on Spiders with Spears & Shields

4 = 6 Cave Kobolds on Bouncing Gobs

5 = 25 Kobolds with Spears and Shields OR 1 Troll with


Bone Club

6 = 18 Cave Kobolds with Spears and Shields OR 1 Mountain


Troll with Stone Club
Green Horde Ziggurat Climber RESERVE Units:
The following units below are for Reference and generated
each Turn as per ‘On Top of the World!’.

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Kobold with Bow: 2pts


yay ile cin
T3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3), Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Jungle Orc with 2 Blades: 8pts


iki bıçağı olan orman Orc
T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Cave Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile mağara cin
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-
rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors (When fighting at Night, they can Run up to
‘D6’ during the Reinforcements Phase)

Cave Kobold with Bow: 3pts


yay ile mağara cin
T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Arrows of Gloom (Re-rolls misses in Shooting
when fighting at Night), Night Terrors
Jungle Kobold on Spider w/ Spear & Shield: 11pts
mızrak ve kalkan ile örümcek orman cin
Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers
(ignores all Terrain when moving, even Movement Blocking
Terrain), Cavalry, Armed with Bows, Reflex Shots (S3),
Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Cave Kobold on Bouncing Gob: 12pts, Moves ‘12’


Zıplayan bahrileyi mağara cin
T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Re-rolls
misses against Dwarf Units in Close Combat, Cave
Kobold is S3 I2 A1 and armed with Club (-1 to Armour
Saves) and Has -1 to Hit penalty in Close Combat always

Troll with Bone Club: 30pts


Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Mountain Troll with Stone Club: 40pts


taş kulübü ile dağ troll
T5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire, Made of Stone (4+ Dodge Save
against Magical Attacks)
Mountain Dwarf Volcanic Trekkers:

This Mountain Dwarf army is the same as the default


Mountain Dwarfs, including special rules (e.g. Ancestral
Hatred, Sturdy) and army composition (CORE, Specialist and
Heavy units). The way that they function changes when they
face Pleasure Daimons, Magic Daimons or Blood Daimons in
certain environments.

So it would Seam: When facing a Pleasure Daimon army of


the same points value in a Volcanic environment, ensure
there are only natural hills and rocks on the battlefield. Also,
this Volcanic environment causes considerable disruption to
Mountain Dwarf missile weapons and Artillery. You can only
shoot with a unit in the Shooting Phase as far as ‘3D6’ x 2.

Infernal Halls: When facing a Pleasure Daimon army (with


Magic Fire Daimons, Magic Melee Daimons and Firebrain
Daimons ONLY) underground in the Infernal Halls, the
enemy will have 2x points compared to your Mountain Dwarf
army. Ideally you would field 750pts of Mountain Dwarfs and
attempt to escape the battlefield through 1500pts of
Pleasure and Magic Daimons. Unit size is limited to 10
models for all players in this setting.
Canyon of Blood: When facing a Pleasure Daimon AND
Blood Daimon army (with Magic Fire Daimons, Magic Melee
Daimons and Firebrain Daimons ONLY) in the Canyon of
Blood, the enemy will receive a Pleasure Daimon Overlord
for 0pts if they were victorious in ‘So it would Seam’
(Volcanic environment). The enemy will receive a Blood
Daimon Overlord for 0pts if they were victorious in the
‘Infernal Halls’ (Volcanic environment). The Mountain Dwarfs
must get 1 unit through the other side of the battlefield to
win. Volcanic Trekkers cannot field Mountain Dwarf Miners,
Flying Machines or Bombing Machines. It would be too easy
to escape the Canyon of Blood this way.
Volcanic Pleasure Daimon Alliance:

NOTE: The Volcanic Pleasure Daimon Alliance has been


reproduced here for quick reference, as they are intended to
face the Mountain Dwarf Volcanic Trekkerrs. They are also
present in the Pleasure Daimon armies if you want to use
them generally.

This Pleasure Daimon army is the same as the default


Pleasure Daimons, including special rules (e.g. Unnatural
Speed) and army composition (CORE, Specialist and Heavy
units). HOWEVER, they do not have ‘Enemy of the Butcher’
The way that they function changes when they face
Mountain Dwarfs in certain environments.

So it would Seam: When facing a Mountain Dwarf army of


the same points value in a Volcanic environment, ensure
there are only natural hills and rocks on the battlefield. Also,
this Volcanic environment causes considerable disruption to
Mountain Dwarf missile weapons and Artillery. They can only
shoot with a unit in the Shooting Phase as far as ‘3D6’ x 2.
You can only field units from the default Pleasure Daimons
here in ‘So it would Seam’
Pleasure Daimon CORE Units:
Pleasure Daimons

Pleasure Daimon Specialist Units:


Pleasure Daimon Cavalry
Spider Daimon Cavalry
Tormenter Daimons of Pleasure

Pleasure Daimon Heavy Units:


Pleasure Daimon Overlord
Winged Daimon Princes of Pleasure
Serpentine Chariots
Harvester Chariots
Hedonist Behemoths
Scorpionic Crab Daimons

Infernal Halls: When facing Mountain Dwarfs underground


in the Infernal Halls, you can field a default Pleasure Daimon
army (with Magic Fire Daimons, Magic Melee Daimons and
Firebrain Daimons ONLY). You will have 2x points compared
to your Mountain Dwarf army. Ideally you would field
1500pts of Pleasure Daimons & Magic Daimons against
750pts of Mountain Dwarfs and they would attempt to
escape the battlefield through your army. Unit size is limited
to 10 models for all players in this setting.
Magic Daimon CORE Units:
Magic Fire Daimon: 9pts
dreq magjike zjarri
T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless,
Portal Reinforcements, Not from Around Here, Enemy
of the Diseased

Magic Melee Daimon: 5pts


dreq magjike përleshje
T3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless, Portal
Reinforcements, Not from Around Here, Enemy of the
Diseased

Magic Daimon Specialist Units:


Limit of 27 Firebrain Daimons

Firebrain Daimon: 23pts, Moves ‘12’


dreq trurit zjarri
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves), Fire attacks, Flyer, Dauntless, Portal
Reinforcements, Not from Around Here, Enemy of the
Diseased

Canyon of Blood: When fielding a Pleasure Daimon AND


Blood Daimon army (with Magic Fire Daimons, Magic Melee
Daimons and Firebrain Daimons ONLY) in the Canyon of
Blood against Mountain Dwarfs, you will receive a Pleasure
Daimon Overlord for 0pts if they were victorious in ‘So it
would Seam’ (Volcanic environment). You will receive a
Blood Daimon Overlord for 0pts if they were victorious in the
‘Infernal Halls’ (Volcanic environment). The Mountain Dwarfs
must get 1 unit through the other side of the battlefield to
win.
Pleasure Daimon Overlord w/ Ornate Sword: 170pts
plaisir démon suzerain avec l'épée ornée
Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Re-rolls
misses against Space Elf Units, Slaver Elf Units AND Blood
Daimon Units, Death Strike, Hits on 2+ in Close Combat no
matter what

Winged Blood Daimon Overlord: 250pts


sanguinis ille daemon imperitor:
Moves ‘12’- T6, W5, S6, I9, A7, 3+ Dodge Save, 3+ Armour
Save, Armed with Giant Axe (Ignores Armour & Numb Save)
and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour &
Numb), Reflex Shots (Giant Whip), Flyer, Weak against
Spears, Dauntless, Always hits on 2+ in Close Combat no
matter what, Executioner’s Axe: Winged Blood Daimon
Overlord will destroy any Infantry, Cavalry or Flyer model on
a roll of 6 to Wound (unless it has a Dodge Save)
Blood Daimon CORE Units:
Blood Daimons with 2H Swords

Blood Daimon Specialist Units:


Tormenter Blood Daimons
Blood Daimon Hounds

Blood Daimon Heavy Units:


Winged Daimon Overlord
Winged Blood Daimon Princes of Slaughter
Butcher Behemoths
Blood Daimon Cannons
Blood Daimon Heavy Cavalry
Blood Daimon Chariots

Ruins of Blood: 0pts (Placed in Canyon of Blood ONLY)


Grants +1 to Dodge Saves for Blood Daimon units within ‘6’
of the Ruins of Blood (so Blood Daimons would be boosted
to a 4+ Dodge Save, the Overlord would now have a 2+
Dodge Save). Also reduces Mountain Dwarf ‘Forged in Fire
and Made of Stone’ Dodge Save against Magical Attacks to
a 5+ Dodge Save if within ‘6’ of the Ruins of Blood.
Elven Navy
Haltia Laivasto
Elven Speed:
(Haltia Nopeus)
When Running (Shooting Phase or Victory Run), Elven Navy
Units (not including colour variants: Red, Blue or Royalist)
can Run D6+2

Grenades strike before Elf Navy:


(kranaatit iskeä ennen tonttu laivasto)
Elf Navy Units cannot be I10 even when Charging as only
models with Grenades (Grenadiers, Alien Bombers) can
reach this Initiative by throwing Grenades at their foes as
they charge towards them

Brother Against Brother:


(Veli Vastaan Veli)
When fighting Elven Pirate units of ALL kinds in Close
Combat, Elven Navy units gain the Diehards rule unless
already Dauntless.

Elven Navy CORE Units:

Elf Sailor with Spear & Shield: 6pts


tonttu merimies keihäs ja kilpi:
T3, W1, S3, I9, A1, 5+ Armour Save, S4 vs Cavalry, can
attack within ‘3’ of friendly Elf Navy models in base-to-base
contact in Close Combat

Elf Sailor with Sword & Shield: 6pts


tonttu merimies miekka ja kilpi:
T3, W1, S3, I9, A1, 5+ Armour Save, Re-rolls misses
Elf Sailor Archer: 7pts
tonttu merimies jousimies:
T3, W1, S3, I9, A1, 6+ Armour Save, Armed with Long
Bow (Auto, ‘30’, S3), Reflex Shots (S3), Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units)

Elven Continental Marine: 8pts


tonttu Manner meren:
T3, W1, S3, I9, A1, 5+ Armour Save, S4 vs Cavalry,
Armed with Composite Bow, Reflex Shots (S3), Shooting
hits like Snipers, Can attack within ‘3’ of friendly Elf Navy
models in base-to-base contact in Close Combat

Naval Elf Heavy Cavalry with Lance & Shield: 19pts


merivoimien tonttu raskaan ratsuväen kanssa lance
ja kilpi:
T4, W1, S3, I9, A1, 2+ Armour Save, Cavalry, S5 A2 I9 on
first Charge ONLY and -2 to Armour Saves on first Charge,
Uses Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge, +1 to Hit Bonus in CC

Naval Elf Hunter Cavalry with Spear: 11pts, Moves ‘9’


merivoimien tonttu metsästäjä ratsuväen keihäs:
T4, W1, S3, I9, A1, 4+ Armour Save, Cavalry, S4 on
Charge, Armed with Composite Bow, Reflex Shots (S3),
Shooting hits like Snipers

Elf Sailor Archer with Composite Bow: 6pts


tonttu merimies komposiitti keula:
T3, W1, S3, I9, A1, 6+ Armour Save, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3),
Shooting hits like Snipers (2+ against normal models and
3+ against Shadow units)
Elven Continental Marine with Halberd: 9pts
tonttu Manner meren halberdilla:
T3, W1, S4, I6, A1, 5+ Armour Save, -1 to Armour Saves in
Close Combat, Armed with Composite Bow, Reflex Shots
(S3), Shooting hits like Snipers

Elf Sailor with Axe & Shield: 6pts


tonttu merimies kirves ja kilpi:
T3, W1, S3, I6, A1, 5+ Armour Save, -2 to Numb Saves

Elf Sailor with Mace & Shield: 6pts


tonttu merimies maci ja kilpi:
T3, W1, S3, I6, A1, 5+ Armour Save, -2 to Armour Saves

Elf Sailor with Twin Swords: 6pts


tonttu merimies kahdella miekalla:
T3, W1, S3, I6, A2, 6+ Armour Save

Heavy Elf Sailor with Spear & Shield: 6pts


raskas tonttu merimies keihäs ja kilpi:
T3, W1, S3, I6, A1, 4+ Armour Save, S4 vs Cavalry, can
attack within ‘3’ of friendly Elf Navy models in base-to-base
contact in Close Combat

Heavy Elven Continental Marine: 7pts


raskas tonttu Manner meren:
T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry,
Armed with Composite Bow, Reflex Shots (S3), Shooting
hits like Snipers, Can attack within ‘3’ of friendly Elf Navy
models in base-to-base contact in Close Combat
Elven Navy Specialist Units:
Limit of 80 Naval Elf Scouts (4 Units)
Limit of 60 Royal Guardians with Fire Bows (2 Units)
Limit of 60 Royal Guardians with Spears (2 Units)
Limit of 80 Mithril Elf Knights (4 Units)
Limit of 80 Golden Elf Sailors with Halberds (4 Units)
Limit of 80 Plumed Elf Sailors with 2H Axes (4 Units)
Limit of 30 Plumed Elf Sailor Bodyguards (1 Unit)
Limit of 80 Naval Elf Swordsmen with 2H Swords (4 Units)
Limit of 1 Unit of Royal Guardian Elf Maidens with Spears
No Limit on Naval Elf Hunter Cavalry with Lances & Shields
Limit of 1 Unit of Golden Elf Sailors with Spears & Shields
Limit of 1 Unit of Golden Elf Sailors with 2H Swords
Limit of 1 Unit of Naval Elf Scouts with Swords & Shields
Limit of 5 Units of Naval Elf Scout Raiders

Naval Elf Scout with Long Bow: 9pts, Moves ‘9’


merivoimien tonttu Scout longbow:
T3, W1, S3, I9, A1, 5+ Dodge Save, Armed with Long
Bow, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Ambush, Re-rolls misses against Elf Pirate Units in
Close Combat, +1 to Cover Saves, +1 to hit Bonus in Close
Combat

Royal Guardian Elf with Fire Bow: 9pts


Royal huoltaja tonttu tulella keula:
T3, W1, S3, I9, A1, 6+ Armour Save, Armed with Fire Bow
(Automatic, ‘24’, S4, Magical, Fire attack) Reflex Shots (S4,
Fire), Shooting hits like Snipers (2+ against normal models
and 3+ against Shadow units), +1 to hit Bonus in Close
Combat
Royal Guardian Elf with Spear: 9pts
Royal huoltaja tonttu keihäs:
T3, W1, S3, I9, A1, 5+ Armour Save, S4 against Cavalry,
Armed with Long Bow, Reflex Shots (S3), Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Dauntless, Can attack within ‘3’ of friendly Elf Navy
models in base-to-base contact in Close Combat, +1 to hit
Bonus in Close Combat

Mithril Elf Knight with Lance & Shield: 30pts


mithril tonttu ritari lance ja kilpi:
T4, W1, S4, I9, A2, 1+ Armour Save, 6+ Dodge Save,
Cavalry, S6 A3 I9 and -2 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A2 S4 before AND after first Charge, Fire attacks are S2
against Mithril Elf Knights, +1 to hit Bonus in Close Combat
Golden Elf Sailor with Halberd: 14pts
kultainen tonttu merimies pertuska:
T3, W1, S4, I9, A1, 4+ Dodge Save, -1 to Armour Saves, +1
to hit Bonus in Close Combat, Diehards

Plumed Elf Sailor with 2 Handed Axe: 13pts


sulkakoristeinen tonttu merimies kahden käden
kirves:
T3, W1, S6, I6, A1, 4+ Dodge Save, Moves through Woods
without penalty, Diehards, -2 to enemy Armour Saves, +1
to hit Bonus in Close Combat

Plumed Elf Sailor Bodyguard with 2 Handed Axe: 16pts


haudattu hirvi merimies henkivartija kahdella kädellä
kirves:
T3, W1, S6, I6, A2, 4+ Dodge Save, Moves through Woods
without penalty, Dauntless, -2 to enemy Armour Saves, +1
to hit Bonus in Close Combat, Deals 3 Wounds per unsaved
Wound, Enemy units suffer -1 to Hit against this unit in CC

Naval Elf Swordsman with 2 Handed Sword: 13pts


merivoimien tonttu miekkamies kanssa kahden
käden miekka:
T3, W1, S5, I6, A2, 5+ Dodge Save, -2 to enemy Armour
Saves, +1 to hit Bonus in Close Combat

Royal Guardian Elf Maiden with Spear: 20pts


kuninkaan vartija tonttu tytär keihään:
T3, W1, S3, I7, A2, 5+ Armour Save, S4 and -1 to Armour
Saves against Cavalry, Armed with Long Bows (Auto, ‘30’,
S3, 2 Shots), Reflex Shots (S3, 2 Shots), Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Dauntless, Can attack within ‘3’ of friendly Elf Navy
models in base-to-base contact in Close Combat, +1 to hit
Bonus in Close Combat, Maiden Bodyguard: +1 Attack
(included above) and Shoots Twice in Shooting and Reflex
Shots (included above), Beautiful Banner (Enemy units
must pass a CCR roll before Charging this unit unless
Dauntless)
Naval Elf Scout with Sword and Shield: 8pts, Moves ‘9’
merivoimien tonttu miekka ja kilpi:
T3, W1, S3, I9, A1, 5+ Dodge Save, Re-rolls misses in Close
Combat, Armed with Composite Bow, Reflex Shots (S3),
Shooting hits like Snipers (2+ against normal models and
3+ against Shadow units), Ambush, Dauntless against Elf
Pirate Units in Close Combat, +1 to Cover Saves, +1 to
hit Bonus in Close Combat

Naval Elf Hunter Cavalry with Lance & Shield: 10pts


laivaston tonttu metsästäjä ratsuväki, jolla on lanssi
ja kilpi:
Moves ‘9’- T4, W1, S3, I6, A1, 4+ Armour Save, Cavalry,
S5 and -2 to Armour Saves on first Charge, Uses Sword at
ALL other times and can re-roll misses: A2 S3 before AND
after first Charge

Golden Elf Sailor with Spear and Shield: 12pts


kultainen tonttu merimies keihäs ja kilpi:
T3, W1, S3, I8, A1, 5+ Armour Save, S4 against Cavalry,
+1 to hit Bonus in Close Combat, Diehards
Golden Elf Sailor with 2H Sword: 12pts
kultainen tonttu merimies kaksi käsi miekka:
T3, W1, S5, I4, A1, 6+ Armour Save, -2 to Armour Saves,
+1 to hit Bonus in Close Combat, Diehards

Naval Elf Scout Raider with Sword and Shield: 11pts


merivoimien tonttu partiolainen ryöstäjä miekka ja
kilpi:
Moves ‘9’- T3, W1, S3, I9, A1, 5+ Dodge Save, Re-rolls
misses in Close Combat, Armed with Long Bow, Reflex
Shots (S3), Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), Ambush, Dauntless
against Elf Pirate Units in Close Combat, +1 to Cover
Saves, +1 to hit Bonus in Close Combat, Eternal Vigilance
(Roll a D6 for this unit in the Reinforcements Phase of Turn
1 of the battle. 1-2 = 1 S3 Hit dealt per Naval Elf Scout
Raider, 3-4 = 2 S3 Hits, 5-6 = 3 S3 Hits dealt per Naval Elf
Scout Raider on a unit or units of your choice)

Elven Navy Heavy Units:


Limit of 4 Eagle Patrol, Naval Elf Ballistae, Lion Chariots
Limit of 2 Fire Birds, Ice Birds
Limit of 12 Horse Chariots (4 Units)
No Limit on Naval Elf Lions
Limit of 20 Eagles of War (2 Units)
No Limit on Naval Elf Bolt Throwers
No Limit on Naval Elf Heavy Chariots

Elven Continental Eagle Patrol: 95pts, Moves ‘10’


Tonttu Manner kotka patrol:
T4, W4, S3, I9, A3, 4+ Dodge Save, Flyer, Cavalry, D6 I9
S5 -2 to Armour Save hits on Charge ONLY then fights as
normal, Eagle is S4 I4 A2 in Close Combat
Elven Continental Eagle Patrol w/ Ballista: 120pts
Tonttu mannermainen kotka partio kanssa Ballista
Moves ‘10’- T4, W4, S3, I9, A3, 4+ Dodge Save, Flyer,
Cavalry, Dogged, Eagle is S4 I4 A2 in Close Combat, Elven
Crew are I9 S3 A3, Armed with Naval Elf Ballista (Bolt
Volley or Single Bolt)

Naval Elf Ballista: 70pts


merivoimien tonttu Ballista:
-T3, W1, S3, I9, A1, 6+ Armour Save (2 Elf Sailor Crew)
-T7, W1, S0, I0, A0, No Save (Ballista)
Bolt Volley (Heavy, S4, 6 shots, -2 to Armour Saves) OR
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Shooting hits like Snipers

Naval Elf Horse Chariot: 70pts, Moves ‘9’, 1-3 per Unit
merivoimien tonttu hevonen vaunuihinsa:
T4, W4, S3, I9, A4, 5+ Armour Save, D6 I9 S5 -2 Armour
Save hits on Charge ONLY then fights as normal, the S3 I9
A4 comes from 2 Elf Sailors and 2 Horses, Armed with 2
Longbows, Shooting hits like Snipers, Reflex Shots (S3),
Cavalry

Naval Elf Lion Chariot: 120pts, Moves ‘9’


merivoimien tonttu leijona vaunuihinsa:
-T4, W4, S5, I4, A4, 4+ Armour Save
Deals D6 I9 S5 -2 Armour Save Impact hits on Charge ONLY
then fights as normal; The 2 Plumed Elf Sailors with 2
Handed Axes aboard get S5 I6 A2 and -2 to Armour Saves,
Cavalry

Naval Elf Lion: 14pts, Moves ‘9’


merivoimien tonttu leijona:
T4, W2, S5, I4, A2, No Save
Cavalry, +1 to hit Bonus in Close Combat, -1 to Armour
Saves
Naval Elf Fire Bird: 225pts, Moves ‘10’
merivoimien tonttu palo lintu:
T5, W5, S5, I4, A4, 5+ Dodge Save, Fire attacks, Flyer, Fire
attacks are S2 against this unit, Weak against Spears,
Fire Breath: Auto, ‘9’ teardrop Flamethrower template, S4,
-1 to Armour Saves, Fire attack, Can be used in Close
Combat instead of its normal attacks, +1 to hit Bonus in
Close Combat

Naval Elf Ice Bird: 240pts, Moves ‘10’


merivoimien tonttu jää lintu:
T6, W5, S6, I3, A4, 5+ Dodge Save, Magical attacks,
Flyer, Weak against Spears, Ice Breath: Auto, ‘9’
teardrop Flamethrower template, S4, -2 to Armour Saves,
temporarily reduces affected unit’s Initiative to 0, Can also
be used in Close Combat instead of its normal attacks, +1 to
hit Bonus in Close Combat

Naval Elf Eagle of War: 25pts each, Moves ‘10’


merivoimien tonttu kotka sodan:
T4, W3, S4, I9, A2, 5+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, Reduces Armour Saves by -1, +1 to
hit Bonus in Close Combat
Naval Elf Bolt Thrower: 50pts
merivoimien tonttu keihäänheittäjä:
-T3, W1, S3, I9, A1, 6+ Armour Save (2 Elf Sailor Crew)
-T7, W3, S0, I0, A0, No Save (Bolt Thrower)
Single Bolt (Heavy, ‘48’, S5, 1 shot, Ignores Armour, deals
4 wounds if unsaved which can potentially destroy 4
models), Shooting hits like Snipers, Artillery

Naval Elf Heavy Chariot: 95pts, Moves ‘9’


merivoimien tonttu raskas vaunu:
T7, W3, S4, I7, A1, 4+ Armour Save, D6 I9 S7 -4 Armour
Save hits on Charge ONLY then fights as normal, the S4 I7
A1 comes from Elf Charioteer, who is also -1 to Armour
Saves in Close Combat, the 2 Horses are S3 I4 A2 in total,
Armed with Longbow, Shooting hits like Snipers, Reflex
Shots (S3), Cavalry
Red Elf Navy:
Punainen Tonttu Laivasto:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


Puna-armejan
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Elven Navy CORE Units:

Red Elf Sailor with Spear & Shield: 4pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can
attack within ‘3’ of friendly Elf Navy models in base-to-base
contact in Close Combat

Red Elf Sailor with Sword & Shield: 4pts


T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Red Elf Sailor Archer: 5pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Long
Bow (Auto, ‘30’, S3), Shooting hits like Snipers

Red Elven Continental Marine: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry,
Armed with Composite Bow, Shooting hits like Snipers,
Can attack within ‘3’ of friendly Elf Navy models in base-to-
base contact in Close Combat
Red Naval Elf Heavy Cavalry w/ Lance & Shield: 16pts
T4, W1, S3, I5, A1, 2+ Armour Save, Cavalry, S5 A2 I6 on
first Charge ONLY and -2 to Armour Saves on first Charge,
Uses Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge

Red Naval Elf Hunter Cavalry w/ Spear: 9pts, Moves ‘9’


T4, W1, S3, I5, A1, 4+ Armour Save, Cavalry, S4 on
Charge, Armed with Composite Bow, Shooting hits like
Snipers

Red Elf Navy Specialist Units:


Limit of 50 Naval Elf Scouts, Mithril Elf Knights, Golden
Sailors with Halberds, Plumed Sailors with 2H Axes, Naval
Elf Swordsmen with 2 Handed Swords, Royal Guardians with
Fire Bows, Royal Guardians with Spears

Red Naval Elf Scout with Long Bow: 7pts, Moves ‘9’
T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long
Bow, Shooting hits like Snipers

Red Royal Guardian Elf with Fire Bow: 7pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Fire Bow
(Automatic, ‘24’, S4, Magical, Fire attack), Shooting hits
like Snipers

Red Royal Guardian Elf with Spear: 7pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 against Cavalry,
Armed with Composite Bows, Shooting hits like Snipers

Red Mithril Elf Knight with Lance & Shield: 28pts


T4, W1, S4, I6, A2, 1+ Armour Save, 6+ Dodge Save,
Cavalry, S6 A3 I9 and -2 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A2 S4 before AND after first Charge, Fire attacks are S2
against Mithril Elf Knights
Red Golden Elf Sailor with Halberd: 12pts
T3, W1, S4, I6, A1, 4+ Dodge Save, -1 to Armour Saves

Red Plumed Elf Sailor with 2 Handed Axe: 11pts


T3, W1, S6, I5, A1, 4+ Dodge Save, Diehards, -2 to enemy
Armour Saves

Red Naval Elf Swordsman with 2 Handed Sword: 11pts


T3, W1, S5, I5, A2, 5+ Dodge Save, -2 to enemy Armour
Saves

Red Elf Navy Heavy Units:


Limit of 20 Eagles of War (2 Units)

Red Naval Elf Eagle of War: 23pts each, Moves ‘10’


T4, W3, S4, I9, A2, 5+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, Reduces Armour Saves by -1
Royalist Elven Navy:
Kuningasmielinen Tonttu Laivasto:
Painted mainly in Whites

Volley Fire
(Volley tulipalo)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(Juurruttaa)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s stats.

Royalist Elven Navy CORE Units:

Royalist Elf Sailor Archer: 7pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Long
Bow (Auto, ‘30’, S3), Shooting hits like Snipers, Volley Fire
(2 Shots in Shooting Phase), Entrench

Royalist Elven Continental Marine: 8pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry,
Armed with Composite Bow, Shooting hits like Snipers,
Volley Fire (2 Shots in Shooting Phase), Entrench
Royalist Naval Elf Hunter Cavalry with Spear: 11pts, Moves
‘9’- T4, W1, S3, I5, A1, 4+ Armour Save, Cavalry, S4 on
Charge, Armed with Composite Bow, Volley Fire (2 Shots
in Shooting Phase)

Royalist Elven Navy Specialist Units:


Limit of 50 Elf Scouts, Royal Guardians with Fire Bows, Royal
Guardians with Spears

Royalist Naval Elf Scout with Long Bow: 9pts, Moves ‘9’
T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long
Bow, Shooting hits like Snipers, Volley Fire (2 Shots in
Shooting Phase), Entrench

Royalist Royal Guardian Elf with Fire Bow: 9pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Fire Bow
(Automatic, ‘24’, S4, Magical, Fire attack), Shooting hits
like Snipers, Volley Fire (2 Shots in Shooting Phase),
Entrench

Royalist Royal Guardian Elf with Spear: 9pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 against Cavalry,
Armed with Composite Bows, Shooting hits like Snipers,
Volley Fire (2 Shots in Shooting Phase), Entrench
Blue Elven Navy:
Sininen Tonttu Laivasto:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(Sininen vahvistuksia : henkilökohtainen teleporters)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Elven Navy CORE Units:

Blue Elf Sailor with Spear & Shield: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry

Blue Elf Sailor with Sword & Shield: 6pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses

Blue Elf Sailor Archer: 7pts


T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Long Bow (Auto, ‘30’, S3), Shooting hits like
Snipers

Blue Elven Continental Marine: 8pts


T3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Armed with Composite Bow, Shooting hits like
Snipers

Blue Naval Elf Heavy Cavalry w/ Lance & Shield: 18pts


T4, W1, S3, I5, A1, 2+ Armour Save, 5+ Numb Save,
Cavalry, S5 A2 I6 on first Charge ONLY and -2 to Armour
Saves on first Charge, Uses Sword at ALL other times and
can re-roll misses: A2 S3 before AND after first Charge
Blue Naval Elf Hunter Cavalry with Spear: 11pts, Moves
‘9’- T4, W1, S3, I5, A1, 4+ Armour Save, 5+ Numb Save,
Cavalry, S4 on Charge, Armed with Composite Bow

Blue Elven Navy Specialist Units:


Limit of 50 Naval Elf Scouts, Mithril Elf Knight, Golden Sailor
with Halberd, Plumed Sailor with 2H Axe, Naval Elf
Swordsman with 2 Handed Sword, Royal Guardians with Fire
Bows, Royal Guardians with Spears

Blue Naval Elf Scout with Long Bow: 9pts, Moves ‘9’
T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long
Bow, Shooting hits like Snipers

Blue Royal Guardian Elf with Fire Bow: 9pts


T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Fire Bow (Automatic, ‘24’, S4, Magical, Fire
attack), Shooting hits like Snipers

Blue Royal Guardian Elf with Spear: 9pts


T3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4
against Cavalry, Armed with Composite Bows, Shooting hits
like Snipers

Blue Mithril Elf Knight with Lance & Shield: 30pts


T4, W1, S4, I6, A2, 1+ Armour Save, 5+ Numb Save,
Cavalry, S6 A3 I7 and -2 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A2 S4 before AND after first Charge, Fire attacks are S2
against Mithril Elf Knights

Blue Golden Elf Sailor with Halberd: 14pts


T3, W1, S4, I6, A1, 4+ Dodge Save, -1 to Armour Saves
Blue Plumed Elf Sailor with 2 Handed Axe: 13pts
T3, W1, S6, I5, A1, 4+ Dodge Save, Diehards, -2 to enemy
Armour Saves

Blue Naval Elf Swordsman w/ 2 Handed Sword: 13pts


T3, W1, S5, I5, A2, 5+ Dodge Save, -2 to enemy Armour
Saves

Blue Elven Navy Heavy Units:


Limit of 4 Eagle Patrol, Naval Elf Ballistae, Lion Chariots
Limit of 2 Fire Birds, Ice Birds
Limit of 12 Horse Chariots (4 Units)
Limit of 20 Eagles of War (2 Units)

Blue Elven Continental Eagle Patrol: 95pts, Moves ‘10’


T4, W4, S3, I5, A3, 4+ Dodge Save, 5+ Numb Save, Flyer,
Cavalry, D6 I9 S5 -2 to Armour Save hits on Charge ONLY
then fights as normal, Eagle is S4 I4 A2 in Close Combat

Blue Elven Continental Eagle Patrol w/ Ballista:


120pts, Moves ‘10’- T4, W4, S3, I5, A3, 4+ Dodge Save, 5+
Numb Save, Flyer, Cavalry, Dogged, Eagle is S4 I4 A2 in
Close Combat, Armed with Naval Elf Ballista (Bolt Volley or
Single Bolt)

Blue Naval Elf Ballista: 70pts


-T3, W1, S3, I5, A1, 6+ Armour Save, 5+ Numb Save (2 Elf
Sailor Crew)
-T7, W1, S0, I0, A0, No Save (Ballista)
Bolt Volley (Heavy, S4, 6 shots, -2 to Armour Saves) OR
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Shooting hits like Snipers
Blue Naval Elf Horse Chariot: 70pts, Moves ‘9’, T4, W4,
S3, I5, A4, 5+ Armour Save, 5+ Numb Save, D6 I9 S5 -2
Armour Save hits on Charge ONLY then fights as normal, the
S3 I5 A4 comes from 2 Elf Sailors and 2 Horses, Armed with
2 Longbows, Shooting hits like Snipers, Cavalry

Blue Naval Elf Lion Chariot: 120pts, Moves ‘9’


-T4, W4, S5, I4, A4, 4+ Armour Save, 5+ Numb Save, Deals
D6 I8 S5 -2 Armour Save Impact hits on Charge ONLY then
fights as normal; The 2 Plumed Elf Sailors with 2 Handed
Axes aboard get S5 I5 A2 and -2 to Armour Saves, Cavalry

Blue Naval Elf Fire Bird: 225pts, Moves ‘10’


T5, W5, S5, I4, A4, 5+ Dodge Save, 5+ Numb Save, Fire
attacks, Flyer, Fire attacks are S2 against this unit, Weak
against Spears, Fire Breath: Auto, ‘9’ teardrop
Flamethrower template, S4, -1 to Armour Saves, Fire attack,
Can be used in Close Combat instead of its normal attacks

Blue Naval Elf Ice Bird: 240pts, Moves ‘10’


T6, W5, S6, I3, A4, 5+ Dodge Save, 5+ Numb Save,
Magical attacks, Flyer, Weak against Spears, Ice
Breath: Auto, ‘9’ teardrop Flamethrower template, S4, -2 to
Armour Saves, temporarily reduces affected unit’s Initiative
to 0, Can also be used in Close Combat instead of its normal
attacks

Blue Naval Elf Eagle of War: 25pts each, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyer,
S5 on Charge, Weak against Spears, Reduces Armour
Saves by -1
Elven Navy of Blood:

Elven Speed:
When Running (Shooting Phase or Victory Run), Elven Navy
of Blood Units (not including colour variants: Red, Blue or
Royalist) can Run D6+2

Grenades strike before Elf Navy:


Elf Navy of Blood Units cannot be I10 even when Charging
as only models with Grenades (Grenadiers, Alien Bombers)
can reach this Initiative by throwing Grenades at their foes
as they charge towards them

Elven Navy of Blood CORE Units:


As normal for Elven Navy

Elven Navy of Blood Specialist Units:


As normal for Elven Navy

Elven Navy of Blood Heavy Units:


As normal for Elven Navy

Elven Navy of Blood Allied Units:


25% of your Army Points Value:
Units from Blood Daimons (without any restrictions)
(Blood Daimons with 2H Swords, Tormentor Blood Daimons,
Blood Daimon Hounds, Winged Blood Daimon Overlords,
Winged Daimon Prince of Slaughter, Blood Daimon Chariots,
Blood Daimon Heavy Cavalry, Blood Daimon Cannons,
Butcher Behemoths with Swords and Claws)
Elven Continental Marine Corp:

Elven Speed:
(Haltia Nopeus)
When Running (Shooting Phase or Victory Run), Elven Navy
Units can Run ‘D6’ + ‘2’

Just a Routine Patrol:


At the beginning of the battle, ALL units of Elven Continental
Marines, Continental Elf Scouts and Naval Elf Deck Ballistae
can Shoot at any enemy unit without ANY penalties or
restrictions (like Range, Line of Sight)

Man Overboard!
Elven Navy Units in this army Swims ‘2D6’ in Ocean

Elven Continental Marine Corp Heroic Units:


Limit of 1 Naval Elf Commodore
Limit of 2 Naval Elf Storm Lord Mages
Limit of 4 Naval Elf Sea Mages

Naval Elf Commodore: 125pts


merivoimien tonttu commodore:
T4, W3, S4, I8, A4, 3+ Armour Save, Armed with Sword:
Re-rolls misses, -1 to Armour Saves, +2 to Hit Bonus in
Close Combat (1 still fails), Officer On Deck! (Can choose
to score a 10 on CCR rolls instead of rolling 2D6. Granted to
all friendly units within ‘12’. This is extended to ‘18’ if the
battle is fought in the ocean, either onboard ships or
Swimming), Magical Attacks
Naval Elf Storm Lord Mage: 255pts
merivoimien hirvi myrsky herra velho:
T3, W3, S3, I5, A1, 6+ Armour Save, Magical Attacks, Re-
rolls misses, Each Shooting Phase you can attempt to use
the following abilities ONCE each:
1) You Will Be Mist (Roll 4D6 and choose the highest 2D6.
On a 7+ choose a friendly unit within ‘24’, even if in Close
Combat. Enemy units will now suffer -1 to Hit against this
unit in Shooting, Close Combat and Reflex Shots for the rest
of the battle),
2) Siren Song (Roll 4D6 and choose the highest 2D6. On a
9+ you can place a ‘Siren’ model within ‘6’ of your Storm
Lord Mage. Enemy units attempting to charge any friendly
unit within ‘6’ of the ‘Siren’ must win a CCR roll against you
or count as failing their Charge, thus allowing Reflex Shots
under the rule, ‘Reflex Shots when Enemy units
charge…and fail’

Naval Elf Sea Mage: 130pts


merivoimien merimies
T3, W2, S3, I5, A1, 6+ Armour Save, Magical Attacks, Re-
rolls misses, Each Shooting Phase you can attempt to use
the following abilities ONCE each:
1) You Will Be Mist (Roll 2D6, on 7+ choose a friendly unit
within ‘24’, even if in Close Combat. Enemy units will now
suffer -1 to Hit against this unit in Shooting, Close Combat
and Reflex Shots for the rest of the battle),
2) Siren Song (Roll 2D6, on a 9+ you can place a ‘Siren’
model within ‘6’ of your Sea Mage. Enemy units attempting
to charge any friendly unit within ‘6’ of the ‘Siren’ must win
a CCR roll against you or count as failing their Charge, thus
allowing Reflex Shots under the rule, ‘Reflex Shots when
Enemy units charge…and fail’
Elven Continental Marine Corp CORE Units:
Limit of 60 Naval Elf Continental Scouts (2 Units)

Elven Continental Marine: 8pts


tonttu Manner meren:
T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry,
Armed with Composite Bow, Reflex Shots (S3), Shooting
hits like Snipers, Can attack within ‘3’ of friendly Elf Navy
models in base-to-base contact in Close Combat

Elf Sailor with Spear & Shield: 6pts


tonttu merimies keihäs ja kilpi:
T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, can
attack within ‘3’ of friendly Elf Navy models in base-to-base
contact in Close Combat

Elf Sailor with Sword & Shield: 6pts


tonttu merimies miekka ja kilpi:
T3, W1, S3, I5, A1, 5+ Armour Save, Re-rolls misses

Elf Sailor Archer: 7pts


tonttu merimies jousimies:
T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Long
Bow (Auto, ‘30’, S3), Reflex Shots (S3), Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units)
Naval Elf Continental Scout with Long Bow: 9pts, Moves ‘9’
merivoimien tonttu Scout longbow:
T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long
Bow, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Ambush, Re-rolls misses against Elf Pirate Units in
Close Combat, +1 to Cover Saves, +1 to hit Bonus in Close
Combat

Elven Continental Marine Corp Specialist Units:


Limit of 120 Naval Elf Continental Scouts (4 Units)

Naval Elf Continental Scout with Long Bow: 9pts, Moves ‘9’
merivoimien tonttu Scout longbow:
T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with Long
Bow, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Ambush, Re-rolls misses against Elf Pirate Units in
Close Combat, +1 to Cover Saves, +1 to hit Bonus in Close
Combat
Elven Continental Marine Corp Heavy Units:
Limit of 8 Naval Elf Sea Serpents
Limit of 4 Naval Elf Deck Ballistae

Naval Elf Deck Ballista: 70pts


merivoimien tontu-kannen ballista:
-T3, W1, S3, I5, A1, 6+ Armour Save (2 Elf Sailor Crew)
-T7, W1, S0, I0, A0, No Save (Ballista)
Bolt Volley (Heavy, S4, 6 shots, -2 to Armour Saves) OR
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Shooting hits like Snipers

Naval Elf Sea Serpent: 200pts, Moves ‘9’


merivoimien meren käärme:
T5, W5, S5, I3, A5, 3+ Armour Save, 4+ Numb Save,
Denizen of the Deep (If your units are fighting in ocean,
onboard ships or Swimming, this unit can arrive like
Braaainnss Reinforcements), -2 to Armour Saves, Weak
against Spears, +1 to Hit Bonus in Close Combat, Water
Dwellers (Enemy units have -1 to hit against them in
Shooting when the unit is in water features like marshes,
rivers or swamps. Water Dwellers move through water
features without penalty), Moves ‘12’ in water features,
Terribly Terrific (Enemy units suffer an additional -1 to Hit
against this unit in Close Combat unless: Dauntless)
Blood Daimons
Sanguinem Daemones
Portal Reinforcements:
Quaerere supplementum:
Blood Daimon Units can arrive as Reinforcements through
Portals and can be teleported onto the battlefield within ‘6’
of a friendly Blood Daimon unit. The friendly units act as
beacon for the portal technology to focus in on.

Enemy of the Hedonist:


Hostis Hedonist:
Blood Daimon Units re-roll misses against Pleasure Daimon
Units in Close Combat.

Not from around Here:


Unde et hic per circuitum:
Blood Daimon Units have Magical Attacks.

Blood Daimon CORE Units:


Blood Daimon with 2 Handed Sword: 10pts
cum sanguine, daemone duo manibus Gladius:
T3, W1, S4, I4, A1, 5+ Dodge Save, Electric and Fire attacks
are S2 against them, Reduces Armour Saves by -3,
Dauntless, S5 on Charge ONLY, +1 to hit Bonus in Close
Combat

Blood Daimon Specialist Units:


Limit of 60 Tormentor Blood Daimons, Blood Daimon Hounds

Tormentor Blood Daimon: 12pts


adflictator sanguine daemone:
Moves ‘10’- T4, W2, S4, I4, A2, 5+ Dodge Save, Flyer,
Dauntless
Blood Daimon Hound: 15pts
sanguine daemone canem:
Moves ‘9’- T4, W2, S4, I4, A2, 4+ Dodge Save, Cavalry,
Electric and Fire attacks are S2 against them, Dauntless,
Ambush, S5 on Charge ONLY, +1 to hit Bonus in Close
Combat

Blood Daimon Heavy Units:


Limit of 1 Winged Daimon Overlord
Limit of 2 Winged Blood Daimon Princes of Slaughter
Limit of 2 Butcher Behemoths, Blood Daimon Cannons
Limit of 32 Blood Daimon Heavy Cavalry
Limit of 4 Blood Daimon Chariots

Winged Blood Daimon Overlord: 250pts


sanguinis ille daemon imperitor:
Moves ‘12’- T6, W5, S6, I9, A7, 3+ Dodge Save, 3+ Armour
Save, Armed with Giant Axe (Ignores Armour & Numb Save)
and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour &
Numb), Reflex Shots (Giant Whip), Flyer, Weak against
Spears, Dauntless, Always hits on 2+ in Close Combat no
matter what, Executioner’s Axe: Winged Blood Daimon
Overlord will destroy any Infantry, Cavalry or Flyer model on
a roll of 6 to Wound (unless it has a Dodge Save)

Winged Daimon Prince of Slaughter: 200pts


alata sanguine, daemone princeps occisionis:
Moves ‘10’- T5, W4, S6, I8, A6, 3+ Armour Save, 5+ Dodge
Save, Armed with Giant Sword: Ignores Armour and Numb
Saves in Close Combat, Flyer, Weak against Spears,
Dauntless, S7 on Charge ONLY, +1 to Hit Bonus in Close
Combat
Blood Daimon Chariot: 160pts
sanguine daemone currum:
Moves ‘9’- T5, W5, S4, I4, A3, 4+ Dodge Save,
Cavalry, Dauntless, D6 I8 S6 -2 to Armour Save Impact
hits on Charge ONLY then fights as normal; The 3 Blood
Daimon Riders will Reduce Armour Saves by -3 as normal
AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all
other times

Blood Daimon Heavy Cavalry: 45pts


sanguine daemone locat:
T4, W3, S5, I4, A3, 3+ Armour Save, 4+ Dodge Save,
Cavalry, Electric and Fire attacks are S2 against them,
Dauntless, Reduces Armour Saves by -3, S6 on Charge
ONLY, Brass Rhino Mount causes 2 I9 S5 hits each on
Charge ONLY, +1 to hit Bonus in Close Combat

Blood Daimon Cannon: 125pts


sanguine daemone tormento:
-T3, W1, S4, I4, A1, 5+ Dodge Save (2 Blood Daimon Crew)
-T12, W3, S0, I0, A0, 5+ Dodge Save (Cannon)
Light Armour, Artillery, Dauntless, Armed with Blood
Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’
Blast, Ignores Cover, pins the unit down and they lose the
I9 in Cover rule if they were in Cover and are Charged in
Close Combat that turn), the 2 Blood Daimon Crew Reduces
Armour Saves by -3, S5 on Charge ONLY, Electric and Fire
attacks are S2 against them)

Butcher Behemoth with Sword and Claw: 160pts


cum gladio, et in sublime erigere, ungula carnificis:
T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls
misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots,
-3 to Armour Saves, ignores Flyers’ Dodge Saves)
Shadow Blood Daimons:
Umbra Sanguinem Daemones:
Painted mainly in Black colours

Seeing Shadows
(Videns Tenebras)
Shadow Blood Daimon models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Intrepidus)
ALL Shadow Blood Daimon models have the Dauntless rule.
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Not from around Here: Shadow Blood Daimon Units have


Magical Attacks

Shadow Blood Daimon CORE Units:


Shadow Blood Daimon with 2 Handed Sword: 10pts
T3, W1, S4, I4, A1, 6+ Dodge Save, Electric and Fire attacks
are S2 against them, Reduces Armour Saves by -3, S5 on
Charge ONLY
Shadow Blood Daimon Specialist Units:
Limit of 60 Shadow Tormentor Blood Daimons
Limit of 60 Blood Daimon Hounds

Shadow Tormentor Blood Daimon: 12pts, Moves ‘10’


T4, W2, S4, I4, A2, 6+ Dodge Save, Flyer

Shadow Blood Daimon Hound: 15pts, Moves ‘9’


T4, W2, S4, I4, A2, 5+ Dodge Save, Cavalry, Electric and
Fire attacks are S2 against them, Dauntless, S5 on Charge
ONLY

Shadow Blood Daimon Heavy Units:


Limit of 1 Winged Daimon Overlord
Limit of 2 Winged Blood Daimon Princes of Slaughter
Limit of 2 Butcher Behemoths, Blood Daimon Cannons
Limit of 32 Blood Daimon Heavy Cavalry
Limit of 4 Blood Daimon Chariots

Shadow Winged Blood Daimon Overlord: 250pts, Moves


‘12’- T6, W5, S6, I9, A7, 4+ Dodge Save, 3+ Armour Save,
Armed with Giant Axe (Ignores Armour & Numb Saves) and
Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb),
Flyer, Weak against Spears, Dauntless, +1 to hit Bonus
in Close Combat

Shadow Winged Daimon Prince of Slaughter: 200pts,


Moves ‘10’- T5, W4, S6, I8, A6, 3+ Armour Save, 6+ Dodge
Save, Armed with Giant Sword: Ignores Armour and Numb
Saves in Close Combat, Flyer, Weak against Spears,
Dauntless, S7 on Charge ONLY
Shadow Blood Daimon Chariot: 160pts, Moves ‘9’
T5, W5, S4, I4, A3, 5+ Dodge Save,
Cavalry, Dauntless, D6 I8 S6 -2 to Armour Save Impact
hits on Charge ONLY then fights as normal; The 3 Blood
Daimon Riders will Reduce Armour Saves by -3 as normal
AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all
other times

Shadow Blood Daimon Heavy Cavalry: 45pts


T4, W3, S5, I4, A3, 3+ Armour Save, 5+ Dodge Save,
Cavalry, Electric and Fire attacks are S2 against them,
Dauntless, Reduces Armour Saves by -3, S6 on Charge
ONLY

Shadow Blood Daimon Cannon: 125pts


-T3, W1, S4, I4, A1, 6+ Dodge Save (2 Blood Daimon Crew)
-T12, W3, S0, I0, A0, 6+ Dodge Save (Cannon)
Light Armour, Artillery, Dauntless, Armed with Blood
Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’
Blast, Ignores Cover, pins the unit down and they lose the
I9 in Cover rule if they were in Cover and are Charged in
Close Combat that turn), the 2 Blood Daimon Crew Reduces
Armour Saves by -3, S5 on Charge ONLY, Electric and Fire
attacks are S2 against them

Shadow Butcher Behemoth w/ Sword and Claw: 160pts


T13, W4, S6, I1, A4, 6+ Dodge Save, Ignores Armour
Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls
misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots,
-3 to Armour Saves, ignores Flyers’ Dodge Saves
Red Blood Daimons:
Rubrum Sanguines Daemones:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Rubrum Exercitus)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Not from around Here: Red Blood Daimon Units have


Magical Attacks

Dauntless
ALL Red Blood Daimon models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Red Blood Daimon CORE Units:

Red Blood Daimon with 2 Handed Sword: 8pts


T3, W1, S4, I4, A1, 6+ Dodge Save, Electric and Fire attacks
are S2 against them, Reduces Armour Saves by -3, S5 on
Charge ONLY

Red Tormentor Blood Daimon: 10pts, Moves ‘10’


T4, W2, S4, I4, A2, 6+ Dodge Save, Flyer

Red Blood Daimon Hound: 13pts, Moves ‘9’


T4, W2, S4, I4, A2, 5+ Dodge Save, Cavalry, Electric and
Fire attacks are S2 against them, Dauntless, S5 on Charge
ONLY
Maroon Blood Daimons:
Maroon Sanguines Daemones:
Painted in mainly in Maroon and dark reds

Lightning Reflexes
(Fulgur Reflexes)
Models with ranged weapons (Automatic and Fast Firing)
ALWAYS get Reflex Shots when Charged by an enemy unit.
This rule will always be included in a unit’s statistics if
applicable.

Hit and Run


(et currunt)
Models with ranged weapons (Heavy, Automatic and Fast
Firing) are allowed to Run AFTER they have fired in the
Shooting Phase)

Dauntless
ALL Maroon Blood Daimon models have the Dauntless rule.
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Not from around Here: Maroon Blood Daimon Units have


Magical Attacks

Maroon Blood Daimon CORE Units:


Maroon Blood Daimon with 2 Handed Sword: 10pts,
Moves ‘9’, T3, W1, S4, I4, A1, 6+ Dodge Save, Electric and
Fire attacks are S2 against them, Reduces Armour Saves by
-3, S5 on Charge ONLY
Maroon Blood Daimon Specialist Units:
Limit of 60 Maroon Tormentor Blood Daimons
Limit of 60 Blood Daimon Hounds

Maroon Tormentor Blood Daimon: 12pts, Moves ‘12’


T4, W2, S4, I4, A2, 6+ Dodge Save, Flyer

Maroon Blood Daimon Hound: 15pts, Moves ‘12’


T4, W2, S4, I4, A2, 5+ Dodge Save, Cavalry, Electric and
Fire attacks are S2 against them, Dauntless, S5 on Charge
ONLY

Maroon Blood Daimon Heavy Units:


Limit of 1 Winged Daimon Overlord
Limit of 2 Winged Blood Daimon Princes of Slaughter
Limit of 2 Butcher Behemoths, Blood Daimon Cannons
Limit of 32 Blood Daimon Heavy Cavalry
Limit of 4 Blood Daimon Chariots

Maroon Winged Blood Daimon Overlord: 250pts, Moves


‘12’- T6, W5, S6, I9, A7, 4+ Dodge Save, 3+ Armour Save,
Armed with Giant Axe (Ignores Armour & Numb Saves) and
Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb),
Reflex Shots (Giant Whip), Flyer, Weak against Spears,
Dauntless, +1 to hit Bonus in Close Combat, Runs D6 + 2
in Shooting Phase, Hit and Run

Maroon Winged Daimon Prince of Slaughter: 200pts,


Moves ‘12’- T5, W4, S6, I8, A6, 3+ Armour Save, 6+ Dodge
Save, Armed with Giant Sword: Ignores Armour and Numb
Saves in Close Combat, Flyer, Weak against Spears,
Dauntless, S7 on Charge ONLY
Maroon Blood Daimon Chariot: 160pts, Moves ‘12’
T5, W5, S4, I4, A3, 5+ Dodge Save,
Cavalry, Dauntless, D6 I8 S6 -2 to Armour Save Impact
hits on Charge ONLY then fights as normal; The 3 Blood
Daimon Riders will Reduce Armour Saves by -3 as normal
AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all
other times

Maroon Blood Daimon Heavy Cavalry: 45pts, Moves ‘9’


T4, W3, S5, I4, A3, 4+ Armour Save, 5+ Dodge Save,
Cavalry, Electric and Fire attacks are S2 against them,
Dauntless, Reduces Armour Saves by -3, S6 on Charge
ONLY

Maroon Blood Daimon Cannon: 125pts, Moves ‘9’


-T3, W1, S4, I4, A1, 6+ Dodge Save (2 Blood Daimon Crew)
-T12, W3, S0, I0, A0, 6+ Dodge Save (Cannon)
Light Armour, Artillery, Dauntless, Armed with Blood
Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’
Blast, Ignores Cover, pins the unit down and they lose the
I9 in Cover rule if they were in Cover and are Charged in
Close Combat that turn), the 2 Blood Daimon Crew Reduces
Armour Saves by -3, S5 on Charge ONLY, Electric and Fire
attacks are S2 against them, Hit and Run

Maroon Butcher Behemoth w/ Sword and Claw:


160pts, Moves ‘9’- T13, W4, S6, I1, A4, 6+ Dodge Save,
Ignores Armour Saves, S7 on Charge ONLY, Dauntless,
Dogged, Re-rolls misses, Armed with Arm Cannon: Heavy,
‘48’, S7, 3 shots, -3 to Armour Saves, ignores Flyers’ Dodge
Saves, Reflex Shots (Arm Cannon: 1 shot) Hit and Run
Martial Daimons:

Enemy of the Hedonist:


Hostis Hedonist:
Martial Daimon Units re-roll misses against Pleasure Daimon
and Beauty Daimon Units in Close Combat.

Not from around Here:


Unde et hic per circuitum:
Martial Daimon Units have Magical Attacks.

Martial Daimon CORE Units:


Martial Daimon with 2 Handed Sword: 20pts
cum militaris, daemone duo manibus Gladius:
T3, W1, S4, I6, A2, 4+ Dodge Save, -1 to Armour Saves,
Dauntless, Martial Blades (Deals 3 Wounds in CC if
unsaved), +1 to hit Bonus in Close Combat, Sound the
Advance! (Can Run ‘6’, Charge ‘6’ at all times, even when
moving in or through terrain)

Martial Daimon Specialist Units:


No Limit on Martial Blood Daimon Hounds

Martial Daimon Hound: 30pts


militaris daemone canem:
Moves ‘9’- T4, W2, S5, I6, A1, 4+ Dodge Save, Cavalry,
Magical, Electric and Fire attacks are S2 against them,
Dauntless, +1 to hit Bonus in Close Combat
Martial Daimon Heavy Units:
No Limit on Martial Daimon Heavy Cavalry
No Limit on Savage Death Spawn
Limit of 2 Winged Martial Daimon Princes

Martial Daimon Heavy Cavalry: 70pts


militaris daemone locat:
T5, W4, S5, I2, A3, 3+ Dodge Save, Cavalry, Dauntless
and -2 to Armour Saves, Crushing Metal (Hits from Brass
Rhino Mount automatically Wound), +1 to hit Bonus in Close
Combat, Martial Daimon Rider is S4 I6 A2 -1 to Armour
Saves and equipped with Martial Blades

Savage Death Spawn: 70pts, Moves ‘12’


feroci morte pariunt
T5, W3, S4, I3, A6, No Save, Crazed, Dauntless, -1 to
Armour Saves, Weak Against Spears, Flailing Limbs
(Automatically Hits in Close Combat)

Winged Martial Daimon Prince: 200pts


alata militaris, daemone princeps occisionis:
Moves ‘10’- T5, W4, S6, I8, A10, 4+ Dodge Save, Flyer,
Weak against Spears, Crazed, Dauntless, -3 to Armour
Saves, +1 to Hit Bonus in Close Combat, Re-rolls misses,
A12 on Charge
Cossacks
Kozaky (козаки)
Ravages of War:
(Руйнівні війни Ruynivni viyny)
Cossack Units (not including colour variants: Red, Blue,
Maroon) re-roll misses against Death Knight Units, Blood
Daimon Units, Pox Daimon Units, Magic Daimon Units AND
Pleasure Daimon Units in Close Combat

Cossack Heroic Units:


Limit of 1 Cossack Ice Queen (Zapho Knights become CORE)
Limit of 1 Cossack Tzar on Bear (Allows ‘Bear Kin’ Cossacks)

Cossack Tzar on Bear with Glaive and Shield: 375pts


kozacki car na niedźwiedziu z glaive i tarczą
Царь казачий на медведе с глазурью и щитом
Tsar' kazachiy na medvede s glazur'yu i shchitom
T5, W6, S7, I3, A4, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Diehards, Weak against Fire, Tzar Rider is S7 -4
to Armour Saves and has Death Strike, Red and Dead
(Every hit dealt to the Cossack Tzar allows him +1 Attack. If
he is killed, he will get these extra Attacks back BEFORE he
is removed), Bear is S6 I4 A4 -3 to Armour Saves and
Causes 3 I9 S5 -2 to Armour Save hits each on Charge
ONLY, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific), For the Tzar!
(Can choose to score a 10 on CCR rolls instead of rolling
2D6. Granted to all friendly units within ‘12’)
Mounted Cossack Queen with Sword: 495pts
T4, W6, S3, I3, A2, 4+ Dodge Save, Death Strike, Ignores
Armour Saves in Close Combat, Magical Attacks, Re-rolls
misses, Ice, Ice Baby (Enemy units suffer -1 to Hit and -1
to Wound against this unit at ALL times), For our Queen!
(Can choose to score a 10 on CCR rolls instead of rolling
2D6. Granted to all friendly Cossack units within ‘12’), Each
Shooting Phase you can attempt to use the following abilities
ONCE each:
1) Ice Storm (Roll 4D6 and choose the highest 2D6, on a
6+ your Queen can deal 2D6 S3 Hits to an enemy unit
within ‘24’),
2) Chill Out (Roll 4D6 and choose the highest 2D6, on an
8+ your Queen can freeze a water feature such as a River,
Lake, Swamp and it is frozen over immediately. Any models
on this terrain when it is frozen suffer a S2 Hit which
Ignores Armour Saves. If targeting an enemy unit, they
become Slow in their next Turn. ‘Slow’ units are
unaffected),
3) Beware the Ice Fiend (Roll 4D6 and choose the highest
2D6, on an 8+ your Queen turns into an Ice Fiend and
becomes S5 A4 -2 to Armour Saves and gains ‘Weak Against
Fire’ due to her vulnerability to the heat),
4) Blizzard (Roll 4D6 and choose the highest 2D6, on a 9+
ALL units on the battlefield must pass a CCR roll to Shoot in
the Shooting Phase and suffer -2 to this roll due to the
Blizzard interfering with their weapons and equipment),
5) Ice Breath (Roll 4D6 and choose the highest 2D6, on a
10+, your Queen can use an Auto, ‘9’ teardrop
Flamethrower Template which is S5 Ignores Armour
Saves and can be used in Close Combat),
6) Ice Wall (Roll 4D6 and choose the highest 3D6, on a
12+ you can place an Ice Wall which is ‘5’ Long and ‘1’
Wide. Can only be destroyed by Fire Attacks of any kind or a
S5 Hit or higher. Automatically hit in Close Combat)
Cossack CORE Units:
‘Bear Kin’ Cossacks only available if Cossack Tzar taken
Zapho Knights CORE if Mounted Cossack Queen taken

Cossack with 2 Handed Axe & Composite Bow: 5pts


Козак з дворучним сокирою і композитного лука
Kozak z dvoruchnym sokyroyu i kompozytnoho luka
T3, W1, S5, I0, A1, No Save, Diehards, Armed with
Composite Bows, Reflex Shots (S3), -2 to Armour Saves in
Close Combat

Cossack Horse Archer: 10pts, Moves ‘9’


козак коня лучник kozak konya luchnyk
T4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards,
Armed with Composite Bows, Reflex Shots (S3), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), Hit and Run, Ravages of War (+1 to Hit
Bonus against Death Knight, Blood Daimon, Pox Daimon,
Magic Daimon AND Pleasure Daimon units in Close Combat

Polish Winged Lancer: 17pts, Moves ‘9’


Польський крилатий професії Polʹsʹkyy krylatyy
profesiyi
T4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Diehards,
S5 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S3

Cossack with Pike: 6pts


казак с щукой kazak s shchukoy
T3, W1, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’)
‘Bear Kin’ Cossack with 2H Axe & Bow: 5pts + 30
niedźwiadek kozacki z dwuręcznym toporem i łukiem
медвежонок с двумя руками топор и лук
medvezhonok s dvumya rukami topor i luk
T3, W1, S5, I0, A1, No Save, Diehards, Armed with
Composite Bows, Reflex Shots (S3), -2 to Armour Saves in
Close Combat, the +30 is per unit, Strength of the Bear
(A3 on Charge)

Zapho Knight with Lance: 21pts, Moves ‘9’


Запорізька лицар зі списом Zaporizʹka lytsar zi
spysom
T4, W1, S4, I3, A1, 3+ Armour Save, Cavalry, Dauntless,
S6 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S4
Cossack Specialist Units:
Limit of 80 Zapho Knights (4 Units)
Limit of 80 Ice Bears (4 Units)
Limit of 30 Steppe Mountain Ogres (1 Unit)
Limit of 20 Ogre Adventurers (1 Unit)

Zapho Knight with Lance: 21pts, Moves ‘9’


Запорізька лицар зі списом Zaporizʹka lytsar zi
spysom
T4, W1, S4, I3, A1, 3+ Armour Save, Cavalry, Dauntless,
S6 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S4

Ice Bear: 25pts per Bear


льоду ведмедя lʹodu vedmedya
T5, W2, S5, I3, A2, No Save, -2 to Armour Saves in CC,
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific), Weak Against
Spears, Weak Against Fire Attacks

Steppe Mountain Ogre with Club & Axe: 30pts, Moves ‘9’
степовий гірський огр з клубом і сокирою
stepovyy hirsʹkyy ohr z klubom i sokyroyu
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -1, Causes 1 I9 S4 hit
each on Charge ONLY, Snow Cones! (Moves through Snowy
terrain without penalty)

Steppe Ogre Adventurer w/ 2 Weapons: 50pts


степовий людохід авантюрист з двома
зброєю stepovyy lyudokhid avantyuryst z dvoma
zbroyeyu
Moves ‘9’- T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless,
Ambush, Weak against Spears, Armed with Modified
Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits
like Snipers, Reflex Shots (S4, -1 to Armour), Causes 1 I9
S4 hit each on Charge ONLY, Reduces Armour Saves by -1
in Close Combat, Snow Cones!

Cossack Heavy Units:


Limit of 40 Cossack Bear Riders (2 Units)
Limit of 2 Cossack Heavy Cannons

Cossack Bear Rider with Lance & Shield: 40pts


Козак ведмідь вершник зі списом і щитом
Kozak vedmidʹ vershnyk zi spysom i shchytom
T4, W3, S4, I4, A1, 3+ Armour Save, Cavalry, Diehards,
Weak against Fire, Rider S6 -2 to Armour Saves on
Charge, Bear is S4 I4 A3 and Causes 2 I9 S4 hits each on
Charge ONLY, Rider uses Sword at ALL other times and can
re-roll misses: A2 S4

Cossack Heavy Cannon: 80pts


козацька важка гармата kozatsʹka vazhka harmata
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery, Snow What? (Misfires on a roll of 1 or 2 before
Firing in the Shooting Phase instead of on a 1)
Red Cossacks
Chervonyy Kozak (червоний)
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Червона Армія Chervona Armiya)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Cossack CORE Units:


Red Cossack with 2 Handed Axe & Composite Bow:
3pts- T3, W1, S5, I0, A1, No Save, Diehards, Armed with
Composite Bows, -2 to Armour Saves in Close Combat

Red Cossack Horse Archer: 8pts, Moves ‘9’


T4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards,
Armed with Composite Bows, Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units)

Red Polish Winged Lancer: 15pts, Moves ‘9’


T4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Diehards,
S5 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S3

Red Cossack Specialist Units:


Limit of 50 Zapho Knights

Red Zapho Knight with Lance: 19pts, Moves ‘9’


T4, W1, S4, I3, A1, 3+ Armour Save, Cavalry, Dauntless,
S6 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S4
Red Cossack Heavy Units:
Limit of 40 Cossack Bear Riders

Red Cossack Bear Rider with Lance & Shield: 38pts


T4, W3, S4, I4, A1, 3+ Armour Save, Cavalry, Diehards,
Weak against Fire, Rider S6 -2 to Armour Saves on
Charge, Bear is S4 I4 A3, Rider uses Sword at ALL other
times and can re-roll misses: A2 S4
Blue Cossacks
Syniy Kozak (синій козак)
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(персональний телепорт personalʹnyy
teleport)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Cossack CORE Units:

Blue Cossack with 2 Handed Axe & Composite Bow:


5pts- T3, W1, S5, I0, A1, 5+ Numb Save, Diehards, Armed
with Composite Bows, -2 to Armour Saves in Close Combat

Blue Cossack Horse Archer: 10pts, Moves ‘9’


T4, W1, S3, I3, A1, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Diehards, Armed with Composite Bows, Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units)

Blue Polish Winged Lancer: 17pts, Moves ‘9’


T4, W1, S3, I3, A1, 3+ Armour Save, 5+ Numb Save,
Cavalry, Diehards, S5 and -2 to Armour Saves on the
Charge ONLY, Uses Sword at ALL other times and can re-roll
misses: A2 S3

Blue Cossack Specialist Units:


Limit of 50 Zapho Knights

Blue Zapho Knight with Lance: 21pts, Moves ‘9’


T4, W1, S4, I3, A1, 3+ Armour Save, 5+ Numb Save,
Cavalry, Dauntless, S6 and -2 to Armour Saves on the
Charge ONLY, Uses Sword at ALL other times and can re-roll
misses: A2 S4
Blue Cossack Heavy Units:
Limit of 40 Cossack Bear Riders

Blue Cossack Bear Rider with Lance & Shield: 40pts


T4, W3, S4, I4, A1, 3+ Armour Save, 5+ Numb Save,
Cavalry, Diehards, Weak against Fire, Rider S6 -2 to
Armour Saves on Charge, Bear is S4 I4 A3, Rider uses
Sword at ALL other times and can re-roll misses: A2 S4
Maroon Cossacks
Bordovyy Kozak бордовий козак
Painted in mainly in Maroon and dark reds

Lightning Reflexes
(рефлекси блискавки refleksy blyskavky)
Models with ranged weapons (Automatic and Fast Firing)
ALWAYS get Reflex Shots when Charged by an enemy unit.
This rule will always be included in a unit’s statistics if
applicable.

Hit and Run


(вдарити і втекти vdaryty i vtekty)
Models with ranged weapons (Heavy, Automatic and Fast
Firing) are allowed to Run AFTER they have fired in the
Shooting Phase)

Maroon Cossack CORE Units:

Maroon Cossack with 2 Handed Axe & Composite Bow:


5pts, Moves ‘9’- T3, W1, S5, I0, A1, 6+ Armour Save,
Diehards, Armed with Composite Bows, Reflex Shots (S3),
-2 to Armour Saves in Close Combat, Hit and Run

Maroon Cossack Horse Archer: 10pts, Moves ‘12’


T4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards,
Armed with Composite Bows, Reflex Shots (S3), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), Hit and Run
Maroon Polish Winged Lancer: 17pts, Moves ‘12’
T4, W1, S3, I3, A1, 4+ Armour Save, Cavalry, Diehards,
S5 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S3

Maroon Cossack Specialist Units:


Limit of 50 Zapho Knights

Maroon Zapho Knight with Lance: 21pts, Moves ‘12’


T4, W1, S4, I3, A1, 4+ Armour Save, Cavalry, Dauntless,
S6 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S4

Maroon Cossack Heavy Units:


Limit of 40 Cossack Bear Riders

Maroon Cossack Bear Rider w/ Lance & Shield: 40pts


Moves ‘9’- T4, W3, S4, I4, A1, 4+ Armour Save, Cavalry,
Diehards, Weak against Fire, Rider S6 -2 to Armour
Saves on Charge, Bear is S4 I4 A3, Rider uses Sword at ALL
other times and can re-roll misses: A2 S4
Aztec Dinosaurs:
Dinossauros Asteca:

Aztec Dinosaur CORE Units:

Aztec Gecko with Dart Gun: 4pts, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps. Water
Dwellers move through water features without penalty)

Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’


gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers

Aztec Gecko with Bow: 4pts, Moves ‘9’


gecko Aztec com arco
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows,
Reflex Shots (S3), Poisoned Attacks, Diehards, +1 to Cover
Saves, -1 to hit penalty in Close Combat, Water Dwellers

Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’


gecko asteca com bastão e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1, Diehards, +1 to Cover Saves,
Water Dwellers
Aztec Gecko with Venom Javelin & Shield: 6pts
geco asteca com dardo de veneno e escudo
Moves ‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with
Venom Javelins (Auto, ‘12’, 1 Shot, S4) Reflex Shots (S4),
Poisoned Attacks, Diehards, +1 to Cover Saves, Water
Dwellers, Has -1 to Hit penalty in Close Combat always

Aztec Gecko with Venom Bow: 6pts


gecko Aztec com arco de veneno
Moves ‘9’- T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with
Venom Bows (Auto, ‘18’, S4), Reflex Shots (S4), Poisoned
Attacks, Diehards, +1 to Cover Saves, -1 to hit penalty in
Close Combat, Water Dwellers, Has -1 to Hit penalty in
Close Combat always

Jaguar Lizard with Mace & Shield: 10pts


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge)

Jaguar Lizard with Spear & Shield: 10pts


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 4+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite

Jaguar Lizard with Axe & Shield: 8pts


jaguar lagarto com machado e escudo
T4, W1, S4, I1, A2, 4+ Armour Save, 6+ Numb Save, -2 to
Numb Saves, Diehards
Aztec Gecko Scout w/ Javelin & Shield: 6pts, Moves ‘9’
escoteiro gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 4+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers

Aztec Gecko Scout with Bow: 6pts, Moves ‘9’


escoteiro gecko Aztec com arco
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Bows,
Reflex Shots (S3), Poisoned Attacks, Diehards, +1 to Cover
Saves, -1 to hit penalty in Close Combat, Water Dwellers
Aztec Dinosaur Specialist Units:
Limit of 36 Jungle Snake Bases (6 Units)
Limit of 40 Stealth Geckos (4 Units)
Limit of 80 Mounted Jaguar Lizards with Spears (4 Units),
Limit of 80 Mounted Jaguar Lizards with Maces (4 Units)
Limit of 80 Jaguar Temple Lizards (4 Units)
Limit of 1 unit of Jungle Lizards for each unit of Aztec
Geckos, Elite Gecko, Jaguar Lizards or Temple Lizards
(CORE, Specialist)
Limit of 1 unit of Jungle Serpents for each unit of Aztec
Geckos, Elite Gecko, Jaguar Lizards or Temple Lizards
(CORE, Specialist)
Limit of 80 Elite Geckos on Horned Beasts (4 Units)

Jungle Snakes: 15pts per Base, 1 – 6 Bases per Unit


cobras da selva
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Water
Dwellers

Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


gecko discrição com arma de dardos
T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Ambush, Diehards, Shooting hits like Snipers, +1 to Cover
Saves, Water Dwellers
Jaguar Lizard on Horned Beast with Spear: 32pts
jaguar lagarto na besta com chifres com lança
T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves
on Charge ONLY, Cavalry, Diehards, Horned Beast is also
S4 I2 A2, Rider has Savage Bite (maximum of 3 extra
attacks on the charge)

Jaguar Lizard on Horned Beast with Mace: 32pts


jaguar lagarto na besta com chifres com maça
T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces
Armour Saves by -2, Diehards, Horned Beast is also S4 I2
A2 and does NOT Reduce Armour Saves, Rider has Savage
Bite (maximum of 3 extra attacks on the charge)

Jaguar Temple Lizard with Halberd: 13pts


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 3+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge)

Jungle Lizards: 15pts per Base


cobras da selva
T2, W5, S3, I1, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (usually ‘2’ or ‘5’
but could also come from exploding Terrain), Gets +1 to
their Cover Save when in Cover, Water Dwellers

Jungle Serpents: 25pts per Base


cobras da selva
T2, W5, S4, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Water
Dwellers
Elite Gecko on Horned Beast w/ Spear & Shield: 20pts
gecko asteca em besta com chifres com lança e
escudo
Moves ‘9’, T4, W2, S4, I4, A1, 3+ Armour Save, 6+ Numb
Save, S5 and -2 to Armour Saves on Charge, Cavalry,
Diehards, Horned Beast is S4 I1 A2 and -1 to Armour Saves
in Close Combat

Aztec Dinosaur Heavy Units:


Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts (4 Units)
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 6 Thorny Devils (3 Units), 6 Acid Lizards (3 Units), 6
Fire Lizards (3 Units)
Limit of 40 Pterodactyl Riders with Bows (4 Units)
Limit of 40 Pterodactyl Riders with Javelins (4 Units)
Limit of 40 Pterodactyl Riders with Slings (4 Units)
Limit of 40 Pterosaur Riders with Spears (4 Units)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs
Limit of 2 Venom Lizards per unit of Aztec Geckos or Jaguar
Lizards (CORE)
Limit of 1 Spiky Triceratops for each unit with Aztec Geckos,
Elite Gecko or ‘Jaguar’, ‘Lizard’ in its title (CORE, Specialist)
Limit of 1 unit of Aztec Geckos on Pterodactyls with Venom
Bows per unit of Jaguar Temple Lizards (Specialist)
No Limit on Giant Jungle Scorpions
No Limit on Giant Jungle Spiders
Aztec Gecko on Horned Beast w/ Spear & Shield:
gecko asteca em besta com chifres com lança e
escudo
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry, Diehards

Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’


besta crocodilo com clube de duas mãos
T4, W3, S7, I0, A3, 4+ Armour Save, 6+ Numb Save, Can
join Aztec Gecko units on foot AND attack in Close
Combat if within ‘3’ of an Aztec Gecko in base-to-base
contact with an enemy unit, Diehards, Reduces Armour
Saves by -3, Savage Bite (maximum of 4 extra attacks per
Crocodile Beast on charge), Weak against Spears, Water
Dwellers

Triceratops & Aztec Gecko Platform: 245pts


triceratops e plataforma gecko asteca
T6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S7 -3
to Armour Save hits on Charge ONLY which causes 2
wounds if unsaved, Weak against Spears, Triceratops
reduces Enemy Armour Saves by -1 in Close Combat, Aztec
Geckos will throw their Javelins in Close Combat have a
combined total of S3 I4 A5 Poisoned Attacks, Reflex Shots
(S3, 5 shots due to 5 Gecko Crew, Poisoned)

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)
Sun Triceratops & Sun Platform: 300pts
triceratops sol e plataforma de sol
T6, W6, S6, I2, A4, 3+ Armour Save, 6+ Dodge Save,
Weak against Spears, Causes D6+1 I9 S7 -3 to Armour
Save hits on Charge ONLY which causes 2 wounds if
unsaved, Sun Triceratops reduces Enemy Armour Saves by
-2 in Close Combat, the 5 Aztec Geckos will throw their
Javelins in Close Combat have a combined total of S3 I4 A5
Poisoned Attacks, Reflex Shots (S3, 5 shots due to 5 Gecko
Crew, Poisoned), Sun Platform is operated by Gecko Priest
with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which
are Magical, Fire attacks to ALL enemy units within range),

Thorny Devil & 3 Aztec Geckos: 40pts per team


espinhoso diabo e três lagartixas asteca
Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs
(Auto, ‘18’, S4, D6+2 shots), Can fire Barbs as Reflex Shot,
-1 to Armour Saves in Close Combat; 3 Aztec Gecko
Handlers have Spears and are T2, W1, S3, I5, A1, 5+ Dodge
with Poisoned Attacks AND can be slain AFTER the Thorny
Devil/Devils have all been destroyed, Gecko Handlers are S4
against Cavalry, Thorny Devil is Weak Against Spears

Acid Lizard & 3 Aztec Geckos: 50pts per team, Moves ‘9’
lagarto ácido e três lagartixas asteca
T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves),
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears
Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’
lagarto de fogo e três lagartixas asteca
T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’
teardrop Flamethrower Template, S4, Fire attacks), Reflex
Shots (Fire Breath), -1 to Armour Saves in Close Combat
3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5,
A1, 5+ Dodge Save with Poisoned Attacks AND can be slain
AFTER the Acid Lizard/Lizards have all been destroyed,
Gecko Handlers are S4 against Cavalry, Fire Lizard is Weak
Against Spears

Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


gecko asteca em pterodáctilo com dardo
Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Hit and Run, Diehards, Jungle Nests
(Can move through Woods and Jungles without penalty)

Aztec Geckos on Pterodactyl w/ Bow: 11pts, Moves ‘10’


gecko asteca em pterodáctilo com arco
T4, W1, S3, I4, A2, 5+ Dodge Save, 6+ Numb Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Hit and Run, Diehards, Armed with
Bows (fires 2 shots in Shooting Phase due to 2 Riders),
Jungle Nests

Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves ‘10’


gecko asteca em pterodáctilo com estilingue
T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry,
Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned
Attacks in Close Combat, Hit and Run, Diehards, Armed
with Fire Sling (Auto, ‘9’, 1 shot, S4, Fire attacks),
Jungle Nests
Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves ‘10’
gecko asteca em pterossauro com lança
T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry, Aztec
Geckos are S4 on Charge, Poisoned Attacks, Dauntless,
Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to
Armour Saves, has Death Strike, Savage Bite (generates
on a 5 to hit ONLY: maximum of 7 extra attacks per
Pterosaur on the charge)

‘Fused Lizard’ & Sun Laser Platform: 150pts


‘Lagarto fundido’ eo sol plataforma de laser
T5, W4, S4, I0, A3, 2+ Armour Save, Weak against
Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save
hits on Charge ONLY, Aztec Geckos will throw their Javelins
in Close Combat have a combined total of S3 I4 A3 Poisoned
Attacks, Reflex Shots (S3, 3 shots due to 3 Gecko Crew,
Poisoned), Tail Sweep (causes D6 S10 hits at Initiative 0
which Ignore Armour Saves and can be used instead of its
Close Combat attacks), Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)

Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals


2D6 hits, -2 to Armour Saves, Magical, Fire attacks) OR
Snake Charmer; and the ‘Fused Lizard’ has a massive horn
on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6 shots, can
even be used in Close Combat; has a range of ‘4’ if directed
at ALL enemy units within range ‘4’ as an alternative)
Lizard General on T-Rex with Mace: 360pts, Moves ‘9’
geral lagarto na tiranossauro rex com maça
T5, W5, S7, I3, A5, 3+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed), Lizard General is T5 W3 S5 I3 A5 3+
Armour Save -3 to Armour Saves, +1 to hit Bonus in Close
Combat and is NOT Crazed but has Diehards and Savage
Bite (maximum of 6 extra attacks on the charge); Enemy
units can target either the Lizard General or the T-Rex at
any time, and any attacks with a template (teardrop or
Blast) will hit both the Lizard General AND the T-Rex. If the
T-Rex is slain then the Lizard General is placed on the table
(in Close Combat if the T-Rex was slain there) and can be
represented by a Jaguar Lizard with a Mace and Shield if
available.

Tyrannosaurus-Rex (without rider): 220pts, Moves ‘9’


tiranossauro rex (sem piloto)
T5, W5, S7, I3, A5, 3+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed)

Gecko Priest on Spinosaur: 200pts


gecko sacerdote em Spinosaurus
T5, W5, S5, I2, A3, 3+ Armour Save, Cavalry, Reduces
Armour Saves by -1, Water Dwellers, Poisoned Attacks,
Savage Bite (maximum of 4 extra attacks on the charge),
Jungle Feast (Can be used in Close Combat ONLY: ALL
units with Savage Bite, including the Spinosaur itself, in the
same Close Combat as the Spinosaur get their extra attacks
on a 5 or 6), Also armed with Acid Phlegm (Auto, ‘18’, 1
shot, S5 -2 to Armour Saves, Deals 2 wounds if unsaved),
Reflex Shots (Acid Phlegm)
Venom Lizard & 4 Aztec Geckos: 75pts per team
lagarto venenoso e quatro gecos astecas
Moves ‘9’- T4, W3, S4, I2, A3, 5+ Dodge Save, Venom
Spitter (Auto, ‘24’, ‘2’ Blast, S4, Ignores Armour Saves,
Deals 3 Wounds), -1 to Armour Saves in Close Combat; 4
Aztec Gecko Handlers have Spears and are T2, W1, S4, I5,
A1, 5+ Dodge Save with Poisoned Attacks AND can be slain
AFTER the Venom Lizard/Lizards have all been destroyed.
Gecko Handlers are S5 against Cavalry, Venom Lizard is
Weak Against Spears

Spiky Triceratops & Aztec Gecko Platform: 275pts


Triceratops pontiagudos e plataforma gecko asteca
T6, W6, S7, I2, A5, 4+ Armour Save, 6+ Numb Save,
Causes D6 I8 S5 -2 to Armour Save hits on Charge ONLY,
Weak against Spears, Spiky Triceratops reduces Enemy
Armour Saves by -4 in Close Combat, Aztec Geckos will
throw their Venom Javelins in Close Combat have a
combined total of S4 I4 A5 Poisoned Attacks, Reflex Shots
(S4, 4 shots due to 4 Gecko Crew, Poisoned), Armed with
Triceratops Giant Bow (Auto, ‘36’, S5, -2 to Armour
Saves, Deals 3 Wounds, Poisoned), Aztec Gecko Crew are
also armed with Spears (I5 and S5 against Cavalry) and
Venom Bows (Auto, ‘18’, S4, 4 Shots due to 4 Crew), Gecko
Crew have -1 to Hit penalty in Close Combat always

Aztec Geckos on Pterodactyl with Venom Bows: 22pts


gecko asteca em pterodáctilo com arco de veneno
Moves ‘10’- T4, W3, S4, I4, A2, 5+ Dodge Save, 6+ Numb
Save, Flyers, Cavalry, Reflex Shots (S6 Rocks: deals S6 -3
to Armour Saves Hit), Poisoned Attacks, Diehards, Armed
with Venom Bows (Auto, ‘18’, S4, fires 2 shots in Shooting
Phase due to 2 Riders), Pterodactyl is S4 I2 A1 and -1 to
Armour Saves in Close Combat, Gecko Riders have -1 to Hit
penalty in Close Combat always
Giant Jungle Scorpion: 50pts
T4, W4, S5, I1, A2, 4+ Armour Save, Poisoned Attacks (A
roll of 6 to Hit automatically Wounds), -2 to Armour Saves in
Close Combat, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific

Giant Jungle Spider: 50pts


Moves ‘9’- T4, W4, S5, I1, A2, 5+ Armour Save, -2 to
Armour Saves in CC, Cavalry, Climbers (Moves through all
terrain features, including Movement Blocking Terrain,
without penalty), Poisoned Attacks (A roll of 6 to Hit
automatically Wounds), Terrific
Green Aztec Dinosaurs:
Dinossauros Asteca Verde:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(Mortal Precisa)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Aztec Dinosaur CORE Units:


Green Aztec Gecko with Dart Gun: 4pts, Moves ‘9’
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to
hit penalty in Close Combat

Green Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Green Aztec Gecko with Bow: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows
Poisoned Attacks, -1 to hit penalty in Close Combat

Green Aztec Gecko with Cudgel & Shield: 4pts, Moves


‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Green Jaguar Lizard with Mace & Shield: 10pts


T4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour
Saves by -2

Green Jaguar Lizard with Spear & Shield: 10pts


T4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry
Green Aztec Dinosaur Specialist Units:
Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Mounted Jaguar Lizards with Spears, Mounted
Jaguar Lizards with Maces, Jaguar Temple Lizards

Green Jungle Snakes: 15pts per Base


T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover

Green Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Green Jaguar Lizard on Horned Beast with Spear:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to
Armour Saves on Charge ONLY, Cavalry, Horned Beast is
also S4 I2 A2

Green Jaguar Lizard on Horned Beast with Mace: 32pts


T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry, Reduces
Armour Saves by -2, Horned Beast is also S4 I2 A2 and does
NOT Reduce Armour Saves

Green Jaguar Temple Lizard with Halberd: 13pts


T4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour
Saves by -1
Green Aztec Dinosaur Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears
Limit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27
Geckos), 9 Fire Lizards (27 Geckos)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs

Green Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Green Crocodile Beast with 2 Handed Club: 55pts,


Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, Reduces
Armour Saves by -3

Green Triceratops & Aztec Gecko Platform: 215pts


T6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2
to Armour Save hits on Charge ONLY, Triceratops reduces
Enemy Armour Saves by -2 in Close Combat, Aztec Geckos
will throw their Javelins in Close Combat have a combined
total of S3 I4 A5 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)
Green Sun Triceratops & Sun Platform: 300pts
T6, W6, S6, I2, A4, 3+ Armour Save, Weak against
Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on
Charge ONLY which causes 2 wounds if unsaved, Sun
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, the 5 Aztec Geckos will throw their Javelins in Close
Combat have a combined total of S3 I4 A5 Poisoned Attacks,
Sun Platform is operated by Gecko Priest with mask (Auto,
Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire
attacks to ALL enemy units within range)

Green Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals
2 S4 hits each, Poisoned Attacks

Green Aztec Gecko on Pterodactyl w/ Bow: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Armed with Bows (2 shots each in
Shooting Phase due to 2 Riders)

Green Aztec Gecko on Pterodactyl w/ Sling: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack),
Poisoned Attacks in Close Combat, Armed with Fire Sling
(Auto, ‘9’, 1 shot, S4, Fire attacks)

Green Aztec Gecko on Pterosaur w/ Spear: 20pts,


Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks,
Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge),
-1 to Armour Saves, has Death Strike
Green Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’
T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4,
D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND
can be slain AFTER the Thorny Devil/Devils have all been
destroyed, Gecko Handlers are S4 against Cavalry, Thorny
Devil is Weak Against Spears

Green Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’


T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves,
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears

Green Fire Lizard & 3 Aztec Geckos: 40pts per team,


Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath
(Auto, ‘9’ teardrop Flamethrower Template, S4, Fire
attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks
AND can be slain AFTER the Acid Lizard/Lizards have all
been destroyed, Gecko Handlers are S4 against Cavalry, Fire
Lizard is Weak Against Spears
Green ‘Fused Lizard’ & Sun Laser Platform: 150pts
T5, W4, S4, I0, A3, 2+ Armour Save, Weak against
Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save
hits on Charge ONLY, Aztec Geckos will throw their Javelins
in Close Combat have a combined total of S3 I4 A3 Poisoned
Attacks, when allowed Reflex Shots: S3, 3 shots due to 3
Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at
Initiative 0 which Ignore Armour Saves and can be used
instead of its Close Combat attacks),

Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals


2D6 hits, -2 to Armour Saves, Magical, Fire attacks)
OR Snake Charmer; and the ‘Fused Lizard’ has a massive
horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6
shots, can even be used in Close Combat; has a range of ‘4’
if directed at ALL enemy units within range ‘4’ as an
alternative; also gains: Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)
Green Lizard General on T-Rex with Mace: 360pts
Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry,
Reduces Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed), Lizard General is T5 W3 S5 I3 A5 3+
Armour Save -3 to Armour Saves, +1 to hit Bonus in Close
Combat and is NOT Crazed); Enemy units can target either
the Lizard General or the T-Rex at any time, and any attacks
with a template (teardrop or Blast) will hit both the Lizard
General AND the T-Rex. If the T-Rex is slain then the Lizard
General is placed on the table (in Close Combat if the T-Rex
was slain there) and can be represented by a Jaguar Lizard
with a Mace and Shield if available.

Green Tyrannosaurus-Rex (without rider): 220pts,


T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed)

Green Gecko Priest on Spinosaur: 200pts


T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -1, Poisoned Attacks, Armed with Acid
Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2
wounds if unsaved), Reflex Shots (Acid Phlegm), Sun
Beacon (Missile attacks with ‘Sun’ in their description can
be channelled through the Gecko Priest, even if the unit with
‘Sun’ attack is in Close Combat)
Blue Aztec Dinosaurs:
Dinossauros Asteca Azul:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(teletransportador pessoal)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Aztec Dinosaur CORE Units:


Blue Aztec Gecko with Dart Gun: 4pts, Moves ‘9’
T2, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, Armed
with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned
Attacks, -1 to hit penalty in Close Combat

Blue Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Blue Aztec Gecko with Bow: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, Armed
with Bows, Poisoned Attacks, -1 to hit penalty in Close
Combat

Blue Aztec Gecko with Cudgel & Shield: 4pts, Moves ‘9’-
T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Blue Jaguar Lizard with Mace & Shield: 10pts


T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -2

Blue Jaguar Lizard with Spear & Shield: 10pts


T4, W1, S4, I3, A2, 4+ Armour Save, 5+ Numb Save, S5 vs
Cavalry
Blue Aztec Dinosaur Specialist Units:
Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Mounted Jaguar Lizards with Spears, Mounted
Jaguar Lizards with Maces, Jaguar Temple Lizards

Blue Jungle Snakes: 15pts per Base


T2, W5, S2, I1, A5, 6+ Dodge Save, 5+ Numb Save,
Poisoned Attacks, Dauntless, Suffers double Wounds from
attacks with a Blast (usually ‘2’ or ‘5’ but could also come
from exploding Terrain), Gets +1 to their Cover Save when
in Cover

Blue Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Blue Jaguar Lizard on Horned Beast with Spear: 32pts-


T5, W1, S4, I2, A2, 2+ Armour Save, 5+ Numb Save, S5 -1
to Armour Saves on Charge ONLY, Cavalry, Horned Beast is
also S4 I2 A2

Blue Jaguar Lizard on Horned Beast with Mace: 32pts


T5, W1, S4, I2, A2, 2+ Armour Save, 5+ Numb Save,
Cavalry, Reduces Armour Saves by -2, Horned Beast is also
S4 I2 A2 and does NOT Reduce Armour Saves

Blue Jaguar Temple Lizard with Halberd: 13pts


T4, W1, S5, I3, A2, 3+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -1
Blue Aztec Dinosaur Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears
Limit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27
Geckos), 9 Fire Lizards (27 Geckos)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs

Blue Aztec Gecko on Horned Beast w/ Spear & Shield:


12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, 5+
Numb Save, S4 on Charge, Poisoned Attacks, Cavalry

Blue Crocodile Beast with 2 Handed Club: 55pts, Moves


‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -3

Blue Triceratops & Aztec Gecko Platform: 215pts


T6, W5, S5, I2, A4, 3+ Armour Save, 5+ Numb Save,
Causes D6+1 I9 S5 -2 to Armour Save hits on Charge ONLY,
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, Aztec Geckos will throw their Javelins in Close
Combat have a combined total of S3 I4 A5 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)
Blue Sun Triceratops & Sun Platform: 300pts
T6, W6, S6, I2, A4, 3+ Armour Save, 5+ Numb Save, Weak
against Spears, Causes D6+1 I9 S7 -3 to Armour Save hits
on Charge ONLY which causes 2 wounds if unsaved, Sun
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, the 5 Aztec Geckos will throw their Javelins in Close
Combat have a combined total of A5 I4 S3 Poisoned Attacks,
Sun Platform is operated by Gecko Priest with mask (Auto,
Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire
attacks to ALL enemy units within range)

Blue Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, 5+ Numb
Save, Flyers, Cavalry, when allowed to use Reflex Shots-
S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Blue Aztec Gecko on Pterodactyl w/ 2 Bows: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, 5+ Numb
Save, Armed with Bows (fires 2 shots in Shooting Phase due
to 2 Riders) Flyers, Cavalry, when allowed to use Reflex
Shots- S4 Rocks: deals 2 S4 hits each, Poisoned Attacks

Blue Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves


‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, 5+ Numb Save,
Flyers, Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire
attack), Poisoned Attacks in Close Combat, Armed with Fire
Sling (Auto, ‘9’, 1 shot, S4, Fire attacks)

Blue Aztec Gecko on Pterosaur w/ Spear: 20pts, Moves


‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, 5+ Numb Save,
Flyers, Cavalry, Aztec Geckos are S4 on Charge, Poisoned
Attacks, Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on
Charge), -1 to Armour Saves, has Death Strike
Blue Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’
T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4,
D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND
can be slain AFTER the Thorny Devil/Devils have all been
destroyed, Gecko Handlers are S4 against Cavalry, Thorny
Devil is Weak Against Spears

Blue Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’


T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves,
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears

Blue Fire Lizard & 3 Aztec Geckos: 40pts per team,


Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath
(Auto, ‘9’ teardrop Flamethrower Template, S4, Fire
attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks
AND can be slain AFTER the Acid Lizard/Lizards have all
been destroyed, Gecko Handlers are S4 against Cavalry, Fire
Lizard is Weak Against Spears
Blue ‘Fused Lizard’ & Sun Laser Platform: 150pts
T5, W4, S4, I0, A3, 2+ Armour Save, 5+ Numb Save, Weak
against Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour
Save hits on Charge ONLY, Aztec Geckos will throw their
Javelins in Close Combat have a combined total of S3 I4 A3
Poisoned Attacks, when allowed Reflex Shots: S3, 3 shots
due to 3 Gecko Crew, Poisoned), Tail Sweep (causes D6
S10 hits at Initiative 0 which Ignore Armour Saves and can
be used instead of its Close Combat attacks),

Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals


2D6 hits, -2 to Armour Saves, Magical, Fire attacks)
OR Snake Charmer; and the ‘Fused Lizard’ has a massive
horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6
shots, can even be used in Close Combat; has a range of ‘4’
if directed at ALL enemy units within range ‘4’ as an
alternative; also gains: Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)
Blue Lizard General on T-Rex with Mace: 360pts, Moves
‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, 5+ Numb Save,
Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if
unsaved, Dauntless, Crazed), Lizard General is T5 W3 S5
I3 A5 3+ Armour Save, 5+ Numb Save, -3 to Armour Saves,
+1 to hit Bonus in Close Combat and is NOT Crazed); Enemy
units can target either the Lizard General or the T-Rex at
any time, and any attacks with a template (teardrop or
Blast) will hit both the Lizard General AND the T-Rex. If the
T-Rex is slain then the Lizard General is placed on the table
(in Close Combat if the T-Rex was slain there) and can be
represented by a Jaguar Lizard with a Mace and Shield if
available.

Blue Tyrannosaurus-Rex (without rider): 220pts,


T5, W5, S7, I3, A5, 4+ Armour Save, 5+ Numb Save,
Cavalry, Reduces Armour Saves by -3, Deals 2 wounds if
unsaved, Dauntless, Crazed)

Blue Gecko Priest on Spinosaur: 200pts


T5, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save,
Cavalry, Reduces Armour Saves by -1, Poisoned Attacks,
Armed with Acid Phlegm (Auto, ‘18’, 1 shot, S5 -2 to
Armour Saves, Deals 2 wounds if unsaved), Reflex Shots
(Acid Phlegm), Sun Beacon (Missile attacks with ‘Sun’ in
their description can be channelled through the Gecko Priest,
even if the unit with ‘Sun’ attack is in Close Combat)
Red Aztec Dinosaurs:
Dinossauros Asteca Vermehlo:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(O exército Vermelho)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Aztec Dinosaur CORE Units:


Red Aztec Gecko with Dart Gun: 2pts, Moves ‘9’
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to
hit penalty in Close Combat

Red Aztec Gecko w/ Javelin & Shield: 2pts, Moves ‘9’


T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Red Aztec Gecko with Bow: 2pts, Moves ‘9’


T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows
Poisoned Attacks, -1 to hit penalty in Close Combat

Red Aztec Gecko with Cudgel & Shield: 2pts, Moves ‘9’-
T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Red Jaguar Lizard with Mace & Shield: 8pts


T4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour
Saves by -2

Red Jaguar Lizard with Spear & Shield: 8pts


T4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry
Red Aztec Dinosaur Specialist Units:
Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Jaguar Temple Lizards

Red Jungle Snakes: 13pts per Base


T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover

Red Stealth Gecko with Dart Gun: 6pts, Moves ‘9’


T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Red Jaguar Temple Lizard with Halberd: 11pts


T4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour
Saves by -1

Red Aztec Dinosaur Heavy Units:


Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears

Red Aztec Gecko on Horned Beast w/ Spear & Shield:


10pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry

Red Aztec Gecko on Pterodactyl w/ Javelin: 8pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Poisoned Attacks, when allowed to use Reflex
Shots- S4 Rocks: deals 2 S4 hits each
Red Aztec Gecko on Pterodactyl w/ Bow: 9pts, Moves
‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry,
Armed with Bows (2 Shots each in Shooting Phase due to 2
Riders) Poisoned Attacks, when allowed to use Reflex Shots-
S4 Rocks: deals 2 S4 hits each

Red Aztec Gecko on Pterodactyl w/ Sling: 11pts, Moves


‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry,
Reflex Shots (Fire Sling: S4 1 shot, Fire attack), Poisoned
Attacks in Close Combat, Armed with Fire Sling (Auto, ‘9’, 1
shot, S4, Fire attacks)

Red Aztec Gecko on Pterosaur w/ Spear: 18pts, Moves


‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers, Cavalry,
Aztec Geckos are S4 on Charge, Poisoned Attacks,
Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge),
-1 to Armour Saves, has Death Strike
Orange Aztec Dinosaurs:
Dinossauros Asteca Laranja:
Painted mainly in shades of Orange

Diehards
(Obstinado)
All Orange models can re-roll CCR (Close Combat
Resolution) Rolls if they lose Close Combat unless the
model has the Dauntless rule included in their unit statistics.

Orange Aztec Dinosaur CORE Units:


Orange Aztec Gecko with Dart Gun: 4pts, Moves ‘9’
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to
hit penalty in Close Combat

Orange Aztec Gecko w/ Javelin & Shield: 4pts, Moves


‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Orange Aztec Gecko with Bow: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows
Poisoned Attacks, -1 to hit penalty in Close Combat

Orange Aztec Gecko with Cudgel & Shield: 4pts, Moves


‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Orange Jaguar Lizard with Mace & Shield: 10pts


T4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour
Saves by -2

Orange Jaguar Lizard with Spear & Shield: 10pts


T4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry
Orange Aztec Dinosaur Specialist Units:
Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Mounted Jaguar Lizards with Spears, Mounted
Jaguar Lizards with Maces, Jaguar Temple Lizards

Orange Jungle Snakes: 15pts per Base


T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Diehards, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover

Orange Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Orange Jaguar Lizard on Horned Beast with Spear:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to
Armour Saves on Charge ONLY, Cavalry, Horned Beast is
also S4 I2 A2

Orange Jaguar Lizard on Horned Beast with Mace:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry,
Reduces Armour Saves by -2, Horned Beast is also S4 I2 A2
and does NOT Reduce Armour Saves

Orange Jaguar Temple Lizard with Halberd: 13pts


T4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour
Saves by -1
Orange Aztec Dinosaur Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears
Limit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27
Geckos), 9 Fire Lizards (27 Geckos)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs

Orange Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Orange Crocodile Beast with 2 Handed Club: 55pts,


Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, Reduces
Armour Saves by -3

Orange Triceratops & Aztec Gecko Platform: 215pts


T6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2
to Armour Save hits on Charge ONLY, Triceratops reduces
Enemy Armour Saves by -2 in Close Combat, Aztec Geckos
will throw their Javelins in Close Combat have a combined
total of S3 I4 A5 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)
Orange Sun Triceratops & Sun Platform: 300pts
T6, W6, S6, I2, A4, 3+ Armour Save, Weak against
Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on
Charge ONLY which causes 2 wounds if unsaved, Sun
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, the 5 Aztec Geckos will throw their Javelins in Close
Combat have a combined total of S3 I4 A5 Poisoned Attacks,
Sun Platform is operated by Gecko Priest with mask (Auto,
Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire
attacks to ALL enemy units within range)

Orange Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Poisoned Attacks, when allowed to use Reflex
Shots- S4 Rocks: deals 2 S4 hits each

Orange Aztec Gecko on Pterodactyl w/ Bow: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Armed with Bows (2 Shots each in Shooting Phase
due to 2 Riders), Poisoned Attacks, when allowed to use
Reflex Shots- S4 Rocks: deals 2 S4 hits each

Orange Aztec Gecko on Pterodactyl w/ Sling: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack),
Poisoned Attacks in Close Combat, Armed with Fire Sling
(Auto, ‘9’, 1 shot, S4, Fire attacks)

Orange Aztec Gecko on Pterosaur w/ Spear: 20pts,


Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks,
Diehards, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge),
-1 to Armour Saves, has Death Strike
Orange Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’
T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’, S4,
D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND
can be slain AFTER the Thorny Devil/Devils have all been
destroyed, Gecko Handlers are S4 against Cavalry, Thorny
Devil is Weak Against Spears

Orange Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’


T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves,
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears

Orange Fire Lizard & 3 Aztec Geckos: 40pts per team,


Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath
(Auto, ‘9’ teardrop Flamethrower Template, S4, Fire
attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks
AND can be slain AFTER the Acid Lizard/Lizards have all
been destroyed, Gecko Handlers are S4 against Cavalry, Fire
Lizard is Weak Against Spears
Orange ‘Fused Lizard’ & Sun Laser Platform: 150pts
T5, W4, S4, I0, A3, 2+ Armour Save, Weak against
Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save
hits on Charge ONLY, Aztec Geckos will throw their Javelins
in Close Combat have a combined total of S3 I4 A3 Poisoned
Attacks, when allowed Reflex Shots: S3, 3 shots due to 3
Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at
Initiative 0 which Ignore Armour Saves and can be used
instead of its Close Combat attacks),

Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals


2D6 hits, -2 to Armour Saves, Magical, Fire attacks)
OR Snake Charmer; and the ‘Fused Lizard’ has a massive
horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6
shots, can even be used in Close Combat; has a range of ‘4’
if directed at ALL enemy units within range ‘4’ as an
alternative; also gains: Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)
Orange Lizard General on T-Rex with Mace: 360pts,
Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry,
Reduces Armour Saves by -3, Deals 2 wounds if unsaved,
Diehards, Crazed), Lizard General is T5 W3 S5 I3 A5 3+
Armour Save -3 to Armour Saves, +1 to hit Bonus in Close
Combat and is NOT Crazed); Enemy units can target either
the Lizard General or the T-Rex at any time, and any attacks
with a template (teardrop or Blast) will hit both the Lizard
General AND the T-Rex. If the T-Rex is slain then the Lizard
General is placed on the table (in Close Combat if the T-Rex
was slain there) and can be represented by a Jaguar Lizard
with a Mace and Shield if available.

Orange Tyrannosaurus-Rex (without rider): 220pts,


T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved, Diehards,
Crazed)

Orange Gecko Priest on Spinosaur: 200pts


T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -1, Poisoned Attacks, Armed with Acid
Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2
wounds if unsaved), Reflex Shots (Acid Phlegm), Sun
Beacon (Missile attacks with ‘Sun’ in their description can
be channelled through the Gecko Priest, even if the unit with
‘Sun’ attack is in Close Combat)
Yellow Aztec Dinosaurs:
Dinossauros Asteca Amarelo:
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(dois pelo preço de um)
Yellow Aztec Dinosaur models all have enhanced durability,
in the form of extra Wounds on their profile and, as a
consequence of this, have reduced Saves where relevant (-
1). This will be always be included in the rules and stats for
a unit.

Yellow Aztec Dinosaur CORE Units:


Yellow Aztec Gecko with Dart Gun: 4pts, Moves ‘9’
T2, W2, S3, I4, A1, No Save, Armed with Dart Gun (Auto,
‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to hit
penalty in Close Combat

Yellow Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’


T2, W2, S3, I4, A1, 6+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Yellow Aztec Gecko with Bow: 4pts, Moves ‘9’


T2, W2, S3, I4, A1, No Save, Armed with Bows Poisoned
Attacks, -1 to hit penalty in Close Combat

Yellow Aztec Gecko with Cudgel & Shield: 4pts, Moves


‘9’- T2, W2, S3, I4, A1, 6+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Yellow Jaguar Lizard with Mace & Shield: 10pts


T4, W2, S4, I2, A2, 5+ Armour Save, Reduces Armour
Saves by -2
Yellow Jaguar Lizard with Spear & Shield: 10pts
T4, W2, S4, I3, A2, 5+ Armour Save, S5 vs Cavalry

Yellow Aztec Dinosaur Specialist Units:


Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Mounted Jaguar Lizards with Spears, Mounted
Jaguar Lizards with Maces, Jaguar Temple Lizards

Yellow Jungle Snakes: 15pts per Base


T2, W6, S2, I1, A5, No Save, Poisoned Attacks, Dauntless,
Suffers double Wounds from attacks with a Blast (usually ‘2’
or ‘5’ but could also come from exploding Terrain), Gets +1
to their Cover Save when in Cover

Yellow Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


T2, W2, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Yellow Jaguar Lizard on Horned Beast with Spear:


32pts- T5, W2, S4, I2, A2, 3+ Armour Save, S5 -1 to
Armour Saves on Charge ONLY, Cavalry, Horned Beast is
also S4 I2 A2

Yellow Jaguar Lizard on Horned Beast with Mace:


32pts- T5, W2, S4, I2, A2, 3+ Armour Save, Cavalry,
Reduces Armour Saves by -2, Horned Beast is also S4 I2 A2
and does NOT Reduce Armour Saves

Yellow Jaguar Temple Lizard with Halberd: 13pts


T4, W2, S5, I3, A2, 4+ Armour Save, Reduces Armour
Saves by -1
Yellow Aztec Dinosaur Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears
Limit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27
Geckos), 9 Fire Lizards (27 Geckos)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs

Yellow Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W2, S3, I5, A2, 4+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Yellow Crocodile Beast with 2 Handed Club: 55pts,


Moves ‘9’- T4, W4, S7, I0, A3, 5+ Armour Save, Reduces
Armour Saves by -3

Yellow Triceratops & Aztec Gecko Platform: 215pts


T6, W6, S5, I2, A4, 4+ Armour Save, Causes D6+1 I9 S5 -2
to Armour Save hits on Charge ONLY, Triceratops reduces
Enemy Armour Saves by -2 in Close Combat, Aztec Geckos
will throw their Javelins in Close Combat have a combined
total of S3 I4 A5 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)
Yellow Sun Triceratops & Sun Platform: 300pts
T6, W7, S6, I2, A4, 4+ Armour Save, Weak against
Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on
Charge ONLY which causes 2 wounds if unsaved, Sun
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, the 5 Aztec Geckos will throw their Javelins in Close
Combat have a combined total of S3 I4 A5 Poisoned Attacks,
Sun Platform is operated by Gecko Priest with mask (Auto,
Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire
attacks to ALL enemy units within range)

Yellow Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


Moves ‘10’- T4, W2, S3, I4, A2, 6+ Dodge Save, Flyers,
Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals
2 S4 hits each, Poisoned Attacks

Yellow Aztec Gecko on Pterodactyl w/ Bow: 11pts,


Moves ‘10’- T4, W2, S3, I4, A2, 6+ Dodge Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Armed with Bows (2 shots each in
Shooting Phase due to 2 Riders)

Yellow Aztec Gecko on Pterodactyl w/ Sling: 11pts,


Moves ‘10’- T4, W2, S3, I4, A2, 6+ Dodge Save, Flyers,
Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack),
Poisoned Attacks in Close Combat, Armed with Fire Sling
(Auto, ‘9’, 1 shot, S4, Fire attacks)

Yellow Aztec Gecko on Pterosaur w/ Spear: 20pts,


Moves ‘10’- T4, W3, S3, I4, A2, 6+ Dodge Save, Flyers,
Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks,
Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge),
-1 to Armour Saves, has Death Strike
Yellow Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’
T4, W4, S5, I4, A2, 6+ Dodge Save, Barbs (Auto, ‘12’, S4,
D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W2, S3, I5, A1, 6+ Dodge with Poisoned Attacks AND
can be slain AFTER the Thorny Devil/Devils have all been
destroyed, Gecko Handlers are S4 against Cavalry, Thorny
Devil is Weak Against Spears

Yellow Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’


T4, W4, S5, I4, A2, 6+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves,
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W2, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears

Yellow Fire Lizard & 3 Aztec Geckos: 40pts per team,


Moves ‘9’- T4, W4, S5, I4, A2, 6+ Dodge Save, Fire Breath
(Auto, ‘9’ teardrop Flamethrower Template, S4, Fire
attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W2, S3, I5, A1, 6+ Dodge Save with Poisoned Attacks
AND can be slain AFTER the Acid Lizard/Lizards have all
been destroyed, Gecko Handlers are S4 against Cavalry, Fire
Lizard is Weak Against Spears
Yellow ‘Fused Lizard’ & Sun Laser Platform: 150pts
T5, W5, S4, I0, A3, 3+ Armour Save, Weak against
Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save
hits on Charge ONLY, Aztec Geckos will throw their Javelins
in Close Combat have a combined total of S3 I4 A3 Poisoned
Attacks, when allowed Reflex Shots: S3, 3 shots due to 3
Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at
Initiative 0 which Ignore Armour Saves and can be used
instead of its Close Combat attacks),

Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals


2D6 hits, -2 to Armour Saves, Magical, Fire attacks)
OR Snake Charmer; and the ‘Fused Lizard’ has a massive
horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6
shots, can even be used in Close Combat; has a range of ‘4’
if directed at ALL enemy units within range ‘4’ as an
alternative; also gains: Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)
Yellow Lizard General on T-Rex with Mace: 360pts,
Moves ‘9’- T5, W6, S7, I3, A5, 5+ Armour Save, Cavalry,
Reduces Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed), Lizard General is also T5, W4 S5 I3 A5
4+ Armour Save -3 to Armour Saves, +1 to hit Bonus in
Close Combat and is NOT Crazed); Enemy units can target
either the Lizard General or the T-Rex at any time, and any
attacks with a template (teardrop or Blast) will hit both the
Lizard General AND the T-Rex. If the T-Rex is slain then the
Lizard General is placed on the table (in Close Combat if the
T-Rex was slain there) and can be represented by a Jaguar
Lizard with a Mace and Shield if available.

Yellow Tyrannosaurus-Rex (without rider): 220pts,


T5, W6, S7, I3, A5, 5+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed)

Yellow Gecko Priest on Spinosaur: 200pts


T5, W6, S5, I2, A3, 5+ Armour Save, Cavalry, Reduces
Armour Saves by -1, Poisoned Attacks, Armed with Acid
Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2
wounds if unsaved), Reflex Shots (Acid Phlegm), Sun
Beacon (Missile attacks with ‘Sun’ in their description can
be channelled through the Gecko Priest, even if the unit with
‘Sun’ attack is in Close Combat)
Shadow Aztec Dinosaurs:
Dinossauros Astec Sombra:
Painted mainly in Black colours

Seeing Shadows
(Vendo Sombras)
Shadow Aztec Dinosaur models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Destemido)
ALL Shadow Aztec Dinosaur models have the Dauntless rule.
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Shadow Aztec Dinosaur CORE Units:


Shadow Aztec Gecko with Dart Gun: 4pts, Moves ‘9’
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to
hit penalty in Close Combat

Shadow Aztec Gecko w/ Javelin & Shield: 4pts, Moves


‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Shadow Aztec Gecko with Bow: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Bows
Poisoned Attacks, -1 to hit penalty in Close Combat
Shadow Aztec Gecko with Cudgel & Shield: 4pts, Moves
‘9’- T2, W1, S3, I4, A1, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Shadow Jaguar Lizard with Mace & Shield: 10pts


T4, W1, S4, I2, A2, 4+ Armour Save, Reduces Armour
Saves by -2

Shadow Jaguar Lizard with Spear & Shield: 10pts


T4, W1, S4, I3, A2, 4+ Armour Save, S5 vs Cavalry

Shadow Aztec Dinosaur Specialist Units:


Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Mounted Jaguar Lizards with Spears, Mounted
Jaguar Lizards with Maces, Jaguar Temple Lizards

Shadow Jungle Snakes: 15pts per Base


T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Suffers double Wounds from attacks with a Blast (usually ‘2’
or ‘5’ but could also come from exploding Terrain), Gets +1
to their Cover Save when in Cover

Shadow Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Shadow Jaguar Lizard on Horned Beast with Spear:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to
Armour Saves on Charge ONLY, Cavalry, Horned Beast is
also S4 I2 A2

Shadow Jaguar Lizard on Horned Beast with Mace:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry,
Reduces Armour Saves by -2, Horned Beast is also S4 I2 A2
and does NOT Reduce Armour Saves
Shadow Jaguar Temple Lizard with Halberd: 13pts
T4, W1, S5, I3, A2, 3+ Armour Save, Reduces Armour
Saves by -1

Shadow Aztec Dinosaur Heavy Units:


Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears
Limit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27
Geckos), 9 Fire Lizards (27 Geckos)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs

Shadow Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, S4 on Charge, Poisoned Attacks, Cavalry

Shadow Crocodile Beast with 2 Handed Club: 55pts,


Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, Reduces
Armour Saves by -3
Shadow Triceratops & Aztec Gecko Platform: 215pts
T6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2
to Armour Save hits on Charge ONLY, Triceratops reduces
Enemy Armour Saves by -2 in Close Combat, Aztec Geckos
will throw their Javelins in Close Combat have a combined
total of S3 I4 A5 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)

Shadow Sun Triceratops & Sun Platform: 300pts


T6, W6, S6, I2, A4, 3+ Armour Save, Weak against
Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on
Charge ONLY which causes 2 wounds if unsaved, Sun
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, the 5 Aztec Geckos will throw their Javelins in Close
Combat have a combined total of S3 I4 A5 Poisoned Attacks,
Sun Platform is operated by Gecko Priest with mask (Auto,
Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire
attacks to ALL enemy units within range)

Shadow Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals
2 S4 hits each, Poisoned Attacks

Shadow Aztec Gecko on Pterodactyl w/ Bow: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Armed with Bows (2 shots each in
Shooting Phase due to 2 Riders)
Shadow Aztec Gecko on Pterodactyl w/ Sling: 11pts,
Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack),
Poisoned Attacks in Close Combat, Armed with Fire Sling
(Auto, ‘9’, 1 shot, S4, Fire attacks)

Shadow Aztec Gecko on Pterosaur w/ Spear: 20pts,


Moves ‘10’- T4, W2, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks,
Crazed, Pterosaur is S4, I4, A4 (A7 on Charge), -1 to
Armour Saves, has Death Strike

Shadow Thorny Devil & 3 Aztec Geckos: 40pts, Moves


‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Barbs (Auto, ‘12’,
S4, D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves
in Close Combat; 3 Aztec Gecko Handlers have Spears and
are T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks
AND can be slain AFTER the Thorny Devil/Devils have all
been destroyed, Gecko Handlers are S4 against Cavalry,
Thorny Devil is Weak Against Spears

Shadow Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’


T4, W3, S5, I4, A2, 5+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves,
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears
Shadow Fire Lizard & 3 Aztec Geckos: 40pts per team,
Moves ‘9’- T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath
(Auto, ‘9’ teardrop Flamethrower Template, S4, Fire
attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks
AND can be slain AFTER the Acid Lizard/Lizards have all
been destroyed, Gecko Handlers are S4 against Cavalry, Fire
Lizard is Weak Against Spears

Shadow ‘Fused Lizard’ & Sun Laser Platform: 150pts


T5, W4, S4, I0, A3, 2+ Armour Save, Weak against
Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save
hits on Charge ONLY, Aztec Geckos will throw their Javelins
in Close Combat have a combined total of A3 I4 S3 Poisoned
Attacks, when allowed Reflex Shots: S3, 3 shots due to 3
Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at
Initiative 0 which Ignore Armour Saves and can be used
instead of its Close Combat attacks),
Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals
2D6 hits, -2 to Armour Saves, Magical, Fire attacks)

OR Snake Charmer; and the ‘Fused Lizard’ has a massive


horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6
shots, can even be used in Close Combat; has a range of ‘4’
if directed at ALL enemy units within range ‘4’ as an
alternative; also gains: Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)
Shadow Lizard General on T-Rex with Mace: 360pts
Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry,
Reduces Armour Saves by -3, Deals 2 wounds if unsaved,
Crazed), Lizard General is T5 W3 S5 I3 A5 3+ Armour Save
-3 to Armour Saves, +1 to hit Bonus in Close Combat and is
NOT Crazed); Enemy units can target either the Lizard
General or the T-Rex at any time, and any attacks with a
template (teardrop or Blast) will hit both the Lizard General
AND the T-Rex. If the T-Rex is slain then the Lizard General
is placed on the table (in Close Combat if the T-Rex was
slain there) and can be represented by a Jaguar Lizard with
a Mace and Shield if available.

Shadow Tyrannosaurus-Rex (without rider): 220pts,


T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved, Crazed)

Shadow Gecko Priest on Spinosaur: 200pts


T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -1, Poisoned Attacks, Armed with Acid
Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2
wounds if unsaved), Reflex Shots (Acid Phlegm), Sun
Beacon (Missile attacks with ‘Sun’ in their description can
be channelled through the Gecko Priest, even if the unit with
‘Sun’ attack is in Close Combat)
Purple Aztec Dinosaurs:
Dinossauros Asteca Roxo:
Painted mainly in all shades of Purple

Sands of Time
(Areias do Tempo)
Purple Aztec Dinosaur Models can re-roll misses once in
Shooting and Close Combat. Guess weapons (Cannons,
Mortars) and Bazookas are an exception to this rule. Any
model which cannot re-roll misses will have this included in
their stats and, as always, Reflex Shots cannot ever re-roll
misses.

Purple Aztec Dinosaur CORE Units:


Purple Aztec Gecko with Dart Gun: 4pts, Moves ‘9’
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Poisoned Attacks, -1 to
hit penalty in Close Combat

Purple Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 4+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Poisoned Attacks

Purple Aztec Gecko with Bow: 4pts, Moves ‘9’


T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Bows
Poisoned Attacks, -1 to hit penalty in Close Combat

Purple Aztec Gecko with Cudgel & Shield: 4pts, Moves


‘9’- T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1

Purple Jaguar Lizard with Mace & Shield: 10pts


T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Dodge Save,
Reduces Armour Saves by -2
Purple Jaguar Lizard with Spear & Shield: 10pts
T4, W1, S4, I3, A2, 4+ Armour Save, 5+ Dodge Save, S5 vs
Cavalry

Purple Aztec Dinosaur Specialist Units:


Limit of 36 Jungle Snake Bases
Limit of 40 Stealth Geckos
Limit of 50 Mounted Jaguar Lizards with Spears, Mounted
Jaguar Lizards with Maces, Jaguar Temple Lizards

Purple Jungle Snakes: 15pts per Base


T2, W5, S2, I1, A5, 5+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover

Purple Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


T2, W1, S3, I4, A1, 3+ Dodge Save, Poisoned Attacks,
Shooting hits like Snipers

Purple Jaguar Lizard on Horned Beast with Spear:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to
Armour Saves on Charge ONLY, Cavalry, Horned Beast is
also S4 I2 A2

Purple Jaguar Lizard on Horned Beast with Mace:


32pts- T5, W1, S4, I2, A2, 2+ Armour Save, Cavalry,
Reduces Armour Saves by -2, Horned Beast is also S4 I2 A2
and does NOT Reduce Armour Saves

Purple Jaguar Temple Lizard with Halberd: 13pts


T4, W1, S5, I3, A2, 3+ Armour Save, 5+ Dodge Save,
Reduces Armour Saves by -1
Purple Aztec Dinosaur Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 40 Crocodile Beasts
Limit of 4 Triceratops & Aztec Gecko Platforms
Limit of 2 Sun Triceratops & Sun Platforms
Limit of 40 Pterodactyl Riders with Bows
Limit of 40 Pterodactyl Riders with Javelins
Limit of 40 Pterodactyl Riders with Slings
Limit of 40 Pterosaur Riders with Spears
Limit of 9 Thorny Devils (27 Geckos), 9 Acid Lizards (27
Geckos), 9 Fire Lizards (27 Geckos)
Limit of 4 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 2 Lizard Generals on T-Rex (OR 2 Tyrannosaurus-
Rex without riders)
Limit of 2 Gecko Priests on Spinosaurs

Purple Aztec Gecko on Horned Beast w/ Spear &


Shield: 12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour
Save, 5+ Dodge Save, S4 on Charge, Poisoned Attacks,
Cavalry

Purple Crocodile Beast with 2 Handed Club: 55pts,


Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, 5+ Dodge
Save, Reduces Armour Saves by -3

Purple Triceratops & Aztec Gecko Platform: 215pts


T6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S5 -2
to Armour Save hits on Charge ONLY, Triceratops reduces
Enemy Armour Saves by -2 in Close Combat, Aztec Geckos
will throw their Javelins in Close Combat have a combined
total of S3 I4 A5 Poisoned Attacks

Armed with either a Gecko Giant Bow (Auto, ‘36’, S5,


deals 2 wounds if Unsaved, Ignores Armour Saves,
Poisoned) OR a Giant Dart Gun (Auto, ‘12’, S3, 2D6 shots,
Poisoned)
Purple Sun Triceratops & Sun Platform: 300pts
T6, W6, S6, I2, A4, 3+ Armour Save, Weak against
Spears, Causes D6+1 I9 S7 -3 to Armour Save hits on
Charge ONLY which causes 2 wounds if unsaved, Sun
Triceratops reduces Enemy Armour Saves by -2 in Close
Combat, the 5 Aztec Geckos will throw their Javelins in Close
Combat have a combined total of S3 I4 A5 Poisoned Attacks,
Sun Platform is operated by Gecko Priest with mask (Auto,
Range ‘14’, Deals 4 Strength 4 hits which are Magical, Fire
attacks to ALL enemy units within range)

Purple Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


Moves ‘10’- T4, W1, S3, I4, A2, 4+ Dodge Save, Flyers,
Cavalry, when allowed to use Reflex Shots- S4 Rocks: deals
2 S4 hits each, Poisoned Attacks

Purple Aztec Gecko on Pterodactyl w/ Bow: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 4+ Dodge Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Armed with Bows (2 shots each in
Shooting Phase due to 2 Riders)

Purple Aztec Gecko on Pterodactyl w/ Sling: 11pts,


Moves ‘10’- T4, W1, S3, I4, A2, 4+ Dodge Save, Flyers,
Cavalry, Reflex Shots (Fire Sling: S4 1 shot, Fire attack),
Poisoned Attacks in Close Combat, Armed with Fire Sling
(Auto, ‘9’, 1 shot, S4, Fire attacks)

Purple Aztec Gecko on Pterosaur w/ Spear: 20pts,


Moves ‘10’- T4, W2, S3, I4, A2, 4+ Dodge Save, Flyers,
Cavalry, Aztec Geckos are S4 on Charge, Poisoned Attacks,
Dauntless, Crazed, Pterosaur is S4, I4, A4 (A7 on Charge),
-1 to Armour Saves, has Death Strike
Purple Thorny Devil & 3 Aztec Geckos: 40pts, Moves ‘9’
T4, W3, S5, I4, A2, 4+ Dodge Save, Barbs (Auto, ‘12’, S4,
D6+2 shots), Reflex Shots (Barbs), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge with Poisoned Attacks AND
can be slain AFTER the Thorny Devil/Devils have all been
destroyed, Gecko Handlers are S4 against Cavalry, Thorny
Devil is Weak Against Spears

Purple Acid Lizard & 3 Aztec Geckos: 50pts, Moves ‘9’


T4, W3, S5, I4, A2, 4+ Dodge Save, Acid Breath (Auto, ‘9’
teardrop Flamethrower Template, S3, -3 to Armour Saves,
Reflex Shots (Acid Breath), -1 to Armour Saves in Close
Combat; 3 Aztec Gecko Handlers have Spears and are T2,
W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks AND
can be slain AFTER the Acid Lizard/Lizards have all been
destroyed, Gecko Handlers are S4 against Cavalry, Acid
Lizard is Weak Against Spears

Purple Fire Lizard & 3 Aztec Geckos: 40pts per team,


Moves ‘9’- T4, W3, S5, I4, A2, 4+ Dodge Save, Fire Breath
(Auto, ‘9’ teardrop Flamethrower Template, S4, Fire
attacks), Reflex Shots (Fire Breath), -1 to Armour Saves in
Close Combat; 3 Aztec Gecko Handlers have Spears and are
T2, W1, S3, I5, A1, 5+ Dodge Save with Poisoned Attacks
AND can be slain AFTER the Acid Lizard/Lizards have all
been destroyed, Gecko Handlers are S4 against Cavalry, Fire
Lizard is Weak Against Spears
Purple ‘Fused Lizard’ & Sun Laser Platform: 150pts
T5, W4, S4, I0, A3, 2+ Armour Save, Weak against
Spears, Dogged, Causes D6+1 I9 S5 -2 to Armour Save
hits on Charge ONLY, Aztec Geckos will throw their Javelins
in Close Combat have a combined total of S3 I4 A3 Poisoned
Attacks, when allowed Reflex Shots: S3, 3 shots due to 3
Gecko Crew, Poisoned), Tail Sweep (causes D6 S10 hits at
Initiative 0 which Ignore Armour Saves and can be used
instead of its Close Combat attacks),
Armed with Sun Laser Platform (Heavy, ‘24’, S5, deals
2D6 hits, -2 to Armour Saves, Magical, Fire attacks)

OR Snake Charmer; and the ‘Fused Lizard’ has a massive


horn on its head (Auto, ‘12’, S2, Poisoned Attacks, 2D6
shots, can even be used in Close Combat; has a range of ‘4’
if directed at ALL enemy units within range ‘4’ as an
alternative; also gains: Snake Magnet (In your
Reinforcements phase, 1 unit of Jungle Snakes within ‘6’
receives +1 base of Jungle Snakes)
Purple Lizard General on T-Rex with Mace: 360pts,
Moves ‘9’- T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry,
Reduces Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed), Lizard General is T5 W3 S5 I3 A5 3+
Armour Save -3 to Armour Saves, +1 to hit Bonus in Close
Combat and is NOT Crazed); Enemy units can target either
the Lizard General or the T-Rex at any time, and any attacks
with a template (teardrop or Blast) will hit both the Lizard
General AND the T-Rex. If the T-Rex is slain then the Lizard
General is placed on the table (in Close Combat if the T-Rex
was slain there) and can be represented by a Jaguar Lizard
with a Mace and Shield if available (who will have a 5+
Dodge Save as he will be on foot).

Purple Tyrannosaurus-Rex (without rider): 220pts,


T5, W5, S7, I3, A5, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -3, Deals 2 wounds if unsaved,
Dauntless, Crazed)

Purple Gecko Priest on Spinosaur: 200pts


T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Reduces
Armour Saves by -1, Poisoned Attacks, Armed with Acid
Phlegm (Auto, ‘18’, 1 shot, S5 -2 to Armour Saves, Deals 2
wounds if unsaved), Reflex Shots (Acid Phlegm), Sun
Beacon (Missile attacks with ‘Sun’ in their description can
be channelled through the Gecko Priest, even if the unit with
‘Sun’ attack is in Close Combat)
Aztec Dinosaurs: Army of the Sun

Aztec Dinosaur- Army of the Sun CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 20


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge), Army of the Sun (Fire Attacks, Rolls 3D6
when they win Close Combat and choose 2 highest dice in a
CCR roll over their foes)

Jaguar Lizard with Spear & Shield: 10pts + 20


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite, Army of the Sun (Fire
Attacks, Rolls 3D6 when they win Close Combat and choose
2 highest dice in a CCR roll over their foes)

Aztec Gecko with Dart Gun: 4pts + 5, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), Army of
the Sun (Fire Attacks)
Aztec Gecko w/ Javelin & Shield: 4pts + 5, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, Army of
the Sun (Fire Attacks)

Jungle Snakes: 15pts per Base + 20


cobras da selva
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Water
Dwellers, Army of the Sun (Fire Attacks)

Jaguar Temple Lizard with Halberd: 13pts + 20


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge), Army of the Sun (Fire Attacks)
Aztec Dinosaur- Army of the Sun Specialist Units:
Limit of 80 Mounted Jaguar Lizards with Spears (4 Units)
Limit of 40 Crocodile Beasts (4 Units)

Jaguar Lizard on Horned Beast with Spear: 32pts + 20


jaguar lagarto na besta com chifres com lança
T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves
on Charge ONLY, Cavalry, Diehards, Horned Beast is also
S4 I2 A2, Rider has Savage Bite (maximum of 3 extra
attacks on the charge), Army of the Sun (Fire Attacks,
Rolls 3D6 when they win Close Combat and choose 2 highest
dice in a CCR roll over their foes)

Crocodile Beast with 2 Handed Club: 55pts + 20


besta crocodilo com clube de duas mãos
Moves ‘9’- T4, W3, S7, I0, A3, 4+ Armour Save, 6+ Numb
Save, Can join Aztec Gecko units on foot AND attack in
Close Combat if within ‘3’ of an Aztec Gecko in base-to-base
contact with an enemy unit, Diehards, Reduces Armour
Saves by -3, Savage Bite (maximum of 4 extra attacks per
Crocodile Beast on charge), Weak against Spears, Water
Dwellers, Army of the Sun (Fire Attacks, Rolls 3D6 when
they win Close Combat and choose 2 highest dice in a CCR
roll over their foes)
Aztec Dinosaurs: Army of the Snake

Aztec Dinosaur- Army of the Snake CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 30


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A3, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 4 more attacks per Jaguar Lizard
on the charge), Army of the Snake (Re-rolls misses
against ALL Sewer Rat units, +1 Attack include above)

Jaguar Lizard with Spear & Shield: 10pts + 30


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A3, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite (Maximum 4 Attacks),
Army of the Snake (+1 Attack include above)

Aztec Gecko with Dart Gun: 4pts + 10, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A2, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), Army of
the Sun (Re-rolls misses against ALL Sewer Rat units)
Aztec Gecko w/ Javelin & Shield: 4pts + 10, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A2, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, Army of
the Snake (Re-rolls misses against ALL Sewer Rat units)

Aztec Gecko with Cudgel & Shield: 4pts + 10, Moves ‘9’
gecko asteca com bastão e escudo
T2, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1, Diehards, +1 to Cover Saves,
Water Dwellers, Army of the Snake (Re-rolls misses
against ALL Sewer Rat units)

Jungle Snakes: 15pts per Base + 30


cobras da selva
T2, W5, S2, I1, A6, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Water
Dwellers, Army of the Snake (A12 on Charge, Re-rolls
misses against ALL Sewer Rat units)

Jaguar Temple Lizard with Halberd: 13pts + 30


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A3, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 4 more attacks per Temple Lizard on the
charge), Army of the Snake (+1 Attack include above)
Aztec Dinosaurs: Army of Bone

Aztec Dinosaur- Army of Bone CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 30


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 4+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge), Army of Bone (+1 to Numb Save, +1 to
Armour Save include above)

Jaguar Lizard with Spear & Shield: 10pts + 30


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 4+ Armour Save, 5+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite, Army of Bone (+1 to
Numb Save, +1 to Armour Save include above)

Aztec Gecko with Dart Gun: 4pts + 5, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), Army of
the Bone (+1 to Dodge Save include above)
Aztec Gecko w/ Javelin & Shield: 4pts + 5, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 4+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, Army of
the Bone (+1 to Dodge Save include above)

Jungle Snakes: 15pts per Base + 30


cobras da selva
T2, W5, S2, I1, A5, 5+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Water
Dwellers, Army of the Bone (+1 to Dodge Save include
above)

Jaguar Temple Lizard with Halberd: 13pts + 30


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 3+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge), Army of Bone (+1 to Numb Save, +1 to Armour
Save include above)
Aztec Dinosaurs: Army of the Jaguar

Aztec Dinosaur- Army of the Jaguar CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 25


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge), Army of the Jaguar (Moves through Jungle
and Woods without penalty, 4+ Cover Save in Jungle)

Jaguar Lizard with Spear & Shield: 10pts + 25


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite, Army of the Jaguar

Aztec Gecko with Dart Gun: 4pts, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), Army of
the Jaguar (3+ Cover Saves in Jungle)
Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, Army of
the Jaguar (3+ Cover Saves in Jungle)

Jungle Snakes: 15pts per Base + 25


cobras da selva
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Army
of the Jaguar (3+ Cover Saves in Jungle)

Jaguar Temple Lizard with Halberd: 13pts + 25


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge), Army of the Jaguar (4+ Cover Saves in Jungle)
Aztec Dinosaurs: Army of Water

Water Dwellers (Enemy units have -1 to hit against them


in Shooting when the unit is in water features like marshes,
rivers or swamps. Water Dwellers move through water
features without penalty)

Aztec Dinosaur- Army of Water CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 10


jaguar lagarto com mace e escudo
T4, W1, S4, I3, A2, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge), Army of Water (Water Dwellers, +1
Initiative included above)

Jaguar Lizard with Spear & Shield: 10pts + 10


jaguar lagarto com lança e escudo
T4, W1, S4, I4, A2, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite, Army of Water (Water
Dwellers, +1 Initiative included above)
Aztec Gecko with Dart Gun: 4pts + 5, Moves ‘9’
gecko asteca com arma de dardos
T2, W1, S3, I5, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), Army of
Water (+1 Initiative included above)

Aztec Gecko w/ Javelin & Shield: 4pts + 5, Moves ‘9’


gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, Army of
Water (+1 Initative included above)

Jungle Snakes: 15pts per Base + 10


cobras da selva
T2, W5, S2, I2, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Army
of Water (Water Dwellers, +1 Initiative included above)

Jaguar Temple Lizard with Halberd: 13pts + 10


jaguar lagarto templo com alabarda
T4, W1, S5, I4, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge), Army of Water (Water Dwellers, +1 Initiative
included above)
Aztec Dinosaurs: The Unshakeable:

Aztec Dinosaurs- The Unshakeable CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 20


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge), The Unshakeable (Dauntless)

Jaguar Lizard with Spear & Shield: 10pts + 20


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite, The Unshakeable
(Dauntless)

Aztec Gecko with Dart Gun: 4pts + 15, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), The
Unshakeable (Dauntless)
Aztec Gecko w/ Javelin & Shield: 4pts + 15, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, The
Unshakeable (Dauntless)

Aztec Gecko with Cudgel & Shield: 4pts + 15, Moves ‘9’
gecko asteca com bastão e escudo
T2, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1, Diehards, +1 to Cover Saves,
Water Dwellers, The Unshakeable (Dauntless)

Jungle Snakes: 15pts per Base + 20


cobras da selva
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, The
Unshakeable (Dauntless, Can re-roll CCR rolls when
victorious over an enemy unit or units in Close Combat)

Jaguar Temple Lizard with Halberd: 13pts + 20


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge), The Unshakeable (Dauntless)
Aztec Dinosaurs: The Feathered Ones

Aztec Dinosaurs- The Feathered Ones CORE Units:


Limit of 6 Jungle Snakes Bases
Limit of 30 Jaguar Temple Lizards (1 Unit)

+5, +10, +20 refers to +5pts per Unit, +10pts per Unit etc

Jaguar Lizard with Mace & Shield: 10pts + 30


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge), The Feathered Ones (5+ Dodge Save
against Magical Attacks)

Jaguar Lizard with Spear & Shield: 10pts + 30


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite, The Feathered Ones
(5+ Dodge Save against Magical Attacks)

Aztec Gecko with Dart Gun: 4pts + 20, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps), The
Feathered Ones (5+ Dodge Save against Magical Attacks)
Aztec Gecko w/ Javelin & Shield: 4pts + 20, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers, The
Feathered Ones (5+ Dodge Save against Magical Attacks)

Aztec Gecko with Cudgel & Shield: 4pts + 20, Moves ‘9’
gecko asteca com bastão e escudo
T2, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks,
Reduces Armour Saves by -1, Diehards, +1 to Cover Saves,
Water Dwellers, The Feathered Ones (5+ Dodge Save
against Magical Attacks)

Jungle Snakes: 15pts per Base + 30


cobras da selva
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, The
Feathered Ones (5+ Dodge Save against Magical Attacks)

Jaguar Temple Lizard with Halberd: 13pts + 30


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge), The Feathered Ones (5+ Dodge Save against
Magical Attacks)
Aztec Dinosaurs: Army of the Temple

Aztec Dinosaur- Army of the Temple CORE Units:


Limit of 6 Jungle Snakes Bases

Jaguar Lizard with Mace & Shield: 10pts


jaguar lagarto com mace e escudo
T4, W1, S4, I2, A2, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2, Diehards, Savage Bite (on a
6 to wound in Close Combat, it generates 1 more attack at
the MAX, so a maximum of 3 more attacks per Jaguar Lizard
on the charge)

Jaguar Lizard with Spear & Shield: 10pts


jaguar lagarto com lança e escudo
T4, W1, S4, I3, A2, 5+ Armour Save, 6+ Numb Save, S5 vs
Cavalry, Diehards, Savage Bite

Aztec Gecko with Dart Gun: 4pts, Moves ‘9’


gecko asteca com arma de dardos
T2, W1, S3, I4, A1, 6+ Dodge Save, Armed with Dart Gun
(Auto, ‘12’, 2 Shots, S3, Poisoned), Reflex Shots (S3),
Diehards, Poisoned Attacks, +1 to Cover Saves, -1 to hit
penalty in Close Combat, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps)
Aztec Gecko w/ Javelin & Shield: 4pts, Moves ‘9’
gecko asteca com dardo e escudo
T2, W1, S3, I4, A1, 5+ Dodge Save, Armed with Javelins
(Auto, ‘12’, 1 Shot, S3) Reflex Shots (S3), Poisoned Attacks,
Diehards, +1 to Cover Saves, Water Dwellers

Jungle Snakes: 15pts per Base


cobras da selva
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover

Jaguar Temple Lizard with Halberd: 11pts


jaguar lagarto templo com alabarda
T4, W1, S5, I3, A2, 4+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -1, Diehards, Savage Bite
(maximum of 3 more attacks per Temple Lizard on the
charge)

Aztec Dinosaur- Army of the Temple Specialist Units:


Limit of 10 Stealth Geckos (1 Unit)
Limit of 80 Mounted Jaguar Lizards with Spears (4 Units)
Limit of 40 Crocodile Beasts (4 Units)
No Limit on Pterodactyl Riders with Javelins
Limit of 80 Aztec Lizards on Horned Beasts (4 Units)

Stealth Gecko with Dart Gun: 8pts, Moves ‘9’


gecko discrição com arma de dardos
T2, W1, S3, I4, A1, 4+ Dodge Save, Poisoned Attacks,
Ambush, Diehards, Shooting hits like Snipers, +1 to Cover
Saves, Water Dwellers
Jaguar Lizard on Horned Beast with Spear: 32pts
jaguar lagarto na besta com chifres com lança
T5, W1, S4, I2, A2, 2+ Armour Save, S5 -1 to Armour Saves
on Charge ONLY, Cavalry, Diehards, Horned Beast is also
S4 I2 A2, Rider has Savage Bite (maximum of 3 extra
attacks on the charge)

Crocodile Beast with 2 Handed Club: 55pts, Moves ‘9’


besta crocodilo com clube de duas mãos
T4, W3, S7, I0, A3, 4+ Armour Save, 6+ Numb Save, Can
join Aztec Gecko units on foot AND attack in Close
Combat if within ‘3’ of an Aztec Gecko in base-to-base
contact with an enemy unit, Diehards, Reduces Armour
Saves by -3, Savage Bite (maximum of 4 extra attacks per
Crocodile Beast on charge), Weak against Spears, Water
Dwellers

Aztec Gecko on Pterodactyl w/ Javelin: 10pts,


gecko asteca em pterodáctilo com dardo
Moves ‘10’- T4, W1, S3, I4, A2, 5+ Dodge Save, Flyers,
Cavalry, Reflex Shots (S4 Rocks: deals 2 S4 hits each),
Poisoned Attacks, Hit and Run, Diehards, Jungle Nests
(Can move through Woods and Jungles without penalty)

Aztec Gecko on Horned Beast w/ Spear & Shield:


gecko asteca em besta com chifres com lança e
escudo
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry, Diehards
Aztec Dinosaur- Army of the Temple Heavy Units:
No Limit on Triceratops & Aztec Gecko Platforms
Limit of 6 Fire Lizards (3 Units)

Triceratops & Aztec Gecko Platform: 245pts


triceratops e plataforma gecko asteca
T6, W5, S5, I2, A4, 3+ Armour Save, Causes D6+1 I9 S7 -3
to Armour Save hits on Charge ONLY which causes 2
wounds if unsaved, Weak against Spears, Triceratops
reduces Enemy Armour Saves by -1 in Close Combat, Aztec
Geckos will throw their Javelins in Close Combat have a
combined total of S3 I4 A5 Poisoned Attacks, Reflex Shots
(S3, 5 shots due to 5 Gecko Crew, Poisoned)
Armed with Gecko Giant Bow (Auto, ‘36’, S5, deals 2
wounds if Unsaved, Ignores Armour Saves, Poisoned)

Fire Lizard & 3 Aztec Geckos: 40pts per team, Moves ‘9’
lagarto de fogo e três lagartixas asteca
T4, W3, S5, I4, A2, 5+ Dodge Save, Fire Breath (Auto, ‘9’
teardrop Flamethrower Template, S4, Fire attacks), Reflex
Shots (Fire Breath), -1 to Armour Saves in Close Combat
3 Aztec Gecko Handlers have Spears and are T2, W1, S3, I5,
A1, 5+ Dodge Save with Poisoned Attacks AND can be slain
AFTER the Acid Lizard/Lizards have all been destroyed.
Gecko Handlers are S4 against Cavalry, Fire Lizard is Weak
Against Spears
Rumble in the Jungle Units:
Conquistador Pikemen, Aztec Lizards on Horned Beasts and
Drowned Night Zombies are available when fighting Aztec
Dinosaurs or when invading Central & South America

Conquistador Pikeman: 9pts


Pikeman conquistador / conquistador piquero
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry, Armed
with Pikes (Counts as Spears, S4 I9 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’) Also armed with Crossbows, Follows normal rules
for Reflex Shots, Champions of Capua, Wrath of Aguirre
(Dauntless when fighting against Aztec Dinosaur units of ALL
kinds)

Aztec Gecko on Horned Beast w/ Spear & Shield:


geco azteco sulla bestia cornuto con lancia e scudo
gecko asteca em besta com chifres com lança e
escudo
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry, Diehards

Drowned Night Zombie: 2pts + 50 per unit


noslīka nakts zombiju
T3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Water Dwellers (Enemy
units have -1 to hit against them in Shooting when the unit
is in water features like marshes, rivers or swamps. Water
Dwellers move through water features without penalty),
Breath of Life (Benefits from Summon Dead, Raise the
Dead and Summon Dead Horde. Enemy units who are NOT
Dauntless suffer -1 to Hit against this unit if they are
summoned in a Water Feature), Then He’s Still There…
(All armies BUT Army of Darkness pay +50pts for this unit
and they can summon them within ’18’ of a friendly unit in
the Reinforcements Phase)

Conquistador Pikemen for Hire- CORE:


Mercenaries for Fame, Mountain Ogres

Conquistador Pikemen for Hire- Specialist:


Aztec Dinosaurs, Elven Navy, Fay Elves, Mountain Dwarfs,
German Empire (Limit of 120 Conquistadors- 4 Units)

Drowned Night Zombies for Hire- Specialist:


Mercenaries for Fame, Mountain Ogres, Green Horde, Sewer
Rats, Death Knights, Dead Egyptians, Cloven, Army of
Darkness, Elven Pirates, Slavers of Babylon
(Limit of 80 Drowned Night Zombies- 4 Units)

Aztec Lizards on Horned Beasts for Hire- Specialist:


Aztec Dinosaurs, Elven Navy, Fay Elves, Mountain Dwarfs,
German Empire, Mercenaries for Fame, Mountain Ogres
(Limit of 80 Aztec Lizards on Horned Beasts- 4 Units)

Aztec Dinosaur Specialist Units:


Limit of 80 Aztec Lizards on Horned Beasts (4 Units)

Aztec Gecko on Horned Beast w/ Spear & Shield:


geco azteco sulla bestia cornuto con lancia e scudo
gecko asteca em besta com chifres com lança e
escudo
12pts, Moves ‘9’, T3, W1, S3, I5, A2, 3+ Armour Save, S4
on Charge, Poisoned Attacks, Cavalry, Diehards
Defenders of the Portal:

NOTE: The Defenders of the Portal are intended to face the


United Daimon Host: Beyond the Dark Portal. They can also
fielded in your Aztex Dinosaur armies.

Army of the Light: Units are as normal for Aztec


Dinosaurs. The army is intended to have an 8000 points
limit so the limits on Heroic, Specialist and Heavy units
reflects this. They are intended to fight against the UDH
Legion, ‘Beyond the Dark Portal’ against waves and waves of
recycled United Daimon Host Daimons.
Defenders of the Portal Heroic Units:
Limit of 8 Lizard Generals on T-Rex
Limit of 16 Jaguar Lizard Veterans with Maces and Shields
Limit of 16 Aztec Gecko Chiefs with Cudgels and Shields

Aztec Gecko Priest of the Sun: 100pts


sacerdote gecko asteca do sol
Moves ‘9’- T2, W2, S3, I4, A1, 5+ Dodge Save, Poisoned
Attacks, Diehards, +1 to Cover Saves, Water Dwellers,
The Sun Shines On You (Roll 2D6, on a 5+ you can
nominate 1 friendly unit within ‘12’ and they can re-roll 1s to
Hit and 1s to Wound in Close Combat)

Jaguar Lizard Veteran with Mace & Shield: 80pts


veterano de lagarto jaguar com maça e escudo
T5, W2, S5, I3, A4, 3+ Armour Save, 5+ Numb Save, -3 to
Armour Saves, Diehards, Savage Bite (on a 6 to wound in
Close Combat, it generates 1 more attack at the MAX, so a
maximum of 5 more attacks per Jaguar Lizard Veteran on
the charge), +1 to Hit Bonus in Close Combat, Jaguar
Warrior of Tenochtitlan (Jaguar Lizard units that the
Jaguar Lizard Veteran is attached to can choose to score an
8 on CCR rolls instead of rolling 2D6)
Aztec Gecko Chief with Cudgel & Shield: 40pts
chefe asteca gecko com bastão e escudo
Moves ‘9’- T3, W2, S4, I6, A3, 3+ Dodge Save, Poisoned
Attacks, -2 to Armour Saves, Diehards, +1 to Cover Saves,
Water Dwellers, Commander in Chief (Aztec Gecko units
that the Aztec Gecko Chief is attached to can choose to
score a 6 on CCR rolls instead of rolling 2D6)

Defenders of the Portal CORE Units:


Aztec Geckos with Dart Guns
Aztec Geckos with Javelins and Shields
Aztec Geckos with Bows
Aztec Geckos with Cudgels and Shields
Jaguar Lizards with Maces and Shields
Jaguar Lizards with Spears and Shields

Defenders of the Portal Specialist Units:


Limit of 72 Jungle Snake Bases (12 Units)
Limit of 120 Stealth Geckos (12 Units)
Limit of 240 Mounted Jaguar Lizards with Spears (12 Units),
Limit of 240 Mounted Jaguar Lizards with Maces (12 Units)
Limit of 240 Jaguar Temple Lizards (12 Units)
Defenders of the Portal Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 160 Crocodile Beasts (8 Units)
Limit of 8 Triceratops & Aztec Gecko Platforms
Limit of 8 Sun Triceratops & Sunshine Platforms
Limit of 24 Thorny Devils (8 Units),
24 Acid Lizards (8 Units),
Limit of 160 Pterodactyl Riders with Bows (8 Units)
Limit of 160 Pterodactyl Riders with Javelins (8 Units)
Limit of 160 Pterodactyl Riders with Slings (8 Units)
Limit of 160 Pterosaur Riders with Spears (8 Units)
Limit of 16 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 8 Tyrannosaurus-Rex without riders
Limit of 8 Gecko Priests on Spinosaurs

Sun Triceratops & Sunshine Platform: 335pts


sol triceratops e plataforma de luz do sol
T6, W6, S6, I2, A4, 3+ Armour Save, 6+ Dodge Save,
Weak against Spears, Causes D6+1 I9 S7 -3 to Armour
Save hits on Charge ONLY which causes 2 wounds if
unsaved, Sun Triceratops reduces Enemy Armour Saves by
-2 in Close Combat, the 5 Aztec Geckos will throw their
Javelins in Close Combat have a combined total of S3 I4 A5
Poisoned Attacks, Reflex Shots (S3, 5 shots due to 5 Gecko
Crew, Poisoned), Sun Platform is operated by Gecko Priest
with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which
are Magical, Fire attacks to ALL enemy units within range),
The Sun Shines On You (Roll 2D6, on a 5+ you can
nominate 1 friendly unit within ‘12’ and they can re-roll 1s to
Hit and 1s to Wound in Close Combat)
Pox Daimons
Pokke Daimon
Portal Reinforcements:
(portal versterkings)
Pox Daimon Reinforcements can arrive through Portals and
can be teleported onto the battlefield within ‘6’ of a friendly
Pox Daimon unit. The friendly units act as beacon for the
portal technology to focus in on.

Enemy of the Illusionist:


(vyand van die illusive)
Pox Daimon Units can re-roll misses against Magic Daimon
Units in Close Combat

Not from around Here:


(nie van hier rond)
Pox Daimon Units have Magical Attacks
Plague of Flies:
(plaag van vlieë)
Pox Daimon models (not including colour variants: Green,
Yellow, Swamp and Clay) are ALWAYS hit by enemy models
on a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+), works exactly like
Seeing Shadows

Always Wounds on 4+ at the most:


Altyd wonde aan 4+ op die mees
This rule does NOT apply when attacking Vehicles or
Juggernauts.

Pox Daimon CORE Units:

Pox Daimon with Filthy Sword: 9pts


pokke daimon met vuil sward
T4, W1, S4, I2, A2, 5+ Dodge Save, 4+ Numb Save,
Dauntless, Slow, Always Wounds on 4+ at the most

Daimon Children of Pox: 15pts per Base


daimon kinders van pokke
T3, W4, S3, I3, A4, 5+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Ambush, Suffers double Wounds from
attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their
Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Seven Daimon Children of Pox: 30pts per Base


daimon kinders van pokke
T3, W7, S3, I3, A7, 5+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Ambush, Suffers double Wounds from
attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their
Cover Save when in Cover, Immune to ‘Stronger Than’ Rule
Pox Daimon Specialist Units:
Limit of 24 Pox Daimons on Giant Wasps
Limit of 60 Tormentors of Disease

Tormentor Daimon of Disease: 8pts, Moves ‘10’


tormentor daimon van die siekte
T4, W1, S4, I4, A1, 5+ Dodge Save, 4+ Numb Save, Flyer,
Slow, Dauntless
Pox Daimon on Giant Wasp: 42pts, Moves ‘12’
pokke daimon op reuse perdeby
T5, W3, S4, I2, A4, 5+ Dodge Save, 4+ Numb Save, Flyer,
Cavalry, Dauntless, Charges ‘9’, Always Wounds on 4+ at
the most

Pox Daimon Heavy Units:


Limit of 1 Pox Daimon Overlord
Limit of 2 Pox Daimon Princes, Diseased Behemoths
Limit of 28 Pox Daimons on Slug Beasts, Slug Beasts
Limit of 4 Pox Daimon Chariots

Pox Daimon Overlord w/ Giant Filthy Sword: 190pts


pokke daimon oorheerser met reuse vuil swaard
T7, W6, S6, I4, A5, 3+ Numb Save, 4+ Dodge Save, Slow,
Dauntless, Weak against Spears, Always wounds on 4+
at the MAX, Ignores Armour Saves & Numb Saves in Close
Combat
Daimon Prince of Disease: 160pts
daimon vors van die siekte
T6, W4, S6, I8, A5, 5+ Dodge Save, 4+ Numb Save, Moves
‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves
in Close Combat, Weak against Spears, Dauntless, +1 to
Hit Bonus in Close Combat, Cloud of Bad Gas (Roll 3D6, on
a 10+, Deal 3D6 Hits to an enemy unit within ‘24’ even if it
is in Close Combat. Wounds automatically on a 4+ but does
NOT affect Vehicles/Juggernauts. Every unsaved Wound
creates 1 Pox Daimon with a Filthy Sword within ‘3’ of the
enemy unit)

Pox Daimon on Slug Beast: 52pts, Moves ‘6’


pokke daimon op slak dier
T5, W4, S4, I2, A6, 3+ Numb Save, 5+ Dodge Save,
Dauntless, Charges ‘9’, Weak against Spears, Always
Wounds on 4+ at the most, (A6 includes attacks from Pox
Daimon), Slug Beast causes 2 I9 S4 hits each on Charge
ONLY

Pox Slug Beast: 40pts


pokke slak dier
T5, W4, S4, I2, A4, 3+ Numb Save, 5+ Dodge Save
Dauntless, Slow, Weak against Spears, Always Wounds
on 4+ at the most

Diseased Behemoth with Claws: 180pts


siek seekoei met kloue
T13, W4, S6, I1, A4, 5+ Dodge Save, 4+ Numb Save,
Ignores Armour Saves, Slow, Dogged, Dauntless, Armed
with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour
Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball
(Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)
Pox Daimon Chariot: 120pts, Moves ‘6’
pokke daimon strydwa
T5, W6, S4, I2, A8, 3+ Numb Save, 5+ Dodge Save, Weak
Against Spears, Cavalry, D6+2 I8 S5 -2 to Armour Save
Impact hits on Charge ONLY then fights as normal; Pulled by
1 Pox Slug Beast and includes 2 Pox Daimon Riders who are
S4 I2 A8 in total, Always Wounds on 4+ at the most,
Dauntless
Green Pox Daimons:
Groen Pokke Daimons:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(Dodelike Akkurate)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Not from around Here: Green Pox Daimon Units have


Magical Attacks

Green Pox Daimon CORE Units:

Green Pox Daimon with Filthy Sword: 9pts


T4, W1, S4, I2, A2, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Slow, Poisoned Attacks

Green Daimon Children of Pox: 15pts per Base


T3, W4, S3, I3, A4, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Suffers double Wounds from attacks with
a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save
when in Cover, Immune to ‘Stronger Than’ Rule

Seven Green Daimon Children of Pox: 30pts per Base


T3, W7, S3, I3, A7, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Suffers double Wounds from attacks with
a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save
when in Cover, Immune to ‘Stronger Than’ Rule
Green Pox Daimon Specialist Units:
Limit of 24 Pox Daimons on Giant Wasps
Limit of 60 Tormentors of Disease

Green Tormentor Daimon of Disease: 8pts, Moves ‘10’


T4, W1, S4, I4, A1, 6+ Dodge Save, 5+ Numb Save, Flyer,
Slow, Dauntless

Green Pox Daimon on Giant Wasp: 42pts, Moves ‘12’


T5, W3, S4, I2, A4, 6+ Dodge Save, 5+ Numb Save, Flyer,
Cavalry, Dauntless, Charges ‘9’, Poisoned Attacks

Green Pox Daimon Heavy Units:


Limit of 1 Pox Daimon Overlord
Limit of 2 Pox Daimon Princes, Diseased Behemoths
Limit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Green Pox Daimon Overlord w/ Giant Filthy Sword:


190pts- T7, W6, S6, I4, A5, 4+ Numb Save, 5+ Dodge
Save, Slow, Dauntless, Weak against Spears, Poisoned
Attacks, Ignores Armour Saves & Numb Saves in Close
Combat

Green Daimon Prince of Disease: 160pts


T6, W4, S6, I8, A5, 6+ Dodge Save, 5+ Numb Save, Moves
‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves
in Close Combat, Weak against Spears, Dauntless

Green Daimon on Slug Beast: 52pts, Moves ‘6’


T5, W4, S4, I2, A6, 4+ Numb Save, 6+ Dodge Save,
Dauntless, Charges ‘9’, Weak against Spears, Poisoned
Attacks, (A6 includes attacks from Pox Daimon)

Green Pox Slug Beast: 40pts


T5, W4, S4, I2, A4, 4+ Numb Save, 6+ Dodge Save
Dauntless, Slow, Weak against Spears, Poisoned Attacks
Green Diseased Behemoth with Claws: 180pts
T13, W4, S6, I1, A4, 6+ Dodge Save, 5+ Numb Save,
Ignores Armour Saves, Slow, Dogged, Dauntless, Armed
with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour
Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball
(Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)
Yellow Pox Daimons:
Geel Pokke Daimons:
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(twee vir die prys van een)
Yellow Pox Daimon models all have enhanced durability, in
the form of extra Wounds on their profile and, as a
consequence of this, have reduced Saves where relevant (-
1). This will be always be included in the rules and stats for
a unit.

Not from around Here: Yellow Pox Daimon Units have


Magical Attacks

Yellow Pox Daimon CORE Units:

Yellow Pox Daimon with Filthy Sword: 9pts


T4, W2, S4, I2, A2, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Slow, Poisoned Attacks

Yellow Daimon Children of Pox: 15pts per Base


T3, W5, S3, I3, A4, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Suffers double Wounds from attacks with
a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save
when in Cover, Immune to ‘Stronger Than’ Rule

Seven Yellow Daimon Children of Pox: 30pts per Base


T3, W8, S3, I3, A8, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Suffers double Wounds from attacks with
a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save
when in Cover, Immune to ‘Stronger Than’ Rule
Yellow Pox Daimon Specialist Units:
Limit of 24 Pox Daimons on Giant Wasps
Limit of 60 Tormentors of Disease

Yellow Tormentor Daimon of Disease: 8pts, Moves ‘10’


T4, W2, S4, I4, A1, 6+ Dodge Save, 5+ Numb Save, Flyer,
Slow, Dauntless

Yellow Pox Daimon on Giant Wasp: 42pts, Moves ‘12’


T5, W4, S4, I2, A4, 6+ Dodge Save, 5+ Numb Save, Flyer,
Cavalry, Dauntless, Charges ‘9’, Poisoned Attacks

Yellow Pox Daimon Heavy Units:


Limit of 1 Pox Daimon Overlord
Limit of 2 Pox Daimon Princes, Diseased Behemoths
Limit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Yellow Pox Daimon Overlord w/ Giant Filthy Sword:


190pts- T7, W7, S6, I4, A5, 4+ Numb Save, 5+ Dodge
Save, Slow, Dauntless, Weak against Spears, Poisoned
Attacks, Ignores Armour Saves & Numb Saves in Close
Combat

Yellow Daimon Prince of Disease: 160pts


T6, W5, S6, I8, A5, 6+ Dodge Save, 5+ Numb Save, Moves
‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves
in Close Combat, Weak against Spears, Dauntless

Yellow Daimon on Slug Beast: 52pts, Moves ‘6’


T5, W5, S4, I2, A6, 6+ Dodge Save, 4+ Numb Save,
Dauntless, Charges ‘9’, Weak against Spears, Poisoned
Attacks, (A6 includes attacks from Pox Daimon)

Yellow Pox Slug Beast: 40pts


T5, W5, S4, I2, A4, 6+ Dodge Save, 4+ Numb Save,
Dauntless, Slow, Weak against Spears, Poisoned Attacks
Yellow Diseased Behemoth with Claws: 180pts
T13, W5, S6, I1, A4, 6+ Dodge Save, 5+ Numb Save,
Ignores Armour Saves, Slow, Dogged, Dauntless, Armed
with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour
Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball
(Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)
Swamp Pox Daimons:
Moeras Pokke Daimons:
Painted mainly in Sea Greens, Hookers Green and lightly
painted off-Greens distinct from greens of the Green Armies

Slow:
(Stadig)
All Swamp units move like ALWAYS in terrain, and can pick
the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s
statistics (e.g. Cavalry)

Uninhibited:
(Ongeremd)
If a Swamp unit with this rule is fired upon by an enemy unit
in the Shooting Phase, roll a D6. On a roll of 4+ that Swamp
unit will move D6 towards the unit which fired upon it,
around friendly and enemy units and terrain if need be. If
the Swamp unit contacts the enemy unit in this way, it will
count as Charging. Also, this move can be used to Link-Up
with another Swamp unit if it definitely will not reach the
enemy unit who fired at them AND ends its move within ‘2’
of this friendly unit as normal.

Not from around Here: Swamp Pox Daimon Units have


Magical Attacks

Swamp Pox Daimon CORE Units:


Swamp Pox Daimon with Filthy Sword: 9pts
T4, W1, S4, I2, A2, 6+ Dodge Save, 4+ Numb Save,
Dauntless, Slow, Uninhibited, Poisoned Attacks
Swamp Daimon Children of Pox: 15pts per Base
T3, W4, S3, I3, A4, 6+ Dodge Save, 5+ Numb Save,
Poisoned Attacks, Dauntless, Slow, Uninhibited, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Seven Swamp Daimon Children of Pox: 30pts per Base


T3, W7, S3, I3, A7, 6+ Dodge Save, 5+ Numb Save,
Poisoned Attacks, Dauntless, Slow, Uninhibited, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Swamp Pox Daimon Specialist Units:


Limit of 24 Pox Daimons on Giant Wasps
Limit of 60 Tormentors of Disease

Swamp Tormentor Daimon of Disease: 8pts, Moves ‘10’


T4, W1, S4, I4, A1, 6+ Dodge Save, 4+ Numb Save, Flyer,
Slow, Dauntless, Uninhibited

Swamp Pox Daimon on Giant Wasp: 42pts, Moves ‘12’


T5, W3, S4, I2, A4, 6+ Dodge Save, 4+ Numb Save, Flyer,
Cavalry, Dauntless, Uninhibited, Charges ‘9’, Poisoned
Attacks

Swamp Pox Daimon Heavy Units:


Limit of 1 Pox Daimon Overlord
Limit of 2 Pox Daimon Princes, Diseased Behemoths
Limit of 28 Pox Daimons on Slug Beasts, Slug Beasts
Swamp Pox Daimon Overlord w/ Giant Filthy Sword:
190pts- T7, W6, S6, I4, A5, 3+ Numb Save, 5+ Dodge
Save, Slow, Dauntless, Weak against Spears,
Uninhibited, Poisoned Attacks, Ignores Armour Saves &
Numb Saves in Close Combat

Swamp Daimon Prince of Disease: 160pts


T6, W4, S6, I8, A5, 6+ Dodge Save, 4+ Numb Save, Moves
‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves
in Close Combat, Weak against Spears, Dauntless,
Uninhibited

Swamp Pox Daimon on Slug Beast: 52pts, Moves ‘6’


T5, W4, S4, I2, A6, 3+ Numb Save, 6+ Dodge Save,
Dauntless, Charges ‘9’, Weak against Spears,
Uninhibited, Poisoned Attacks, (A6 includes attacks from
Pox Daimon)

Swamp Pox Slug Beast: 40pts


T5, W4, S4, I2, A4, 3+ Numb Save, 6+ Dodge Save
Dauntless, Slow, Uninhibited, Weak against Spears,
Poisoned Attacks

Swamp Diseased Behemoth with Claws: 180pts


T13, W4, S6, I1, A4, 6+ Dodge Save, 4+ Numb Save,
Ignores Armour Saves, Slow, Dogged, Uninhibited,
Dauntless, Armed with Arm Cannon: Heavy, ‘48’, S7, 3
shots, -3 to Armour Saves, ignores Flyers’ Dodge Saves)
AND Phlegm Ball (Auto, ‘36’, S8, -4 to Armour Saves, ‘5’
Tank Blast)
Clay Pox Daimons:
Klei Pokke Daimons:
Painted in Earthy colours, browns and the colour of un-fired
Clay

Blast Furnace
(Hoogond)
Fire attacks are only S2 against Clay Pox Daimon models

Not from around Here: Clay Pox Daimon Units have


Magical Attacks

Clay Pox Daimon CORE Units:


Clay Pox Daimon with Filthy Sword: 9pts
T4, W1, S4, I2, A2, 6+ Dodge Save, 4+ Numb Save,
Dauntless, Slow, Poisoned Attacks

Clay Daimon Children of Pox: 15pts per Base


T3, W4, S3, I3, A4, 6+ Dodge Save, 5+ Numb Save,
Poisoned Attacks, Dauntless, Slow, Suffers double Wounds
from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to
their Cover Save when in Cover, Immune to ‘Stronger Than’
Rule

Seven Clay Daimon Children of Pox: 15pts per Base


T3, W7, S3, I3, A7, 6+ Dodge Save, 5+ Numb Save,
Poisoned Attacks, Dauntless, Slow, Suffers double Wounds
from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to
their Cover Save when in Cover, Immune to ‘Stronger Than’
Rule

Clay Pox Daimon Specialist Units:


Limit of 24 Pox Daimons on Giant Wasps
Limit of 60 Tormentors of Disease
Clay Tormentor Daimon of Disease: 8pts, Moves ‘10’
T4, W1, S4, I4, A1, 6+ Dodge Save, 4+ Numb Save, Flyer,
Slow, Dauntless

Clay Pox Daimon on Giant Wasp: 42pts, Moves ‘12’


T5, W3, S4, I2, A4, 6+ Dodge Save, 4+ Numb Save, Flyer,
Cavalry, Dauntless, Charges ‘9’, Poisoned Attacks

Clay Pox Daimon Heavy Units:


Limit of 1 Pox Daimon Overlord
Limit of 2 Pox Daimon Princes, Diseased Behemoths
Limit of 28 Pox Daimons on Slug Beasts, Slug Beasts

Clay Pox Daimon Overlord w/ Giant Filthy Sword:


190pts- T7, W6, S6, I4, A5, 3+ Numb Save, 5+ Dodge
Save, Slow, Dauntless, Weak against Spears, Poisoned
Attacks, Ignores Armour Saves & Numb Saves in Close
Combat

Clay Daimon Prince of Disease: 160pts


T6, W4, S6, I8, A5, 6+ Dodge Save, 4+ Numb Save, Moves
‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves
in Close Combat, Weak against Spears, Dauntless

Clay Daimon on Slug Beast: 52pts, Moves ‘6’


T5, W4, S4, I2, A6, 3+ Numb Save, 6+ Dodge Save,
Dauntless, Charges ‘9’, Weak against Spears, Poisoned
Attacks, (A6 includes attacks from Pox Daimon)

Clay Pox Slug Beast: 40pts


T5, W4, S4, I2, A4, 3+ Numb Save, 6+ Dodge Save
Dauntless, Slow, Weak against Spears, Poisoned Attacks
Clay Diseased Behemoth with Claws: 180pts
T13, W4, S6, I1, A4, 6+ Dodge Save, 4+ Numb Save,
Ignores Armour Saves, Slow, Dogged, Dauntless, Armed
with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour
Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball
(Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)
Contagion Daimons:

Enemy of the Illusionist:


(vyand van die illusive)
Contagion Daimon Units can re-roll misses against Magic
Daimon and Warped Daimon Units in Close Combat

Not from around Here:


(nie van hier rond)
Contagion Daimon Units have Magical Attacks

Plague of Flies:
(plaag van vlieë)
Contagion Daimon models are ALWAYS hit by enemy models
on a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+), works exactly like
Seeing Shadows

Always Wounds on 4+ at the most:


Altyd wonde aan 4+ op die mees
This rule does NOT apply when attacking Vehicles or
Juggernauts.
Contagion Daimon CORE Units:
Contagion Daimon with Filthy Sword: 18pts
besmetting daimon met vuil sward
T3, W1, S4, I6, A2, 4+ Dodge Save, 4+ Numb Save,
Dauntless, Always Wounds on 4+ at the most, +1 to Hit
Bonus in Close Combat, -1 to Armour Saves, Contagious
Panic (Enemy units who are NOT Dauntless must re-roll
successful CCR rolls against this unit, unless they rolled a
12. Then they aren’t going anywhere), Catch my Disease
(Requires 14+ models in this unit: Auto, ‘5’ Blast must touch
at least 1 model from this unit as well. Enemy models hit
must roll equal to their Toughness or under. If they fail they
take a Wound which Ignores Armour Saves. A roll of 6
always fails)

Contagion Children of Pox: 15pts per Base


daimon kinders van besmetting
T3, W3, S3, I4, A3, 4+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, School Holidays (There are so
many Contagion Children per Base that they are Immune to
‘Backstabbers’ rule from Norker Lurkers and ‘Dawn of the
Dead’ from Night Zombies- Hungriest Dead)
Contagion Daimon Heavy Units:
Limit of 2 Winged Daimon Princes of Contagion
No on Contagious Slug Beast Cavalry
No Limit on Contagious Slug Beasts

Winged Daimon Prince of Contagion: 200pts


gevleuelde daimonprins van besmetting
Moves ‘10’- T6, W4, S6, I8, A5, 4+ Dodge Save, Flyer,
Weak against Spears, Dauntless, -3 to Armour Saves, +1
to Hit Bonus in Close Combat

Contagious Slug Beast Cavalry: 100pts, Moves ‘9’


besmetlike slak bees kavalerie
T5, W4, S3, I3, A6, 3+ Dodge Save, 4+ Numb Save,
Dauntless, Weak against Spears, Tendrils of Contagion
(Ignores Armour Saves in CC), Spreading Contagion
(Enemy models who hit a Contagious Slug Beast are
automatically hit themselves- S3 Ignores Armour Saves),
Cavalry, Contagion Daimon Rider is S4 I6 A2 -1 to Armour
Saves, Has a +1 to Hit Bonus in CC and Always Wounds on
4+ at the most

Contagious Slug Beast: 80pts, Moves ‘9’


besmetlike slakdier
T5, W3, S3, I3, A6, 4+ Dodge Save Dauntless, Weak
against Spears, Tendrils of Contagion (Ignores Armour
Saves in CC), Spreading Contagion (Enemy models who
hit a Contagious Slug Beast are automatically hit
themselves- S3 Ignores Armour Saves)
Mountain Ogres:
δράκους βουνό drákous vounó
планински ogre planinski ogres
Crushers: Mountain Ogre units (not including colour
variants: Green, Red, Blue, Clay, Grey) reduce Armour
Saves in Close Combat through sheer strength, brute force
and crushing blows.

Food Fight: Mountain Ogre units (not including colour


variants: Green, Red, Blue, Clay, Grey) re-roll misses in
Shooting and Close Combat against all Hungry for Battle
units who hire themselves out to other armies rather than
fighting for the Mountain Ogres.

Mountain Ogre CORE Units:

Mountain Ogre with Club & Axe: 30pts, Moves ‘9’


βουνό δράκος με ρόπαλο και τσεκούρι
vounó drákos me rópalo kai tsekoúri
планински ogre со клубот и штит
planinski ogre so klubot i štit
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -1, Causes 1 I9 S4 hit
each on Charge ONLY

Mountain Ogre with 2 Handed Blade: 40pts, Moves ‘9’


βουνό δράκος με τα δύο χέρια λεπίδα
vounó drákos me ta dýo chéria lepída
планински ogre со две раце нож
planinski ogre so dve race nož
T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -3, Causes 1 I9 S4 hit
each on Charge ONLY
Kobold Scavenger with 2 Scrap Weapons: 2pts
καλικάντζαρος οδοκαθαριστής με δύο όπλα
θραύσματα
kalikántzaros odokatharistíí̱s me dýo ópla
thráfí̱smata
Kobold чистач со две старо оружје
Kobold čistač so dve staro oružJe
T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot) Reflex Shots (S3),
Has -1 penalty to Hit in Shooting, Reflex and Close Combat
always

Kobold Poacher: 25pts for 3 Kobold Poachers


καλικάντζαρος λαθροθήρας kalikántzaros
lathrothíí̱ras
Kobold ловокрадец Kobold lovokradec
T3, W1, S3, I3, A2, No Save, Armed with Assorted Rubbish,
Joins Kobold Scavenger Units, Reflex Shots (S3), Nasty
Traps (Enemy models each roll a D6 when charging a
Kobold Scavenger unit with Kobold Poachers in it, on a 1 the
model suffers an unsaved wound), Has -1 penalty to Hit in
Shooting, Reflex and Close Combat always

Mountain Ogre Specialist Units:


Limit of 40 Mountain Ogres with Big Guns (4 Units)
Limit of 40 Ogre Adventurers (4 Units)
Limit of 40 Sabretooths (4 Units)
Limit of 40 Abominable Snowmen (4 Units)

Mountain Ogre with Big Gun: 40pts, Moves ‘9’


βουνό τέρας με μεγάλο όπλο vounó téras me
megálo óplo
планински ogre со голем пиштол planinski ogre so
golem pistol
T4, W3, S4, I2, A3, 6+ Armour Save, Armed with Big Gun
(Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak
against Spears, Reduces Armour Saves by -1 in Close
Combat, Causes 1 I9 S4 hit each on Charge ONLY, Reflex
Shots (Big Gun)
Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’
βουνό δράκος τυχοδιώκτης με δύο όπλα
vounó drákos tychodióí̱ktií̱s me dýo ópla
планински ogre авантурист со две оружја
planinski ogre avanturist so dve oružJa
T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush,
Weak against Spears, Armed with Modified Pistol (Auto,
‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers,
Reflex Shots (S4, -1 to Armour), Causes 1 I9 S4 hit each on
Charge ONLY, Reduces Armour Saves by -1 in Close Combat

Sabretooth: 13pts, Moves ‘9’


Σέιμπερτουθ Séimpertouth
Sabretooth
T4, W2, S4, I4, A3, No Save, Cavalry, Ambush

Abominable Snowman with Ice Club: 44pts, Moves ‘9’


απαίσιος χιονάνθρωπος με ρόπαλο πάγο
apaísios chionánthroí̱ pos me rópalo págo
гнасните снежен со мраз клуб
gnasnite snežen so mraz klub
T4, W3, S5, I4, A3, 6+ Armour Save, Charges ‘9’, Weak
against Fire, Weak against Spears, Magical Attacks, -2
to Armour Saves

Mountain Ogre Heavy Units:


Limit of 10 Mercenary Ogre Adventurers (1 Unit)
Limit of 40 Ogre Cavalry (4 Units)
Limit of 4 Ravenous Ogres (4 Units)
Limit of 2 Ogre Giants, Ice Mammoths, Granite Mammoths
Limit of 2 Ogre Mobile Cannons, Kobold Junk Catapults
Mercenary Ogre Adventurer w/ Club & Axe: 35pts
μισθοφόρος δράκος τυχοδιώκτης με ρόπαλο
και τσεκούρι
misthofóros drákos tychodióí̱ktií̱s me rópalo kai
tsekoúri
платеник ogre авантурист со клубот и секира
platenik ogre avanturist so klubot i sekira
Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, Causes 1 I9
S4 Impact Hit each on Charge only, Weak against Spears,
Ambush, Diehards, -1 to Armour Saves

Mountain Ogre Cavalry w/ 2 Handed Club: 73pts


βουνό δράκος ιππικό με τα δύο χέρια σκήπτρο
vounó drákos ippikó me ta dýo chéria skíí̱ptro
планински ogre коњица со две раце клуб
planinski ogre konjica so dve race klub
Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, Cavalry,
Furry Tusker is S5 I2 A4 in Close Combat, the Ogre Rider
Reduces Armour Saves by -3, Causes 2 I9 S5 hits each on
Charge ONLY

1 Ravenous Ogre with Bare Hands: 90pts, Moves ‘9’


αδηφάγο τέρας με γυμνά χέρια adií̱fágo téras
me gymná chéria
лаком ogre со голи раце lakom ogre so goli race
T5, W4, S5, I3, A5, No Save, Ambush, Death Strike,
Weak against Spears, Dauntless, Crazed, Reduces
Armour Saves by -1

Ogre Giant: 200pts, Moves ‘9’


δράκος γίγαντας drákos gígantas
ogre гигант ogre gigant
T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Reflex Shots (Big Rock), Weak against Spears

Kobold Junk Catapult: 130pts, Moves ‘9’


καλικάντζαρος σκουπίδια καταπέλτη
kalikántzaros skoupídia katapélt
Kobold старо катапулт Kobold staro katapult
T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Junk
Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death
Strike), The 7 Kobold Scavenger Crew are armed with
Assorted Rubbish, Reflex Shots (S3, 7 Shots due to 7 Crew)
and have a combined total of 14 S3 attacks with a -1 to hit
penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on
Charge ONLY, Weak against Spears

Mobile Ogre Cannon: 170pts, Moves ‘9’


κινητό κανόνι τέρας kinií̱tó kanóni téras
мобилни ogre топови mobilni ogre topovi
T6, W5, S5, I2, A3, 4+ Armour Save, Heavy Cannon with
Range ‘36’ but bounces D6 + 4 (See Page 18 & 19 of Army
Men PAZCIK Rulebook), Dogged, Grapeshot of Wrath:
Grapeshot is S10, Heavy, and Ignores Armour, The Ogre
Crewman is S4 I2 A3 in Close Combat and Reduces Armour
Saves by -1, Causes D6 I9 S5 -2 to Armour Saves Impact
Hits on Charge ONLY, Weak against Spears

Ogre Ice Mammoth: 250pts, Moves ‘9’


μαμούθ πάγου mamoúth págou
мраз мамут mraz mamut
T6, W6, S6, I2, A4, 5+ Armour Save, Weak against
Spears, Weak against Fire, Mammoth Reduces enemy
Armour Saves by -2,
The 2 Ogre Riders’ combined Close Combat attacks are S4
I2 A6, Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2
wounds if unsaved) and 1 Dangling Man-Trap (Auto, ‘12’,
S6, Death Strike), Frozen Stiff: Enemy Models within ‘6’
of an Ice Mammoth are I0, Ice Blast (Auto, Guess ‘6’ to
‘24’, ‘2’ Blast, Magical, S3, deals 2 wounds if Unsaved)
Ogre Granite Mammoth: 250pts, Moves ‘9’
γρανίτη μαμούθ granítií̱ mamoúth
гранит мамут granit mamut
T6, W6, S6, I2, A6, 4+ Armour Save, Crazed, Weak
against Spears, Mammoth reduces Enemy Armour Saves
by -2, Granite Mammoth Causes 9 I9 S6 -3 to Armour Saves
Impact Hits on a Charge, also can do this instead of its
normal Close Combat Attacks, Harder than Rock: When it
suffers an Unsaved wound from an attack that causes
multiple wounds (e.g. a Cannon or a Death Strike attack),
divide the unsaved wounds caused by 2, rounding up
The Ogre Rider combined is S4 I2 A3 in Close Combat AND
Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2
wounds if unsaved)
Mountain Ogre Allied Units:
25% of your Army Points Value:
Limit of 32 Wild Furry Tuskers (4 Units)
Limit of 4 Wild Granite Mammoths
Limit of 4 Wild Ice Mammoths

Wild Furry Tusker: 58pts


Άγρια γούνινα γούνα Ágria goúnina goúna
див кожен тускер div kožen tusker
Moves ‘9’, T4, W3, S5, I2, A4, 5+ Armour Save, Cavalry,
Ambush, Causes 3 I9 S5 -2 to Armour Saves hits each on
Charge ONLY, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Wild Granite Mammoth: 245pts, Moves ‘9’


Μαμούθ άγριου γρανίτη Mamoúth ágriou
graníti
див гранит мамут div granit mamut
T6, W6, S6, I2, A6, 4+ Armour Save, Crazed, Weak
against Spears, -3 to Enemy Armour Saves, Wild Granite
Mammoth Causes 12 I9 S6 -3 to Armour Saves Impact Hits
on a Charge, also can do this instead of its normal Close
Combat Attacks, Harder than Rock: When it suffers an
Unsaved wound from an attack that causes multiple wounds
(e.g. a Cannon or a Death Strike attack), divide the unsaved
wounds caused by 2, rounding up, Jawbreaker (+1 ‘Bite’
Attack which deals 3 Wounds if unsaved)
Wild Ice Mammoth: 235pts, Moves ‘9’
Άγριο μαμούθ πάγου Ágrio mamoúth págou
див мраз мамут div mraz mamut
T6, W6, S6, I2, A4, 5+ Armour Save, Weak against
Spears, Weak against Fire, -3 to Armour Saves, Frozen
Stiff: Enemy Models within ‘6’ of an Ice Mammoth are I0,
Icier Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3,
deals 3 wounds if Unsaved), The Freshmaker (Auto, ‘9’
teardrop Flamethrower Template, S4 -1 to Armour Saves,
Magical, Can be used instead of Close Combat Attacks),
Reflex Shots (The Freshmaker)
Green Mountain Ogres (Kobolds):
πράσινο δράκους βουνό ( kobolds )
prásino drákous vounó ( kobolds )
Зелената планина Ogres ( kobolds )
Zelenata planina Ogres ( kobolds )
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(θανατηφόρα ακρίβεια thanati̱fóra akríveia)
(смртоносна точни smrtonosna točni)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Kobold CORE Units:

Green Kobold Scavenger with 2 Scrap Weapons: 2pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always

Green Kobold Heavy Units:


Limit of 2 Kobold Junk Catapults

Green Kobold Junk Catapult: 130pts, Moves ‘9’


T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Junk
Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death
Strike), The 7 Kobold Scavenger Crew are armed with
Assorted Rubbish, Reflex Shots (S3, 7 Shots due to 7 Crew)
and have a combined total of 14 S3 attacks with a -1 to hit
penalty, Causes D6 I9 S5 -2 to Armour Saves Impact Hits on
Charge ONLY, Weak against Spears
Red Mountain Ogres
κόκκινο βουνό δράκους kókkino vounó drákous
црвени планината Ogres crveni planinata Ogres
Painted mainly in Reds, distinct from Maroon

The Red Army


(το κόκκινο στρατό to kókkino strató)
(Црвената армија Crvenata armiJa)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Mountain Ogre CORE Units:

Red Mountain Ogre with Club & Axe: 28pts, Moves ‘9’
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears

Red Kobold Scavenger w/ 2 Scrap Weapons: 2pts


T3, W1, S2, I3, A2, 6+ Dodge Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot) Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always

Red Mountain Ogre Specialist Units:


Limit of 40 Sabretooths

Red Sabretooth: 11pts, Moves ‘9’


T4, W2, S4, I4, A3, No Save, Cavalry

Red Mountain Ogre Heavy Units:


Limit of 10 Mercenary Ogre Adventurers (1 Unit)

Red Mercenary Ogre Adventurer w/ Club & Axe: 33pts,


Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, Weak
against Spears, Ambush, Diehards
Blue Mountain Ogres:
μπλε βουνό δράκους ble vounó drákous:
μπλε планински Ogres ble planinski Ogres:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(προσωπική μεταφορέα prosoí̱ pikíí̱ metaforéa)
(лични транспортерот lični transporterot)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Mountain Ogre CORE Units:

Blue Mountain Ogre with Club & Axe: 30pts, Moves ‘9’
T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak
against Spears

Blue Mountain Ogre w/ 2 Handed Blade: 40pts, Moves


‘9’- T4, W3, S6, I0, A3, 5+ Armour Save, 5+ Numb Save,
Weak against Spears, Reduces Armour Saves by -2

Blue Kobold Scavenger with 2 Scrap Weapons: 2pts


T3, W1, S2, I3, A2, 5+ Numb Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot) Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always

Blue Kobold Poacher: 25pts for 3 Kobold Poachers


T3, W1, S3, I3, A2, 5+ Numb Save, Armed with Assorted
Rubbish, Joins Kobold Scavenger Units, Nasty Traps
(Enemy models each roll a D6 when charging a Kobold
Scavenger unit with Kobold Poachers in it, on a 1 the model
suffers an unsaved wound), Has -1 penalty to Hit in
Shooting, Reflex and Close Combat always
Blue Mountain Ogre Specialist Units:
Limit of 40 Mountain Ogres with Big Guns, Ogre
Adventurers, Sabretooths AND Abominable Snowmen

Blue Mountain Ogre with Big Gun: 40pts, Moves ‘9’


T4, W3, S4, I2, A3, 6+ Armour Save, 5+ Numb Save,
Armed with Big Gun (Auto, ‘24’, S4, D6 shots, -1 to Armour
Saves), Weak against Spears

Blue Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’,


T4, W3, S5, I3, A5, 5+ Armour Save, 5+ Numb Save,
Dauntless, Weak against Spears, Armed with Modified
Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits
like Snipers

Blue Sabretooth: 13pts, Moves ‘9’


T4, W2, S4, I4, A3, 5+ Numb Save, Cavalry

Blue Abominable Snowman with Ice Club: 44pts, Moves


‘9’- T4, W3, S5, I4, A3, 6+ Armour Save, 5+ Numb Save,
Charges ‘9’, Weak against Fire, Weak against Spears,
Magical Attacks, Reduces Armour Saves by -1 in Close
Combat

Blue Mountain Ogre Heavy Units:


Limit of 10 Mercenary Ogre Adventurers (1 Unit)
Limit of 40 Ogre Cavalry
Limit of 4 Ravenous Ogres
Limit of 2 Ogre Giants, Ice Mammoths, Granite Mammoths
Limit of 2 Ogre Mobile Cannons, Kobold Junk Catapults

Blue Mercenary Ogre Adventurer w/ Club & Axe: 35pts,


Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb
Save, Weak against Spears, Ambush, Diehards
Blue Mountain Ogre Cavalry w/ 2 Handed Club: 73pts
Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, 5+ Numb
Save, Cavalry, Furry Tusker is S5 I2 A4 in Close Combat,
the Ogre Rider Reduces Armour Saves by -2

1 Blue Ravenous Ogre with Bare Hands: 90pts, Moves


‘9’- T5, W4, S5, I3, A5, 5+ Numb Save, Death Strike,
Weak against Spears, Dauntless, Crazed, Reduces
Armour Saves by -1

Blue Ogre Giant: 200pts, Moves ‘9’


T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak against Spears

Blue Kobold Junk Catapult: 130pts, Moves ‘9’


T5, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save,
Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’
blast, Death Strike), The 7 Kobold Scavenger Crew are
armed with Assorted Rubbish and have a combined total of
14 S3 attacks with a -1 to hit penalty, Causes D6 I9 S5 -2 to
Armour Saves Impact Hits on Charge ONLY, Weak against
Spears

Blue Mobile Ogre Cannon: 170pts, Moves ‘9’


T6, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Heavy
Cannon with Range ‘36’ but bounces D6 + 4 (See Page 18 &
19 of Army Men PAZCIK Rulebook), Dogged, Grapeshot of
Wrath: Grapeshot is S10, Heavy, and Ignores Armour, The
Ogre Crewman is S4 I2 A3 in Close Combat, Causes D6 I9
S5 -2 to Armour Saves Impact Hits on Charge ONLY, Weak
against Spears
Blue Ogre Ice Mammoth: 250pts, Moves ‘9’
T6, W6, S6, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak
against Spears, Weak against Fire, Mammoth Reduces
enemy Armour Saves by -2, The 2 Ogre Riders’ combined
Close Combat attacks are S4 I2 A6, Armed with 1 Ogre
Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved) and 1
Dangling Man-Trap (Auto, ‘12’, S6, Death Strike), Ice
Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3, deals 2
wounds if Unsaved)

Blue Ogre Granite Mammoth: 250pts, Moves ‘9’


T6, W6, S6, I2, A6, 4+ Armour Save, 5+ Numb Save,
Crazed, Weak against Spears, Mammoth reduces Enemy
Armour Saves by -2, Granite Mammoth Causes 9 I9 S6 -3 to
Armour Saves Impact Hits on a Charge, also can do this
instead of its normal Close Combat Attacks,
The Ogre Rider combined is S4 I2 A3 in Close Combat AND
Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2
wounds if unsaved)
Clay Mountain Ogres
πηλό βουνό δράκους pii ló vounó drákous:
глина планински Ogres glina planinski Ogres:
Painted in Earthy colours, browns and the colour of un-fired
Clay

Blast Furnace
(υψικαμίνου ypsikamínou)
(високи печки visoki pečki)
Fire attacks are only S2 against Clay Mountain Ogre models

Clay Mountain Ogre CORE Units:

Clay Mountain Ogre with Club & Axe: 30pts, Moves ‘9’
T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak
against Spears

Clay Mountain Ogre w/ 2 Handed Blade: 40pts, Moves


‘9’- T4, W3, S6, I0, A3, 5+ Armour Save, 5+ Numb Save,
Weak against Spears, Reduces Armour Saves by -2

Clay Kobold Scavenger with 2 Scrap Weapons: 2pts


T3, W1, S2, I3, A2, 5+ Numb Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot) Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always

Clay Kobold Poacher: 25pts for 3 Kobold Poachers


T3, W1, S3, I3, A2, 5+ Numb Save, Armed with Assorted
Rubbish, Joins Kobold Scavenger Units, Nasty Traps
(Enemy models each roll a D6 when charging a Kobold
Scavenger unit with Kobold Poachers in it, on a 1 the model
suffers an unsaved wound), Has -1 penalty to Hit in
Shooting, Reflex and Close Combat always
Clay Mountain Ogre Specialist Units:
Limit of 40 Mountain Ogres with Big Guns, Ogre
Adventurers, Sabretooths AND Abominable Snowmen

Clay Mountain Ogre with Big Gun: 40pts, Moves ‘9’


T4, W3, S4, I2, A3, 6+ Armour Save, 5+ Numb Save,
Armed with Big Gun (Auto, ‘24’, S4, D6 shots, -1 to Armour
Saves), Weak against Spears

Clay Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’,


T4, W3, S5, I3, A5, 5+ Armour Save, 5+ Numb Save,
Dauntless, Weak against Spears, Armed with Modified
Pistol (Auto, ‘24’, S4, -1 to Armour Saves), Shooting hits
like Snipers

Clay Sabretooth: 13pts, Moves ‘9’


T4, W2, S4, I4, A3, 5+ Numb Save, Cavalry

Clay Abominable Snowman with Ice Club: 44pts, Moves


‘9’- T4, W3, S5, I4, A3, 6+ Armour Save, 5+ Numb Save,
Charges ‘9’, Weak against Spears, Magical Attacks,
Reduces Armour Saves by -1 in Close Combat

Clay Mountain Ogre Heavy Units:


Limit of 10 Mercenary Ogre Adventurers (1 Unit)
Limit of 40 Ogre Cavalry
Limit of 4 Ravenous Ogres
Limit of 2 Ogre Giants, Ice Mammoths, Granite Mammoths
Limit of 2 Ogre Mobile Cannons, Kobold Junk Catapults

Clay Mercenary Ogre Adventurer w/ Club & Axe: 35pts,


Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save, 5+ Numb
Save, Weak against Spears, Ambush, Diehards
Clay Mountain Ogre Cavalry w/ 2 Handed Club: 73pts
Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, 5+ Numb
Save, Cavalry, Furry Tusker is S5 I2 A4 in Close Combat,
the Ogre Rider Reduces Armour Saves by -2

1 Clay Ravenous Ogre with Bare Hands: 90pts, Moves


‘9’- T5, W4, S5, I3, A5, 5+ Numb Save, Death Strike,
Weak against Spears, Dauntless, Crazed, Reduces
Armour Saves by -1

Clay Ogre Giant: 200pts, Moves ‘9’


T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak against Spears

Clay Kobold Junk Catapult: 130pts, Moves ‘9’


T5, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save,
Cavalry, Junk Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’
blast, Death Strike), The 7 Kobold Scavenger Crew are
armed with Assorted Rubbish and have a combined total of
14 S3 attacks with a -1 to hit penalty, Causes D6 I9 S5 -2 to
Armour Saves Impact Hits on Charge ONLY, Weak against
Spears

Clay Mobile Ogre Cannon: 170pts, Moves ‘9’


T6, W5, S5, I2, A3, 4+ Armour Save, 5+ Numb Save, Heavy
Cannon with Range ‘36’ but bounces D6 + 4 (See Page 18 &
19 of Army Men PAZCIK Rulebook), Dogged, Grapeshot of
Wrath: Grapeshot is S10, Heavy, and Ignores Armour, The
Ogre Crewman is S4 I2 A3 in Close Combat, Causes D6 I9
S5 -2 to Armour Saves Impact Hits on Charge ONLY, Weak
against Spears
Clay Ogre Ice Mammoth: 250pts, Moves ‘9’
T6, W6, S6, I2, A4, 5+ Armour Save, 5+ Numb Save, Weak
against Spears, Weak against Fire, Mammoth Reduces
enemy Armour Saves by -2, The 2 Ogre Riders’ combined
Close Combat attacks are S4 I2 A6, Armed with 1 Ogre
Harpoon (Auto, ‘36’, S6, deals 2 wounds if unsaved) and 1
Dangling Man-Trap (Auto, ‘12’, S6, Death Strike), Ice
Blast (Auto, Guess ‘6’ to ‘24’, ‘2’ Blast, Magical, S3, deals 2
wounds if Unsaved)

Clay Ogre Granite Mammoth: 250pts, Moves ‘9’


T6, W6, S6, I2, A6, 4+ Armour Save, 5+ Numb Save,
Crazed, Weak against Spears, Mammoth reduces Enemy
Armour Saves by -2, Granite Mammoth Causes 9 I9 S6 -3 to
Armour Saves Impact Hits on a Charge, also can do this
instead of its normal Close Combat Attacks,
The Ogre Rider combined is S4 I2 A3 in Close Combat AND
Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2
wounds if unsaved)
Grey Mountain Ogres:
γκρι δράκους βουνό nkri drákous vounó:
сива планински Ogres siva planinski Ogres
Painted in Greys, charcoals and dark grey

Professionals
(επαγγελματίες epangelmatíes)
(професионалци profesionalci)
Reduces Enemy Save, whichever one they choose, by a
further -1 than usual. This will be covered in Grey Mountain
Ogre Model stats in each case. This rule does NOT apply to
Dodge Saves, which cannot be modified.

Grey Mountain Ogre CORE Units:

Grey Mountain Ogre with Club & Axe: 30pts, Moves ‘9’
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -1

Grey Mountain Ogre with 2 Handed Blade: 40pts, Moves


‘9’- T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -3

Grey Kobold Scavenger with 2 Scrap Weapons: 2pts


T3, W1, S2, I3, A2, 5+ Armour Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Reduces Armour
Saves by -1 in Shooting Phase, Has -1 penalty to Hit in
Shooting, Reflex and Close Combat always
Grey Kobold Poacher: 25pts for 3 Kobold Poachers
T3, W1, S3, I3, A2, 5+ Armour Save, Armed with Assorted
Rubbish (-1 to Armour Saves in Shooting Phase), Joins
Kobold Scavenger Units, Nasty Traps (Enemy models
each roll a D6 when charging a Kobold Scavenger unit with
Kobold Poachers in it, on a 1 the model suffers an unsaved
wound), Has -1 penalty to Hit in Shooting, Reflex and Close
Combat always

Grey Mountain Ogre Specialist Units:


Limit of 40 Mountain Ogres with Big Guns, Ogre
Adventurers, Sabretooths AND Abominable Snowmen

Grey Mountain Ogre with Big Gun: 40pts, Moves ‘9’


T4, W3, S4, I2, A3, 5+ Armour Save, Armed with Big Gun
(Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak
against Spears, Reduces Armour Saves by -1 in Close
Combat

Grey Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’,


T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush,
Weak against Spears, Armed with Modified Pistol (Auto,
‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers,
Reflex Shots (S4, -1 to Armour), Reduces Armour Saves by
-1 in Close Combat

Grey Sabretooth: 13pts, Moves ‘9’


T4, W2, S4, I4, A3, 5+ Armour Save, Cavalry, -1 to Armour
Saves

Grey Abominable Snowman with Ice Club: 44pts, Moves


‘9’- T4, W3, S5, I4, A3, 5+ Armour Save, Charges ‘9’, Weak
against Fire, Magical Attacks, Weak against Spears, -2
to Armour Saves
Grey Mountain Ogre Heavy Units:
Limit of 10 Mercenary Ogre Adventurers (1 Unit)
Limit of 40 Ogre Cavalry
Limit of 4 Ravenous Ogres
Limit of 2 Ogre Giants, Ice Mammoths, Granite Mammoths
Limit of 2 Ogre Mobile Cannons, Kobold Junk Catapults
Grey Mercenary Ogre Adventurer w/ Club & Axe:
35pts, Moves ‘9’, T4, W3, S4, I2, A4, 5+ Armour Save,
Weak against Spears, Ambush, Diehards, -1 to Armour
Saves

Grey Mountain Ogre Cavalry w/ 2 Handed Club: 73pts,


Moves ‘9’, T5, W3, S6, I0, A3, 3+ Armour Save, Cavalry,
Furry Tusker is S5 A4, I2 in Close Combat, the Ogre Rider
Reduces Armour Saves by -3

1 Grey Ravenous Ogre with Bare Hands: 90pts, Moves


‘9’- T5, W4, S5, I3, A5, 5+ Armour Save, Death Strike,
Weak against Spears, Dauntless, Crazed, Reduces
Armour Saves by -2

Grey Ogre Giant: 200pts, Moves ‘9’


T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-4 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak against Spears
Grey Kobold Junk Catapult: 130pts, Moves ‘9’
T5, W5, S5, I2, A3, 4+ Armour Save, Cavalry, Junk
Catapult (Auto, Guess ’12’ – ‘48’ S3, ‘2’ blast, Death
Strike, -1 to Armour Saves), The 7 Kobold Scavenger Crew
are armed with Assorted Rubbish (-1 to Armour Saves in
Shooting Phase, 14 shots in total for 7 Kobolds), Reflex
Shots (S3, 7 Shots due to 7 Crew) and have a combined
total of 14 S3 attacks with a -1 to hit penalty, Causes D6 I9
S5 -2 to Armour Saves Impact Hits on Charge ONLY, Weak
against Spears

Grey Mobile Ogre Cannon: 170pts, Moves ‘9’


T6, W5, S5, I2, A3, 4+ Armour Save, Heavy Cannon with
Range ‘36’ but bounces D6 + 4 (See Page 18 & 19 of Army
Men PAZCIK Rulebook), Grapeshot of Wrath: Grapeshot is
S10, Heavy, and Ignores Armour, The Ogre Crewman is S4
A3 I2 in Close Combat and Reduces Armour Saves by -1 in
Close Combat, Causes D6 I9 S5 -3 to Armour Saves Impact
Hits on Charge ONLY, Dogged, Weak against Spears

Grey Ogre Ice Mammoth: 250pts, Moves ‘9’


T6, W6, S6, I2, A4, 5+ Armour Save, Weak against
Spears, Weak against Fire, Mammoth Reduces enemy
Armour Saves by -3,
The 2 Ogre Riders’ combined Close Combat attacks are S4
A6 I2Armed with 1 Ogre Harpoon (Auto, ‘36’, S6, deals 2
wounds if unsaved) and 1 Dangling Man-Trap (Auto, ‘12’,
S6, Death Strike), Ice Blast (Auto, Guess ‘6’ to ‘24’, ‘2’
Blast, Magical, S3, deals 2 wounds if Unsaved)

Grey Ogre Granite Mammoth: 250pts, Moves ‘9’


T6, W6, S6, I2, A6, 4+ Armour Save, Crazed, Weak
against Spears, Mammoth reduces Enemy Armour Saves
by -3, Granite Mammoth Causes 9 I9 S6 -3 to Armour Saves
Impact Hits on a Charge, also can do this instead of its
normal Close Combat Attacks, The Ogre Rider combined is
S4 A3 I2 in Close Combat AND Armed with 1 Ogre Harpoon
(Auto, ‘36’, S6, deals 2 wounds if unsaved)
Hungry for Battle:
Mountain Ogres with Clubs & Axes, Mountain Ogres with 2H
Blades, Mountain Ogres with Big Guns and Ogre Adventurers
with 2 Weapons are available to all armies in Army Men:
Domaine, as listed in their unit entries below.

Hungry for Battle CORE Units:


Mountain Ogres with Clubs & Axes (4 Units)
Mountain Ogres with 2H Blades (4 Units)

Mountain Ogre with Club & Axe: 30pts, Moves ‘9’


T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -1, Causes 1 I9 S4 hit
each on Charge ONLY

Mountain Ogre with 2 Handed Blade: 40pts, Moves ‘9’


T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -3, Causes 1 I9 S4 hit
each on Charge ONLY

Hungry for Battle Specialist Units:


Mountain Ogres with Big Guns (4 Units)
Ogre Adventurers (4 Units)
Kobold ‘Man Eaters’ with Flails (4 Units)

Mountain Ogre with Big Gun: 40pts, Moves ‘9’


T4, W3, S4, I2, A3, 6+ Armour Save, Armed with Big Gun
(Auto, ‘24’, S4, D6 shots, -1 to Armour Saves), Weak
against Spears, Reduces Armour Saves by -1 in Close
Combat, Causes 1 I9 S4 hit each on Charge ONLY, Reflex
Shots (Big Gun)
Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’
T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush,
Weak against Spears, Armed with Modified Pistol (Auto,
‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers,
Reflex Shots (S4, -1 to Armour), Causes 1 I9 S4 hit each on
Charge ONLY, Reduces Armour Saves by -1 in Close Combat

Kobold ‘Man Eater’ with Flail: 5pts


T3, W1, S3, I2, A2, 5+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, -1 to Armour Saves in Close Combat,
I’ll Bite Your Legs Off! (+1 to Wound in Shooting, Close
Combat and Reflex Shots against units from the German
Empire, Camelot and the Cossacks, 1 still fails), Great
Aspirations (2 Reflex Shots when enemy units fail their
charge against Kobold ‘Man Eaters’ or if they Charge them
on a Victory Run)

Hungry for Battle Heavy Units:


Limit of 3 Mountain Ogre Cavalry with Clubs & Axes

Mountain Ogre Cavalry with Club & Axe: 100pts


Moves ‘9’, T5, W5, S4, I2, A4, 2+ Armour Save, Cavalry,
Furry Tusker is S5 I2 A3 in Close Combat, the Ogre Rider
Reduces Armour Saves by -2, Causes 3 I9 S5 -2 to Armour
Saves hits each on Charge ONLY, Crazed, Terrific (Enemy
units suffer -1 to Hit against them in Close Combat unless
Dauntless or Terrific)
Iron Bulls:

Crushers: Iron Bulls units reduce Armour Saves in Close


Combat through sheer strength, brute force and crushing
blows.

Iron Bulls Heroic Units (Compulsory):


Ogre General with Club & Axe on Furry Tusker: 485pts
δράκοντας γενικός με κλαμπ και τσεκούρι για
γούνινο ρινόκερο
drákontas genikós me klab kai tsekoúri gia
goúnino rinókero
ogre општо со клуб и секира на кожен носорог
ogre opšto so klub i sekira na kožen nosorog
Moves ‘9’, T5, W10, S5, I3, A6, 3+ Armour Save, Cavalry,
Furry Tusker is S5 I2 A5 in Close Combat, the Ogre
General Reduces Armour Saves by -3, Causes 3 I9 S5 -2 to
Armour hits each on Charge ONLY, +1 to Hit Bonus in Close
Combat, Magical Attacks, Armed with Bad Breath You
Would Not Believe (Auto, ‘9’ Teardrop Flamethrower
Template, S3, -2 to Armour Saves, Can be used instead of
Furry Tusker’s Attacks in Close Combat), Reflex Shots (Bad
Breath), Crazed

Iron Bulls CORE Units:


Mountain Ogres with Clubs & Axes
Mountain Ogres with 2H Blades
Mountain Ogres with Big Guns

Iron Bulls Specialist Units:


Kobold Scavengers with 2 Scrap Weapons (4 Units)
Kobold Poachers (4 Units)
Abominable Snowmen (4 Units)
Mountain Ogre Cavalry with 2H Blades (4 Units)
Iron Bulls Heavy Units:
Limit of 2 Kobold Junk Catapults
Ogre Adventurers (2 Units)
Limit of 2 Ogre Giants
Limit of 2 Ravenous Ogres
Limit of 6 Mountain Ogre Cavalry with Clubs & Axes (2 Units)

Mountain Ogre Cavalry with Club & Axe: 110pts


ιππικό βουνό καγκουρό με κλαμπ και τσεκούρι
ippikó vounó kankouró me klab kai tsekoúri
планинарска коњаница со клуб и секира
planinarska konjanica so klub i sekira
Moves ‘9’, T5, W5, S4, I2, A4, 2+ Armour Save, Cavalry,
Furry Bull Tusker is S6 I2 A4 in Close Combat, the Ogre
Rider Reduces Armour Saves by -3, Causes 3 I9 S5 -2 to
Armour Saves hits each on Charge ONLY, Crazed, Terrific
(Enemy units suffer -1 to Hit against them in Close Combat
unless Dauntless or Terrific)
Kobold Tribe (Mountain Ogres):

Kobold Tribe (Mountain Ogres) CORE Units:

Kobold Chef with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, 6+ Armour Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, No One
Beats Me in the Kitchen (Re-rolls misses against all
Halfling units in Shooting and Close Combat)

Kobold Ganger with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, Deadly
Rivalry (Re-rolls misses against ALL Kobold units in Close
Combat, Crazed when enemy Kobold units present and
prefers to charge Kobold units where possible)

Kobold Powder Runt with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, Boom! Hur
Hur Hur! (When attached to a unit/s of Mountain Ogres with
Big Guns, they can re-roll the D6 Shots for the unit in the
Shooting Phase)

Kobold Junk Trader with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, My Favourite
Things (Re-rolls misses in Shooting AND Reflex Shots)
Kobold Brutes with 2 Scrap Weapons: 3pts
T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, Going
Clubbing (-1 to Armour to Saves in Close Combat)

Kobold Servant with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Reflex and Close
Combat always, For the Master (Does NOT suffer the usual
-1 penalty to Hit in Shooting)

Kobold Follower with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Reflex and Close
Combat always, You’re My Hero (When Attached to a unit
of Mountain Ogres, they can re-roll CCR results- whether
victorious or defeated in a Close Combat)

Kobold Food Tester with 2 Scrap Weapons: 4pts


T3, W1, S2, I3, A2, 5+ Armour Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, How Shall
We Cook These Ones? (+1 to Wound in Close Combat, 1
still fails)

Kobold ‘Man Eater’ with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot), Has -1 penalty to Hit
in Shooting, Reflex and Close Combat always, I’ll Bite Your
Legs Off! (+1 to Wound in Shooting, Close Combat and
Reflex Shots against units from the German Empire,
Camelot and the Cossacks, 1 still fails)
Kobold Army (Mountain Ogres):

Fractious:
Units with this rule must roll a D6 at the beginning of their
Movement Phase. On a 1, they will Charge the closest unit
within ‘6’, friend or foe.

Endless Horde:
If a unit with this rule is defeated in Close Combat, it will
NOT cause any other friendly units in the same Close
Combat to be destroyed if they fail their CCR roll. They must
make their CCR roll separately and may yet survive.

Kobold Army (Mountain Ogres) CORE Units:

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always, Fractious

Kobold with Sword & Shield: 2pts


kılıç ve kalkan ile cin
T3, W1, S3, I2, A1, 5+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses, Fractious
Kobold with Bow: 2pts
yay ile cin
T3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3), Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always, Fractious

Kobold on Wolf with Spear & Bow: 8pts, Moves ‘9’


mızrak ve yay ile kurt cin
T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed
with Bows, Reflex Shots (S3), Cavalry, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always, Fractious

Kobold Scavenger with 2 Scrap Weapons: 2pts


T3, W1, S2, I3, A2, No Save, Armed with Sharp Rocks
(Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in Close
Combat always, Reflex Shots (Sharp Rocks, 2 Shots),
Endless Horde

Kobold Scavenger with Blade & Shield: 3pts


T3, W1, S2, I3, A2, 5+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, Reflex Shots (Sharp Rocks, 2
Shots), Endless Horde

Kobold Slinger with 2 Scrap Weapons: 3pts


T3, W1, S2, I3, A2, No Save, Armed with Sling (Automatic,
‘18’, S3, 2 shots at ‘9’ or less), Has -1 penalty to Hit in Close
Combat always, Reflex Shots (Sling, 2 Shots), Endless
Horde
Kobold ‘Man Eater’ with Flail: 5pts
T3, W1, S3, I2, A2, 5+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, Reflex Shots (Sharp Rocks, 2
Shots), -1 to Armour Saves in Close Combat, I’ll Bite Your
Legs Off! (+1 to Wound in Shooting, Close Combat and
Reflex Shots against units from the German Empire,
Camelot and the Cossacks, 1 still fails), Endless Horde

Kobold Scavenger ‘Rider’ with Spear: 4pts


T3, W2, S2, I4, A2, 6+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, Reflex Shots (Sharp Rocks, 2
Shots), Endless Horde, S3 on Charge, S3 against Cavalry
(This unit is 2 Kobold Scavengers on one base, with one
riding Piggyback on the other Kobold)

Kobold Army (Mountain Ogres) Specialist Units:


Limit of 160 Lucky Kobold Scavengers (4 Units)

Lucky Kobold Scavenger with 2 Scrap Weapons: 5pts


T3, W1, S2, I3, A2, 5+ Dodge Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, Reflex Shots (Sharp Rocks, 2
Shots), Endless Horde, Re-rolls misses in Shooting, Close
Combat and Reflex Shots, Lucky Enough (Re-rolls Dodge
Saves against Magical Attacks)

Kobold Army (Mountain Ogres) Heavy Units:


Limit of 40 Steppe Norkers (2 Units)
Limit of 60 Armoured Orcs with Crossbows (2 Units)
Limit of 2 Savage Giants
Limit of 80 Water Kobold Scavengers (2 Units)
Limit of 80 Blood Kobold Scavengers (2 Units)
Steppe Norker on Wolf: 11pts, Moves ‘9’
norker steppa sul lupo / kurt Bozkır norker
T4, W1, S3, I3, A2, 4+ Armour Save, Cavalry, Armed with
Composite Bow and Spear, S4 on Charge, Reflex Shots (S3)

Armoured Orc with Crossbow: 9pts


orco armato con balestra / arbaletle zırhlı orc
T4, W1, S4, I2, A1, 5+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour)

Savage Giant with Bone Jaw: 200pts, Moves ‘9’


kemik çene ile vahşi dev
T5, W6, S6, I3, 2D6 Attacks each, 6+ Dodge Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Weak against
Spears

Water Kobold Scavenger with 2 Scrap Weapons: 3pts


Moves ‘9’- T3, W1, S2, I3, A2, 6+ Dodge Save, Armed with
Sharp Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty
to Hit in Close Combat always, Reflex Shots (Sharp Rocks,
2 Shots), Endless Horde, Waters of Life (Add +D6 models
to this unit once in your Turn if they enter a water feature at
any time. If they enter a water feature on a Victory Run in
another Player’s Turn, add +D6 models to this unit), Water
Dwellers (Enemy units have -1 to hit against them in
Shooting when the unit is in water features like marshes,
rivers or swamps. Water Dwellers move through water
features without penalty)
Blood Kobold Scavenger with 2 Scrap Weapons: 6pts
Moves ‘9’- T3, W1, S2, I3, A2, 6+ Dodge Save, Armed with
Sharp Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty
to Hit in Close Combat always, Reflex Shots (Sharp Rocks,
2 Shots), Endless Horde, Nasty Traps (Any unit charging
a Blood Kobold Scavenger unit who is in cover suffers a S3
Hit for each model. Also, each Blood Kobold Scavenger unit
can ‘Set Traps’ on a terrain feature whenever they spend
their Movement Phase in it and do NOT Move), Blood Kobold
Scavengers are Immune to Nasty Traps, Shooting Hits like
Snipers
Toasted Halfling Masters:

Soup’s On!:
This unit has been captured by Mountain Ogres and assured
that unless they are victorious over their foes, they will be
the next meal. They fight with a desperation borne of
survival and to eat and cook many more meals in the future.
They re-roll misses against ALL units with ‘Halfling’ in their
unit title in Shooting and Close Combat.

Toasted Halfling Masters CORE Units:

Mountain Ogre with Club & Axe: 30pts, Moves ‘9’


βουνό δράκος με ρόπαλο και τσεκούρι
vounó drákos me rópalo kai tsekoúri
планински ogre со клубот и штит
planinski ogre so klubot i štit
T4, W3, S4, I2, A4, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -1, Causes 1 I9 S4 hit
each on Charge ONLY

Mountain Ogre with 2 Handed Blade: 40pts, Moves ‘9’


βουνό δράκος με τα δύο χέρια λεπίδα
vounó drákos me ta dýo chéria lepída
планински ogre со две раце нож
planinski ogre so dve race nož
T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, Reduces Armour Saves by -3, Causes 1 I9 S4 hit
each on Charge ONLY
Halfling Scavenger with 2 Scrap Weapons: 2pts
μισό σαρωτή με δύο όπλα misó sarotí me dýo
ópla
фудбалер со две оружје fudbaler so dve oružje
T2, W1, S2, I3, A2, No Save, Armed with Assorted
Rubbish (Automatic, ‘12’, S3, 1 shot) Reflex Shots (S3),
Soup’s On!

Halfling Poacher: 25pts for 3 Halfling Poachers


Μισοκολάπτης misokoláptis
полжав ловокрадец polžav lovokradec
T2, W1, S2, I3, A2, No Save, Armed with Assorted Rubbish,
Joins Halfling Scavenger Units, Reflex Shots (S3), Nasty
Traps (Enemy models each roll a D6 when charging a
Halfling Scavenger unit with Halfling Poachers in it, on a 1
the model suffers an unsaved wound), Soup’s On!
Toasted Halfling Masters Specialist Units:
Limit of 120 Mercenary Halflings with Bows (4 Units)
Limit of 40 Sabretooths (4 Units)

Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’


Söldner Halbling mit Composite- Bogen
наемник халфлинг с композитного лука
nayemnik khalfling s kompozitnogo luka
T2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite
Bows, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Moves through Woods without penalty, +1 to Cover Saves,
Soup’s On!

Sabretooth: 13pts, Moves ‘9’


Σέιμπερτουθ Séimpertouth
Sabretooth
T4, W2, S4, I4, A3, No Save, Cavalry, Ambush
Toasted Halfling Masters Heavy Units:
Limit of 20 Ogre Adventurers (2 Units)
Limit of 2 Halfling Dinner Catapults
Limit of 2 Halfling Demi-Tanks

Ogre Adventurer w/ 2 Weapons: 50pts, Moves ‘9’


βουνό δράκος τυχοδιώκτης με δύο όπλα
vounó drákos tychodióí̱ktií̱s me dýo ópla
планински ogre авантурист со две оружја
planinski ogre avanturist so dve oružJa
T4, W3, S5, I3, A5, 5+ Armour Save, Dauntless, Ambush,
Weak against Spears, Armed with Modified Pistol (Auto,
‘24’, S4, -1 to Armour Saves), Shooting hits like Snipers,
Reflex Shots (S4, -1 to Armour), Causes 1 I9 S4 hit each on
Charge ONLY, Reduces Armour Saves by -1 in Close Combat

Halfling Dinner Catapult: 100pts


Halbling Abendessen Katapult
халфлинг ужин катапульты khalfling uzhin
katapul'ty
-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery, Soup’s On!
Halfling Demi-Tank: 150pts, Moves ‘7’, Charges ‘7’
Halbling-Halbtank
T6, W6, S5, I2, A0, 1+ Armour Save, Dauntless, Deals D6
I8 S5 -2 Armour Saves on Charge ONLY, Deals 3 S5 -2 to
Armour Save Hits when NOT Charging, Armed with Soup of
the Day (Auto, ‘9’ teardrop Flamethrower template, S5
Ignores Armour Saves, Can be used in Close Combat),
Reflex Shots (Soup of the Day), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)
Also armed with Halfling Dinner Catapult (Auto, Guess ’12
to 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit,
guess a range and the ‘2’ blast will land at that range. See
page 18 for ‘Firing a Catapult’, Soup’s On!
Green Horde:
Yeşil Kalabalık

Tribal Wars:
(kabile savaşları)
Green Horde units can re-roll misses against colour variant
Horde units in Close Combat (or re-roll wounds if
specified for auto-hit units: “Tribal Wars: re-rolls
wounds”) (i.e. Blue Horde, Shadow Horde, Green Tide,
Yellow Horde and Red Horde). In addition to this, they can
re-roll misses in Close Combat against Slave Orcs and Slave
Kobolds of the Slavers of Babylon, and their colour variants
(Red Slave Orcs & Kobolds, Shadow Slave Orcs and
Kobolds).

Green Horde CORE Units:


Orc with Cleaver and Shield: 6pts
balta ve kalkan ile ork
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Orc with Spear and Shield: 6pts


mızrak ve kalkan ile ork
T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Orc with 2 Blades: 6pts


iki bıçaklı Orc
T4, W1, S3, I2, A2, 6+ Armour Save

Orc with Composite Bow & Cleaver: 6pts


Kompozit yay ve satırla ork
T4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3), -1
to Armour Saves in Close Combat
Jungle Orc with Cleaver and Shield: 8pts
balta ve kalkan ile orman orc
T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless, -1
to Armour Saves

Jungle Orc with Club and Shield: 8pts


kulüp ve kalkanı ile orman orc
T4, W1, S3, I3, A2, 6+ Dodge Save, -2 to Armour Saves,
Crazed, Dauntless

Jungle Orc with 2 Blades: 8pts


iki bıçağı olan orman Orc
T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Jungle Orc with Spear and Shield: 8pts


mızrak ve kalkan ile orman orc
T4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed,
Dauntless

Jungle Orc with Composite Bow and Cleaver: 8pts


Kompozit yay ve satırla orman orc
T4, W1, S4, I3, A2, 6+ Dodge Save, Dauntless, Crazed,
Reflex Shots (S3), -1 to Armour Saves in Close Combat

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Kobold with Sword & Shield: 2pts


kılıç ve kalkan ile cin
T3, W1, S3, I2, A1, 5+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses
Kobold with Bow: 2pts
yay ile cin
T3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3), Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Kobold Assassin with Twin Blades: 10pts


iki bıçaklı cin katil
Limit of 3 Per Kobold Unit, T3, W1, S3, I9, A2, 5+ Dodge
Save, Reduces Armour Saves by -1, Death Strike in their
first ever round of Close Combat ONLY, Has -1 to Hit penalty
in Close Combat always, Part of Kobold Unit with Spears OR
Bows

Kobold on Wolf with Spear & Bow: 8pts, Moves ‘9’


mızrak ve yay ile kurt cin
T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed
with Bows, Reflex Shots (S3), Cavalry, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Cave Kobold with Club & Shield: 3pts


kulüp ve kalkanı ile mağara cin
T3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Re-rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors (When fighting at Night, they can Run up to
‘D6’ during the Reinforcements Phase)

Cave Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile mağara cin
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-
rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors
Cave Kobold with Bow: 3pts
yay ile mağara cin
T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Arrows of Gloom (Re-rolls misses in Shooting
when fighting at Night), Night Terrors

Cave Kobold with Net and Club: 9pts, Moves ‘9’


net ve kulübü ile mağara cin
T3, W1, S4, I4, A1, 6+ Dodge Save, -1 to Armour Saves,
Net: Close Combat Attack (I7): When attacked by an
enemy Unit in Close Combat, roll a D6 for each Cave Kobold
with a Net, on a 4+ an enemy model loses its attacks in that
Close Combat round. The Net works on Infantry, Flyers and
Cavalry but will NOT work on any model which is too big or
strong (T4 and 3 Wounds or more or T5 and 2 Wounds or
more or T6+), Can Join units of Cave Kobolds with
Clubs, Spears or Bows, +1 to Cover Saves by themselves,
Night Terrors

Jungle Kobold with Sword & Shield: 3pts


kılıç ve kalkanı ile orman cin
T3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-
rolls misses, Has -1 to Hit penalty in Close Combat always

Jungle Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile orman cin
T3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry,
Poisoned Attacks, Has -1 to Hit penalty in Close Combat
always

Jungle Kobold with Bow: 3pts


yay ile orman cin
T3, W1, S3, I2, A1, No Save, Poisoned Attacks, Reflex Shots
(S3), Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always
Jungle Kobold on Spider w/ Spear & Shield: 11pts
mızrak ve kalkan ile örümcek orman cin
Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers
(ignores all Terrain when moving, even Movement Blocking
Terrain), Cavalry, Armed with Bows, Reflex Shots (S3),
Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Orc with Halberd: 5pts


teber ile ork
T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves

Crude Barrier: 0pts (Limit of 6 Crude Barriers per 1500pts)


Grants 4+ Cover Save for Green Horde unit or a 5+ Cover
Save for other units, Grants I9 in Cover rule, Can only be
attacked by Fire Attacks (ALL units count as having
Torches which deal Fire Attacks if Crude Barriers are in play.
Fire Arrows, Flaming Crossbow bolts or any other Fire
Attacks will work fine), Put it to the Torch! (Torches set a
Crude Barrier on fire on a 4+ to Hit. 3 Hits are required to
destroy it), Let it Burn! (Fire Arrows/Flaming Crossbow
bolts destroy a Crude Barrier on a 4+ to Hit. 5 Hits are
required to destroy it)

Crude Hut: 0pts (Limit of 6 Crude Huts per 1500pts)


Can fit up to 6 Green Horde models inside (T3 W1 or T4 W1;
or 3 Fungal Greenie Bases) and grants I9 in Cover and
Dauntless, Follows same rules as Crude Barriers (Can only
be attacked by Fire Attacks, Put it to the Torch!, Let it
Burn!) and requires the same number of Hits on a 4+ to be
destroyed. Any units still inside when a Crude Hut is
destroyed each suffer 3 S4 Hits which deal Fire Attacks
Kobold Wolf Raider with Spear & Bow: 10pts, Moves ‘9’
cin kurt akıncı ile mızrak ve yay
T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed
with Bows, Reflex Shots (S3), Cavalry, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always, Raiders
(When this model takes an unsaved Wound, the Wolf dies
and you place a Kobold with Spear and Shield)

Fire Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile ateş cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always, Fire Spitter (Auto,
‘8’, S4, Fire Attacks), Reflex Shots (Fire Spitter), Fire
Attacks are S2 against this unit

Fire Kobold with Sword & Shield: 3pts


kılıç ve kalkan ile ateş cin
T3, W1, S3, I2, A1, 5+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses, Fire Spitter (Auto,
‘8’, S4, Fire Attacks), Reflex Shots (Fire Spitter), Fire
Attacks are S2 against this unit

Sea Kobold with Bow: 5pts, Moves ‘9’


yay ile deniz cin
T3, W1, S3, I2, A1, 6+ Dodge Save, Reflex Shots (S3),
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Poisoned Attacks, Water Dwellers (Enemy units
have -1 to hit against them in Shooting when the unit is in
water features like marshes, rivers or swamps. Water
Dwellers move through water features without penalty),
Swims ‘2D6’ in Ocean
Sea Kobold with Javelin: 5pts, Moves ‘9’
deniz cin ile cirit
T3, W1, S3, I2, A1, 6+ Dodge Save, Reflex Shots (S3,
Counts towards Wounds dealt in Close Combat), Has -1 to
Hit penalty in Shooting, Reflex and Close Combat always,
Poisoned Attacks, Water Dwellers, Swims ‘2D6’ in
Ocean, Armed with Javelins (Auto, ‘12’, 1 Shot, S3)

Kobold Bully with Twin Blades: 5pts


ikiz bıçaklı cin kabadayı
T4, W1, S3, I2, A2, 5+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Please, No Kicking! (Units with
‘Kobold’ in their unit title e.g. Kobolds, Cave Kobolds and
Jungle Kobolds, can re-roll CCR rolls when fighting alongside
this unit)

Kobold Bully with 2H Axe: 5pts


iki elle balta ile cin kabadayı
T4, W1, S5, I0, A2, 5+ Armour Save, Has -1 to Hit penalty
in Close Combat always, -2 to Armour Saves, Please, No
Kicking!

Skeletal Kobold with Dart Gun: 8pts


dart silahla iskelet cin
T3, W1, S3, I1, A1, No Save, Reflex Shots (S3), Has -2 to
Hit in Close Combat always, Dauntless, Poisoned Attacks,
Armed with Dart Gun (Auto, ‘12’, 2 Shots, S3, Poisoned),
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless or Terrific)
Green Horde Specialist Units:
Limit of 30 Orc Veterans with Cleavers and Shields
Limit of 30 Orc Veterans with 2 Blades
Limit of 30 Orc Veterans with Spears
Limit of 30 Orc Veterans with Composite Bows
Limit of 30 Orc Veterans with Halberds
Limit of 120 Alter Orcs with Halberds (4 Units)
Limit of 120 Alter Orcs with combination of Twin Axes, 2
Handed Axes and Cleavers & Shields: 4 Units of Alter Orcs
Limit of 80 Orcs on Boars with Cleavers (4 Units)
Limit of 80 Orcs on Boars with Spears (4 Units)
Limit of 80 Jungle Orcs on Boars with 2 Blades (4 Units)
Limit of 80 Jungle Orcs on Boars with Clubs (4 Units)
Limit of 80 Jungle Orcs on Boars with Spears (4 Units)
Limit of 120 Red Gobs & 40 Cave Kobold Herders (4 Units)
Limit of 80 Cave Kobolds on Gobs (4 Units)
Limit of 60 Fungal Greenie Bases (4 Units)
No Limit on Psycho Fungal Greenie Bases
No Limit on Jungle Orcs on Boars with Composite Bows

Alter Orc with Twin Axes: 9pts


ikiz eksenleri ile orc değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Alter Orc with 2 Handed Axe: 10pts


iki elle balta ile orc değiştirmek
T4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to
Armour Saves
Alter Orc with Cleaver & Shield: 9pts
balta ve kalkan ile orc değiştirmek
T4, W1, S5, I2, A1, 4+ Armour Save, Dauntless, -1 to
Armour Saves

Alter Orc with Halberd: 8pts


ork gazisi teber değiştirmek
T4, W1, S5, I2, A1, 5+ Armour Save, Dauntless, -1 to
Armour Saves

Orc Veteran with 2 Blades: 8pts


ikiz bıçaklı Orc usta
T4, W1, S4, I2, A2, 6+ Armour Save

Orc Veteran with Cleaver and Shield: 8pts


balta ve kalkan ile orc gazisi
T4, W1, S5, I2, A1, 5+ Armour Save, -1 to Armour Saves

Orc Veteran with Spear and Shield: 8pts


mızrak ve kalkan ile orc emektar
T4, W1, S4, I3, A1, 5+ Armour Save, S5 vs Cavalry

Orc Veteran with Composite Bow & Cleaver: 8pts


Kompozit yay ve balta ile orc emektar
T4, W1, S5, I2, A1, 6+ Armour Save, Reflex Shots (S3), -1
to Armour Saves in Close Combat

Orc Veteran with Halberd: 7pts


ork gazisi teber ile
T4, W1, S5, I2, A1, 6+ Armour Save, -1 to Armour Saves

Orc on Boar with Cleaver & Shield: 20pts


balta ve kalkan ile domuzu orc
T5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves,
Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY,
Cavalry,
Orc on Boar with Spear & Shield: 18pts
mızrak ve kalkan ile domuzu orc
T5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is
S5 I4 A1 and -2 to Armour Saves on Charge ONLY, Cavalry

Jungle Orc on Boar with 2 Blades: 20pts


iki bıçak ile domuzu orman orc
T5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar
is S5 I4 A1 -2 to Armour Saves on Charge ONLY, Cavalry,
Crazed, Dauntless, Will take an Unsaved Wound from a
Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Jungle Orc on Boar with Club & Shield: 22pts


kulüp ve kalkanla domuzu ormanda orc
T5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, -2 to
Armour Saves, Cavalry, Crazed, Dauntless, Boar is S5 I4
A1 -2 to Armour Saves on Charge ONLY

Jungle Orc on Boar with Spear & Shield: 22pts


mızrak ve kalkan ile domuzu orman orc
T5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save,
Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is
S5 I4 A1 -2 to Armour Saves on Charge ONLY

Cave Kobold Gob Herd 27pts each (3 Gobs, 1 Herder)


mağara cin bahrileyi sürüsü
T3, W1, S5, I3, A2, No Save, Reduces Armour Saves by -2,
Dauntless, Re-rolls misses against Mountain Dwarf
Units in Close Combat, (Gobs are small, red, toad-like
creatures with BIG sharp teeth), Cave Kobold Herder is T3
W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close
Combat always and can only be slain in Close Combat or or
targeted in Shooting once all the Gobs are dead, Herders are
S4 against Cavalry.
Cave Kobold on Bouncing Gob: 12pts, Moves ‘12’
Zıplayan bahrileyi mağara cin
T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Re-rolls
misses against Dwarf Units in Close Combat, Cave
Kobold is I2 A1 S3 and armed with Club (-1 to Armour
Saves) and Has -1 to Hit penalty in Close Combat always

Fungal Greenies: 15pts per Base


mantar, yeşiller
T2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1
penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule, Each Fungal Greenies Base has Fungus Bombs
(‘12’, S3, Ignores Armour Saves, Automatically hits), Reflex
Shots (S3, Ignores Armour, Auto-Hits), Tribal Wars: re-
rolls wounds for Fungus Bombs.

Psycho Fungal Greenies: 15pts per Base


psiko mantar, yeşiller
T2, W5, S2, I3, A6, 6+ Dodge Save, Crazed, Dauntless,
Has -1 penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule, A8 on Charge ONLY

Jungle Orc on Boar with Composite Bow: 25pts


kompozit yay ile domuzu üzerinde orman orc
T5, W1, S4, I3, A2, 3+ Armour Save, 6+ Dodge Save,
Cavalry, Crazed, Dauntless, Boar is S5 I4 A1 -2 to Armour
Saves on Charge ONLY, Reflex Shots (S3), Also equipped
with Club and Shield: -2 to Armour Saves in Close Combat
(Clubs)
Green Horde Heavy Units:
Limit of 30 Armoured Orcs with Crossbows (1 Unit)
Limit of 3 Cave Kobold Death Balls per Cave Kobold unit
(25pts per ‘Death Ball’)
Limit of 40 Trolls (4 Units)
Limit of 20 Mountain Trolls (2 Units), Fen Trolls (2 Units)
Limit of 2 Savage Giants, Gigantic Spiders
Limit of 4 Orc Chariots
Limit of 12 Kobold Chariots (4 Units)
Limit of 6 Kobold Ballistae (3 Units)
Limit of 2 Kobold Catapults, Cave Kobold Launchers
Limit of 4 Spiked Fungal Greenie Wagons (2 Units)
Limit of 2 Chained Psycho Gobs
Limit of 3 Cave Kobold ‘Whirling Loony’ Death Balls per Cave
Kobold unit (50pts per ‘Whirling Loony Death Ball’)
No Limit on Orc Bolt Throwers
No Limit on Kobold Bolt Throwers
No Limit on Kobold Multi-Cannons
No Limit on Orc Catapults
No Limit on Orc Heavy Catapults
No Limit on Heavy Spiked Fungal Greenie Wagons
No Limit on Heavy Cave Kobold Launchers
Limit of 1 Unit of Ogres with Axes and Clubs
Limit of 1 Unit of Ogres with Halberds
Limit of 1 Unit of Ogres with 2 Handed Axes
Limit of 1 Fungal Forest
Limit of 80 Kobold ‘Man Eaters’ with Flails (2 Units)
Limit of 4 Jungle Orc Chariots

Armoured Orc with Crossbow: 9pts


arbaletle zırhlı orc
T4, W1, S4, I2, A1, 5+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves),
Trigger Happy (Roll a D6 each Movement Phase for this
unit. On a 1 or 2 they Shoot at the closest unit, friend or
foe. This can includes units in Close Combat)
Cave Kobold Death Balls: 75pts for 3
mağara cin ölüm top
Limit of 3 Per Cave Kobold Unit (Clubs, Spears, Nets OR
Bows), T3, W1, S5, I0, A0, 5+ Dodge Save, Having a Ball:
The 3 Cave Kobold ‘Death Balls’ are released from their Cave
Kobold unit when it is charged for the first time (and the
enemy charge does NOT fail) and each ‘Death Ball’ deals D6
S5 hits which Reduce Armour and Numb Saves by -3 to the
enemy unit (Death Strike).
After these hits are dealt, the 3 ‘Death Balls’ continue to
move in the direction they were pushed, at a randomly
determined distance of 2D6 per turn. They can be targeted
by Shooting and the enemy unit can split their fire between
‘Death Balls’ on the field as they see fit. If they contact
another enemy unit, they will deal their D6 S5 hits as above
and cannot be Charged, and Reflex Shots (Grenades can be
used as Reflex Shots) will hit them on a 6 only without
exception, Tribal Wars: re-rolls wounds

Troll with Bone Club: 30pts


Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Mountain Troll with Stone Club: 40pts


taş kulübü ile dağ troll
T5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire, Made of Stone (4+ Dodge Save
against Magical Attacks)
Fen Troll with Wet Club: 40pts
Kulüpte bataklık trol
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears

Savage Giant with Bone Jaw: 200pts, Moves ‘9’


kemik çene ile vahşi dev
T5, W6, S6, I3, 2D6 Attacks each, 6+ Dodge Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Tribal Wars: re-
rolls wounds for Big Rock, Weak against Spears

Gigantic Spider w/ Jungle Kobold Platform 290pts


orman cin platformu ile dev örümcek
Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, -2 to
Armour Saves, Poisoned Attacks, Cavalry, Climbers,
Diehards, 8 Jungle Kobold Crew armed with Bows have a -1
to Hit penalty in ALWAYS, have Reflex Shots (S3) and have
Poisoned Attacks, They can also attack in Close Combat with
their Bows and have S3 I2 A8 in total, Weak against
Spears

Chained Psycho Gobs: 65pts, Moves ‘12’


zincirleme psiko bahrileyi
T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge
Save, -2 to Armour Saves, Dauntless, Enemies suffer -1 to
hit penalty with Reflex Shots and when Shooting at them,
Tribal Wars: re-rolls wounds in Close Combat, Weak
against Spears
Spiked Fungal Greenie Wagon: 90pts, Moves ‘12’
kirpi mantar greenie vagon
T4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Dauntless,
Fungal Bomb Cluster (Causes their Impact Hits to Ignore
Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on
Charge ONLY, Has -1 penalty to Hit in Close Combat always,
Tribal Wars: re-rolls wounds for Impact Hits, Weak
against Spears

Orc Chariot: 85pts, Moves ‘9’


orc arabası
T5, W4, S4, I2, A3, 4+ Armour Save, Cavalry, Pulled by 2
Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on
Charge ONLY, The 2 Boars also have S5 I3 A2 -2 to Armour
Saves in total on the Charge ONLY, The 3 Orc Crew have S3
I2 A3 in total in Close Combat, Tribal Wars: re-rolls wounds
for Impact Hits.

Kobold Chariot: 55pts, Moves ‘9’


cin arabası
T4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves
which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3
Wolves combined are S3 I3 A3 in Close Combat AND the 4
Kobold Crew are S3 I2 A4 in total and Armed with Bows,
Reflex Shots (S3, 4 Shots due to 4 Crew) and have a -1 to
Hit penalty in Shooting, Reflex Shots and Close Combat,
Tribal Wars: re-rolls wounds for Impact Hits, Cavalry
Kobold Ballista: 30pts
cin ballista
T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery, Kobold Crew have a -1 to Hit penalty in
Close Combat

Kobold Catapult: 62pts


cin mancınık
T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery

Cave Kobold Launcher: 70pts


mağara cin başlatıcısı
T3, W1, S3, I3, A1, 6+ Armour Save (3 Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Kobold Launcher), Artillery,
Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to
Guess, No Template but any unit hit by the flying Cave
Kobold suffers D6 S5 hits that Ignore Armour Saves, See
page 18 & 19 (Firing a Catapult) Re-rolls misses against
Mountain Dwarf Units in Close Combat, Cave Kobold
Crew have a -1 to Hit penalty in Close Combat, Tribal
Wars: re-rolls wounds for Flying Cave Kobold.
Cave Kobold ‘Whirling Loony’ Death Balls: 150pts for 3
mağara cin ölüm top (‘fırlayan deli’)
Limit of 3 Per Cave Kobold Unit (Clubs, Spears, Nets OR
Bows), T3, W1, S5, I0, A0, 5+ Dodge Save, Having a Ball:
The 3 Cave Kobold ‘Whirling Loony’ Death Balls are released
from their Cave Kobold unit when it is charged for the first
time (and the enemy charge does NOT fail) and each
‘Whirling Loony’ deals 2D6 S5 hits which Ignore Armour
Saves
After these hits are dealt, the 3 ‘Death Balls’ continue to
move in the direction they were pushed, at a randomly
determined distance of 2D6 per turn. They can be targeted
by Shooting and the enemy unit can split their fire between
‘Death Balls’ on the field as they see fit. If they contact
another enemy unit, they will deal their 2D6 S5 hits as
above and cannot be Charged, and Reflex Shots (Grenades
can be used as Reflex Shots) will hit them on a 6 only
without exception

Orc Bolt Thrower: 53pts


orc mızrak atıcısı
-T4, W1, S4, I2, A1, 6+ Armour Save (3 Orc Crew)
-T7, W3, S0, I0, A0, No Save (Bolt Thrower)
Single Bolt (Heavy, ‘48’, S5, 1 shot, Ignores Armour, deals
4 wounds if unsaved which can potentially destroy 4
models), Orc Crew are armed with Cleavers (-1 to Armour
Saves), Artillery

Kobold Bolt Thrower: 37pts


cin mızrak atıcısı
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
-T7, W3, S0, I0, A0, No Save (Bolt Thrower)
Single Bolt (Heavy, ‘48’, S5, 1 shot, Ignores Armour, deals
4 wounds if unsaved which can potentially destroy 4
models), Kobold Crew have -1 to Hit penalty in Close
Combat always, Artillery
Kobold Multi-Cannon: 60pts
cin çoklu top
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
-T7, W3, S0, I0, A0, No Save (Multi-Cannon)
Multi-Cannon (’24’, 2D6+4 shots, Ignores Armour Saves,
Always Wounds on a 4+), Artillery, Kobold Crew have -1 to
Hit penalty in Close Combat always

Orc Catapult: 67pts


orc mancınık
T4, W1, S4, I2, A1, 6+ Armour Save (3 Orc Crew)
T7, W3, S0, I0, A0, No Save (Catapult)
Artillery, Orc Catapult: Heavy, Guess ’12’ – ’48’, S7, ‘2’
blast, Ignores Armour Saves, Deals 3 Wounds if unsaved,
Orc Crew have Cleavers: -1 to Armour Saves in Close
Combat, Firing a Mortar/Catapult (see Page 18 of Army
Men PAZCIK Rulebook)

Orc Heavy Catapult: 97pts


orc ağır mancınık
T4, W1, S4, I2, A1, 6+ Armour Save (3 Orc Crew)
T7, W3, S0, I0, A0, No Save (Catapult)
Artillery, Orc Catapult: Heavy, Guess ’12’ – ’60’, S10, ‘2’
blast, Ignores Armour Saves, Deals D6 Wounds per Hit, Orc
Crew are -1 to Armour Saves in Close Combat, Firing a
Mortar/Catapult (see Page 18 of Army Men PAZCIK
Rulebook)

Heavy Spiked Fungal Greenie Wagon: 130pts


ağır çivili mantar yeşil vagon
Moves ‘12’- T7, W3, S1, I3, A3, 6+ Armour Save, Cavalry,
Dauntless, Deals 2D6 I9 S7 -4 to Armour Saves hits on
Charge ONLY, Has -1 penalty to Hit in Close Combat always,
Weak against Spears
Heavy Cave Kobold Launcher: 100pts
mağara cin ağır başlatıcısı
T3, W1, S3, I3, A1, 6+ Armour Save (3 Cave Kobold Crew)
T7, W3, S0, I0, A0, No Save (Kobold Launcher), Artillery,
Kobold Launcher: Heavy, Guess ANY Range (No Limit), ‘2’
Blast, S10, Deals D6 Wounds per hit which Ignore Armour
Saves, See page 18 & 19 (Firing a Catapult) Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Cave Kobold Crew have a -1 to Hit penalty in Close Combat

Ogre with Axe & Club: 35pts per Ogre, Moves ‘9’
balta ve kulüp ile canavar
T4, W3, S4, I2, A4, 6+ Armour Save, Weak against
Spears, -1 to Armour Saves, Causes 1 I9 S4 impact Hit
each on Charge ONLY

Ogre with Halberd: 35pts per Ogre, Moves ‘9’


teber ile canavar
T4, W3, S5, I2, A3, 6+ Armour Save, Weak against
Spears, -2 to Armour Saves, Causes 1 I9 S4 impact Hit
each on Charge ONLY

Ogre with 2 Handed Axe: 35pts per Ogre, Moves ‘9’


iki elli balta ile canavar
T4, W3, S6, I0, A3, 6+ Armour Save, Weak against
Spears, -3 to Armour Saves, Causes 1 I9 S4 impact Hit
each on Charge ONLY

Fungal Forest: 500pts


mantar ormanı
T5, W5, S0, I0, A0, No Save, Can hold up to 20 Cave
Kobolds (Gains Dauntless and I9 in Cover rule), 10
Kobold Barrel Bombers OR 7 Psycho Fungal Greenies Bases
OR 2 Cave Kobold ‘Whirling Loony’ Death Balls stumble out
of the Fungal Forest each Turn (from Turns 1 – 5)
Kobold ‘Man Eater’ with Flail: 5pts
T3, W1, S3, I2, A2, 5+ Armour Save, Armed with Sharp
Rocks (Automatic, ‘8’, S2, 2 shots), Has -1 penalty to Hit in
Close Combat always, -1 to Armour Saves in Close Combat,
I’ll Bite Your Legs Off! (+1 to Wound in Shooting, Close
Combat and Reflex Shots against units from the German
Empire, Camelot and the Cossacks, 1 still fails), Fractious
Lot (Units with this rule must roll a D6 at the beginning of
their Movement Phase. On a 1, they will Shoot or Charge the
closest unit within ‘6’, friend or foe. If they can Charge, they
must attempt to Charge)

Jungle Orc Chariot: 90pts, Moves ‘9’


Orman orc arabası
T5, W4, S3, I2, A6, 5+ Dodge Save, Cavalry, Pulled by 2
Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on
Charge ONLY, The 2 Boars also have S5 I3 A2 -2 to Armour
Saves in total on the Charge ONLY, The 3 Orc Crew have S3
I2 A6 in total in Close Combat, Tribal Wars: Re-rolls
wounds for Impact Hits, Crazed, Dauntless, Will take an
Unsaved Wound from a Kobold Poacher’s Nasty Traps on a
roll of 1 or a roll of 2
Blue Horde:
Mavi Kalabalık:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(kişisel teletaşıyıcı)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Horde CORE Units:

Blue Orc with Cleaver and Shield: 8pts


T4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save, -1 to
Armour Saves

Blue Orc with Spear and Shield: 8pts


T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry

Blue Orc with 2 Blades: 8pts


T4, W1, S3, I2, A2, 6+ Armour Save, 5+ Numb Save

Blue Orc with Composite Bow & Cleaver: 8pts


T4, W1, S4, I2, A1, 6+ Armour Save, 5+ Numb Save, -1 to
Armour Saves in Close Combat

Blue Jungle Orc with Cleaver and Shield: 10pts


T4, W1, S4, I3, A2, 6+ Dodge Save, 5+ Numb Save,
Crazed, Dauntless, -1 to Armour Saves

Blue Jungle Orc with 2 Blades: 10pts


T4, W1, S3, I3, A3, 6+ Dodge Save, 5+ Numb Save,
Crazed, Dauntless
Blue Jungle Orc with Spear and Shield: 10pts
T4, W1, S3, I4, A2, 6+ Dodge Save, 5+ Numb Save, S4 vs
Cavalry, Crazed, Dauntless

Blue Jungle Orc with Composite Bow & Cleaver: 10pts


T4, W1, S4, I3, A2, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Crazed, -1 to Armour Saves in Close Combat

Blue Kobold with Spear & Shield: 3pts


T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Has -1 to Hit penalty in Close Combat always

Blue Kobold with Bow: 3pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save, Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Blue Kobold on Wolf with Spear & Bow: 9pts, Moves ‘9’
T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 on
Charge, Armed with Bows, Cavalry, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Blue Cave Kobold with Club & Shield: 3pts


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, -1 to
Armour Saves, Has -1 to Hit penalty in Close Combat always

Blue Cave Kobold with Spear & Shield: 3pts


T3, W1, S3, I4, A1, 6+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Has -1 to Hit penalty in Close Combat always

Blue Cave Kobold with Bow: 3pts


T3, W1, S3, I3, A1, 5+ Numb Save, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Blue Jungle Kobold with Sword & Shield: 4pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save,
Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in
Close Combat always
Blue Jungle Kobold with Spear & Shield: 4pts
T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save, S4
against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in
Close Combat always

Blue Jungle Kobold with Bow: 4pts


T3, W1, S3, I2, A1, 5+ Numb Save, Poisoned Attacks, Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Blue Jungle Kobold on Spider w/ Spear & Shield:


12pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, 5+
Numb Save, Climbers (ignores all Terrain when moving,
even Movement Blocking Terrain), Cavalry, Armed with
Bows, Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Blue Horde Specialist Units:


Limit of 30 Orc Veterans (1 Unit)
Limit of 50 Alter Orcs with combination of Twin Axes, 2
Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTAL
Limit of 50 Orcs on Boars with Cleavers, Orcs on Boars with
Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on
Boars with Spears
Limit of 48 Red Gobs & 16 Cave Kobold Herders
Limit of 50 Cave Kobolds on Gobs
Limit of 50 Fungal Greenie Bases

Blue Alter Orc with Twin Axes: 10pts


T4, W1, S4, I2, A2, 5+ Armour Save, 5+ Numb Save,
Dauntless

Blue Alter Orc with 2 Handed Axe: 11pts


T4, W1, S6, I0, A1, 5+ Armour Save, 5+ Numb Save,
Dauntless, -2 to Armour Saves
Blue Alter Orc with Cleaver & Shield: 10pts
T4, W1, S5, I2, A1, 4+ Armour Save, 5+ Numb Save,
Dauntless, -1 to Armour Saves

Blue Orc Veteran with 2 Blades: 9pts


T4, W1, S4, I2, A2, 6+ Armour Save, 5+ Numb Save

Blue Orc on Boar with Cleaver & Shield: 21pts


T5, W1, S5, I2, A1, 3+ Armour Save, 5+ Numb Save, -1 to
Armour Saves, Boar is S5 I4 A1 -2 to Armour Saves on
Charge ONLY, Cavalry

Blue Orc on Boar with Spear & Shield: 19pts


T5, W1, S4, I2, A1, 3+ Armour Save, 5+ Numb Save, S5 on
Charge, Boar is S5 I4 A1 and -2 to Armour Saves on Charge
ONLY, Cavalry

Blue Jungle Orc on Boar with 2 Blades: 21pts


T5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, 5+
Numb Save, Boar is S5 I4 A1 -2 to Armour Saves on Charge
ONLY, Cavalry, Crazed, Dauntless, Will take an Unsaved
Wound from a Kobold Poacher’s Nasty Traps on a roll of 1 or
2

Blue Jungle Orc on Boar with Spear & Shield: 23pts


T5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save, 5+
Numb Save, Cavalry, Crazed, Dauntless, S5 on Charge
ONLY, Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY

Blue Cave Kobold Gob Herd 28pts each (3 Gobs, 1


Herder)- T3, W1, S5, I3, A2, 5+ Numb Save, Reduces
Armour Saves by -2, Dauntless, (Gobs are small, red, toad-
like creatures with BIG sharp teeth), Cave Kobold Herder is
T3 W1 S3 I4 A1 5+ Numb Save and Has -1 to Hit penalty in
Close Combat always and can only be slain in Close Combat
or targeted in Shooting once all the Gobs are dead, Herders
are S4 against Cavalry.
Blue Cave Kobold on Bouncing Gob: 13pts, Moves ‘12’
T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold
is I2 A1 S3 and armed with Club (-1 to Armour Saves) and
Has -1 to Hit penalty in Close Combat always

Blue Fungal Greenies: 15pts per Base


T2, W5, S2, I3, A5, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Has -1 penalty to Hit in Close Combat always,
Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,
‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover,
Immune to ‘Stronger Than’ Rule

Blue Horde Heavy Units:


Limit of 30 Armoured Orcs with Crossbows (1 Unit)
Limit of 40 Trolls
Limit of 20 Mountain Trolls, Fen Trolls
Limit of 2 Savage Giants, Gigantic Spiders
Limit of 4 Orc Chariots, Spiked Fungal Greenie Wagons
Limit of 12 Kobold Chariots
Limit of 6 Kobold Ballistae
Limit of 2 Kobold Catapults, Cave Kobold Launchers
Limit of 2 Chained Psycho Gobs

Blue Armoured Orc with Crossbow: 10pts


T4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save,
Armed with Crossbows

Blue Troll with Bone Club: 31pts


T5, W3, S5, I1, A3, 3+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Blue Mountain Troll with Stone Club: 41pts


T5, W3, S5, I1, A3, 3+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire
Blue Fen Troll with Wet Club: 41pts
T5, W3, S5, I1, A3, 3+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears

Blue Savage Giant with Bone Jaw: 201pts, Moves ‘9’


T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak against Spears

Blue Gigantic Spider w/ Jungle Kobold Platform


291pts, Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, 5+
Numb Save, -2 to Armour Saves, Poisoned Attacks,
Cavalry, Climbers, Diehards, 8 Jungle Kobold Crew armed
with Bows have a -1 to Hit penalty in ALWAYS, have
Poisoned Attacks, They can also attack in Close Combat with
their Bows and have S3 I2 A8 in total, Weak against
Spears

Blue Chained Psycho Gobs: 66pts, Moves ‘12’


T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge
Save, -2 to Armour Saves, Dauntless, Weak against
Spears

Blue Spiked Fungal Greenie Wagon: 91pts, Moves ‘12’


T4, W3, S2, I3, A5, 6+ Armour Save, 5+ Numb Save,
Cavalry, Fungal Bomb Cluster (Causes their Impact Hits
to Ignore Armour), Deals 2D6 I9 S5 Ignore Armour Saves
hits on Charge ONLY, Has -1 penalty to Hit in Close Combat
always, Weak against Spears
Blue Orc Chariot: 86pts, Moves ‘9’
T5, W4, S4, I2, A3, 4+ Armour Save, 5+ Numb Save,
Cavalry, Pulled by 2 Boars which deal D6 I8 S5 -2 to
Armour Save Impact hits on Charge ONLY, The 2 Boars also
have S5 I3 A2 -2 to Armour Saves in total on the Charge
ONLY, The 3 Orc Crew have S3 I2 A3 in total in Close
Combat

Blue Kobold Chariot: 56pts, Moves ‘9’


T4, W3, S3, I2, A3, 5+ Armour Save, 5+ Numb Save, Pulled
by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge
ONLY, The 3 Wolves combined are S3 I3 A3 in Close Combat
AND the 4 Kobold Crew are S3 I2 A4 in total and Armed
with Bows, and have a -1 to Hit penalty in Shooting, Reflex
Shots and Close Combat, Cavalry

Blue Kobold Ballista: 31pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+
Armour, 5+ Numb Save (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery, Kobold Crew have a -1 to Hit penalty in
Close Combat

Blue Kobold Catapult: 63pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+
Armour, 5+ Numb Save (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery
Blue Cave Kobold Launcher: 71pts
T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save (3
Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Kobold Launcher), Artillery,
Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to
Guess, No Template but any unit hit by the flying Cave
Kobold suffers D6 S5 hits that Ignore Armour Saves, See
page 18 & 19 (Firing a Catapult) Cave Kobold Crew have a
-1 to Hit penalty in Close Combat
Shadow Horde:
Gölge Kalabalık:
Painted mainly in Black colours

Seeing Shadows
(gölgeler görmek)
Shadow Horde models are ALWAYS hit by enemy models on
a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+). Some models will
have a ‘+1 to hit Bonus in Close Combat’ rule and this
will make them hit Shadow Units on a 3+.

Dauntless
(korkusuz)
ALL Shadow Horde models have the Dauntless rule. If this
unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Horde CORE Units:

Shadow Orc with Cleaver and Shield: 8pts


T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Shadow Orc with Spear and Shield: 8pts


T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Shadow Orc with 2 Blades: 8pts


T4, W1, S3, I2, A2, 6+ Armour Save

Shadow Orc with Composite Bow & Cleaver: 8pts


T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves in
Close Combat
Shadow Jungle Orc with Cleaver and Shield: 10pts
T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, -1 to Armour
Saves

Shadow Jungle Orc with 2 Blades: 10pts


T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed

Shadow Jungle Orc with Spear and Shield: 10pts


T4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed

Shadow Jungle Orc with Composite Bow & Cleaver:


10pts- T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, -1 to
Armour Saves in Close Combat

Shadow Kobold with Spear & Shield: 3pts


T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Shadow Kobold with Bow: 3pts


T3, W1, S3, I2, A1, 6+ Armour Save, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Shadow Kobold on Wolf with Spear & Bow: 9pts, Moves


‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge,
Armed with Bows, Cavalry, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Shadow Cave Kobold with Club & Shield: 3pts


T3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Has -1 to Hit penalty in Close Combat always

Shadow Cave Kobold with Spear & Shield: 3pts


T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Shadow Cave Kobold with Bow: 3pts


T3, W1, S3, I3, A1, No Save, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always
Shadow Jungle Kobold with Sword & Shield: 4pts
T3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-
rolls misses, Has -1 to Hit penalty in Close Combat always

Shadow Jungle Kobold with Spear & Shield: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry,
Poisoned Attacks, Has -1 to Hit penalty in Close Combat
always

Shadow Jungle Kobold with Bow: 4pts


T3, W1, S3, I2, A1, No Save, Poisoned Attacks, Has -1 to Hit
penalty in Shooting, Reflex and Close Combat always

Shadow Jungle Kobold on Spider w/ Spear & Shield:


12pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save,
Climbers (ignores all Terrain when moving, even Movement
Blocking Terrain), Cavalry, Armed with Bows, Poisoned
Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting,
Reflex and Close Combat always

Shadow Horde Specialist Units:


Limit of 30 Orc Veterans (1 Unit)
Limit of 50 Alter Orcs with combination of Twin Axes, 2
Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTAL
Limit of 50 Orcs on Boars with Cleavers, Orcs on Boars with
Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on
Boars with Spears
Limit of 48 Red Gobs & 16 Cave Kobold Herders
Limit of 50 Cave Kobolds on Gobs
Limit of 50 Fungal Greenie Bases

Shadow Alter Orc with Twin Axes: 10pts


T4, W1, S4, I2, A2, 5+ Armour Save

Shadow Alter Orc with 2 Handed Axe: 11pts


T4, W1, S6, I0, A1, 5+ Armour Save, -2 to Armour Saves
Shadow Alter Orc with Cleaver & Shield: 10pts
T4, W1, S5, I2, A1, 4+ Armour Save

Shadow Orc Veteran with 2 Blades: 9pts


T4, W1, S4, I2, A2, 6+ Armour Save

Shadow Orc on Boar with Cleaver & Shield: 21pts


T5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves,
Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY,
Cavalry

Shadow Orc on Boar with Spear & Shield: 19pts


T5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is
S5 I4 A1 and -2 to Armour Saves on Charge ONLY, Cavalry

Shadow Jungle Orc on Boar with 2 Blades: 21pts


T5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar
is S5 I4 A1 -2 to Armour Saves on Charge ONLY, Cavalry,
Crazed, Will take an Unsaved Wound from a Kobold
Poacher’s Nasty Traps on a roll of 1 or 2

Shadow Jungle Orc on Boar with Spear & Shield: 23pts


T5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save,
Cavalry, Crazed, S5 on Charge ONLY, Boar is S5 I4 A1 -2
to Armour Saves on Charge ONLY

Shadow Cave Kobold Gob Herd 28pts each (3 Gobs, 1


Herder)- T3, W1, S5, I3, A2, No Save, Reduces Armour
Saves by -2, (Gobs are small, red, toad-like creatures with
BIG sharp teeth), Cave Kobold Herder is T3 W1 S3 I4 A1 No
Save and Has -1 to Hit penalty in Close Combat always and
can only be slain in Close Combat or targeted in Shooting
once all the Gobs are dead, Herders are S4 against Cavalry.

Shadow Cave Kobold on Bouncing Gob: 13pts, Moves


‘12’- T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave
Kobold is I3 A1 S3 and armed with Club (-1 to Armour
Saves) and Has -1 to Hit penalty in Close Combat always
Shadow Fungal Greenies: 15pts per Base
T2, W5, S2, I3, A5, 6+ Dodge Save, Has -1 penalty to Hit in
Close Combat always, Suffers double Wounds from attacks
with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover
Save when in Cover, Immune to ‘Stronger Than’ Rule

Shadow Horde Heavy Units:


Limit of 30 Armoured Orcs with Crossbows (1 Unit)
Limit of 40 Trolls
Limit of 20 Mountain Trolls, Fen Trolls
Limit of 2 Savage Giants, Gigantic Spiders
Limit of 4 Orc Chariots, Spiked Fungal Greenie Wagons
Limit of 12 Kobold Chariots
Limit of 6 Kobold Ballistae
Limit of 2 Kobold Catapults, Cave Kobold Launchers
Limit of 2 Chained Psycho Gobs

Shadow Armoured Orc with Crossbow: 10pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Shadow Troll with Bone Club: 31pts


T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Shadow Mountain Troll with Stone Club: 41pts


T5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire

Shadow Fen Troll with Wet Club: 41pts


T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat (Hit on 5+ by normal
units and on a 4+ by units which have +1 to Hit Bonus in
Close Combat), Weak against Spears
Shadow Savage Giant with Bone Jaw: 201pts, Moves ‘9’
T5, W6, S6, I3, 2D6 Attacks each, No Save, If beaten OR
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten/killed it, Giant is armed with
Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Weak against Spears

Shadow Gigantic Spider w/ Jungle Kobold Platform:


291pts, Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, -2
to Armour Saves, Poisoned Attacks, Cavalry, Climbers, 8
Jungle Kobold Crew armed with Bows have a -1 to Hit
penalty in ALWAYS, have Poisoned Attacks, They can also
attack in Close Combat with their Bows and have S3 I2 A8 in
total, Weak against Spears

Shadow Chained Psycho Gobs: 66pts, Moves ‘12’


T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge
Save, -2 to Armour Saves, Weak against Spears

Shadow Spiked Fungal Greenie Wagon: 91pts, Moves


‘12’- T4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Fungal
Bomb Cluster (Causes their Impact Hits to Ignore Armour),
Deals 2D6 I9 S5 Ignore Armour Saves hits on Charge ONLY,
Has -1 penalty to Hit in Close Combat always, Weak
against Spears

Shadow Orc Chariot: 86pts, Moves ‘9’


T5, W4, S4, I2, A3, 4+ Armour Save, Cavalry, Pulled by 2
Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on
Charge ONLY, The 2 Boars also have S5 I3 A2 -2 to Armour
Saves in total on the Charge ONLY, The 3 Orc Crew have S3
I2 A3 in total in Close Combat
Shadow Kobold Chariot: 56pts, Moves ‘9’
T4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves
which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3
Wolves combined are S3 I3 A3 in Close Combat AND the 4
Kobold Crew are S3 I2 A4 in total and Armed with Bows, and
have a -1 to Hit penalty in Shooting, Reflex Shots and Close
Combat, Cavalry

Shadow Kobold Ballista: 31pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+
Armour, 5+ Numb Save (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery (Crew is hit on 6 by normal units in
Shooting and on 5+ by units with Shooting Hits like
Snipers), Kobold Crew have a -1 to Hit penalty in Close
Combat

Shadow Kobold Catapult: 63pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+
Armour, 5+ Numb Save (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery (Crew is hit on 6
by normal units in Shooting and on 5+ by units with
Shooting Hits like Snipers)
Shadow Cave Kobold Launcher: 71pts
T3, W1, S3, I3, A1, 6+ Armour Save, (3 Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Kobold Launcher), Kobold
Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess,
No Template but any unit hit by the flying Cave Kobold
suffers D6 S5 hits that Ignore Armour Saves, See page 18 &
19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit
penalty in Close Combat, Artillery (Crew is hit on 6 by
normal units in Shooting and on 5+ by units with Shooting
Hits like Snipers)
The Green Tide:
Yeşil Gelgit:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(doğru ölümcül)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Tide CORE Units:


Green Orc with Cleaver and Shield: 8pts
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Green Orc with Spear and Shield: 8pts


T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Green Orc with 2 Blades: 8pts


T4, W1, S3, I2, A2, 6+ Armour Save

Green Orc with Composite Bow & Cleaver: 8pts


T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves in
Close Combat

Green Jungle Orc with Cleaver and Shield: 10pts


T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless, -1
to Armour Saves

Green Jungle Orc with 2 Blades: 10pts


T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Green Jungle Orc with Spear and Shield: 10pts


T4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed,
Dauntless
Green Jungle Orc with Composite Bow & Cleaver:
10pts- T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed,
Dauntless, -1 to Armour Saves

Green Kobold with Spear & Shield: 3pts


T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Green Kobold with Bow: 3pts


T3, W1, S3, I2, A1, 6+ Armour Save, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Green Kobold on Wolf with Spear & Bow: 9pts, Moves


‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge,
Armed with Bows, Cavalry, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Green Cave Kobold with Club & Shield: 3pts


T3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Has -1 to Hit penalty in Close Combat always

Green Cave Kobold with Spear & Shield: 3pts


T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Green Cave Kobold with Bow: 3pts


T3, W1, S3, I3, A1, No Save, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Green Jungle Kobold with Sword & Shield: 4pts


T3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-
rolls misses, Has -1 to Hit penalty in Close Combat always

Green Jungle Kobold with Spear & Shield: 4pts


T3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry,
Poisoned Attacks, Has -1 to Hit penalty in Close Combat
always
Green Jungle Kobold with Bow: 4pts
T3, W1, S3, I2, A1, No Save, Poisoned Attacks, Has -1 to Hit
penalty in Shooting, Reflex and Close Combat always

Green Jungle Kobold on Spider w/ Spear & Shield:


12pts, Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save,
Climbers (ignores all Terrain when moving, even Movement
Blocking Terrain), Cavalry, Armed with Bows, Poisoned
Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting,
Reflex and Close Combat always

Green Tide Specialist Units:


Limit of 30 Orc Veterans (1 Unit)
Limit of 50 Alter Orcs with combination of Twin Axes, 2
Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTAL
Limit of 50 Orcs on Boars with Cleavers, Orcs on Boars with
Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on
Boars with Spears
Limit of 48 Red Gobs & 16 Cave Kobold Herders
Limit of 50 Cave Kobolds on Gobs
Limit of 50 Fungal Greenie Bases

Green Alter Orc with Twin Axes: 10pts


T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Green Alter Orc with 2 Handed Axe: 11pts


T4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to
Armour Saves

Green Alter Orc with Cleaver & Shield: 10pts


T4, W1, S5, I2, A1, 4+ Armour Save, Dauntless, -1 to
Armour Saves

Green Orc Veteran with 2 Blades: 9pts


T4, W1, S4, I2, A2, 6+ Armour Save
Green Orc on Boar with Cleaver & Shield: 21pts
T5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves,
Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY,
Cavalry

Green Orc on Boar with Spear & Shield: 19pts


T5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is
S5 I4 A1 and -2 to Armour Saves on Charge ONLY, Cavalry

Green Jungle Orc on Boar with 2 Blades: 21pts


T5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar
is S5 I4 A1 -2 to Armour Saves on Charge ONLY, Cavalry,
Crazed, Dauntless, Will take an Unsaved Wound from a
Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Green Jungle Orc on Boar with Spear & Shield: 23pts


T5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save,
Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is
S5 I4 A1 -2 to Armour Saves on Charge ONLY

Green Cave Kobold Gob Herd 28pts each (3 Gobs, 1


Herder)- T3, W1, S5, I3, A2, No Save, Dauntless, Reduces
Armour Saves by -2, (Gobs are small, red, toad-like
creatures with BIG sharp teeth), Cave Kobold Herder is T3
W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close
Combat always and can only be slain in Close Combat or
targeted in Shooting once all the Gobs are dead, Herders
are S4 against Cavalry.

Green Cave Kobold on Bouncing Gob: 13pts, Moves ‘12’-


T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold
is I3 A1 S3 and armed with Club (-1 to Armour Saves) and
Has -1 to Hit penalty in Close Combat always
Green Fungal Greenies: 15pts per Base
T2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1
penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule

Green Tide Heavy Units:


Limit of 30 Armoured Orcs with Crossbows (1 Unit)
Limit of 40 Trolls
Limit of 20 Mountain Trolls, Fen Trolls
Limit of 2 Savage Giants, Gigantic Spiders
Limit of 4 Orc Chariots, Spiked Fungal Greenie Wagons
Limit of 12 Kobold Chariots
Limit of 6 Kobold Ballistae
Limit of 2 Kobold Catapults, Cave Kobold Launchers
Limit of 2 Chained Psycho Gobs

Green Armoured Orc with Crossbow: 10pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Green Troll with Bone Club: 31pts


T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Green Mountain Troll with Stone Club: 41pts


T5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire

Green Fen Troll with Wet Club: 41pts


T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears
Green Savage Giant with Bone Jaw: 201pts, Moves ‘9’
T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Weak against Spears

Green Gigantic Spider w/ Jungle Kobold Platform:


291pts, Moves ‘9’- T6, W8, S5, I4, A8, 4+ Armour Save, -2
to Armour Saves, Poisoned Attacks, Cavalry, Climbers,
Diehards, 8 Jungle Kobold Crew armed with Bows have a -1
to Hit penalty in ALWAYS, have Poisoned Attacks, They can
also attack in Close Combat with their Bows and have S3 I2
A8 in total, Weak against Spears

Green Chained Psycho Gobs: 66pts, Moves ‘12’


T4, W3, S6, I9, 3D6 Attacks (Automatically Hits), 5+ Dodge
Save, -2 to Armour Saves, Dauntless, Weak against
Spears

Green Spiked Fungal Greenie Wagon: 91pts, Moves ‘12’-


T4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Dauntless,
Fungal Bomb Cluster (Causes their Impact Hits to Ignore
Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on
Charge ONLY, Has -1 penalty to Hit in Close Combat always,
Weak against Spears

Green Orc Chariot: 86pts, Moves ‘9’


T5, W4, S4, I2, A3, 4+ Armour Save, Cavalry, Pulled by 2
Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on
Charge ONLY, The 2 Boars also have S5 I3 A2 -2 to Armour
Saves in total on the Charge ONLY, The 3 Orc Crew have S3
I2 A3 in total in Close Combat
Green Kobold Chariot: 56pts, Moves ‘9’
T4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves
which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3
Wolves combined are S3 I3 A3 in Close Combat AND the 4
Kobold Crew are S3 I2 A4 in total and Armed with Bows, and
have a -1 to Hit penalty in Shooting, Reflex Shots and Close
Combat, Cavalry

Green Kobold Ballista: 31pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+
Armour, 5+ Numb Save (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery

Green Kobold Catapult: 63pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew); Orc with Whip is T4, W1, S4, I2, A1, 6+
Armour, 5+ Numb Save (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery

Green Cave Kobold Launcher: 71pts


T3, W1, S3, I3, A1, 6+ Armour Save, (3 Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Kobold Launcher), Kobold
Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess,
No Template but any unit hit by the flying Cave Kobold
suffers D6 S5 hits that Ignore Armour Saves, See page 18 &
19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit
penalty in Close Combat, Artillery
The Yellow Horde:
Sarı Kalabalık:
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(birifiyatına iki)
Yellow Horde models all have enhanced durability, in the
form of extra Wounds on their profile and, as a consequence
of this, have reduced Saves where relevant (-1). This will be
always be included in the rules and stats for a unit.

Yellow Horde CORE Units:


Yellow Orc with Cleaver and Shield: 8pts
T4, W2, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves

Yellow Orc with Spear and Shield: 8pts


T4, W2, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry

Yellow Orc with 2 Blades: 8pts


T4, W2, S3, I2, A2, No Save

Yellow Orc with Composite Bow & Cleaver: 8pts


T4, W2, S4, I2, A1, No Save, -1 to Armour Saves in Close
Combat

Yellow Jungle Orc with Cleaver and Shield: 10pts


T4, W2, S4, I3, A2, 6+ Armour Save, Crazed, -1 to Armour
Saves, Dauntless

Yellow Jungle Orc with 2 Blades: 10pts


T4, W2, S3, I3, A3, No Save, Crazed, Dauntless

Yellow Jungle Orc with Spear and Shield: 10pts


T4, W2, S3, I4, A2, 6+ Armour Save, S4 vs Cavalry,
Crazed, Dauntless
Yellow Jungle Orc with Composite Bow & Cleaver:
10pts- T4, W2, S4, I3, A2, No Save, Crazed, Dauntless, -1
to Armour Saves in Close Combat

Yellow Kobold with Spear & Shield: 3pts


T3, W2, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Yellow Kobold with Bow: 3pts


T3, W2, S3, I2, A1, No Armour Save, Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Yellow Kobold on Wolf with Spear & Bow: 9pts, Moves


‘9’- T4, W2, S3, I3, A1, 6+ Armour Save, S4 on Charge,
Armed with Bows, Cavalry, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Yellow Cave Kobold with Club & Shield: 3pts


T3, W2, S3, I3, A1, No Save, -1 to Armour Saves, Has -1 to
Hit penalty in Close Combat always

Yellow Cave Kobold with Spear & Shield: 3pts


T3, W2, S3, I4, A1, No Save, S4 vs Cavalry, Has -1 to Hit
penalty in Close Combat always

Yellow Cave Kobold with Bow: 3pts


T3, W2, S3, I3, A1, No Save, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Yellow Jungle Kobold with Sword & Shield: 4pts


T3, W2, S3, I2, A1, No Save, Poisoned Attacks, Re-rolls
misses, Has -1 to Hit penalty in Close Combat always

Yellow Jungle Kobold with Spear & Shield: 4pts


T3, W2, S3, I3, A1, No Save, S4 against Cavalry, Poisoned
Attacks, Has -1 to Hit penalty in Close Combat always
Yellow Jungle Kobold with Bow: 4pts
T3, W2, S3, I2, A1, No Save, Poisoned Attacks, Has -1 to Hit
penalty in Shooting, Reflex and Close Combat always

Yellow Jungle Kobold on Spider w/ Spear & Shield:


12pts, Moves ‘9’- T4, W2, S3, I4, A2, 6+ Armour Save,
Climbers (ignores all Terrain when moving, even Movement
Blocking Terrain), Cavalry, Armed with Bows, Poisoned
Attacks, S4 on Charge, Has -1 to Hit penalty in Shooting,
Reflex and Close Combat always

Yellow Horde Specialist Units:


Limit of 30 Orc Veterans (1 Unit)
Limit of 50 Alter Orcs with combination of Twin Axes, 2
Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTAL
Limit of 50 Orcs on Boars with Cleavers, Orcs on Boars with
Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on
Boars with Spears
Limit of 48 Red Gobs & 16 Cave Kobold Herders
Limit of 50 Cave Kobolds on Gobs
Limit of 50 Fungal Greenie Bases

Yellow Alter Orc with Twin Axes: 10pts


T4, W2, S4, I2, A2, 6+ Armour Save, Dauntless

Yellow Alter Orc with 2 Handed Axe: 11pts


T4, W2, S6, I0, A1, 6+ Armour Save, Dauntless, -2 to
Armour Saves

Yellow Alter Orc with Cleaver & Shield: 10pts


T4, W2, S5, I2, A1, 5+ Armour Save, Dauntless, -1 to
Armour Saves

Yellow Orc Veteran with 2 Blades: 9pts


T4, W2, S4, I2, A2, No Save
Yellow Orc on Boar with Cleaver & Shield: 21pts
T5, W2, S5, I2, A1, 4+ Armour Save, -1 to Armour Saves,
Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY,
Cavalry

Yellow Orc on Boar with Spear & Shield: 19pts


T5, W2, S4, I2, A1, 4+ Armour Save, S5 on Charge, Boar is
S5 I4 A1 and -2 to Armour Saves on Charge ONLY, Cavalry

Yellow Jungle Orc on Boar with 2 Blades: 21pts


T5, W2, S4, I3, A3, 6+ Armour Save, 6+ Dodge Save, Boar
is S5 I4 A1 -2 to Armour Saves on Charge ONLY, Cavalry,
Crazed, Dauntless, Will take an Unsaved Wound from a
Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Yellow Jungle Orc on Boar with Spear & Shield: 23pts


T5, W2, S4, I3, A2, 5+ Armour Save, 6+ Dodge Save,
Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is
S5 I4 A1 -2 to Armour Saves on Charge ONLY

Yellow Cave Kobold Gob Herd 28pts each (3 Gobs, 1


Herder)- T3, W2, S5, I3, A2, No Save, Dauntless, Reduces
Armour Saves by -2, (Gobs are small, red, toad-like
creatures with BIG sharp teeth), Cave Kobold Herder is T3
W2 S3 I4 A1 No Save and Has -1 to Hit penalty in Close
Combat always and can only be slain in Close Combat or
targeted in Shooting once all the Gobs are dead, Herders
are S4 against Cavalry.

Yellow Cave Kobold on Bouncing Gob: 13pts, Moves


‘12’- T4, W2, S5, I3, A2, 6+ Dodge Save, Cavalry, Cave
Kobold is I3 A1 S3 and armed with Club (-1 to Armour
Saves) and Has -1 to Hit penalty in Close Combat always
Yellow Fungal Greenies: 15pts per Base
T2, W6, S2, I3, A5, No Save, Dauntless, Has -1 penalty to
Hit in Close Combat always, Suffers double Wounds from
attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their
Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Yellow Horde Heavy Units:


Limit of 30 Armoured Orcs with Crossbows (1 Unit)
Limit of 40 Trolls
Limit of 20 Mountain Trolls, Fen Trolls
Limit of 2 Savage Giants, Gigantic Spiders
Limit of 4 Orc Chariots, Spiked Fungal Greenie Wagons
Limit of 12 Kobold Chariots
Limit of 6 Kobold Ballistae
Limit of 2 Kobold Catapults, Cave Kobold Launchers
Limit of 2 Chained Psycho Gobs

Yellow Armoured Orc with Crossbow: 10pts


T4, W2, S4, I2, A1, 6+ Armour Save, Armed with Crossbows

Yellow Troll with Bone Club: 31pts


T5, W4, S5, I1, A3, 5+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Yellow Mountain Troll with Stone Club: 41pts


T5, W4, S5, I1, A3, 5+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire

Yellow Fen Troll with Wet Club: 41pts


T5, W4, S5, I1, A3, 5+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears
Yellow Savage Giant with Bone Jaw: 201pts, Moves ‘9’
T5, W7, S6, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Weak against Spears

Yellow Gigantic Spider w/ Jungle Kobold Platform:


291pts, Moves ‘9’- T6, W9, S5, I4, A8, 5+ Armour Save, -2
to Armour Saves, Poisoned Attacks, Cavalry, Climbers,
Diehards, 8 Jungle Kobold Crew armed with Bows have a -1
to Hit penalty in ALWAYS, have Poisoned Attacks, They can
also attack in Close Combat with their Bows and have S3 I2
A8 in total, Weak against Spears

Yellow Chained Psycho Gobs: 66pts, Moves ‘12’


T4, W4, S6, I9, 3D6 Attacks (Automatically Hits), 6+ Dodge
Save, -2 to Armour Saves, Dauntless, Weak against
Spears

Yellow Spiked Fungal Greenie Wagon: 91pts, Moves


‘12’- T4, W4, S2, I3, A5, No Save, Cavalry, Dauntless,
Fungal Bomb Cluster (Causes their Impact Hits to Ignore
Armour), Deals 2D6 I9 S5 Ignore Armour Saves hits on
Charge ONLY, Has -1 penalty to Hit in Close Combat always,
Weak against Spears

Yellow Orc Chariot: 86pts, Moves ‘9’


T5, W5, S4, I2, A3, 5+ Armour Save, Cavalry, Pulled by 2
Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on
Charge ONLY, The 2 Boars also have S5 I3 A2 -2 to Armour
Saves in total on the Charge ONLY, The 3 Orc Crew have S3
I2 A3 in total in Close Combat
Yellow Kobold Chariot: 56pts, Moves ‘9’
T4, W4, S3, I2, A3, 6+ Armour Save, Pulled by 3 Wolves
which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3
Wolves combined are S3 I3 A3 in Close Combat AND the 4
Kobold Crew are S3 I2 A4 in total and Armed with Bows, and
have a -1 to Hit penalty in Shooting, Reflex Shots and Close
Combat, Cavalry

Yellow Kobold Ballista: 31pts


T3, W2, S3, I2, A1, No Save (3 Kobold Crew); Orc with Whip
is T4, W2, S4, I2, A1, No Save (Orc Crew)
T7, W2, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery

Yellow Kobold Catapult: 63pts


T3, W2, S3, I2, A1, No Save (3 Kobold Crew); Orc with Whip
is T4, W2, S4, I2, A1, No Save (Orc Crew)
T7, W2, S0, I0, A0, No Save (Catapult), Kobold Catapult:
Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See page 18 & 19
(Firing a Catapult), Kobold Crew have a -1 to Hit penalty in
Close Combat, Artillery

Yellow Cave Kobold Launcher: 71pts


T3, W2, S3, I2, A1, No Save (3 Cave Kobold Crew)
T7, W2, S0, I0, A0, No Save (Kobold Launcher), Kobold
Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to Guess,
No Template but any unit hit by the flying Cave Kobold
suffers D6 S5 hits that Ignore Armour Saves, See page 18 &
19 (Firing a Catapult) Cave Kobold Crew have a -1 to Hit
penalty in Close Combat, Artillery
The Red Horde:
Kırmızı Kalabalık:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(kırmızı ordu)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Horde CORE Units:


Red Orc with Cleaver and Shield: 5pts
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Red Orc with Spear and Shield: 5pts


T4, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Red Orc with 2 Blades: 5pts


T4, W1, S3, I2, A2, 6+ Armour Save

Red Orc with Composite Bow & Cleaver: 5pts


T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves in
Close Combat

Red Jungle Orc with Cleaver and Shield: 7pts


T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless, -1
to Armour Saves

Red Jungle Orc with 2 Blades: 7pts


T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Red Jungle Orc with Spear and Shield: 7pts


T4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed,
Dauntless
Red Jungle Orc with Composite Bow & Cleaver: 7pts
T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless, -1
to Armour Saves in Close Combat

Red Kobold with Spear & Shield: 2pts


T3, W1, S3, I3, A1, 5+ Armour Save, 6+ Numb Save, S4 vs
Cavalry, Has -1 to Hit penalty in Close Combat always

Red Kobold with Bow: 2pts


T3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save, Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Red Kobold on Wolf with Spear & Bow: 6pts, Moves ‘9’-
T4, W1, S3, I3, A1, 5+ Armour Save, S4 on Charge, Armed
with Bows, Cavalry, Has -1 to Hit penalty in Shooting,
Reflex and Close Combat always

Red Cave Kobold with Club & Shield: 2pts


T3, W1, S3, I3, A1, 6+ Armour Save, 6+ Numb Save, -1 to
Armour Saves, Has -1 to Hit penalty in Close Combat always

Red Cave Kobold with Spear & Shield: 2pts


T3, W1, S3, I4, A1, 6+ Armour Save, 6+ Numb Save, S4 vs
Cavalry, Has -1 to Hit penalty in Close Combat always

Red Cave Kobold with Bow: 2pts


T3, W1, S3, I3, A1, 6+ Numb Save, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Red Jungle Kobold with Sword & Shield: 2pts


T3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save,
Poisoned Attacks, Re-rolls misses, Has -1 to Hit penalty in
Close Combat always
Red Jungle Kobold with Spear & Shield: 2pts
T3, W1, S3, I3, A1, 6+ Armour Save, 6+ Numb Save, S4
against Cavalry, Poisoned Attacks, Has -1 to Hit penalty in
Close Combat always

Red Jungle Kobold with Bow: 2pts


T3, W1, S3, I2, A1, 6+ Numb Save, Poisoned Attacks, Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Red Jungle Kobold on Spider w/ Spear & Shield: 9pts,


Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers
(ignores all Terrain when moving, even Movement Blocking
Terrain), Cavalry, Armed with Bows, Poisoned Attacks, S4
on Charge, Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always

Red Horde Specialist Units:


Limit of 30 Orc Veterans (1 Unit)
Limit of 50 Alter Orcs with combination of Twin Axes, 2
Handed Axes and Cleavers & Shields: 50 Alter Orcs TOTAL
Limit of 50 Orcs on Boars with Cleavers, Orcs on Boars with
Spears, Jungle Orcs on Boars with 2 Blades, Jungle Orcs on
Boars with Spears
Limit of 48 Red Gobs & 16 Cave Kobold Herders
Limit of 50 Cave Kobolds on Gobs
Limit of 50 Fungal Greenie Bases

Red Alter Orc with Twin Axes: 7pts


T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Red Alter Orc with 2 Handed Axe: 8pts


T4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to
Armour Saves
Red Alter Orc with Cleaver & Shield: 7pts
T4, W1, S5, I2, A1, 4+ Armour Save, Dauntless, -1 to
Armour Saves

Red Orc Veteran with 2 Blades: 6pts


T4, W1, S4, I2, A2, 6+ Armour Save

Red Orc on Boar with Cleaver & Shield: 18pts


T5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves,
Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY,
Cavalry

Red Orc on Boar with Spear & Shield: 16pts


T5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is
S5 I4 A1 and -2 to Armour Saves on Charge ONLY, Cavalry

Red Jungle Orc on Boar with 2 Blades: 18pts


T5, W1, S4, I3, A3, 5+ Armour Save, 6+ Dodge Save, Boar
is S5 I4 A1 -2 to Armour Saves on Charge ONLY, Cavalry,
Crazed, Dauntless, Will take an Unsaved Wound from a
Kobold Poacher’s Nasty Traps on a roll of 1 or 2

Red Jungle Orc on Boar with Spear & Shield: 20pts


T5, W1, S4, I3, A2, 4+ Armour Save, 6+ Dodge Save,
Cavalry, Crazed, Dauntless, S5 on Charge ONLY, Boar is
S5 I4 A1 -2 to Armour Saves on Charge ONLY

Red Cave Kobold Gob Herd 19pts each (3 Gobs, 1


Herder)- T3, W1, S5, I3, A2, No Save, Dauntless, Reduces
Armour Saves by -2, (Gobs are small, red, toad-like
creatures with BIG sharp teeth), Cave Kobold Herder is T3
W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close
Combat always and can only be slain in Close Combat or
targeted in Shooting once all the Gobs are dead, Herders
are S4 against Cavalry
Red Cave Kobold on Bouncing Gob: 10pts, Moves ‘12’-
T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Cave Kobold
is I2 A1 S3 and armed with Club (-1 to Armour Saves) and
Has -1 to Hit penalty in Close Combat always

Red Fungal Greenies: 12pts per Base


T2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1
penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule

Red Horde Heavy Units:


Limit of 30 Armoured Orcs with Crossbows (1 Unit)
Limit of 40 Trolls

Red Armoured Orc with Crossbow: 7pts


T4, W1, S4, I2, A1, 5+ Armour Save, Armed with Crossbows

Red Troll with Bone Club: 28pts


T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears
Drunken Kobolds:

Drunken Kobold CORE Units:


Limit of 90 Drunken Orcs with Cleavers and Shields (3 Units)
Limit of 90 Drunken Orcs with Spears and Shields (3 Units)
Limit of 90 Drunken Orcs with 2 Blades (3 Units)
Limit of 90 Drunken Orcs with Composite Bows (3 Units)
Limit of 10 Drunken Fungal Greenies Bases (1 Unit)

Drunken Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile sarhoş cin
T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Has -1 to Hit penalty in Close Combat always,
Dauntless, Uninhibited (If this Drunken unit is fired upon
by an enemy unit in the Shooting Phase, roll a D6. On a roll
of 4+ this Drunken unit will move ‘D6’ towards the unit
which fired upon it, around friendly and enemy units and
terrain if need be. If the Drunken unit contacts the enemy
unit in this way, it will count as Charging), Drunken Brawl
(Roll 2D6 at the beginning of the Movement Phase for this
unit. If either result is a 1 or 2, they will Move towards the
closest unit, friend or foe. If their Move is close enough to
make contact with the unit, it counts as a Charge. No CCR
roll is required whenever fighting a friendly unit in Close
Combat)

Drunken Kobold with Sword & Shield: 2pts


kılıç ve kalkan ile sarhoş cin
T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
Always Has -1 to Hit penalty in Close Combat, Re-rolls
misses, Dauntless, Uninhibited, Drunken Brawl
Drunken Kobold with Bow: 2pts
yay ile sarhoş cin
T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save, Reflex
Shots (S3), Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always, Dauntless, Uninhibited, Drunken
Brawl (If either result is a 1, they will immediately Shoot
the closest unit, friend or foe. They can still Shoot in the
Shooting Phase and use Reflex Shots as usual)

Drunken Orc with Cleaver and Shield: 6pts


balta ve kalkan ile sarhoş ork
T4, W1, S4, I2, A1, 5+ Armour Save, 5+ Numb Save, -1 to
Armour Saves, Dauntless, Uninhibited, Drunken Brawl

Orc with Spear and Shield: 6pts


mızrak ve kalkan ile sarhoş ork
T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Dauntless, Uninhibited, Drunken Brawl

Orc with 2 Blades: 6pts


iki bıçaklı sarhoş Ork
T4, W1, S3, I2, A2, 6+ Armour Save, 5+ Numb Save,
Dauntless, Uninhibited, Drunken Brawl

Drunken Orc with Composite Bow & Cleaver: 6pts


Kompozit yay ve satırla sarhoş ork
T4, W1, S4, I2, A1, 6+ Armour Save, 5+ Numb Save,
Reflex Shots (S3), -1 to Armour Saves in Close Combat,
Dauntless, Uninhibited, Drunken Brawl (If either result
is a 1, they will immediately Shoot the closest unit, friend or
foe. They can still Shoot in the Shooting Phase and use
Reflex Shots as usual)
Drunken Fungal Greenies: 10pts per Base
mantar, sarhoş yeşiller
T2, W5, S2, I3, A5, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Has -1 penalty to Hit in Close Combat always,
Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,
‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover,
Immune to ‘Stronger Than’ Rule, Uninhibited, Drunken
Brawl

Drunken Kobold on Wolf with Spear & Bow: 8pts


mızrak ve yay ile kurt sarhoş cin
Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb
Save, S4 on Charge, Armed with Bows, Reflex Shots (S3),
Cavalry, Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always, Dauntless, Uninhibited, Drunken Brawl
(If either result is a 1, they will immediately Shoot the
closest unit, friend or foe. They can still Shoot in the
Shooting Phase and use Reflex Shots as usual. If either
result is a 2, they will Move towards the closest unit, friend
or foe, and this will count as a Charge if it makes contact)
Drunken Kobold Specialist Units:
Limit of 4 Drunken Kobold Chariots
Limit of 8 Drunken Kobold Ballistae
Limit of 2 Drunken Kobold Catapults
Limit of 10 Kobold Barrel Bomber Teams

Drunken Kobold Chariot: 55pts, Moves ‘9’


sarhoş cin arabası
T4, W3, S3, I2, A3, 5+ Armour Save, 5+ Numb Save, Pulled
by 3 Wolves which deal D6+2 I8 S5 Impact Hits on Charge
ONLY, The 3 Wolves combined are S3 I3 A3 in Close Combat
AND the 4 Kobold Crew are S3 I2 A4 in total and Armed
with Bows, Reflex Shots (S3, 4 Shots due to 4 Crew) and
have a -1 to Hit penalty in Shooting, Reflex Shots and Close
Combat, Dauntless, Uninhibited, Drunken Brawl (If
either result is a 1, they will immediately Shoot the closest
unit, friend or foe. They can still Shoot in the Shooting Phase
and use Reflex Shots as usual. If either result is a 2, they
will Move towards the closest unit, friend or foe, and this will
count as a Charge if it makes contact)

Drunken Kobold Ballista: 30pts


sarhoş cin ballista
T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery, Kobold Crew have a -1 to Hit penalty in
Close Combat, Dauntless, Drunken Brawl (If either result
is a 1, they will immediately Shoot the closest unit, friend or
foe- ignore the ‘Shoddy’ rule for this free Ballista shot. The
Ballista can still Shoot in the Shooting Phase)
Drunken Kobold Catapult: 62pts
cin mancınık
T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery, Dauntless,
Drunken Brawl (If either result is a 1, they will
immediately Shoot the closest unit, friend or foe. The
Catapult can still Shoot in the Shooting Phase)

Kobold Barrel Bomber Team: 10pts


cin varil bombardıman takımı
T3, W2, S3, I2, A2, 6+ Armour Save, Always Has -1 to Hit
penalty in Close Combat, Re-rolls misses, Dauntless,
Crazed, Fun Guys Have A Blast (‘3’ Blast, Deals 2D6 Hits
which Ignore Armour Saves, Can be Detonated at any time)
Drunken Kobold Heavy Units:
Limit of 20 Drunken Trolls (2 Units)
Limit of 40 Mountain Trolls (4 Units)
Limit of 1 Drunken Savage Giant with Bone Jaw
Limit of 1 Drunken Cave Kobold Launcher
Limit of 4 Drunken Spiked Fungal Greenie Wagons

Drunken Troll with Bone Club: 30pts


Kemik kulübü ile sarhoş troll
T5, W3, S5, I1, A3, 3+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears,
Dauntless, Uninhibited, Drunken Brawl (Roll 2D6 at the
beginning of the Movement Phase for this unit. If either
result is a 1 or 2, they will Move towards the closest unit,
friend or foe. If their Move is close enough to make contact
with the unit, it counts as a Charge. No CCR roll is required
whenever fighting a friendly unit in Close Combat)

Drunken Mountain Troll with Stone Club: 40pts


taş kulübü ile dağ sarhoş troll
T5, W3, S5, I1, A3, 3+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire, Dauntless, Uninhibited, Drunken
Brawl
Savage Giant with Bone Jaw: 200pts, Moves ‘9’
kemik çene ile vahşi sarhoş dev
T5, W6, S6, I3, 2D6 Attacks each, 6+ Dodge Save, 5+
Numb Save, Dauntless, If beaten OR killed in Close
Combat: roll a D6, on 1 it falls over on the unit and will drop
a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which
had beaten/killed it, Giant is armed with Giant Club (-3 to
Armour Saves in Close Combat), Big Swing/Big Rock
(Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots
(Big Rock), Weak against Spears, Dauntless,
Uninhibited, Drunken Brawl (If either result is a 1, they
will immediately throw a Big Rock at the closest unit, friend
or foe. They can still Shoot in the Shooting Phase and use
Reflex Shots as usual)

Drunken Cave Kobold Launcher: 70pts


mağara sarhoş cin başlatıcısı
T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save (3
Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Kobold Launcher), Artillery,
Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to
Guess, No Template but any unit hit by the flying Cave
Kobold suffers D6 S5 hits that Ignore Armour Saves, See
page 18 & 19 (Firing a Catapult) Re-rolls misses against
Mountain Dwarf Units in Close Combat, Cave Kobold
Crew have a -1 to Hit penalty in Close Combat, Dauntless,
Drunken Brawl (If either result is a 1, they will
immediately Shoot the closest unit, friend or foe. They can
still Shoot in the Shooting Phase and use Reflex Shots as
usual)
Drunken Spiked Fungal Greenie Wagon: 65pts
sarhoş kirpi mantar greenie vagon
Moves ‘12’- T4, W3, S2, I3, A5, 6+ Armour Save, 5+ Numb
Save, Cavalry, Dauntless, Deals 2D6 I9 S5 -2 Armour
Saves hits on Charge ONLY, Has -1 penalty to Hit in Close
Combat always, Weak against Spears, Uninhibited,
Drunken Brawl
Denizens of the Underground:

Fractious:
Units with this rule must roll a D6 at the beginning of their
Movement Phase. On a 1, they will Charge the closest unit
within ‘6’, friend or foe.

Orc with Cleaver and Shield: 5pts


T4, W1, S4, I2, A1, 6+ Armour Save, -1 to Armour Saves,
Fractious (Prefers Orc, Kobold and Cave Kobold units)

Orc with Composite Bow: 5pts


T4, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3),
Fractious (Does NOT Charge but Shoots instead. Prefers
Orc, Kobold and Cave Kobold units)

Kobold with Spear & Shield: 1.5pts


T3, W1, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always, Fractious (Prefers
Kobold and Cave Kobold units)

Cave Kobold with Bow: 2pts


T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Fractious (Prefers Mountain Dwarf units)

Sewer Rat with Sword and Shield: 3pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Fractious Vermin (Will NOT Charge Leaping Rats)

Leaping Rats: 2pts each, Moves ‘9’


T3, W1, S3, I4, A1, 6+ Dodge Save, Fractious Vermin
(Will NOT Charge Sewer Rats)
Flesh Minos with Twin Axes: 40pts, Moves ‘9’
T4, W3, S4, I3, A6, No Save, -1 to Armour Saves, Weak
against Spears, Crazed, Dauntless, A8 on Charge,
Fractious Bulls (Does NOT get Victory Run Moves)

Night Bats: 8pts per Base, Moves ‘9’


T2, W4, S2, I4, A5, 6+ Dodge Save, Dauntless

Black Spiders: 8pts


-T3, W2, S3, I6, A2, 5+ Dodge Save, Cavalry (Moves ‘6’ as
normal but can Charge ‘12’), Attacks are Poisoned.
Climbers: Ignores Terrain when moving, even Movement
Blocking Terrain.
Kobold Pirates:

Kobold Pirate CORE Units:

Kobold Pirate with Spear & Shield: 2pts


mızrak ve kalkan ile cin korsan
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always, River City Ransom
(Swims ‘D6’ + ‘2’ in Ocean)

Kobold Pirate with Sword & Shield: 2pts


kılıç ve kalkan ile cin korsan
T3, W1, S3, I2, A1, 5+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses, River City
Ransom
Kobold Pirate with Bow: 2pts
yay ile cin korsan
T3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3), Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always, River City Ransom

Fungal Greenies: 10pts per Base


mantar, yeşiller
T2, W5, S2, I3, A5, 6+ Dodge Save, Dauntless, Has -1
penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule, Swims ‘D6’ in Ocean

Crude Raft: 0pts (Limit of 1 per Kobold Pirate unit)


T4, W3, S0, I0, A0, No Save, Weak Against Fire Attacks,
River Raid (Moves ‘8’ in Movement Phase but must roll a
D6 in the Reinforcements Phase prior. On a 1, the Crude
Raft Moves ‘3’ towards the closest unit. If it collides with
another Crude Raft, they deal 1 S4 Hit to each other. On a 2
it will Move ‘5’ in the Movement Phase. On a 6, it will Move
‘8’ + ‘D6’. Ignore any other result (3, 4 or 5) and Move ‘8’
Kobold Pirate Specialist Units:
Limit of 4 Kobold Ballistae
Limit of 2 Kobold Catapults

Kobold Ballista: 30pts


cin ballista
T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery, Kobold Crew have a -1 to Hit penalty in
Close Combat, Swims ‘D6’ in Ocean, Mounted on a Crude
Raft

Kobold Catapult: 62pts


cin mancınık
T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery, Swims ‘D6’ in
Ocean, Boarding Party (Can launch 1 Kobold Pirate per
Shooting Phase. If it lands on the enemy Ship, the Kobold
Pirate gains S4 -1 to Armour Saves and +1 to Hit Bonus.
Roll a D6 before firing, on a 1 the Kobold Pirate is strangled
by the rigging of the enemy Ship and dies on impact,
Mounted on a Crude Raft
Kobold Pirate Heavy Units:
Limit of 30 Fen Trolls (3 Units)
Limit of 2 Spiked Fungal Greenie Rafts
Limit of 1 Siege Rafts

Fen Troll with Wet Club: 40pts


Kulüpte bataklık trol
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears, River Raiders (Swims ‘2D6’ in Ocean)

Spiked Fungal Greenie Raft: 65pts, Moves ‘12’


kirpi mantar greenie sal
T4, W3, S2, I3, A5, 6+ Armour Save, Cavalry, Dauntless,
Deals 2D6 I9 S5 -2 Armour Saves hits on Charge ONLY, Has
-1 penalty to Hit in Close Combat always, Weak against
Spears, River Assault (Moves ‘12’ in Ocean)

Kobold Pirate Siege Raft: 100pts, Moves ‘8’


cin korsan kuşatma sal
T5, W4, S0, I0, A0, No Save, Weak Against Fire, Holds up
to 20 Kobold Pirates and allows them to board enemy Ships
in the Close Combat Phase, Reliable River Raid (Moves ‘8’
in Movement Phase but must roll a D6 in the Reinforcements
Phase prior. On a 6, it will Move ‘8’ + ‘D6’.
Insane Chained Horde:

Tribal Wars:
Insane Chained Horde units can re-roll misses against colour
variant Horde units in Close Combat (or re-roll wounds if
specified for auto-hit units: “Tribal Wars: re-rolls
wounds”) (i.e. Blue Horde, Shadow Horde, Green Tide,
Yellow Horde and Red Horde). In addition to this, they can
re-roll misses in Close Combat against Slave Orcs and Slave
Kobolds of the Slavers of Babylon, and their colour variants
(Red Slave Orcs & Kobolds, Shadow Slave Orcs and
Kobolds).

Insane Chained Horde CORE Units:


As normal for Green Horde

Insane Chained Horde Specialist Units:


As normal for Green Horde

Insane Chained Horde Heavy Units:


As normal for Green Horde

Insane Chained Horde Allied Units:


25% of your Army Points Value:
Units from Dead Egyptians (without any restrictions)
(Egyptian Skeletons, Egyptian Skeleton Horsemen, Egyptian
Skeleton Chariots, Dead Egyptian Vultures, Pharaoh’s Guard,
Dead Scorpion Swarms, Egyptian Burning Skull Catapults,
Giant Anubites, Sphinx with Pharaoh Guard Platform,
Egyptian Sand Scorpions, Golden Death Sphinx, Sand
Serpent Riders, Sand Serpent Hunters, Armoured Skeleton
Giants and Pharaonic Priests)
Cave Kobold Caravan:

Cave Kobold Caravan CORE Units:

Cave Kobold with Club & Shield: 3pts


kulüp ve kalkanı ile mağara cin
T3, W1, S3, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Re-rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors (When fighting at Night, they can Run up to
‘D6’ during the Reinforcements Phase)

Cave Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile mağara cin
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-
rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors
Cave Kobold with Bow: 3pts
yay ile mağara cin
T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Arrows of Gloom (Re-rolls misses in Shooting
when fighting at Night), Night Terrors

Cave Kobold with Net and Club: 9pts, Moves ‘9’


net ve kulübü ile mağara cin
T3, W1, S4, I4, A1, 6+ Dodge Save, -1 to Armour Saves,
Net: Close Combat Attack (I7): When attacked by an
enemy Unit in Close Combat, roll a D6 for each Cave Kobold
with a Net, on a 4+ an enemy model loses its attacks in that
Close Combat round. The Net works on Infantry, Flyers and
Cavalry but will NOT work on any model which is too big or
strong (T4 and 3 Wounds or more or T5 and 2 Wounds or
more or T6+), Can Join units of Cave Kobolds with
Clubs, Spears or Bows, +1 to Cover Saves by themselves,
Night Terrors

Cave Kobold Caravan Specialist Units:


Limit of 60 Psycho Fungal Greenie Bases (4 Units)
Limit of 120 Red Gobs & 40 Cave Kobold Herders (4 Units)
Limit of 80 Cave Kobolds on Gobs (4 Units)

Psycho Fungal Greenies: 15pts per Base


psiko mantar, yeşiller
T2, W5, S2, I3, A6, 6+ Dodge Save, Crazed, Dauntless,
Has -1 penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule, A8 on Charge ONLY
Cave Kobold Gob Herd 27pts each (3 Gobs, 1 Herder)
mağara cin bahrileyi sürüsü
T3, W1, S5, I3, A2, No Save, Reduces Armour Saves by -2,
Dauntless, Re-rolls misses against Mountain Dwarf
Units in Close Combat, (Gobs are small, red, toad-like
creatures with BIG sharp teeth), Cave Kobold Herder is T3
W1 S3 I4 A1 No Save and Has -1 to Hit penalty in Close
Combat always and can only be slain in Close Combat or
targeted in Shooting once all the Gobs are dead, Herders are
S4 against Cavalry

Cave Kobold on Bouncing Gob: 12pts, Moves ‘12’


Zıplayan bahrileyi mağara cin
T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Re-rolls
misses against Dwarf Units in Close Combat, Cave
Kobold is S3 I2 A1 and armed with Club (-1 to Armour
Saves) and Has -1 to Hit penalty in Close Combat always
Cave Kobold Caravan Heavy Units:
Limit of 4 Giants of the Mist + Druid (2 Units in Total)
Limit of 4 Kobold Ballistae
Limit of 2 Kobold Catapults, Cave Kobold Launchers
Limit of 20 Savage Fen Trolls (2 Units)
Limit of 3 Cave Kobold Death Balls per Cave Kobold unit
(25pts per ‘Death Ball’)
Limit of 20 Cave Kobolds on Dino Beasts (1 Unit)
Limit of 2 Giant Jungle Scorpions, Giant Jungle Spiders

2 Giants of the Mist: 500pts (also incl. Druid Handler)


due giganti della nebbie / kaksi jättiläistäsumun
T6, W6, S7, I3, 2D6 Attacks each, No Save, Moves ‘9’
Dauntless, If beaten/killed in Close Combat: roll a D6 for
each Giant, on 1 it falls over on the unit and will drop a ‘5’
Blast dealing S6 -2 to Armour hits on the unit which had
beaten it/killed it, Both Giants are armed with Giant Clubs (-
3 to Armour Saves in Close Combat), Druid Handler with
Sickle increased their Strength from 6 to 7 in their profile,
Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to Armour
Saves), Re-rolls misses against Giants of the Mist units,
Weak Against Spears

Cave Kobold Ballista: 24pts


mağara cin ballista
T3, W1, S3, I3, A1, No Save (3 Cave Kobold Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery, Cave Kobold Crew have a -1 to Hit
penalty in Close Combat, Re-rolls misses against
Mountain Dwarf Units in Close Combat
Cave Kobold Catapult: 56pts
mağara cin mancınık
T3, W1, S3, I3, A1, No Save (3 Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Cave Kobold Crew
have a -1 to Hit penalty in Close Combat, Artillery, Re-
rolls misses against Mountain Dwarf Units in Close
Combat

Cave Kobold Launcher: 70pts


mağara cin başlatıcısı
T3, W1, S3, I3, A1, 6+ Armour Save (3 Cave Kobold Crew)
T7, W1, S0, I0, A0, No Save (Kobold Launcher), Artillery,
Kobold Launcher: Heavy, Guess ‘12’ to ‘48’ and add D6 to
Guess, No Template but any unit hit by the flying Cave
Kobold suffers D6 S5 hits that Ignore Armour Saves, See
page 18 & 19 (Firing a Catapult) Re-rolls misses against
Mountain Dwarf Units in Close Combat, Cave Kobold
Crew have a -1 to Hit penalty in Close Combat, Tribal
Wars: re-rolls wounds for Flying Cave Kobold.

Savage Fen Troll with Wet Club: 45pts


vahşi vahşi kulüp troll ıslak kulüp
T5, W3, S5, I1, A4, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears, Crazed, Dauntless
Cave Kobold Death Balls: 75pts for 3
mağara cin ölüm top
Limit of 3 Per Cave Kobold Unit (Clubs, Spears, Nets OR
Bows), T3, W1, S5, I0, A0, 5+ Dodge Save, Having a Ball:
The 3 Cave Kobold ‘Death Balls’ are released from their Cave
Kobold unit when it is charged for the first time (and the
enemy charge does NOT fail) and each ‘Death Ball’ deals D6
S5 hits which Reduce Armour and Numb Saves by -3 to the
enemy unit (Death Strike).
After these hits are dealt, the 3 ‘Death Balls’ continue to
move in the direction they were pushed, at a randomly
determined distance of 2D6 per turn. They can be targeted
by Shooting and the enemy unit can split their fire between
‘Death Balls’ on the field as they see fit. If they contact
another enemy unit, they will deal their D6 S5 hits as above
and cannot be Charged, and Reflex Shots (Grenades can be
used as Reflex Shots) will hit them on a 6 only without
exception, Tribal Wars: Re-rolls wounds

Cave Kobold on Dino Beast with Spear & Shield: 12pts


mızrak ve kalkan ile dinozor canavar üzerinde
mağara cin
T4, W1, S3, I3, A1, 4+ Armour Save, S4 on Charge ONLY,
Dino Beast is S4 I3 A2, Cavalry, Crazed, Re-rolls misses
against Mountain Dwarf Units in Close Combat

Giant Jungle Scorpion: 50pts


T4, W4, S5, I1, A2, 4+ Armour Save, Poisoned Attacks (A
roll of 6 to Hit automatically Wounds), -2 to Armour Saves in
Close Combat, Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific

Giant Jungle Spider: 50pts


Moves ‘9’- T4, W4, S5, I1, A2, 5+ Armour Save, -2 to
Armour Saves in CC, Cavalry, Climbers (Moves through all
terrain features, including Movement Blocking Terrain,
without penalty), Poisoned Attacks (A roll of 6 to Hit
automatically Wounds), Terrific

Alter Orc Veterans of the Forest:

Tribal Wars:
(kabile savaşları)
Alter Orc Veterans of the Forest units can re-roll misses
against all other Green Horde units in Close Combat (or re-
roll wounds if specified for auto-hit units: “Tribal
Wars: re-rolls wounds”) (e.g. Cave Kobold Caravan. Also
including Blue Horde, Shadow Horde, Green Tide, Yellow
Horde and Red Horde). In addition to this, they can re-roll
misses in Close Combat against Slave Orcs and Slave
Kobolds of the Slavers of Babylon, and their colour variants
(Red Slave Orcs & Kobolds, Shadow Slave Orcs and
Kobolds).

Alter Orc Veterans of the Forest Heroic Units:


NOTE: The Alter Orc Warlord is Compulsory
Limit of 1 Orc War Chief with Twin Axes

Alter Orc Warlord with Twin Axes: 375pts


İkiz eksenli orc warlord değiştir
T5, W3, S7, I9, A8, 1+ Armour Save, 5+ Dodge Save,
Dauntless, +2 to Hit Bonus in Close Combat (1 still
misses), Re-rolls misses (Grants this to any unit of Alter
Orcs he joins), -4 to Armour Saves, Magical Attacks

Orc War Chief with Twin Axes: 175pts


ikiz eksenli ork savaş şefi
T5, W2, S6, I3, A3, 1+ Armour Save, Diehards, +1 to Hit
Bonus in Close Combat, -3 to Armour Saves, Magical
Attacks, Stop Messin’ About! (Orc War Chief can select 1
enemy unit per Turn within ‘24’ who he can see. This unit
will fail Hit, Wound and Save rolls on a 6), Hold Still! (If the
Orc War Chief fights a Heroic Unit in Close Combat, he can
head-butt them with a S7 Hit), Gather the Ladz (If War
Chief joins a unit of Orcs, they gain +1 Strength in CC)

Alter Orc Veterans of the Forest CORE Units:

Orc with Cleaver and Shield: 6pts


balta ve kalkan ile ork
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Orc with Composite Bow & Cleaver: 6pts


Kompozit yay ve satırla ork
T4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3), -1
to Armour Saves in Close Combat

Jungle Kobold on Spider w/ Spear & Shield: 9pts


mızrak ve kalkan ile örümcek orman cin
Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers
(ignores all Terrain when moving, even Movement Blocking
Terrain), Cavalry, Armed with Bows, Reflex Shots (S3),
Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Alter Orc with Twin Axes: 9pts


ikiz eksenleri ile orc değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless

Alter Orc with 2 Handed Axe: 10pts


iki elle balta ile orc değiştirmek
T4, W1, S6, I0, A1, 5+ Armour Save, Dauntless, -2 to
Armour Saves

Alter Orc with Cleaver & Shield: 9pts


balta ve kalkan ile orc değiştirmek
T4, W1, S5, I2, A1, 4+ Armour Save, Dauntless, -1 to
Armour Saves
Orc on Boar with Cleaver & Shield: 20pts
balta ve kalkan ile domuzu orc
T5, W1, S5, I2, A1, 3+ Armour Save, -1 to Armour Saves,
Boar is S5 I4 A1 -2 to Armour Saves on Charge ONLY,
Cavalry

Orc on Boar with Spear & Shield: 18pts


mızrak ve kalkan ile domuzu orc
T5, W1, S4, I2, A1, 3+ Armour Save, S5 on Charge, Boar is
S5 I4 A1 and -2 to Armour Saves on Charge ONLY, Cavalry
Alter Orc Veterans of the Forest Specialist Units:
Limit of 120 Orc Veterans with Cleavers & Shields (4 Units)
Limit of 120 Orc Veterans with 2 Blades (4 Units)
Limit of 120 Orc Veterans with Spears (4 Units)
Limit of 120 Orc Veterans with Composite Bows (4 Units)

Orc Veteran with 2 Blades: 8pts


ikiz bıçaklı Orc usta
T4, W1, S4, I2, A2, 6+ Armour Save

Orc Veteran with Cleaver and Shield: 8pts


balta ve kalkan ile orc gazisi
T4, W1, S5, I2, A1, 5+ Armour Save, -1 to Armour Saves

Orc Veteran with Spear and Shield: 8pts


mızrak ve kalkan ile orc emektar
T4, W1, S4, I3, A1, 5+ Armour Save, S5 vs Cavalry

Orc Veteran with Composite Bow & Cleaver: 8pts


Kompozit yay ve balta ile orc emektar
T4, W1, S5, I2, A1, 6+ Armour Save, Reflex Shots (S3), -1
to Armour Saves in Close Combat

Alter Orc Veterans of the Forest Heavy Units:


Limit of 2 Savage Giants
Limit of 4 Orc Chariots
Limit of 4 Orc Catapults
Limit of 4 Orc Ballistae
Limit of 80 Trolls (4 Units)
Limit of 60 Armoured Orcs with Crossbows (2 Units)
Limit of 1 Massive Stone Skull
Savage Giant with Bone Jaw: 205pts, Moves ‘9’
kemik çene ile vahşi dev
T5, W6, S6, I3, 2D6 Attacks each, 6+ Dodge Save, 5+
Armour Save, Dauntless, If beaten OR killed in Close
Combat: roll a D6, on 1 it falls over on the unit and will drop
a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which
had beaten/killed it, Giant is armed with Giant Club (-3 to
Armour Saves in Close Combat), Big Swing/Big Rock
(Auto ‘6’, D6 S6 hits, -3 to Armour Saves), Reflex Shots
(Big Rock), Tribal Wars: re-rolls wounds for Big Rock,
Weak against Spears

Orc Chariot: 85pts, Moves ‘9’


orc arabası
T5, W4, S4, I2, A3, 4+ Armour Save, Cavalry, Pulled by 2
Boars which deal D6 I8 S5 -2 to Armour Save Impact hits on
Charge ONLY, The 2 Boars also have S5 I3 A2 -2 to Armour
Saves in total on the Charge ONLY, The 3 Orc Crew have S3
I2 A3 in total in Close Combat, Tribal Wars: re-rolls wounds
for Impact Hits.

Orc Catapult: 72pts


orc mancınık
T4, W1, S4, I2, A1, 6+ Armour Save (4 Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Orc Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast, See
page 18 & 19 (Firing a Catapult), Orc Crew are -1 to Armour
Saves in Close Combat, Artillery

Orc Ballista: 45pts


cin ballista
T4, W1, S4, I2, A1, 6+ Armour Save (4 Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Single Bolt (Heavy,
‘36’, S6, 1 shot, Ignores Armour, deals 2 wounds if unsaved
which can potentially destroy 2 models), Artillery, Orc Crew
are -1 to Armour Saves in Close Combat
Troll with Bone Club: 30pts
Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Armoured Orc with Crossbow: 9pts


orco armato con balestra / arbaletle zırhlı orc
T4, W1, S4, I2, A1, 5+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour), -1 to Armour
Saves in Close Combat

Massive Stone Skull: 0pts


büyük taş kafatası
Does NOT Move, Cannot be Damaged, Sod Off (For every
Alter Orc unit within ‘24’ of this Skull, they get +1 to your
Dodge Saves against Magical Attacks), Allows ALL units with
Banners (so NO Artillery, Chariots, Trolls or Giants) to take 1
ability to use ONCE per Shooting Phase:
1)Move Up Ladz! The unit starts with a Score of 4 and
must get up to a 9 or higher by rolling a D6 to pull this
off, so a 5+ by default (4+5 = 9). Add +1 to your D6 if
your unit in Close Combat, +1 if the unit is led by an
Alter Orc Warlord or an Orc War Chief, +1 if there are
15 or more models in the unit. Move Up Ladz allows
your unit to immediately Move ‘2D6’ towards an enemy
unit. If your unit makes contact, it counts as a Charge.
2)Let’s Clobber ‘Em! Calculated in the same way as
‘Move Up Ladz’ except you need a 6 or higher. Let’s
Clobber ‘Em! gives your unit I9 and re-rolled misses in
Close Combat in this Close Combat Phase.
3)Here We Go, Ladz! Calculated in the same way as
‘Move Up Ladz’ except you need a 10 or higher. Your
unit will get a free round of Close Combat attacks in
this Close Combat Phase- as in they will all Attack and
their enemies cannot. After this, the Close Combat
takes place as normal in Initiative order, I9 in Cover
etc.
Forest Horde:

Creatures of the Forest:


Forest Horde units can move through Woods without penalty

Forest Horde CORE Units:

Jungle Kobold with Sword & Shield: 3pts


kılıç ve kalkanı ile orman cin
T3, W1, S3, I2, A1, 6+ Armour Save, Poisoned Attacks, Re-
rolls misses, Has -1 to Hit penalty in Close Combat always

Jungle Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile orman cin
T3, W1, S3, I3, A1, 6+ Armour Save, S4 against Cavalry,
Poisoned Attacks, Has -1 to Hit penalty in Close Combat
always

Jungle Kobold with Bow: 3pts


yay ile orman cin
T3, W1, S3, I2, A1, No Save, Poisoned Attacks, Reflex Shots
(S3), Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always

Jungle Kobold on Spider w/ Spear & Shield: 11pts


mızrak ve kalkan ile örümcek orman cin
Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers
(ignores all Terrain when moving, even Movement Blocking
Terrain), Cavalry, Armed with Bows, Reflex Shots (S3),
Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always
Jungle Orc with Cleaver and Shield: 8pts
balta ve kalkan ile orman orc
T4, W1, S4, I3, A2, 6+ Dodge Save, Crazed, Dauntless, -1
to Armour Saves

Jungle Orc with 2 Blades: 8pts


iki bıçağı olan orman Orc
T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Jungle Orc with Spear and Shield: 8pts


mızrak ve kalkan ile orman orc
T4, W1, S3, I4, A2, 6+ Dodge Save, S4 vs Cavalry, Crazed,
Dauntless

Jungle Orc with Club and Shield: 8pts


kulüp ve kalkanı ile orman orc
T4, W1, S3, I3, A2, 6+ Dodge Save, -2 to Armour Saves,
Crazed, Dauntless

Jungle Orc with Composite Bow and Cleaver: 8pts


Kompozit yay ve satırla orman orc
T4, W1, S4, I3, A2, 6+ Dodge Save, Dauntless, Crazed,
Reflex Shots (S3), -1 to Armour Saves

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always
Forest Horde Specialist Units:
Limit of 60 Psycho Fungal Greenie Bases (4 Units)
Limit of 12 Kobold Chariots (4 Units)
Limit of 8 Kobold Ballistae
Limit of 4 Kobold Catapults

Psycho Fungal Greenies: 15pts per Base


psiko mantar, yeşiller
T2, W5, S2, I3, A6, 6+ Dodge Save, Crazed, Dauntless,
Has -1 penalty to Hit in Close Combat always, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule, A8 on Charge ONLY

Kobold Chariot: 55pts, Moves ‘9’


cin arabası
T4, W3, S3, I2, A3, 5+ Armour Save, Pulled by 3 Wolves
which deal D6+2 I8 S5 Impact Hits on Charge ONLY, The 3
Wolves combined are S3 I3 A3 in Close Combat AND the 4
Kobold Crew are S3 I2 A4 in total and Armed with Bows,
Reflex Shots (S3, 4 Shots due to 4 Crew) and have a -1 to
Hit penalty in Shooting, Reflex Shots and Close Combat,
Tribal Wars: re-rolls wounds for Impact Hits, Cavalry

Kobold Ballista: 30pts


cin ballista
T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, A0, I0, No Save (Ballista), Shoddy: Roll a D6
before firing, on a 1 there is a Misfire and it does not fire,
Single Bolt (Heavy, ‘36’, S6, 1 shot, Ignores Armour, deals
2 wounds if unsaved which can potentially destroy 2
models), Artillery, Kobold Crew have a -1 to Hit penalty in
Close Combat
Kobold Catapult: 62pts
cin mancınık
T3, W1, S3, I2, A1, 6+ Armour Save (3 Kobold Crew)
Orc with Whip is T4, W1, S4, I2, A1, 6+ Armour (Orc Crew)
T7, W1, S0, I0, A0, No Save (Catapult)
Kobold Catapult: Heavy, Guess ‘12’ to ‘48’, S4, ‘2’ blast,
See page 18 & 19 (Firing a Catapult), Kobold Crew have a -1
to Hit penalty in Close Combat, Artillery

Forest Horde Heavy Units:


Limit of 40 Trolls (4 Units)

Troll with Bone Club: 30pts


Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears
Green Horde Beard Hunters:

NOTE: The Green Horde Beard Hunters are intended to face


the Mountain Dwarf Mining Expedition. They can also be
fielded in your Green Horde armies.

This Green Horde army is the same as the default Green


Horde, including special rules (e.g. Tribal Wars) and army
composition (CORE, Specialist and Heavy units). The way
that they function changes when they face Mountain Dwarfs
and/or German Empire in certain environments.

Forest Ambush: When fielding a Green Horde army of


2000pts here, it will primarily consist of units of Jungle
Kobolds, Jungle Kobolds on Spiders and Black Spiders.
Ensure there are only Forests on the battlefield. The Green
Horde can only have 1 Orc unit for every Jungle Kobold unit
fielded. The Mountain Dwarf Mining Expedition army will be
1000pts in this battle and historically consisted of Mountain
Dwarf with Axes, 2H Axes, Dwarven Handguns and Mountain
Dwarf Miners. If the Mountain Dwarfs win this scenario, they
gain +100pts to field in Scenario 2- Into the Mines! If the
Green Horde wins this scenario, they gain +150pts to
spend on Jungle Kobold units listed earlier in ‘Forest
Ambush’ for ‘Into the Mines!’
Into the Mines! When fielding a Green Horde army of
1500pts here, it will be underground and only consist of
units with ‘Cave Kobold’ in their unit title. Place ruins, pillars
and rocky areas on the battlefield. NOTE: If Green Horde
won ‘Forest Ambush’, they also get 150pts of Jungle
Kobold units. The Mountain Dwarf army will be 750pts in
this battle and historically consisted of Mountain Dwarfs with
Axes and Crossbows and Mountain Dwarf Miners. NOTE: If
the Mountain Dwarfs won ‘Forest Ambush’, they will be
850pts in this battle. The Mountain Dwarf army is deployed
in the centre of the battlefield and enemy units are up to
‘24’ away coming from all directions. The Mountain Dwarfs
win if they destroy more pts worth of Cave Kobold units than
they started with (750 or 850pts).

If the Green Horde wins ‘Into the Mines!’, they gain


+200pts to spend on units with ‘Cave Kobold’ in their
unit title for Scenario 3- Let’s Get ‘Em! If the Mountain
Dwarfs wins ‘Into the Mines!’, they gain +150pts to spend in
Scenario 4- Get that Dwarf!’
Let’s Get Em! When the Green Horde are facing the
German Empire here, they will both have 1500pts available.
NOTE: If the Green Horde won ‘Into the Mines!’, they
will have 1700pts available. The German Empire army
must have 1+ unit of Nobles (2 Pistols or Repeater Rifles)
and 1+ units of Imperial German Woodsmen. Historically,
the German Empire consisted of these units, Imperial
German Swordsmen, Spearmen, Militia, Doomsayers and
Handgunners.

The victor of this otherwise standard battle, ‘Let’s Get


Em!’, will have +150pts available for Scenario 4- Get
that Dwarf! Place scattered Woods and a Cave/Mine
entrance on the battlefield as far as terrain is concerned.

The Green Horde army must include 1 unit with ‘Cave


Kobold’ in their unit title for every other unit fielded. They
also have Compulsory units listed below:

Green Horde Beard Hunters Compulsory Units:


Limit of 1 Alter Orc War-Chief with Twin Axes
(Joined by 10 to 30 Alter Orcs with Twin Axes)

Alter Orc War-Chief with Twin Axes: 145pts


ork savaş şefini ikiz eksenli değiştirmek
T5, W2, S4, I3, A5, 5+ Armour Save, 6+ Dodge Save,
Dauntless, Re-rolls misses (Grants this to his Alter Orc
Bodyguard as well), +1 to Hit Bonus in Close Combat, -1 to
Armour Saves, For the Horde! (Can choose to score an 8
on CCR rolls instead of rolling 2D6. Granted to all friendly
units within ‘12’)

Alter Orc with Twin Axes: 9pts


ikiz eksenleri ile orc değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless, Re-rolls
misses when joined by Alter Orc War-Chief ONLY
Get that Dwarf! When the Green Horde are facing the
German Empire here, they will both have 3000pts available.
NOTE: If the German Empire won ‘Let’s Get Em!', they will
have 3150pts available for this battle. The German Empire
must field 1+ units with ‘Knights’ in their unit description
(but NOT Bearded Knights) and can select up to 500pts of
CORE Mountain Dwarf units. NOTE: If the Mountain Dwarfs
won ‘Into the Mines!’ they will have +150pts, so up to
650pts of CORE Mountain Dwarf units are available. If the
Mountain Dwarf Miner Prospector survived ‘Into the Mines’,
he can be taken for 0pts. Historically, the German Empire
consisted of many Doomsayers, Knights of the Burning Sun,
Royal German Knights, Imperial German Swordsmen,
Woodsmen, Spearmen, Handgunners, an Imperial Mortar
and an Imperial Multi-Rocket Launcher. They also fielded
Mountain Dwarf Miners and Mountain Dwarfs with Axes.
There was also 1 Dauntless Dwarf with Twin Axes (Crazed)
& 5 Mountain Dwarfs who were attempting to restrain him
throughout the battle (0pts).

The objective of this scenario is to have the most units


closest to the Dauntless Dwarf in the centre of the
battlefield. If it comes down to it, the player with the most
models (Fungal Greenies would count as 5 models each but
all others count as 1 model) closest to the Dauntless Dwarf
(Crazed). The victor of this battle wins the Campaign.
The Green Horde will make the Crazed Dwarf speak,
plunder the Mines and wipe out the Dwarfs there.

The Green Horde army must field the Alter-Orc War Chief
and his 10 to 30 strong Alter Orc Bodyguard (as per ‘Let’s
Get Em!’). NOTE: If the Green Horde won ‘Let’s Get
Em!’, their army will be 3150pts with normal
restrictions for Green Horde. Historically, the Green
Horde Beard Hunters consisted of many Kobolds with
Spears, many Cave Kobolds with Spears with a few Cave
Kobold Death Balls, Trolls with Bone Clubs, a Savage Giant,
Orcs with Twin Blades and Jungle Kobolds on Spiders.
Green Horde Giant Goaders:

NOTE: The Green Horde Giant Goaders are intended to face


the Mountain Dwarf Gatehouse Garrison. They can also be
fielded in your Green Horde armies.

Here We Go, Lads! (This Green Horde army begins with 20


Cave Kobolds with Spears & Shields + 3 Cave Kobold Death
Balls, 15 Orcs with Cleavers and Shields and 20 Kobolds with
Spears and Shields and 10 Alter Orcs with Twin Axes. After
this they randomly generate units each Turn (Turn 1 – 6)
and may alter the result by +1 or -1 each Turn (so a ‘1’ on a
D6 could become a ‘2’).
1 = No reserves,
2 = 20 Cave Kobolds with Bows + 3 ‘Death Balls’
3 = 20 Orcs with 2 Blades
4 = 3 Trolls with Bone Clubs
5 = 17 Orcs with Composite Bows & Cleavers
6 = No reserves

Bash that Door Down! (This Green Horde army will receive
a Savage Giant for 0pts as soon as all 20 Red Gobs (from
the Mountain Dwarf Gatehouse Garrison Auxilia) are dead.
The Savage Giant emerges within Charging distance (‘6’) of
the Mountain Dwarf Gatehouse in your next Reinforcements
Phase and attacks the Gatehouse. The Gatehouse itself
which deal 2D6 S8 Hits to a Savage Giant which attacks it,
which will break open the Gate and knock the Savage Giant
back ‘12’, dealing a S6 -3 to Armour Save hit to all models
in its path.
Green Horde Giant Goader CORE Units:
Cave Kobold with Spear & Shield: 3pts
mızrak ve kalkan ile mağara cin
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-
rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors (When fighting at Night, they can Run up to
‘D6’ during the Reinforcements Phase)

Orc with Cleaver and Shield: 6pts


balta ve kalkan ile ork
T4, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Alter Orc with Twin Axes: 9pts


ikiz eksenleri ile orc değiştirmek
T4, W1, S4, I2, A2, 5+ Armour Save, Dauntless
Green Horde Giant Goader RESERVE Units:
The following units below are for Reference and generated
each Turn as per ‘Here We Go, Lads!’.

Cave Kobold with Bow: 3pts


yay ile mağara cin
T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Arrows of Gloom (Re-rolls misses in Shooting
when fighting at Night), Night Terrors

Cave Kobold Death Balls: 75pts for 3


mağara cin ölüm top
Limit of 3 Per Cave Kobold Unit (Clubs, Spears, Nets OR
Bows), T3, W1, S5, I0, A0, 5+ Dodge Save, Having a Ball:
The 3 Cave Kobold ‘Death Balls’ are released from their Cave
Kobold unit when it is charged for the first time (and the
enemy charge does NOT fail) and each ‘Death Ball’ deals D6
S5 hits which Reduce Armour and Numb Saves by -3 to the
enemy unit (Death Strike).
After these hits are dealt, the 3 ‘Death Balls’ continue to
move in the direction they were pushed, at a randomly
determined distance of 2D6 per turn. They can be targeted
by Shooting and the enemy unit can split their fire between
‘Death Balls’ on the field as they see fit. If they contact
another enemy unit, they will deal their D6 S5 hits as above
and cannot be Charged, and Reflex Shots (Grenades can be
used as Reflex Shots) will hit them on a 6 only without
exception
Orc with 2 Blades: 6pts
iki bıçaklı Orc
T4, W1, S3, I2, A2, 6+ Armour Save

Troll with Bone Club: 30pts


Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Orc with Composite Bow & Cleaver: 6pts


Kompozit yay ve satırla ork
T4, W1, S4, I2, A1, 6+ Armour Save, Reflex Shots (S3)
and -1 to Armour Saves in Close Combat
Green Horde Ziggurat Climbers:

NOTE: The Green Ziggurat Climbers intended to face the


Mountain Dwarf Veterans of the Ziggurat. They can also
fielded in your Green Horde armies.

On Top of the World! (This Green Horde army begins by


rolling 4 times on the Ziggurat Climbers Reserves Table.
They begin ‘6’ away from the Ziggurat and the Mountain
Dwarf Veterans are deployed anywhere on the Ziggurat. The
Green Horde gets the 1st Turn. After Turn 1 (so from Turn 2
onwards) roll a D6. This will determine how many rolls you
can make on the Ziggurat Climber Reserves table below.
1-2 = 1 roll, 3-4 = 2 rolls, 5-6 = 3 rolls.

Ziggurat Climbers Reserves Table:


1 = 2D6 Kobolds with Spears & Shields or D6+2 Kobolds
with Bows OR D6+2 Jungle Orcs with 2 Blades

2 = 2D6 Cave Kobolds with Spears & Shields or D6+2 Cave


Kobolds with Bows OR D6+2 Jungle Orcs with 2 Blades

3 = 6 Jungle Kobolds on Spiders with Spears & Shields

4 = 6 Cave Kobolds on Bouncing Gobs

5 = 25 Kobolds with Spears and Shields OR 1 Troll with


Bone Club

6 = 18 Cave Kobolds with Spears and Shields OR 1 Mountain


Troll with Stone Club
Green Horde Ziggurat Climber RESERVE Units:
The following units below are for Reference and generated
each Turn as per ‘On Top of the World!’.

Kobold with Spear & Shield: 2pts


mızrak ve kalkan ile cin
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Kobold with Bow: 2pts


yay ile cin
T3, W1, S3, I2, A1, 6+ Armour Save, Reflex Shots (S3), Has
-1 to Hit penalty in Shooting, Reflex and Close Combat
always

Jungle Orc with 2 Blades: 8pts


iki bıçağı olan orman Orc
T4, W1, S3, I3, A3, 6+ Dodge Save, Crazed, Dauntless

Cave Kobold with Spear & Shield: 3pts


mızrak ve kalkan ile mağara cin
T3, W1, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry, Re-
rolls misses against Mountain Dwarf Units in Close
Combat, Has -1 to Hit penalty in Close Combat always,
Night Terrors (When fighting at Night, they can Run up to
‘D6’ during the Reinforcements Phase)

Cave Kobold with Bow: 3pts


yay ile mağara cin
T3, W1, S3, I3, A1, No Save, Reflex Shots (S3), Re-rolls
misses against Mountain Dwarf Units in Close Combat,
Has -1 to Hit penalty in Shooting, Reflex and Close Combat
always, Arrows of Gloom (Re-rolls misses in Shooting
when fighting at Night), Night Terrors
Jungle Kobold on Spider w/ Spear & Shield: 11pts
mızrak ve kalkan ile örümcek orman cin
Moves ‘9’- T4, W1, S3, I4, A2, 5+ Armour Save, Climbers
(ignores all Terrain when moving, even Movement Blocking
Terrain), Cavalry, Armed with Bows, Reflex Shots (S3),
Poisoned Attacks, S4 on Charge, Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always

Cave Kobold on Bouncing Gob: 12pts, Moves ‘12’


Zıplayan bahrileyi mağara cin
T4, W1, S5, I3, A2, 5+ Dodge Save, Cavalry, Re-rolls
misses against Dwarf Units in Close Combat, Cave
Kobold is S3 I2 A1 and armed with Club (-1 to Armour
Saves) and Has -1 to Hit penalty in Close Combat always

Troll with Bone Club: 30pts


Kemik kulübü ile troll
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Mountain Troll with Stone Club: 40pts


taş kulübü ile dağ troll
T5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire, Made of Stone (4+ Dodge Save
against Magical Attacks)
Sewer Rats
Rata de Alcantarilla:
Rat Pack:
(Rata de Paquete)
When Running in the Shooting Phase, Sewer Rat Units can
Run D6 + 2

The Bell tolls for Thee:


(doblan las campanas para ti)
Sewer Rat Units (does not include colour variants, who will
shatter: Shadow, Clay, Red, Yellow, Swamp) are Immune to
the ‘Death Bell’ Attack

Sewer Rat CORE Units:


Limit of 6 Starving Rat Swarms (1 Unit)

Armoured Sewer Rat with Halberd: 7pts


rata de alcantarilla blindado con alabarda
T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour
Saves by -1, Diehards

Sewer Rat with Sword and Shield: 4pts


rata de alcantarilla con espada y escudo
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Diehards

Sewer Rat with Spear and Shield: 4pts


rata de alcantarilla con lanza y escudo
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry,
Diehards
Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’
saltando ratas (cinque ratas, uno rata látigo)
T3, W1, S3, I4, A1, 6+ Dodge Save, Diehards, Whip Rat is
S3 I4 A2 6+ Dodge Save and Armed with Whip (can attack
within ‘3’ of friendly Leaping Rats in Close Combat)

Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’


rata de túnel con dos hojas y la Honda
T3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Armed with
Slings (Auto, ‘12’, S3, 2 shots), Reflex Shots (S3),
Diehards, +1 to Cover Saves

Rat Slave with Blade & Shield: 2pts


esclavo de rata con la hoja y el escudo
T3, W1, S3, I4, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses

Rat Slave with Spear & Shield: 2pts


esclavo de rata con lanza y el escudo
T3, W1, S3, I5, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, S4 vs Cavalry

Rat Slave with Sling & Shield: 2pts


esclavo de rata con Honda y el escudo
T3, W1, S3, I4, A1, 6+ Armour Save, Armed with Slings
(‘12’, S3, 2 shots), Reflex Shots (S3), Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Starving Rat: 2pts, Moves ‘9’


rata hambrienta
T3, W1, S3, I4, A1, No Save, Diehards, Charges ‘9’,
Starving Mad (Crazed, Will charge friendly units in the
Close Combat Phase if there are no other units in Charge
Range), -1 to Hit Penalty in Close Combat Always
Starving Rat Swarm: 8pts per Base, Moves ‘9’
enjambre de ratas hambrientas
T2, W5, S2, I1, A5, No Save, Dauntless, Suffers double
Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets
+1 to their Cover Save when in Cover, Immune to ‘Stronger
Than’ Rule, Charges ‘9’, Starving Mad

Camelot Peasant Slave with Blade: 1.5pts


camelot campesino esclavo con cuchilla
T3, W1, S3, I2, A1, No Save, Has -1 to Hit penalty in Close
Combat always, Re-rolls misses

Chained Night Zombie Slave: 3pts


noche encadenado zombi esclavo
T3, W1, S3, I2, A1, No Save, Has -1 to Hit penalty in Close
Combat always, Day of the Dead (For every unsaved
Wound dealt in Close Combat by this unit, add 1 Chained
Night Zombie Slave immediately)
Sewer Rat Specialist Units:
Limit of 40 Rat Hordes (4 Units)
Limit of 40 Rat Hulks & 20 Whip Rats (4 Units)
Limit of 120 Rat Monks with Twin Blades (4 Units)
Limit of 80 Rat Monks with Toxic Flails (4 Units)
Limit of 40 Rat Sniper Teams (4 Units)
Limit of 60 Cloaked Rats with 2 Blades (4 Units)
Limit of 60 Rat Grenadiers with Gas Masks (4 Units)
Limit of 40 Armoured Rat Hulks with Tri-Chainguns (4 Units)
Limit of 40 Armoured Rat Hulks with Drill Fists (4 Units)
Limit of 40 Armoured Rat Hulks of the Morning Star (4 Units)
Limit of 40 Armoured Rat Hulks with Electric Fists (4 Units)
Limit of 40 Armoured Rat Hulks with Cannon Hands (4 Units)
Limit of 40 Armoured Rat Hulks with Nozzle Hands (4 Units)
Limit of 1 Unit of Cloaked Rats with Blades and Shields
No Limit on Rat Monks with Blades
No Limit on Armoured Rat Monks with Twin Blades
No Limit on Feral Rat Hulks & Whip Rats
No Limit on Heavy Rat Grenadiers
Limit of 24 Rat Chemical Grenadiers (4 Units)
Limit of 40 Heavy Rat Sniper Teams (4 Units)

Rat Horde: 10pts per Base, Moves ‘9’


horda de ratas
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’


Dos hulk rata (dos hulk ratas, rata látigo)
T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by -1,
Crazed, Weak against Spears, Dauntless, Whip Rats are
S3 I4 A2 No Save, armed with Whips (can attack within ‘3’
of friendly Rat Hulk) and can only be slain in Close Combat
or targeted in Shooting once all the Rat Hulks are dead
Rat Sniper Team with Wooden Shield: 20pts
equipo de francotiradores rata con escudo de
madera
T3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle
(Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical), +1
to Cover Saves, Shooting Hits like Snipers

Rat Monk with Twin Blades: 8pts


monje rata con espadas gemelas
T4, W1, S3, I4, A3, No Save, Crazed, Dauntless

Rat Monk with Toxic Flail: 16pts, Moves ‘9’


monje rata con mayal tóxico
T4, W1, S4, I3, A3, 6+ Dodge Save, Magical Attacks,
Crazed, Dauntless, Re-rolls misses in Close Combat, -1 to
Enemy Armour Saves, Toxic Fumes (I9, enemy models in
Close Combat with Rat Monk unit must roll a D6, if it is
ABOVE the model’s Toughness (T), then it takes an unsaved
Wound, a 6 ALWAYS fails, Dodge Saves will NOT help them
to breathe! However, Rat Monk Units (Rat Monk with 2
Blades, Toxic Flail, Poison Catapult, Great Poison Globe) are
immune to Toxic Fumes, +1 to Cover Saves

Cloaked Rat with 2 Blades: 14pts, Moves ‘9’


rata encapuchada con dos cuchillas
T3, W1, S3, I6, A2, 5+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks, Diehards, Ambush,
+1 to Hit Bonus in Close Combat, +1 to Cover Saves
Rat Grenadier with Gas Mask: 10pts, Moves ‘9’
granadero rata con máscara de gas
T3, W1, S3, I4, A1, 5+ Armour Save, Poison Grenade
(Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores
Armour Saves, can fire into Close Combat: half the hits are
on Enemy Unit and the other half are on the friendly unit,
rounding down), Reflex Shots (Poison Grenade), also uses
Poison Grenades in Close Combat: I4, Diehards, Rat
Grenadiers are immune to ‘Poison Grenades’ and will attack
enemy Rat Grenadiers in Close Combat with I4 S3 A1 with
their Scimitars, +1 to Cover Saves

Armoured Rat Hulk with Tri-Chainguns: 85pts, Moves ‘9’


hulk rata con tres chainguns
T4, W4, S5, I5, A4, 6+ Armour Save, -1 to Armour Saves,
Crazed, Weak against Spears, Dauntless, Armed with
Tri-Chainguns (Automatic, ‘18’, S5, -2 to Armour Saves, 12
shots, Magical, Re-rolls wounds), Reflex Shots (Tri-
Chainguns)

Armoured Rat Hulk with Drill Fists: 85pts, Moves ‘9’


hulk rata con puños de perforación
T4, W4, S5, I5, A5, 6+ Armour Save, -1 to Armour Saves,
Crazed, Weak against Spears, Dauntless, Armed with
Drill Fists (Magical, Re-rolls wounds, Deals D3 auto hits per
Attack up to 18 max), Burrowers: Units with this rule can
arrive as Reinforcements in ‘Braaaiinnnns’ way adapted from
Page 8 of the Army Men PAZCIK Rulebook: This Unit can
arrive by breaking out of the ground at a point which has
already been reached by friendly Sewer Rat models
Armoured Rat Hulk of the Morning Star: 85pts, Moves ‘9’
hulk rata de la estrella de la mañana
T4, W4, S7, I5, A5, 4+ Armour Save, -3 to Armour Saves,
Crazed, Weak against Spears, Dauntless, Armed with
Star Fists (Magical, Re-rolls wounds); they are shaped like
spiky balls, Causes 2 I9 S4 hits each on Charge ONLY which
can re-roll Wounds

Armoured Rat Hulk with Electric Fists: 85pts, Moves ‘9’


Hulk armado de rata con puños eléctricos
T4, W4, S6, I5, A5, 4+ Armour Save, -3 to Armour Saves,
Crazed, Weak against Spears, Dauntless, Armed with
Electric Fists (Magical, Electric, Re-rolls wounds, Also deals
2 hits at S6 which are I0 and also re-roll wounds); they are
shaped like half-claws with crystals embedded into the
mechanical end of their arm)

Armoured Rat Hulk with Cannon Hands: 85pts, Moves ‘9’


hulk rata con cañón manos
T4, W4, S5, I5, A4, 6+ Armour Save, -1 to Armour Saves,
Crazed, Weak against Spears, Dauntless, Armed with
Rat Hand Mortars (Heavy, Guess ‘6’ to ‘24’, Always Wounds
on 4+ even against Vehicles, ‘2’ blast, Ignores Armour
Saves, Magical, Re-rolls wounds)

Armoured Rat Hulk with Nozzle Hands: 85pts, Moves ‘9’


hulk rata con boquilla manos
T4, W4, S5, I5, A4, 6+ Armour Save, -1 to Armour Saves,
Crazed, Weak against Spears, Dauntless, Armed with
Rat Hand Flamethrowers (Heavy, ‘9’ Teardrop Flamethrower
Template, S5, -2 to Armour Saves, deals 2 wounds if
unsaved, Fire attacks, Magical, Re-rolls wounds), Reflex
Shots (Rat Hand Flamethrowers)
Cloaked Rat with Blade and Shield: 14pts, Moves ‘9’
rata envuelta con hoja y escudo.
T3, W1, S3, I6, A2, 4+ Dodge Save, Armed with Sling (Auto,
‘12’, S3, 2 shots), Diehards, +1 to Cover Saves

Rat Monk with Blade: 8pts


monje rata con cuchilla
T4, W1, S3, I4, A2, 6+ Armour Save, Crazed, Dauntless,
Re-rolls misses in Close Combat

Armoured Rat Monk with Twin Blades: 10pts


monje de rata armado con cuchillas gemelas
T4, W1, S3, I4, A4, 6+ Armour Save, Crazed, Dauntless

Feral Rat Hulk (2 Feral Rat Hulks, Whip Rat): 95pts


Dos la mole rata salvaje (dos la mole ratas
salvaje, rata látigo)
Moves ‘9’- T5, W3, S5, I5, A4, No Save, Reduces Armour
Saves by -2, Crazed, Weak against Spears, Dauntless,
Whip Rats are S3 I4 A2 No Save, armed with Whips (can
attack within ‘3’ of friendly Rat Hulk) and can only be slain in
Close Combat or targeted in Shooting once all the Feral Rat
Hulks are dead

Heavy Rat Grenadier with Gas Mask: 20pts, Moves ‘9’


granadero de rata pesada con máscara de gas
T3, W1, S3, I4, A1, 6+ Armour Save, Noxious Poison
Grenade (Auto, ‘8’, Magical, ‘2’ Blast, Automatically
Wounds, Ignores Armour Saves, can fire into Close Combat:
half the hits are on Enemy Unit and the other half are on the
friendly unit, rounding down), Reflex Shots (Noxious Poison
Grenade), also uses Noxious Poison Grenades in Close
Combat: I4, Diehards, Rat Grenadiers are immune to
‘Poison Grenades’ & ‘Noxious Poison Grenades’ and will
attack enemy Rat Grenadiers in Close Combat with I4 S3 A1
with their Scimitars, +1 to Cover Saves
Rat Chemical Grenadier with Gas Mask: 15pts, Moves ‘9’
granadero químico de rata con máscara de gas
T3, W1, S3, I4, A1, 5+ Dodge Save, Poison Flask (Auto,
‘6’, Magical, ‘2’ Blast, Wounds on a 6 ALWAYS, Ignores
Armour Saves, can fire into Close Combat: half the hits are
on Enemy Unit and the other half are on the friendly unit,
rounding down), Diehards, Rat Grenadiers are immune to
‘Poison Flasks’ and will attack enemy Rat Grenadiers in Close
Combat with I4 S3 A1 with their Scimitars, +1 to Cover
Saves

Heavy Rat Sniper Team: 24pts


equipo de francotirador de ratas pesadas
T3, W2, S3, I3, A2, 6+ Armour Save, Rat Sniper Rifle
(Heavy ‘36’, S5, Deals 3 Wounds if unsaved, Reduces
Armour Saves by -3, Magical), +1 to Cover Saves

Sewer Rat Heavy Units:


Limit of 1 Sewer Rat Heavy Weapon (Flamethrower,
Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Rat Daimon Lord
Limit of 4 Vermin Assassins (can join units of Sewer Rats,
Cloaked/Tunnel Rats, Rat Slaves and Armoured Sewer Rats)
Limit of 2 Rat Monstrosities, Giant Rat Wheels
Limit of 2 Rat Bolt Cannons, Rat Monk Poison Catapults
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units), Limit of 1 Death Bell
No Limit on Giant Electro Rat Wheels
No Limit on Winged Cloven
Limit of 40 Armoured Sewer Rats with Swords & Shields
Limit of 40 Armoured Sewer Rats with 2H Swords
Limit of 1 Rat Pit (Slave, Sewer, Tunnel, Spawn, Assorted)
No Limit on Sewer Rat Ghost Slaves
Rat Daimon Lord with Giant Sword: 250pts, Moves ‘9’
señor daimon rata con espada gigante
T6, W6, S6, I10, A6, 4+ Dodge Save, Charges ’12’, Weak
against Spears, Ignores Armour Saves, ALWAYS Hits on
2+ in Close Combat no matter what, Dauntless, Causes 2
wounds per Unsaved Wound

Rat Flamethrower Team: 70pts, Moves ‘9’


equipo lanzallamas rata
T3, W2, S3, I3, A2, 5+ Armour Save, Rat Flamethrower
(Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to
Armour Saves, deals 2 wounds if Unsaved, Magical & Fire
Attack), Reflex Shots (Rat Flamethrower), Joins Unit of
Armoured Sewer Rats OR Unit of Sewer Rats with
Swords or Spears, Thick as Rats: Cannot be targeted
separately in Shooting Phase and has a 4+ Dodge Save
against any ranged attacks (e.g. Blasts which clip the Rat
Team or stray Cannonballs or even Flamethrowers that
graze them)

Rat Chaingun Team: 55pts, Moves ‘9’


equipo chaingun rata
T3, W2, S3, I3, A2, 5+ Armour Save, Rat Chaingun
(Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical)
Reflex Shots (Rat Chaingun), Thick as Rats, Joins Unit of
Armoured Sewer Rats OR Unit of Sewer Rats with
Swords or Spears

Rat Poison Mortar: 65pts, Moves ‘9’


Raticida de mortero
T3, W2, S3, I3, A2, 5+ Armour Save, Poison Mortar (Auto,
Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour,
Magical), See page 18 & 19 of Army Men PAZCIK Rulebook
(Firing a Mortar), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears, Rat Grenadiers and Rat Poison Mortars are immune
to the Poison Mortar
Rat Death Ball Team: 55pts, Moves ‘9’
rata equipo de pelota de la muerte
T3, W2, S3, I3, A2, 4+ Armour Save, Death Ball (Auto, I3,
Close Combat Attack, D6+4 S4 hits, -2 Armour Saves),
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears

Rat Tunnel Blaster Team: 15pts, Moves ‘9’


rata equipo desintegrador túnel
T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save,
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears, Tunnel
Blaster models ONLY can arrive like Burrowers (see
Armoured Rat Hulks with Drill Fists).

Vermin Assassin with Twin Blades: 100pts, Can Move ‘9’


asesino alimañas con espadas gemelas
T3, W2, S4, I10, A4, 4+ Dodge Save, Armed with a Pair of
Throwing Stars (Auto, S3, 2 shots, ‘8’, -1 to Armour Saves),
Reflex Shots (Throwing Stars: 2 shots), Dauntless, Re-rolls
misses in Shooting AND Close Combat, +2 to Cover Saves,
+1 to hit Bonus in Close Combat, Shooting hits like Snipers,
Poisoned Attacks, Magical Attacks, +1 to wound in Close
Combat and 1 will still fail; Death Strike (on a 5 or 6 due to
+1 bonus to wound), Can be placed in an infantry unit (i.e.
not Cavalry or Flyers) and revealed when this unit is in Close
Combat. Therefore he can be revealed in an opponent’s
Close Combat phase if desired, but if the unit concealing him
is destroyed, he is assumed to escape but cannot be
deployed during this battle.
Rat Monstrosity: 250pts, Moves ‘12’
monstruosidad rata
T5, W6, S6, I4, A3D6, 6+ Dodge Save, 4+ Numb Save,
Magical Attacks, Diehards, Weak against Spears,
Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY,
Enemy units suffer a -1 to hit Penalty against the Rat
Monstrosity in Close Combat, -3 to Armour Saves in CC

There were Rats, lots of them: When the Rat Monstrosity


dies, unless its last wound was taken by a Fire attack,
immediately place 3 Rat Horde Bases in base-to-base
contact with the Rat Monstrosity, then remove the Rat
Monstrosity.

Rat Bolt Cannon: 90pts


cañón perno de rata
T6, W4, S3, I3, A3, No Save, Bolt Cannon (Heavy,
Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it
does NOT fire, Bounces D6+2: place a ‘2’ Blast where it
lands, the Strength of the Blast is D6+4, Ignores Armour
Saves and causes D6 Wounds if Unsaved, The Sewer Rat
Crew is the S3 I3 A3 above and cannot be attacked
separately, Weak against Spears

Rat Monk Poison Catapult: 100pts


raticida monje catapulta
T6, W4, S3, I4, A9, 5+ Dodge Save, Poison Catapult
(Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores
Armour), The 3 Rat Monk Crew above combined have S3 I4
A9 in Close Combat, Weak against Spears
Giant Rat Wheel: 150pts, Moves ‘12’
rueda gigante rata
T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, Cavalry,
Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour
Saves impact Hits on Charge ONLY, Suffers 2 S4 hits
whenever it moves through Terrain BUT cannot move
through Movement Blocking Terrain, The Rat Horde Crew
powering the Rat Wheel have 2D6 I4 S2 Attacks in Close
Combat and do NOT have Magical Attacks, Rat Powered
Lightning (Auto, fired even during Close Combat, hits
closest unit within ‘18’ whether friendly or not, 3 shots,
Strength = D6+2, each unit hit suffers D6 wounds if
unsaved, if a unit is destroyed then the remaining Lightning
Bolt/Bolts will strike the next closest Unit)

Death Bell & Rat Hulk + Mage Rat: 200pts


campana de la muerte, hulk rata y rata mago
T6, W6, S5, I4, A3, 5+ Dodge Save, Fire and Electric Attacks
are S2 against it, Cavalry, D6 S5 I8 -2 to Armour Saves
impact Hits on Charge ONLY, Rat Hulk is S5 I4 A4 Reduces
Armour Saves by -1 in Close Combat, Death Bell (Auto,
‘18’, S4, 2D6 hits, Can be fired at an Enemy unit, even in
Close Combat, Ignores Armour and Cover Saves, deals 2
wounds if Unsaved)
The Death Bell is also sounded when this model is hit by a
Shooting Attack of S5 or higher (e.g. a Cannon Ball) that
causes an Unsaved Wound and will attack the closest
enemy Unit to the Death Bell model, roll a D6 each and the
highest wins if a dispute arises, The Mage Rat riding shotgun
atop the Death Bell wearing robes directs the sound waves
of the Death Bell
Great Poison Globe: 150pts
gran globo venenoso
T6, W6, S5, I4, AD6+4, 5+ Dodge Save, Dauntless, Deals
D6 S5 I9 -2 to Armour impact Hits on Charge, Weak
against Spears

Toxic Fumes (I9, enemy models in Close Combat with Rat


Monk unit must roll a D6, if it is ABOVE the model’s
Toughness (T), then it takes an unsaved Wound, a 6
ALWAYS fails, Dodge Saves will NOT help them to breathe!
However, Rat Monk Units (Rat Monk with 2 Blades, Toxic
Flail, Poison Catapult, Great Poison Globe) are immune to
Toxic Fumes.
In addition to this, any friendly model which is NOT a Rat
Monk Unit will still be affected by Toxic Fumes if in base-to-
base contact with the Great Poison Globe),

The 4 Rat Monk Crew are S3 I4 A12 in Close Combat,


Wafting Gas (can be used in Shooting Phase if NOT in Close
Combat, Auto, ‘9’ teardrop Flamethrower Template, any
model touched will be affected by Toxic Fumes as they
normally would), Also has Wrecking Globe (Close Combat
attack, Great Poison Globe deals D6+4 I4 S5 -2 to Armour
Save hits in each Close Combat round but does NOT gain an
extra Wrecking Globe attack when Charging.
Golden Death Bell & Rat Monk + Mage Rat: 200pts
campana de muerte dorada, hulk rata y rata
mago
T7, W6, S5, I4, A3, 5+ Dodge Save, Fire and Electric Attacks
are S2 against it, Cavalry, Dauntless, D6 S7 I8 -4 to
Armour Saves impact Hits on Charge ONLY, Rat Monk is S6
I0 A1 Reduces Armour Saves by -2 in Close Combat but
deals 3 Wounds if unsaved, Golden Death Bell (Auto,
Choose ONE from the following: 1) All Sewer Rat units gain
‘Diehards’ rule; 2) All Cavalry units within ‘36’ must pass a
CCR Roll; 3) Roll a D6 for each Artillery model within ‘30’, on
a 5 they suffer D6 Wounds; 4) All Sewer Rat units within ‘24’
gain Crazed and Dauntless and +1 Attack until your next
Turn; 5) All fortifications such as Walls or Towers within ’36’
suffer D6 Wounds on a roll of 4+ for each model; 6) All
models in all units within ‘3D6’ suffer a S3 Hit, including
Sewer Rat units)

The Death Bell is also sounded when this model is hit by a


Shooting Attack of S6 or higher (e.g. a Cannon Ball) that
causes an Unsaved Wound, it will immediately cause 6) on
Golden Death Bell, dealing a S3 Hit to All models in all units
but this time it will be within ‘18’. The Mage Rat riding
shotgun atop the Death Bell wearing robes directs the sound
waves of the Death Bell
Giant Electro Rat Wheel: 150pts, Moves ‘12’
rueda de rata eléctrica gigante
T7, W3, S4, I5, A2 (Auto Hits), 4+ Armour Save, Cavalry,
Magical Attacks, Dauntless, Deals D6+2 I9 S7 -4 Armour
Saves impact Hits on Charge ONLY, Suffers 2 S4 hits
whenever it moves through Terrain BUT cannot move
through Movement Blocking Terrain, The Rat Engineer is S4
I5 A2 above, The Rat Horde Crew powering the Rat Wheel
have 2D6 I4 S2 Attacks in Close Combat and do NOT have
Magical Attacks, Rat Powered Lightning Bolts (Auto, fired
even during Close Combat, hits closest unit within ‘18’
whether friendly or not, 3 shots, Strength = D6+4, each unit
hit suffers D6 wounds if unsaved, if a unit is destroyed then
the remaining Lightning Bolt/Bolts will strike the next closest
Unit), Electric Attacks are S2 against this unit

Armoured Sewer Rat with Sword and Shield: 7pts


alcantarilla blindada con espada y escudo
T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour
Saves by -1, Diehards, Re-rolls misses

Armoured Sewer Rat with 2H Sword: 7pts


rata de alcantarilla blindada con espada de dos
manos
T3, W1, S6, I5, A1, 6+ Armour Save, Reduces Armour
Saves by -2, Diehards

Winged Flesh Cloven: 10pts, Moves ‘10’


carne alada hendido
T4, W2, S3, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them)

Rat Slave Pit: 240pts


pozo de rata esclavo
20 Rat Slaves (Blade, Spear or Sling) emerge from the Rat
Slave Pit in the centre of the battlefield each Turn (1 – 6)
Rat Slave with Blade & Shield: 2pts
esclavo de rata con la hoja y el escudo
T3, W1, S3, I4, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses

Rat Slave with Spear & Shield: 2pts


esclavo de rata con lanza y el escudo
T3, W1, S3, I5, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, S4 vs Cavalry

Rat Slave with Sling & Shield: 2pts


esclavo de rata con Honda y el escudo
T3, W1, S3, I4, A1, 6+ Armour Save, Armed with Slings
(‘12’, S3, 2 shots), Reflex Shots (S3), Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always

Sewer Rat Pit: 480pts


pozo de rata de alcantarillado
20 Sewer Rats (Sword or Spear) emerge from the Sewer Rat
Pit in the centre of the battlefield each Turn (1 – 6)

Sewer Rat with Sword and Shield: 4pts


rata de alcantarilla con espada y escudo
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Diehards
Sewer Rat with Spear and Shield: 4pts
rata de alcantarilla con lanza y escudo
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry,
Diehards

Tunnel Rat Pit: 360pts


pozo rata de túnel
10 Tunnel Rats emerge from the Tunnel Rat Pit in the centre
of the battlefield each Turn (1 – 6)

Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’


rata de túnel con dos hojas y la Honda
T3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Armed with
Slings (Auto, ‘12’, S3, 2 shots), Reflex Shots (S3),
Diehards, +1 to Cover Saves

Death Spawn Pit: 300pts


pozo engendro de la muerte
A Death Spawn emerges from the Death Spawn Pit in the
centre of the battlefield each Turn (1 – 6)

Death Spawn: 50pts, Moves ‘7’


engendro de la muerte
T5, W3, S4, I2, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears, For Chaos! (Moves towards
Closest unit and will Charge if in range, all are foes)

Assorted Rat Pit: 350pts


foso de ratas surtido
Roll a D6 to see which unit emerges from the Assorted Rat
Pit in the centre of the battlefield each Turn (1 – 6):
1-2 = 20 Rat Slaves, 3-4 = 20 Sewer Rats, 5 = 10 Tunnel
Rats, 6 = 1 Death Spawn
Sewer Rat Ghost Slave with Spear and Shield: 6pts
alcantarilla rata fantasma esclavo con lanza y
escudo
T3, W1, S3, I5, A1, 5+ Numb Save, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT any
Electric, Fire and Magical attacks will affect them as they
normally would, Immune to Poisoned Attacks of all kinds
UNLESS they are Magical, Ethereal: Ignores all Terrain
when Moving at ANY time & Charging, Dauntless, Magical
Attacks, -1 to Hit Penalty in Close Combat, S4 against
Cavalry
Shadow Sewer Rats:
Ratas de Alcantarilla Sombra:
Painted mainly in Black colours

Seeing Shadows
(ver sombras)
Shadow Sewer Rat models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Impávido)
ALL Shadow Sewer Rat models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Sewer Rat CORE Units:

Shadow Armoured Sewer Rat with Halberd: 7pts,


T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour
Saves by -1

Shadow Sewer Rat with Sword and Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Shadow Sewer Rat with Spear and Shield: 4pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry
Leaping Shadow Rats: 20pts (5 Rats, 1 Whip Rat), Moves
‘9’- T3, W1, S3, I4, A1, 6+ Dodge Save, Whip Rat is S3 I4
A2 6+ Dodge Save and Armed with Whip (can attack within
‘3’ of friendly Leaping Rats in Close Combat)

Shadow Tunnel Rat with 2 Blades & Sling: 6pts, Moves


‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Slings
(Auto, ‘12’, S3, 2 shots)

Shadow Rat Slave with Blade: 2pts


T3, W1, S3, I4, A1, No Save, Has -1 to Hit penalty in Close
Combat always, Re-rolls misses

Shadow Rat Slave with Spear: 2pts


T3, W1, S3, I5, A1, No Save, Has -1 to Hit penalty in Close
Combat always, S4 vs Cavalry

Shadow Rat Slave with Sling: 2pts


T3, W1, S3, I4, A1, No Save, Armed with Slings (‘12’, S3, 2
shots), Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always

Shadow Sewer Rat Specialist Units:


Limit of 40 Rat Hordes, Rat Sniper Teams
Limit of 40 Rat Hulks & 20 Whip Rats
Limit of 50 Rat Monks with Twin Blades, Rat Monks with
Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers
with Gas Masks

Shadow Rat Horde: 10pts per Base, Moves ‘9’


T2, W5, S2, I4, A5, 6+ Dodge Save, Suffers double Wounds
from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to
their Cover Save when in Cover, Immune to ‘Stronger Than’
Rule
Shadow Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves
‘9’- T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by
-1, Crazed, Weak against Spears, Whip Rats are T3 W1
S3 I4 A2 No Save, armed with Whips (can attack within ‘3’
of friendly Rat Hulk) and can only be slain in Close Combat
or targeted in Shooting once all the Rat Hulks are dead

Shadow Rat Sniper Team with Wooden Shield: 20pts


T3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle
(Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical),
Shooting Hits like Snipers

Shadow Rat Monk with Twin Blades: 8pts


T4, W1, S3, I4, A3, No Save, Crazed

Shadow Rat Monk with Toxic Flail: 16pts, Moves ‘9’


T4, W1, S4, I3, A3, 6+ Dodge Save, Magical Attacks,
Crazed, Re-rolls misses in Close Combat, Ignores Armour
Saves

Shadow Cloaked Rat with 2 Blades: 14pts, Moves ‘9’


T3, W1, S3, I6, A2, 5+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks

Shadow Rat Grenadier with Gas Mask: 10pts, Moves ‘9’


T3, W1, S3, I4, A1, 5+ Armour Save, Poison Grenade
(Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores
Armour Saves, Also uses Poison Grenades in Close Combat:
I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will
attack enemy Rat Grenadiers in Close Combat with I4 S3 A1
with their Scimitars
Shadow Sewer Rat Heavy Units:
Limit of 1 Sewer Rat Heavy Weapon (Flamethrower,
Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Rat Daimon Lord
Limit of 2 Rat Monstrosities, Giant Rat Wheels
Limit of 2 Rat Bolt Cannons, Rat Monk Poison Catapults
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units)

Shadow Rat Daimon Lord with Giant Sword: 250pts,


Moves ‘9’- T6, W6, S6, I10, A6, 4+ Dodge Save, Charges
’12’, Weak against Spears, Ignores Armour Saves, +1 to
hit Bonus in Close Combat, Causes 2 wounds per Unsaved
Wound

Shadow Rat Flamethrower Team: 70pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Armour Save, Rat Flamethrower
(Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to
Armour Saves, deals 2 wounds if Unsaved, Magical & Fire
Attack), Joins Unit of Armoured Sewer Rats OR Unit of
Sewer Rats with Swords or Spears,
Thick as Rats: Cannot be targeted separately in Shooting
Phase and has a 4+ Dodge Save against any ranged attacks
(e.g. Blasts which clip the Rat Team or stray Cannonballs or
even Flamethrowers that graze them)

Shadow Rat Chaingun Team: 55pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Armour Save, Rat Chaingun
(Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical)
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears
Shadow Rat Poison Mortar: 65pts, Moves ‘9’
T3, W2, S3, I3, A2, 5+ Armour Save, Poison Mortar (Auto,
Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour,
Magical), See page 18 & 19 of Army Men PAZCIK Rulebook
(Firing a Mortar), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears, Rat Grenadiers and Rat Poison Mortars are immune
to the Poison Mortar

Shadow Rat Death Ball Team: 55pts, Moves ‘9’


T3, W2, S3, I3, A2, 4+ Armour Save, Death Ball (Auto, I3,
Close Combat Attack, D6+4 S4 hits, -2 Armour Saves),
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears

Shadow Rat Tunnel Blaster Team: 15pts, Moves ‘9’


T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save,
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears,

Shadow Rat Monstrosity: 250pts, Moves ‘12’


T5, W6, S6, I4, A3D6, 6+ Dodge Save, 4+ Numb Save,
Magical Attacks, Weak against Spears, Causes D6 I9 S6
-3 to Armour Saves hits on Charge ONLY, Enemy units suffer
a -1 to hit Penalty against the Rat Monstrosity in Close
Combat (Hit on 5+ by normal units and on a 4+ by units
which have +1 to Hit Bonus in Close Combat), -3 to Armour
Saves in CC

Shadow Rat Bolt Cannon: 90pts


T6, W4, S3, I3, A3, No Save, Bolt Cannon (Heavy,
Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it
does NOT fire, Bounces D6+2: place a ‘2’ Blast where it
lands, the Strength of the Blast is D6+4, Ignores Armour
Saves and causes D6 Wounds if Unsaved, The Sewer Rat
Crew is the S3 I3 A3 above and cannot be attacked
separately, Weak against Spears
Shadow Rat Monk Poison Catapult: 100pts
T6, W4, S3, I4, A9, 5+ Dodge Save, Poison Catapult
(Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores
Armour), The 3 Rat Monk Crew above combined have S3 I4
A9 in Close Combat, Weak against Spears

Shadow Giant Rat Wheel: 150pts, Moves ‘12’


T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, Cavalry,
Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour
Saves impact Hits on Charge ONLY, Suffers 2 S4 hits
whenever it moves through Terrain BUT cannot move
through Movement Blocking Terrain, The Rat Horde Crew
powering the Rat Wheel have 2D6 I4 S2 Attacks in Close
Combat and do NOT have Magical Attacks, Rat Powered
Lightning (Auto, fired even during Close Combat, hits
closest unit within ‘18’ whether friendly or not, 3 shots,
Strength = D6+2, each unit hit suffers D6 wounds if
unsaved, if a unit is destroyed then the remaining Lightning
Bolt/Bolts will strike the next closest Unit)

Shadow Great Poison Globe: 150pts


T6, W6, S5, I4, AD6+4, 5+ Dodge Save, Deals D6 S5 I9 -2
to Armour impact Hits on Charge, The 4 Rat Monk Crew are
S3 I4 A12 in Close Combat, Wafting Gas (can be used in
Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop
Flamethrower Template, any model touched will be affected
by Toxic Fumes as they normally would), Also has
Wrecking Globe (Close Combat attack, Great Poison Globe
deals D6+4 I4 S5 -2 to Armour Save hits in each Close
Combat round but does NOT gain an extra Wrecking Globe
attack when Charging, Weak against Spears
Clay Sewer Rats
Ratas de Alcantarilla Arcilla:
Painted in Earthy colours, browns and the colour of un-fired
Clay

Blast Furnace
(De Alto Horno)
Fire attacks are only S2 against Clay Sewer Rat models

Clay Sewer Rat CORE Units:


Clay Armoured Sewer Rat with Halberd: 7pts,
T3, W1, S4, I5, A1, 5+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -1

Clay Sewer Rat with Sword and Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses

Clay Sewer Rat with Spear and Shield: 4pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry

Clay Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’-


T3, W1, S3, I4, A1, 6+ Dodge Save, 5+ Numb Save, Whip
Rat is S3 I4 A2 6+ Dodge Save, 5+ Numb Save and Armed
with Whip (can attack within ‘3’ of friendly Leaping Rats in
Close Combat)

Clay Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’-
T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Slings
(Auto, ‘12’, S3, 2 shots)

Clay Rat Slave with Blade: 2pts


T3, W1, S3, I4, A1, 5+ Numb Save, Has -1 to Hit penalty in
Close Combat always, Re-rolls misses
Clay Rat Slave with Spear: 2pts
T3, W1, S3, I5, A1, 5+ Numb Save, Has -1 to Hit penalty in
Close Combat always, S4 vs Cavalry

Clay Rat Slave with Sling: 2pts


T3, W1, S3, I4, A1, 5+ Numb Save, Armed with Slings (‘12’,
S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always

Clay Sewer Rat Specialist Units:


Limit of 40 Rat Hordes, Rat Sniper Teams
Limit of 40 Rat Hulks & 20 Whip Rats
Limit of 50 Rat Monks with Twin Blades, Rat Monks with
Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers
with Gas Masks

Clay Rat Horde: 10pts per Base, Moves ‘9’


T2, W5, S2, I4, A5, 6+ Dodge Save, 5+ Numb Save, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Dauntless

Clay Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’-
T4, W3, S5, I4, A4, 5+ Numb Save, Reduces Armour Saves
by -1, Crazed, Dauntless, Weak against Spears, Whip
Rats are T3 W1 S3 I4 A2 5+ Numb Save, armed with Whips
(can attack within ‘3’ of friendly Rat Hulk) and can only be
slain in Close Combat or targeted in Shooting once all the
Rat Hulks are dead

Clay Rat Sniper Team with Wooden Shield: 20pts


T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save, Rat
Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4,
Magical), Shooting Hits like Snipers
Clay Rat Monk with Twin Blades: 8pts
T4, W1, S3, I4, A3, 5+ Numb Save, Crazed, Dauntless

Clay Rat Monk with Toxic Flail: 16pts, Moves ‘9’


T4, W1, S4, I3, A3, 6+ Dodge Save, 5+ Numb Save,
Magical Attacks, Crazed, Dauntless, Re-rolls misses in
Close Combat, Ignores Armour Saves

Clay Cloaked Rat with 2 Blades: 14pts, Moves ‘9’


T3, W1, S3, I6, A2, 5+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks

Clay Rat Grenadier with Gas Mask: 10pts, Moves ‘9’


T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save,
Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+
ALWAYS, Ignores Armour Saves, Also uses Poison Grenades
in Close Combat: I4, Rat Grenadiers are immune to ‘Poison
Grenades’ and will attack enemy Rat Grenadiers in Close
Combat with I4 S3 A1 with their Scimitars

Clay Sewer Rat Heavy Units:


Limit of 1 Sewer Rat Heavy Weapon (Flamethrower,
Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Rat Daimon Lord
Limit of 2 Rat Monstrosities, Giant Rat Wheels
Limit of 2 Rat Bolt Cannons, Rat Monk Poison Catapults
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units)

Clay Rat Daimon Lord with Giant Sword: 250pts, Moves


‘9’- T6, W6, S6, I10, A6, 4+ Dodge Save, Charges ’12’,
Weak against Spears, Dauntless, Ignores Armour Saves,
+1 to hit Bonus in Close Combat, Causes 2 wounds per
Unsaved Wound
Clay Rat Flamethrower Team: 70pts, Moves ‘9’
T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Rat
Flamethrower (Auto, ‘9’ teardrop Flamethrower Template,
S5, -2 to Armour Saves, deals 2 wounds if Unsaved,
Magical & Fire Attack), Joins Unit of Armoured Sewer
Rats OR Unit of Sewer Rats with Swords or Spears,
Thick as Rats: Cannot be targeted separately in Shooting
Phase and has a 4+ Dodge Save against any ranged attacks
(e.g. Blasts which clip the Rat Team or stray Cannonballs or
even Flamethrowers that graze them)

Clay Rat Chaingun Team: 55pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Rat
Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves,
Magical) Thick as Rats, Joins Unit of Armoured Sewer
Rats OR Unit of Sewer Rats with Swords or Spears

Clay Rat Poison Mortar: 65pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save,
Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’
Blast, Ignores Armour, Magical), See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats,
Joins Unit of Armoured Sewer Rats OR Unit of Sewer
Rats with Swords or Spears, Rat Grenadiers and Rat
Poison Mortars are immune to the Poison Mortar

Clay Rat Death Ball Team: 55pts, Moves ‘9’


T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save,
Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits,
-2 Armour Saves), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears

Clay Rat Tunnel Blaster Team: 15pts, Moves ‘9’


T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save,
5+ Numb Save, Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears,
Clay Rat Monstrosity: 250pts, Moves ‘12’
T5, W6, S6, I4, A3D6, 6+ Dodge Save, 3+ Numb Save,
Magical Attacks, Weak against Spears, Dauntless,
Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY,
Enemy units suffer a -1 to hit Penalty against the Rat
Monstrosity in Close Combat, -3 to Armour Saves in CC

Clay Rat Bolt Cannon: 90pts


T6, W4, S3, I3, A3, 5+ Numb Save, Bolt Cannon (Heavy,
Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it
does NOT fire, Bounces D6+2: place a ‘2’ Blast where it
lands, the Strength of the Blast is D6+4, Ignores Armour
Saves and causes D6 Wounds if Unsaved, The Sewer Rat
Crew is the S3 I3 A3 above and cannot be attacked
separately, Weak against Spears

Clay Rat Monk Poison Catapult: 100pts


T6, W4, S3, I4, A9, 5+ Dodge Save, Poison Catapult
(Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores
Armour), The 3 Rat Monk Crew above combined have S3 I4
A9 in Close Combat, Weak against Spears

Clay Giant Rat Wheel: 150pts, Moves ‘12’


T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, 5+ Numb
Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1
I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers
2 S4 hits whenever it moves through Terrain BUT cannot
move through Movement Blocking Terrain, The Rat Horde
Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in
Close Combat and do NOT have Magical Attacks, Rat
Powered Lightning (Auto, fired even during Close Combat,
hits closest unit within ‘18’ whether friendly or not, 3 shots,
Strength = D6+2, each unit hit suffers D6 wounds if
unsaved, if a unit is destroyed then the remaining Lightning
Bolt/Bolts will strike the next closest Unit)
Clay Great Poison Globe: 150pts
T6, W6, S5, I4, AD6+4, 5+ Dodge Save, Deals D6 S5 I9 -2
to Armour impact Hits on Charge, The 4 Rat Monk Crew are
S3 I4 A12 in Close Combat, Wafting Gas (can be used in
Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop
Flamethrower Template, any model touched will be affected
by Toxic Fumes as they normally would), Also has
Wrecking Globe (Close Combat attack, Great Poison Globe
deals D6+4 I4 S5 -2 to Armour Save hits in each Close
Combat round but does NOT gain an extra Wrecking Globe
attack when Charging, Weak against Spears
Red Sewer Rats:
Ratas de Alcantarilla Rojo:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(El Ejército Rojo)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Sewer Rat CORE Units:

Red Armoured Sewer Rat with Halberd: 5pts,


T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour
Saves by -1

Red Sewer Rat with Sword and Shield: 2pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Red Sewer Rat with Spear and Shield: 2pts


T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry

Red Leaping Rats: 14pts (5 Rats, 1 Whip Rat), Moves ‘9’-


T3, W1, S3, I4, A1, 6+ Dodge Save, Whip Rat is S3 I4 A2
6+ Dodge Save and Armed with Whip (can attack within ‘3’
of friendly Leaping Rats in Close Combat)

Red Tunnel Rat with 2 Blades & Sling: 4pts, Moves ‘9’-
T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Slings
(Auto, ‘12’, S3, 2 shots)

Red Rat Slave with Blade: 2pts


T3, W1, S3, I4, A1, 6+ Dodge Save, Has -1 to Hit penalty in
Close Combat always, Re-rolls misses
Red Rat Slave with Spear: 2pts
T3, W1, S3, I5, A1, 6+ Dodge Save, Has -1 to Hit penalty in
Close Combat always, S4 vs Cavalry

Red Rat Slave with Sling: 2pts


T3, W1, S3, I4, A1, 6+ Dodge Save, Armed with Slings (‘12’,
S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always

Red Sewer Rat Specialist Units:


Limit of 40 Rat Hordes, Rat Sniper Teams
Limit of 40 Rat Hulks & 20 Whip Rats
Limit of 50 Rat Monks with Twin Blades, Rat Monks with
Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers
with Gas Masks

Red Rat Horde: 8pts per Base, Moves ‘9’


T2, W5, S2, I4, A5, 6+ Dodge Save, Suffers double Wounds
from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to
their Cover Save when in Cover, Immune to ‘Stronger Than’
Rule, Dauntless

Red Rat Hulk (2 Rat Hulks, Whip Rat): 79pts, Moves ‘9’-
T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by -1,
Crazed, Weak against Spears, Dauntless, Whip Rats are
T3 W1 S3 I4 A2 No Save, armed with Whips (can attack
within ‘3’ of friendly Rat Hulk) and can only be slain in Close
Combat or targeted in Shooting once all the Rat Hulks are
dead

Red Rat Sniper Team with Wooden Shield: 18pts


T3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle
(Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical),
Shooting Hits like Snipers

Red Rat Monk with Twin Blades: 6pts


T4, W1, S3, I4, A3, No Save, Crazed, Dauntless
Red Rat Monk with Toxic Flail: 14pts, Moves ‘9’
T4, W1, S4, I3, A3, 6+ Dodge Save, Magical Attacks,
Crazed, Re-rolls misses in Close Combat, Ignores Armour
Saves

Red Cloaked Rat with 2 Blades: 12pts, Moves ‘9’


T3, W1, S3, I6, A2, 5+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks

Red Rat Grenadier with Gas Mask: 8pts, Moves ‘9’


T3, W1, S3, I4, A1, 5+ Armour Save, Poison Grenade
(Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores
Armour Saves, Also uses Poison Grenades in Close Combat:
I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will
attack enemy Rat Grenadiers in Close Combat with I4 S3 A1
with their Scimitars

Red Sewer Rat Heavy Units:


Limit of 1 Sewer Rat Heavy Weapon (Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units)

Red Rat Tunnel Blaster Team: 13pts, Moves ‘9’


T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save,
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears,
Red Great Poison Globe: 142pts
T6, W6, S5, I4, AD6+4, 5+ Dodge Save, Deals D6 S5 I9 -2
to Armour impact Hits on Charge, The 4 Rat Monk Crew are
S3 I4 A12 in Close Combat, Wafting Gas (can be used in
Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop
Flamethrower Template, any model touched will be affected
by Toxic Fumes as they normally would), Also has
Wrecking Globe (Close Combat attack, Great Poison Globe
deals D6+4 I4 S5 -2 to Armour Save hits in each Close
Combat round but does NOT gain an extra Wrecking Globe
attack when Charging, Weak against Spears
Yellow Sewer Rats
Ratas de Alcantarilla Amarillo:
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(dos por el precio de uno)
Yellow Sewer Rat models all have enhanced durability, in the
form of extra Wounds on their profile and, as a consequence
of this, have reduced Saves where relevant (-1). This will be
always be included in the rules and stats for a unit.

Yellow Sewer Rat CORE Units:


Yellow Armoured Sewer Rat with Halberd: 7pts,
T3, W2, S4, I5, A1, 6+ Armour Save, Reduces Armour
Saves by -1

Yellow Sewer Rat with Sword and Shield: 4pts


T3, W2, S3, I4, A1, 6+ Armour Save, Re-rolls misses

Yellow Sewer Rat with Spear and Shield: 4pts


T3, W2, S3, I5, A1, 6+ Armour Save, S4 vs Cavalry

Yellow Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves


‘9’- T3, W2, S3, I4, A1, No Save, Whip Rat is S3 I4 A2 No
Save and Armed with Whip (can attack within ‘3’ of friendly
Leaping Rats in Close Combat)

Yellow Tunnel Rat with 2 Blades & Sling: 6pts, Moves


‘9’- T3, W2, S3, I5, A2, No Save, Armed with Slings (Auto,
‘12’, S3, 2 shots)

Yellow Rat Slave with Blade: 2pts


T3, W2, S3, I4, A1, No Save, Has -1 to Hit penalty in Close
Combat always, Re-rolls misses
Yellow Rat Slave with Spear: 2pts
T3, W2, S3, I5, A1, No Save, Has -1 to Hit penalty in Close
Combat always, S4 vs Cavalry

Yellow Rat Slave with Sling: 2pts


T3, W2, S3, I4, A1, No Save, Armed with Slings (‘12’, S3, 2
shots), Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always

Yellow Sewer Rat Specialist Units:


Limit of 40 Rat Hordes, Rat Sniper Teams
Limit of 40 Rat Hulks & 20 Whip Rats
Limit of 50 Rat Monks with Twin Blades, Rat Monks with
Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers
with Gas Masks

Yellow Rat Horde: 10pts per Base, Moves ‘9’


T2, W6, S2, I4, A5, No Save, Suffers double Wounds from
attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their
Cover Save when in Cover, Immune to ‘Stronger Than’ Rule,
Dauntless

Yellow Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves


‘9’- T4, W4, S5, I4, A4, No Save, Reduces Armour Saves by
-1, Crazed, Dauntless, Weak against Spears, Whip Rats
are T3 W2 S3 I4 A2 No Save, armed with Whips (can attack
within ‘3’ of friendly Rat Hulk) and can only be slain in Close
Combat or targeted in Shooting once all the Rat Hulks are
dead

Yellow Rat Sniper Team with Wooden Shield: 20pts


T3, W3, S3, I3, A2, 5+ Armour Save, Rat Long Rifle
(Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical),
Shooting Hits like Snipers

Yellow Rat Monk with Twin Blades: 8pts


T4, W2, S3, I4, A3, No Save, Crazed, Dauntless
Yellow Rat Monk with Toxic Flail: 16pts, Moves ‘9’
T4, W2, S4, I3, A3, No Save, Magical Attacks, Crazed,
Dauntless, Re-rolls misses in Close Combat, Ignores
Armour Saves

Yellow Cloaked Rat with 2 Blades: 14pts, Moves ‘9’


T3, W2, S3, I6, A2, 6+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks

Yellow Rat Grenadier with Gas Mask: 10pts, Moves ‘9’


T3, W2, S3, I4, A1, 6+ Armour Save, Poison Grenade
(Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores
Armour Saves, Also uses Poison Grenades in Close Combat:
I4, Rat Grenadiers are immune to ‘Poison Grenades’ and will
attack enemy Rat Grenadiers in Close Combat with I4 S3 A1
with their Scimitars

Yellow Sewer Rat Heavy Units:


Limit of 1 Sewer rat Heavy Weapon (Flamethrower,
Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Rat Daimon Lord
Limit of 2 Rat Monstrosities, Giant Rat Wheels
Limit of 2 Rat Bolt Cannons, Rat Monk Poison Catapults
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units)

Yellow Rat Daimon Lord with Giant Sword: 250pts,


Moves ‘9’- T6, W7, S6, I10, A6, 5+ Dodge Save, Charges
’12’, Weak against Spears, Dauntless, Ignores Armour
Saves, +1 to hit Bonus in Close Combat, Causes 2 wounds
per Unsaved Wound
Yellow Rat Flamethrower Team: 70pts, Moves ‘9’
T3, W3, S3, I3, A2, 6+ Armour Save, Rat Flamethrower
(Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to
Armour Saves, deals 2 wounds if Unsaved, Magical & Fire
Attack), Joins Unit of Armoured Sewer Rats OR Unit of
Sewer Rats with Swords or Spears,
Thick as Rats: Cannot be targeted separately in Shooting
Phase and has a 4+ Dodge Save against any ranged attacks
(e.g. Blasts which clip the Rat Team or stray Cannonballs or
even Flamethrowers that graze them)

Yellow Rat Chaingun Team: 55pts, Moves ‘9’


T3, W3, S3, I3, A2, 6+ Armour Save, Rat Chaingun
(Heavy, ‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical)
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears

Yellow Rat Poison Mortar: 65pts, Moves ‘9’


T3, W3, S3, I3, A2, 6+ Armour Save, Poison Mortar (Auto,
Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour,
Magical), See page 18 & 19 of Army Men PAZCIK Rulebook
(Firing a Mortar), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears, Rat Grenadiers and Rat Poison Mortars are immune
to the Poison Mortar

Yellow Rat Death Ball Team: 55pts, Moves ‘9’


T3, W3, S3, I3, A2, 5+ Armour Save, Death Ball (Auto, I3,
Close Combat Attack, D6+4 S4 hits, -2 Armour Saves),
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears

Yellow Rat Tunnel Blaster Team: 15pts, Moves ‘9’


T3, W3, S4, I3, A2 (Auto hits, Magical), 6+ Armour Save,
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears,
Yellow Rat Monstrosity: 250pts, Moves ‘12’
T5, W7, S6, I4, A3D6, 6+ Dodge Save, 5+ Numb Save,
Magical Attacks, Weak against Spears, Dauntless,
Causes D6 I9 S6 -3 to Armour Saves hits on Charge ONLY,
Enemy units suffer a -1 to hit Penalty against the Rat
Monstrosity in Close Combat, -3 to Armour Saves in CC

Yellow Rat Bolt Cannon: 90pts


T6, W5, S3, I3, A3, No Save, Bolt Cannon (Heavy,
Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it
does NOT fire, Bounces D6+2: place a ‘2’ Blast where it
lands, the Strength of the Blast is D6+4, Ignores Armour
Saves and causes D6 Wounds if Unsaved, The Sewer Rat
Crew is the S3 I3 A3 above and cannot be attacked
separately, Weak against Spears

Yellow Rat Monk Poison Catapult: 100pts


T6, W5, S3, I4, A9, 6+ Dodge Save, Poison Catapult
(Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores
Armour), The 3 Rat Monk Crew above combined have S3 I4
A9 in Close Combat, Weak against Spears

Yellow Giant Rat Wheel: 150pts, Moves ‘12’


T6, W6, S6, I9, A2 (Auto Hits), 5+ Armour Save, Cavalry,
Magical Attacks, Dauntless, Deals D6+1 I9 S6 -3 Armour
Saves impact Hits on Charge ONLY, Suffers 2 S4 hits
whenever it moves through Terrain BUT cannot move
through Movement Blocking Terrain, The Rat Horde Crew
powering the Rat Wheel have 2D6 I4 S2 Attacks in Close
Combat and do NOT have Magical Attacks, Rat Powered
Lightning (Auto, fired even during Close Combat, hits
closest unit within ‘18’ whether friendly or not, 3 shots,
Strength = D6+2, each unit hit suffers D6 wounds if
unsaved, if a unit is destroyed then the remaining Lightning
Bolt/Bolts will strike the next closest Unit)
Yellow Great Poison Globe: 150pts
T6, W7, S5, I4, AD6+4, 6+ Dodge Save, Deals D6 S5 I9 -2
to Armour impact Hits on Charge, The 4 Rat Monk Crew are
S3 I4 A12 in Close Combat, Wafting Gas (can be used in
Shooting Phase if NOT in Close Combat, Auto, ‘9’ teardrop
Flamethrower Template, any model touched will be affected
by Toxic Fumes as they normally would), Also has
Wrecking Globe (Close Combat attack, Great Poison Globe
deals D6+4 I4 S5 -2 to Armour Save hits in each Close
Combat round but does NOT gain an extra Wrecking Globe
attack when Charging, Weak against Spears
Swamp Sewer Rats
Ratas de Alcantarilla Pantano:
Painted mainly in Sea Greens, Hookers Green and lightly
painted off-Greens distinct from greens of the Green Armies

Uninhibited:
(Desinhibida)
If a Swamp unit with this rule is fired upon by an enemy unit
in the Shooting Phase, roll a D6. On a roll of 4+ that Swamp
unit will move D6 towards the unit which fired upon it,
around friendly and enemy units and terrain if need be. If
the Swamp unit contacts the enemy unit in this way, it will
count as Charging. Also, this move can be used to Link-Up
with another Swamp unit if it definitely will not reach the
enemy unit who fired at them AND ends its move within ‘2’
of this friendly unit as normal.

Slow:
(Lenta)
All Swamp units move like ALWAYS in terrain, and can pick
the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s
statistics (e.g. Cavalry or units that move ‘9’)

Dogged:
(Perseguido)
Unit is allowed to move and shoot with all weapons,
including Heavy weapons. This applies to ALL Swamp Sewer
Rat models with ranged weapons.

Swamp Sewer Rat CORE Units:


Swamp Armoured Sewer Rat with Halberd: 7pts,
T3, W1, S4, I5, A1, 5+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -1, Slow, Uninhibited
Swamp Sewer Rat with Sword and Shield: 4pts
T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses, Slow, Uninhibited

Swamp Sewer Rat with Spear and Shield: 4pts


T3, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, Slow, Uninhibited

Swamp Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves


‘6’- T3, W1, S3, I4, A1, 5+ Numb Save, Whip Rat is S3 I4
A2, 5+ Numb Save and Armed with Whip (can attack within
‘3’ of friendly Leaping Rats in Close Combat), Uninhibited

Swamp Tunnel Rat with 2 Blades & Sling: 6pts, Moves


‘6’- T3, W1, S3, I5, A2, 5+ Numb Save, Armed with Slings
(Auto, ‘12’, S3, 2 shots), Uninhibited

Swamp Rat Slave with Blade: 2pts


T3, W1, S3, I4, A1, 5+ Numb Save, Has -1 to Hit penalty in
Close Combat always, Slow, Uninhibited

Swamp Rat Slave with Spear: 2pts


T3, W1, S3, I5, A1, 5+ Numb Save, Has -1 to Hit penalty in
Close Combat always, S4 vs Cavalry, Slow, Uninhibited

Swamp Rat Slave with Sling: 2pts


T3, W1, S3, I4, A1, 5+ Numb Save, Armed with Slings (‘12’,
S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always, Slow

Swamp Sewer Rat Specialist Units:


Limit of 40 Rat Hordes, Rat Sniper Teams
Limit of 40 Rat Hulks & 20 Whip Rats
Limit of 50 Rat Monks with Twin Blades, Rat Monks with
Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers
with Gas Masks
Swamp Rat Horde: 10pts per Base, Moves ‘6’
T2, W5, S2, I4, A5, 6+ Dodge Save, 5+ Numb Save, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Dauntless, Uninhibited

Swamp Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves


‘6’- T4, W3, S5, I4, A4, 5+ Numb Save, Reduces Armour
Saves by -1, Crazed, Dauntless, Weak against Spears,
Uninhibited, Whip Rats are S3 I4 A2 No Save, armed with
Whips (can attack within ‘3’ of friendly Rat Hulk) and can
only be slain in Close Combat or targeted in Shooting once
all the Rat Hulks are dead

Swamp Rat Sniper Team with Wooden Shield: 20pts


T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save, Rat
Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4,
Magical), Dogged, Slow, Shooting Hits like Snipers

Swamp Rat Monk with Twin Blades: 8pts


T4, W1, S3, I4, A3, 5+ Numb Save, Crazed, Dauntless,
Slow, Uninhibited

Swamp Rat Monk with Toxic Flail: 16pts, Moves ‘6’


T4, W1, S4, I3, A3, 5+ Numb Save, Magical Attacks,
Crazed, Dauntless, Uninhibited, Re-rolls misses in Close
Combat, Ignores Armour Saves

Swamp Cloaked Rat with 2 Blades: 14pts, Moves ‘6’


T3, W1, S3, I6, A2, 5+ Numb Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks, Uninhibited
Swamp Rat Grenadier with Gas Mask: 10pts, Moves ‘6’
T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save,
Poison Grenade (Auto, ‘8’, Magical, Wounds on 4+
ALWAYS, Ignores Armour Saves, Also uses Poison Grenades
in Close Combat: I4, Rat Grenadiers are immune to ‘Poison
Grenades’ and will attack enemy Rat Grenadiers in Close
Combat with I4 S3 A1 with their Scimitars, Uninhibited

Swamp Sewer Rat Heavy Units:


Limit of 1 Sewer rat Heavy Weapon (Flamethrower,
Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Rat Daimon Lord
Limit of 2 Rat Monstrosities, Giant Rat Wheels
Limit of 2 Rat Bolt Cannons, Rat Monk Poison Catapults
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units)

Swamp Rat Daimon Lord with Giant Sword: 250pts,


Moves ‘6’- T6, W6, S6, I10, A6, 5+ Numb Save, Charges ’9’,
Weak against Spears, Dauntless, Uninhibited, Ignores
Armour Saves, +1 to hit Bonus in Close Combat, Causes 2
wounds per Unsaved Wound

Swamp Rat Flamethrower Team: 70pts, Moves ‘6’


T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save, Rat
Flamethrower (Auto, ‘9’ teardrop Flamethrower Template,
S5, -2 to Armour Saves, deals 2 wounds if Unsaved,
Magical & Fire Attack), Joins Unit of Armoured Sewer
Rats OR Unit of Sewer Rats with Swords or Spears,
Thick as Rats: Cannot be targeted separately in Shooting
Phase and has a 4+ Dodge Save against any ranged attacks
(e.g. Blasts which clip the Rat Team or stray Cannonballs or
even Flamethrowers that graze them)
Swamp Rat Chaingun Team: 55pts, Moves ‘6’
T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save,
Dogged, Rat Chaingun (Heavy, ‘18’, 2D6 shots, S4, -1 to
Armour Saves, Magical) Thick as Rats, Joins Unit of
Armoured Sewer Rats OR Unit of Sewer Rats with
Swords or Spears

Swamp Rat Poison Mortar: 65pts, Moves ‘6’


T3, W2, S3, I3, A2, 5+ Armour Save, 5+ Numb Save,
Poison Mortar (Auto, Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’
Blast, Ignores Armour, Magical), See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Mortar), Thick as Rats,
Joins Unit of Armoured Sewer Rats OR Unit of Sewer
Rats with Swords or Spears, Rat Grenadiers and Rat
Poison Mortars are immune to the Poison Mortar

Swamp Rat Death Ball Team: 55pts, Moves ‘6’


T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Numb Save,
Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits,
-2 Armour Saves), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears, Uninhibited if parent unit of Sewer Rats destroyed

Swamp Rat Tunnel Blaster Team: 15pts, Moves ‘6’


T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Armour Save,
5+ Numb Save, Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears, Uninhibited if parent unit of Sewer Rats destroyed

Swamp Rat Monstrosity: 250pts, Moves ‘9’


T5, W6, S6, I4, A3D6, 3+ Numb Save, Magical Attacks,
Weak against Spears, Dauntless, Uninhibited, Causes
D6 I9 S6 -3 to Armour Saves hits on Charge ONLY, Enemy
units suffer a -1 to hit Penalty against the Rat Monstrosity in
Close Combat, -3 to Armour Saves in CC
Swamp Rat Bolt Cannon: 90pts
T6, W4, S3, I3, A3, 5+ Numb Save, Bolt Cannon (Heavy,
Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it
does NOT fire, Bounces D6+2: place a ‘2’ Blast where it
lands, the Strength of the Blast is D6+4, Ignores Armour
Saves and causes D6 Wounds if Unsaved, The Sewer Rat
Crew is the S3 I3 A3 above and cannot be attacked
separately, Dogged, Weak against Spears

Swamp Rat Monk Poison Catapult: 100pts


T6, W4, S3, I4, A9, 5+ Dodge Save, Poison Catapult
(Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores
Armour), The 3 Rat Monk Crew above combined have S3 I4
A9 in Close Combat, Dogged, Uninhibited, Weak against
Spears

Swamp Giant Rat Wheel: 150pts, Moves ‘12’


T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, 5+ Numb
Save, Cavalry, Magical Attacks, Dauntless, Uninhibited,
Deals D6+1 I9 S6 -3 Armour Saves impact Hits on Charge
ONLY, Suffers 2 S4 hits whenever it moves through Terrain
BUT cannot move through Movement Blocking Terrain, The
Rat Horde Crew powering the Rat Wheel have 2D6 I4 S2
Attacks in Close Combat and do NOT have Magical Attacks,
Rat Powered Lightning (Auto, fired even during Close
Combat, hits closest unit within ‘18’ whether friendly or not,
3 shots, Strength = D6+2, each unit hit suffers D6 wounds if
unsaved, if a unit is destroyed then the remaining Lightning
Bolt/Bolts will strike the next closest Unit)
Swamp Great Poison Globe: 150pts
T6, W6, S5, I4, AD6+4, 5+ Dodge Save, Uninhibited,
Deals D6 S5 I9 -2 to Armour impact Hits on Charge, The 4
Rat Monk Crew are S3 I4 A12 in Close Combat, Wafting
Gas (can be used in Shooting Phase if NOT in Close Combat,
Auto, ‘9’ teardrop Flamethrower Template, any model
touched will be affected by Toxic Fumes as they normally
would), Also has Wrecking Globe (Close Combat attack,
Great Poison Globe deals D6+4 I4 S5 -2 to Armour Save hits
in each Close Combat round but does NOT gain an extra
Wrecking Globe attack when Charging, Weak against
Spears
Purple Sewer Rats:
Ratas de Alcantarilla púrpura:
Painted mainly in all shades of Purple

Sands of Time
(Arenas de Tiempo)
Purple Sewer Rat Models can re-roll misses once in Shooting
and Close Combat. Guess weapons (Cannons, Mortars) and
Bazookas are an exception to this rule. Any model which
cannot re-roll misses will have this included in their stats
and, as always, Reflex Shots cannot ever re-roll misses

Purple Sewer Rat CORE Units:

Purple Armoured Sewer Rat with Halberd: 7pts,


T3, W1, S4, I5, A1, 5+ Dodge Save, Reduces Armour Saves
by -1, Re-rolls misses

Purple Sewer Rat with Sword and Shield: 4pts


T3, W1, S3, I4, A1, 5+ Dodge Save, Re-rolls misses

Purple Sewer Rat with Spear and Shield: 4pts


T3, W1, S3, I5, A1, 5+ Dodge Save, S4 vs Cavalry, Re-rolls
misses

Purple Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves


‘9’- T3, W1, S3, I4, A1, 5+ Dodge Save, Whip Rat is S3 I4
A2 5+ Dodge Save and Armed with Whip (can attack within
‘3’ of friendly Leaping Rats in Close Combat), Re-rolls misses

Purple Tunnel Rat with 2 Blades & Sling: 6pts, Moves


‘9’- T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with Slings
(Auto, ‘12’, S3, 2 shots), Re-rolls misses
Purple Rat Slave with Blade: 2pts
T3, W1, S3, I4, A1, 5+ Dodge Save, Has -1 to Hit penalty in
Close Combat always, Re-rolls misses

Purple Rat Slave with Spear: 2pts


T3, W1, S3, I5, A1, 5+ Dodge Save, Has -1 to Hit penalty in
Close Combat always, S4 vs Cavalry, Re-rolls misses

Purple Rat Slave with Sling: 2pts


T3, W1, S3, I4, A1, 5+ Dodge Save, Armed with Slings (‘12’,
S3, 2 shots), Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always, Re-rolls misses

Purple Sewer Rat Specialist Units:


Limit of 40 Rat Hordes, Rat Sniper Teams
Limit of 40 Rat Hulks & 20 Whip Rats
Limit of 50 Rat Monks with Twin Blades, Rat Monks with
Toxic Flails, Cloaked Rats with 2 Blades AND Rat Grenadiers
with Gas Masks

Purple Rat Horde: 10pts per Base, Moves ‘9’


T2, W5, S2, I4, A5, 5+ Dodge Save, Suffers double Wounds
from attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to
their Cover Save when in Cover, Immune to ‘Stronger Than’
Rule, re-rolls misses

Purple Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves


‘9’- T4, W3, S5, I4, A4, 5+ Dodge Save, Reduces Armour
Saves by -1, Crazed, Weak against Spears, Whip Rats are
T3 W1 S3 I4 A2 5+ Dodge Save, armed with Whips (can
attack within ‘3’ of friendly Rat Hulk) and can only be slain in
Close Combat or targeted in Shooting once all the Rat Hulks
are dead, Re-rolls misses
Purple Rat Sniper Team with Wooden Shield: 20pts
T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Dodge Save, Rat
Long Rifle (Heavy ‘36’, S6, Reduces Armour Saves by -4,
Magical), re-rolls misses, Shooting Hits like Snipers

Purple Rat Monk with Twin Blades: 8pts


T4, W1, S3, I4, A3, 5+ Dodge Save, Crazed, Re-rolls
misses

Purple Rat Monk with Toxic Flail: 16pts, Moves ‘9’


T4, W1, S4, I3, A3, 5+ Dodge Save, Magical Attacks,
Crazed, Re-rolls misses in Close Combat, Ignores Armour
Saves

Purple Cloaked Rat with 2 Blades: 14pts, Moves ‘9’


T3, W1, S3, I6, A2, 4+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks, Re-rolls misses

Purple Rat Grenadier with Gas Mask: 10pts, Moves ‘9’


T3, W1, S3, I4, A1, 5+ Dodge Save, Poison Grenade
(Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores
Armour Saves, Also uses Poison Grenades in Close Combat
at I4) Rat Grenadiers are immune to ‘Poison Grenades’ and
will attack enemy Rat Grenadiers in Close Combat with I4 S3
A1 with their Scimitars, Re-rolls misses

Purple Sewer Rat Heavy Units:


Limit of 1 Sewer Rat Heavy Weapon (Flamethrower,
Chaingun, Poison Mortar, Death Ball OR Tunnel Blaster) for
each Unit of Sewer Rats with Spears/Swords or Armoured
Sewer Rats
Limit of 1 Rat Daimon Lord
Limit of 2 Rat Monstrosities, Giant Rat Wheels
Limit of 2 Rat Bolt Cannons, Rat Monk Poison Catapults
Limit of 1 Great Poison Globe (if taken, Rat Monks with 2
Blades become CORE Units)
Purple Rat Daimon Lord with Giant Sword: 250pts,
Moves ‘9’- T6, W6, S6, I10, A6, 3+ Dodge Save, Charges
’12’, Weak against Spears, Ignores Armour Saves, +1 to
hit Bonus in Close Combat, Causes 2 wounds per Unsaved
Wound, Re-rolls misses

Purple Rat Flamethrower Team: 70pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Dodge Save, Rat Flamethrower
(Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to
Armour Saves, deals 2 wounds if Unsaved, Magical & Fire
Attack), Joins Unit of Armoured Sewer Rats OR Unit of
Sewer Rats with Swords or Spears,
Thick as Rats: Cannot be targeted separately in Shooting
Phase and has a 3+ Dodge Save against any ranged attacks
(e.g. Blasts which clip the Rat Team or stray Cannonballs or
even Flamethrowers that graze them)

Purple Rat Chaingun Team: 55pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Dodge Save, Rat Chaingun (Heavy,
‘18’, 2D6 shots, S4, -1 to Armour Saves, Magical) Thick as
Rats, Joins Unit of Armoured Sewer Rats OR Unit of
Sewer Rats with Swords or Spears, Re-rolls misses

Purple Rat Poison Mortar: 65pts, Moves ‘9’


T3, W2, S3, I3, A2, 5+ Dodge Save, Poison Mortar (Auto,
Guess ‘6’ to ‘24’, Wounds on 5+, ‘2’ Blast, Ignores Armour,
Magical), See page 18 & 19 of Army Men PAZCIK Rulebook
(Firing a Mortar), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears, Rat Grenadiers and Rat Poison Mortars are immune
to the Poison Mortar

Purple Rat Death Ball Team: 55pts, Moves ‘9’


T3, W2, S3, I3, A2, 4+ Armour Save, 5+ Dodge Save,
Death Ball (Auto, I3, Close Combat Attack, D6+4 S4 hits,
-2 Armour Saves), Thick as Rats, Joins Unit of Armoured
Sewer Rats OR Unit of Sewer Rats with Swords or
Spears
Purple Rat Tunnel Blaster Team: 15pts, Moves ‘9’
T3, W2, S4, I3, A2 (Auto hits, Magical), 5+ Dodge Save,
Thick as Rats, Joins Unit of Armoured Sewer Rats OR
Unit of Sewer Rats with Swords or Spears

Purple Rat Monstrosity: 250pts, Moves ‘12’


T5, W6, S6, I4, A3D6, 5+ Dodge Save, 4+ Numb Save,
Magical Attacks, Weak against Spears, Causes D6 I9 S6
-3 to Armour Saves hits on Charge ONLY, Enemy units suffer
a -1 to hit Penalty against the Rat Monstrosity in Close
Combat, -3 to Armour Saves in CC

Purple Rat Bolt Cannon: 90pts


T6, W4, S3, I3, A3, 5+ Dodge Save, Bolt Cannon (Heavy,
Magical, Guess ‘12’ to ‘60’, Roll a D6 before Firing, on a 1 it
does NOT fire, Bounces D6+2: place a ‘2’ Blast where it
lands, the Strength of the Blast is D6+4, Ignores Armour
Saves and causes D6 Wounds if Unsaved, The Sewer Rat
Crew is the S3 I3 A3 above and cannot be attacked
separately, Re-rolls misses in Close Combat, Weak against
Spears

Purple Rat Monk Poison Catapult: 100pts


T6, W4, S3, I4, A9, 4+ Dodge Save, Poison Catapult
(Heavy, Magical, Guess ’12’ to ‘48’, S2, ‘5’ Blast, Ignores
Armour), The 3 Rat Monk Crew above combined have S3 I4
A9 in Close Combat, Re-rolls misses in Close Combat, Weak
against Spears
Purple Giant Rat Wheel: 150pts, Moves ‘12’
T6, W5, S6, I9, A2 (Auto Hits), 4+ Armour Save, 5+ Dodge
Save, Cavalry, Magical Attacks, Dauntless, Deals D6+1
I9 S6 -3 Armour Saves impact Hits on Charge ONLY, Suffers
2 S4 hits whenever it moves through Terrain BUT cannot
move through Movement Blocking Terrain, The Rat Horde
Crew powering the Rat Wheel have 2D6 I4 S2 Attacks in
Close Combat and do NOT have Magical Attacks but re-rolls
misses, Rat Powered Lightning (Auto, fired even during
Close Combat, hits closest unit within ‘18’ whether friendly
or not, 3 shots, Strength = D6+2, each unit hit suffers D6
wounds if unsaved, if a unit is destroyed then the remaining
Lightning Bolt/Bolts will strike the next closest Unit)

Purple Great Poison Globe: 150pts


T6, W6, S5, I4, AD6+4, 4+ Dodge Save, Deals D6 S5 I9 -2
to Armour impact Hits on Charge, The 4 Rat Monk Crew are
S3 I4 A12 in Close Combat and Re-rolls misses, Wafting
Gas (can be used in Shooting Phase if NOT in Close Combat,
Auto, ‘9’ teardrop Flamethrower Template, any model
touched will be affected by Toxic Fumes as they normally
would), Also has Wrecking Globe (Close Combat attack,
Great Poison Globe deals D6+4 I4 S5 -2 to Armour Save hits
in each Close Combat round but does NOT gain an extra
Wrecking Globe attack when Charging, Weak against
Spears
Mutated Sewer Rats:

Rat Pack:
(Rata de Paquete)
When Running in the Shooting Phase, Sewer Rat Units can
Run D6 + 2

Mutated Sewer Rat Heroic Units (Compulsory):

Brainless Master Rat Hulk: 255pts, Moves ‘9’


maestro de la rata sin cerebro hulk
T5, W4, S5, I5, A5, No Save, Crazed, Dauntless, A10 on
Charge, Magical Attacks, Ignores Armour Saves, Master
of the Mutated (ALL Mutated Sewer Rat units within ‘6’ of
this unit gain ‘Diehards’ and can automatically score 7 on
2D6 if they choose), Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific)

Mutated Sewer Rat CORE Units:


Limit of 10 Rat Hordes (2 Units)
Limit of 40 Armoured Sewer Rats (1 Unit)

Sewer Rat with Sword and Shield: 4pts


rata de alcantarilla con espada y escudo
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Diehards

Sewer Rat with Spear and Shield: 4pts


rata de alcantarilla con lanza y escudo
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry,
Diehards
Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’
saltando ratas (cinque ratas, uno rata látigo)
T3, W1, S3, I4, A1, 6+ Dodge Save, Diehards, Whip Rat is
S3 I4 A2 6+ Dodge Save and Armed with Whip (can attack
within ‘3’ of friendly Leaping Rats in Close Combat)

Rat Horde: 10pts per Base, Moves ‘9’


horda de ratas
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Armoured Sewer Rat with Halberd: 7pts


rata de alcantarilla blindado con alabarda
T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour
Saves by -1, Diehards

Rat Slave with Blade: 1.5pts


rata esclavo con cuchilla
T3, W1, S3, I4, A1, No Save, Has -1 to Hit penalty in Close
Combat always, Re-rolls misses

Rat Slave with Spear: 1.5pts


rata esclavo con lanza
T3, W1, S3, I5, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, S4 vs Cavalry

Rat Slave with Sling: 1.5pts


rata esclavo con Honda
T3, W1, S3, I4, A1, No Save, Armed with Slings (‘12’, S3, 2
shots), Reflex Shots (S3), Has -1 to Hit penalty in
Shooting, Reflex and Close Combat always
Rat Hulk (2 Rat Hulks, Whip Rat): 85pts, Moves ‘9’
Dos hulk rata (dos hulk ratas, rata látigo)
T4, W3, S5, I4, A4, No Save, Reduces Armour Saves by -1,
Crazed, Weak against Spears, Dauntless, Whip Rats are
S3 I4 A2 No Save, armed with Whips (can attack within ‘3’
of friendly Rat Hulk) and can only be slain in Close Combat
or targeted in Shooting once all the Rat Hulks are dead

Mutated Spare Parts: 24pts (6 Spare Parts, 1 Whip Rat)


pieza de repuesto mutada (seis piezas de
repuesto, uno rata látigo)
Moves ‘9’- T3, W1, S3, I4, A1, 6+ Dodge Save, Diehards,
Whip Rat is S3 I4 A2 6+ Dodge Save and Armed with Whip
(can attack within ‘3’ of friendly Leaping Rats in Close
Combat), Terrific (Enemy units suffer -1 to Hit against
them in Close Combat unless: Dauntless or Terrific)

Angered Wolf-Rat: 3pts


Mutated Spare Parts
Move ‘9’- T3, W1, S3, I4, A1, No Save, Charges ‘9’, Crazed
Mutated Sewer Rat Specialist Units:
Limit of 10 Diseased Rat Hordes (2 Units)
Limit of 40 Armoured Rat Hulks & 20 Whip Rats (4 Units)
Limit of 40 Mutated Rat Hulks & 20 Whip Rats (4 Units)
Limit of 5 Mechanical Rat Hulks & 5 Whip Rats (1 Unit)
Limit of 80 Mutated Vermin Wall Climbers (4 Units)

Diseased Rat Horde: 15pts per Base, Moves ‘9’


horda de ratas enfermas
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Poisoned Attacks

Armoured Rat Hulk (2 Rat Hulks, Whip Rat): 115pts


armadura de rata Hulk (dos hulk ratas, rata
látigo)
Moves ‘9’- T4, W3, S5, I4, A6, 5+ Armour Save, -2 to
Armour Saves, Crazed, Weak against Spears, Dauntless,
Whip Rats are S3 I4 A2 No Save, armed with Whips (can
attack within ‘3’ of friendly Rat Hulk) and can only be slain in
Close Combat or targeted in Shooting once all the Rat Hulks
are dead

Mutated Rat Hulk (Rat Hulk, Whip Rat): 190pts


Hulk de rata mutado (dos hulk ratas, dos ratas
látigo)
Moves ‘9’- T5, W3, S6, I4, A5, 4+ Numb Save, -3 to Armour
Saves, Crazed, Weak against Spears, Dauntless, Whip
Rats are S3 I4 A2 No Save, armed with Whips (can attack
within ‘3’ of friendly Rat Hulk) and can only be slain in Close
Combat or targeted in Shooting once all the Rat Hulks are
dead, A8 on Charge
Mechanical Rat Hulk (1 Rat Hulk, 1 Whip Rat): 100pts
Rata mecánica de Hulk (hulk rata, rata látigo)
Moves ‘9’- T4, W3, S6, I4, A6, 4+ Armour Save, -3 to
Armour Saves, Crazed, Weak against Spears, Dauntless,
Whip Rats are S3 I4 A2 No Save, armed with Whips (can
attack within ‘3’ of friendly Rat Hulk) and can only be slain in
Close Combat or targeted in Shooting once all the Rat Hulks
are dead, Armed with Rat Flamethrower (Auto, ‘9’
teardrop Flamethrower Template, S5, -2 to Armour Saves,
deals 2 wounds if Unsaved, Magical & Fire Attack), Reflex
Shots (Rat Flamethrower)

Mutated Vermin Wall Climber: 10pts, Moves ‘9’


escalador de pared de parásitos mutados
T3, W1, S4, I4, A2, 5+ Dodge Save, -1 to Armour Saves,
Climbers, Ignores the rule I9 in Cover

Mutated Sewer Rat Heavy Units:


Limit of 10 Trolls & 10 Whip Rats (2 Units)
Limit of 4 Mutated Vermin Spawn (2 Units)
Limit of 2 Burrowing Rat Monstrosities
Limit of 2 Vermin Fire Hydras
Limit of 40 Sewer Rat Cavalry (2 Units)

Troll with Bone Club (1 Troll, 1 Whip Rat): 60pts


troll con club de huesos (una troll, una rata
látigo)
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears, Whip
Rats are S3 I4 A2 No Save, armed with Whips (can attack
within ‘3’ of friendly Rat Hulk) and can only be slain in Close
Combat or targeted in Shooting once all the Rat Hulks are
dead, Terrific (Enemy units suffer -1 to Hit against them in
Close Combat unless: Dauntless or Terrific)
Mutated Vermin Spawn: 60pts, Moves ‘9’
engendro de alimañas mutadas
T5, W4, S5, I1, A6, No Save, Dauntless, -2 to Armour
Saves, Weak Against Spears

Burrowing Rat Monstrosity: 215pts, Moves ‘9’


madriguera de monstruosidad de ratas
T5, W6, S6, I3, A5, No Save, Weak against Spears, -3 to
Armour Saves, Enemy units suffer a -1 to hit Penalty against
the Rat Monstrosity in Close Combat, Can arrive via as
Braaainns reinforcements, Charges ‘9’

Vermin Fire Hydra: 185pts, Moves ‘9’


bichos de fuego hidra
T5, W5, S6, I4, A6, 4+ Numb Save, Breathes Verminous
Fire (Auto, ‘9’ teardrop Flamethrower Template, S5, -2 to
Armour Saves, Magical & Fire Attack, Enemy unit/s who are
NOT Dauntless must pass a CCR roll if they suffer any
casualties from the Rat Flamethrower, Can be used instead
of Close Combat Attacks), Weak against Spears, Reflex
Shots (Verminous Fire)

Sewer Rat Cavalry with Spear and Shield: 8pts, Moves ‘9’
Alcantarilla rata de caballería con lanza y
escudo
T4, W1, S3, I4, A1, 5+ Armour Save, Dauntless, Cavalry,
S4 -1 to Armour Saves on Charge, Leaping Rat is S3 I4 A2,
Run! Quick! (When an enemy unit Charges them, they may
Move up to ‘3D6’ away from them. If the enemy unit catches
the retreating Sewer Rat Cavalry they are destroyed)
Sewer Rat Assassins:

Rat Pack:
(Rata de Paquete)
When Running in the Shooting Phase, Sewer Rat Units can
Run ‘D6’ + ‘2’

The Bell tolls for Thee:


(doblan las campanas para ti)
Sewer Rat Units (does not include colour variants, who will
shatter: Shadow, Clay, Red, Yellow, Swamp) are Immune to
the ‘Death Bell’ Attack

Night Hunters:
(cazadores nocturnos)
When enemy units attempt to target a Sewer Rat unit with
this rule, they can only see ‘2D6’ x 3 (up to ‘36’) as they
only come out at night, nocturnal Vermin that they are

Chance Chance All I Need Need:


(La oportunidad es todo lo que necesito)
When you slay an enemy Heroic units you gain +100pts
when calculating who won the battle. The points gathered
from these Assassinations could be used for Reinforcements
in other battles.
Sewer Rat Assassins Heroic Units:
Limit of 2 Sewer Rat Master Assassins
Limit of 4 Vermin Assassins (can join units of Sewer Rats,
Cloaked/Tunnel Rats, Rat Slaves and Armoured Sewer Rats)

Sewer Rat Master Assassin: 200pts, Can Move ‘9’


asesino maestro rata alcantarilla
T4, W3, S4, I10, A4, 4+ Dodge Save, Armed with a Pair of
Throwing Stars (Auto, S3, 2 shots, ‘8’, -1 to Armour Saves),
Reflex Shots (Throwing Stars: 2 shots), Dauntless, Re-rolls
misses in Shooting AND Close Combat, +2 to Cover Saves,
+2 to hit Bonus in Close Combat (1 still fails), Shooting hits
like Snipers, Poisoned Attacks, Magical Attacks, +1 to
wound in Close Combat and 1 will still fail; Death Strike (on
a 5 or 6 due to +1 bonus to wound), Can be placed in an
infantry unit (i.e. not Cavalry or Flyers) and revealed when
this unit is in Close Combat. Therefore he can be revealed in
an opponent’s Close Combat phase if desired, but if the unit
concealing him is destroyed, he is assumed to escape but
cannot be deployed during this battle, Night Hunters

Vermin Assassin with Twin Blades: 100pts, Can Move ‘9’


asesino alimañas con espadas gemelas
T3, W2, S4, I10, A4, 4+ Dodge Save, Armed with a Pair of
Throwing Stars (Auto, S3, 2 shots, ‘8’, -1 to Armour Saves),
Reflex Shots (Throwing Stars: 2 shots), Dauntless, Re-rolls
misses in Shooting AND Close Combat, +2 to Cover Saves,
+1 to hit Bonus in Close Combat, Shooting hits like Snipers,
Poisoned Attacks, Magical Attacks, +1 to wound in Close
Combat and 1 will still fail; Death Strike (on a 5 or 6 due to
+1 bonus to wound), Can be placed in an infantry unit (i.e.
not Cavalry or Flyers) and revealed when this unit is in Close
Combat. Therefore he can be revealed in an opponent’s
Close Combat phase if desired, but if the unit concealing him
is destroyed, he is assumed to escape but cannot be
deployed during this battle, Night Hunters
Sewer Rat Assassins CORE Units:
Limit of 40 Armoured Sewer Rats with Halberds (1 Unit)
Limit of 5 Rat Hordes (1 Unit)

Tunnel Rat with 2 Blades & Sling: 6pts, Moves ‘9’


rata de túnel con dos hojas y la Honda
T3, W1, S3, I5, A2, 5+ Dodge Save, Ambush, Armed with
Slings (Auto, ‘12’, S3, 2 shots), Reflex Shots (S3),
Diehards, +1 to Cover Saves, Night Hunters

Sewer Rat with Sword and Shield: 4pts


rata de alcantarilla con espada y escudo
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Diehards

Sewer Rat with Spear and Shield: 4pts


rata de alcantarilla con lanza y escudo
T3, W1, S3, I5, A1, 5+ Armour Save, S4 vs Cavalry,
Diehards

Rat Slave with Blade & Shield: 2pts


esclavo de rata con la hoja y el escudo
T3, W1, S3, I4, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, Re-rolls misses

Rat Slave with Spear & Shield: 2pts


esclavo de rata con lanza y el escudo
T3, W1, S3, I5, A1, 6+ Armour Save, Has -1 to Hit penalty
in Close Combat always, S4 vs Cavalry

Rat Slave with Sling & Shield: 2pts


esclavo de rata con Honda y el escudo
T3, W1, S3, I4, A1, 6+ Armour Save, Armed with Slings
(‘12’, S3, 2 shots), Reflex Shots (S3), Has -1 to Hit penalty
in Shooting, Reflex and Close Combat always
Armoured Sewer Rat with Halberd: 7pts
rata de alcantarilla blindado con alabarda
T3, W1, S4, I5, A1, 5+ Armour Save, Reduces Armour
Saves by -1, Diehards

Rat Horde: 10pts per Base, Moves ‘9’


horda de ratas
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Night Hunters

Sewer Rat Assassins Specialist Units:


Limit of 60 Cloaked Rats with 2 Blades (4 Units)
Limit of 4 Units of Leaping Rats & Whip Rats
Limit of 40 Rat Sniper Teams (4 Units)
Limit of 5 Diseased Rat Hordes (1 Unit)

Cloaked Rat with 2 Blades: 14pts, Moves ‘9’


rata encapuchada con dos cuchillas
T3, W1, S3, I6, A2, 5+ Dodge Save, Armed with Throwing
Stars (Auto, ‘12’, S3, 1 shot), Shooting Hits like Snipers,
Poisoned Attacks, Magical Attacks, Diehards, Ambush,
+1 to Hit Bonus in Close Combat, +1 to Cover Saves, Night
Hunters

Leaping Rats: 20pts (5 Rats, 1 Whip Rat), Moves ‘9’


saltando ratas (cinque ratas, uno rata látigo)
T3, W1, S3, I4, A1, 6+ Dodge Save, Diehards, Whip Rat is
S3 I4 A2 6+ Dodge Save and Armed with Whip (can attack
within ‘3’ of friendly Leaping Rats in Close Combat), Night
Hunters
Rat Sniper Team with Wooden Shield: 20pts
equipo de francotiradores rata con escudo de
madera
T3, W2, S3, I3, A2, 4+ Armour Save, Rat Long Rifle
(Heavy ‘36’, S6, Reduces Armour Saves by -4, Magical), +1
to Cover Saves, Shooting Hits like Snipers, Night Hunters

Diseased Rat Horde: 15pts per Base, Moves ‘9’


horda de ratas enfermas
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Poisoned Attacks, Night Hunters

Sewer Rat Assassins Heavy Units:


Limit of 6 Vermin Assassins
Limit of 60 Rat Monks with Twin Blades (2 Units)
Limit of 40 Rat Monks with Toxic Flails (2 Units)
Limit of 20 Rat Grenadiers with Gas Masks (2 Units)

Vermin Assassin with Twin Blades: 70pts, Can Move ‘9’


asesino alimañas con espadas gemelas
T3, W2, S4, I10, A4, 4+ Dodge Save, Armed with a Pair of
Throwing Stars (Auto, S3, 2 shots, ‘8’, -1 to Armour Saves),
Reflex Shots (Throwing Stars: 2 shots), Ambush,
Dauntless, Re-rolls misses in Shooting AND Close Combat,
+2 to Cover Saves, +1 to hit Bonus in Close Combat,
Shooting hits like Snipers, Poisoned Attacks, Magical
Attacks, +1 to wound in Close Combat and 1 will still fail;
Death Strike (on a 5 or 6 due to +1 bonus to wound),
Night Hunters

Rat Monk with Twin Blades: 8pts


monje rata con espadas gemelas
T4, W1, S3, I4, A3, No Save, Crazed, Dauntless
Rat Monk with Toxic Flail: 16pts, Moves ‘9’
monje rata con mayal tóxico
T4, W1, S4, I3, A3, 6+ Dodge Save, Magical Attacks,
Crazed, Dauntless, Re-rolls misses in Close Combat, -1 to
Enemy Armour Saves, Toxic Fumes (I9, enemy models in
Close Combat with Rat Monk unit must roll a D6, if it is
ABOVE the model’s Toughness (T), then it takes an unsaved
Wound, a 6 ALWAYS fails, Dodge Saves will NOT help them
to breathe! However, Rat Monk Units (Rat Monk with 2
Blades, Toxic Flail, Poison Catapult, Great Poison Globe) are
immune to Toxic Fumes, +1 to Cover Saves, Night
Hunters

Rat Grenadier with Gas Mask: 10pts, Moves ‘9’


granadero rata con máscara de gas
T3, W1, S3, I4, A1, 5+ Armour Save, Poison Grenade
(Auto, ‘8’, Magical, Wounds on 4+ ALWAYS, Ignores
Armour Saves, can fire into Close Combat: half the hits are
on Enemy Unit and the other half are on the friendly unit,
rounding down), Reflex Shots (Poison Grenade), also uses
Poison Grenades in Close Combat: I4, Diehards, Rat
Grenadiers are immune to ‘Poison Grenades’ and will attack
enemy Rat Grenadiers in Close Combat with I4 S3 A1 with
their Scimitars, +1 to Cover Saves, Night Hunters
Pleasure Daimons
Plaisir demon:
Portal Reinforcements:
(Portair Renfort)
Pleasure Daimon Reinforcements can arrive through Portals
and can be teleported onto the battlefield within ‘6’ of a
friendly Pleasure Daimon unit. The friendly units act as
beacon for the portal technology to focus in on.

Enemy of the Butcher:


(Ennemi de la Boucher)
Pleasure Daimon Units re-roll misses against Blood Daimon
Units in Close Combat

Not from around Here:


(Pas d’ici)
Pleasure Daimon Units have Magical Attacks AND negate the
rule ‘I9 in Cover’

Unnatural Speed:
(Vitesse Aritificiel)
When Running (Shooting Phase OR Victory Run), Pleasure
Daimon units (not including colour variants: Purple, Pink,
Tan, Blue) can move D6+3

Pleasure Daimon CORE Units:

Pleasure Daimon: 9pts, Moves ‘9’


plaisir demon
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2, +1 to hit Bonus in Close Combat
Pleasure Daimon Specialist Units:
Limit of 60 Pleasure Daimon Cavalry, Spider Daimon Cavalry
and Tormentor Daimons
Limit of 60 Pleasure Daimon Serpent Riders (3 Units)

Pleasure Daimon Cavalry: 16pts, Moves ‘10’


plaisir démon cavalerie
T4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Poisoned attacks due to
Tongue Strider mounts, Ambush: and can re-roll this, +1 to
hit Bonus in Close Combat

Spider Daimon Cavalry: 16pts, Moves ‘10’


araignée démon cavalerie
T4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Climbers (Ignores all Terrain
when moving, even Movement Blocking Terrain), +1 to hit
Bonus in Close Combat

Tormentor Daimon of Pleasure: 8pts, Moves ‘10’


démon persécuteur de Plaisir
T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2
to Armour Saves

Pleasure Daimon Serpent Rider: 24pts, Moves ‘10’


cavalier de serpent de démon de plaisir
T4, W2, S4, I5, A3, 5+ Dodge Save, Cavalry, Dauntless,
Armed with Twin Daggers (Ignores Armour Saves AND
automatically Wounds on a 6 to hit as it is also a Poisoned
Attack. S10 against Vehicles on a 6 to hit. Serpent
Mount has Sharp Fangs which grant +1 Attack included
above), Serpent Climbers (Serpent Mount can slither up
and over any terrain)
Pleasure Daimon Heavy Units:
Limit of 1 Pleasure Daimon Overlord
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 12 Serpentine Chariots
Limit of 2 Harvester Chariots, Hedonist Behemoths
Limit of 30 Scorpionic Crab Daimons
Limit of 2 Pleasure Giant Marauders with 4 Arms

Pleasure Daimon Overlord w/ Ornate Sword: 170pts


plaisir démon suzerain avec l'épée ornée
Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Re-rolls
misses against Space Elf Units, Slaver Elf Units AND Blood
Daimon Units, Death Strike, Hits on 2+ in Close Combat no
matter what

Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’


ailes démon prince de plaisir
T5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant
Sword: Ignores Armour and Numb Saves in Close Combat,
Flyer, Weak against Spears, Dauntless, +1 to hit Bonus
in Close Combat, Death Strike, Spawned for Overlords
(Roll 3D6, on a 10+, target an enemy model within ‘24’ even
if it is in Close Combat. The model turns into a Pleasure
Spawn. This ability does NOT affect Vehicles/Juggernauts)

Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’


plaisir démon serpentine char
T4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry, Dauntless,
D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then
fights as normal, The 2 Pleasure Daimons aboard reduces
Armour Saves by -2 as normal, Poisoned attacks due to 2
Tongue Striders pulling the Chariot, +1 to hit Bonus in Close
Combat
Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’
plaisir démon batteuse char
T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry, Dauntless,
The 2 Pleasure Daimons aboard reduces Armour Saves by -2
as normal, Deals 2D6+2 I8 S5 -2 to Armour Save hits on
Charge ONLY Poisoned attacks due to 4 Tongue Striders, +1
to hit Bonus in Close Combat

Hedonist Behemoth w/ Sword & Claw: 175pts


mastodonte hédoniste avec l'épée et la griffe
T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Death Strike, Armed with
Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves,
Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’,
S10, AP1, Heavy 1)

Scorpionic Crab Daimon: 35pts, Moves ‘10’


démon de crabe du Scorpion
T4, W3, S4, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Reduces enemy Initiative by a
total of -5 when Charging them down to I0 at the lowest

Pleasure Giant Marauder with 4 Arms: 200pts, Moves ‘9’


maraudeur géant de plaisir à quatre bras
T5, W6, S6, I3, 2D6+2 Attacks each, No Save, Dauntless,
If beaten OR killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which had beaten/killed it, Giant is
armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Weak against
Spears, Hey Angel…(Giant also carries a Pleasure Daimon
and distracts the enemy, allowing the Giant to negate ‘I9 in
Cover’)
Purple Pleasure Daimons:
Violet Plaisir Demon:
Painted mainly in all shades of Purple

Sands of Time
(Sables du Temps)
Purple Pleasure Daimon Models can re-roll misses once in
Shooting and Close Combat. Guess weapons (Cannons,
Mortars) and Bazookas are an exception to this rule. Any
model which cannot re-roll misses will have this included in
their stats and, as always, Reflex Shots cannot ever re-roll
misses

Not from around Here:


Purple Pleasure Daimon Units have Magical Attacks

Purple Pleasure Daimon CORE Units:


Purple Pleasure Daimon: 9pts, Moves ‘9’
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2, Re-rolls misses

Purple Pleasure Daimon Specialist Units:


Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry
and Tormentor Daimons

Purple Pleasure Daimon Cavalry: 16pts, Moves ‘10’


T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Poisoned attacks due to
Tongue Strider mounts, Re-rolls misses
Purple Spider Daimon Cavalry: 16pts, Moves ‘10’
T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Re-rolls misses, Climbers
(Ignores all Terrain when moving, even Movement Blocking
Terrain)

Purple Tormentor Daimon of Pleasure: 8pts, Moves ‘10’


T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2
to Armour Saves, Re-rolls misses

Purple Pleasure Daimon Heavy Units:


Limit of 1 Pleasure Daimon Overlord
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 12 Serpentine Chariots
Limit of 2 Harvester Chariots, Hedonist Behemoths
Limit of 30 Scorpionic Crab Daimons

Purple Pleasure Daimon Overlord w/ Ornate Sword:


170pts, Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Re-rolls
misses, +1 to Hit Bonus

Purple Winged Daimon Prince of Pleasure: 155pts,


Moves ‘10’- T5, W4, S6, I9, A5, 5+ Dodge Save, Armed with
Giant Sword: Ignores Armour and Numb Saves in Close
Combat, Flyer, Weak against Spears, Dauntless, Re-rolls
misses

Purple Pleasure Daimon Serpentine Chariot: 80pts,


Moves ‘12’- T4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry,
Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge
ONLY then fights as normal, The 2 Pleasure Daimons aboard
reduces Armour Saves by -2 as normal AND can Re-roll
misses, Poisoned attacks due to 2 Tongue Striders pulling
the Chariot
Purple Pleasure Daimon Harvester Chariot: 160pts,
Moves ‘12’- T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry,
Dauntless, The 2 Pleasure Daimons aboard reduces Armour
Saves by -2 as normal and can Re-roll misses, Deals 2D6+2
I8 S5 -2 to Armour Save hits on Charge ONLY Poisoned
attacks due to 4 Tongue Striders

Purple Hedonist Behemoth w/ Sword & Claw: 175pts


T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy
1), Re-rolls misses

Purple Scorpionic Crab Daimon: 35pts, Moves ‘10’


T4, W3, S4, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Re-rolls misses
Pink Pleasure Daimons
Rose de Plaisir Demon
Painted in shades of pink and spread throughout all models

Horrors from Outer Space


(Horreurs de l’espace)
Pink Units have enhanced close combat statistics (Initiative
and Attacks) and they pay a higher points cost to
accommodate this. Also, they NEVER receive an Initiative or
Attack Bonus when Charging; they already have it included
in their stats! When declaring a Charge, Pink units must
always charge the closest enemy unit.

Not from around Here:


Pink Pleasure Daimon Units have Magical Attacks

Pink Pleasure Daimon CORE Units:

Pink Pleasure Daimon: 11pts, Moves ‘9’


T3, W1, S3, I6, A3, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Reduces Armour Saves by -2

Pink Pleasure Daimon Specialist Units:


Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry
and Tormentor Daimons

Pink Pleasure Daimon Cavalry: 18pts, Moves ‘10’


T4, W1, S3, I7, A4, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, Reduces Armour Saves by -2,
Poisoned attacks due to Tongue Strider mounts
Pink Spider Daimon Cavalry: 18pts, Moves ‘10’
T4, W1, S3, I7, A4, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, Reduces Armour Saves by -2,
Climbers (Ignores all Terrain when moving, even Movement
Blocking Terrain)

Pink Tormentor Daimon of Pleasure: 10pts, Moves ‘10’


T3, W1, S4, I5, A2, 6+ Dodge Save, 5+ Numb Save, Flyer,
Dauntless, -2 to Armour Saves

Pink Pleasure Daimon Heavy Units:


Limit of 1 Pleasure Daimon Overlord
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 12 Serpentine Chariots
Limit of 2 Harvester Chariots, Hedonist Behemoths
Limit of 30 Scorpionic Crab Daimons

Pink Pleasure Daimon Overlord w/ Ornate Sword:


172pts, Moves ‘10’, T6, W5, S6, I10, A7, 5+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, +1 to Hit
Bonus

Pink Winged Daimon Prince of Pleasure: 157pts, Moves


‘10’- T5, W4, S6, I9, A6, 6+ Dodge Save, 5+ Numb Save
Armed with Giant Sword: Ignores Armour and Numb Saves
in Close Combat, Flyer, Weak against Spears, Dauntless

Pink Pleasure Daimon Serpentine Chariot: 82pts, Moves


‘12’- T4, W4, S3, I6, A8, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves
on Charge ONLY then fights as normal, The 2 Pleasure
Daimons aboard reduces Armour Saves by -2 as normal,
Poisoned attacks due to 2 Tongue Striders pulling the
Chariot
Pink Pleasure Daimon Harvester Chariot: 162pts, Moves
‘12’- T4, W4, S3, I6, A14, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, The 2 Pleasure Daimons aboard
reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5
-2 to Armour Save hits on Charge ONLY Poisoned attacks
due to 4 Tongue Striders

Pink Hedonist Behemoth w/ Sword & Claw: 177pts


T13, W4, S6, I1, A5, 6+ Dodge Save, 5+ Numb Save,
Ignores Armour Saves, Dauntless, Dogged, Armed with
Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves,
Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’,
S10, AP1, Heavy 1)

Pink Scorpionic Crab Daimon: 37pts, Moves ‘10’


T4, W3, S4, I7, A4, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2
Tan Pleasure Daimons
(Bronzage Plaisir Demon)
Painted mainly in the colour Tan and a variety of colours for
claws & weapons

Tan Reinforcements: Paratroopers


(Parachutistes)
Tan Pleasure Daimon Reinforcements arrive as a ‘2’ circular
blast template with the unit clumped into this small circle as
much as possible. Nominate a location for the unit to arrive
and then choose a direction and roll 2D6 and the unit will
scatter this far away. If the unit touches a piece of terrain or
a model (friendly or enemy), then each model in the unit
rolls a D6. On the result of a ‘1’ then the model takes 1
unsaved wound automatically. Once the unit has been
placed, it then functions as normal and can Link-Up Move,
Shoot/Run, Charge.

Not from around Here:


Tan Pleasure Daimon Units have Magical Attacks

Tan Pleasure Daimon CORE Units:


Tan Pleasure Daimon: 9pts, Moves ‘9’
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2

Tan Pleasure Daimon Specialist Units:


Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry
and Tormentor Daimons

Tan Pleasure Daimon Cavalry: 16pts, Moves ‘10’


T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Poisoned attacks due to
Tongue Strider mounts
Tan Spider Daimon Cavalry: 16pts, Moves ‘10’
T4, W1, S3, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Climbers (Ignores all Terrain
when moving, even Movement Blocking Terrain)

Tan Tormentor Daimon of Pleasure: 8pts, Moves ‘10’


T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2
to Armour Saves

Tan Pleasure Daimon Heavy Units:


Limit of 1 Pleasure Daimon Overlord
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 12 Serpentine Chariots
Limit of 2 Harvester Chariots, Hedonist Behemoths
Limit of 30 Scorpionic Crab Daimons

Tan Pleasure Daimon Overlord w/ Ornate Sword:


170pts, Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, +1 to Hit
Bonus

Tan Winged Daimon Prince of Pleasure: 155pts, Moves


‘10’- T5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant
Sword: Ignores Armour and Numb Saves in Close Combat,
Flyer, Weak against Spears, Dauntless

Tan Pleasure Daimon Serpentine Chariot: 80pts, Moves


‘12’- T4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry,
Dauntless, D6+2 I8 S5 hits -2 to Armour Saves on Charge
ONLY then fights as normal, The 2 Pleasure Daimons aboard
reduces Armour Saves by -2 as normal, Poisoned attacks
due to 2 Tongue Striders pulling the Chariot
Tan Pleasure Daimon Harvester Chariot: 160pts, Moves
‘12’- T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry,
Dauntless, The 2 Pleasure Daimons aboard reduces Armour
Saves by -2 as normal, Deals 2D6+2 I8 S5 -2 to Armour
Save hits on Charge ONLY Poisoned attacks due to 4 Tongue
Striders

Tan Hedonist Behemoth w/ Sword & Claw: 175pts


T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Hedonist Gaze: ‘24’, S10, AP1, Heavy
1)

Tan Scorpionic Crab Daimon: 35pts, Moves ‘10’


T4, W3, S4, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2
Blue Pleasure Daimons
(Bleu Plaisir Demon)
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(téléporteur personnel)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Not from around Here:


Blue Pleasure Daimon Units have Magical Attacks

Blue Pleasure Daimon CORE Units:

Blue Pleasure Daimon: 9pts, Moves ‘9’


T3, W1, S3, I5, A2, 6+ Dodge Save, 5+ Numb Save,
Dauntless, Reduces Armour Saves by -2

Blue Pleasure Daimon Specialist Units:


Limit of 50 Pleasure Daimon Cavalry, Spider Daimon Cavalry
and Tormentor Daimons

Blue Pleasure Daimon Cavalry: 16pts, Moves ‘10’


T4, W1, S3, I6, A3, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, Reduces Armour Saves by -2,
Poisoned attacks due to Tongue Strider mounts

Blue Spider Daimon Cavalry: 16pts, Moves ‘10’


T4, W1, S3, I6, A3, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, Reduces Armour Saves by -2,
Climbers (Ignores all Terrain when moving, even Movement
Blocking Terrain)
Blue Tormentor Daimon of Pleasure: 8pts, Moves ‘10’
T3, W1, S4, I4, A1, 6+ Dodge Save, 5+ Numb Save, Flyer,
Dauntless, -2 to Armour Saves

Blue Pleasure Daimon Heavy Units:


Limit of 1 Pleasure Daimon Overlord
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 12 Serpentine Chariots
Limit of 2 Harvester Chariots, Hedonist Behemoths
Limit of 30 Scorpionic Crab Daimons

Blue Pleasure Daimon Overlord w/ Ornate Sword:


170pts, Moves ‘10’, T6, W5, S6, I10, A6, 5+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, +1 to Hit
Bonus

Blue Winged Daimon Prince of Pleasure: 155pts, Moves


‘10’- T5, W4, S6, I9, A5, 6+ Dodge Save, 5+ Numb Save
Armed with Giant Sword: Ignores Armour and Numb Saves
in Close Combat, Flyer, Weak against Spears, Dauntless

Blue Pleasure Daimon Serpentine Chariot: 80pts, Moves


‘12’- T4, W4, S3, I5, A8, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, D6+2 I8 S5 hits -2 to Armour Saves
on Charge ONLY then fights as normal, The 2 Pleasure
Daimons aboard reduces Armour Saves by -2 as normal,
Poisoned attacks due to 2 Tongue Striders pulling the
Chariot

Blue Pleasure Daimon Harvester Chariot: 160pts, Moves


‘12’- T4, W4, S3, I5, A14, 6+ Dodge Save, 5+ Numb Save,
Cavalry, Dauntless, The 2 Pleasure Daimons aboard
reduces Armour Saves by -2 as normal, Deals 2D6+2 I8 S5
-2 to Armour Save hits on Charge ONLY Poisoned attacks
due to 4 Tongue Striders
Blue Hedonist Behemoth w/ Sword & Claw: 175pts
T13, W4, S6, I0, A4, 6+ Dodge Save, 5+ Numb Save,
Ignores Armour Saves, Dauntless, Dogged, Armed with
Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves,
Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’,
S10, AP1, Heavy 1)

Blue Scorpionic Crab Daimon: 35pts, Moves ‘10’


T4, W3, S4, I6, A3, 5+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2
Beauty Daimons:
Enemy of the Butcher:
(Ennemi de la Boucher)
Beauty Daimon Units re-roll misses against Blood Daimon
and Martial Daimon Units in Close Combat

Not from around Here:


(Pas d’ici)
Beauty Daimon Units have Magical Attacks

Beauty Daimon CORE Units:


Beauty Daimon: 18pts
démon de beauté
T3, W1, S4, I6, A3, 4+ Dodge Save, -1 to Armour Saves, +1
to hit Bonus in Close Combat
Beauty in Chaos (Enemy Blood/Pox/Magic Daimon units
within ‘12’ suffer from ‘The Storm’ rule like United Daimon
Host units and lose Enemy of the Butcher, Enemy of the
Diseased, Enemy of the Illusionist and Enemy of the
Hedonist), Arrogance of the Proud (Counts as
‘Dauntless’ unit but does NOT suffer Dauntless wounds.
Instead they count as rolling a 12 for CCR rolls every time.
This result can be reduced by enemy abilities, e.g. -1 or -2
to CCR rolls), Siren Song (Enemy units do NOT get Reflex
Shots against this unit)

Beauty Daimon Specialist Units:


No Limit on Pleasure Daimon Cavalry

Beauty Daimon Cavalry: 43pts, Moves ‘12’


cavalerie de démon beaut
T5, W2, S4, I6, A5, 3+ Dodge Save, Cavalry, -1 to Armour
Saves, Siren Song (Enemy units do NOT get Reflex Shots
against this unit), Arrogance of the Proud
Beauty Daimon Heavy Units:
Limit of 2 Winged Daimon Princes of Pleasure
No Limit on Fragrant Scorpionic Crab Daimons

Winged Daimon Prince of Beauty: 185pts, Moves ‘10’


prince démon ailé de la beauté
T5, W4, S7, I8, A5, 4+ Dodge Save, -4 to Armour Saves,
Flyer, Weak against Spears, Dauntless, +1 to hit Bonus
in Close Combat, The Face (Enemy units must roll 2D6
against this unit and win in order to attack the Prince in
Close Combat)

Fragrant Scorpionic Crab Daimon: 18pts, Moves ‘9’


démon de crabe scorpion parfumé
T3, W1, S3, I3, A3, 4+ Dodge Save, Cavalry, Poisonous
Attacks, Sting of the Dying Scorpion (All hits
automatically Wound. Can still make ALL of their Attacks
before being removed as casualties in Close Combat),
Sweet Fragrance (Enemy units suffer -1 to Hit against this
unit in Close Combat)
Volcanic Pleasure Daimon Alliance:

NOTE: The Volcanic Pleasure Daimon Alliance is intended to


face the Mountain Dwarf Volcanic Trekkers. They can also be
fielded in your Pleasure Daimon armies.

This Pleasure Daimon army is the same as the default


Pleasure Daimons, including special rules (e.g. Unnatural
Speed) and army composition (CORE, Specialist and Heavy
units). HOWEVER, they do not have ‘Enemy of the Butcher’
The way that they function changes when they face
Mountain Dwarfs in certain environments.

So it would Seam: When facing a Mountain Dwarf army of


the same points value in a Volcanic environment, ensure
there are only natural hills and rocks on the battlefield. Also,
this Volcanic environment causes considerable disruption to
Mountain Dwarf missile weapons and Artillery. They can only
shoot with a unit in the Shooting Phase as far as ‘3D6’ x 2.
You can only field units from the default Pleasure Daimons
here in ‘So it would Seam’
Pleasure Daimon CORE Units:
Pleasure Daimons

Pleasure Daimon Specialist Units:


Pleasure Daimon Cavalry
Spider Daimon Cavalry
Tormenter Daimons of Pleasure

Pleasure Daimon Heavy Units:


Pleasure Daimon Overlord
Winged Daimon Princes of Pleasure
Serpentine Chariots
Harvester Chariots
Hedonist Behemoths
Scorpionic Crab Daimons

Infernal Halls: When facing Mountain Dwarfs underground


in the Infernal Halls, you can field a default Pleasure Daimon
army (with Magic Fire Daimons, Magic Melee Daimons and
Firebrain Daimons ONLY). You will have 2x points compared
to your Mountain Dwarf army. Ideally you would field
1500pts of Pleasure Daimons & Magic Daimons against
750pts of Mountain Dwarfs and they would attempt to
escape the battlefield through your army. Unit size is limited
to 10 models for all players in this setting.
Magic Daimon CORE Units:
Magic Fire Daimon: 9pts
dreq magjike zjarri
T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless,
Portal Reinforcements, Not from Around Here, Enemy
of the Diseased

Magic Melee Daimon: 5pts


dreq magjike përleshje
T3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless, Portal
Reinforcements, Not from Around Here, Enemy of the
Diseased

Magic Daimon Specialist Units:


Limit of 27 Firebrain Daimons

Firebrain Daimon: 23pts, Moves ‘12’


dreq trurit zjarri
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves), Fire attacks, Flyer, Dauntless, Portal
Reinforcements, Not from Around Here, Enemy of the
Diseased

Canyon of Blood: When fielding a Pleasure Daimon AND


Blood Daimon army (with Magic Fire Daimons, Magic Melee
Daimons and Firebrain Daimons ONLY) in the Canyon of
Blood against Mountain Dwarfs, you will receive a Pleasure
Daimon Overlord for 0pts if they were victorious in ‘So it
would Seam’ (Volcanic environment). You will receive a
Blood Daimon Overlord for 0pts if they were victorious in the
‘Infernal Halls’ (Volcanic environment). The Mountain Dwarfs
must get 1 unit through the other side of the battlefield to
win.
Pleasure Daimon Overlord w/ Ornate Sword: 170pts
plaisir démon suzerain avec l'épée ornée
Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Re-rolls
misses against Space Elf Units, Slaver Elf Units AND Blood
Daimon Units, Death Strike, Hits on 2+ in Close Combat no
matter what

Winged Blood Daimon Overlord: 250pts


sanguinis ille daemon imperitor:
Moves ‘12’- T6, W5, S6, I9, A7, 3+ Dodge Save, 3+ Armour
Save, Armed with Giant Axe (Ignores Armour & Numb Save)
and Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour &
Numb), Reflex Shots (Giant Whip), Flyer, Weak against
Spears, Dauntless, Always hits on 2+ in Close Combat no
matter what, Executioner’s Axe: Winged Blood Daimon
Overlord will destroy any Infantry, Cavalry or Flyer model on
a roll of 6 to Wound (unless it has a Dodge Save)
Blood Daimon CORE Units:
Blood Daimons with 2H Swords

Blood Daimon Specialist Units:


Tormenter Blood Daimons
Blood Daimon Hounds

Blood Daimon Heavy Units:


Winged Daimon Overlord
Winged Blood Daimon Princes of Slaughter
Butcher Behemoths
Blood Daimon Cannons
Blood Daimon Heavy Cavalry
Blood Daimon Chariots

Ruins of Blood: 0pts (Placed in Canyon of Blood ONLY)


Grants +1 to Dodge Saves for Blood Daimon units within ‘6’
of the Ruins of Blood (so Blood Daimons would be boosted
to a 4+ Dodge Save, the Overlord would now have a 2+
Dodge Save). Also reduces Mountain Dwarf ‘Forged in Fire
and Made of Stone’ Dodge Save against Magical Attacks to
a 5+ Dodge Save if within ‘6’ of the Ruins of Blood.
German Empire:
Deutsch Reich:
Немецкий империя Nemetskiy imperiya

Counter-Charge:
(Gegendalung)
(Счетчик – заряд Schetchik – zaryad)
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each
and +1 Initiative as is normal for a Charge as they launch a
counter-attack.

War of the Beard:


(Krieg des Bartes)
(война бороды - voyna borody)
Units with ‘Bearded’ in their unit title (including Hunting
Bloodhounds and Cloaked Doomsayers who also count as
‘Bearded’) can re-roll CCR rolls when fighting against non-
Bearded German Empire units. German Empire units which
are not ‘Bearded’ gain Diehards rule when fighting against
‘Bearded’ units, or Dauntless if already Diehards (like
Bloodswords or Teutonic Knights)

Give Them Another Volley!


If a unit with this rule is Charged, up to 2 friendly units of
Imperial German Handgunners, Crossbowmen, Woodsmen
or Archers within ‘3’ can fire Reflex Shots at the Charging
enemy unit (provided they are not in Close Combat
obviously). The number of friendly models who can fire
Reflex Shots in this manner is limited to up to 50% of the
unit being Charged (e.g. a unit of 40 Militia can be
supported by 20 Handgunners from one unit and 20
Woodsmen from another unit). They will be able to fire
Reflex Shots again in this Close Combat Phase if their own
unit is Charged ONLY.
Flanking Manoeuvres
If a unit with this rule is Charged, up to 2 friendly units of
Imperial German Militia, Swordsmen, Spearmen or Imperial
Bloodswords (any unit with ‘Counter-Charge’) within ‘3’
can Counter-Charge up to ‘6’ into the enemy units,
enveloping them on the Flanks. A Flanking Manoeuvre can
only be executed if the number of friendly models who can
Counter-Charge in this manner is limited to up to 50% of
the unit being Charged (e.g. a unit of 40 Swordsmen can be
supported by 20 Militia from one unit and 20 Halberdiers
from another unit). You will gain +1 to your Close Combat
score (Wounds dealt) for each unit executing a Flanking
Manoeuvre (up to +2 if 2 units Flanking Manoeuvre)

German Empire Heroic Units:


Limit of 2 Professors of Faith with Hammers

Professor of Faith with Hammer: 145pts


Professor des Glaubens mit Hammer
профессор веры с молотком
professor very s molotkom
T4, W3, S6, I0, A3, 5+ Armour Save, 5+ Dodge Save,
Counter-Charge, +1 to Hit Bonus in Close Combat, -3 to
Armour Saves, Galvanise the Faithful (The Professor of
Faith and any unit he is attached to can re-roll misses
against ALL units from the following armies: Slavers of
Babylon, Army of Darkness, Dead Egyptians, Blood
Daimons, Pox Daimons, Magic Daimons, Pleasure Daimons,
United Daimon Host, Sewer Rats, Cloven and Death Knights.
They can also gain +1 to Hit against ALL units which are
Crazed AND Dauntless (like Temple Elves) or Dauntless (like
Troll Hunters). The Faithful Here are Not Strong Enough
(Professor cannot join or be fielded in any units from the
Cossack armies, including Cossack units in the German
Empire, or in any ‘Bearded’ unit (see ‘War of the Beard’)
Mounted Professor of Faith with Hammer: 170pts
berittener Glaubensprofessor mit Hammer
конный профессор веры с молотком
konnyy professor very s molotkom
T5, W3, S6, I0, A3, 2+ Armour Save, 5+ Dodge Save,
Cavalry, Counter-Charge, +1 to Hit Bonus in Close
Combat, -3 to Armour Saves, Galvanise the Faithful; The
Faithful Here are Not Strong Enough

German Empire CORE Units:

Imperial German Knight with Lance and Shield: 16pts


kaiserlichen deutschen Ritter mit Lanze und
Schild
Германская Империя рыцарь с копьем и щитом
Germanskaya Imperiya rytsar' s kop'yem i
shchitom
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Bearded Knight with 2 Handed Hammer: 20pts


bärtigen Ritter mit Zweihand- Hammer
бородатый рыцарь с двуручным молотом
borodatyy rytsar' s dvuruchnym molotom
T4, W1, S5, I2, A1, 2+ Armour Save, S6 -3 to Armour Saves
on Charge ONLY, Cavalry, -2 to Armour Saves, Re-roll
misses against Cloven Units, Death Knight Units, Blood
Daimon Units, Pox Daimon Units, Magic Daimon Units AND
Pleasure Daimon Units in Close Combat
Bearded Warrior with Hammer & Shield: 5pts
bärtigen Krieger mit Hammer und Schild
понесенные воин с молотом и щитом
ponesennyye voin s molotom i shchitom
T3, W1, S3, I3, A1, 5+ Armour Save, -2 to Armour Saves,
Re-roll misses against Cloven Units, Death Knight Units,
Blood Daimon Units, Pox Daimon Units, Magic Daimon Units
AND Pleasure Daimon Units in Close Combat

Bearded Militia with 2 Assorted Weapons: 4pts, Moves ‘9’


bärtigen Miliz mit zwei Waffen
бородатый милиция двумя руками
borodatyy militsiya dvumya rukami
T3, W1, S3, I3, A2, No Save, Re-roll misses against Cloven
Units, Death Knight Units, Blood Daimon Units, Pox Daimon
Units, Magic Daimon Units AND Pleasure Daimon Units in
Close Combat,

Bearded Woodsman with Composite Bow: 5pts, Moves ‘9’


bärtiger Holzfäller mit Composite- Bogen
бородатый дровосек с композитного лука
borodatyy drovosek s kompozitnogo luka
T3, W1, S3, I3, A1, 6+ Dodge Save, Ambush, Re-roll
misses against Cloven Units, Death Knight Units, Blood
Daimon Units, Pox Daimon Units, Magic Daimon Units AND
Pleasure Daimon Units in Close Combat, +1 to Cover Saves

Imperial German Woodsman with Composite Bow: 5pts


kaiserlichen deutschen Waldarbeiter mit
Composite- Bogen
Императорское Германское лесоруб с
композитного лука
Imperatorskoye Germanskoye lesorub s
kompozitnogo luka
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Ambush, Moves through Woods without penalty, +1
to Cover Saves
Imperial German Militia with 2 Assorted Weapons: 4pts
Kaiser Deutsch Miliz mit zwei Waffen
Германская Империя милиция двумя руками
Germanskaya Imperiya militsiya dvumya
rukami
T3, W1, S3, I3, A2, No Save, Counter-Charge

Imperial German Swordsman with Shield: 4pts


Kaiser Deutsch Schwertkämpfer mit Schild
Германская Империя фехтовальщик со щитом
Germanskaya Imperiya fekhtoval'shchik so
shchitom
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Counter-Charge

Imperial German Spearman with Shield: 4pts


Kaiser Deutsch Spearman mit Schild
Германская Империя копьеносец со щитом
Germanskaya Imperiya kop'yenosets so
shchitom
T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,
Counter-Charge

Imperial German Halberdier: 4pts


Kaiser Deutsch Hellebardier
Германская Империя алебардщик
Germanskaya Imperiya alebardshchik
T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1, Counter-Charge

Imperial German Crossbowman: 5pts


Kaiser Deutsch Armbrustschützen
Германская Империя арбалетчик
Germanskaya Imperiya arbaletchik
T3, W1, S4, I3, A1, 6+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves)
Imperial German Handgunner: 5pts
Kaiser Deutsch Handgunner
Германская Империя handgunner
Germanskaya Imperiya handgunner
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, -1 to Armour Saves), Reflex
Shots (S4, -1 to Armour Saves)

Imperial German Halberdier with Shield: 5pts


Kaiser Deutsch Hellebardier mit Schild
T3, W1, S4, I3, A1, 5+ Armour Save, Reduces Armour
Saves by -1, Counter-Charge

Imperial German Archer with Composite Bow: 3pts


Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem T3, W1, S3, I3, A1, No Save,
Reflex Shots (S3)

Imperial German Archer with Long Bow and Shield: 5pts


Deutscher Bogenschütze mit langem Bogen
und Schild
Moves ‘9’- T3, W1, S3, I3, A1, 5+ Armour Save, Reflex
Shots (S3), +1 to Cover Saves

Knight of the Burning Sun with Lance and Shield: 18pts


Ritter der brennenden Sonne mit Lanze und
Schild
T4, W1, S3, I4, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry, Blazing Sun: Enemy units suffer -1 to Hit against
this unit in Reflex Shots. Does not work if there is no
sunlight (e.g. Underground or in Army of Darkness lands).

Black Knight of Death with Lance and Shield: 18pts


Schwarzer Ritter des Todes mit Lanze und
Schild
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry, Dauntless
Doomsayer Knight with Lance and Shield: 18pts
Schwarzseher Ritter mit Lanze und Schild
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry, Death and Ruin! (A3 on first Charge with Lance
and after first Charge)

Sea Knight with Lance and Shield: 18pts


Seeritter mit Lanze und Schild
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry, Dauntless, Wrath of the Sea (Re-rolls misses on
first Charge)

‘Griffon’ Knight with Lance and Shield: 18pts


Gänse-Ritter mit Lanze und Schild
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry, Battle Drill (If this unit fails a Charge, they may
make a Move, Run or Charge a different unit within ‘12’)

Bearded Knight with 2 Handed ‘Polo’ Hammer: 18pts


bärtigen Ritter mit Zweihand-Polo Hammer
T4, W1, S6, I0, A1, 3+ Armour Save, -3 to Armour Saves,
Cavalry, Re-roll misses against Cloven Units, Death Knight
Units, Blood Daimon Units, Pox Daimon Units, Magic Daimon
Units AND Pleasure Daimon Units in Close Combat
Imperial German Crossbowman with Shield: 6pts
Kaiser Deutsch Armbrustschützen mit Schild
T3, W1, S4, I3, A1, 5+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves)

Imperial German Handgunner with Shield: 6pts


Kaiser Deutsch Handgunner mit Schild
T3, W1, S3, I3, A1, 5+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, -1 to Armour Saves), Reflex
Shots (S4, -1 to Armour Saves)

Imperial German Archer with Composite Bow & Shield: 5pts


Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem und Schild
T3, W1, S3, I3, A1, 5+ Armour Save, Reflex Shots (S3)

Imperial German Militia with Shield: 3pts


kaiserliche deutsche Miliz mit Schild
немецкая имперская милиция со щитом
nemetskaya imperskaya militsiya so shchitom
T3, W1, S3, I3, A1, 6+ Armour Save, Counter-Charge
German Empire Specialist Units:
Limit of 20 Royal German Knights (1 Unit)
Limit of 80 Mounted Teutonic Knights (4 Units)
Limit of 40 Wingless Griffon Knights (4 Units)
Limit of 80 Imperial Bloodswords (4 Units)
Limit of 80 Teutonic Foot Knights (4 Units)
Limit of 80 Nobles with 2 Pistols (4 Units)
Limit of 80 Nobles with Repeater Rifles (4 Units)
Limit of 120 Doomsayers with Flails (4 Units)
Limit of 80 Bearded Teutonic Knights (4 Units)
Limit of 80 Hunting Bloodhounds (4 Units)
Limit of 80 Cossack Horse Archers (4 Units)
Limit of 80 Polish Winged Lancers (4 Units)
Limit of 30 ‘Crusader’ Doomsayers with Flails (1 Unit)
Limit of 30 Doomsayer ‘Madmen’ with Flails
Limit of 30 Doomsayer ‘Madmen’ with Twin Clubs
Limit of 30 Doomsayer ‘Madmen’ with 2H Clubs
No Limit on Imperial Bloodsword Recruits
No Limit on Mercenary Sailor Crossbowmen
Limit of 20 Heavy Nobles with Volley Gun Carbines
Limit of 20 Heavy Nobles with Cavalry Volley Pistols
Limit of 20 Imperial Dragoon Nobles with 2 Pistols
No Limit on Mercenary Cossack Horse Archers w/ Shields

Royal German Knight w/ Lance and Shield: 18pts


Königs deutschen Ritter mit Lanze und Schild
королевская немецкий рыцарь с копьем и щитом
korolevskaya nemetskiy rytsar' s kop'yem i
shchitom
T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 on
Charge and -2 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A1 S4
before AND after first Charge, Limit of 1 Unit
Mounted Teutonic Knight with Lance and Shield: 18pts
montiert teutonischen Ritter mit Lanze und
Schild
установлен тевтонский рыцарь с копьем и щитом
ustanovlen tevtonskiy rytsar' s kop'yem i shchitom
T4, W1, S4, I4, A1, 1+ Armour Save, S6 on Charge and -2
to Armour Saves on first Charge ONLY, Uses Sword at ALL
other times and can re-roll misses: A1 S4 before AND after
first Charge, Cavalry, Diehards

Wingless Griffon Knight with Lance: 48pts, Moves ‘9’


flügellose Gänse Ritter mit Lanze
бескрылые грифон рыцарь с копьем
beskrylyye grifon rytsar' s kop'yem
T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry, S6 -3 to
Armour Saves on first Charge ONLY, Uses Sword at ALL
other times and can re-roll misses: A1 S4 before AND after
first Charge, Wingless Griffon is S4 I4 A3 -1 to Armour
Saves AND deals 2 I9 S4 hits each on Charge ONLY

Teutonic Foot Knight with Sword and Shield: 12pts


teutonischen Ritter zu Fuß mit Schwert und
Schild
Тевтонский ноги рыцарь с мечом и щитом
Tevtonskiy nogi rytsar' s mechom i shchitom
T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses,
Diehards

Imperial Bloodsword with 2 Handed Sword: 9pts


kaiserlichen Blut Schwert mit zwei
Handschwert
Имперский меч кровь с двуручным мечом
Imperskiy mech krov' s dvuruchnym mechom
T3, W1, S5, I0, A1, 4+ Armour Save, Diehards, -2 to
Armour Saves, Counter-Charge
Imperial Noble with 2 Pistols: 12pts, Moves ‘9’
kaiserlichen Adels mit zwei Pistolen
имперская благородный с двумя пистолетами
imperskaya blagorodnyy s dvumya pistoletami
T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves), Reflex Shots (S4, -1 to
Armour), Hit and Run

Doomsayer with Flail: 10pts


Schwarzseher mit Dreschflegel
прорицатель конца света с цепом
proritsatel' kontsa sveta s tsepom
T4, W1, S4, I2, A2, No Save, Dauntless, Re-rolls misses,
-1 to Armour Saves

Imperial Noble with Repeater Rifle: 12pts, Moves ‘9’


kaiserlichen Adels mit Repeater Gewehr
имперская благородный с винтовкой повторителя
imperskaya blagorodnyy s vintovkoy
povtoritelya
T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with
Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots,
Reduces Armour by -1), Dogged

Bearded Teutonic Knight with 2 Handed Hammer: 11pts


bärtigen teutonischen Ritter mit
Zweihandhammer
бородатый тевтонский рыцарь с двуручным
молотом
borodatyy tevtonskiy rytsar' s dvuruchnym
molotom
T3, W1, S4, I3, A1, 4+ Armour Save, -2 to Armour Saves,
Diehards, S6 -2 to Armour Saves on the Charge ONLY, Re-
roll misses against Cloven Units, Death Knight Units, Blood
Daimon Units, Pox Daimon Units, Magic Daimon Units AND
Pleasure Daimon Units in Close Combat
Hunting Bloodhound: 4pts, Moves ‘9’
Jagd Bluthund
охота ищейка okhota ishcheyka
T3, W1, S3, I3, A1, Moves through Woods without penalty,
Charges ‘9’, Re-rolls misses against Hoofers, Norse
Warhounds and Blood Daimon Hounds, +1 to Cover Saves

Cossack Horse Archer: 10pts, Moves ‘9’


Kosaken Pferd Bogenschütze
Казак лошадь лучник Kazak loshad' luchnik
T4, W1, S3, I3, A1, 6+ Dodge Save, Cavalry, Diehards,
Armed with Composite Bows, Reflex Shots (S3), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), Hit and Run

Polish Winged Lancer: 16pts, Moves ‘9’


Polnisches geflügelten ulan
Польский крылатый профессии Pol'skiy krylatyy
professii
T4, W1, S3, I3, A1, 3+ Armour Save, Cavalry, Diehards,
S5 and -2 to Armour Saves on the Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge

‘Crusader’ Doomsayer with Flail: 8pts


Kreuzfahrer Schwarzseher mit Dreschflegel
T4, W1, S4, I2, A2, No Save, Dauntless, -1 to Armour
Saves, Has -1 to Hit penalty in Close Combat always

Doomsayer ‘Madman’ with Flail: 8pts


Schwarzseher Verrückte mit Dreschflegel
T4, W1, S4, I2, A2, No Save, Dauntless, -1 to Armour
Saves

Doomsayer ‘Madman’ with Twin Clubs: 8pts


Schwarzseher Verrückte mit zwei Clubs
T4, W1, S4, I3, A3, No Save, Dauntless
Imperial Doomsayer ‘Madman’ with 2H Flail: 8pts
Kaiserlichen Schwarzseher Verrückte mit
Dreschflegel
T4, W1, S6, I0, A2, No Save, Dauntless, -3 to Armour
Saves

Imperial Bloodsword Recruit with 2 Handed Sword: 6pts


Rekrut des kaiserlichen Blutschwertes mit zwei
Handschwert
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves

Mercenary Sailor Crossbowman: 8pts, Moves ‘9’


Söldner-Seemann-Armbrustschütze
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with
Crossbows, Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), Reflex Shots (S4, -1
to Armour Saves), Burning Down the House! (Able to use
Crossbow Bolts with Fire Attacks in the Shooting Phase)

Heavy Imperial Noble with Volley Gun Carbine: 15pts


Schwerer kaiserlicher Edelmann mit Volley-
Karabiner
T4, W1, S3, I3, A1, 4+ Armour Save, Cavalry, Armed with
Volley Gun Carbine (Auto, ‘20’, S4, 6 shots, -2 to Armour
Saves, Roll a D6 for each model before firing, on a 1 the
Carbine is ‘Jammed’ and does not fire)

Heavy Imperial Noble with Cavalry Volley Pistol: 15pts


Schwerer kaiserlicher Adliger mit Kavallerie-
Volley-Pistole
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Armed with
Cavalry Volley Pistol (Auto, ‘10’, S4, 6 shots, -2 to Armour
Saves, Roll a D6 for each model before firing, on a 1 the
Pistol is ‘Jammed’ and does not fire), Uses their Cavalry
Sabre in Close Combat (Re-rolls misses), Reflex Shots
(Cavalry Volley Pistol)
Mercenary Cossack Horse Archer with Shield: 7pts
Söldner Kosakenpferd Bogenschütze mit Schild
Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry,
Armed with Composite Bow, Reflex Shots (S3), +1 to Cover
Saves

Imperial Dragoon Noble with 2 Pistols: 15pts, Moves ‘9’


kaiserlicher drachenadel mit zwei pistolen
императорский драгун благородный с двумя
пистолетами
imperatorskiy dragun blagorodnyy s dvumya
pistoletami
T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, Armed with
2 Black Powder Pistols (Auto, ‘12’, S4, 2 shots, -2 to
Armour Saves, Also used in Close Combat), Reflex Shots
(S4, -2 to Armour Saves, 2 Shots), Hit and Run, Warhorses
are I3 S3 A1 and are I4 S3 A2 on Charge
German Empire Heavy Units:
Limit of 2 Dwarven Axe Catapults
Limit of 60 Mercenary Halflings with Composite Bows (2
Units), 60 Mercenary Halflings with Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 30 Bearded Swordsmen (1 Unit)
Limit of 60 Cloaked Doomsayers (2 Units)
Limit of 40 Knights of the East (2 Units)
Limit of 30 Dwarf Warriors with Axes (1 Unit)
Limit of 8 Ogres with Axes & Clubs (1 Unit)
Limit of 2 Mobile Gun Towers, Iron Heart Tanks,
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers
Limit of 1 Altar of War, Light AND Heavens
No Limit on Mercenary Halflings with Swords and Shields
No Limit on Mercenary Halflings with Spears and Shields
No Limit on Imperial Volley Guns
No Limit on Imperial Heavy Mortars
No Limit on Heavy Mobile Gun Towers
No Limit on Mobile ‘Death Collar’ Towers
No Limit on Mobile ‘Ball and Chain’ Towers
No Limit on Mobile ‘Hooked Halberd’ Towers
No Limit on Mobile ‘Blunderbuss’ Gun Towers
No Limit on Mobile ‘Volley’ Gun Towers
No Limit on Iron Imperial Volley Guns
No Limit on Brass Imperial Volley Guns
Limit of 1 Heavy Halfling Dinner Catapult
Limit of 1 Heavy Imperial ‘Iron Heart’ Tank
Limit of 1 Artillery Train for each Cannon OR Mortar
Limit of 2 Drunken Imperial Giants
Limit of 1 Imperial Boiler ‘Iron Heart’ Tank
Limit of 1 Imperial Bombard ‘Iron Heart’ Tank
Dwarven Axe Catapult: 200pts
nani ascia catapulta / corrach catapwlt bwyell
-T4, W1, S3, I2, A2, 5+ Numb Save (3 Dauntless Dwarf
Crew)
-T7, W1, S0, I0, A0, No Save (Axe Catapult)
Dauntless Dwarves armed with Twin Axes and Always wound
on 4+ at the MAX in Close Combat (Vehicles/Juggernauts
are damaged as normal: S3 or S4 vs their Toughness) and
re-rolls misses against Green Horde models, Axe Catapult
(Heavy, ‘48’, S4, -1 to Armour Saves, fires 4D6 shots),
Dauntless, Slow, Bearded Fury: S4 on Charge, Artillery

Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’


Söldner Halbling mit Composite- Bogen
наемник халфлинг с композитного лука
nayemnik khalfling s kompozitnogo luka
T2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite
Bows, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Moves through Woods without penalty, +1 to Cover Saves

Mercenary Halfling w/ Spear: 3pts, Move ‘9’


Söldner Halbling mit speer
наемник халфлинг с копьем nayemnik khalfling
s kop'yem
T2, W1, S2, I6, A1, 6+ Dodge Save, Moves through Woods
without penalty, S3 vs Cavalry, these models may be armed
with a variety of weapons but all count as Spears, +1 to
Cover Saves
Halfling Dinner Catapult: 100pts
Halbling Abendessen Katapult
халфлинг ужин катапульты khalfling uzhin
katapul'ty
-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery

Bearded Swordsman with Shield: 5pts


bärtigen Schwertkämpfer mit Schild
бородатый фехтовальщик со щитом
borodatyy fekhtoval'shchik so shchitom
T3, W1, S3, I4, A1, 5+ Armour Save, +1 to Hit Bonus on
Charge ONLY, Re-roll misses against Cloven Units, Death
Knight Units, Blood Daimon Units, Pox Daimon Units, Magic
Daimon Units AND Pleasure Daimon Units in Close Combat

Cloaked Doomsayer with Flail (Morning Star): 8pts


verhüllt Schwarzseher mit Dreschflegel
( Morgenstern )
Завёрнутый прорицатель конца света с цепом
(утренняя звезда) Zavornutyy proritsatel'
kontsa sveta s tsepom (utrennyaya zvezda )
Moves ‘9’- T3, W1, S5, I2, A1, 6+ Dodge Save, -1 to Armour
Saves, Diehards, Re-roll misses against Cloven Units,
Death Knight Units, Blood Daimon Units, Pox Daimon Units,
Magic Daimon Units AND Pleasure Daimon Units in Close
Combat
Knight of the East with Lance and Shield: 17pts
Ritter des Ostens mit Lanze und Schild
Рыцарь Востока с копьем и щитом
Rytsar' Vostoka s kop'yem i shchitom
T4, W1, S3, I3, A1, 1+ Armour Save, Cavalry, Charges ‘14’,
S5 and -2 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S3
before AND after first Charge, Re-roll misses against Cloven
Units, Death Knight Units, Blood Daimon Units, Pox Daimon
Units, Magic Daimon Units AND Pleasure Daimon Units in
Close Combat

Dwarf Warrior with Axe & Shield: 9pts per Dwarf


Zwerg Krieger mit Axt und Schild
карлик воин с топором и щитом
karlik voin s toporom i shchitom
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reduces Numb Saves by -2

Ogre with Axe & Club: 35pts per Ogre, Moves ‘9’
Oger mit Axt und Club
людоед с топором и клуба lyudoyed s toporom i
kluba
T4, W3, S4, I2, A4, 6+ Armour, Weak against Spears, -1
to Armour Saves, Causes 1 I9 S4 impact Hit each on Charge
ONLY

Mobile Gun Tower: 120pts


Mobil Pistole Turm
мобильная башня пистолет mobil'naya bashnya
pistolet
T4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves), Reflex Shots (6 Shots
due to 6 Crew, -2 to Armour Saves)
Imperial Heavy Cannon: 100pts
kaiserlichen schweren Kanone
имперской тяжелой пушки imperskoy tyazheloy
pushki
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Imperial Mortar: 80pts


Kaiser Mörtel
имперская раствор imperskaya rastvor
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery
Imperial ‘Iron Heart’ Tank: 250pts, Moves ‘7’, Charges ‘7’
kaiserlich ‘eisen herz’ kampfpanzer
имперская ' железное сердце " боевой танк
imperskaya ' zheleznoye serdtse " boyevoy
tank
T6, W10, S6, I2, A4, 1+ Armour Save, Dauntless, Deals
D6+4 I8 S6 -3 Armour Saves on Charge ONLY, Armed with
Steam Jet (Auto, ‘9’ teardrop Flamethrower template, S3,
-1 to Armour Saves), Reflex Shots (Steam Jet), the Iron
Heart Tank can also crush enemies in Close Combat: S6 I2
A4 (Auto Hits) mentioned above and Reduces enemy Armour
Saves by -3, Also armed with Front Cannon (fires directly
in front of Cannon nozzle, Heavy, Guess ‘6’ to ‘24’, S10,
deals D6 wounds if Unsaved, Cannot fire Grapeshot, on a
Misfire the Iron Heart takes 2 unsaved Wounds, See page 18
& 19 (Firing a Heavy Cannon),

Iron Heart Tank Driver has Black Powder Repeater Pistol


(Auto, ‘24’ S4, 3 shots, Reduces Armour by -1, Also used in
Close Combat), Shooting hits like Snipers (so hits on 2+ in
Close Combat) AND Reflex Shots (S4, -1 to Armour Saves)

Imperial ‘Fusillade’ Volley Gun: 120pts


Kaiser ' Salve ' Salvenkanone
имперская ' стрельба ' залп пушки
imperskaya ' strel'ba ' zalp pushki
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery
Imperial Multi-Rocket Launcher: 120pts
kaiserlichen Multi- Raketenwerfer
имперская мульти – ракетная imperskaya mul'ti
- raketnaya
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery

Imperial Altar of the Heavens: 130pts, Moves ‘9’


kaiserlichen Altar des Himmels
имперская алтарь небес imperskaya altar' nebes
T5, W5, S3, I3, A4, 5+ Armour Save, Deals D6 I8 S5 -2 to
Armour Save impact Hits on Charge ONLY, Pulled by 2
Horses and crewed by 2 Celestial Mages and combined they
have S3 I3 A4 mentioned above, grants +1 to Hit Bonus in
Close Combat to all friendly German Empire units within ‘6’,
Lightning Storm: (Auto, ‘24’, S4, ‘2’ Blast, Magical,
Electric Attack, deals an extra D6 S4 hits to Flyers,
generates 1 S3 Lightning Attack for each hit scored at the
MAX), Weak against Spears
Imperial Altar of Light: 110pts
kaiserlichen Altar des Lichts
имперская алтарь света imperskaya altar' sveta
T5, W5, S3, I3, A4, 5+ Armour Save, 6+ Dodge Save,
Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits on
Charge ONLY, Pulled by 2 Horses and crewed by 2 Light
Mages and combined they have S3 I3 A4 mentioned above,
grants 6+ Dodge Save to all friendly German Empire units
within ‘6’, if the unit already has a Dodge Save, it is
improved by +1 to a MAX of 4+, Light Beam: (Auto, ‘36’,
S8, Magical, Fire attack, deals 3 wounds if unsaved, Ignores
Armour Saves, Re-rolls wounds against Dead Egyptians,
Army of Darkness, Blood Daimon Units, Pox Daimon Units,
Magic Daimon Units and Pleasure Daimon Units), Weak
against Spears

Imperial Altar of War: 150pts


kaiserlichen Altar des Krieges
имперский алтарь войны imperskiy altar' voyny
T5, W5, S4, I4, A2, 4+ Dodge Save, Cavalry, Diehards,
Deals D6 I8 S5 -2 to Armour Saves impact hits on Charge
ONLY, re-rolls misses in Close Combat, friendly German
Empire Units within ‘6’ can re-roll misses in Close Combat

Dwarf Warrior with Spear & Shield: 9pts per Dwarf


Zwerg Krieger mit Speer und Schild
T4, W1, S3, I3, A1, 4+ Armour Save, Slow, Diehards, S4
against Cavalry

Dwarf Warrior with Crossbow & Shield: 9pts per Dwarf


Zwerg Krieger mit Armbrust und Schild
T4, W1, S3, I2, A1, 4+ Armour Save, Slow, Diehards,
Reflex Shots (S4, -1 to Armour Saves)
Imperial Ogre with Axe & Club: 43pts per Ogre, Moves ‘9’
Kaiserlicher Oger mit Axt und Keule
T5, W3, S4, I3, A4, 6+ Armour, Weak against Spears, -1
to Armour Saves

Imperial Ogre with Halberd: 43pts per Ogre, Moves ‘9’


Kaiserlicher Oger mit Hellebarde
T5, W3, S5, I3, A2, 6+ Armour, Weak against Spears, -2
to Armour Saves

Imperial Ogre with 2H Club: 43pts per Ogre, Moves ‘9’


Kaiserlicher Oger mit zwei Händen Club
T5, W3, S6, I0, A2, 6+ Armour, Weak against Spears, -3
to Armour Saves

Mercenary Halfling with Sword & Shield: 3pts, Move ‘9’


Söldner Halbling mit Schwert und Schild
T2, W1, S2, I5, A1, 5+ Dodge Save, Moves through Woods
without penalty, Re-rolls misses, these models may be
armed with a variety of weapons but all count as Swords, +1
to Cover Saves

Mercenary Halfling with Spear & Shield: 3pts, Move ‘9’


Söldner Halbling mit Speer und Schild
T2, W1, S2, I6, A1, 5+ Dodge Save, Moves through Woods
without penalty, S3 vs Cavalry, these models may be armed
with a variety of weapons but all count as Spears, +1 to
Cover Saves

Imperial Volley Gun: 64pts


Kaiserliche Salve Geschütz
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Imperial Volley Gun (Heavy, ‘24’, -2 to Armour Saves,
Deals 2D6 Hits, Always Wounds on a 4+), Artillery
Imperial Heavy Mortar: 100pts
Imperialer Schwerer Mörtel
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Mortar)
Imperial Heavy Mortar = Guess ’12 – 48’, S7, ‘2’ Blast,
Ignores Cover Saves, Deals 3 Wounds if unsaved, -4 to
Armour Saves. Pick a unit, guess a range and the ‘2’ Blast
will land at that range. See page 18 of Army Men PAZCIK
Rulebook for ‘Firing a Mortar’, Artillery

Heavy Mobile Gun Tower: 150pts


Schwerer Mobiler Waffenturm
T8, W6, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves), Reflex Shots (6 Shots
due to 6 Crew, -2 to Armour Saves)
Mobile ‘Death Collar’ Tower: 150pts
Beweglicher Totenkragen-Turm
T7, W5, S4, I5, A6, 4+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S7 -4 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I3 A6 mentioned and are
equipped with spring-loaded ‘Death Collars’ on poles (Roll
a D6 if you hit with a ‘Death Collar’, if 1+ higher than the
Toughness of the model, it is killed instantly. Ignores
Armour Saves)

Mobile ‘Ball and Chain’ Tower: 150pts


Beweglicher Ball und Kettenturm
T7, W5, S4, I5, A6, 4+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S7 -4 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I3 A6 mentioned and are
equipped with metal ‘Ball and Chain’ (S4, Ignores Armour
Saves, +1 Strength against ‘Cavalry’)

Mobile ‘Hooked Halberd’ Tower: 150pts


Mobiler Hakengelber Turm
T7, W5, S4, I5, A6, 4+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S7 -4 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I3 A6 mentioned and are
equipped with Hooked Halberds (S4, -1 to Armour Saves,
+1 Strength against ‘Cavalry’)

Mobile ‘Blunderbuss’ Gun Tower: 150pts


Mobiler Donnerbüchsen-Turm
T8, W6, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S3 I3 A6 mentioned, Armed with
6 Experimental Blunderbusses (Auto, ‘9’ teardrop
template, S3), Reflex Shots (6 Shots due to 6 Crew)
Mobile ‘Volley’ Gun Tower: 150pts
mobiler Volleywaffenturm
T8, W6, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Black Powder Volley Guns (-2 to Armour Saves), Armed with
6 Black Powder Volley Guns (Auto, ‘20’, S4, -2 to Armour
Saves, 6 Shots each), Reflex Shots (6 Shots due to 6 Crew,
-2 to Armour Saves)

Iron Imperial Volley Gun: 100pts


Eisen Kaiserliche Salve Geschütz
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Volley Gun)
Iron Imperial Volley Gun (Heavy, ‘12’, S5 -2 to Armour
Saves, 3D6 + 12 Shots), Artillery, Jammed! (Roll a D6
before firing, on a 1 it is ‘Jammed!’ and does not fire in this
Shooting Phase or in Reflex Shots), Reflex Shots (Iron
Imperial Volley Gun if it did NOT fire in Shooting Phase)

Brass Imperial Volley Gun: 100pts


Messing-Kaiserliche Salve Geschütz
-T3, W1, S3, I3, A1, 6+ Armour Save (3 Crew)
-T7, W3, S0, I0, A0, No Save (Volley Gun)
Brass Imperial Volley Gun (Heavy, ‘24’, S4 -1 to Armour
Saves, Deals 15 Hits), Artillery, Jammed! (Roll a D6 before
firing, on a 1 it is ‘Jammed!’ and does not fire in this
Shooting Phase or in Reflex Shots), Reflex Shots (Brass
Imperial Volley Gun if it did NOT fire in Shooting Phase)
Heavy Halfling Dinner Catapult: 50pts
Schwerer Halbling Abendessen Katapult
-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T7, W3, S0, I0, A0, No Save (Dinner Catapult)
Get it while it’s Hot! (Heavy, Guess up to 36’, S5, ‘2’ circle
blast, Ignores Armour Saves. Pick a unit, guess a range and
the ‘2’ blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery)

Heavy Imperial ‘Iron Heart’ Tank: 250pts


Schwerer Kaiserlich ‘Eisen Herz’ Kampfpanzer
Moves ‘9’, Charges ‘6’- T10, W5, S7, I2, A0, No Save,
Dauntless, Deals D6+4 I8 S7 -4 Armour Saves on Charge
ONLY, Coming Through! (If an enemy unit is in the path of
the Heavy Imperial ‘Iron Heart’ Tank when the Tank is
Moving or on a Run or Victory Run, they must roll a D6 and
roll equal to their Initiative (base this on the Highest
Initiative models if multiple Initiative values in same unit) or
lower or suffer D6+4 S7 -4 to Armour Save Hits)
Armed with Front Breech Cannon (Fires directly in front of
Cannon nozzle, Auto, Guess up to ‘36’, S10, deals 4 wounds
if Unsaved, Cannot fire Grapeshot, on a Misfire the Iron
Heart takes 2 unsaved Wounds, See page 18 & 19 (Firing a
Heavy Cannon),

Iron Heart Tank Driver has Volley Pistol (Auto, ‘10’ S4, 6
shots, Reduces Armour by -2, Also used in Close Combat so
Driver has S4 I3 A6 in Close Combat and A7 on a Charge),
Shooting hits like Snipers (so Hits on 2+ in Close Combat)
AND Reflex Shots (S4, -2 to Armour Saves, 6 Shots)
Artillery Train (4 Horses including Rider): 15pts, Move ‘12’
Artilleriezug (vier Pferde einschließlich Reiter)
T4, W4, S3, I3, A1, 6+ Armour Save, Cavalry, Rider is
Armed with Sword (Re-rolls misses in Close Combat),
Limbered Artillery (Cannons and Mortars can Move ‘12’
but cannot fire in the Shooting Phase unless ‘Dogged’), The
4 Warhorses are S3 I3 A4 in total

Drunken Imperial Giant: 200pts, Moves ‘9’


betrunkener kaiserlicher Riese
пьяный имперский гигант p'yanyy imperskiy
gigant
T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in
Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits,
-3 to Armour Saves), Reflex Shots (Big Rock), Weak
against Spears, Uninhibited (If this unit is fired upon by
an enemy unit in the Shooting Phase, roll a D6. On a roll of
4+ this unit will move ‘D6’ towards the unit which fired upon
it, around friendly and enemy units and terrain if need be. If
the Giant unit contacts the enemy unit in this way, it will
count as Charging)
Imperial Boiler ‘Iron Heart’ Tank: 350pts
imperialer Kesseleisenherzpanzer
Moves ‘6’, Charges ‘6’- T10, W23, S6, I0, A0, No Save,
Dauntless, When attacking the Boiler ‘Iron Heart Tank’, add
D6 to the Strength of your Attack. On a 6 to Hit or a 6 to
Wound you ignore the T10 of the Tank. For every point over
10 (e.g. D6 + S5), you deal 1 Wound to the Tank. If your
attack deals 2, 3 or D6 Wounds (i.e. more than 1 Wound)
then add this to your total (D6 + Strength + Multiple
Wounds), Immune to Poisoned Attacks (treated as normal
attacks which do NOT wound automatically on a 6 to hit)

Get Out The Way! (Boiler ‘Iron Heart’ does not attack in
Close Combat but can use Front Hull Cannon AND Steam
Jets and this will count towards Wounds for Close Combat)

Armed with Front Hull Cannon (Fires directly in front of


Cannon nozzle, Auto, Guess up to ‘16’, S8, deals 3 wounds if
Unsaved, on a Misfire the ‘Iron Heart’ takes 2 unsaved
Wounds, See page 18 & 19 (Firing a Heavy Cannon), Boiler
Steam Jets (Auto, ‘9’ teardrop Flamer template, S3, -3 to
Armour Saves, Can also be used in Close Combat), Reflex
Shots (Boiler Steam Jet)

Also armed with Hull Fusillade Volley Gun (Heavy, ‘24’,


S4, -2 to Armour Saves, Deals 3D6 + 6 Hits)

Iron Heart Tank Driver has Volley Pistol (Auto, ‘10’ S4, 6
shots, Reduces Armour by -2, Also used in Close Combat so
Driver has S4 I3 A6 in Close Combat and A7 on a Charge),
Shooting hits like Snipers (so Hits on 2+ in Close Combat)
AND Reflex Shots (S4, -2 to Armour Saves, 6 Shots)
Imperial Bombard ‘Iron Heart’ Tank: 370pts
kaiserliche Bombardierung des eisernen
Herzens
Moves ‘6’, Charges ‘6’- T10, W17, S6, I0, A0, No Save,
Dauntless, When attacking the Bombardier ‘Iron Heart
Tank’, add D6 to the Strength of your Attack. On a 6 to
Wound you ignore the T10 of the Tank. For every point over
10 (e.g. D6 + S5), you deal 1 Wound to the Tank. If your
attack deals 2, 3 or D6 Wounds (i.e. more than 1 Wound)
then add this to your total (D6 + Strength + Multiple
Wounds), Immune to Poisoned Attacks (treated as normal
attacks which do NOT wound automatically on a 6 to hit)

Don’t Scratch the Paint! (Bombardier ‘Iron Heart’ has a


Platform like a Mobile Gun Tower would and 6 Crew aboard.
They have 1 Blunderbuss which functions like a Steam Jet
but is S3 -1 to Armour Saves and can be used in Shooting,
Reflex Shots and Close Combat. The other 5 Crew are
equipped with ‘Ball and Chain’. In Close Combat they are S6
I3 A5 -3 to Armour Saves. They are I4 A2 on the Charge. On
a 6 to Hit against the Bombardier ‘Iron Heart’ Tank, you hit
one of the T3 W1 4+ Armour Saves Crew members instead)

Armed with Hull Mortar (Guess ’6 – 24’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’),
Blunderbuss (Crew) (Auto, ‘9’ teardrop Flamer template,
S3, -1 to Armour Saves, Can also be used in Close Combat),
Reflex Shots (Boiler Steam Jet)

Also armed with Hull Fusillade Volley Gun (Heavy, ‘24’,


S4, -2 to Armour Saves, Deals 3D6 + 6 Hits. Can also be
used in Close Combat. Roll a D6 before firing, on a 1 it is
‘Jammed’ and does not fire)
Royalist Empire:
Royalist Reich:
роялистом империя royalistom imperiya
Painted mainly in Whites

Volley Fire
(Volley Feuer)
(залпового огня zalpovogo ognya)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(Verschanzen)
(закрепить zakrepit')
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s stats.

Royalist Empire CORE Units:

Imperial Royalist Archer with Composite Bow: 3pts


Kaiserlichen Royalist Bogenschütze mit Bogen
Verbund:
имперская роялистом лучник с композитного
лука
imperskaya royalistom luchnik s kompozitnogo
luka
T3, W1, S3, I3, A1, 6+ Armour Save, Volley Fire (2 shots
in Shooting Phase), Entrench

Imperial Royalist Crossbowman: 5pts


T3, W1, S4, I3, A1, 6+ Armour Save, Armed with
Crossbows, Volley Fire (2 shots in Shooting Phase),
Entrench

Imperial Royalist Handgunner: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by
-1), Volley Fire (2 shots in Shooting Phase), Entrench

Imperial Royalist Militia with 2 Weapons: 5pts


T3, W1, S3, I3, A2, 6+ Armour Save, Armed with Pistols
(Auto, ‘12’, S3), Volley Fire (2 shots in Shooting Phase),
Entrench

Royalist Empire Specialist Units:


Limit of 50 Nobles with Pistols, Nobles with Repeater Rifles

Imperial Royalist Noble with 2 Pistols: 12pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves), Entrench, Volley Fire (fires
3 shots each in Shooting Phase)

Imperial Royalist Noble with Repeater Rifle: 12pts, Moves ‘9’


T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with
Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots,
Reduces Armour by -1), Dogged, Entrench, Volley Fire
(fires 4 shots each in Shooting Phase)

Royalist Empire Heavy Units:


Limit of 50 Halflings with Composite Bows
Limit of 2 Mobile Gun Towers

Royalist Halfling w/ Composite Bow: 5pts, Move ‘9’


T2, W1, S2, I5, A1, 6+ Armour Save, Armed with Composite
Bows, Shooting hits like Snipers, Volley Fire (2 shots in
Shooting Phase), Entrench
Royalist Mobile Gun Tower: 120pts
T4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves), Volley Fire (Fires 2
shots each in Shooting Phase)
Red Empire:
Rot Reich:
красный империя krasnyy imperiya
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Die Rote Armee)
(Красная Армия Krasnaya Armiya)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Empire CORE Units:

Imperial Red Knight with Lance and Shield: 14pts


T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Imperial Red Archer with Composite Bow: 2pts


T3, W1, S3, I3, A1, 6+ Dodge Save

Imperial Red Militia with 2 Assorted Weapons: 2pts


T3, W1, S3, I3, A2, No Save

Imperial Red Swordsman with Shield: 2pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Imperial Red Spearman with Shield: 2pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry

Imperial Red Halberdier: 2pts


T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1
Imperial Red Crossbowman: 3pts
T3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows

Imperial Red Handgunner: 3pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by
-1)

Red Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails

Imperial Red Bloodsword with 2 Handed Sword: 7pts


T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves

Imperial Red Foot Knight w/ Sword and Shield: 10pts


T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses

Imperial Red Noble with 2 Pistols: 10pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves)

Red Doomsayer with Flail: 8pts


T4, W1, S4, I2, A2, No Save, Dauntless, -1 to Armour
Saves

Imperial Red Noble with Repeater Rifle: 10pts, Moves


‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed
with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3
shots, Reduces Armour by -1), Dogged
Red Empire Heavy Units:
Limit of 50 Halflings with Composite Bows, Mercenary
Halflings with Spears & Pitchforks

Red Halfling with Composite Bow: 3pts, Move ‘9’


T2, W1, S2, I5, A1, No Save, Armed with Composite Bows,
Shooting hits like Snipers

Red Halfling with Spear: 2pts, Move ‘9’


T2, W1, S2, I6, A1, 6+ Dodge Save, S3 vs Cavalry, these
models may be armed with a variety of weapons but all
count as Spears
Blue Empire:
Blau Reich:
синий империя siniy imperiya
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(persönlichen Teleporter)
(персональный телепорт personal'nyy teleport)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Empire CORE Units:

Imperial Blue Knight with Lance and Shield: 16pts


T4, W1, S3, I3, A1, 1+ Armour Save, 5+ Numb Save, S5
and -2 to Armour Saves on first Charge ONLY, Uses Sword
at ALL other times and can re-roll misses: A2 S3 before AND
after first Charge, Cavalry

Imperial Blue Archer with Composite Bow: 3pts


T3, W1, S3, I3, A1, 5+ Numb Save

Imperial Blue Militia with 2 Assorted Weapons: 4pts


T3, W1, S3, I3, A2, 5+ Numb Save

Imperial Blue Swordsman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses

Imperial Blue Spearman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry,
Imperial Blue Halberdier: 4pts
T3, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -1

Imperial Blue Crossbowman: 5pts


T3, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save Armed
with Crossbows

Imperial Blue Handgunner: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save,
Armed with Black Powder Rifle (Heavy, ‘24’, S4, Reduces
Armour Saves by -1)

Blue Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Blue Bloodsword with 2 Handed Sword: 9pts


T3, W1, S5, I0, A1, 4+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Imperial Blue Foot Knight w/ Sword and Shield: 12pts


T3, W1, S4, I4, A2, 3+ Armour Save, 5+ Numb Save, Re-
rolls misses

Blue Wingless Griffon Knight with Lance: 48pts


Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, 5+ Numb
Save, Cavalry, S6 -3 to Armour Saves on first Charge
ONLY, Uses Sword at ALL other times and can re-roll misses:
A1 S4 before AND after first Charge, Wingless Griffon is S4
I4 A3 and -1 to Armour Saves
Imperial Blue Noble with 2 Pistols: 12pts, Moves ‘9’
T4, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save,
Cavalry, -1 to Armour Saves, Armed with 2 Black Powder
Pistols (Auto, ‘12’, S4, 2 shots, -1 to Armour Saves)

Blue Doomsayer with Flail: 10pts


T4, W1, S4, I2, A2, 5+ Numb Save, Dauntless, -1 to
Armour Saves

Imperial Blue Noble with Repeater Rifle: 12pts, Moves


‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save,
Cavalry, Armed with Black Powder Repeater Rifle
(Heavy, ‘24’ S4, 3 shots, Reduces Armour by -1), Dogged,

Blue Empire Heavy Units:


Limit of 50 Halflings with Composite Bows AND Halflings with
Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 2 Mobile Gun Towers
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Blue Halfling w/ Composite Bow: 5pts, Move ‘9’


T2, W1, S2, I5, A1, 5+ Numb Save, Armed with Composite
Bows, Shooting hits like Snipers

Blue Halfling w/ Spear: 3pts, Move ‘9’


T2, W1, S2, I6, A1, 5+ Numb Save, S3 vs Cavalry, these
models may be armed with a variety of weapons but all
count as Spears
Blue Halfling Dinner Catapult: 100pts
-T2, W1, S2, I5, A1, 5+ Numb Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery

Blue Mobile Gun Tower: 120pts


T4, W5, S4, I5, A6, 3+ Armour Save, 5+ Numb Save,
Cavalry, Pulled by 2 Horses, D6 I8 S5 -2 to Armour Saves
Impact Hits on Charge ONLY, The 6 Crew have the S4 I5 A6
mentioned due to Experimental Black Powder Handguns (-2
to Armour Saves), Armed with 6 Experimental Black
powder Handguns (Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Blue Heavy Cannon: 100pts


-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Imperial Blue Mortar: 80pts


-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Blue ‘Fusillade’ Volley Gun: 120pts


-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery
Imperial Blue Multi-Rocket Launcher: 120pts
-T3, W1, S3, I3, A1, 5+ Numb Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery
Yellow Empire:
Gelb Reich:
желтый империя zheltyy imperiya
Painted mainly in Yellow colours of all shades

Two for the Price of One:


(zwei für den Preis von einem)
(два по цене одного dva po tsene odnogo)
Yellow German Empire models all have enhanced durability,
in the form of extra Wounds on their profile and, as a
consequence of this, have reduced Saves where relevant
(-1). This will be always be included in the rules and stats
for a unit.

Yellow Empire CORE Units:

Imperial Yellow Knight with Lance and Shield: 16pts


T4, W2, S3, I3, A1, 2+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Imperial Yellow Archer with Composite Bow: 3pts


T3, W2, S3, I3, A1, No Save

Imperial Yellow Militia with 2 Assorted Weapons: 4pts


T3, W2, S3, I3, A2, No Save

Imperial Yellow Swordsman with Shield: 4pts


T3, W2, S3, I4, A1, 6+ Armour Save, Re-rolls misses

Imperial Yellow Spearman with Shield: 4pts


T3, W2, S3, I4, A1, 6+ Armour Save, S4 vs Cavalry
Imperial Yellow Halberdier: 4pts
T3, W2, S4, I3, A1, No Save, Reduces Armour Saves by -1

Imperial Yellow Crossbowman: 5pts


T3, W2, S4, I3, A1, No Save, Armed with Crossbows

Imperial Yellow Handgunner: 5pts


T3, W2, S3, I3, A1, No Save, Armed with Black Powder
Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by -1)

Yellow Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Yellow Bloodsword with 2 Handed Sword:


9pts- T3, W2, S5, I0, A1, 5+ Armour Save, -2 to Armour
Saves

Imperial Yellow Foot Knight w/ Sword and Shield:


12pts- T3, W2, S4, I4, A2, 4+ Armour Save, Re-rolls misses

Yellow Wingless Griffon Knight with Lance: 48pts


Moves ‘9’- T4, W4, S4, I3, A1, 2+ Armour Save, Cavalry,
S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge, Wingless Griffon is S4 I4 A3 -1 to Armour
Saves

Imperial Yellow Noble with 2 Pistols: 12pts, Moves ‘9’


T4, W2, S4, I4, A2, 6+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves)
Yellow Doomsayer with Flail: 10pts
T4, W2, S4, I2, A2, No Save, Dauntless, -1 to Armour
Saves

Imperial Yellow Noble with Repeater Rifle: 12pts,


Moves ‘9’- T4, W2, S3, I3, A1, 6+ Armour Save, Cavalry,
Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4,
3 shots, Reduces Armour by -1), Dogged

Yellow Empire Heavy Units:


Limit of 50 Halflings with Composite Bows, Mercenary
Halflings with Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 2 Mobile Gun Towers
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Yellow Halfling with Composite Bow: 5pts, Move ‘9’


T2, W2, S2, I5, A1, No Save, Armed with Composite Bows,
Shooting hits like Snipers

Yellow Halfling with Spear: 3pts, Moves ‘9’


T2, W2, S2, I6, A1, No Save, S3 vs Cavalry, these models
may be armed with a variety of weapons but all count as
Spears

Yellow Halfling Dinner Catapult: 100pts


-T2, W2, S2, I5, A1, No Save (3 Halfling Crew)
-T4, W3, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery
Yellow Mobile Gun Tower: 120pts
T4, W6, S4, I5, A6, 4+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Yellow Heavy Cannon: 100pts


-T3, W2, S3, I3, A1, No Save (3 Crew)
-T7, W2, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Imperial Yellow Mortar: 80pts


-T3, W2, S3, I3, A1, No Save (3 Crew)
-T7, W2, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Yellow ‘Fusillade’ Volley Gun: 120pts


-T3, W2, S3, I3, A1, No Save (3 Crew)
-T7, W2, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery

Imperial Yellow Multi-Rocket Launcher: 120pts


-T3, W2, S3, I3, A1, No Save (3 Crew)
-T7, W2, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery
Shadow Empire:
Schatten Reich:
тень империи ten' imperii
Painted mainly in Black colours

Seeing Shadows
(sehen schatten)
(видя тени vidya teni)
Shadow Empire models are ALWAYS hit by enemy models on
a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+). Some models will
have a ‘+1 to hit Bonus in Close Combat’ rule and this
will make them hit Shadow Units on a 3+.

Dauntless
(Unerschrocken)
(неустрашимый neustrashimyy)
ALL Shadow Empire models have the Dauntless rule. If this
unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Empire CORE Units:

Imperial Shadow Knight with Lance and Shield: 16pts


T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Imperial Shadow Archer with Composite Bow: 3pts,


T3, W1, S3, I3, A1, No Save
Imperial Shadow Militia with 2 Assorted Weapons:
4pts- T3, W1, S3, I3, A2, No Save

Imperial Shadow Swordsman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Imperial Shadow Spearman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,

Imperial Shadow Halberdier: 4pts


T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1

Imperial Shadow Crossbowman: 5pts


T3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows

Imperial Shadow Handgunner: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by
-1)

Shadow Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Shadow Bloodsword with 2 Handed Sword:


9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour
Saves

Imperial Shadow Foot Knight w/ Sword and Shield:


12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses
Shadow Wingless Griffon Knight with Lance: 48pts
Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry,
S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge, Wingless Griffon is A3 S4 I4 -1 to Armour
Saves

Imperial Shadow Noble with 2 Pistols: 12pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves)

Shadow Doomsayer with Flail: 10pts


T4, W1, S4, I2, A2, No Save, -1 to Armour Saves

Imperial Shadow Noble with Repeater Rifle: 12pts,


Moves ‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry,
Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4,
3 shots, Reduces Armour by -1), Dogged

Shadow Empire Heavy Units:


Limit of 50 Halflings with Composite Bows AND Halflings with
Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 2 Mobile Gun Towers
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Shadow Halfling w/ Composite Bow: 5pts, Move ‘9’


T2, W1, S2, I5, A1, No Save, Armed with Composite Bows,
Shooting hits like Snipers
Shadow Halfling w/ Spear: 3pts, Move ‘9’
T2, W1, S2, I6, A1, No Save, S3 vs Cavalry, these models
may be armed with a variety of weapons but all count as
Spears

Shadow Halfling Dinner Catapult: 100pts


-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery (Crew is hit on 6 by normal units in
Shooting and on 5+ by units with Shooting Hits like Snipers)

Shadow Mobile Gun Tower: 120pts


T4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Shadow Heavy Cannon: 100pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery (Crew is hit on 6 by normal units in Shooting and
on 5+ by units with Shooting Hits like Snipers)

Imperial Shadow Mortar: 80pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery
(Crew is hit on 6 by normal units in Shooting and on 5+ by
units with Shooting Hits like Snipers)

Imperial Shadow ‘Fusillade’ Volley Gun: 120pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery (Crew is hit on 6 by normal units
in Shooting and on 5+ by units with Shooting Hits like
Snipers)

Imperial Shadow Multi-Rocket Launcher: 120pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery (Crew is hit on 6 by normal units in Shooting and
on 5+ by units with Shooting Hits like Snipers)
Green Empire:
Grün Reich:
зеленый империя zelenyy imperiya
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(tödlich genau)
(смертельно точным smertel'no tochnym)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Empire CORE Units:

Imperial Green Knight with Lance and Shield: 16pts


T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Imperial Green Archer with Composite Bow: 3pts,


T3, W1, S3, I3, A1, No Save

Imperial Green Militia with 2 Assorted Weapons: 4pts-


T3, W1, S3, I3, A2, No Save

Imperial Green Swordsman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses

Imperial Green Spearman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,
Imperial Green Halberdier: 4pts
T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1

Imperial Green Crossbowman: 5pts


T3, W1, S4, I3, A1, 6+ Armour Save, Armed with Crossbows

Imperial Green Handgunner: 5pts


T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by
-1)

Green Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Green Bloodsword with 2 Handed Sword:


9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour
Saves

Imperial Green Foot Knight w/ Sword and Shield:


12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses

Green Wingless Griffon Knight with Lance: 48pts,


Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry,
S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge, Wingless Griffon is S4 I4 A3 -1 to Armour
Saves

Imperial Green Noble with 2 Pistols: 12pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves)
Green Doomsayer with Flail: 10pts
T4, W1, S4, I2, A2, No Save, -1 to Armour Saves,
Dauntless

Imperial Green Noble with Repeater Rifle: 12pts, Moves


‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed
with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3
shots, Reduces Armour by -1), Dogged

Green Empire Heavy Units:


Limit of 50 Halflings with Composite Bows AND Halflings with
Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 2 Mobile Gun Towers
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Green Halfling w/ Composite Bow: 5pts, Move ‘9’


T2, W1, S2, I5, A1, No Save, Armed with Composite Bows,
Shooting hits like Snipers

Green Halfling w/ Spear: 3pts, Move ‘9’


T2, W1, S2, I6, A1, No Save, S3 vs Cavalry, these models
may be armed with a variety of weapons but all count as
Spears

Green Halfling Dinner Catapult: 100pts


-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery
Green Mobile Gun Tower: 120pts
T4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves)

Imperial Green Heavy Cannon: 100pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Imperial Green Mortar: 80pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Green ‘Fusillade’ Volley Gun: 120pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery

Imperial Green Multi-Rocket Launcher: 120pts


-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery
Purple Empire:
Lila Reich:
фиолетовый империя fioletovyy imperiya
Painted mainly in all shades of Purple

Sands of Time
(Sand de Zeit)
(Пески времени Peski vremeni)
Purple Empire Models can re-roll misses once in Shooting
and Close Combat. Guess weapons (Cannons, Mortars) and
Bazookas are an exception to this rule. Any model which
cannot re-roll misses will have this included in their stats
and, as always, Reflex Shots cannot ever re-roll misses

Purple Empire CORE Units:


Imperial Purple Knight with Lance and Shield: 16pts
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times:
A2 S3 before AND after first Charge, Cavalry, Re-rolls
misses always

Imperial Purple Archer with Composite Bow: 3pts,


T3, W1, S3, I3, A1, 5+ Dodge Save, Sands of Time

Imperial Purple Militia with 2 Assorted Weapons: 4pts-


T3, W1, S3, I3, A2, 5+ Dodge Save, Sands of Time

Imperial Purple Swordsman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Dodge Save, Sands of Time

Imperial Green Spearman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Dodge Save, S4 vs Cavalry, Sands
of Time
Imperial Purple Halberdier: 4pts
T3, W1, S4, I3, A1, 5+ Dodge Save, Reduces Armour Saves
by -1, Sands of Time

Imperial Purple Crossbowman: 5pts


T3, W1, S4, I3, A1, 5+ Dodge Save, Armed with Crossbows,
Sands of Time

Imperial Purple Handgunner: 5pts


T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, Reduces Armour Saves by
-1), Sands of Time

Purple Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Purple Bloodsword with 2 Handed Sword:


9pts- T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour
Saves, Sands of Time

Imperial Purple Foot Knight w/ Sword and Shield:


12pts- T3, W1, S4, I4, A2, 3+ Armour Save, Sands of Time

Purple Wingless Griffon Knight with Lance: 48pts


Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry,
S6 -3 to Armour Saves on first Charge ONLY and can re-roll
misses, Uses Sword at ALL other times and can re-roll
misses: A1 S4 before AND after first Charge, Wingless
Griffon is S4 I4 A3 -1 to Armour Saves

Imperial Purple Noble with 2 Pistols: 12pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Dodge Save, Cavalry, -1 to Armour
Saves, Armed with 2 Black Powder Pistols (Auto, ‘12’, S4,
2 shots, -1 to Armour Saves), Sands of Time
Purple Doomsayer with Flail: 10pts
T4, W1, S4, I2, A2, 5+ Dodge Save, -1 to Armour Saves,
Dauntless, Sands of Time

Imperial Purple Noble with Repeater Rifle: 12pts,


Moves ‘9’- T4, W1, S3, I3, A1, 5+ Dodge Save, Cavalry,
Armed with Black Powder Repeater Rifle (Heavy, ‘24’ S4,
3 shots, Reduces Armour by -1), Dogged, Sands of Time

Purple Empire Heavy Units:


Limit of 50 Halflings with Composite Bows AND Halflings with
Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 2 Mobile Gun Towers
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Purple Halfling w/ Composite Bow: 5pts, Move ‘9’


T2, W1, S2, I5, A1, 5+ Dodge Save, Armed with Composite
Bows, Shooting hits like Snipers, Sands of Time

Purple Halfling w/ Spear: 3pts, Move ‘9’


T2, W1, S2, I6, A1, 5+ Dodge Save, S3 vs Cavalry, these
models may be armed with a variety of weapons but all
count as Spears

Purple Halfling Dinner Catapult: 100pts


-T2, W1, S2, I5, A1, 5+ Dodge Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery, Crew can re-roll misses
Purple Mobile Gun Tower: 120pts
T4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-2 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -2 to Armour Saves), Sands of Time

Imperial Purple Heavy Cannon: 100pts


-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery, Crew can re-roll misses

Imperial Purple Mortar: 80pts


-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery, Crew can re-roll misses

Imperial Purple ‘Fusillade’ Volley Gun: 120pts


-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery, Crew can re-roll misses

Imperial Purple Multi-Rocket Launcher: 120pts


-T3, W1, S3, I3, A1, 5+ Dodge Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery, Crew can re-roll misses
Grey Empire:
Greu Reich:
серый империя seryy imperiya
Painted in Greys, charcoals and dark grey

Professionals
(Profis)
(профессионалы professionaly)
Reduces Enemy Save, whichever one they choose, by a
further -1 than usual. This will be covered in Grey Empire
Model stats in each case. This rule does NOT apply to Dodge
Saves, which cannot be modified.

Grey Empire CORE Units:

Imperial Grey Knight with Lance and Shield: 16pts


T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: -1 to Armour Saves, A2 S3 before
AND after first Charge, Cavalry

Imperial Grey Archer with Composite Bow: 3pts,


T3, W1, S3, I3, A1, 5+ Armour Save, -1 to Armour Saves in
Shooting

Imperial Grey Militia with 2 Assorted Weapons: 4pts-


T3, W1, S3, I3, A2, 5+ Armour Save, -1 to Armour Saves

Imperial Grey Swordsman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses, -1 to
Armour Saves

Imperial Grey Spearman with Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves
Imperial Grey Halberdier: 4pts
T3, W1, S4, I3, A1, 5+ Armour Save, Reduces Armour
Saves by -2

Imperial Grey Crossbowman: 5pts


T3, W1, S4, I3, A1, 5+ Armour Save, Armed with Crossbows
(-2 to Armour Saves in Shooting)

Imperial Grey Handgunner: 5pts


T3, W1, S3, I3, A1, 5+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, -2 to Armour Saves)

Grey Empire Specialist Units:


Limit of 50 Imperial Bloodswords, Imperial Foot Knights,
Nobles with Pistols, Nobles with Repeater Rifles AND
Doomsayers with Flails, Limit of 40 Wingless Griffon Knights

Imperial Grey Bloodsword with 2 Handed Sword: 9pts-


T3, W1, S5, I0, A1, 4+ Armour Save, -3 to Armour Saves

Imperial Grey Foot Knight w/ Sword and Shield: 12pts-


T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses, -1 to
Armour Saves

Grey Wingless Griffon Knight with Lance: 48pts


Moves ‘9’- T4, W3, S4, I3, A1, 1+ Armour Save, Cavalry,
S6 -3 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: -1 to Armour Saves,
A1 S4 before AND after first Charge, Wingless Griffon is S4
I4 A3 and -2 to Armour Saves

Imperial Grey Noble with 2 Pistols: 12pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Armour Save, Cavalry, -2 to Armour
Saves in Shooting and Close Combat, Armed with 2 Black
Powder Pistols (Auto, ‘12’, S4, 2 shots, -2 to Armour
Saves)
Grey Doomsayer with Flail: 10pts
T4, W1, S4, I2, A2, 5+ Armour Save, -2 to Armour Saves,
Dauntless

Imperial Grey Noble with Repeater Rifle: 12pts, Moves


‘9’- T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed
with Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3
shots, Reduces Armour Saves by -2), Dogged

Grey Empire Heavy Units:


Limit of 50 Halflings with Composite Bows AND Halflings with
Spears & Pitchforks
Limit of 2 Halfling Dinner Catapults
Limit of 2 Mobile Gun Towers
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars
Limit of 2 Fusillade Volley Guns, Multi-Rocket Launchers

Grey Halfling w/ Composite Bow: 5pts, Move ‘9’


T2, W1, S2, I5, A1, 5+ Armour Save, Armed with Composite
Bows, Shooting hits like Snipers, -1 to Armour Saves in
Shooting

Grey Halfling w/ Spear: 3pts, Move ‘9’


T2, W1, S2, I6, A1, 5+ Armour Save, S3 vs Cavalry, these
models may be armed with a variety of weapons but all
count as Spears, -1 to Armour Saves

Grey Halfling Dinner Catapult: 100pts


-T2, W1, S2, I5, A1, 5+ Armour Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery, -1 to Armour Saves in Close Combat
Grey Mobile Gun Tower: 120pts
T4, W5, S4, I5, A6, 3+ Armour Save, Cavalry, Pulled by 2
Horses, D6 I8 S5 -2 to Armour Saves Impact Hits on Charge
ONLY, The 6 Crew have the S4 I5 A6 mentioned due to
Experimental Black Powder Handguns (-3 to Armour Saves),
Armed with 6 Experimental Black powder Handguns
(Auto, ‘24’, S4, -3 to Armour Saves)

Imperial Grey Heavy Cannon: 100pts


-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery, -1 to Armour Saves in Close Combat

Imperial Grey Mortar: 80pts


-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery, -1 to Armour Saves in Close Combat

Imperial Grey ‘Fusillade’ Volley Gun: 120pts


-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery, -1 to Armour Saves in Close
Combat
Imperial Grey Multi-Rocket Launcher: 120pts
-T3, W1, S3, I3, A1, 5+ Armour Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Multi-Rocket Launcher)
Multi-Rocket Launcher (Heavy, Guess ‘12’ to ‘48’, S3, -1
to Armour Saves, 3 blasts with ‘2’ circle template), See page
18 of Army Men PAZCIK Rulebook for ‘Firing a Mortar’,
Artillery, -1 to Armour Saves in Close Combat
Infernal Empire:
Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each
and +1 Initiative as is normal for a Charge as they launch a
counter-attack

Infernal Empire CORE Units:


As normal for German Empire (No Bearded units allowed)

Infernal Empire Specialist Units:


As normal for German Empire (No Bearded units, Cossacks,
Polish, Hunting Bloodhounds or Doomsayers allowed)

Infernal Empire Heavy Units:


As normal for German Empire (No Halfling units, Bearded
units, Doomsayers, Dwarfs, Ogres or Knights of the East)

Infernal Empire Allied Units:


25% of your Army Points Value:
Units from United Daimon Host (No restrictions)
(e.g. Blood Daimons with 2H Swords, Pox Daimons with
Filthy Swords, Daimon Children of Pox, Magic Fire Daimons,
Magic Melee Daimons, Pleasure Daimons)
Imperial Engineers Guild:

Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each
and +1 Initiative as is normal for a Charge as they launch a
counter-attack.

Give Them Another Volley!


If a unit with this rule is Charged, up to 2 friendly units of
Imperial German Handgunners within ‘3’ can fire Reflex
Shots at the Charging enemy unit (provided they are not in
Close Combat obviously). The number of friendly models
who can fire Reflex Shots in this manner is limited to up to
50% of the unit being Charged (e.g. a unit of 40 Militia can
be supported by 20 Handgunners from one unit and 20
Handgunners from another unit). They will be able to fire
Reflex Shots again in this Close Combat Phase if their own
unit is Charged ONLY.
Imperial Engineers Guild CORE Units:

Imperial German Militia with 2 Weapons: 4pts


Kaiser Deutsch Miliz mit zwei Waffen
T3, W1, S3, I3, A2, No Save, Counter-Charge, Armed with
Pistols (Auto, ‘12’, S3), Reflex Shots (Pistols: S3), Give
Them Another Volley!

Imperial German Spearman with Shield: 4pts


Kaiser Deutsch Spearman mit Schild
T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,
Counter-Charge, Give Them Another Volley!

Imperial German Handgunner: 5pts


Kaiser Deutsch Handgunner
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, -2 to Armour Saves), Reflex
Shots (S4, -2 to Armour Saves), Give Them Another
Volley!
Imperial Engineers Guild Specialist Units:
Limit of 80 Imperial German Knights (4 Units)
Limit of 80 Imperial Bloodswords (4 Units)
Limit of 4 Imperial Heavy Cannons

Imperial German Knight with Lance and Shield: 16pts


kaiserlichen deutschen Ritter mit Lanze und
Schild
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Imperial Bloodsword with 2 Handed Sword: 9pts


kaiserlichen Blut Schwert mit zwei
Handschwert
T3, W1, S5, I0, A1, 4+ Armour Save, Diehards, -2 to
Armour Saves, Counter-Charge, Give Them Another
Volley!

Imperial Heavy Cannon: 100pts


kaiserlichen schweren Kanone
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, -2 to Armour Saves, ‘9’ teardrop
Flamethrower template. See page 18 & 19 (Firing a Heavy
Cannon), Artillery
Imperial Engineers Guild Heavy Units:
Limit of 4 Imperial Heavy Cannons
Limit of 2 Fusillade Volley Guns
Limit of 2 Imperial ‘Iron Heart’ Tanks

Imperial Heavy Cannon: 100pts


kaiserlichen schweren Kanone
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, -2 to Armour Saves, ‘9’ teardrop
Flamethrower template. See page 18 & 19 (Firing a Heavy
Cannon), Artillery

Imperial ‘Fusillade’ Volley Gun: 120pts


Kaiser ' Salve ' Salvenkanone
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
Deals 3D6 + 6 Hits), Artillery
Imperial ‘Iron Heart’ Tank: 250pts
kaiserlich ‘eisen herz’ kampfpanzer
Moves ‘7’, Charges ‘7’- T6, W10, S6, I2, A4, 1+ Armour
Save, Dauntless, Deals D6+4 I8 S6 -3 Armour Saves on
Charge ONLY,

Armed with Steam Jet (Auto, ‘9’ teardrop Flamethrower


template, S3, -2 to Armour Saves), Reflex Shots (Steam
Jet), the Iron Heart Tank can also crush enemies in Close
Combat: S6 I2 A4 (Auto Hits) mentioned above and Reduces
enemy Armour Saves by -3, Also armed with Front Cannon
(fires directly in front of Cannon nozzle, Heavy, Guess ‘6’ to
‘24’, S10, deals D6 wounds if Unsaved, CAN fire Grapeshot:
S4 -2 to Armour Saves, ‘9’ teardrop Flamethrower template,
on a Misfire on a 1 before firing the Front Cannon, the Iron
Heart takes 2 unsaved Wounds, See page 18 & 19 (Firing a
Heavy Cannon),
Iron Heart Tank Driver has Black Powder Repeater Pistol
(Auto, ‘24’ S4, 3 shots, Reduces Armour by -1, Also used in
Close Combat), Shooting hits like Snipers (so hits on 2+ in
Close Combat) AND Reflex Shots (S4, -1 to Armour Saves)
Mighty Men of Ryazan:

Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each
and +1 Initiative as is normal for a Charge as they launch a
counter-attack.

Might Makes Right!


Mighty Men of Ryazan Units re-roll misses against units with
the following in their unit title, ‘Gecko’ (including units with
Gecko Handlers or Gecko Platform), ‘Sabretooth’,
‘Mammoth’, ‘Slave Kobold’, ‘Cave Kobold’, ‘Fungal Greenie’,
‘Troll’, ‘Gob’ (like Psycho Gobs), ‘Hoofer’, ‘Bloodhound’,
‘Peasant’ (including Trebuchets), ‘Squire’ and ‘Camelot
Soldier’ in Close Combat. Also applies to Sewer Rat, Army
of Darkness units and Dead Egyptian units

War of the Beard:


Units with ‘Bearded’ in their unit title (including Hunting
Bloodhounds and Cloaked Doomsayers who also count as
‘Bearded’) can re-roll CCR rolls when fighting against non-
Bearded German Empire units. German Empire units which
are not ‘Bearded’ gain Diehards rule when fighting against
‘Bearded’ units, or Dauntless if already Diehards (like
Bloodswords or Teutonic Knights)
Mighty Men of Ryazan Heroic Units:
Limit of 1 Mounted Imperial Count with Sword & Shield
Limit of 1 Ice Monk with Axe and Hammer

Mounted Imperial Count with Sword & Shield: 280pts


berittener kaiserlicher Graf mit Schwert und Schild
Moves ‘9’- T4, W7, S4, I5, A3, 1+ Armour Save, 6+ Dodge
Save, Magical Attacks, Any hits automatically Wound and
Ignore Armour Saves, +1 to hit Bonus in Close Combat,
Cavalry, Dauntless, Re-rolls misses, For the Mightiest!
(Can choose to score a 9 on CCR rolls instead of rolling 2D6.
Granted to all friendly units within ‘12’)

Ice Monk with Axe and Hammer: 325pts


Eismönch mit Axt und Hammer
T4, W3, S6, I5, A4, 4+ Armour Save, 4+ Dodge Save,
Immune to Fire Attacks (also grants this to any unit he
joins), Magical Attacks, A8 on the Charge, Armed with
Hammer and Axe (-3 to Armour AND Numb Saves), Winter
Has Come (Also has 5+ Dodge Save against Magical
Attacks) Each Shooting Phase you can attempt to use TWO
of the following abilities or 1 ability TWICE:
1) Howl of the North (Ice Monk and unit/s he is attached
to gain + ‘3’ to Charges for the rest of the battle),
2) Revenge is Best Served Cold (Deals a S4 -1 to Armour
Saves Hit to all enemy models in base contact with the Ice
Monk. Counts towards Wounds for Close Combat),
3) Chilled As (Roll a 2D6 against your opponent. If you win
this roll, their units in Close Combat with the Ice Monk and
his unit/s will suffer -1 to Hit against them in this Close
Combat Phase),
4) Anger as Courage (Ice Monk and unit/s attached to him
become Dauntless until the end of the battle)
Bearded Knight Lord with 2H Hammer: 165pts
bärtiger Ritterlord mit Zweihandhammer
Moves ‘9’- T5, W3, S5, I5, A4, 2+ Armour Save, Magical
Attacks, Cavalry, Magnificent Beard (‘Dauntless’ AND
can choose to score a 9 on CCR rolls instead of rolling 2D6
but grants this to Bearded Knight units ONLY), +1 to Hit
Bonus in Close Combat, -2 to Armour Saves, S6 -3 to
Armour Saves on Charge ONLY

Mighty Men of Ryazan CORE Units:


Limit of 20 Knights of the East (1 Unit)
Limit of 30 Bearded Teutonic Knights (1 Unit)

Imperial German Spearman with Shield: 4pts


Kaiser Deutsch Spearman mit Schild
T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,
Counter-Charge

Imperial German Halberdier: 4pts


Kaiser Deutsch Hellebardier
T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1, Counter-Charge

Imperial German Swordsman with Shield: 4pts


Kaiser Deutsch Schwertkämpfer mit Schild
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Counter-Charge

Bearded Woodsman with Composite Bow: 5pts, Moves ‘9’


bärtiger Holzfäller mit Composite- Bogen
T3, W1, S3, I3, A1, 6+ Dodge Save, Ambush, +1 to Cover
Saves
Bearded Knight with 2 Handed Hammer: 20pts
bärtigen Ritter mit Zweihand- Hammer
T4, W1, S5, I2, A1, 2+ Armour Save, S6 -3 to Armour Saves
on Charge ONLY, Cavalry, -2 to Armour Saves

Bearded Knight of the East with Lance and Shield: 19pts


bärtiger Ritter des Ostens mit Lanze und Schild
T4, W1, S4, I4, A1, 1+ Armour Save, Cavalry, Charges ‘14’,
S6 and -3 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A2 S4 -1 to
Armour Saves before AND after first Charge

Bearded Militia with 2 Assorted Weapons: 4pts


bärtigen Miliz mit zwei Waffen
T3, W1, S3, I3, A2, 6+ Armour Save, Counter-Charge

Bearded Warrior with 2H Hammer: 5pts


bärtiger Krieger mit Zweihandhammer
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Counter-Charge

Bearded Teutonic Knight with 2 Handed Hammer: 13pts


bärtigen teutonischen Ritter mit
Zweihandhammer
T3, W1, S5, I3, A1, 4+ Armour Save, -2 to Armour Saves,
Diehards, S6 -3 to Armour Saves on the Charge ONLY,
Counter-Charge
Mighty Men of Ryazan Specialist Units:
Limit of 30 Bearded Teutonic Knights (1 Unit)
Limit of 30 Imperial Bloodswords (1 Unit)
Limit of 120 Imperial German Crossbowmen (4 Units)
Limit of 120 Bearded Warriors with Hammers (4 Units)
Limit of 120 Hunting Bloodhounds (4 Units)
Limit of 160 Bearded Militia with 2 Weapons (4 Units)
Limit of 120 Bearded Warriors with 2H Hammers (4 Units)
Limit of 120 Imperial German Spearmen (4 Units)
Limit of 120 Imperial German Halberdiers (4 Units)
Limit of 120 Imperial German Archers (4 Units)

Bearded Teutonic Knight with 2 Handed Hammer: 14pts


bärtigen teutonischen Ritter mit
Zweihandhammer
T3, W1, S5, I3, A1, 4+ Armour Save, -2 to Armour Saves,
Diehards, S6 -3 to Armour Saves on the Charge ONLY,
Counter-Charge, Re-roll misses against Cloven Units,
Death Knight Units, Blood Daimon Units, Pox Daimon Units,
Magic Daimon Units AND Pleasure Daimon Units in Close
Combat

Imperial Bloodsword with 2 Handed Sword: 9pts


kaiserlichen Blut Schwert mit zwei
Handschwert
T3, W1, S5, I0, A1, 4+ Armour Save, Diehards, -2 to
Armour Saves, Counter-Charge

Imperial German Crossbowman: 5pts


Kaiser Deutsch Armbrustschützen
T3, W1, S4, I3, A1, 6+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves)
Bearded Warrior with Hammer & Shield: 6pts, Moves ‘9’
bärtigen Krieger mit Hammer und Schild
T3, W1, S3, I3, A1, 5+ Armour Save, -2 to Armour Saves,
Counter-Charge, Re-roll misses against Cloven Units,
Death Knight Units, Blood Daimon Units, Pox Daimon Units,
Magic Daimon Units AND Pleasure Daimon Units in Close
Combat

Hunting Bloodhound and Mounted Hunter: 7pts, Moves ‘9’


Jagdbluthund und berittener Jäger
T3, W1, S3, I3, A1, No Save, Charges ‘9’, +1 to Cover
Saves, Counter-Charge, Mounted Hunter is T4 W1 S3 I3
A2 5+ Armour Save, Moves ‘9’ and Armed with Spear (S4 -1
to Armour Saves on Charge) and counts as Cavalry,
Bloodhounds and Mounted Hunters re-roll misses against
Hoofers, Norse Warhounds and Blood Daimon Hounds, they
also Moves through Woods without penalty and have +1 to
Cover Saves

Bearded Militia with 2 Assorted Weapons: 5pts, Moves ‘9’


bärtigen Miliz mit zwei Waffen
T3, W1, S3, I3, A2, 6+ Armour Save, Counter-Charge, Re-
roll misses against Cloven Units, Death Knight Units, Blood
Daimon Units, Pox Daimon Units, Magic Daimon Units AND
Pleasure Daimon Units in Close Combat

Bearded Warrior with 2H Hammer: 6pts, Moves ‘9’


bärtiger Krieger mit Zweihandhammer
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Counter-Charge, Re-roll misses against Cloven Units,
Death Knight Units, Blood Daimon Units, Pox Daimon Units,
Magic Daimon Units AND Pleasure Daimon Units in Close
Combat
Imperial German Spearman with Shield: 5pts
Kaiser Deutsch Spearman mit Schild
T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,
Counter-Charge, Re-roll misses against Cloven Units,
Death Knight Units, Blood Daimon Units, Pox Daimon Units,
Magic Daimon Units AND Pleasure Daimon Units in Close
Combat

Imperial German Halberdier: 5pts


Kaiser Deutsch Hellebardier
T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1, Counter-Charge, Re-roll misses against
Cloven Units, Death Knight Units, Blood Daimon Units, Pox
Daimon Units, Magic Daimon Units AND Pleasure Daimon
Units in Close Combat

Imperial German Archer with Composite Bow: 3pts


Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem T3, W1, S3, I3, A1, No Save,
Reflex Shots (S3), Counter-Charge

Mighty Men of Ryazan Heavy Units:


Limit of 30 Cloaked Doomsayers with Flails (2 Units)
Limit of 30 Cloaked Doomsayers with Twin Clubs (2 Units)
Limit of 30 Cloaked Doomsayers with 2H Clubs (2 Units)
Limit of 2 Imperial Heavy Cannons
Limit of 2 Imperial Mortars
Limit of 60 Imperial Handgunners (2 Units)

Cloaked Doomsayer with Flail (Morning Star): 8pts


verhüllt Schwarzseher mit Dreschflegel
( Morgenstern )
Moves ‘9’- T3, W1, S5, I2, A1, 5+ Armour Save, -2 to
Armour Saves, Counter-Charge, Diehards
Cloaked Doomsayer with Twin Clubs: 8pts
getarnter Weltuntergangsjäger mit
Zwillingskeulen
Moves ‘9’- T3, W1, S4, I3, A2, 5+ Armour Save, -1 to
Armour Saves, Counter-Charge, Diehards

Cloaked Doomsayer with 2H Club: 10pts


getarnter Weltuntergangsjäger mit
Zweihandkeule
Moves ‘9’- T3, W1, S6, I0, A1, 5+ Armour Save, -3 to
Armour Saves, Counter-Charge, Diehards

Imperial Heavy Cannon: 100pts


kaiserlichen schweren Kanone
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Imperial Mortar: 80pts


Kaiser Mörtel
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial German Handgunner: 5pts


Kaiser Deutsch Handgunner
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, -1 to Armour Saves), Reflex
Shots (S4, -1 to Armour Saves)
Halfling Defenders of Volga-Bulgaria:

Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each
and +1 Initiative as is normal for a Charge as they launch a
counter-attack.

Halfling Defender Heroic Units (Compulsory):

Insane Imperial Count with Long Blades: 250pts


wahnsinnige imperiale Zählung mit langen
Klingen
Moves ‘9’- T4, W3, S4, I5, A3, 2+ Armour Save, Magical
Attacks, Ignores Armour Saves, Cavalry, Crazed,
Dauntless, Artful in Sword Fighting (+1 to Hit Bonus in
Close Combat, +6 S4 Attacks on Charge with Long Blade
which does NOT have Magical Attack and does NOT Ignore
Armour Saves, +4 S4 Attacks like this when NOT Charging)

Halfling Defender CORE Units:

Imperial German Swordsman with Shield: 4pts


Kaiser Deutsch Schwertkämpfer mit Schild
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Counter-Charge

Imperial German Halberdier with Shield: 5pts


Kaiser Deutsch Hellebardier mit Schild
T3, W1, S4, I3, A1, 5+ Armour Save, Reduces Armour
Saves by -1, Counter-Charge
Imperial German Woodsman with Long Bow: 5pts
kaiserlichen deutschen Waldarbeiter mit
Langbogen
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Ambush, Moves through Woods without penalty, +1
to Cover Saves

Imperial German Archer with Composite Bow: 3pts


Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem T3, W1, S3, I3, A1, No Save,
Reflex Shots (S3), Shooting Hits like Snipers

Imperial German Crossbowman: 5pts


Kaiser Deutsch Armbrustschützen
T3, W1, S4, I3, A1, 6+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves)

Imperial German Handgunner: 5pts


Kaiser Deutsch Handgunner
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Arquebus (Heavy, ‘24’, S4, -2 to Armour Saves),
Reflex Shots (S4, -1 to Armour Saves)

Knight of the Burning Sun with Lance and Shield: 18pts


Ritter der brennenden Sonne mit Lanze und
Schild
T4, W1, S3, I4, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry, Blazing Sun: Enemy units suffer -1 to Hit against
this unit in Reflex Shots. Does not work if there is no
sunlight (e.g. Underground or in Army of Darkness lands).
Halfling Defender Specialist Units:
Limit of 80 Imperial Bloodswords (4 Units)
Limit of 120 Mercenary Halflings with Bows (4 Units)
Limit of 120 Mercenary Halflings with Spears (4 Units)
Limit of 4 Halfling Dinner Catapults

Imperial Bloodsword with 2 Handed Sword: 9pts


kaiserlichen Blut Schwert mit zwei
Handschwert
T3, W1, S5, I0, A1, 4+ Armour Save, Diehards, -2 to
Armour Saves, Counter-Charge

Mercenary Halfling w/ Composite Bow: 5pts, Move ‘9’


Söldner Halbling mit Composite- Bogen
наемник халфлинг с композитного лука
nayemnik khalfling s kompozitnogo luka
T2, W1, S2, I5, A1, 6+ Dodge Save, Armed with Composite
Bows, Reflex Shots (S3), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Moves through Woods without penalty, +1 to Cover Saves,
Quiet Desperation (Dauntless against ALL units from the
Toasted Halfling Masters and ALL units with ‘Halfling’ in their
unit title)

Mercenary Halfling w/ Spear: 3pts, Move ‘9’


Söldner Halbling mit speer
наемник халфлинг с копьем nayemnik khalfling
s kop'yem
T2, W1, S2, I6, A1, 6+ Dodge Save, Moves through Woods
without penalty, S3 vs Cavalry, these models may be armed
with a variety of weapons but all count as Spears, +1 to
Cover Saves, Quiet Desperation
Halfling Dinner Catapult: 100pts
Halbling Abendessen Katapult
халфлинг ужин катапульты khalfling uzhin
katapul'ty
-T2, W1, S2, I5, A1, No Save (3 Halfling Crew)
-T4, W2, S0, I0, A0, No Save (Dinner Catapult)
Soup’s up! (Auto, Guess ’12 – 36’, S3, ‘2’ circle blast,
Ignores Armour Saves. Pick a unit, guess a range and the ‘2’
blast will land at that range. See page 18 for ‘Firing a
Catapult’, Artillery, Quiet Desperation

Halfling Defender Heavy Units:


Limit of 2 Halfling Demi-Tanks

Halfling Demi-Tank: 150pts, Moves ‘7’, Charges ‘7’


Halbling-Halbtank
T6, W6, S5, I2, A0, 1+ Armour Save, Dauntless, Deals D6
I8 S5 -2 Armour Saves on Charge ONLY, Deals 3 S5 -2 to
Armour Save Hits when NOT Charging, Armed with Soup of
the Day (Auto, ‘9’ teardrop Flamethrower template, S5
Ignores Armour Saves, Can be used in Close Combat),
Reflex Shots (Soup of the Day), Terrific (Enemy units
suffer -1 to Hit against them in Close Combat unless:
Dauntless or Terrific)
Also armed with Halfling Dinner Catapult (Auto, Guess ’12
to 36’, S3, ‘2’ circle blast, Ignores Armour Saves. Pick a unit,
guess a range and the ‘2’ blast will land at that range. See
page 18 for ‘Firing a Catapult’, Quiet Desperation
Imperial Vermin Cult:

Known to None, Scorned By All:


This Alliance of German Empire and Sewer Rat units is such
an abomination to all German Empire armies that they re-
roll misses against all units from this army. Units which
already re-roll misses from German Empire will gain +1 to
Hit instead. Sewer Rat armies are impressed by their fellow
Vermin working with the human German Empire and how
this could aid them in their tunnel networking underneath
the German Empire. All Sewer Rat units fighting against the
Imperial Vermin Cult gain the ‘Ambush’ rule.

You’ve Got To Know Someone…


The Imperial Vermin Cult can field armies of 2x the points
value of German Empire or Sewer Rats (e.g. 1500pts of
German Empire against 3000pts of Imperial Vermin
Cultists). If the defenders, vastly outnumbered, can match
their own pts value and kill enough or more, then they will
win (so a 1500pt army of German Empire must survive all 6
Turns or destroy 1500+ pts of Imperial Vermin Cultists)

Cult Like Devotion:


Imperial German and Sewer Rat units with missile weapons
can Shoot into Close Combat with friendly units. All Shooting
attacks will hit, on a 4+ they hit the enemy and on a 1-3
they hit your own units.

Rat Pack:
When Running in the Shooting Phase, Sewer Rat Units can
Run D6 + 2
The Bell tolls for Thee:
Sewer Rat Units (does not include colour variants, who will
shatter: Shadow, Clay, Red, Yellow, Swamp) are Immune to
the ‘Death Bell’ Attack. The Death Bell WILL affect your
German Empire units though and their eardrums will burst!

Imperial Vermin Cult CORE Units:


Imperial German Knights with Lances and Shields
Imperial German Woodsmen with Composite Bows
Imperial German Militia with 2 Assorted Weapons
Imperial German Swordsmen with Shields
Imperial German Spearmen with Shields
Imperial German Halberdiers
Imperial German Crossbowmen
Imperial German Handgunners
Limit of 40 Armoured Sewer Rats with Halberds (1 Unit)
Sewer Rats with Swords and Shields
Sewer Rats with Spears and Shields
Leaping Rats (and Whip Rats)
Tunnel Rats with 2 Blades & Slings
Rat Slaves with Blades & Shields
Rat Slaves with Spears & Shields
Rat Slaves with Slings & Shields
Limit of 5 Rat Hordes (1 Unit)
Limit of 10 Rat Grenadiers with Gas Masks (1 Unit)
Imperial Vermin Cult Specialist Units:
Limit of 80 Nobles with 2 Pistols (4 Units)
Limit of 80 Nobles with Repeater Rifles (4 Units)
Limit of 40 Rat Hulks & 20 Whip Rats (4 Units)
Limit of 120 Rat Monks with Twin Blades (4 Units)
Limit of 40 Rat Sniper Teams (4 Units)
Limit of 60 Cloaked Rats with 2 Blades (4 Units)

Imperial Vermin Cult Heavy Units:


Limit of 30 Doomsayers with Flails (1 Unit)
Limit of 40 Rat Monks with Toxic Flails (2 Units)
Limit of 1 Death Bell
Limit of 4 Vermin Assassins (Can join units which are NOT
Rat Hulks, Rat Hordes, Death Bell or Knights)
Imperial Cult of Beasts:

Known to None, Scorned By All:


This Alliance of German Empire and Cloven units is such an
abomination to all German Empire armies that they re-roll
misses against all units from this army. Units which already
re-roll misses from German Empire will gain +1 to Hit
instead. Cloven armies see their fellow Cloven fighting
alongside the human German Empire as a sign of weakness
and reason to dominate them and show them what a Cloven
Ambush really is. All Cloven units fighting against the
Imperial Cult of Beasts gain the ‘Ambush’ rule.

You’ve Got To Know Someone…


The Imperial Cult of Beasts can field armies of 2x the points
value of German Empire or Cloven (e.g. 1500pts of Cloven
against 3000pts of Imperial Cult of Beasts). If the
defenders, vastly outnumbered, can match their own pts
value and kill enough or more, then they will win (so a
1500pt army of German Empire must survive all 6 Turns or
destroy 1500+ pts of Imperial Vermin Cultists)

Thug Life:
Imperial German units in the Imperial Cult of Beasts all gain
the ‘Ambush’ rule as they set traps for the German Empire
and rival Cloven Warbands.

Horde Migration:
When Running in the Shooting Phase, Cloven Units can Run
D6 + 2. This also applies to their colour variant units (e.g.
Shadow, Clay, Grey and Maroon).
Imperial Cult of Beasts CORE Units:
Imperial German Knights with Lances and Shields
Imperial German Woodsmen with Composite Bows
Imperial German Militia with 2 Assorted Weapons
Imperial German Swordsmen with Shields
Imperial German Spearmen with Shields
Imperial German Halberdiers
Imperial German Crossbowmen
Imperial German Handgunners
Cloven with Twin Axes
Cloven with Axes and Shields
Brayers with Spears and Shields
Armoured Cloven with 2H Axes (Limit of 1 unit per CORE
Cloven/Brayers unit)
Cloven Chariots
Hoofers
Minos with Twin Axes
Minos with 2H Axes
Imperial Cult of Beasts Specialist Units:
Limit of 80 Nobles with 2 Pistols (4 Units)
Limit of 80 Nobles with Repeater Rifles (4 Units)
Limit of 40 Norse Trolls (4 Units)
Limit of 40 Armoured Ogres with 2 Blades (4 Units)
Limit of 40 Armoured Ogres with 2H Axes (4 Units)
Limit of 80 Cloven Centaurs with Spears (4 Units)

Norse Troll with 2 Blades: 38pts


norse troll med to kniver
T5, W3, S5, I1, A4, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Armoured Ogre with 2 Blades: 35pts, Moves ‘9’


pansret ogre med to kniver
T4, W3, S4, I2, A4, 4+ Armour Save, Weak against
Spears, -1 to Armour Saves, Deals 2 I9 S4 hits each on
Charge ONLY

Armoured Ogre with 2 Handed Axe: 40pts, Moves ‘9’


pansret ogre med tohånds øks
T4, W3, S6, I0, A3, 4+ Armour Save, Weak against
Spears, -3 to Armour Saves, Deals 2 I9 S4 hits each on
Charge ONLY
Imperial Cult of Beasts Heavy Units:
Limit of 30 Doomsayers with Flails (1 Unit)
Limit of 40 Thunder Ogres with 2H Axes (4 Units)
Limit of 40 Thunder Ogres with Twin Maces (4 Units)
Limit of 2 Gigantic Thunder Ogres with 2H Axes
Limit of 2 Gigantic Thunder Ogres with Twin Blades
Limit of 2 Horned Giants
Limit of 4 Death Spawn (2 Units)

Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’


torden troll med tohånds Glaive
T4, W4, S7, I1, A4, 4+ Armour Save, -3 to Armour Saves,
Weak against Spears, Thunderstruck: Immune to
Lightning Attacks & Warp Lightning Cannons, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’


torden troll med to Makes
T4, W4, S5, I3, A5, 4+ Armour Save, -2 to Armour Saves,
Weak against Spears, Thunderstruck, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Gigantic Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’


gigantiske torden ogre med tohånds øks
T5, W6, S8, I1, A6, 4+ Armour Save, Crazed, Dauntless,
Weak against Spears, Blademaster, -4 to Armour Saves,
Thunderstruck, Deals 2 I9 S5 hits on Charge ONLY

Gigantic Thunder Ogre with Twin Blades: 220pts


gigantiske torden ogre med to kniver
Moves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save, Crazed,
Dauntless, Weak against Spears, Blademaster, -2 to
Armour Saves, Thunderstruck, Deals 2 I9 S5 hits on
Charge ONLY
The Emperor’s Guard:

Counter-Charge:
When a unit with this rule is Charged at any time, but is NOT
in Close Combat already, the unit will gain +1 Attack each
and +1 Initiative as is normal for a Charge as they launch a
counter-attack.

For the Reich!


Re-rolls Wounds when in Close Combat with enemy units
who are also in Close Combat with the German Emperor
Emperor’s Guard Heroic Units (Compulsory):
Limit of 1 German Emperor on Griffon

German Emperor on Griffon: 540pts


Deutscher Kaiser auf Greifen
Moves ‘10’- T4, W3, S4, I5, A3, 4+ Dodge Save, 3+ Armour
Save, Dauntless, Weak against Spears, Magical Attacks,
Re-rolls misses, Any hits automatically Wound and Ignore
Armour Saves, +1 to hit Bonus in Close Combat, Enemy
units suffer -1 to Hit against the German Emperor and the
Griffon in Shooting, Reflex Shots and Close Combat, Can re-
roll Dodge Saves against Magical Attacks, For the
Emperor! (Can choose to score a 10 on CCR rolls instead of
rolling 2D6. Granted to all friendly units within ‘18’ while
mounted on Griffon)

Griffon Moves ‘10’, T5, W4, S5, I5, A4, 5+ Dodge Save,
Dauntless, Flyers, Weak against Spears, -2 to Armour
Saves, Faithful to the Last! (If the German Emperor is
slain, the Griffon becomes Crazed and becomes A10, Re-
rolls misses in Close Combat against the unit which killed
the Emperor)

Enemy units can target either the German Emperor or the


Griffon at any time, and any attacks with a template
(teardrop or Blast) will hit both the German Emperor AND
the Griffon. If the Griffon is slain then the German Emperor
is placed on the table (in Close Combat if the Griffon was
slain there) and can be represented by a Teutonic Foot
Knight if available, as he is now on foot and NOT longer
Weak Against Spears anymore.
Emperor’s Guard CORE Units:
Limit of 20 Bearded Knights with 2H Hammers (1 Unit)
Limit of 10 Imperial German Woodsmen (1 Unit)

Imperial German Knight with Lance and Shield: 16pts


kaiserlichen deutschen Ritter mit Lanze und
Schild
Германская Империя рыцарь с копьем и щитом
Germanskaya Imperiya rytsar' s kop'yem i
shchitom
T4, W1, S3, I3, A1, 1+ Armour Save, S5 and -2 to Armour
Saves on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A2 S3 before AND after first Charge,
Cavalry

Bearded Knight with 2 Handed Hammer: 20pts


bärtigen Ritter mit Zweihand- Hammer
T4, W1, S5, I2, A1, 2+ Armour Save, S6 -3 to Armour Saves
on Charge ONLY, Cavalry, -2 to Armour Saves, Re-roll
misses against Cloven Units, Death Knight Units, Blood
Daimon Units, Pox Daimon Units, Magic Daimon Units AND
Pleasure Daimon Units in Close Combat

Imperial German Archer with Composite Bow: 3pts


Kaiserlicher deutscher Bogenschütze mit
zusammengesetztem T3, W1, S3, I3, A1, No Save,
Reflex Shots (S3)

Imperial German Woodsman with Composite Bow: 5pts


kaiserlichen deutschen Waldarbeiter mit
Composite- Bogen
Императорское Германское лесоруб с
композитного лука
Imperatorskoye Germanskoye lesorub s
kompozitnogo luka
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Ambush, Moves through Woods without penalty, +1
to Cover Saves
Imperial German Militia with 2 Assorted Weapons: 4pts
Kaiser Deutsch Miliz mit zwei Waffen
Германская Империя милиция двумя руками
Germanskaya Imperiya militsiya dvumya
rukami
T3, W1, S3, I3, A2, No Save, Counter-Charge

Imperial German Swordsman with Shield: 4pts


Kaiser Deutsch Schwertkämpfer mit Schild
Германская Империя фехтовальщик со щитом
Germanskaya Imperiya fekhtoval'shchik so
shchitom
T3, W1, S3, I4, A1, 5+ Armour Save, Re-rolls misses,
Counter-Charge

Imperial German Spearman with Shield: 4pts


Kaiser Deutsch Spearman mit Schild
Германская Империя копьеносец со щитом
Germanskaya Imperiya kop'yenosets so
shchitom
T3, W1, S3, I4, A1, 5+ Armour Save, S4 vs Cavalry,
Counter-Charge

Imperial German Halberdier: 4pts


Kaiser Deutsch Hellebardier
Германская Империя алебардщик
Germanskaya Imperiya alebardshchik
T3, W1, S4, I3, A1, 6+ Armour Save, Reduces Armour
Saves by -1, Counter-Charge

Imperial German Crossbowman: 5pts


Kaiser Deutsch Armbrustschützen
Германская Империя арбалетчик
Germanskaya Imperiya arbaletchik
T3, W1, S4, I3, A1, 6+ Armour Save, Armed with
Crossbows, Reflex Shots (S4, -1 to Armour Saves)
Imperial German Handgunner: 5pts
Kaiser Deutsch Handgunner
Германская Империя handgunner
Germanskaya Imperiya handgunner
T3, W1, S3, I3, A1, 6+ Armour Save, Armed with Black
Powder Rifle (Heavy, ‘24’, S4, -1 to Armour Saves), Reflex
Shots (S4, -1 to Armour Saves)

The following units are now CORE Units:


Royal German Knights
Mounted Teutonic Knights
Imperial Bloodswords
Teutonic Foot Knights
‘Crusader’ Doomsayers with Flails
Imperial German Woodsmen with Composite Bows

Royal German Knight with Lance and Shield: 18pts


Königs deutschen Ritter mit Lanze und Schild
королевская немецкий рыцарь с копьем и щитом
korolevskaya nemetskiy rytsar' s kop'yem i
shchitom
T4, W1, S4, I3, A1, 1+ Armour Save, Cavalry, S6 on
Charge and -3 to Armour Saves on first Charge ONLY, Uses
Sword at ALL other times and can re-roll misses: A1 S4 -1 to
Armour Saves before AND after first Charge, For the Reich!

Mounted Teutonic Knight with Lance and Shield: 18pts


montiert teutonischen Ritter mit Lanze und
Schild
установлен тевтонский рыцарь с копьем и щитом
ustanovlen tevtonskiy rytsar' s kop'yem i shchitom
T4, W1, S4, I4, A1, 1+ Armour Save, S6 on Charge and -3
to Armour Saves on first Charge ONLY, Uses Sword at ALL
other times and can re-roll misses: A2 S4 -1 to Armour
Saves before AND after first Charge, Cavalry, Diehards,
For the Reich!
Teutonic Foot Knight with Sword and Shield: 12pts
teutonischen Ritter zu Fuß mit Schwert und
Schild
Тевтонский ноги рыцарь с мечом и щитом
Tevtonskiy nogi rytsar' s mechom i shchitom
T3, W1, S4, I4, A2, 3+ Armour Save, Re-rolls misses, -1 to
Armour Saves, Diehards, For the Reich!

Imperial Bloodsword with 2 Handed Sword: 9pts


kaiserlichen Blut Schwert mit zwei
Handschwert
Имперский меч кровь с двуручным мечом
Imperskiy mech krov' s dvuruchnym mechom
T3, W1, S5, I0, A1, 4+ Armour Save, Diehards, -2 to
Armour Saves, Counter-Charge, For the Reich!

‘Crusader’ Doomsayer with Flail: 6pts


Kreuzfahrer Schwarzseher mit Dreschflegel
T4, W1, S4, I2, A2, No Save, Dauntless, -1 to Armour
Saves, Has -1 to Hit penalty in Close Combat always

Imperial German Woodsman with Composite Bow: 3pts


kaiserlichen deutschen Waldarbeiter mit
Composite- Bogen
Императорское Германское лесоруб с
композитного лука
Imperatorskoye Germanskoye lesorub s
kompozitnogo luka
Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Reflex Shots
(S3), Ambush, Moves through Woods without penalty, +1
to Cover Saves
Emperor’s Guard Specialist Units:
Limit of 80 Nobles with 2 Pistols (4 Units)
Limit of 80 Nobles with Repeater Rifles (4 Units)
Limit of 4 Imperial Heavy Cannons
Limit of 4 Imperial Mortars

Imperial Heavy Cannon: 100pts


kaiserlichen schweren Kanone
имперской тяжелой пушки imperskoy tyazheloy
pushki
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Cannon)
Heavy Cannon = Guess up to ‘60’, S10, deals D6 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery

Imperial Mortar: 80pts


Kaiser Mörtel
имперская раствор imperskaya rastvor
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Mortar)
Imperial Mortar = Guess ’12 – 48’, S3, ‘5’ circle blast,
Ignores Cover Saves, -1 to Armour Saves. Pick a unit, guess
a range and the ‘5’ blast will land at that range. See page 18
of Army Men PAZCIK Rulebook for ‘Firing a Mortar’, Artillery

Imperial Noble with Repeater Rifle: 10pts, Moves ‘9’


kaiserlichen Adels mit Repeater Gewehr
имперская благородный с винтовкой повторителя
imperskaya blagorodnyy s vintovkoy
povtoritelya
T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry, Armed with
Black Powder Repeater Rifle (Heavy, ‘24’ S4, 3 shots,
Reduces Armour by -1), Dogged
Emperor’s Guard Heavy Units:
Limit of 2 Imperial ‘Fusillade’ Volley Guns
Limit of 30 Doomsayers with Flails (1 Unit)

Imperial ‘Fusillade’ Volley Gun: 120pts


Kaiser ' Salve ' Salvenkanone
имперская ' стрельба ' залп пушки
imperskaya ' strel'ba ' zalp pushki
-T3, W1, S3, I3, A1, No Save (3 Crew)
-T7, W1, S0, I0, A0, No Save (Volley Gun)
Fusillade Volley Gun (Heavy, ‘24’, S5, -2 to Armour Saves,
3D6 + 6 Shots), Artillery

Doomsayer with Flail: 10pts


Schwarzseher mit Dreschflegel
прорицатель конца света с цепом
proritsatel' kontsa sveta s tsepom
T4, W1, S4, I2, A2, No Save, Dauntless, Re-rolls misses,
-1 to Armour Saves
Dead Egyptians
miris ēģiptieši

Seek the Living:


(meklējat dzīvo)
ALL Egyptian Dead models (including Shadow, Yellow,
Royalist, Red and Blue) ALWAYS hit on a 4+ in Shooting and
3+ in Close Combat no matter what.

Sand Dwellers:
(smilšu iedzīvotāji)
Units with this rule can arrive as Reinforcements in
‘Braaaiinnnns’ way adapted from Page 8 of the Army Men
PAZCIK Rulebook: This Unit can arrive by breaking out of
the ground at a point which has already been reached by
friendly Dead Egyptian models

Anger of the Dead:


(Dusmasmirušajiem)
The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’
rule against Dead Egyptian Units and will re-roll wounds
against them in Shooting AND Close Combat

Dead Egyptian CORE Units:

Egyptian Skeleton with Spear & Shield: 2pts


Ēģiptes skelets ar šķēpu un vairogu
T3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, S4 vs
Cavalry, Sand Dwellers

Egyptian Skeleton with Mace & Shield: 2pts


Ēģiptes skelets ar vāli un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Armour
Saves by -2, Dauntless, Sand Dwellers
Egyptian Skeleton with Sword & Shield: 2pts
Ēģiptes skelets ar vāli un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Re-rolls misses,
Dauntless, Sand Dwellers

Egyptian Skeleton with Axe & Shield: 2pts


Ēģiptes skelets ar cirvi un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves
by -2, Dauntless, Sand Dwellers

Egyptian Skeleton with Composite Bow: 2pts


Ēģiptes skelets ar kompozīta priekšgala
T3, W1, S3, I2, A1, 6+ Armour Save, Dauntless, Sand
Dwellers

Egyptian Skeleton Horseman w/ Spear: 10pts


Ēģiptes skelets jātnieks ar šķēpu
T4, W1, S3, I2, A1, 4+ Armour Save, Dauntless, Cavalry,
Also has Shield (included in Armour Save) S4 on Charge
ONLY, Ambush, Sand Dwellers

Egyptian Skeleton Horseman w/ Bow: 9pts


Ēģiptes skelets jātnieks ar priekšgala
T4, W1, S3, I2, A1, 5+ Armour Save, Sand Dwellers,
Dauntless, Cavalry, Armed with Composite Bow (Auto,
‘24’, S3), Ambush

Egyptian Skeleton Chariot: 50pts, Units of 3 – 6


Ēģiptes skelets Chariot
T4, W3, S3, I2, A4, 5+ Armour Save, Sand Dwellers,
Dauntless, Cavalry, Deals D6 I8 S5 -2 to Armour Save
impact Hits each on Charge ONLY, the 2 Skeleton
Charioteers are armed with 2 Composite Bows and the A4
above combines the two Skeleton Horses that pull the
chariot with the 2 Charioteers
Egyptian Skeleton Tribal with Club & Shield: 1.5pts
Ēģiptes skeleta cilts ar klubu un vairogu
T3, W1, S3, I2, A1, 6+ Armour Save, -1 to Armour Saves,
Dauntless, Sand Dwellers

Dead Egyptian Specialist Units:


Limit of 80 Dead Egyptian Vultures (4 Units)
Limit of 120 Pharaoh’s Guard (4 Units)
Limit of 40 Dead Scorpion Swarms (4 Units)
Limit of 10 Dead Egyptian Carrion Birds (1 Unit)

Dead Egyptian Vulture: 12pts, Moves ‘10’


miris Ēģiptes grifs
T4, W2, S4, I3, A3, 6+ Dodge Save, Flyers, Dauntless,
Weak Against Spears

Pharaoh’s Guard with Halberd & Shield: 11pts


Faraona aizsargs ar halberd un vairogu
T4, W1, S5, I3, A1, 5+ Armour Save, Dauntless, Death
Strike, -1 to Armour Saves, Sand Dwellers

Dead Scorpion Swarm: 15pts per Base


miris skorpions bars
T2, W5, S2, I1, A5, 6+ Dodge Save, Dauntless, Poisoned
Attacks, Suffers double Wounds from attacks with a Blast
(‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in
Cover, Immune to ‘Stronger Than’ Rule, Sand Dwellers

Dead Egyptian Carrion Bird: 8pts, Moves ‘10’


miris Ēģiptes leş kuşu
T4, W1, S4, I3, A2, 6+ Dodge Save, Flyers, Dauntless,
Weak Against Spears, -1 to Armour Saves
Dead Egyptian Heavy Units:
Limit of 2 Egyptian Burning Skull Catapults
Limit of 2 Egyptian Burning Skull Heavy Catapults
Limit of 2 Caskets of the Pharaoh, Golden Death Sphinxes
Limit of 4 Sphinxes with Pharaoh Guard Platforms
Limit of 40 Giant Anubites with 2 Handed Glaives (4 Units)
Limit of 40 Giant Anubites with Great Bows (4 Units)
Limit of 40 Sand Serpent Riders (4 Units)
Limit of 4 Egyptian Sand Scorpions
Limit of 2 Armoured Skeleton Giants
Limit of 1 Pharaonic Crown Prince
No Limit on Pharaonic Priests
Limit of 40 Egyptian Skeletons with Pikes (1 Unit)

Egyptian Burning Skull Catapult: 60pts


Ēģiptes dedzināšana galvaskauss katapulta
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Skeleton Crew)
-T7, W1, S0, I0, A0, No Save (Skull Catapult)
Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’
circle blast, Magical, Fire Attack, See page 18 of Army
Men PAZCIK Rulebook for ‘Firing a Catapult’, Dauntless

Egyptian Burning Skull Heavy Catapult: 75pts


Ēģiptes dedzināšana galvaskauss ağır mancınık
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Skeleton Crew)
-T5, W3, S0, I0, A0, No Save (Skull Heavy Catapult)
Burning Skull Heavy Catapult = Heavy, Guess ’12 – 48’,
S4, ‘2’ circle blast, Deals 3 Wounds per hit, Ignores
Armour Saves, Magical, Fire Attack, See page 18 of
Army Men PAZCIK Rulebook for ‘Firing a Catapult’,
Dauntless, Screaming Death (Enemy units which are NOT
Dauntless must pass a CCR roll if they take any casualties
from the Heavy Catapult)
Casket of the Pharaoh: 135pts
zārks no faraons
T10, W3, S5, I3, A2, Dauntless, Bringer of Death:
(Heavy, ‘48’, Magical, Casket rolls 3D6, Enemy unit rolls
2D6 and suffers 1 Wound for each point lost by which
Ignores Armour), Guarded by 2 Pharaoh’s Guard who have
Death Strike, S5 I3 A2 -1 to Armour Saves in total in Close
Combat, Pharaoh’s Revenge: If a Casket is destroyed, roll
a D6 for ALL units (including own and allied) within ‘12’, on
a 4+ they suffer D6 S6 hits which are Magical and Ignore
Armour Saves)

Giant Anubite with Great Bow: 50pts


milzu anubite ar lielu priekšgala
T4, W3, S4, I3, A3, 5+ Armour Save, -1 to enemy Armour
Saves in Close Combat, Anubite Bow (Heavy, ‘30’, S6, -3
to Armour Saves), Weak against Spears, Dauntless,
Causes 1 I9 S4 hit each on Charge ONLY

Giant Anubite with 2 Handed Glaive: 50pts


milzu anubite ar divroku zobens
T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, Causes 1 I9 S4 hit each on Charge ONLY, -3 to
Armour Saves in Close Combat, Dauntless

Sphinx with Pharaoh Guard Platform: 220pts


Sfinksa ar faraons apsardzes platform
T8, W5, S5, I1, A5, 5+ Armour Save, Weak against
Spears, Dauntless, Sphinx has Poisoned Attacks and
Reduces enemy Armour Saves by -2 in Close Combat, Deals
D6 S5 hits in each round of Close Combat by stomping its
foes, Breathes Fire: (Auto, ‘9’ teardrop Flamethrower
template, S4, Fire attack), The 4 Pharaoh’s Guard in the
Platform have a total of S5 I3 A4 -1 to Armour Saves and
Death Strike in Close Combat
Egyptian Sand Scorpion: 85pts
Ēģiptes smiltis skorpions
T5, W3, S4, I3, A4, 4+ Armour Save, 6+ Dodge Save,
Dauntless, Poisoned Attacks, -1 to enemy Armour Saves in
Close Combat, Death Strike, Weak against Clubs, Maces
and Hammers: These weapons are +1S against Sand
Scorpions, Sand Dwellers

Golden Death Sphinx: 235pts, Moves ‘10’


zelta nāve Sfinksa
T8, W5, S5, I1, A5, 5+ Armour Save, Dauntless, Flyer,
Weak against Spears, Death Sphinx has Poisoned Attacks,
reduces enemy Armour Saves by -2 in Close Combat and
has Death Strike, Monster Slayer: 1 attack can be chosen
in each round of Close Combat and will be S10 and will
destroy any Infantry, Cavalry or Flyer model if unsaved

Sand Serpent Rider with Halberd: 60pts


smilšu čūska braucējs ar halberd
T4, W3, S5, I3, A2, 3+ Armour Save, Dauntless, Cavalry,
Rider has Death Strike and Reduces Armour Saves by -1,
Sand Serpent is S5 I3 A3 and has Poisoned Attacks and
Reduces Armour Saves by -1, Sand Dwellers, Causes 2 I9
S5 hits each on Charge ONLY

Sand Serpent Hunter with Halberd: 55pts


smilšu čūska mednieks ar halberd
T4, W3, S5, I3, A2, 5+ Armour Save, Dauntless, Cavalry,
-3 to Armour Saves, Causes 2 I9 S5 hits each on Charge
ONLY, Golden Death Mask: Roll a D6 before using this, on
a 1 the Serpent Hunter unit suffers 3 Unsaved wounds:
Auto, ‘8’, Strength = D6+4, Magical, Deals D6 hits each,
Ignores Armour), Sand Dwellers
Armoured Skeleton Giant: 170pts
bruņu skelets milzu
T6, W5, S6, I1, A5, 5+ Armour Save, Dauntless, Weak
against Spears, Also Deals D6 S6 -3 to Armour Saves hits
each round of Close Combat, Endless Carnage: When
attacking in Close Combat (A5 or A6 on Charge), the
Skeleton Giant reduces enemy Armour Saves by -3 and
receives +1 Attack for each unsaved wound caused, up to
MAX of +6 Attacks

Pharaonic Crown Prince (Pharaoh’s Will): 300pts


Firavun tacı prens (firavunun isteği)
T5, W4, S5, I4, A4, No Save, Pharaoh’s Will (This ability
can be used ONCE in your Turn and ONCE in your
opponent’s Turn. Any Dead Egyptian unit within ‘12’
targeted by this ability gains + 1 Attack in Close Combat),
+1 to Hit Bonus in Close Combat, -2 to Armour Saves in
Close Combat, Dauntless

Pharaonic Priest (Vigour of Pharaoh): 40pts


Firavunlara rahip (firavun canlılığı)
T3, W1, S4, I3, A2, No Save, Vigour of Pharaoh (This
ability is used ONCE in your Turn. Any Dead Egyptian unit
targeted by this ability gains + ‘6’ to their Move in the
Movement Phase), Dauntless
Pharaonic Priest (Vengeance of Pharaoh): 50pts
Firavunlara rahip (firavunun intikamı)
T3, W1, S4, I3, A2, No Save, Vengeance of Pharaoh (This
ability is used ONCE in your Turn and ONCE in the enemy
Close Combat Phase if applicable. A Dead Egyptian unit with
Bows of any kind or an Egyptian Burning Skull Catapult will
be able to Shoot TWICE in the Shooting Phase. Any Dead
Egyptian unit targeted by this ability gains +1 Attack in
Close Combat and this will work in your Opponent’s Close
Combat Phase), Dauntless

Pharaonic Priest (Sand Wall): 50pts


Firavunlara rahip (kum duvar)
T3, W1, S4, I3, A2, No Save, Sand Wall (This ability is used
ONCE in your Shooting Phase. Roll 2D6, on a 7+ an enemy
unit within ‘18’ suffers D6 S4 Hits which Ignore Armour
Saves. They are also affected by the ‘Slow’ rule in their
Turn), Dauntless

Pharaonic Priest (Fear of Death): 50pts


Firavunlara rahip (ölüm korkusu )
T3, W1, S4, I3, A2, No Save, Fear of Death (This ability is
used ONCE in your Shooting Phase. Roll 2D6, on a 7+ an
enemy unit within ‘24’ must pass a CCR roll with a -1
penalty to their result. If they fail they are destroyed. This
ability does NOT work on Dauntless units. Diehards units roll
3D6 as this is a CCR roll), Dauntless

Pharaonic Priest (Seek): 50pts


Firavunlara rahip (Aramak)
T3, W1, S4, I3, A2, No Save, Seek (This ability is used
ONCE in your Shooting Phase. Roll 2D6, on a 7+ the
Pharaonic Priest can target an enemy unit he can see within
‘24’ and this unit suffers 2D6 S4 Hits from Death Serpents
which Ignore Armour Saves, Magical Attacks), Dauntless
Pharaonic Priest (Summoner): 45pts
Firavunlara rahip (Ulak)
T3, W1, S4, I3, A2, No Save, Dauntless, Each Shooting
Phase you can attempt to use the following abilities as many
times as you wish until you fail the roll on a D6/2D6/3D6):
1) Summon Skeletons (Roll D6, on a 4+ you add D6
Egyptian Skeletons / Egyptian Skeletons with Bows to an
existing unit, Summoned Skeletons are equipped in the
same way as their existing unit),
2) Summon Pharaoh’s Guard (Roll 2D6, on a 7+ you add
D6 Pharaoh’s Guard to an existing unit. Summoned
Pharaoh’s Guard are equipped in the same way as their
existing unit)
3) Summon Skeleton Cavalry (Roll 3D6, on a 10+ you roll
another D6 and add to an existing unit. On a 1-2 = 2
Skeleton Horsemen, 3-4 = 4 Skeleton Horsemen. 5-6 = 6
Skeleton Horsemen / 1 Chariot)

Pharaonic Priest (Dead Sands): 125pts


Firavunlara rahip (Gizli ölü)
T3, W1, S4, I3, A2, No Save, Dead Sands (This ability is
used ONCE per Battle in your Shooting Phase. You can
summon a unit of 6 Egyptian Skeleton Chariots / 18
Egyptian Skeleton Horsemen with Spears or 20 Egyptian
Skeleton Horsemen with Bows / 30 Egyptian Skeletons / 18
Pharaoh’s Guard within ‘12’ of this unit), Dauntless

Egyptian Skeleton with Pike: 4pts


Ēģiptes skelets ar līdaku
T3, W1, S3, I4, A1, 6+ Armour Save, Dauntless, Armed
with Pikes (Counts as Spears, S4 I8 -1 to Armour Saves
against Cavalry and Ogres, they can attack when within ‘4’
of a friendly model in base-to-base contact rather than
within ‘2’), Sand Dwellers
Shadow Dead Egyptians:
(Gölge ölü Mısırlılar)
Painted mainly in Black colours

Seeing Shadows
(redzēt ēnas)
Shadow Egyptian Dead models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Bezbailīgs)
ALL Shadow Egyptian Dead models have the Dauntless rule.
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Shadow Dead Egyptian
Units and will re-roll wounds against them in Shooting AND
Close Combat

Shadow Dead Egyptian CORE Units:


Shadow Egyptian Skeleton with Spear & Shield: 2pts
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry

Shadow Egyptian Skeleton with Mace & Shield: 2pts


T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Armour
Saves by -2
Shadow Egyptian Skeleton with Sword & Shield: 2pts
T3, W1, S3, I2, A1, 5+ Armour Save, Re-rolls misses

Shadow Egyptian Skeleton with Axe & Shield: 2pts


T3, W1, S3, I2, A1, 5+ Armour Save, Reduces Numb Saves
by -2

Shadow Egyptian Skeleton with Composite Bow: 2pts


T3, W1, S3, I2, A1, 6+ Armour Save

Shadow Egyptian Skeleton Horseman w/ Spear: 10pts


T4, W1, S3, I2, A1, 4+ Armour Save, Cavalry, Also has
Shield (included in Armour Save) S4 on Charge ONLY

Shadow Egyptian Skeleton Horseman w/ Bow: 9pts


T4, W1, S3, I2, A1, 5+ Armour Save, Cavalry, Armed with
Composite Bow (Auto, ‘24’, S3)

Shadow Egyptian Skeleton Chariot: 50pts, Units of 3 – 6


T4, W3, S3, I2, A4, 5+ Armour Save, Cavalry, Deals D6 I8
S5 -2 to Armour Save impact Hits each on Charge ONLY, the
2 Skeleton Charioteers are armed with 2 Composite Bows
and the A4 above combines the two Skeleton Horses that
pull the chariot with the 2 Charioteers

Shadow Dead Egyptian Specialist Units:


Limit of 50 Dead Egyptian Vultures, Pharaoh’s Guard
Limit of 40 Dead Scorpion Swarms

Shadow Dead Egyptian Vulture: 12pts, Moves ‘10’


T4, W2, S4, I3, A3, 6+ Dodge Save, Flyers, Weak Against
Spears

Shadow Pharaoh’s Guard with Halberd & Shield: 11pts


T4, W1, S5, I3, A1, 5+ Armour Save, -1 to Armour Saves
Shadow Dead Scorpion Swarm: 15pts per Base
T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,
‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover,
Immune to ‘Stronger Than’ Rule

Shadow Dead Egyptian Heavy Units:


Limit of 2 Burning Skull Catapults
Limit of 2 Golden Death Sphinxes
Limit of 4 Sphinxes with Pharaoh Guard Platforms
Limit of 40 Giant Anubites with 2 Handed Glaives, Giant
Anubites with Great Bows AND 40 Sand Serpent Riders
Limit of 4 Egyptian Sand Scorpions
Limit of 2 Armoured Skeleton Giants

Shadow Egyptian Burning Skull Catapult: 60pts


-T3, W1, S3, I2, A1, 6+ Armour Save (3 Skeleton Crew)
-T7, W1, S0, I0, A0, No Save (Skull Catapult)
Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’
circle blast, Fire Attack, See page 18 of Army Men PAZCIK
Rulebook for ‘Firing a Catapult’, Dauntless, Artillery (Crew
is hit on 6 by normal units in Shooting and on 5+ by units
with Shooting Hits like Snipers)

Shadow Giant Anubite with Great Bow: 50pts


T4, W3, S4, I3, A3, 5+ Armour Save, Anubite Bow (Heavy,
‘30’, S6, -3 to Armour Saves), Weak against Spears

Shadow Giant Anubite with 2 Handed Glaive: 50pts


T4, W3, S6, I0, A3, 5+ Armour Save, Weak against
Spears, -2 to Armour Saves in Close Combat
Shadow Sphinx with Pharaoh Guard Platform: 220pts
T8, W5, S5, I1, A5, 5+ Armour Save, Weak against
Spears, Sphinx has Poisoned Attacks and Reduces enemy
Armour Saves by -2 in Close Combat, Deals D6 S5 hits in
each round of Close Combat by stomping its foes

Shadow Egyptian Sand Scorpion: 85pts


T5, W3, S4, I3, A4, 4+ Armour Save, Poisoned Attacks, -1
to enemy Armour Saves in Close Combat, Death Strike,
Weak against Clubs, Maces and Hammers: These
weapons are +1S against Sand Scorpions

Shadow Golden Death Sphinx: 235pts, Moves ‘10’


T8, W5, S5, I1, A5, 5+ Armour Save, Dauntless, Flyer,
Weak against Spears, Death Sphinx has Poisoned Attacks,
reduces enemy Armour Saves by -2 in Close Combat and
has Death Strike

Shadow Sand Serpent Rider with Halberd: 60pts


T4, W3, S5, I3, A2, 3+ Armour Save, Cavalry, Rider
Reduces Armour Saves by -1, Sand Serpent is S5 I3 A3 and
has Poisoned Attacks and Reduces Armour Saves by -1,

Shadow Sand Serpent Hunter with Halberd: 55pts


T4, W3, S5, I3, A2, 5+ Armour Save, Cavalry, -2 to Armour
Saves

Shadow Armoured Skeleton Giant: 170pts


T6, W5, S6, I1, A5, 5+ Armour Save, Weak against
Spears, Also Deals D6 S6 -3 to Armour Saves hits each
round of Close Combat
Yellow Dead Egyptians:
(Sarı ölü Mısırlılar):
Painted mainly in Yellow & gold colours of all shades

Two for the Price of One:


(divi par viena cenu)
Yellow Dead Egyptian models all have enhanced durability,
in the form of extra Wounds on their profile and, as a
consequence of this, have reduced Saves where relevant (-
1). This will be always be included in the rules and stats for
a unit.

Dauntless
ALL Yellow Egyptian Dead models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Yellow Dead Egyptian
Units and will re-roll wounds against them in Shooting AND
Close Combat

Yellow Dead Egyptian CORE Units:


Yellow Egyptian Skeleton with Spear & Shield: 2pts
T3, W2, S3, I3, A1, 6+ Armour Save, S4 vs Cavalry

Yellow Egyptian Skeleton with Mace & Shield: 2pts


T3, W2, S3, I2, A1, 6+ Armour Save, Reduces Armour
Saves by -2

Yellow Egyptian Skeleton with Sword & Shield: 2pts


T3, W2, S3, I2, A1, 6+ Armour Save, Re-rolls misses
Yellow Egyptian Skeleton with Axe & Shield: 2pts
T3, W2, S3, I2, A1, 6+ Armour Save, Reduces Numb Saves
by -2

Yellow Egyptian Skeleton with Composite Bow: 2pts


T3, W2, S3, I2, A1, No Save

Yellow Egyptian Skeleton Horseman w/ Spear: 10pts


T4, W2, S3, I2, A1, 5+ Armour Save, Cavalry, Also has
Shield (included in Armour Save) S4 on Charge ONLY

Yellow Egyptian Skeleton Horseman w/ Bow: 9pts


T4, W2, S3, I2, A1, 6+ Armour Save, Cavalry, Armed with
Composite Bow (Auto, ‘24’, S3)

Yellow Egyptian Skeleton Chariot: 50pts, Units of 3 – 6


T4, W4, S3, I2, A4, 6+ Armour Save, Cavalry, Deals D6 I8
S5 -2 to Armour Save impact Hits each on Charge ONLY, the
2 Skeleton Charioteers are armed with 2 Composite Bows
and the A4 above combines the two Skeleton Horses that
pull the chariot with the 2 Charioteers

Yellow Dead Egyptian Specialist Units:


Limit of 50 Dead Egyptian Vultures, Pharaoh’s Guard
Limit of 40 Dead Scorpion Swarms

Yellow Dead Egyptian Vulture: 12pts, Moves ‘10’


T4, W3, S4, I3, A3, No Save, Flyers, Weak Against
Spears

Yellow Pharaoh’s Guard with Halberd & Shield: 11pts


T4, W2, S5, I3, A1, 6+ Armour Save, -1 to Armour Saves
Yellow Dead Scorpion Swarm: 15pts per Base
T2, W6, S2, I1, A5, No Save, Poisoned Attacks, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Yellow Dead Egyptian Heavy Units:


Limit of 2 Burning Skull Catapults
Limit of 2 Golden Death Sphinxes
Limit of 4 Sphinxes with Pharaoh Guard Platforms
Limit of 40 Giant Anubites with 2 Handed Glaives, Giant
Anubites with Great Bows AND 40 Sand Serpent Riders
Limit of 4 Egyptian Sand Scorpions
Limit of 2 Armoured Skeleton Giants

Yellow Egyptian Burning Skull Catapult: 60pts


-T3, W2, S3, I2, A1, No Save (3 Skeleton Crew)
-T7, W2, S0, I0, A0, No Save (Skull Catapult)
Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’
circle blast, Fire Attack, See page 18 of Army Men PAZCIK
Rulebook for ‘Firing a Catapult’, Dauntless, Artillery

Yellow Giant Anubite with Great Bow: 50pts


T4, W4, S4, I3, A3, 6+ Armour Save, Anubite Bow (Heavy,
‘30’, S6, -3 to Armour Saves), Weak against Spears

Yellow Giant Anubite with 2 Handed Glaive: 50pts


T4, W4, S6, I0, A3, 6+ Armour Save, Weak against
Spears, -2 to Armour Saves in Close Combat

Yellow Sphinx with Pharaoh Guard Platform: 220pts


T8, W6, S5, I1, A5, 6+ Armour Save, Weak against
Spears, Sphinx has Poisoned Attacks and Reduces enemy
Armour Saves by -2 in Close Combat, Deals D6 S5 hits in
each round of Close Combat by stomping its foes
Yellow Egyptian Sand Scorpion: 85pts
T5, W4, S4, I3, A4, 5+ Armour Save, Poisoned Attacks, -1
to enemy Armour Saves in Close Combat, Death Strike,
Weak against Clubs, Maces and Hammers: These
weapons are +1S against Sand Scorpions

Yellow Golden Death Sphinx: 235pts, Moves ‘10’


T8, W6, S5, I1, A5, 6+ Armour Save, Dauntless, Flyer,
Weak against Spears, Death Sphinx has Poisoned Attacks,
reduces enemy Armour Saves by -2 in Close Combat and
has Death Strike

Yellow Sand Serpent Rider with Halberd: 60pts


T4, W4, S5, I3, A2, 4+ Armour Save, Cavalry, Rider
Reduces Armour Saves by -1, Sand Serpent is S5 I3 A3 and
has Poisoned Attacks and Reduces Armour Saves by -1,

Yellow Sand Serpent Hunter with Halberd: 55pts


T4, W4, S5, I3, A2, 6+ Armour Save, Cavalry, -2 to Armour
Saves

Yellow Armoured Skeleton Giant: 170pts


T6, W6, S6, I1, A5, 6+ Armour Save, Weak against
Spears, Also Deals D6 S6 -3 to Armour Saves hits each
round of Close Combat
Royalist Dead Egyptians:
(Kralcı ölü Mısırlılar):
Painted mainly in Whites

Volley Fire
(Volley uguns)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(Ierakties)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s
statistics.

Dauntless
ALL Royalist Egyptian Dead models have the Dauntless rule.
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Royalist Dead Egyptian
Units and will re-roll wounds against them in Shooting AND
Close Combat
Royalist Dead Egyptian CORE Units:

Royalist Egyptian Skeleton with Composite Bow: 2pts


T3, W1, S3, I2, A1, 6+ Armour Save, Volley Fire (Fires 2
Shots in Shooting Phase), Entrench

Royalist Egyptian Skeleton Horseman w/ Bow: 9pts


T4, W1, S3, I2, A1, 5+ Armour Save, Cavalry, Armed with
Composite Bow (Auto, ‘24’, S3), Volley Fire (Fires 2 Shots
in Shooting Phase), Entrench

Royalist Dead Egyptian Heavy Units:


Limit of 40 Giant Anubites with Great Bows

Royalist Giant Anubite with Great Bow: 50pts


T4, W3, S4, I3, A3, 5+ Armour Save, Anubite Bow (Heavy,
‘30’, S6, -3 to Armour Saves), Weak against Spears,
Volley Fire (Fires 2 shots in Shooting Phase), Entrench
Red Dead Egyptians:
(Kırmızı ölü Mısırlılar):
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(sarkanā armija)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Dauntless
ALL Red Egyptian Dead models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Red Dead Egyptian Units
and will re-roll wounds against them in Shooting AND Close
Combat

Red Dead Egyptian CORE Units:


Red Egyptian Skeleton with Spear & Shield: 2pts
T3, W1, S3, I3, A1, 5+ Armour Save, 6+ Numb Save, S4 vs
Cavalry

Red Egyptian Skeleton with Mace & Shield: 2pts


T3, W1, S3, I2, A1, 5+ Armour Save, 6+ Numb Save,
Reduces Armour Saves by -2

Red Egyptian Skeleton with Sword & Shield: 2pts


T3, W1, S3, I2, A1, 5+ Armour Save, 6+ Numb Save, Re-
rolls misses
Red Egyptian Skeleton with Axe & Shield: 2pts
T3, W1, S3, I2, A1, 5+ Armour Save, 6+ Numb Save,
Reduces Numb Saves by -2

Red Egyptian Skeleton with Composite Bow: 2pts


T3, W1, S3, I2, A1, 6+ Armour Save, 6+ Numb Save

Red Egyptian Skeleton Horseman w/ Spear: 8pts


T4, W1, S3, I2, A1, 4+ Armour Save, Cavalry, Also has
Shield (included in Armour Save) S4 on Charge ONLY

Red Egyptian Skeleton Horseman w/ Bow: 7pts


T4, W1, S3, I2, A1, 5+ Armour Save, Cavalry, Armed with
Composite Bow (Auto, ‘24’, S3)

Red Dead Egyptian Specialist Units:


Limit of 50 Dead Egyptian Vultures, Pharaoh’s Guard
Limit of 40 Dead Scorpion Swarms

Red Dead Egyptian Vulture: 10pts, Moves ‘10’


T4, W2, S4, I3, A3, 6+ Dodge Save, Flyers, Weak Against
Spears

Red Pharaoh’s Guard with Halberd & Shield: 9pts


T4, W1, S5, I3, A1, 5+ Armour Save, -1 to Armour Saves

Red Dead Scorpion Swarm: 13pts per Base


T2, W5, S2, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,
‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover,
Immune to ‘Stronger Than’ Rule
Blue Dead Egyptians:
(Mavi ölü Mısırlılar):
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(personiskā teleporter)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Dauntless
ALL Blue Egyptian Dead models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Blue Dead Egyptian Units
and will re-roll wounds against them in Shooting AND Close
Combat

Blue Dead Egyptian CORE Units:


Blue Egyptian Skeleton with Spear & Shield: 3pts
T3, W1, S3, I3, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry

Blue Egyptian Skeleton with Mace & Shield: 3pts


T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -2

Blue Egyptian Skeleton with Sword & Shield: 3pts


T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save, Re-
rolls misses
Blue Egyptian Skeleton with Axe & Shield: 3pts
T3, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
Reduces Numb Saves by -2

Blue Egyptian Skeleton with Composite Bow: 3pts


T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save

Blue Egyptian Skeleton Horseman w/ Spear: 11pts


T4, W1, S3, I2, A1, 4+ Armour Save, 5+ Numb Save,
Cavalry, Also has Shield (included in Armour Save) S4 on
Charge ONLY

Blue Egyptian Skeleton Horseman w/ Bow: 10pts


T4, W1, S3, I2, A1, 5+ Armour Save, 5+ Numb Save,
Cavalry, Armed with Composite Bow (Auto, ‘24’, S3)

Blue Egyptian Skeleton Chariot: 51pts, Units of 3 – 6


T4, W3, S3, I2, A4, 5+ Armour Save, 5+ Numb Save,
Cavalry, Deals D6 I8 S5 -2 to Armour Save impact Hits
each on Charge ONLY, the 2 Skeleton Charioteers are armed
with 2 Composite Bows and the A4 above combines the two
Skeleton Horses that pull the chariot with the 2 Charioteers

Blue Dead Egyptian Specialist Units:


Limit of 50 Dead Egyptian Vultures, Pharaoh’s Guard
Limit of 40 Dead Scorpion Swarms

Blue Dead Egyptian Vulture: 13pts, Moves ‘10’


T4, W2, S4, I3, A3, 6+ Dodge Save, 5+ Numb Save, Flyers,
Weak Against Spears

Blue Pharaoh’s Guard with Halberd & Shield: 12pts


T4, W1, S5, I3, A1, 5+ Armour Save, 5+ Numb Save, -1 to
Armour Saves
Blue Dead Scorpion Swarm: 16pts per Base
T2, W5, S2, I1, A5, 6+ Dodge Save, 5+ Numb Save,
Poisoned Attacks, Suffers double Wounds from attacks with
a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save
when in Cover, Immune to ‘Stronger Than’ Rule

Blue Dead Egyptian Heavy Units:


Limit of 2 Burning Skull Catapults
Limit of 2 Golden Death Sphinxes
Limit of 4 Sphinxes with Pharaoh Guard Platforms
Limit of 40 Giant Anubites with 2 Handed Glaives, Giant
Anubites with Great Bows AND 40 Sand Serpent Riders
Limit of 4 Egyptian Sand Scorpions
Limit of 2 Armoured Skeleton Giants

Blue Egyptian Burning Skull Catapult: 61pts


-T3, W1, S3, I2, A1, 6+ Armour Save, 5+ Numb Save (3
Skeleton Crew)
-T7, W1, S0, I0, A0, No Save (Skull Catapult)
Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’
circle blast, Fire Attack, See page 18 of Army Men PAZCIK
Rulebook for ‘Firing a Catapult’, Dauntless, Artillery (Crew
is hit on 6 by normal units in Shooting and on 5+ by units
with Shooting Hits like Snipers)

Blue Giant Anubite with Great Bow: 51pts


T4, W3, S4, I3, A3, 5+ Armour Save, 5+ Numb Save,
Anubite Bow (Heavy, ‘30’, S6, -3 to Armour Saves), Weak
against Spears

Blue Giant Anubite with 2 Handed Glaive: 51pts


T4, W3, S6, I0, A3, 5+ Armour Save, 5+ Numb Save, Weak
against Spears, -2 to Armour Saves in Close Combat
Blue Sphinx with Pharaoh Guard Platform: 221pts
T8, W5, S5, I1, A5, 5+ Armour Save, 5+ Numb Save, Weak
against Spears, Sphinx has Poisoned Attacks and Reduces
enemy Armour Saves by -2 in Close Combat, Deals D6 S5
hits in each round of Close Combat by stomping its foes

Blue Egyptian Sand Scorpion: 86pts


T5, W3, S4, I3, A4, 4+ Armour Save, 5+ Numb Save,
Poisoned Attacks, -1 to enemy Armour Saves in Close
Combat, Death Strike, Weak against Clubs, Maces and
Hammers: These weapons are +1S against Sand Scorpions

Blue Golden Death Sphinx: 236pts, Moves ‘10’


T8, W5, S5, I1, A5, 5+ Armour Save, 5+ Numb Save,
Dauntless, Flyer, Weak against Spears, Death Sphinx
has Poisoned Attacks, reduces enemy Armour Saves by -2 in
Close Combat and has Death Strike

Blue Sand Serpent Rider with Halberd: 61pts


T4, W3, S5, I3, A2, 3+ Armour Save, 5+ Numb Save,
Cavalry, Rider Reduces Armour Saves by -1, Sand Serpent
is S5 I3 A3 and has Poisoned Attacks and Reduces Armour
Saves by -1

Blue Sand Serpent Hunter with Halberd: 56pts


T4, W3, S5, I3, A2, 5+ Armour Save, 5+ Numb Save,
Cavalry, -2 to Armour Saves

Blue Armoured Skeleton Giant: 171pts


T6, W5, S6, I1, A5, 5+ Armour Save, 5+ Numb Save Weak
against Spears, Also Deals D6 S6 -3 to Armour Saves hits
each round of Close Combat
Aristocratic Dead Egyptians:

Seek the Living:


ALL Aristocratic Dead Egyptian models (including Shadow,
Yellow, Royalist, Red and Blue) ALWAYS hit on a 4+ in
Shooting and 3+ in Close Combat no matter what.

Sand Dwellers:
Units with this rule can arrive as Reinforcements in
‘Braaaiinnnns’ way adapted from Page 8 of the Army Men
PAZCIK Rulebook: This Unit can arrive by breaking out of
the ground at a point which has already been reached by
friendly Dead Egyptian models

Anger of the Dead:


The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’
rule against Aristocratic Dead Egyptian Units and will re-roll
wounds against them in Shooting AND Close Combat

Aristocratic Dead Egyptian CORE Units:


As normal for Dead Egyptians

Aristocratic Dead Egyptian Specialist Units:


As normal for Dead Egyptians

Aristocratic Dead Egyptian Heavy Units:


As normal for Dead Egyptians
Aristocratic Dead Egyptian Allied Units:
25% of your Army Points Value:
Units from Army of Darkness (without restrictions)
(Night Wolves of Doom, Night Zombies, Night Ghouls, Night
Wolves, Night Skeletons, Night Bats, Armoured Night
Skeletons, Giant Bats of the Night, Death Carts, Night
Mummies, Night Skeleton Chariots, Night Skeleton
Horsemen, Dead Knights, Night Ghosts, Mounted Dead
Knights, Spectre Hosts, Giant Night Ghouls, Winged Vyres,
Mounted Reaper Wraiths, Royal Gargoyles, Vyre Knights,
Werewolves with Bat Wings, Reaper Coach, Night Wraiths,
Night Banshees, Dead Dragons, Vyre Throne of the Night,
Spirit Engine of the Dead, Necromancers, Aristocratic Vyres,
Aristocratic Vyre Counts & Aristocratic Vyre Lords)
Magic Daimons
Dreq Magikje
Portal Reinforcements:
(përforcimet portal)
Magic Daimon Reinforcements can arrive through Portals
and can be teleported onto the battlefield within ‘6’ of a
friendly Magic Daimon unit. The friendly units act as beacon
for the portal technology to focus in on

Not from around Here:


(jo nga rreth këtu)
ALL Magic Daimon Units have Magical Attacks

Enemy of the Diseased:


(armik isëmurë)
Re-rolls misses against Pox Daimon Units in Close Combat

Magic Daimon CORE Units:

Magic Fire Daimon: 9pts


dreq magjike zjarri
T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Magic Melee Daimon: 5pts


dreq magjike përleshje
T3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless

Anubite Fire Daimon with Staff: 12pts


dreq zjarrit anubit me stafin
T3, W1, S4, I4, A2, 4+ Dodge Save, Armed with Fire Staff
(Auto, ‘24’, S4, 2 shots, Fire attack) Dauntless
Magic Daimon Specialist Units:
Limit of 27 Flying Manta Daimons, Firebrain Daimons
Limit of 60 Tormentor Daimons of Illusion

Tormentor Daimon of Illusion: 6pts, Moves ‘10’


vuajtje dreq e iluzionit
T3, W1, S4, I4, A1, 4+ Dodge Save, Flyer, Dauntless

Flying Manta Daimon: 18pts, Moves ‘12’


fluturues dreq Manta
T4, W2, S4, I4, A3, 4+ Dodge Save, Flyer, Dauntless, Fire
attacks, Swooping Season: If the Flying Manta Daimon
Unit moves over 1 or more enemy Units in the Movement
Phase that are NOT in Close Combat, it can swoop them and
the Manta Daimons deal 2 S4 hits each, Hit and Run
(Allowed to Run AFTER using Swooping Season), Weak
Against Spears

Firebrain Daimon: 23pts, Moves ‘12’


dreq trurit zjarri
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves), Fire attacks, Flyer, Dauntless

Magic Daimon Heavy Units:


Limit of 1 Magic Daimon Overlord
Limit of 2 Winged Magic Daimon Princes, Illusion Behemoths
Limit of 3 Daimon Chariots of Fire

Winged Daimon Overlord of Magic: 230pts, Moves ‘10’


zot krahë dreq magji
T6, W5, S6, I6, A5, 3+ Dodge Save, Flyer, Weak against
Spears, Ignores Armour Saves in Close Combat, Magical
Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour
Saves), Shooting hits like Snipers, Reflex Shots (Magical
Staff)
Winged Daimon Prince of Illusion: 165pts
prince krahë dreq e iluzionit
Moves ‘10’- T5, W4, S6, I8, A5, 4+ Dodge Save, Monstrous
Hands: Ignores Armour Saves in Close Combat, Flyer,
Weak against Spears, Dauntless, +1 to Hit Bonus in
Close Combat, Daimon Firestorm (Roll 3D6, on a 10+, it
drops a ‘2’ Blast on an enemy unit within ‘24’, which is S5 -2
to Armour Saves, Magical and Fire Attacks. For every
unsaved Wound, 1 Magic Fire Daimon is created within ‘3’ of
the enemy unit. This ability does NOT affect
Vehicles/Juggernauts)

Magic Daimon Chariot of Fire: 90pts, Moves ‘9’


qerre magjike dreq e zjarrit
T4, W4, S4, I4, A4, 4+ Dodge Save, D6 I8 S5 -2 to Armour
Save hits on Charge ONLY then fights as normal, Fire
attacks, Cavalry, Dauntless, Firebrain Rider has Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves) Can use this INSTEAD of its Close Combat
attacks (S4 I4 A4 above), The 2 Flying Manta Daimons
pulling the Chariot have S4, I4, A6 in total in Close Combat
and the 3 Magic Melee Daimons aboard have S3 I6 A6 in
total in Close Combat

Illusion Behemoth with Claws: 160pts


gjigandit iluzion me ktherat
T13, W4, S6, I1, A4, 4+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop
Flamethrower Template, S6, Reduces Armour Saves by -3)
Pink Magic Daimons:
Dreq Rozë Magjike
Painted in shades of pink and spread throughout all models

Horrors from Outer Space


(šausmas no kosmosa)
Pink Units have enhanced close combat statistics (Initiative
and Attacks) and they pay a higher points cost to
accommodate this. Also, they NEVER receive an Initiative or
Attack Bonus when Charging; they already have it included
in their stats! When declaring a Charge, Pink units must
always charge the closest enemy unit.

Not from around Here: ALL Pink Magic Daimon Units have
Magical Attacks

Pink Magic Daimon CORE Units:


Pink Magic Fire Daimon: 11pts
T3, W1, S3, I4, A2, 5+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Pink Magic Melee Daimon: 7pts


T3, W1, S3, I7, A3, 5+ Dodge Save, Dauntless

Pink Magic Daimon Specialist Units:


Limit of 27 Flying Manta Daimons, Firebrain Daimons
Limit of 50 Tormentor Daimons of Illusion

Pink Tormentor Daimon of Illusion: 8pts, Moves ‘10’


T3, W1, S4, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyer,
Dauntless
Flying Pink Manta Daimon: 20pts, Moves ‘12’
T4, W2, S4, I5, A4, 5+ Dodge Save, 5+ Numb Save, Flyer,
Dauntless, Fire attacks, Weak Against Spears

Pink Firebrain Daimon: 25pts, Moves ‘12’


T4, W2, S5, I5, A3, 5+ Dodge Save, 5+ Numb Save, Armed
with Daimon Flamethrower (Auto, ‘9’ teardrop Template,
S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless

Pink Magic Daimon Heavy Units:


Limit of 1 Magic Daimon Overlord
Limit of 2 Winged Magic Daimon Princes, Illusion Behemoths
Limit of 3 Daimon Chariots of Fire

Winged Pink Daimon Overlord of Magic: 232pts


Moves ‘10’- T6, W5, S6, I7, A6, 4+ Dodge Save, 5+ Numb
Save, Flyer, Weak against Spears, Ignores Armour Saves
in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire
attack, Ignores Armour Saves), Shooting hits like Snipers

Winged Pink Daimon Prince of Illusion: 167pts


Moves ‘10’- T5, W4, S6, I9, A6, 5+ Dodge Save, 5+ Numb
Save, Monstrous Hands: Ignores Armour Saves in Close
Combat, Flyer, Weak against Spears, Dauntless

Pink Magic Daimon Chariot of Fire: 92pts, Moves ‘9’


T4, W4, S4, I5, A5, 5+ Dodge Save, D6 I8 S5 -2 to Armour
Save hits on Charge ONLY then fights as normal, Fire
attacks, Cavalry, Dauntless, Firebrain Rider has Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves) Can use this INSTEAD of its Close Combat
attacks (S4 I5 A5 above), The 2 Flying Manta Daimons
pulling the Chariot have S4, I5, A9 in total in Close Combat
and the 3 Magic Melee Daimons aboard have S3 I7 A9 in
total in Close Combat
Pink Illusion Behemoth with Claws: 162pts
T13, W4, S6, I1, A5, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop
Flamethrower Template, S6, Reduces Armour Saves by -3)
Blue Magic Daimons:
Dreq Blu Magjike:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(Teleporter personal)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Not from around Here: ALL Magic Daimon Units have


Magical Attacks

Blue Magic Daimon CORE Units:

Blue Magic Fire Daimon: 9pts


T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Blue Magic Melee Daimon: 5pts


T3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless

Blue Magic Daimon Specialist Units:


Limit of 27 Flying Manta Daimons, Firebrain Daimons
Limit of 50 Tormentor Daimons of Illusion

Blue Tormentor Daimon of Illusion: 6pts, Moves ‘10’


T3, W1, S4, I4, A1, 5+ Dodge Save, 5+ Numb Save, Flyer,
Dauntless

Flying Blue Manta Daimon: 18pts, Moves ‘12’


T4, W2, S4, I4, A3, 5+ Dodge Save, 5+ Numb Save, Flyer,
Dauntless, Fire attacks, Weak Against Spears
Blue Firebrain Daimon: 23pts, Moves ‘12’
T4, W2, S5, I4, A2, 5+ Dodge Save, 5+ Numb Save, Armed
with Daimon Flamethrower (Auto, ‘9’ teardrop Template,
S5, -3 to Armour Saves), Fire attacks, Flyer, Dauntless

Blue Magic Daimon Heavy Units:


Limit of 1 Magic Daimon Overlord
Limit of 2 Winged Magic Daimon Princes, Illusion Behemoths
Limit of 3 Daimon Chariots of Fire

Winged Blue Daimon Overlord of Magic: 230pts


Moves ‘10’- T6, W5, S6, I6, A5, 4+ Dodge Save, 5+ Numb
Save, Flyer, Weak against Spears, Ignores Armour Saves
in Close Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire
attack, Ignores Armour Saves), Shooting hits like Snipers

Winged Blue Daimon Prince of Illusion: 165pts


Moves ‘10’- T5, W4, S6, I8, A5, 5+ Dodge Save, 5+ Numb
Save, , Monstrous Hands: Ignores Armour Saves in Close
Combat, Flyer, Weak against Spears, Dauntless

Blue Magic Daimon Chariot of Fire: 90pts, Moves ‘9’


T4, W4, S4, I4, A4, 5+ Dodge Save, D6 I8 S5 -2 to Armour
Save hits on Charge ONLY then fights as normal, Fire
attacks, Cavalry, Dauntless, Firebrain Rider has Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves) Can use this INSTEAD of its Close Combat
attacks (S4 I4 A4 above), The 2 Flying Manta Daimons
pulling the Chariot have S4, I4, A6 in total in Close Combat
and the 3 Magic Melee Daimons aboard have S3 I6 A6 in
total in Close Combat
Blue Illusion Behemoth with Claws: 160pts
T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop
Flamethrower Template, S6, Reduces Armour Saves by -3)
Tan Magic Daimons
Dreq Cirk Magjike:
Painted mainly in the colour Tan

Tan Reinforcements: Paratroopers


(paratrupave)
Tan Magic Daimon Reinforcements arrive as a ‘2’ circular
blast template with the unit clumped into this small circle as
much as possible. Nominate a location for the unit to arrive
and then choose a direction and roll 2D6 and the unit will
scatter this far away. If the unit touches a piece of terrain or
a model (friendly or enemy), then each model in the unit
rolls a D6. On the result of a ‘1’ then the model takes 1
unsaved wound automatically. Once the unit has been
placed, it then functions as normal and can Link-Up Move,
Shoot/Run, Charge.

Not from around Here: ALL Magic Daimon Units have


Magical Attacks

Tan Magic Daimon CORE Units:

Tan Magic Fire Daimon: 9pts


T3, W1, S3, I3, A1, 5+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Tan Magic Melee Magic Daimon: 5pts


T3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless
Tan Magic Daimon Specialist Units:
Limit of 27 Flying Manta Daimons, Firebrain Daimons
Limit of 50 Tormentor Daimons of Illusion

Tan Tormentor Daimon of Illusion: 6pts, Moves ‘10’


T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless

Flying Tan Manta Daimon: 18pts, Moves ‘12’


T4, W2, S4, I4, A3, 5+ Dodge Save, Flyer, Dauntless, Fire
attacks, Weak Against Spears

Tan Firebrain Daimon: 23pts, Moves ‘12’


T4, W2, S5, I4, A2, 5+ Dodge Save, Armed with Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves), Fire attacks, Flyer, Dauntless

Tan Magic Daimon Heavy Units:


Limit of 1 Magic Daimon Overlord
Limit of 2 Winged Magic Daimon Princes, Illusion Behemoths
Limit of 3 Daimon Chariots of Fire

Winged Tan Daimon Overlord of Magic: 230pts


Moves ‘10’- T6, W5, S6, I6, A5, 4+ Dodge Save, Flyer,
Weak against Spears, Ignores Armour Saves in Close
Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack,
Ignores Armour Saves), Shooting hits like Snipers

Winged Tan Daimon Prince of Illusion: 165pts


Moves ‘10’- T5, W4, S6, I8, A5, 5+ Dodge Save, Monstrous
Hands: Ignores Armour Saves in Close Combat, Flyer,
Weak against Spears, Dauntless
Tan Magic Daimon Chariot of Fire: 90pts, Moves ‘9’
T4, W4, S4, I4, A4, 5+ Dodge Save, D6 I8 S5 -2 to Armour
Save hits on Charge ONLY then fights as normal, Fire
attacks, Cavalry, Dauntless, Firebrain Rider has Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves) Can use this INSTEAD of its Close Combat
attacks (S4 I4 A4 above), The 2 Flying Manta Daimons
pulling the Chariot have S4, I4, A6 in total in Close Combat
and the 3 Magic Melee Daimons aboard have S3 I6 A6 in
total in Close Combat

Tan Illusion Behemoth with Claws: 160pts


T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop
Flamethrower Template, S6, Reduces Armour Saves by -3)
Warped Daimons:

Not from around Here:


(jo nga rreth këtu)
ALL Warped Daimon Units have Magical Attacks

Enemy of the Diseased:


(armik isëmurë)
Re-rolls misses against Pox Daimon and Contagion Daimon
Units in Close Combat

Warped Daimon CORE Units:


Warped Fire Daimon: 18pts
dreq deformuar zjarri
T3, W1, S4, I6, A2, 4+ Dodge Save, Armed with Daimon
Fire Bolt (Auto, ‘12’, S6 -3 to Armour Saves, Fire attack),
Dauntless, -1 to Armour Saves in Close Combat, The Last
Laugh (If a Warped Fire Daimon dies, immediately replace
with 2 Warped Melee Daimons within ‘3’ at the furthest),
Daimon Firestorm (Requires 18+ models in this unit: Auto,
‘24’, Deals D6 S5 -2 to Armour Save Hits, Fire attack),
Drums of Doom (Re-rolls Dodge Saves against Magical
Attacks)

Warped Melee Daimon: 7pts


dreq deformuar përleshje
T3, W1, S3, I7, A1, 4+ Dodge Save, Dauntless
Warped Daimon Specialist Units:
No Limit on Warped Firebrain Daimons

Warped Firebrain Daimon: 35pts, Moves ‘9’


dreq deformuar trurit zjarri
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Warped
Flame Jets (Auto, ‘6’, Deals 6 S3 Hits, Fire Attacks), Flyer,
Dauntless, Fire Attacks, -2 to Armour Saves and Deals 3
Wounds per unsaved Wound in Close Combat

Warped Daimon Heavy Units:


Limit of 2 Winged Warped Daimon Princes

Winged Warped Daimon Prince: 160pts


me krahë deformuar dreq të prishur princ
Moves ‘10’- T5, W4, S6, I8, A5, 4+ Dodge Save, Flyer,
Weak against Spears, Dauntless, -3 to Armour Saves, +1
to Hit Bonus in Close Combat, Re-rolls Wounds in Close
Combat
Army of Darkness:
Armijah Tumsas:
Anger of the Dead:
(Dusmasmirušajiem)
The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’
rule against Army of Darkness Units and will re-roll wounds
against them in Shooting AND Close Combat

Open Grave Policy:


(atvērts kaps politika)
Models with this rule add 1 Wound to their unit with every
unsaved Wound caused or model destroyed in Close Combat
(this includes unsaved wounds caused by winning a Close
Combat). So for a 1 Wound model like a Night Zombie they
would add 1 Night Zombie each time but a Base of Night
Bats would recover lost Wounds or add a new Base/Bases of
Night Bats with leftover Wounds. If multiple units with this
rule win the same Close Combat, divide the wounds added
between them as you see fit. For units with ranged weapons
(e.g. Skeletons with Bows), if they caused unsaved Wounds
in Shooting OR Reflex Shots then the added models will join
the unit immediately and will be able to fire in their next
Shooting Phase.

For example, a unit of 10 Night Skeletons scores 5 unsaved


wounds against 10 Kobolds with Spears (who have 1 wound
each). This will add 5 Night Skeletons who will attack in the
next Close Combat phase. The 5 remaining Kobolds fail their
CCR and flee, which adds the other 5 Kobolds to the Night
Skeleton unit, bringing it to a total of 20 Night Skeletons, all
identically armed. This does not apply to excess wounds you
that you have dealt (e.g. If your unit killed 3 Kobolds who
had 1 Wound each and you dealt 30 unsaved wounds, you
would gain 3 wounds for the unit and not 30!)
Army of Darkness CORE Units:
Limit of 30 Ghoul Devotees (1 Unit)
No Limit on Levy Militia
No Limit on Levy Crossbowmen
No Limit on Levy Archers
Limit of 10 Levy Woodsmen with Composite Bows
No Limit on Night Zombie Militia with 2 Weapons
No Limit on Night Zombie ‘Leftovers’

Outcast with Axe and Club: 3pts


T3, W1, S3, I3, A3, No Save, -1 to hit in Close Combat, NOT
Dauntless

Outcast with Spear and Dagger: 3pts


T3, W1, S3, I4, A2, No Save, -1 to hit in Close Combat, S4
against Cavalry, NOT Dauntless

Ghoul Devotee: 5pts, Moves ‘9’


T3, W1, S3, I3, A2, 6+ Armour Save, Can join units of
Night/Hungry Ghouls, NOT Dauntless

Levy Militia: 4pts


T3, W1, S3, I3, A2, No Save, NOT Dauntless

Levy Crossbowman: 5pts


T3, W1, S3, I3, A1, No Save, Armed with Crossbows, NOT
Dauntless

Levy Archer: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, No Save, Armed with Composite Bows,
NOT Dauntless

Levy Woodsman with Composite Bow: 5pts


Moves ‘9’- T3, W1, S3, I3, A1, 6+ Dodge Save, Ambush,
Moves through Woods without penalty, +1 to Cover Saves
Night Wolf of Doom: 8pts, Moves ‘9’
nakts vilks no liktenis
T3, W1, S4, I3, A1, No Save, Charges ‘9’, Dauntless,
Howling Mad (A3 on Charge), -1 to Armour Saves in CC

Night Zombie: 2pts


nakts garlaicīgs
T3, W1, I3, A1, I0, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Hungriest Dead (2x
models per unsaved wound/model destroyed, just like Open
Grave Policy above), Dawn of the Dead (If this unit can
surround an enemy unit in Close Combat with Night
Zombies- Hungriest Dead, they gain +3 to CCR rolls if they
win the Close Combat against them. If there are multiple
enemy units, they must surround them too to gain +3 to
CCR rolls when attempting to finish the units off through a
CCR roll)

Night Zombie with Club & Shield: 2pts


nakts zombiju ar klubu un vairogu
T3, W1, S3, I0, A1, 6+ Armour Save, Reduces Armour
Saves by -1, Dauntless, Has -1 to Hit penalty in Close
Combat always, Open Grave Policy

Night Ghoul: 6pts


nakts vampīrs
T4, W1, S3, I3, A2, No Save, Poisoned Attacks, Dauntless,
Open Grave Policy
Hungry Ghoul: 7pts, Moves ‘9’
izsalcis vampīrs
T4, W1, S3, I4, A2, 6+ Dodge Save, Poisoned Attacks, +1 to
Cover Saves, Open Grave Policy (as the carnage they
cause increases, more Hungry Ghouls are drawn to the site
to feast on their enemies), NOT Dauntless, Mob Mentality
(Does NOT need to take CCR rolls in Close Combat if they
outnumber the enemy unit/s they are fighting. Models with
multiple wounds like Swarms and Ogres count as 1 model
per Wound on their profile)

Hungry Ghoul with Club: 8pts, Moves ‘9’


izsalcis vampīrs ar klubu
T4, W1, S3, I4, A2, 6+ Dodge Save, Poisoned Attacks, +1 to
Cover Saves, -2 to Armour Saves, Open Grave Policy (as
the carnage they cause increases, more Hungry Ghouls are
drawn to the site to feast on their enemies), NOT Dauntless,
Mob Mentality

Night Wolf: 6pts, Moves ‘9’


nakts vilks
T3, W1, S3, I3, A2, No Save, Charges ‘9’, Dauntless, Open
Grave Policy, Ambush

Night Skeleton with Sword & Shield: 2pts


nakts skelets ar zobenu un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, Re-rolls misses, Has -1 to Hit penalty in Close
Combat always

Night Skeleton with Axe & Shield: 2pts


nakts skelets ar cirvi un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, -2 to Numb Saves, Has -1 to Hit penalty in
Close Combat always
Night Skeleton with 2H Scythe: 3pts
nakts skelets ar divroku izkapts
T3, W1, S5, I0, A1, 6+ Armour Save, Dauntless, Open
Grave Policy, -2 to Armour Saves, Has -1 to Hit penalty in
Close Combat always

Night Skeleton with Spear & Shield: 2pts


nakts skelets ar šķēps un vairogu
T3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, S4 vs Cavalry, Has -1 to Hit penalty in Close
Combat always

Night Bats: 10pts per Base, Moves ‘9’


nakts nūjas
T2, W4, S2, I4, A5, 6+ Dodge Save, Dauntless, Open
Grave Policy, +1 to Cover Saves when in Cover, re-rolls
misses, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), immune to ‘Stronger Than’ rule,

Night Skeleton with Bow: 2pts


nakts skelets ar priekšgala
T3, W1, S3, I2, A1, No Save, Dauntless, Open Grave
Policy, Reflex Shots (S3), Has -1 to Hit penalty in Shooting,
Reflex and Close Combat always

Night Skeleton with Crossbow: 3pts


nakts skelets ar stops
T3, W1, S3, I2, A1, No Save, Dauntless, Open Grave
Policy, Reflex Shots (S4, -1 to Armour Saves), Has -1 to Hit
penalty in Shooting, Reflex and Close Combat always

Armoured Night Skeleton w/ Halberd & Shield: 4pts


bruņu nakts skelets ar halberd un vairogu
T3, W1, S4, I2, A1, 4+ Armour Save, -1 to Armour Saves,
Dauntless, Open Grave Policy, Has -1 to Hit penalty in
Close Combat always
Night Zombie with 2H Scythe: 4pts
nakts zombiju ar divroku izkapts
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Dauntless, Has -1 to Hit penalty in Close Combat always,
Open Grave Policy

Night Zombie Militia with 2 Weapons: 3pts


nakts zombiju milicija ar diviem ieročiem
T3, W1, S3, I0, A2, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Open Grave Policy

Night Zombie ‘Leftovers’: 1.5pts


nakts garlaicīgs ‘pārpalikumi’
T2, W1, S2, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Hungriest Dead
Army of Darkness Specialist Units:
Limit of 40 Giant Bats of the Night (4 Units)
Limit of 12 Death Carts
Limit of 40 Night Mummies (4 Units)
Limit of 8 Night Skeleton Chariots (4 Units)
Limit of 80 Night Skeleton Lancers (4 Units)
Limit of 80 Dead Knights with Halberds (4 Units)
Limit of 80 Dead Knights with Swords (4 Units)
Limit of 120 Night Ghosts (4 Units)
Limit of 40 Spectre Host Bases (4 Units)
Limit of 40 Giant Night Ghouls (4 Units)
Limit of 40 Winged Vyres (4 Units)
Limit of 40 Mounted Reaper Wraiths (4 Units)
Limit of 40 Royal Gargoyles with Twin Swords (4 Units)
No Limit on Night Skeleton Horsemen with Composite Bows
No Limit on Night Haunter Trios
No Limit on Dead Footmen with Swords and Shields
No Limit on Dead Footmen with 2H Swords
Limit of 40 Skeletons with Scythes on Giant Bats (4 Units)
Limit of 20 Doomsayer Spectre Host Bases (4 Units)
Limit of 20 Mountain Dwarf Spectre Host Bases (4 Units)
Limit of 80 Dead Norker-Wolf Centaurs (4 Units)
Limit of 20 Mounted Mutated Dead Knights (1 Unit)
Limit of 40 Dead Winged Cloven with 2H Axes (4 Units)
Giant Bat of the Night: 7pts, Moves ‘10’
milzu bat nakts
T3, W2, S3, I3, A2, 6+ Dodge Save, Flyers, Dauntless,
Open Grave Policy

Death Cart: 75pts


nāve grozs
T4, W3, S3, I2, A7, 5+ Armour Save, 4+ Numb Save,
Deathly Vibrant: All Army of Darkness units within ‘6’ of
the Corpse Cart have I9, Dauntless, For each Unsaved
wound caused, it gains back 1 Wound, up to its original 3
Wounds at the most, Weak Against Spears

Night Mummy with 2 Handed Weapon: 40pts


nakts māmiņa ar divroku ierocis
T5, W4, S6, I0, A2, 6+ Armour Save, Slow, Dauntless,
Weak against Fire (due to being wrapped in bandages), -3
to Armour Saves

Night Skeleton Chariot: 48pts, Moves ‘9’, Units of 1 – 3


nakts skelets kaujas rati
T4, W3, S3, I2, A4, 5+ Armour Save, Dauntless, Cavalry,
D6 I8 S5 -2 to Armour Save Impact Hits on Charge ONLY,
The S3 I2 A4 comes from the 2 Skeleton Charioteers with
Bows (Reflex Shots S3) and Ghostly Steeds, Has -1 to Hit
penalty in Shooting, Reflex and Close Combat always

Night Skeleton Horseman with Lance & Shield: 12pts


nakts skelets jātnieks ar šķēpu un vairogu
T4, W1, S3, I2, A1, 4+ Armour Save, Dauntless, Cavalry,
S5 -2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A2 S3 before AND
after first Charge, Ghostly Steeds (Ignores Terrain when
Moving & Running but not when Charging as this would
knock the Rider off), Has -1 to Hit penalty in Close Combat
Dead Knight with Halberd & Shield: 10pts
miris bruņinieks ar Ava un vairogu
T4, W1, S5, I3, A1, 4+ Armour Save, -1 to Armour Saves,
Death Strike (Ignores Armour Saves on 6 to Wound, still
deals 2 wounds per unsaved Wound), Dauntless, Magical
Attacks

Dead Knight with Sword & Shield: 12pts


miris bruņinieks ar zobenu un vairogu
T4, W1, S4, I3, A1, 4+ Armour Save, Deals 2 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks, Death Strike

Night Ghost: 6pts


nakts spoku
T3, W1, S3, I3, A1, 4+ Numb Save, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT any
Electric, Fire and Magical attacks will affect them as they
normally would and Immune to Poisoned Attacks of all kinds
UNLESS they are Magical Ethereal: Ignores all Terrain when
Moving at ANY time & Charging, Dauntless, Open Grave
Policy, Magical Attacks, Re-rolls misses in Close Combat

Mounted Dead Knight with Lance & Shield: 20pts


uzstādīts miris bruņinieks ar šķēpu un vairogu
T5, W1, S4, I3, A1, 2+ Armour, Cavalry, Ghostly Steeds:
Ignores Terrain when Moving & Running but not when
Charging as this would knock the Rider off), Dauntless, S6
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge, Magical Attacks, Death Strike

Spectre Hosts: 25pts per Base, Moves ‘10’


rēgs saimniekiem
T3, W4, S3, I1, A4, 4+ Numb Save, Spirits, Ignores all
Terrain when Moving at ANY time & Charging, Dauntless,
Open Grave Policy, Magical Attacks, Re-rolls misses
Giant Night Ghoul: 38pts, Moves ‘9’
milzu nakts vampīrs
T5, W3, S5, I3, A3, 5+ Numb Save, Poisoned Attacks,
Dauntless, -1 to Armour Saves, re-rolls Run and Victory
Run moves, Weak Against Spears

Winged Vyre: 46pts, Moves ‘12’


spārnotais vyre
T4, W3, S5, I4, A4, 4+ Dodge Save, Flyers, Dauntless, -1
to Armour Saves, Runs D6+3 in Shooting phase and in
Victory Run moves, Weak Against Spears

Mounted Reaper Wraith with Scythe: 30pts, Moves ‘12’


uzstādīts pļāvējs gars ar izkapti
T4, W2, S5, I2, A1, 4+ Numb Save, Spirits, Dauntless,
Cavalry, Attacks are Magical and Fire but enemy units who
resist Fire (e.g. Clay units) will be affected by the normal
Magical attacks, Ignores all Terrain when Moving at ANY
time & Charging, Ignores Armour Saves in Close Combat,
Passing Through: Can move through enemy units when
allowed to move (i.e. Reinforcement, Movement or Shooting
Phase or Victory Run) and deals a total of 1 Strength 5 hit
per Reaper Wraith which ignores Armour Saves. The enemy
unit/units will get 1 Reflex Shot each if they have Electric,
Fire or Magical attacks available in Shooting or Close
Combat.

Royal Gargoyle with Twin Swords: 80pts, Moves ‘10’


royal notekcaurule ar dubulto zobenu
T5, W4, I4, S5, A4, 4+ Armour Save, 5+ Dodge Save,
Flyers, Dauntless, Death Strike, -2 to Armour Saves, +1
to hit Bonus in Close Combat, Weak Against Spears
Night Skeleton Horseman with Bow & Shield: 12pts
nakts skelets jātnieks ar salikts priekšulis un vairogs
T4, W1, S3, I2, A2, 4+ Armour Save, Dauntless, Cavalry,
Re-rolls misses in Close Combat, first Charge, Ghostly
Steeds (Ignores Terrain when Moving & Running but not
when Charging as this would knock the Rider off), Has -1 to
Hit penalty in Close Combat, Armed with Composite Bow
(Auto, ‘24’, S3)

Night Haunter Trio: 36pts


nakts haunters trīs
T3, W3, S3, I3, A3, 4+ Numb Save, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT any
Electric, Fire and Magical attacks will affect them as they
normally would, Immune to Poisoned Attacks of all kinds
UNLESS they are Magical, Ethereal: Ignores all Terrain
when Moving at ANY time & Charging, Dauntless, Magical
Attacks, Re-rolls misses in Close Combat, Haunted (Enemy
units who are NOT Dauntless will automatically flee if beaten
by a Night Ghost Trio unit. Also, enemy units who are NOT
Dauntless must take a CCR roll against a Night Ghost Trio at
the end of each round of Close Combat, even if they won the
Close Combat. If they fail their CCR roll, they will flee.

Dead Footman with Sword & Shield: 8pts


miris bruņinieks ar zobenu un vairogu
T4, W1, S3, I3, A1, 5+ Armour Save, Deals 3 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks

Dead Footman with 2H Sword: 10pts


miris bruņinieks ar zobenu un vairogu
T4, W1, S5, I0, A1, 6+ Armour Save, Deals 3 wounds for
each unsaved wound, Dauntless, Magical Attacks, -2 to
Armour Saves in CC
Night Skeleton with 2H Scythe on Giant Bat: 10pts
nakts skelets ar divām rokām ar milzīgu nūju
Moves ‘10’- T3, W3, S3, I3, A2, 6+ Dodge Save, Flyers,
Dauntless, Night Skeleton Rider is S5 I0 A1 -2 to Armour
Saves

Doomsayer Spectre Hosts with Flails: 35pts per Base


liktenis teicējs spoks saimnieks ar flail
Moves ‘10’- T3, W4, S4, I2, A8, 4+ Numb Save, Spirits,
Ignores all Terrain when Moving at ANY time & Charging,
Dauntless, Magical Attacks, Re-rolls misses, -1 to Armour
Saves

Mountain Dwarf Spectre Hosts: 65pts per Base


liktenis teicējs spoks saimnieks ar flail
Moves ‘10’- T4, W4, S3, I2, A4, 3+ Numb Save, Spirits,
Ignores all Terrain when Moving at ANY time & Charging,
Dauntless, Magical Attacks, Re-rolls misses, Armed with
Hammers and Shields (-2 to Armour Saves, 3+ Numb
Save included above)
Dead Norker-Wolf Centaur: 10pts, Move ‘9’
miris strādnieks vilks centaur
T4, W1, S3, I3, A3, 5+ Armour Save, Re-rolls misses against
Norker units of all types, Cavalry, Dauntless

Mounted Mutated Dead Knight: 30pts


uzstādīts mutēts miris bruņinieks
T5, W1, S4, I4, A4, 1+ Armour Save, Cavalry, Magical
Attacks, -1 to Armour Saves, Dauntless

Dead Winged Cloven with 2H Axe: 15pts, Moves ‘10’


miris spārnotais ar divām rokām cirvi
T4, W2, S5, I0, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), Ambush,
Re-rolls misses, -2 to Armour Saves, Dauntless
Army of Darkness Heavy Units:
Limit of 40 Vyre Knights (2 Units)
Limit of 2 Werewolves with Bat Wings, Reaper Coaches
Limit of 24 Night Wraiths + 6 Night Banshees
Limit of 2 Bone Kings on Skeleton Dragons (can be without
Bone King)
Limit of 2 Vyre Lords on Dead Dragons (can be without
Vyre Lord)
Limit of 4 Vyre Thrones of the Night
Limit of 2 Spirit Engines of the Dead
Limit of 40 Royal Gargoyles with Halberds (2 Units)
Limit of 4 Burning Night Skull Catapults
No Limit on Necromancers, Champions & Lords
No Limit on Burning Night Skull Heavy Catapults
No Limit on Hungry Wraiths on Death Vultures
No Limit on Aristocratic Vyres, Counts & Lords
No Limit on Vyre Mages, Counts & Lords
No Limit on Vyre Knights, Counts & Lords
No Limit on Vyre Maidens, Countesses & Ladies
No Limit on Enchanted Night Wraiths with 2H Scythes
Limit of 2 Night Banshee Widows
Limit of 2 Corpse Dragons
No Limit on Winged Creatures of the Night
Limit of 1 Reaper Coach of Darkness
No Limit on Night Manticores
No Limit on Night Rat Hordes
No Limit on Night Spiders
Limit of 1 Night Banshee Matriarch
Limit of 1 Reaper Coach of Terror
Limit of 10 Giant Vyre Bats of the Night
Limit of 20 Drowned Night Zombies
Limit of 1 Garden of Death
Limit of 2 Dead Giants
Vyre Knight with Lance & Shield: 55pts
vyre bruņinieks ar šķēpu un vairogu
T5, W1, S5, I5, A3, 1+ Armour Save, Cavalry, Dauntless,
S7 -3 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A3 S5 -2 to Armour
Saves before AND after first Charge, +1 to hit Bonus in
Close Combat

Werewolf with Bat Wings: 100pts, Moves ‘9’


vilkacis ar sikspārņu spārniem
T5, W4, S5, I2, A5, 4+ Numb Save, Re-rolls misses,
Dauntless, Weak against Spears, Reduces Armour Saves
by -1, +1 to hit Bonus in Close Combat

Reaper Coach: 150pts


pļāvējs treneris
T6, W4, S5, I0, A3, 4+ Dodge Save, 3+ Armour Save,
Wraith Driver is the S5 I0 A3 and Reduces Armour Saves by
-2, Reaper Coach AND Wraith have Death Strike, Causes
D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY,
Cavalry, Dauntless, Re-rolls misses, Magical Attacks,
Ignores all Terrain when Moving at ANY time & Charging
Night Wraith with Scythe: 25pts, Moves ‘9’
nakts gars ar izkapti
T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging, -2 to Armour Saves

Night Banshee: 50pts, Moves ‘9’


nakts Banshee
T3, W2, S3, I3, A2, 4+ Numb Save, Part of Night Wraith
Unit, Spirits, Dauntless, Magical Attacks, Ignores all
Terrain when Moving at ANY time & Charging
Re-rolls misses in Close Combat (Sword), Armed with
Ghostly Howl: Automatic, ‘8’, can be used as Close Combat
Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and
suffers 1 Wound for each point they lost by which Ignores
Armour, Reflex Shots (Ghostly Howl).
Dauntless models are immune to Ghostly Howl and
Diehards roll 3D6 instead of 2D6
Bone King on Skeleton Dragon: 485pts, Moves ‘10’
kaulu karalis skeletu pūķis
T5, W3, S5, I8, A5, 3+ Numb Save, Re-rolls misses,
Dauntless, Weak against Spears, Reduces Armour Saves
by -1, Poisoned Attacks, +1 to hit Bonus in Close Combat;
Skeleton Dragon is T6, W6, S5, I3, A4, 5+ Dodge Save, 6+
Numb Save, -1 to Armour Saves, Bone Scream: Works
exactly like ‘Ghostly Howl’, but add the amount of Wounds
that the Skeletal Dragon has (i.e. 1 – 6) to the Dragon’s
score. Enemy units can target either the Bone King or the
Dragon at any time, and any attacks with a template
(teardrop or Blast) will hit both the Bone King AND the
Dragon. Batty Batty: If the Skeleton Dragon is destroyed, it
is replaced by 1 Night Bat base which deals 3D6 attacks to
the enemy unit which destroyed it (if it was slain in Close
Combat or by Reflex Shots, as the bats descend upon
them). If the Dragon is slain then the Bone King is placed on
the table (in Close Combat if the Dragon was slain there)
and can be represented by a Giant Night Ghoul if available.

Skeleton Dragon (without Bone King): 225pts


skelets pūķis (bez kaula karalis)
Moves ‘10’, T6, W6, S5, I3, A4, 5+ Dodge Save, 6+ Numb
Save, Dauntless, Weak against Spears, Poisoned Attacks,
Reduces Armour Saves by -1, Bone Scream: Works exactly
like ‘Ghostly Howl’, but add the amount of Wounds that the
Skeletal Dragon has (i.e. 1 – 6) to the Dragon’s score,
Batty Batty: If the Skeleton Dragon is destroyed, it is
replaced by 1 Night Bat base which deals 3D6 attacks to the
enemy unit which destroyed it (if it was slain in Close
Combat or by Reflex Shots, as the bats descend upon them)
Vyre Lord on Dead Dragon: 465pts, Moves ‘10’
vyre lord par mirušu pūķis
T5, W3, S5, I7, A5, 4+ Numb Save, Re-rolls misses,
Dauntless, Weak against Spears, Reduces Armour Saves
by -1, +1 to hit Bonus in Close Combat, Armed with a Lance
that can be used on the first charge ONLY: S7, A6, -4 to
Armour Saves, can still use the Lance after the Dragon has
been slain if the Lance has not been used already;
Dead Dragon moves ‘10’, T6, W6, S6, I2, A5, 5+ Dodge
Save, 6+ Numb Save, Dauntless, Weak against Spears,
Poisoned Attacks, Reduces Armour Saves by -2, Death
Breath: Auto, ‘9’ teardrop flamethrower template, S2, -3 to
Armour Saves, can be used in Close Combat instead of Close
Combat attacks, Reflex Shots (Death Breath), Plague of
Flies: Enemy units have -1 to hit penalty against them in
Shooting, Close Combat and Reflex Shots, works exactly like
Seeing Shadows.

Enemy units can target either the Bone King or the Dragon
at any time, and any attacks with a template (teardrop or
Blast) will hit both the Vyre Lord AND the Dragon. If the
Dragon is slain then the Vyre Lord is placed on the table (in
Close Combat if the Dragon was slain there) and can be
represented by a Vyre Knight if available, as he summons a
nightmarish mount to ride upon and becomes Cavalry.

Dead Dragon (without Vyre Lord): 245pts, Moves ‘10’


miris pūķis (bez vyre Lord)
T6, W6, S6, I2, A5, 5+ Dodge Save, 6+ Numb Save,
Dauntless, Weak against Spears, Poisoned Attacks,
Reduces Armour Saves by -2, Death Breath: Auto, ‘9’
teardrop flamethrower template, S2, -3 to Armour Saves,
can be used in Close Combat instead of Close Combat
attacks, Reflex Shots (Death Breath), Cloud of Flies:
Enemy units have -1 to hit penalty against them in
Shooting, Close Combat and Reflex Shots
Vyre Throne of the Night: 230pts, Moves ‘9’
vyre tronis nakts
T5, W5, S5, I0, A3, 4+ Dodge Save, 5+ Armour Save, Vyre
Maidens are S5 I9 A4 in total, -1 to Armour Saves and have
+1 to hit Bonus in Close Combat and A6 on the Charge,
Spectre Host is S3 I1 A7 and re-rolls misses, Throne Causes
D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY,
Cavalry, Dauntless, Magical Attacks, Ignores all Terrain
when Moving at ANY time & Charging, Beauty Pageant:
The Vyre Maidens entice ANY enemy units that attempt to
attack the Vyre Throne in Shooting, Close Combat or Reflex
Shots and causes them to have a -2 to hit penalty against
the Vyre Throne. Also, a 1 to hit (even after a re-roll if the
unit can re-roll misses) will result in that attack being dealt
to its own unit. Similarly, if artillery score a Misfire by rolling
a ‘1’ after targeting a Vyre Throne, the Crew will attack each
other and deal 1 hit each per model at their Strength value.
Spirit Engine of the Dead: 220pts, Moves ‘9’
gars dzinējsmirušajiem
T5, W5, S3, I1, A7, 4+ Numb Save, 5+ Armour Save, Night
Banshee Trio is S3 I3 A9 in total in Close Combat and re-
rolls misses, Spectre Host is S3 I1 A7 above and re-rolls
misses, Spirit Engine Causes D6+1 I8 S5 -2 to Armour Save
impact Hits on Charge ONLY, Cavalry, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging, Armed with Ghostly Howl: Automatic, ‘8’,
can be used as Close Combat Attack by Banshee Trio-
Banshee rolls 2D6 + 6 (higher due to there being 3
Banshees), Enemy unit rolls 2D6 and suffers 1 Wound for
each point they lost by which Ignores Armour, Reflex Shots
(Ghostly Howl). Dauntless models are immune to Ghostly
Howl and Diehards roll 3D6 instead of 2D6, Death
Warmed Up: The Necromancer aboard the Spirit Engine
rolls 2D6 at the start of each Shooting Phase and adds his
own turn number (e.g. 1 – 6) to the result, on a result of 7+
all friendly Army of Darkness units get +1 to their Dodge
Save, gaining a 6+ Dodge if they had none already.
Additionally, from Turns 3 – 6, the Necromancer gains the
Death Stare attack, which will NOT disrupt ‘Death
Warmed Up’ and will target ALL enemy units within range:
Auto, ‘10’, S4, Magical, deals 10 hits, even affects units in
Close Combat and can be used in Close Combat.

Royal Gargoyle with Halberd: 90pts, Moves ‘10’


royal notekcaurule ar Ava
T5, W4, S6, I4, A3, 4+ Armour Save, 5+ Dodge Save,
Flyers, Dauntless, Death Strike, -3 to Armour Saves, +1
to hit Bonus in Close Combat, Weak Against Spears
Burning Night Skull Catapult: 60pts
degšanas nakts galvaskausa katapulta
-T3, W1, S3, I2, A1, 6+ Armour Save (3 Skeleton Crew)
-T7, W1, S0, I0, A0, No Save (Skull Catapult)
Burning Skull Catapult = Heavy, Guess ’12 – 48’, S4, ‘2’
circle blast, Magical, Fire Attack, See page 18 of Army
Men PAZCIK Rulebook for ‘Firing a Catapult’, Dauntless,
Night Skeleton Crew have -1 to Hit penalty in Close Combat

Necromancer (Death’s Hand): 68pts


Necromancers (nāves roka)
T3, W1, S4, I3, A2, No Save, Death’s Hand (Roll 2D6 when
you hit an enemy model in Close Combat. On a 7+, they are
destroyed and replaced by a Dark Wraith or Dark Knight)

Dark Wraith with Scythe (SUMMONED):


tumšs vējš ar skuju (izsaukts)
T4, W3, S5, I0, A2, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, -2 to Armour Saves, Ignores all Terrain
when Moving at ANY time & Charging

Dark Knight with Sword & Shield (SUMMONED):


tumšs bruņinieks ar zobenu un vairogu (izsaukts)
T4, W3, S4, I3, A1, 4+ Armour Save, Deals 3 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks, Death Strike (Ignores Armour Saves on 6 to
Wound, still deals 3 wounds per unsaved Wound)
Necromancer (Death’s Will): 118pts
Necromancers (nāves griba)
T3, W1, S4, I3, A2, No Save, Death’s Will (Roll a D6 each
time before using the Staff in the Shooting Phase. On a 1 or
2 it is exhausted. A unit of Night Skeletons, Night Zombies,
Night Mummies, Dead Knights/Dark Knights, Night
Wraiths/Dark Wraiths or Night Skeleton Horsemen within
‘36’ can immediately Move, Charge, Fight a round of Close
Combat without the enemy striking back or Shoot- if they
have missile weapons)

Necromancer (Death’s Gaze): 68pts


Necromancers (nāves skatiens)
T3, W1, S4, I3, A2, No Save, Death’s Gaze (Roll 2D6, on a
7+, an enemy unit within ‘18’ suffers 2D6 S4 Hits which are
Magical Attacks)

Necromancer (Summoner): 68pts


Necromancers (Summoner)
T3, W1, S4, I3, A2, No Save, Each Shooting Phase you can
attempt to use the following abilities ONCE each:
1) Summon Dead (Roll D6, on a 4+ you summon D6 Night
Skeletons with Swords and Shields or D6 Night Zombies-
Hungriest Dead within ‘18’ of Necromancer),
2) Raise the Dead (Roll 2D6, on a 7+ you summon 2D6
Night Skeletons with Swords and Shields or 2D6 Night
Zombies- Hungriest Dead within ‘24’ of Necromancer),
3) Summon Dead Horde (Roll 3D6, on a 10+ you summon
3D6 Night Skeletons with Swords and Shields or 3D6 Night
Zombies- Hungriest Dead within ‘36’ of Necromancer)
Burning Night Skull Heavy Catapult: 75pts
dedzinoša nakts galvaskauss smagā katapulta
-T3, W1, S3, I2, A1, No Save (3 Skeleton Crew)
-T7, W3, S0, I0, A0, No Save (Skull Heavy Catapult)
Burning Skull Heavy Catapult = Heavy, Guess ’12 – 48’,
S7, ‘2’ circle blast, Deals 3 Wounds if unsaved, Ignores
Armour Saves, See page 18 of Army Men PAZCIK Rulebook
for ‘Firing a Catapult’), Dauntless, Night Skeleton Crew
have -1 to Hit penalty in Close Combat

Hungry Wraith on Death Vulture: 45pts


izsalkušais vīrs par nāves grifu
Moves ‘10’- T3, W2, S3, I4, A6, 5+ Dodge Save, Feast of
Death (+1 Attack gained after each round of Close Combat
fought), Flyers, Dauntless

Aristocratic Vyre (Wolf Howl): 100pts, Moves ‘9’


Aristokrātisks Vjērs (vilks pļāpāt)
T5, W2, S6, I7, A2, No Save, Armed with Sword so Re-rolls
misses, Dauntless, -3 to Armour Saves in CC, +1 to hit
Bonus in Close Combat, Wolf Howl (In each Reinforcements
Phase, roll a D6. 1-2 = 3 Night Wolves of Doom are
summoned, 3-4 = 4 Night Wolves of Doom, 5-6 = 5 Night
Wolves of Doom are summoned. They have the Ambush rule
when arriving on the battlefield).

Aristocratic Vyre Count (Wolf Howl): 215pts, Moves ‘9’


Aristokrātisks Vīre Skaits (vilks pļāpāt)
T6, W3, S7, I8, A3, No Save, Armed with Sword so Re-rolls
misses, Dauntless, -4 to Armour Saves in CC, +1 to hit
Bonus in Close Combat, Wolf Howl, Raise the Dead (Roll
2D6, on a 7+ you summon 2D6 Night Skeletons with Swords
and Shields or 2D6 Night Zombies- Hungriest Dead within
‘24’ of Aristocratic Vyre Count), Encore! (After using Raise
the Dead in the Shooting Phase, roll a D6. On a 6 you can
use it again)
Aristocratic Vyre Lord (Bat Screech): 400pts, Moves ‘9’
Aristokrātisks Vīre Kungs (sikspārnis)
T6, W4, S7, I9, A4, No Save, Armed with Sword so Re-rolls
misses, Dauntless, -4 to Armour Saves in CC, +1 to hit
Bonus in Close Combat, Bat Screech (In each
Reinforcements Phase, roll a D6. 1-2 = 4 Giant Bats / 5
Night Bat Bases are summoned, 3-4 = 7 Giant Bats / 10
Night Bats, 5-6 = 11 Giant Bats of the Night / 15 Night Bat
Bases are summoned. They have the Ambush rule when
arriving on the battlefield), Death’s Will (Roll 3D6, on a 7+,
a unit of Night Skeletons, Night Zombies, Night Mummies,
Dead Knights/Dark Knights, Night Wraiths/Dark Wraiths or
Night Skeleton Horsemen within ‘36’ can immediately Move,
Charge, Fight a round of Close Combat without the enemy
striking back or Shoot- if they have missile weapons),
Summon Dead Horde (Roll 3D6, on a 10+ you summon
3D6 Night Skeletons with Swords and Shields or 3D6 Night
Zombies- Hungriest Dead within ‘36’ of Aristocratic Vyre
Lord), Encore! (After using Death’s Will or Summon Dead
Horde in the Shooting Phase, roll a D6. On a 5 you can use it
again)
Vyre Mage (Summoner): 90pts, Moves ‘9’
Vīre Mags (summoner)
T5, W2, S6, I7, A2, No Save, Dauntless, -3 to Armour
Saves in CC, +1 to hit Bonus in Close Combat, Summoner
(When using Summon Dead, Raise the Dead or Summon
Dead Horde, included below, add +3 Night Skeletons or
Night Zombies- Hungriest Dead.

1) Summon Dead (Roll D6, on a 4+ you summon D6 Night


Skeletons with Swords and Shields or D6 Night Zombies-
Hungriest Dead within ‘18’ of Necromancer),
2) Raise the Dead (Roll 2D6, on a 7+ you summon 2D6
Night Skeletons with Swords and Shields or 2D6 Night
Zombies- Hungriest Dead within ‘24’ of Necromancer),
3) Summon Dead Horde (Roll 3D6, on a 10+ you summon
3D6 Night Skeletons with Swords and Shields or 3D6 Night
Zombies- Hungriest Dead within ‘36’ of Necromancer)

Vyre Mage Count (Summoner): 255pts, Moves ‘9’


Vīre burvju skaits (summoner)
T6, W4, S7, I8, A3, No Save, Dauntless, -4 to Armour
Saves in CC, +1 to hit Bonus in Close Combat, Summoner
(When using Summon Dead, Raise the Dead or Summon
Dead Horde, included above, add +3 Night Skeletons or
Night Zombies- Hungriest Dead), Death Defying (+1
Wound on profile, included above), Encore! (After using
Summon Dead, Raise the Dead or Summon Dead Horde in
the Shooting Phase, roll a D6. On a 6 you can use it again)
Vyre Mage Lord (Summoner): 470pts, Moves ‘9’
Vīre Mags Kungs (summoner)
T6, W5, S7, I9, A4, No Save, Dauntless, -4 to Armour
Saves in CC, +1 to hit Bonus in Close Combat, Death
Defying, Summoner, Death’s Gaze (Roll 4D6, on a 7+,
an enemy unit within ‘18’ suffers 2D6 S4 Hits which are
Magical Attacks), Master Wizard (Use 2D6 for Summon
Dead, 3D6 for Raise the Dead and 4D6 for Summon Dead
Horde), Death’s Will (Roll 4D6, on a 7+, a unit of Night
Skeletons, Night Zombies, Night Mummies, Dead
Knights/Dark Knights, Night Wraiths/Dark Wraiths or Night
Skeleton Horsemen within ‘36’ can immediately Move,
Charge, Fight a round of Close Combat without the enemy
striking back or Shoot- if they have missile weapons),
Encore! (After using Death’s Will or Summon Dead Horde in
the Shooting Phase, roll a D6. On a 5 you can use it again)
Vyre Knight (Red Death): 99pts, Moves ‘9’
Vīre Bruņinieks (sarkanā nāve)
T5, W2, S6, I7, A3, 4+ Armour Save, Armed with Sword so
Re-rolls misses, Dauntless, -3 to Armour Saves in CC, +1
to hit Bonus in Close Combat, Red Death (+1 Attack,
included on profile).

Vyre Knight Count (Swordmaster): 224pts, Moves ‘9’


Vīre Bruņinieks Skaits (zobena meistars)
T6, W3, S7, I8, A4, No Save, Armed with Sword so Re-rolls
misses, Dauntless, -4 to Armour Saves in CC,
Swordmaster (+2 to Hit Bonus in Close Combat, 1 still
fails), Red Death (+1 Attack, included on profile)

Vyre Knight Lord (Severing Strike): 419pts, Moves ‘9’


Vīre Bruņinieka Kungs (atdalīt sist)
T6, W4, S7, I9, A5, No Save, Armed with Sword so Re-rolls
misses, Dauntless, -4 to Armour Saves in CC, Red Death
(+1 Attack, included on profile), Severing Strike (Deals 3
Wounds if unsaved in CC), Swordmaster (+2 to Hit Bonus
in Close Combat, 1 still fails)
Vyre Maiden (Lightning Fighter): 75pts, Moves ‘9’
Vīre Jaunava (zibens cīnītājs)
T5, W2, S6, I10, A2, No Save, Dauntless, -3 to Armour
Saves in CC, +1 to hit Bonus in Close Combat, Lightning
Fighter (I10)

Vyre Maiden Countess (Perceptive): 215pts, Moves ‘9’


Vīre Jaunava Grāfiene (uztveres)
T6, W3, S7, I10, A3, 5+ Dodge Save, Dauntless, -4 to
Armour Saves in CC, +1 to hit Bonus in Close Combat,
Lightning Fighter (I10), Perceptive (5+ Dodge Save),
Death’s Will (Roll 2D6, on a 7+, a unit of Night Skeletons,
Night Zombies, Night Mummies, Dead Knights/Dark Knights,
Night Wraiths/Dark Wraiths or Night Skeleton Horsemen
within ‘36’ can immediately Move, Charge, Fight a round of
Close Combat without the enemy striking back or Shoot- if
they have missile weapons), Encore! (After using Death’s
Will in the Shooting Phase, roll a D6. On a 6 you can use it
again)

Vyre Maiden Lady (Night Dweller): 440pts, Moves ‘9’


Vīre Jaunava Dāma (nakts iedzīvotājs)
T6, W4, S7, I10, A4, 3+ Dodge Save, Dauntless, -4 to
Armour Saves in CC, +1 to hit Bonus in Close Combat,
Lightning Fighter (I10), Perceptive (5+ Dodge Save),
Night Dweller (5+ Dodge Save, boosts to 3+ Dodge if also
Perceptive), Death’s Will (Roll 3D6, on a 7+, a unit of Night
Skeletons, Night Zombies, Night Mummies, Dead
Knights/Dark Knights, Night Wraiths/Dark Wraiths or Night
Skeleton Horsemen within ‘36’ can immediately Move,
Charge, Fight a round of Close Combat without the enemy
striking back or Shoot- if they have missile weapons),
Summon Dead Horde (Roll 3D6, on a 10+ you summon
3D6 Night Skeletons with Swords and Shields or 3D6 Night
Zombies- Hungriest Dead within ‘36’ of Vyre Maiden Lady),
Encore! (After using Death’s Will or Summon Dead Horde in
the Shooting Phase, roll a D6. On a 5 you can use it again)
Enchanted Night Wraith with Scythe: 50pts, Moves ‘9’
apburts nakts gars ar izkapti
T4, W3, S5, I0, A2, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores Armour Saves, Ignores all Terrain
when Moving at ANY time & Charging

Night Banshee Widow: 75pts, Moves ‘9’


nakts Banshee atraitne
T4, W2, S3, I3, A2, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging
Re-rolls misses in Close Combat (Sword), Armed with
Ghostly Howl: Automatic, ‘8’, can be used as Close Combat
Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and
suffers 1 Wound for each point they lost by which Ignores
Armour, Reflex Shots (Ghostly Howl). Dauntless models are
immune to Ghostly Howl and Diehards roll 3D6 instead of
2D6

Corpse Dragon: 500pts, Moves ‘10’


līķa pūķis
T6, W7, S7, I3, A6, 5+ Dodge Save, 5+ Numb Save,
Dauntless, Weak against Spears, Poisoned Attacks, -4 to
Armour Saves in CC, Corpse Breath: Auto, ‘9’ teardrop
flamethrower template, Wounds on a 4+, Ignores Armour
Saves, can be used in Close Combat instead of Close
Combat attacks, Reflex Shots (Corpse Breath), Cloud of
Flies: Enemy units have -1 to hit penalty against them in
Shooting, Close Combat and Reflex Shots

Winged Creature of the Night: 100pts, Moves ‘10’


spārnotais nakts radījums
T5, W3, S5, I2, A3, 5+ Dodge Save, Dauntless, Weak
against Spears, -2 to Armour Saves in CC, Spinal Tusks
(S7 -4 to Armour Saves on Charge)
Reaper Coach of Darkness: 200pts
gaišais tumsas treneris
T7, W5, S6, I0, A4, No Save, Wraith Driver is the S6 I0 A4
and Ignores Armour Saves, Causes D6+2 I8 S7 -4 to
Armour Save impact Hits on Charge ONLY, Cavalry,
Dauntless, Magical Attacks, Ignores all Terrain when
Moving at ANY time & Charging, Skeletal Steeds are S4 I2
A4 in total and -1 to Armour Saves, Harvester of Death
(When this unit or any Army of Darkness within ‘6’ deals
unsaved Wounds in Close Combat, the Reaper Coach of
Darkness benefits: 8 Wounds (Wraith Driver has A6 on
Charge, Skeletal Steeds have A6 on Charge), 12 Wounds
(This unit gains ‘Seeing Shadows’ so enemy units suffer -1
to Hit in Shooting, Reflex Shots and Close Combat against
Reaper Coach), 15 Wounds+ (Move ‘12’, Can Charge ‘36’,
Immune to Magical Attacks, Wraith Driver is now A6 or A9
on Charge, Always Wounds on 4+ at the most)

Night Manticore: 200pts, Moves ‘10’


nakts manticore
T7, W5, S7, I4, A4, 5+ Dodge Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in CC, Flyers, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Weak
against Spears
Night Rat Horde: 10pts per Base, Moves ‘9’
nakts žurkas orda
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Night Spiders: 15pts per Base


nakts zirnekļi
T2, W5, S3, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover,
Climbers
Night Banshee Matriarch: 150pts, Moves ‘9’
nakts Banshee matriarhs
T4, W3, S4, I4, A2, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging, Ignores Armour Saves in Close Combat,
Re-rolls misses in Close Combat (Sword), Armed with
Magical Ghostly Howl: Roll a D6. Dauntless units are
immune to ALL effects. On a 1 nothing happens, 2 = Choose
enemy unit within ‘12’, they must make a CCR roll or be
frozen with fear and unable to strike back in Close Combat
in your turn, 3 = Deals 6 S4 Hits Ignores Armour Saves to
an enemy unit within ‘12’ (including those in Close Combat),
4 = Death’s Will (A unit of Night Skeletons, Night Zombies,
Night Mummies, Dead Knights/Dark Knights, Night
Wraiths/Dark Wraiths or Night Skeleton Horsemen within
‘12’ can immediately Move, Charge, Fight a round of Close
Combat without the enemy striking back or Shoot- if they
have missile weapons), 5 = All enemy units within ‘3D6’ (up
to ‘18’) must pass a CCR roll or be destroyed, 6 = Crumble
to Dust: Choose an enemy unit within ‘12’ and roll a D6 for
each model. On a 5+ they suffer a Wound which Ignores
Armour Saves), Also able to use Death’s Hand (Roll 2D6
when you hit an enemy model in Close Combat. On a 7+,
they are destroyed and replaced by a Dark Wraith or Dark
Knight)
Reaper Coach of Terror: 250pts
terora treneris
T6, W4, S5, I0, A1, 4+ Armour Save, Wraith Driver is the S5
I0 A3 and Reduces Armour Saves by -2, Causes D6+1 I8 S5
-2 to Armour Save impact Hits on Charge ONLY, Cavalry,
Dauntless, Magical Attacks, Skeletal Steeds are S3 I2 A2
in total, Terrific Presence (Enemy units who are NOT
Dauntless who are within ‘6’ or Charged by this unit must
pass a CCR roll or flee in terror), The Reaping (For every 6
Wounds dealt by this unit, saved or unsaved, the Coach
causes a further +1 I8 S5 -2 to Armour Saves Impact Hit)

Giant Vyre Bat of the Night: 12pts, Moves ‘10’


milzu vyre bat nakts
T4, W1, S4, I3, A2, 5+ Dodge Save, Flyers, Dauntless, -1
to Armour Saves

Necromancer Lord (Living Death): 230pts


nekromantsk kungs (nāves griba)
T4, W3, S4, I3, A1, No Save, Living Death (Roll a D6 each
time before using the Staff of Living Death in the Shooting
Phase. On a 1 it is exhausted. All Army of Darkness units
within ‘36’ can immediately Move, Charge, Fight a round of
Close Combat without the enemy striking back or Shoot- if
they have missile weapons. They also gain +1 Attack each)
Necromancer Champion (Death’s Dance): 100pts
nekromantsk čempions (nāves griba)
T3, W2, S3, I3, A1, No Save, Death’s Dance (Roll a D6, on
a 3+ an Army of Darkness unit within ‘24’ can immediately
Move, Charge, Fight a round of Close Combat without the
enemy striking back or Shoot- if they have missile weapons.
They also gain +1 Attack each in Close Combat)

Necromancer Champion (Summoner): 100pts


nekromantsk čempions (Summoner)
T3, W2, S3, I3, A1, No Save, Each Shooting Phase you can
attempt to use the following ability until you fail the D6 roll.
The Necromancer Champion is more experienced and thus
allowed to re-roll this D6 roll:
1) Reinforce the Dead (Roll D6, on a 5+ you summon D6
Night Skeletons or D6 Night Zombies within ‘18’ of
Necromancer Champion. These models will be equipped and
armoured in the same way as the unit you are adding to)

Drowned Night Zombie: 2pts + 50 per unit


noslīka nakts zombiju
T3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Water Dwellers (Enemy
units have -1 to hit against them in Shooting when the unit
is in water features like marshes, rivers or swamps. Water
Dwellers move through water features without penalty),
Breath of Life (Benefits from Summon Dead, Raise the
Dead and Summon Dead Horde. Enemy units who are NOT
Dauntless suffer -1 to Hit against this unit if they are
summoned in a Water Feature), Then He’s Still There…
(All armies BUT Army of Darkness pay +50pts for this unit
and they can summon them within ’18’ of a friendly unit in
the Reinforcements Phase. Army of Darkness does NOT pay
+50pts and can summon the Drowned Night Zombies within
’18’ of a friendly unit in the Reinforcements Phase)
Garden of Death: Choose 1 of the Options Below
nāves dārzs

Death Marsh: Any unit who moves through the Death


Marsh in any way (Run, Charge, Move etc) must roll a D6 for
each model who touched the Death Marsh. On a 1 they
suffer a Wound. All ‘Chariot’ units and units with the
‘Cavalry’ rule suffer a Wound on a 1 or 2.

Death Pit: Enemy units who are NOT from the Army of
Darkness or Dead Egyptians suffer -1 to their CCR rolls
when they lose Close Combat. Units from the Army of
Darkness or Dead Egyptians gain +1 to Numb Saves (6+
Numb Save by default, 4+ Numb improves to 3+ etc.)

Haunted Ruin/Mansion/Cave: Enemy units within ‘6’ of


this Haunted terrain feature, including those in Close
Combat, suffer 6 S1 Hits which Ignore Armour Saves. These
hits are dealt at the end of the Shooting Phase. This
Haunted terrain feature can be garrisoned by Army of
Darkness or Dead Egyptian units and enemy units suffer an
additional -1 to Hit against this unit in Close Combat. This
Haunted terrain feature grants a 4+ Cover Save.

Garden of Death: The first Army of Darkness or Dead


Egyptian unit to enter the Garden of Death gains the
‘Terrific’ rule but it will still apply to enemy units who are
also ‘Terrific’. Enemy units suffer -1 to Hit against this
terrifying unit unless they are Dauntless.

Magical Ruins: Necromancers, Vyre Mages, Vyre Maiden


Countesses, Vyre Maiden Ladies, Aristocratic Vyres and all
Pharaonic Priests can access the Magical Ruins. One of these
Mages within ‘6’ of the Magical Ruins can roll up to 4D6
more when attempting to use their magical abilities (e.g.
Summon Dead Horde is normally on a 3D6 but now you can
roll up to 7D6). However, if 3D6 of the 4D6 extra dice
(different colour) are 6s, place a ‘5’ S10 Blast on the Mage.
Dead Giant: 200pts, Moves ‘9’
miris gigants
T5, W6, S6, I3, 2D6 Attacks each, 5+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in
Close Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits,
-3 to Armour Saves), Reflex Shots (Big Rock), Weak
against Spears, Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless or Terrific)
Turq Army of Darkness:
Turq Armija Tumsas:
Painted mainly in shades of Turquoise

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Hungry Dead:
(izsalcis miris)
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!)

Dauntless
ALL Turq Army of Darkness models have the Dauntless rule.
If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Turq Army of Darkness CORE Units:

Turq Hungry Ghoul: 9pts, Moves ‘12’


T4, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks,
Hungry Dead
Turq Army of Darkness Specialist Units:
Limit of 120 Night Ghosts (4 Units)
Limit of 40 Spectre Host Bases (4 Units)
Limit of 40 Mounted Reaper Wraiths (4 Units)

Turq Night Ghost: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 4+ Numb Save, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT
Electric and Magical attacks (Fireball is Magical & Fire) affect
them as they normally would and Immune to Poisoned
Attacks of all kinds UNLESS they are Magical, Ethereal:
Ignores all Terrain when Moving at ANY time & Charging,
Dauntless, Hungry Dead, Magical Attacks, Re-rolls
misses in Close Combat

Turq Spectre Hosts: 25pts per Base, Moves ‘12’


T3, W4, S3, I1, A4, 4+ Numb Save, Spirits, Ignores all
Terrain when Moving at ANY time & Charging, Dauntless,
Hungry Dead, Magical Attacks, Re-rolls misses

Mounted Turq Reaper Wraith with Scythe: 30pts, Moves


‘12’, T4, W2, S5, I2, A1, 4+ Numb Save, Spirits,
Dauntless, Cavalry, Attacks are Magical and Fire but
enemy units who resist Fire (e.g. Clay units) will be affected
by the normal Magical attacks, Ignores all Terrain when
Moving at ANY time & Charging, Can re-roll Run and
Victory Run moves, Ignores Armour Saves in Close
Combat, Passing Through: Can move through enemy units
when allowed to move (i.e. Reinforcement, Movement or
Shooting Phase or Victory Run) and deals a total of 1
Strength 5 hit per Reaper Wraith which ignores Armour
Saves. The enemy unit/units will get 1 Reflex Shot each if
they have Electric, Fire or Magical attacks available in
Shooting or Close Combat.
Turq Army of Darkness Heavy Units:
Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)
Limit of 2 Spirit Engines of the Dead

Turq Night Wraith with Scythe: 25pts, Moves ‘12’


T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging

Turq Night Banshee: 50pts, Moves ‘12’


T3, W2, S3, I3, A1, 4+ Numb Save, 6+ Dodge Save, Part of
Night Wraith Unit, Spirits, Dauntless, Magical Attacks,
Ignores all Terrain when Moving at ANY time & Charging
Armed with Ghostly Howl: Automatic, ‘8’, can be used as
Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Dauntless models are immune to
Ghostly Howl and Diehards roll 3D6 instead of 2D6
Turq Spirit Engine of the Dead: 220pts, Moves ‘12’
T5, W5, S3, I1, A7, 4+ Numb Save, 5+ Armour Save, Night
Banshee Trio is S3 I3 A9 in total in Close Combat and re-
rolls misses, Spectre Host is S3 I1 A7 above and re-rolls
misses, Spirit Engine Causes D6+1 I8 S5 -2 to Armour Save
impact Hits on Charge ONLY, Cavalry, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging, Can re-roll Run and Victory Run
moves, Armed with Ghostly Howl: Automatic, ‘8’, can be
used as Close Combat Attack by Banshee Trio- Banshee rolls
2D6 + 6 (higher due to there being 3 Banshees), Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Reflex Shots (Ghostly Howl).
Dauntless models are immune to Ghostly Howl and
Diehards roll 3D6 instead of 2D6, Death Warmed Up: The
Necromancer aboard the Spirit Engine rolls 2D6 at the start
of each Shooting Phase and adds his own turn number (e.g.
1 – 6) to the result, all friendly Army of Darkness units get
+1 to their Dodge Save, gaining a 6+ Dodge if they had
none already. Additionally, from Turns 3 – 6, the
Necromancer gains the Death Stare attack, which will NOT
disrupt ‘Death Warmed Up’ and will target ALL enemy
units within range: Auto, ‘10’, S4, Magical, deals 10 hits,
even affects units in Close Combat and can be used in Close
Combat.
Blue Army of Darkness:
Zils Armija Tumsas:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(personiskā teleporter)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Blue Army of Darkness CORE Units:

Blue Night Ghoul: 8pts


T4, W1, S3, I3, A2, 5+ Numb Save, Poisoned Attacks,
Dauntless, Hungry Dead

Blue Night Zombie: 2pts


T3, W1, S3, I0, A1, 5+ Numb Save, Dauntless, Has -1 to
Hit penalty in Close Combat always, Hungry Dead
Blue Army of Darkness Specialist Units:
Limit of 120 Night Ghosts (4 Units)
Limit of 40 Spectre Host Bases (4 Units)
Limit of 40 Giant Night Ghouls

Blue Night Ghost: 6pts


T3, W1, S3, I3, A1, 3+ Numb Save, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT
Electric and Magical attacks (Fireball is Magical & Fire) affect
them as they normally would and Immune to Poisoned
Attacks of all kinds UNLESS they are Magical, Ignores all
Terrain when Moving at ANY time & Charging, Dauntless,
Magical Attacks, Hungry Dead, Re-rolls misses in Close
Combat

Blue Spectre Hosts: 25pts per Base, Moves ‘10’


T3, W4, S3, I1, A4, 3+ Numb Save, Spirits, Ignores all
Terrain when Moving at ANY time & Charging, Dauntless,
Magical Attacks, Hungry Dead, Re-rolls misses

Giant Blue Night Ghoul: 38pts, Moves ‘9’


T5, W3, S5, I3, A3, 4+ Numb Save, Poisoned Attacks,
Dauntless, -1 to Armour Saves, Weak Against Spears

Blue Army of Darkness Heavy Units:


Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)

Blue Night Wraith with Scythe: 25pts, Moves ‘9’


T3, W2, S5, I0, A3, 3+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging
Blue Night Banshee: 50pts, Moves ‘9’
T3, W2, S3, I3, A1, 3+ Numb Save, Part of Night Wraith
Unit, Spirits, Dauntless, Magical Attacks, Ignores all
Terrain when Moving at ANY time & Charging
Armed with Ghostly Howl: Automatic, ‘8’, can be used as
Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Dauntless models are immune to
Ghostly Howl and Diehards roll 3D6 instead of 2D6
Green Army of Darkness:
Zaļš Armija Tumsas:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(nāvējoši precīza)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Green Army of Darkness CORE Units:


Green Night Zombie with Club & Shield: 2pts
T3, W1, S3, I0, A1, 6+ Armour Save, Reduces Armour
Saves by -1, Dauntless, Has -1 to Hit penalty in Close
Combat always, Hungry Dead

Green Hungry Ghoul: 9pts, Moves ‘9’


T4, W1, S3, I4, A2, 6+ Dodge Save, Poisoned Attacks,
Hungry Dead
Green Army of Darkness Heavy Units:
Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)

Green Night Wraith with Scythe: 25pts, Moves ‘9’


T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging

Green Night Banshee: 50pts, Moves ‘9’


T3, W2, S3, I3, A1, 4+ Numb Save, Part of Night Wraith
Unit, Spirits, Dauntless, Magical Attacks, Ignores all
Terrain when Moving at ANY time & Charging
Armed with Ghostly Howl: Automatic, ‘8’, can be used as
Close Combat Attack- Banshee rolls 3D6 + 2 (3D6 due to
‘Deadly Accurate’), Enemy unit rolls 2D6 and suffers 1
Wound for each point they lost by which Ignores Armour,
Dauntless models are immune to Ghostly Howl and
Diehards roll 3D6 instead of 2D6
Tan Army of Darkness:
Dzeltenbrūns Armija Tumsas:
Painted mainly in the colour Tan or Flesh

Tan Reinforcements: Paratroopers


(Desantēšanai)
Tan Army of Darkness Reinforcements arrive as a ‘2’ circular
blast template with the unit clumped into this small circle as
much as possible. Nominate a location for the unit to arrive
and then choose a direction and roll 2D6 and the unit will
scatter this far away. If the unit touches a piece of terrain or
a model (friendly or enemy), then each model in the unit
rolls a D6. On the result of a ‘1’ then the model takes 1
unsaved wound automatically. Once the unit has been
placed, it then functions as normal and can Link-Up Move,
Shoot/Run, Charge.

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Tan Army of Darkness CORE Units:


Tan Night Zombie: 2pts
T3, W1, S3, I1, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Hungry Dead
Tan Hungry Ghoul: 9pts, Moves ‘9’
T4, W1, S3, I4, A2, 5+ Dodge Save, Poisoned Attacks,
Hungry Dead

Tan Army of Darkness Specialist Units:


Limit of 40 Winged Vyres

Tan Winged Vyre: 46pts, Moves ‘12’


T4, W3, S5, I4, A4, 3+ Dodge Save, Flyers, Dauntless, -1
to Armour Saves, Weak Against Spears

Tan Army of Darkness Heavy Units:


Limit of 2 Werewolves with Bat Wings

Tan Werewolf with Bat Wings: 100pts, Moves ‘9’


T5, W4, S5, I2, A5, 4+ Numb Save, 5+ Dodge Save, Re-
rolls misses, Dauntless, Weak against Spears, Reduces
Armour Saves by -1
Swamp Army of Darkness:
Purvs Armija Tumsas:
Painted mainly in Sea Greens, Hookers Green and lightly
painted off-Greens distinct from greens of the Green Armies

Slow:
(Lēni)
All Swamp units move like ALWAYS in terrain, and can pick
the highest of 2D6 when Moving and Charging. Any
exceptions to this rule will be included in the model’s
statistics (e.g. Cavalry)

Uninhibited:
(Nesavaldīgs)
If a Swamp unit with this rule is fired upon by an enemy unit
in the Shooting Phase, roll a D6. On a roll of 4+ that Swamp
unit will move D6 towards the unit which fired upon it,
around friendly and enemy units and terrain if need be. If
the Swamp unit contacts the enemy unit in this way, it will
count as Charging. Also, this move can be used to Link-Up
with another Swamp unit if it definitely will not reach the
enemy unit who fired at them AND ends its move within ‘2’
of this friendly unit as normal.

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).
Anger of the Dead: The Undead (Army Men PAZCIK) ALL
have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Swamp Army of Darkness CORE Units:


Swamp Night Ghoul: 8pts
T4, W1, S3, I3, A2, 5+ Numb Save, Poisoned Attacks,
Dauntless, Slow, Uninhibited, Hungry Dead

Swamp Night Skeleton with Crossbow: 3pts


T3, W1, S3, I2, A1, 5+ Numb Save, Dauntless, Dogged,
Hungry Dead, Slow, Has -1 to Hit penalty in Shooting,
Reflex and Close Combat always, Dead Shots (Gains
models through unsaved Wounds in Shooting OR Reflex
Shots)

Swamp Army of Darkness Specialist Units:


Limit of 40 Giant Night Ghouls

Giant Swamp Night Ghoul: 38pts, Moves ‘6’


T5, W3, S5, I3, A3, 4+ Numb Save, Poisoned Attacks,
Dauntless, Uninhibited, -1 to Armour Saves, Weak
Against Spears

Swamp Army of Darkness Heavy Units:


Limit of 2 Werewolves with Bat Wings

Swamp Werewolf with Bat Wings: 100pts, Moves ‘6’


T5, W4, S5, I2, A5, 3+ Numb Save, Re-rolls misses,
Dauntless, Uninhibited, Weak against Spears, Reduces
Armour Saves by -1
Royalist Army of Darkness:
Rojālists Armija Tumsas:
Painted mainly in Whites

Volley Fire
(Volley uguns)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(ierakties)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s
statistics.

Dead Shots:
(Miris šāvienu)
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Shooting or
Reflex Shots. This does not apply to excess wounds (e.g. If
your unit killed 3 Kobolds with their missile weapons who
had 1 Wound each and you dealt 20 unsaved wounds, you
would gain 3 wounds for the unit and not 20!).

Hungry Dead:
(izsalcis miris)
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!)
Anger of the Dead: The Undead (Army Men PAZCIK) ALL
have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Royalist Army of Darkness CORE Units:

Royalist Night Skeleton with Bow: 2pts


T3, W1, S3, I2, A1, 6+ Armour Save, Dauntless, Dead
Shots, Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always, Volley Fire (Fires 2 Shots in Shooting
Phase), Entrench

Royalist Night Skeleton with Crossbow: 3pts


T3, W1, S3, I2, A1, 6+ Armour Save, Dauntless, Dead
Shots, Has -1 to Hit penalty in Shooting, Reflex and Close
Combat always, Volley Fire (Fires 2 Shots in Shooting
Phase), Entrench

Royalist Army of Darkness Heavy Units:


Limit of 6 Night Banshees

Royalist Night Banshee: 50pts, Moves ‘9’


T3, W2, S3, I3, A1, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging

Armed with Ghostly Howl: Automatic, ‘8’, can be used as


Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Dauntless models are immune to
Ghostly Howl and Diehards roll 3D6 instead of 2D6, Volley
Scream (Ghostly Howl is used 2x in Shooting Phase instead
of once), Entrench (Ghostly Howl)
Purple Army of Darkness:
Violeta Armija Tumsas:
Painted mainly in all shades of Purple

Sands of Time
(Smiltis Laika)
Purple Army of Darkness Models can re-roll misses once in
Shooting and Close Combat. Guess weapons (Cannons,
Mortars) and Bazookas are an exception to this rule. Any
model which cannot re-roll misses will have this included in
their stats and, as always, Reflex Shots cannot ever re-roll
misses

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Purple Army of Darkness CORE Units:


Purple Night Zombie: 2pts
T3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Hungry Dead, Re-rolls
misses

Purple Night Wolf: 6pts, Moves ‘9’


T3, W1, S3, I3, A2, 5+ Dodge Save, Charges ‘9’,
Dauntless, Hungry Dead, Re-rolls misses
Purple Army of Darkness Specialist Units:
Limit of 80 Dead Knights with Swords (4 Units)
Limit of 80 Mounted Dead Knights with Lances (4 Units)
Limit of 40 Royal Gargoyles with Twin Swords (4 Units)

Purple Dead Knight with Sword & Shield: 12pts


T4, W1, S4, I3, A1, 4+ Armour Save, 5+ Dodge Save, Deals
2 wounds for each unsaved wound, Re-rolls misses, Death
Strike (Ignores Armour Saves on 6 to Wound, still deals 2
wounds per unsaved Wound), Dauntless, Magical Attacks

Mounted Purple Dead Knight with Lance & Shield:


20pts- T5, W1, S4, I3, A1, 2+ Armour, 5+ Dodge Save,
Cavalry, Ghostly Steeds: Ignores Terrain when Moving &
Running but not when Charging as this would knock the
Rider off), Dauntless, S6 -2 to Armour Saves and re-rolls
misses on first Charge ONLY, Uses Sword at ALL other times
and can re-roll misses: A1 S4 before AND after first Charge,
Death Strike, Magical Attacks

Mounted Purple Reaper Wraith with Scythe: 30pts,


Moves ‘12’, T4, W2, S5, I2, A1, 4+ Numb Save, 5+ Dodge
Save, Spirits, Cavalry, Attacks are Magical and Fire but
enemy units who resist Fire (e.g. Clay units) will be affected
by the normal Magical attacks, Ignores all Terrain when
Moving at ANY time & Charging, Ignores Armour Saves in
Close Combat, Re-rolls misses, Passing Through: Can
move through enemy units when allowed to move (i.e.
Reinforcement, Movement or Shooting Phase or Victory Run)
and deals a total of 1 Strength 5 hit per Reaper Wraith
which ignores Armour Saves. The affected enemy unit/units
will get 1 Reflex Shot each if they have Electric, Fire or
Magical attacks available in Shooting or Close Combat.
Purple Royal Gargoyle with Twin Swords: 80pts,
Moves ‘10’, T5, W4, S5, I4, A4, 5+ Armour Save, 4+ Dodge
Save, Flyers, Dauntless, Death Strike, -1 to Armour
Saves, Re-rolls misses, Weak Against Spears

Purple Army of Darkness Heavy Units:


Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)
Limit of 40 Royal Gargoyles with Halberds (4 Units)

Purple Night Wraith with Scythe: 25pts, Moves ‘9’


T3, W2, S5, I0, A3, 4+ Numb Save, 5+ Dodge Save,
Spirits, Dauntless, Magical Attacks, Ignores all Terrain
when Moving at ANY time & Charging, Re-rolls misses

Purple Night Banshee: 50pts, Moves ‘9’


T3, W2, S3, I3, A1, 4+ Numb Save, 5+ Dodge Save, Part of
Night Wraith Unit, Spirits, Dauntless, Magical Attacks,
Ignores all Terrain when Moving at ANY time & Charging
Armed with Ghostly Howl: Automatic, ‘8’, can be used as
Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Dauntless models are immune to
Ghostly Howl and Diehards roll 3D6 instead of 2D6.
Banshee Can re-roll 2D6 + 2 due to ‘Sands of Time’

Purple Royal Gargoyle with Halberd: 90pts, Moves ‘10’


T5, W4, S6, I4, A3, 5+ Armour Save, 4+ Dodge Save,
Flyers, Dauntless, Death Strike, Re-rolls misses, -2 to
Armour Saves, Weak Against Spears
Shadow Army of Darkness:
Ēna Armija Tumsas:
Painted mainly in Black colours

Seeing Shadows
(redzēt ēnas)
Shadow Army of Darkness models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Bezbailīgs)
ALL Shadow Army of Darkness models have the Dauntless
rule. If this unit is defeated in Close Combat, they receive 1
wound (which can be saved if available) for each wound that
they lost by, but the Dauntless unit will not be destroyed via
CCR (Close Combat Resolution)

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat
Shadow Army of Darkness CORE Units:

Shadow Night Wolf: 6pts, Moves ‘9’


T3, W1, S3, I3, A2, No Save, Charges ‘9’, Hungry Dead

Shadow Night Bats: 10pts per Base, Moves ‘9’


T2, W4, S2, I4, A5, 6+ Dodge Save, +1 to Cover Saves
when in Cover, Hungry Dead, re-rolls misses, Suffers
double Wounds from attacks with a Blast (usually ‘2’ or ‘5’
but could also come from exploding Terrain), immune to
‘Stronger Than’ rule.

Shadow Armoured Night Skeleton w/ Halberd &


Shield: 4pts- T3, W1, S4, I2, A1, 4+ Armour Save, -1 to
Armour Saves, Hungry Dead, Has -1 to Hit penalty in Close
Combat always

Shadow Night Zombie: 2pts


T3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Hungry Dead

Shadow Army of Darkness Specialist Units:


Limit of 40 Giant Bats of the Night (4 Units)
Limit of 80 Dead Knights with Halberds (4 Units)
Limit of 120 Night Ghosts (4 Units)
Limit of 80 Mounted Dead Knights (4 Units)
Limit of 40 Giant Night Ghouls

Giant Shadow Bat of the Night: 7pts, Moves ‘10’


T3, W2, S3, I3, A2, 6+ Dodge Save, Flyers, Hungry Dead

Dead Shadow Knight with Halberd & Shield: 10pts


T4, W1, S5, I3, A1, 4+ Armour Save, -1 to Armour Saves,
Death Strike (Ignores Armour Saves on 6 to Wound, still
deals 2 wounds per unsaved Wound), Magical Attacks
Mounted Dead Shadow Knight w/ Lance & Shield:
20pts- T5, W1, S4, I3, A1, 2+ Armour, Cavalry, S6 -2 to
Armour Saves on first Charge ONLY, Uses Sword at ALL
other times and can re-roll misses: A1 S4 before AND after
first Charge, Death Strike, Magical Attacks

Mounted Shadow Reaper Wraith with Scythe: 30pts,


Moves ‘12’, T4, W2, S5, I2, A1, 4+ Numb Save, Spirits,
Cavalry, Attacks are Magical and Fire but enemy units who
resist Fire (e.g. Clay units) will be affected by the normal
Magical attacks, Ignores all Terrain when Moving at ANY
time & Charging, Ignores Armour Saves in Close Combat,
Passing Through: Can move through enemy units when
allowed to move (i.e. Reinforcement, Movement or Shooting
Phase or Victory Run) and deals a total of 1 Strength 5 hit
per Reaper Wraith which ignores Armour Saves. The
affected enemy unit/units will get 1 Reflex Shot each if they
have Electric, Fire or Magical attacks available in Shooting or
Close Combat.

Giant Shadow Night Ghoul: 38pts, Moves ‘9’


T5, W3, S5, I3, A3, 5+ Numb Save, Poisoned Attacks, -1 to
Armour Saves, Weak Against Spears

Shadow Army of Darkness Heavy Units:


Limit of 1 Reaper Coach
Limit of 18 Night Wraiths + 2 Night Banshees (2 Units)

Shadow Reaper Coach: 150pts


T6, W4, S5, I0, A3, 4+ Dodge Save, 3+ Armour Save,
Wraith Driver is the S5 I0 A3 and Reduces Armour Saves by
-2, Reaper Coach AND Wraith have Death Strike, Causes
D6+1 I8 S5 -2 to Armour Save impact Hits on Charge ONLY,
Cavalry, Re-rolls misses, Magical Attacks, Ignores all
Terrain when Moving at ANY time & Charging
Shadow Night Wraith with Scythe: 25pts, Moves ‘9’
T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Magical
Attacks, Ignores all Terrain when Moving at ANY time &
Charging

Shadow Night Banshee: 50pts, Moves ‘9’


T3, W2, S3, I3, A1, 4+ Numb Save, Part of Night Wraith
Unit, Spirits, Magical Attacks, Ignores all Terrain when
Moving at ANY time & Charging
Armed with Ghostly Howl: Automatic, ‘8’, can be used as
Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Dauntless models are immune to
Ghostly Howl and Diehards roll 3D6 instead of 2D6
Red Army of Darkness:
Sarkans Armija Tumsas:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(sarkanā armija)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Red Army of Darkness CORE Units:

Red Night Zombie: 2pts


T3, W1, S3, I0, A1, 6+ Numb Save, Dauntless, Has -1 to
Hit penalty in Close Combat always, Hungry Dead

Red Night Wolf: 4pts, Moves ‘9’


T3, W1, S3, I3, A2, No Save, Charges ‘9’, Dauntless,
Hungry Dead
Red Night Skeleton with Sword & Shield: 2pts
T3, W1, S3, I2, A1, 5+ Armour Save, 6+ Numb Save,
Dauntless, Hungry Dead, Re-rolls misses, Has -1 to Hit
penalty in Close Combat always

Red Night Skeleton with Spear & Shield: 2pts


T3, W1, S3, I3, A1, 5+ Armour Save, 6+ Numb Save,
Dauntless, Hungry Dead, S4 vs Cavalry, Has -1 to Hit
penalty in Close Combat always

Red Army of Darkness Specialist Units:


Limit of 80 Dead Knights with Swords (4 Units)

Dead Red Knight with Sword & Shield: 10pts


T4, W1, S4, I3, A1, 4+ Armour Save, Deals 2 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks, Death Strike (Ignores Armour Saves on 6 to
Wound, still deals 2 wounds per unsaved wound)

Red Army of Darkness Heavy Units:


Limit of 18 Night Wraiths

Red Night Wraith with Scythe: 23pts, Moves ‘9’


T3, W2, S5, I0, A3, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, -2 to Armour Saves, Ignores all Terrain
when Moving at ANY time & Charging
Grey Army of Darkness:
Pelēks Armija Tumsas:
Painted in Greys, charcoals and dark grey

Professionals
(speciālisti)
Reduces Enemy Save, whichever one they choose, by a
further -1 than usual. This will be covered in Grey Army of
Darkness Model stats in each case. This rule does NOT apply
to Dodge Saves, which cannot be modified.

Hungry Dead:
Models with this rule add 1 Model to their unit with every
unsaved Wound caused or model destroyed in Close
Combat. This does not apply to excess wounds (e.g. If your
unit killed 3 artillery crew who had 1 Wound each and you
dealt 30 unsaved wounds, you would gain 3 wounds for the
unit and not 30!).

Anger of the Dead: The Undead (Army Men PAZCIK) ALL


have the ‘Angry Dead’ rule against Army of Darkness Units
and will re-roll wounds against them in Shooting AND Close
Combat

Grey Army of Darkness CORE Units:

Grey Night Ghoul: 8pts


T4, W1, S3, I3, A2, 5+ Armour Save, Poisoned Attacks,
Dauntless, Slow, Hungry Dead, -1 to Armour Saves
Grey Army of Darkness Specialist Units:
Limit of 40 Giant Night Ghouls

Giant Grey Night Ghoul: 38pts, Moves ‘6’


T5, W3, S5, I3, A3, 5+ Armour Save, 5+ Numb Save,
Poisoned Attacks, Dauntless, -2 to Armour Saves, Weak
Against Spears

Grey Army of Darkness Heavy Units:


Limit of 1 Bone King ‘Foreman’ on Skeleton Dragon

Grey Bone King ‘Foreman’ on Skeleton Dragon: 485pts,


Moves ‘10’- T5, W3, S5, I8, A5, 3+ Numb Save, 5+ Armour
Save, Re-rolls misses, Dauntless, Weak against Spears,
Reduces Armour Saves by -2, Poisoned Attacks, +1 to hit
Bonus in Close Combat; Skeleton Dragon is T6, W6, S5, I3,
A4, 5+ Dodge Save, 5+ Armour Save, -2 to Armour Saves
Bone Scream: Works exactly like ‘Ghostly Howl’, but add
the amount of Wounds that the Skeletal Dragon has (i.e. 1 –
6) to the Dragon’s score. Enemy units can target either the
Bone King or the Dragon at any time, and any attacks with a
template (teardrop or Blast) will hit both the Bone King AND
the Dragon. If the Dragon is slain then the Bone King
‘Foreman’ is placed on the table (in Close Combat if the
Dragon was slain there) and can be represented by a Giant
Night Ghoul if available.
Drowned Army of Darkness

Water Dwellers (Enemy units have -1 to hit against


Drowned Army of Darkness units in Shooting when their
units are in water features like marshes, rivers or swamps.
Water Dwellers move through water features without
penalty)

Keep Your Powder Dry! (When Drowned Army of


Darkness units use Blackpowder weapons, they hit their own
unit on a 1 to Hit)

Eye Patch Vision (Drowned Army of Darkness units


ALWAYS hit enemy models on a 4+ in Close Combat when
using Pistols. In the Shooting phase and Reflex Shots,
Drowned Army of Darkness units ALWAYS hit on a 4+
regardless of other rules.

Drowned Army of Darkness Heroic Units- Compulsory:

Drowned Night Zombie Captain: 260pts, Move ‘9’


noslīcis nakts zombiju kapteinis
T5, W4, S5, I8, A10, No Save, Crazed, Dauntless, +1 to
Hit Bonus in Close Combat, Shooting Hits like Snipers,
Water Dwellers, Sea Sick Sway (4+ Dodge Save against
Magical Attacks), Armed with 2 Blackpowder Pistols
(Auto, ‘12’, S4, 2 shots and -2 to Armour Saves), Reflex
Shots (S4, 2 Shots, -2 to Armour Saves), Keep Your
Powder Dry!, Why Is The Rum Always Gone?! (Re-rolls
misses in Close Combat), Eye Patch Vision
Drowned Army of Darkness CORE Units:

Drowned Night Zombie: 2pts


noslīka nakts zombiju
T3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Water Dwellers, Lost at
Sea (Works exactly like ‘Open Grave Policy’)

Drowned Night Zombie with Blackpowder Rifle: 3pts


noslīka nakts zombiju ar melnā pulvera šauteni
T3, W1, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Water Dwellers, Lost at
Sea, Keep Your Powder Dry!, Armed with Blackpowder
Rifle (Heavy, ‘24’, S4, -2 to Armour Saves), Eye Patch
Vision

Drowned Night Zombie with 2 Pistols: 4pts


noslīka nakts zombiju ar divām pistolēm
T3, W1, S3, I0, A2, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Water Dwellers, Lost at
Sea, Keep Your Powder Dry!, Armed with 2
Blackpowder Pistols (Auto, ‘12’, S4, 2 shots and -2 to
Armour Saves), Also uses Blackpowder Pistols in Close
Combat, Eye Patch Vision

Sea Dog: 7pts, Moves ‘9’


jūras suns
T3, W1, S3, I3, A1, No Save, Charges ‘9’, Dauntless, Lost
at Sea, Water Dwellers, Feeding Time! (S4 -1 to Armour
Saves on Charge)
Drowned Fat Zombie: 30pts
noslīka tauku zombiju
T4, W2, S3, I0, A1, No Save, Dauntless, Has -1 to Hit
penalty in Close Combat always, Water Dwellers, Poisoned
Attacks, Fuses Lit! (When this model dies, it creates a ‘2’
Blast which Ignores Armour Saves. All models hit must
roll equal or lower than their Toughness or suffer a wound.
Drowned Army of Darkness units are immune to ‘Fuses Lit’)

Drowned Army of Darkness Specialist Units:


Limit of 20 Bilge Rat Horde Bases (4 Units)
Limit of 40 Giant Bats of the Sea (4 Units)
Limit of 4 Drowned Night Zombie Light Cannons
Limit of 40 Sea Ogre Hulks (4 Units)
Limit of 40 Drowned Night Zombie Swivel Gun Teams

Bilge Rat Horde: 8pts per Base, Moves ‘9’


Žurkām orda
T2, W5, S2, I0, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Water Dwellers, Lost at Sea

Giant Bat of the Sea: 9pts, Moves ‘10’


milzīgs jūras sikspārnis
T3, W3, S3, I3, A3, 6+ Dodge Save, Flyers, Dauntless,
Lost at Sea, Stowaway! (Also carries a Drowned Night
Zombie and the improved stats of this unit reflects this)
Drowned Night Zombie Light Cannon: 70pts
noslīka nakts zombiju gaismas lielgabalu
-T3, W1, S3, I0, A1, No Save (3 Drowned Night Zombies)
-T7, W3, S0, I0, A0, No Save (Light Cannon)
Heavy Cannon = Guess up to ‘48’, S10, deals 2 Wounds if
unsaved, Grapeshot: S4, ‘9’ teardrop Flamethrower
template. See page 18 & 19 (Firing a Heavy Cannon),
Artillery, Dauntless, Lost at Sea (Drowned Night Zombie
Crew can increase their numbers through dealing unsaved
Wounds in Close Combat), Keep Your Powder Dry! (Roll a
D6 before using the Light Cannon in the Shooting Phase or
Reflex Shots. On a 1, the Light Cannon explodes and it
creates a ‘D6’ S7 -4 to Armour Saves explosion), Water
Dwellers

Sea Ogre Hulk: 40pts, Moves ‘9’


jūras milzis hulk
T4, W3, S5, I0, A6, No Save, -2 to Armour Saves, Weak
against Spears, Dauntless, Water Dwellers

Drowned Night Zombie Swivel Gun Team: 10pts


noslīcis nakts zombiju šarnīra komanda
T3, W2, S3, I0, A2, 6+ Armour Save, Dauntless, Has -1 to
Hit penalty in Close Combat always, Water Dwellers, Lost
at Sea, Keep Your Powder Dry!, Armed with
Blackpowder Swivel Gun (Heavy, ‘36’, S6, -4 to Armour
Saves), Eye Patch Vision
Drowned Army of Darkness Heavy Units:
Limit of 2 Dead Sea Hydras
Limit of 1 Drowned Night Zombie Broadside Cannon

Dead Sea Hydra: 200pts, Moves ‘9’


miris jūras hidra milzis
T5, W5, S6, I0, A5, 3+ Armour Save, Poisoned Attacks,
Slimy Sea Creature (Enemy units suffer -2 to Hit against
this unit in Close Combat), -3 to Armour Saves, Weak
against Spears, Dauntless, Water Dwellers

Drowned Night Zombie Broadside Cannon: 250pts


noslīcis nakts zombiju platais lielgabals
-T3, W1, S3, I0, A1, No Save (5 Drowned Night Zombies)
-T7, W5, S0, I0, A0, No Save (Broadside Cannon)
Broadside Cannon = Guess up to ‘72’, S10, deals D6
Wounds if unsaved, Grapeshot: S4, ‘9’ teardrop
Flamethrower template, Deals 2 Hits per Hit. See page 18 &
19 (Firing a Heavy Cannon), Artillery, Dauntless, Lost at
Sea (Drowned Night Zombie Crew can increase their
numbers through dealing unsaved Wounds in Close
Combat), Keep Your Powder Dry! (Roll a D6 before using
the Broadside Cannon in the Shooting Phase or Reflex Shots.
On a 1, the Broadside Cannon fires and creates a ‘2’ Blast
where the Cannonball lands and it does NOT bounce. Roll
another D6, on a 1 the Broadside explodes and creates a S7
-4 to Armour Saves explosion which extends ‘6’ from the
Broadside Cannon), Water Dwellers, Give Them a Round
of Our Broadside! (Cannonball bounces ‘2D6’ + ‘4’)
Army of the Dead Forest:

Army of the Dead Forest Heroic Units:


Limit of 1 Cloaked Necromancer with Staff
Limit of 1 Dead Knight King with 2H Axe

Cloaked Necromancer with Staff: 550pts


pārklāts ar nekromantu ar personālu
T4, W3, S4, I3, A1, 5+ Dodge Save, Ahhh, Fresh Meat!
(This unit and any unit/s attached to it do NOT suffer
Dauntless Wounds in Close Combat), Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT any
Electric, Fire and Magical attacks will affect them as they
normally would, Immune to Poisoned Attacks of all kinds
UNLESS they are Magical, Ethereal: Ignores all Terrain
when Moving at ANY time & Charging, Re-rolls Wounds in
Close Combat, I Am Murray (If this unit fails his rolls when
using an Ability in the Shooting Phase, he can re-roll 1 of the
dice), Re-rolls misses in Close Combat

Each Shooting Phase you can attempt to use the following


abilities as many times as desired. However, the Cloaked
Necromancer only has 6D6 available to do so. Choose how
you use them carefully:
1) Summon Dead (On a 3+ you summon D6 Night
Skeletons with Swords and Shields within ‘18’),
2) Raise the Dead (On a 7+ you summon 2D6 Night
Skeletons with Swords and Shields within ‘18’),
3) Summon Dead Horde (On a 10+ you summon 3D6
Night Skeletons with Swords and Shields within ‘18’)
4) Death’s Grip (On a 6+, the Cloaked Necromancer will
kill any model hit in Close Combat (they can take Dodge
Saves if applicable). Each model slain in this way is a Night
Skeleton with Sword and Shield for each Wound on their
starting profile of the creature destroyed (so a Mountain
Ogre has 3 Wounds so 3 Night Skeletons). Lasts for the rest
of the battle
5) Death’s Vigour (On a 7+, target a friendly unit within
‘18’. They are now I9 for this round of Close Combat ONLY
and can re-roll misses and Wounds)
6) Withering Look (On an 8+, target an enemy unit within
‘36’, even if in Close Combat. This unit is dealt 2D6 S4 Hits)
7) Death’s Dance (On a 10+, target a friendly unit within
‘24’. They can immediately Move ‘8’ or Charge ‘8’)
8) Where Has The Time Gone? (On a 13+, target an
enemy unit within ‘24’, even if they are in Close Combat.
Roll a D6 for each model in the unit. On a 5+ they take a
Wound as they fall the pieces. Ignores Armour Saves. NOTE:
Each time you use this ability on the same enemy unit, you
gain +1 to your D6 to see if they take a Wound, 2 nd time =
4+ to Wound, 3rd time = 3+ to Wound, 4 th time = 2+ to
Wound, 5th time+ = WHY ARE YOU STILL NOT DEAD?!)

Dead Knight King with 2H Blade: 190pts


miris bruņinieku karalis ar divām rokām
T4, W3, S6, I0, A4, 4+ Armour Save, 4+ Dodge Save, -3 to
Armour Saves, Death Strike (on a 5+ to Wound it deals 3
Wounds instead), Dauntless, Magical Attacks, Roll a D6
at the beginning of each Movement Phase for this unit. On a
1, 2 or 3 the Dead King moves ‘6’ towards the closest
enemy unit. If it contacts this unit, it counts as a Charge.
Army of the Dead Forest CORE Units:

Animated Warrior Statue: 65pts


animācijas karavīru statuja
T5, W3, S5, I1, A4, 5+ Armour Save, 6+ Numb Save, -2 to
Armour Saves, Weak against Spears, Dauntless, Long
Limbs (Running in the Shooting Phase and Victory Runs are
‘D6’ + ‘2’ for this unit)

Chilling Night Banshee: 60pts, Moves ‘9’


dzesēšanas nakts banshee
T3, W1, S3, I3, A1, 4+ Numb Save, Magical Attacks,
Ignores all Terrain when Moving at ANY time & Charging,
Armed with Ghostly Howl: Automatic, ‘8’, can be used as
Close Combat Attack- Banshee rolls 2D6 + 2, Enemy unit
rolls 2D6 and suffers 1 Wound for each point they lost by
which Ignores Armour, Reflex Shots (Ghostly Howl).
Dauntless models are immune to Ghostly Howl and
Diehards roll 3D6 instead of 2D6, Embrace of Death
(Ignores Armour Saves in Close Combat), Unfinished
Business (This unit is NOT Dauntless)

Night Skeleton with Sword & Shield: 2pts


nakts skelets ar zobenu un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, Re-rolls misses, Has -1 to Hit penalty in Close
Combat always

Night Skeleton with Spear & Shield: 2pts


nakts skelets ar šķēps un vairogu
T3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, S4 vs Cavalry, Has -1 to Hit penalty in Close
Combat always
Night Skeleton with Axe & Shield: 2pts
nakts skelets ar cirvi un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, -2 to Numb Saves, Has -1 to Hit penalty in
Close Combat always

Night Skeleton with 2H Scythe: 3pts


nakts skelets ar divroku izkapts
T3, W1, S5, I0, A1, 6+ Armour Save, Dauntless, Open
Grave Policy, -2 to Armour Saves, Has -1 to Hit penalty in
Close Combat always

Night Skeleton with Javelin & Shield: 3pts


nakts skelets ar šķēpu un vairogu
T3, W1, S3, I2, A1, 5+ Armour Save, Dauntless, Open
Grave Policy, Has -1 to Hit penalty in Shooting, Reflex and
Close Combat always, Armed with Javelins (Auto, ‘8’,
Thrown into Close Combat when Charging so counts towards
Wounds in Close Combat), Reflex Shots (Javelins S3,
counts towards Wounds in Close Combat)
Army of the Dead Forest Specialist Units:
Limit of 80 Bandaged Mummies with Axes (4 Units)
Limit of 80 Bandaged Mummies with Maces (4 Units)
Limit of 64 Night Skeleton Lancers (4 Units)
Limit of 120 Dead Knights with 2H Blades (4 Units)
Limit of 120 Dead Knights with Swords (4 Units)
Limit of 4 Animated Tomb Scorpions
Limit of 4 Animated Tomb Minos
Limit of 4 Animated Tomb Thunder Ogres
Limit of 4 Animated Tomb Trolls

Bandaged Mummy with Axe: 12pts


saista māmiņa ar cirvi
T5, W1, S4, I3, A1, No Save, Slow, Dauntless, Weak
against Fire (due to being wrapped in bandages), -2 to
Numb Saves, Open Grave Policy

Embalmed Mummy with Mace: 12pts


saista māmiņa ar vāle
T5, W1, S4, I3, A1, No Save, Slow, Dauntless, Weak
against Fire (due to being wrapped in bandages), -2 to
Armour Saves, Open Grave Policy

Night Skeleton Horseman with Lance & Shield: 14pts


nakts skelets jātnieks ar šķēpu un vairogu
T4, W1, S3, I2, A1, 3+ Armour Save, Dauntless, Cavalry,
S5 -2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A2 S3 before AND
after first Charge, Ghostly Steeds (Ignores Terrain when
Moving & Running but not when Charging as this would
knock the Rider off), Has -1 to Hit penalty in Close Combat

Dead Knight with 2H Blade: 10pts


miris bruņinieks ar divām rokām
T4, W1, S6, I0, A1, 5+ Armour Save, -3 to Armour Saves,
Death Strike, Dauntless, Magical Attacks
Dead Knight with Sword & Shield: 12pts
miris bruņinieks ar zobenu un vairogu
T4, W1, S4, I3, A1, 4+ Armour Save, Deals 2 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks, Death Strike (Ignores Armour Saves on 6 to
Wound, still deals 2 wounds per unsaved Wound)

Animated Tomb Scorpion: 45pts


animācijas kaps skorpions
Moves ‘9’- T5, W4, S5, I3, A4, 5+ Armour Save, Dauntless,
-2 to Armour Saves, Death Strike, Reconstituted (This
unit is NOT Weak against Clubs, Maces and Hammers),
Poisoned Attacks, Sand Dwellers: This unit can arrive as
Reinforcements in ‘Braaaiinnnns’ way adapted from Page 8
of the Army Men PAZCIK Rulebook: This Unit can arrive by
breaking out of the ground at a point which has already
been reached by friendly Army of the Dead Forest models

Animated Tomb Minos with Twin Axes: 45pts


animācijas kaps minotaurs ar divām asīm
Moves ‘9’- T5, W4, S5, I3, A5, 5+ Armour Save, Crazed,
Dauntless, Weak Against Spears, -2 to Armour Saves,
Causes 1 I9 S4 hit each on Charge

Animated Thunder Ogre with 2 Handed Axe: 45pts


animēts pērkons milzis ar divām rokām cirvi
T5, W4, S7, I0, A5, 5+ Armour Save, -4 to Armour Saves,
Weak against Spears, Thunderstruck: Immune to
Lightning Attacks & Warp Lightning Cannons, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Animated Tomb Troll: 45pts


animācijas kapa trollis
T5, W4, S5, I3, A4, 5+ Armour Save, 4+ Numb Save,
Reconstituted (This unit is NOT Weak against Fire), -2 to
Armour Saves, Weak against Spears
Army of the Dead Forest Heavy Units:
Limit of 40 Night Ghost Servants (2 Units)
Limit of 2 Winged Creatures of the Night

Night Ghost Servant: 4pts


nakts spoku kalps
T2, W1, S2, I1, A1, 4+ Numb Save, Spirits: Close Combat
& Shooting Attacks will only Wound them on a 6 EXCEPT any
Electric, Fire and Magical attacks will affect them as they
normally would, Immune to Poisoned Attacks of all kinds
UNLESS they are Magical, Ethereal: Ignores all Terrain
when Moving at ANY time & Charging, Open Grave Policy,
Magical Attacks, Re-rolls misses in Close Combat,
Unfinished Business (This unit is NOT Dauntless)

Winged Creature of the Night: 175pts, Moves ‘10’


spārnotais nakts radījums
T5, W4, S5, I2, A3, 5+ Dodge Save, Dauntless, Weak
against Spears, -2 to Armour Saves in CC, Spinal Tusks
(S7 -4 to Armour Saves on Charge)
Dead Camelot:

We’re Not Going Anywhere:


(mēs nekur nenākam / on ne va nulle part)
Works exactly like ‘Open Grave Policy’ in Army of Darkness

Dead Camelot CORE Units:

Dead Knight of Camelot with Lance & Shield: 16pts


chevalier mort de camelot avec lance et bouclier
atmirušais kamieļa bruņinieks ar lance un vairogu
T4, W1, S3, I3, A1, 2+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A2 S3 before AND after first
Charge, Dauntless

Dead Peasant Knight with Lance & Shield: 15pts


chevalier paysan mort avec lance et bouclier
miris zemnieku bruņinieks ar lance un vairogu
T4, W1, S3, I3, A2, 2+ Armour Save, Cavalry, S5 and -2 to
Armour Saves on first Charge, Uses Sword at ALL other
times and can re-roll misses: A4 S3 before AND after first
Charge, Crazed, Dauntless, -1 to Hit penalty in Close
Combat

Dead Camelot Soldier with Halberd & Shield: 4pts


Camelot soldat mort avec hallebarde et bouclier
miris kamielis karavīrs ar halberd un vairogs
T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves,
Re-rolls misses against ALL Camelot Soldiers, -1 to Hit
penalty in Close Combat, Dauntless, Open Grave Policy
Dead Camelot Peasant: 2pts
paysan de camelot mort
miris camelot zemnieks
T3, W1, S3, I2, A1, No Save, Has -1 to Hit penalty in Close
Combat always, Open Grave Policy, Hungriest Dead

Dead Camelot Specialist Units:


Limit of 30 Dead Camelot Monks (1 Unit)
Limit of 80 Dead Mounted Camelot Squires (4 Units)

Dead Camelot Monk with Sword & Shield: 5pts


moine camelot mort avec épée et bouclier
miris camelot mūks ar zobenu un vairogu
T3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, Re-rolls
misses, +1 to Wound against ALL Camelot Monks (1 still
fails), -1 to Hit penalty in Close Combat, Open Grave
Policy

Dead Mounted Squire with Spear & Shield: 15pts


mort écuyer monté avec lance et bouclier
miris montēts skvere ar šķēpu un vairogu
Moves ‘9’- T4, W1, S3, I3, A2, 4+ Armour Save, S4 -1 to
Armour Saves on Charge, Reflex Shots (S3), Armed with
Composite Bow, Cavalry, -1 to Hit Penalty in Close Combat,
Dauntless, Ghostly Steeds (Ignores Terrain when Moving &
Running but not when Charging as this would knock the
Rider off)
Dead Camelot Heavy Units:
Limit of 40 Dead Knights of the Round (2 Units)
Limit of 10 Dead Pegasus Knights (1 Unit)

Dead Knight of the Round with Lance & Shield: 28pts


mort chevalier de la ronde avec bouclier de lance
apaļais bruņinieks ar lance vairogu
T4, W1, S4, I5, A2, 2+ Armour Save, 4+ Numb Save,
Cavalry, Dauntless, S6 on first Charge and -3 to Armour
Saves, Uses Sword at ALL other times and can re-roll
misses: A2 S4 -1 to Armour Saves before AND after first
Charge, Magical Attacks, +1 to hit Bonus in Close Combat

Dead Camelot Pegasus Knight: 48pts


chevalier pegasus camelot mort avec lance et
bouclier
miris camelot pegasus bruņinieks ar lance un vairogu
Moves ‘10’, T4, W3, S4, I4, A1, 2+ Armour Save, 5+ Dodge
Save, Cavalry, Dauntless, Armed with Lance and
Shield: S6 and -3 to Armour Saves on first Charge ONLY,
Also gets A2 S4 -1 to Armour Saves from each Dark Pegasus
at max  Uses Sword at ALL other times and can re-roll
misses: A3 S4 -1 to Armour Saves before AND after first
Charge (2 attacks come from Dark Pegasus), Flyer (can
jump over Terrain and/or units but cannot land on them)
Aristocratic Army of the Night:

Anger of the Dead:


(Dusmasmirušajiem)
The Undead (Army Men PAZCIK) ALL have the ‘Angry Dead’
rule against Army of Darkness Units and will re-roll wounds
against them in Shooting AND Close Combat

Open Grave Policy:


(atvērts kaps politika)
Models with this rule add 1 Wound to their unit with every
unsaved Wound caused or model destroyed in Close Combat
(this includes unsaved wounds caused by winning a Close
Combat). Works exactly like in Army of Darkness.

A Grave Matter:
(nopietna lieta)
At the start of the battle, place 2 Graves + 1 Grave for each
Aristocratic Vyre, Vyre Count or Vyre Lord. These Graves are
placed ‘6’ + ‘2D6’ onto the battlefield. (NOTE: If you have
already conquered this Province, you can place Graves
anywhere). Artistocratic Vyre Counts and Lords can use the
ability, ‘You Can Rest When You’re Dead!’ to summon Levy
Zombie Spearmen, Halberdiers or Crossbowmen within ‘6’ of
Graves in the Shooting Phase.
Aristocratic Army of the Night Heroic Units:
Limit of 4 Aristocratic Vyres (Wolf Howl)
Limit of 2 Aristocratic Vyre Counts (Wolf Howl)
Limit of 2 Aristocratic Vyre Lords (Bat Screech)
Limit of 1 Aristocratic Vyre Banner Bearer
Limit of 4 Dark Wraiths with Scythes
Limit of 4 Dark Knights with Swords and Shields

Aristocratic Vyre (Wolf Howl): 100pts, Moves ‘9’


Aristokrātisks Vjērs (vilks pļāpāt)
T5, W2, S6, I7, A2, 6+ Dodge Save, Armed with Sword so
Re-rolls misses, Dauntless, -3 to Armour Saves in CC, +1
to hit Bonus in Close Combat, Wolf Howl (In each
Reinforcements Phase, roll a D6. 1-2 = 9 Night Wolves of
Doom are summoned, 3-4 = 10 Night Wolves of Doom, 5-6
= 11 Night Wolves of Doom are summoned. They have the
‘Ambush’ rule when arriving on the battlefield), Stop
Ghosting Me (Enemy Heroic units attempting to use
abilities which require rolling D6, e.g. Death’s Will, Jungle
Frenzy, suffer -1 penalty to their total when rolling)

Aristocratic Vyre Count (Wolf Howl): 215pts, Moves ‘9’


Aristokrātisks Vīre Skaits (vilks pļāpāt)
T6, W3, S7, I8, A3, 6+ Dodge Save, Armed with Sword so
Re-rolls misses, Dauntless, -4 to Armour Saves in CC, +1
to hit Bonus in Close Combat, Wolf Howl, You Can Rest
When You’re Dead! (Roll 2D6, on a 7+ you summon 2D6
Levy Zombie Spearmen, Halberdiers or Crossbowmen within
‘6’ of a Grave), Encore! (After using ‘You Can Rest When
You’re Dead!’ in the Shooting Phase, roll a D6. On a 6 you
can use it again), Stop Ghosting Me
Aristocratic Vyre Lord (Bat Screech): 400pts, Moves ‘9’
Aristokrātisks Vīre Kungs (sikspārnis)
T6, W4, S7, I9, A4, 6+ Dodge Save, Armed with Sword so
Re-rolls misses, Dauntless, -4 to Armour Saves in CC, +1
to hit Bonus in Close Combat, Bat Screech (In each
Reinforcements Phase, roll a D6. 1-2 = 4 Giant Bats / 5
Night Bat Bases are summoned, 3-4 = 7 Giant Bats / 10
Night Bats, 5-6 = 11 Giant Bats of the Night / 15 Night Bat
Bases are summoned. They have the ‘Ambush’ rule when
arriving on the battlefield), Death’s Will (Roll 3D6, on a 7+,
a unit of Levy Zombies, Night Skeletons, Night Zombies,
Night Mummies, Dead Knights/Dark Knights, Night
Wraiths/Dark Wraiths or Night Skeleton Horsemen within
‘36’ can immediately Move, Charge, Fight a round of Close
Combat without the enemy striking back or Shoot- if they
have missile weapons), You Can Rest When You’re Dead
(Roll 3D6, on a 10+ you summon 3D6 Levy Zombie
Spearmen, Halberdiers or Crossbowmen within ‘6’ of a
Grave), Encore! (After using Death’s Will or ‘You Can Rest
When You’re Dead!’ in the Shooting Phase, roll a D6. On a 5
you can use it again), Stop Ghosting Me

Aristocratic Vyre Banner Bearer: 150pts, Moves ‘9’


Aristokrātisks Vjērs banera nesējs
T5, W2, S6, I7, A2, 4+ Dodge Save, Armed with Sword so
Re-rolls misses, Dauntless, -3 to Armour Saves in CC, +1
to hit Bonus in Close Combat, Banner of the Aristocracy
(Any Aristocratic Vyre, Vyre Count or Vyre Lord using ‘Wolf
Howl’ or ‘Bat Screech’ within ‘12’ will summon 2x the
amount of Night Wolves of Doom / Giant Bats / Night Bats.
So if you rolled a 6 for Wolf Howl, you would normally get 11
Night Wolves of Doom x2 = 22 Night Wolves of Doom),
Stop Ghosting Me, Sheltered By Night (Grants 4+ Dodge
Save to any Aristocratic Vyre, Vyre Count or Vyre Lord
attached to this unit)
Dark Wraith with Scythe: 90pts
tumšs vējš ar skuju
T4, W3, S5, I0, A2, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, -2 to Armour Saves, Ignores all Terrain
when Moving at ANY time & Charging

Dark Knight with Sword & Shield: 60pts


tumšs bruņinieks ar zobenu un vairogu
T4, W3, S4, I3, A1, 4+ Armour Save, Deals 3 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks, Death Strike (Ignores Armour Saves on 6 to
Wound, still deals 3 wounds per unsaved Wound)
Aristocratic Army of the Night CORE Units:
Limit of 10 Night Bats Bases (2 Units)

Levy Militia: 4pts


T3, W1, S3, I2, A2, No Save, NOT Dauntless, Endless
Servitude (Works exactly like ‘Open Grave Policy’)

Levy Spearman with Shield: 4pts


T3, W1, S3, I3, A1, 5+ Armour Save, NOT Dauntless, S4
against Cavalry, Endless Servitude

Levy Halberdier with Shield: 4pts


T3, W1, S4, I2, A1, 5+ Armour Save, NOT Dauntless, -1 to
Armour Saves, Endless Servitude

Levy Crossbowman: 5pts


T3, W1, S3, I3, A1, No Save, Armed with Crossbow (Heavy,
‘30’, S4 -1 to Armour Saves), NOT Dauntless, Endless
Servitude (Works exactly like ‘Open Grave Policy’ but for
Ranged units)

Levy Zombie Spearman with Shield: 2pts


T3, W1, S3, I1, A1, 5+ Armour Save, Dauntless, S4 against
Cavalry, Open Grave Policy, -1 to Hit Penalty in Close
Combat

Levy Zombie Halberdier with Shield: 2pts


T3, W1, S4, I0, A1, 5+ Armour Save, Dauntless, -1 to
Armour Saves, Open Grave Policy, -1 to Hit Penalty in
Close Combat

Levy Zombie Crossbowman: 3pts


T3, W1, S3, I0, A1, No Save, Armed with Crossbow (Heavy,
‘30’, S4 -1 to Armour Saves), Dauntless, Open Grave
Policy, -1 to Hit Penalty in Shooting AND Close Combat,
Cannot use Reflex Shots (They are too stupid)
Night Wolf of Doom: 9pts, Moves ‘9’
nakts vilks no liktenis
T3, W1, S4, I3, A1, No Save, Charges ‘9’, Dauntless,
Howling Mad (A3 on Charge), -1 to Armour Saves in CC,
Ambush, Open Grave Policy

Night Bats: 10pts per Base, Moves ‘9’


nakts nūjas
T2, W4, S2, I4, A5, 6+ Dodge Save, Dauntless, Open
Grave Policy, +1 to Cover Saves when in Cover, re-rolls
misses, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), immune to ‘Stronger Than’ rule

Giant Bat of the Night: 7pts, Moves ‘10’


milzu bat nakts
T3, W2, S3, I3, A2, 6+ Dodge Save, Flyers, Dauntless,
Open Grave Policy
Aristocratic Army of the Night Specialist Units:
Limit of 5 Spectre Host Bases (1 Unit)
Limit of 2 Reaper Coaches of Darkness
Limit of 120 Dead Knights with Swords & Shields (4 Units)
Limit of 120 Dead Knights with Halberds & Shields (4 Units)
Limit of 30 Dead Knights with 2H Swords (1 Unit)

Spectre Hosts: 25pts per Base, Moves ‘10’


rēgs saimniekiem
T3, W4, S3, I1, A4, 4+ Numb Save, Spirits, Ignores all
Terrain when Moving at ANY time & Charging, Dauntless,
Open Grave Policy, Magical Attacks, Re-rolls misses

Dead Knight with Halberd & Shield: 10pts


miris bruņinieks ar Ava un vairogu
T4, W1, S5, I3, A1, 4+ Armour Save, -1 to Armour Saves,
Death Strike, Dauntless, Magical Attacks, Death Strike
(Ignores Armour Saves on 6 to Wound, still deals 2 wounds
per unsaved Wound)

Dead Knight with Sword & Shield: 12pts


miris bruņinieks ar zobenu un vairogu
T4, W1, S4, I3, A1, 4+ Armour Save, Deals 2 wounds for
each unsaved wound, Re-rolls misses, Dauntless, Magical
Attacks, Death Strike (Ignores Armour Saves on 6 to
Wound, still deals 2 wounds per unsaved Wound)

Dead Knight with 2H Sword: 13pts


miris bruņinieks ar divu roku zobenu
T4, W1, S6, I0, A1, 4+ Armour Save, -3 to Armour Saves,
Death Strike (Ignores Armour Saves on 6 to Wound, still
deals 2 wounds per unsaved Wound), Dauntless, Magical
Attacks
Reaper Coach of Darkness: 175pts
gaišais tumsas treneris
T7, W5, S6, I0, A4, No Save, Wraith Driver is the S6 I0 A4
and Ignores Armour Saves, Causes D6+2 I8 S7 -4 to
Armour Save impact Hits on Charge ONLY, Cavalry,
Dauntless, Magical Attacks, Ignores all Terrain when
Moving at ANY time & Charging, Skeletal Steeds are S4 I2
A4 in total and -1 to Armour Saves, Harvester of Death
(When this unit or any Army of Darkness within ‘6’ deals
unsaved Wounds in Close Combat, the Reaper Coach of
Darkness benefits: 8 Wounds (Wraith Driver has A6 on
Charge, Skeletal Steeds have A6 on Charge), 12 Wounds
(This unit gains ‘Seeing Shadows’ so enemy units suffer -1
to Hit in Shooting, Reflex Shots and Close Combat against
Reaper Coach), 15 Wounds+ (Move ‘12’, Can Charge ‘36’,
Immune to Magical Attacks, Wraith Driver is now A6 or A9
on Charge, Always Wounds on 4+ at the most)
Aristocratic Army of the Night Heavy Units:
Limit of 20 Mounted Dead Knights with Lances (1 Unit)
Limit of 2 Night Banshee Widows

Mounted Dead Knight with Lance & Shield: 20pts


uzstādīts miris bruņinieks ar šķēpu un vairogu
T5, W1, S4, I3, A1, 2+ Armour, Cavalry, Ghostly Steeds:
Ignores Terrain when Moving & Running but not when
Charging as this would knock the Rider off), Dauntless, S6
-2 to Armour Saves on first Charge ONLY, Uses Sword at
ALL other times and can re-roll misses: A1 S4 before AND
after first Charge, Magical Attacks, Death Strike

Night Banshee Widow: 75pts, Moves ‘9’


nakts Banshee atraitne
T4, W2, S3, I3, A2, 4+ Numb Save, Spirits, Dauntless,
Magical Attacks, Ignores all Terrain when Moving at ANY
time & Charging
Re-rolls misses in Close Combat (Sword), Armed with
Ghostly Howl: Automatic, ‘8’, can be used as Close Combat
Attack- Banshee rolls 2D6 + 2, Enemy unit rolls 2D6 and
suffers 1 Wound for each point they lost by which Ignores
Armour, Reflex Shots (Ghostly Howl). Dauntless models are
immune to Ghostly Howl and Diehards roll 3D6 instead of
2D6
Death Knights:
død riddere:

Blademaster:
(blad mästare)
Models with this rule hit like Snipers but in Close Combat (so
will hit on a 2+ in general, and on 3 or higher if the model
has penalties to hit, Shadows are hit on a 3+, Shadow Fen
Trolls are hit on 4+)

Death Knight Heroic Units:


Limit of 1 Norse Chieftain on Dino Beast
Limit of 1 Norse Standard Bearer on Dino Beast
Limit of 2 Winged Daimon Princes

Norse Chieftain on Dino Beast: 210pts


norske høvding på dinosaurfesten
Moves ‘9’- T6, W3, S5, I8, A6, 4+ Armour Save, Cavalry,
Equipped with Twin Axes, -2 to Armour Saves, Diehards,
+1 to Hit Bonus in Close Combat, Blood in the Snow (Can
choose to score a 9 on CCR rolls instead of rolling 2D6.
Granted to all friendly units within ‘12’), Magical Attacks

Norse Standard Bearer on Dino Beast: 90pts


norske standardbærer på dinosauryr
Moves ‘9’- T5, W2, S5, I6, A3, 3+ Armour Save, Cavalry,
Equipped with Axe and Shield, -2 to Numb Saves AND
Armour Saves, Diehards, +1 to Hit Bonus in Close Combat,
Banner of the Frozen North (+1 to CCR Rolls, Grants
‘Diehards’ rule to friendly units within ‘12’ unless already
Dauntless), Dino Beast is S4 A2 -1 to Armour Saves,
Magical Attacks
Winged Daimon Prince: 140pts, Moves ‘10’
bevinget daimon prins
T5, W4, S6, I7, A5, 5+ Dodge Save, Armed with Giant
Sword: Ignores Armour and Numb Saves in Close Combat,
Flyer, Weak against Spears, Dauntless, +1 to hit Bonus
in Close Combat, Magical Attacks

Death Knight CORE Units:

Death Knight with 2 Blades: 16pts


død riddere med to kniver
T4, W1, S4, I5, A3, 4+ Armour Save, Blademaster

Death Knight with Sword & Shield: 16pts


død riddare med sverd og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses,
Blademaster

Death Knight with Axe & Shield: 16pts


død riddere med øks og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, -2 to Numb Saves,
Blademaster

Death Knight with Halberd: 16pts


død riddare med hellebarde
T4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,
Blademaster
Pleasure Knight with Sword & Shield: 16pts each + 10
glede Riddare med sverd og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, Dauntless, Re-rolls
misses, Blademaster, the +10 is per Unit

Magic Knight w/ Halberd: 16pts + 20


magic Riddare med sverd og skjold
T4, W1, S5, I5, A2, 4+ Armour Save, 5+ Dodge Save,
Blademaster, -2 to Armour Saves, the +20 is per Unit

Pox Knight w/ 2 Handed Axe: 16pts + 30


pox Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, 4+ Numb Save,
Blademaster, -2 to Armour Saves, the +30 is per Unit

Blood Knight w/ 2 Blades: 16pts + 30


blod Riddere med to kniver
T4, W1, S4, I6, A4 (Always), 4+ Armour Save, Crazed,
Dauntless, Blademaster, the +30 is per Unit

Norse Warrior with Axe & Shield: 4pts


Norse kriger med øks og skjold
T3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves,
Diehards

Norse Warrior with 2 Blades: 4pts


Norse kriger med to kniver
T3, W1, S3, I4, A2, 6+ Armour Save, Diehards

Norse Warrior with Flail: 5pts


Norse kriger med flail
T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Diehards
Norse Warrior with 2 Handed Axe: 5pts
norse kriger med tohånds øks
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Diehards

Hedonist Norseman with Flail: 5pts + 10


livsnytere Norseman med flail
T3, W1, S4, I3, A1, 6+ Armour Save, Dauntless, -1 to
Armour Saves, the +10 is per Unit

Illusion Norseman with Axe & Shield: 4pts + 15


illusjon Norseman med øks og skjold
T3, W1, S3, I4, A1, 5+ Armour Save, 6+ Dodge Save, -2 to
Numb Saves, the +15 is per Unit

Diseased Norseman with 2 Handed Axe: 5pts + 30


sykelig Norseman med tohånds øks
T4, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
the +30 is per Unit

Butcher Norseman with 2 Blades: 4pts + 30


slakter Norseman med to kniver
T3, W1, S3, I5, A3 (Always), 6+ Armour Save, Crazed,
Dauntless, the +30 is per Unit

Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


norse rytter med øks og skjold
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces
Numb Saves by -2, Diehards

Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’


norse rytter med spyd og skjold
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on
Charge ONLY, Diehards
Norse Rider w/ Flail: 10pts, Moves ‘9’
norse rytter med flail
T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Diehards

Hedonist Norse Rider w/ Flail: 10pts + 10, Moves ‘9’


livsnytere norse rytter med flail
T4, W1, S4, I4, A1, 5+ Armour Save, Cavalry, Dauntless,
-1 to Armour Saves, the +10 is per Unit

Illusion Norse Rider w/ Axe & Shield: 9pts + 20


illusjon norse rytter med øks og skjold
Moves ‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, 5+ Dodge
Save, Cavalry, Reduces Numb Saves by -2, the +20 is per
Unit

Diseased Norse Rider w/ Spear & Shield: 9pts + 30


sykelig norse rytter med spyd og skjold
Moves ‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, 4+ Numb
Save, Cavalry, S4 on Charge, the +30 is per Unit

Butcher Norse Rider w/ Axe & Shield: 9pts + 30


slakter norse rytter med øks og skjold
Moves ‘9’- T4, W1, S3, I5, A2 (Always), 4+ Armour Save,
Cavalry, Dauntless, Crazed, Reduces Numb Saves by -2,
the +30 is per Unit

Norse Warhound: 6pts, Moves ‘9’


norse krig hound
T3, W1, S3, I3, A1, 6+ Armour Save, Poisoned Attacks,
Charges ‘9’

Mutated Death Knight: 19pts


mutert død Riddere
T4, W1, S4, I4, A3, 4+ Armour Save, Climbers (ignores
Terrain when moving, including Movement Blocking Terrain),
-1 to Armour Saves
Mutated Pleasure Knight: 19pts each + 10
mutert glede Riddere
T4, W1, S4, I9, A3, 4+ Armour Save, Climbers (ignores
Terrain when moving, including Movement Blocking Terrain),
the +10pts is per Unit, Dauntess

Mutated Magic Knight: 19pts + 20


mutert magi Riddere
T4, W1, S4, I4, A3, 4+ Armour Save, 5+ Dodge Save,
Climbers (ignores Terrain when moving, including
Movement Blocking Terrain), -1 to Armour Saves, the
+20pts is per Unit

Mutated Pox Knight: 19pts + 30


mutert pox Riddere
T4, W1, S4, I4, A3, 4+ Armour Save, 4+ Numb Save,
Climbers (ignores Terrain when moving, including
Movement Blocking Terrain), Poisoned Attacks, the +30pts
is per Unit

Mutated Blood Knight: 19pts + 30


mutert blod Riddere
T4, W1, S4, I4, A3 (Always), 4+ Armour Save, Climbers
(ignores Terrain when moving, including Movement Blocking
Terrain), Death Strike, re-rolls misses, the +30pts is per
Unit

Death Knight Chariot: 110pts


død Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds, Blademaster, the 2 Death Steeds are S4 I3 A2
Pleasure Knight Chariot: 115pts
glede Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds, Blademaster, Dauntless, the 2 Death Steeds
are S4 I3 A2

Magic Knight Chariot: 120pts


magi Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, 5+ Dodge Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on
Charge Only, S5 I5 A4 -1 to Armour Save attacks come from
2 Death Knights with Halberds, Blademaster, the 2 Death
Steeds are S4 I3 A2

Pox Knight Chariot: 125pts


pox Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, 4+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on
Charge Only, S5 I5 A4 -1 to Armour Save attacks come from
2 Death Knights with Halberds, Blademaster, the 2 Death
Steeds are S4 I3 A2

Blood Knight Chariot: 120pts


blod Riddere chariot
T5, W4, S5, I6, A6 (Always), 3+ Armour Save, Crazed,
Dauntless, Cavalry, D6+2 I8 S5 -2 to Armour Save Impact
Hits on Charge Only, S5 I6 A6 -1 to Armour Save attacks
come from 2 Death Knights with Halberds, Blademaster,
the 2 Death Steeds are S4 I4 A4
Norse Renegade with Axe & Shield: 4pts
norske løper med øks og skjold
T3, W1, S3, I3, A1, 4+ Armour Save, -2 to Numb Saves

Norse Renegade with 2 Blades: 4pts


norske løper med to kniver
T3, W1, S3, I3, A2, 5+ Armour Save

Norse Renegade with Flail: 4pts


norske løper med flail
T3, W1, S4, I2, A1, 5+ Armour Save, -1 to Armour Saves

Norse Renegade with Halberd: 5pts


norske løper med hellebard
T3, W1, S4, I3, A1, 5+ Armour Save, -1 to Armour Saves

Norse Renegade with 2 Handed Axe: 5pts


norske løper med tohånds økse
T3, W1, S5, I0, A1, 5+ Armour Save, -2 to Armour Saves

Norse Renegade with Composite Bow & Shield: 5pts


norske løper med sammensatt bue og skjold
T3, W1, S3, I3, A1, 4+ Armour Save, Armed with
Composite Bow (Auto, ‘24’, S3), Reflex Shots (S3)

Norse Renegade with 2 Black Powder Pistols: 6pts


norske løper med med to svarte pulverpistoler
T3, W1, S3, I3, A1, 5+ Armour Save, Armed with 2 Black
Powder Pistols (Auto, ‘12’, S4, 2 Shots, -1 to Armour
Saves, Also used in Close Combat), Reflex Shots (S4, 2
Shots)

Elect Death Knight with 2 Blades: 18pts


velg død riddere med to kniver
T4, W1, S4, I6, A3, 4+ Armour Save, Blademaster,
Diehards, -1 to Armour Saves
Elect Death Knight with Sword & Shield: 18pts
velg død riddare med sverd og skjold
T4, W1, S4, I6, A2, 3+ Armour Save, Re-rolls misses,
Blademaster, Diehards, -1 to Armour Saves

Elect Death Knight with Axe & Shield: 18pts


velg død riddere med øks og skjold
T4, W1, S4, I6, A2, 3+ Armour Save, -2 to Numb Saves,
Blademaster, Diehards, -1 to Armour Saves

Elect Death Knight with Halberd: 20pts


velg død riddare med hellebarde
T4, W1, S5, I6, A2, 4+ Armour Save, -2 to Armour Saves,
Blademaster, Diehards

Chosen Norse Warrior with Axe & Shield: 8pts


valgt norske kriger med øks og skjold
T4, W1, S4, I4, A2, 5+ Armour Save, -2 to Numb Saves,
Diehards

Chosen Norse Warrior with 2 Blades: 8pts


valgt norske kriger med to kniver
T4, W1, S4, I4, A2, 6+ Armour Save, Diehards

Chosen Norse Warrior with Flail: 9pts


valgt norske kriger med flail
T4, W1, S5, I3, A2, 6+ Armour Save, -2 to Armour Saves,
Diehards

Chosen Norse Warrior with 2 Handed Axe: 9pts


valgt norske kriger med tohånds øks
T4, W1, S6, I0, A1, 6+ Armour Save, -3 to Armour Saves,
Diehards
Chosen Norse Rider w/ Axe & Shield: 16pts, Moves ‘9’
valgt norske rytter med øks og skjold
T4, W2, S4, I4, A2, 4+ Armour Save, Cavalry, Reduces
Numb Saves by -2, Diehards

Chosen Norse Rider w/ Flail: 18pts, Moves ‘9’


valgt norske rytter med flail
T4, W2, S5, I3, A2, 5+ Armour Save, Cavalry, -2 to Armour
Saves, Diehards

Flesh Cloven Hoofer: 10pts, Moves ‘9’


valgt norske krig hound
T4, W1, S4, I4, A2, No Save, Charges ‘9’, +1 to Cover Saves
and -1 to Armour Saves, Diehards

Chaotic Hound: 12pts, Moves ‘9’


kaotisk hund:
T4, W2, S4, I4, A2, No Save, Charges ‘9’, +1 to Cover
Saves, -1 to Armour Saves

Imperial Traitor with Polearm and Shield: 4pts


keiserlig forrder med polearm og skjold
T3, W1, S4, I3, A1, 5+ Armour Save, Polearm (-1 to
Armour Saves), Exile is Too Merciful for These (German
Empire units re-roll misses against Imperial Traitors in Close
Combat)
Death Knight Specialist Units:
Limit of 8 Norseman Chariots (4 Units)
Limit of 80 Mounted Death Knights (4 Units)
Limit of 80 Mounted Pleasure Knights (4 Units)
Limit of 80 Mounted Magic Knights (4 Units)
Limit of 80 Mounted Pox Knights (4 Units)
Limit of 80 Mounted Blood Knights (4 Units)
Limit of 80 Elite Death Knights (4 Units)
Limit of 80 Pleasure Riders with Spears (4 Units)
Limit of 80 Pleasure Riders with Whips (4 Units)
Limit of 4 Bullhorn Chariots
Limit of 4 Winged Tri-Beasts
Limit of 80 Pox Lords with Twin Axes (4 Units)
Limit of 80 Pox Lords with Axes and Shields (4 Units)
Limit of 80 Pox Lords with 2H Axes (4 Units)
Limit of 80 Blood Champions with Twin Blades (4 Units)
Limit of 2 Chosen Norseman Chariots for every unit of
Chosen Norsemen or Elect Death Knights
Limit of 1 Elite Death Knight Chariot for every unit of Chosen
Norsemen or Elect Death Knights
Limit of 80 Mounted Elect Death Knights (4 Units)
Limit of 10 Gargoyles (1 Unit)

Norseman Chariot: 80pts, Moves ‘9’, Units of 1 – 2


Norseman chariot
T4, W4, S4, I3, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S4 I3 A2 -1
to Armour Save attacks come from 2 Norsemen with Flails,
the 2 Death Steeds are S4 I3 A2

Mounted Death Knight w/ Spear & Shield: 30pts


montert død Riddere med spyd og skjold
T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical
Attacks, -2 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect), Blademaster
Mounted Death Knight w/ Sword & Shield: 28pts
montert død ridder med sverd og skjold
T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical
Attacks, -2 to Armour and Numb Saves, Blademaster

Mounted Pleasure Knight w/ Spear & Shield:


montert glede Riddere med spyd og skjold
30pts + 10 per Unit: T5, W1, S5, I5, A2, 1+ Armour Save,
Cavalry, Magical Attacks, Dauntless, -2 to Armour Saves
(has an assortment of weapons but they end up reducing
Armour as their main effect), Blademaster

Mounted Magic Knight with Spear & Shield:


montert magi Riddere med spyd og skjold
30pts + 20 per Unit: T5, W1, S5, I5, A2, 1+ Armour Save,
5+ Dodge Save, Cavalry, Magical Attacks, -2 to Armour
Saves (has an assortment of weapons but they end up
reducing Armour as their main effect), Blademaster

Mounted Pox Knight with Spear & Shield:


montert pox Riddere med spyd og skjold
30pts + 20 per Unit- T5, W1, S5, I5, A2, 1+ Armour Save,
4+ Numb Save, Cavalry, Magical Attacks, -2 to Armour
Saves (has an assortment of weapons but they end up
reducing Armour as their main effect), Blademaster

Mounted Blood Knight with Spear & Shield:


montert blod Riddere med spyd og skjold død
30pts + 30 per Unit- T5, W1, S5, I6, A3 (Always), 1+
Armour Save, Cavalry, Crazed, Dauntless, Magical
Attacks, -2 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect), Blademaster
Mounted Blood Knight with Lance & Shield:
montert blod Riddere med lanse og skjold død
40pts + 30 per Unit- T5, W1, S5, I6, A3 (Always), 1+
Armour Save, Cavalry, Crazed, Dauntless, Magical
Attacks, S7 and -4 to Armour Saves on first Charge, Uses
Sword at ALL other times and can re-roll misses: A3 S5 -2 to
Armour Saves before AND after first Charge, Blademaster

Elite Death Knight with 2 Handed Axe: 19pts


elite Død Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, Blademaster, -3 to
Armour Saves

Elite Pleasure Knight with 2 Handed Axe: 19pts + 10


elite glede Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, Dauntless,
Blademaster, -3 to Armour Saves, +10pts is per Unit

Elite Magic Knight with 2 Handed Axe: 19pts + 20


elite magi Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, 5+ Dodge Save,
Blademaster, -3 to Armour Saves, +20pts is per Unit

Elite Pox Knight with 2 Handed Axe: 19pts + 30


elite pox Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, 4+ Numb Save,
Blademaster, -3 to Armour Saves, +30pts is per Unit

Elite Blood Knight with 2 Handed Axe: 19pts + 30


elite blod Riddere med tohånds øks
T4, W1, S6, I1, A3 (Always), 4+ Armour Save, Crazed,
Dauntless, Blademaster, -3 to Armour Saves, +30pts is
per Unit
Pleasure Rider with Spear and Shield: 19pts, Moves ‘9’
glede rytter med spyd og skjold
Moves ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Dauntless, -1 to Armour Saves, Poisoned Attacks, Magical
Attacks, S5 on Charge

Pleasure Rider with Whip and Shield: 20pts


glede rytter med pisk og skjold
Moves ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Dauntless, -1 to Armour Saves, Poisoned Attacks, Magical
Attacks, S4 and I9 on Charge, Armed with Whips: can
attack within ‘3’ of friendly units in base-to-base contact in
Close Combat

Bullhorn Chariot: 130pts


bullhorn chariot
T6, W5, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits with Death Strike on
Charge Only, the two Death Knight riders have the S5 I5 A4
-2 to Armour Save attacks above

Winged Tri-Beast: 230pts


bevingede tri – dyret
Moves ‘10’- T5, W4, S6, I2, A8, 6+ Dodge Save, 4+ Armour
Save, 4+ Numb Save, Reduces Armour Saves by -2, Flyer,
Blademaster, Weak against Spears, Poisoned Attacks,
Breathes Fire (Auto, S4, ‘9’ teardrop Flamethrower template,
Fire attacks), Reflex Shots (Breathes Fire)

Diseased Pox Lord with Twin Axes: 40pts


sykelig pox herre med to akser
T5, W3, S4, I5, A4, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, Blademaster, Plague of Flies (works
exactly like Seeing Shadows)
Diseased Pox Lord with Axe and Shield: 40pts
sykelig pox herre med øks og skjold
T5, W3, S4, I5, A3, 3+ Armour Save, 4+ Numb Save, Weak
against Spears, Blademaster, Plague of Flies (works
exactly like Seeing Shadows), -2 to Numb Saves

Diseased Pox Lord with 2H Axe: 40pts


sykelig pox herre med tohånds øks
T5, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, Blademaster, Plague of Flies (works
exactly like Seeing Shadows), -3 to Armour Saves

Blood Champion with Twin Blades: 45pts


blod mester med to kniver
T4, W3, S5, I6, A5 (Always), 4+ Armour Save, Weak
against Spears, Blademaster, Dauntless, Crazed,
Magical Attacks, -2 to Armour Saves

Chosen Norseman Chariot: 108pts, Moves ‘9’


Valgt Norske chariot
T4, W4, S5, I3, A4, 5+ Armour Save, Cavalry, D6+2 I8 S7
-4 to Armour Save Impact Hits on Charge Only, S5 I3 A4 -2
to Armour Save attacks come from 2 Chosen Norsemen with
Flails, the 2 Death Steeds are S4 I3 A2

Elect Death Knight Chariot: 150pts


velg død Riddere chariot
T5, W4, S5, I6, A4, 3+ Armour Save, Cavalry, D6+2 I8 S7
-4 to Armour Save Impact Hits on Charge Only, S5 I6 A4 -2
to Armour Save attacks come from 2 Death Knights with
Halberds, Blademaster, the 2 Death Steeds are S4 I4 A2
and -1 to Armour Saves
Mounted Elect Death Knight w/ Lance & Shield: 30pts
montert velg død Riddere med spyd og skjold
T5, W1, S4, I6, A2, 2+ Armour Save, Cavalry,
Blademaster, S6 and -3 to Armour Saves on first Charge,
Uses Sword at ALL other times and can re-roll misses: A3 S4
-1 to Armour Saves before AND after first Charge

Gargoyle: 8pts, Moves ‘10’


Gargoyle:
T4, W1, S4, I2, A1, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), -1 to Armour
Saves in CC
Death Knight Heavy Units:
Limit of 30 Savage Norsemen (1 Unit)
Limit of 40 Thunder Ogres with 2H Axes (4 Units)
Limit of 40 Thunder Ogres with Twin Maces (4 Units)
Limit of 4 Shrines (can be any combination of Shrine of
Death, Pleasure, Illusion, Disease or Blood: NOTE Having 2
of the same Shrine does NOT add to or double the effect on
a unit)
Limit of 40 Norse Trolls (4 Units)
Limit of 40 Armoured Ogres with 2 Blades (4 Units)
Limit of 40 Armoured Ogres with 2H Axes (4 Units)
Limit of 40 Blood Lords with Chain-Maces (4 Units)
Limit of 2 Gigantic Thunder Ogres with 2H Axes
Limit of 2 Gigantic Thunder Ogres with Twin Blades
Limit of 2 Slaver Daimon Cannons
Limit of 4 Death Spawn (2 Units),
Limit of 4 Pleasure Spawn (2 Units)
Limit of 4 Magic Spawn (2 Units)
Limit of 4 Pox Spawn (2 Units)
Limit of 4 Blood Spawn (2 Units)
Limit of 2 Death Giants, Hedonist Giants, Magic Giants,
Diseased Giants AND Butcher Giants
Limit of 40 Blood Rhino Knights (2 Units)
Limit of 2 Octhorn Beasts
Limit of 2 Plastic Warper Beasts
Limit of 2 Death Lords on Winged Manticores (one or both
can be without Death Lords)
Limit of 1 unit of Merciless Armoured Ogres for every unit of
Chosen Norsemen or Elect Death Knights
Limit of 20 Mountain Trolls (2 Units)
Limit of 20 Fen Trolls (2 Units)
Limit of 20 Mutated Rat Hulks (2 Units)
Limit of 80 Lake Kobolds with Spears & Shields (2 Units)
Limit of 60 Cloven with Clubs & Shields (2 Units)
Limit of 20 Minos with Twin Axes (2 Units)
Limit of 1 Slaver Dwarf Daimon Cannon
Savage Norseman with Axe and Shield: 9pts
vill Norseman med øks og skjold
T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2), +1 to hit Bonus on Charge,
Crazed, Dauntless

Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves ‘9’


torden ogre med tohånds Glaive
T4, W4, S7, I1, A4, 4+ Armour Save, -3 to Armour Saves,
Weak against Spears, Thunderstruck: Immune to
Lightning Attacks & Warp Lightning Cannons, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’


torden ogre med to Makes
T4, W4, S5, I3, A5, 4+ Armour Save, -2 to Armour Saves,
Weak against Spears, Thunderstruck, Crazed,
Dauntless, Causes 1 I9 S4 hit each on Charge ONLY

Shrine of Death: 125pts


alter av døden
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless, Destroy
with Joy: Grants friendly Death Knights, Mutated Death
Knights, Elite Death Knights and Mounted Death Knights
within ‘6’ the ability to re-roll misses, Weak Against
Spears

Shrine of Pleasure: 130pts


alter av glede
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless,
Blademaster, Grants friendly Pleasure Knight Units within
‘6’ (model with ‘Pleasure’ or ‘Hedonist’ in its description) +1
Attack, Weak Against Spears
Shrine of Illusion: 135pts
alter av illusjon
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless,
Blademaster, Grants friendly Magic Knight Units within ‘6’
(model with ‘Magic’ or ‘Illusion’ in its description) a 4+
Dodge Save while still alive, Weak Against Spears

Shrine of Disease: 135pts


alter av sykdom
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless,
Blademaster, Grants friendly Pox Knight Units within ‘6’
(model with ‘Pox’ or ‘Disease’ in its description) +1
Toughness while still alive, Weak Against Spears

Shrine of Blood: 135pts


alter av blod
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless,
Blademaster, Grants friendly Blood Knight Units within ‘6’
(model with ‘Blood’ or ‘Butcher’ in its description) +1
Strength while still alive, Weak Against Spears

Norse Troll with 2 Blades: 38pts


norse troll med to kniver
T5, W3, S5, I1, A4, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Weak against Spears

Armoured Ogre with 2 Blades: 35pts, Moves ‘9’


pansret ogre med to kniver
T4, W3, S4, I2, A4, 4+ Armour Save, Weak against
Spears, -1 to Armour Saves, Deals 2 I9 S4 hits each on
Charge ONLY

Armoured Ogre with 2 Handed Axe: 40pts, Moves ‘9’


pansret ogre med tohånds øks
T4, W3, S6, I0, A3, 4+ Armour Save, Weak against
Spears, -3 to Armour Saves, Deals 2 I9 S4 hits each on
Charge ONLY
Armoured Pleasure Ogre with 2 Blades: 35pts + 10
pansret glede ogre med to kniver
T4, W3, S4, I2, A4, 4+ Armour Save, Dauntless, Weak
against Spears, -1 to Armour Saves, Deals 2 I9 S4 hits
each on Charge ONLY, +10pts is per Unit

Armoured Magic Ogre with 2 Handed Axe: 40pts + 20


pansret magi ogre med tohånds øks
T4, W3, S6, I0, A3, 4+ Armour Save, 5+ Dodge Save,
Weak against Spears, -3 to Armour Saves, Deals 2 I9 S4
hits each on Charge ONLY, +20pts is per Unit

Armoured Pox Ogre with 2 Handed Axe: 40pts + 30


pansret pox ogre med tohånds øks
T4, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, -3 to Armour Saves, Deals 2 I9 S4 hits
each on Charge ONLY, +30pts is per Unit

Armoured Blood Ogre with 2 Blades: 35pts + 30


pansret blod ogre med to kniver
T4, W3, S4, I3, A5 (Always), 4+ Armour Save, Crazed,
Dauntless, Weak against Spears, -1 to Armour Saves,
Deals 2 I9 S4 hits each on Charge ONLY, +30pts is per Unit

Blood Lord with Chain-Mace: 55pts


blod herre med lenket - septer
T4, W3, S6, I5, A5 (Always), 4+ Armour Save, Crazed,
Dauntless, Blademaster, Weak against Spears, -3 to
Armour Saves, Deals 2 I9 S5 hits each on Charge ONLY

Gigantic Thunder Ogre w/ 2H Axe: 225pts, Moves ‘9’


gigantiske torden ogre med tohånds øks
T5, W6, S8, I1, A6, 4+ Armour Save, Crazed, Dauntless,
Weak against Spears, Blademaster, -4 to Armour Saves,
Thunderstruck, Deals 2 I9 S5 hits on Charge ONLY
Gigantic Thunder Ogre with Twin Blades: 220pts
gigantiske torden ogre med to kniver
Moves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save, Crazed,
Dauntless, Weak against Spears, Blademaster, -2 to
Armour Saves, Thunderstruck, Deals 2 I9 S5 hits on
Charge ONLY

Slaver Dwarf Daimon Cannon: 200pts


slaver dverg daimon kanon
köleci cüce daimon top
T4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)
T6, W5, S5, I1, A5, 4+ Dodge Save (Daimon Cannon)
Dauntless, Slow, Weak against Spears, Crazed,
Artillery, Armed with Daimon Cannon, (Heavy, Magical,
Guess ’12’ – ‘48’, S5, -2 to Armour Saves, ‘5’ Blast), See
page 18 & 19 of Army Men PAZCIK Rulebook (Firing a
Catapult), Daimon Cannon reduces Armour Saves by -2 in
Close Combat

Death Spawn: 50pts, Moves ‘7’, Units of 1 – 2


død spawn
T5, W3, S4, I2, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears

Pleasure Spawn: 60pts, Moves ‘7’, Units of 1 – 2


glede spawn
T5, W3, S4, I9, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears

Magic Spawn: 65pts, Moves ‘7’, Units of 1 – 2


magi spawn
T5, W3, S4, I2, A5, 5+ Dodge Save, Dauntless, -1 to
Armour Saves, armed with Fire Breath (Auto, S3, ‘9’
teardrop template, Magical Attacks, Fire attacks), Weak
Against Spears
Pox Spawn: 60pts, Moves ‘7’, Units of 1 – 2
pox spawn
T5, W3, S4, I2, A5, 4+ Numb Save, Dauntless, -1 to
Armour Saves, Poisoned Attacks, Weak Against Spears

Blood Spawn: 55pts, Moves ‘7’, Units of 1 – 2


blod spawn
T5, W3, S5, I2, A5, No Save, Dauntless, -2 to Armour
Saves, Weak Against Spears

Death Giant with Horns: 200pts


død giganten med horn
T5, W6, S6, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Reflex Shots (Big Rock), Weak Against Spears

Hedonist Giant: 205pts


livsnytere giganten
T5, W6, S6, I4, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Reflex Shots (Big Rock), Weak Against Spears
Illusion Giant: 215pts
illusjon giganten
T5, W6, S6, I3, 2D6 Attacks each, 5+ Dodge Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Weak Against
Spears

Diseased Giant: 215pts


sykelig giganten
T5, W6, S6, I3, 2D6 Attacks each, 4+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Weak Against
Spears

Butcher Giant: 210pts


slakter giganten
T5, W6, S7, I3, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6 for each Giant,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S7 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Weak Against
Spears
Blood Rhino Knight with Axe & Shield: 75pts
blod neshorn ridder med øks og skjold
T5, W3, S5, I6, A3 (Always), 1+ Armour Save, Cavalry,
Crazed, Dauntless, Magical Attacks, -2 to Armour Saves
(has an assortment of weapons but they end up reducing
Armour as their main effect), Blademaster, Rhino is S4 I2
A3 and is S5 -1 to Armour Saves on the Charge and deals 2
I9 S4 impact hits.

Octhorn Beast: 225pts, Moves ‘9’


octhorn dyret
T5, W5, S7, I4, A6, 4+ Armour Save, Reduces Armour
Saves by -3, Blademaster, Crazed, Dauntless, Weak
against Spears

Plastic Warper Beast: 240pts, Moves ‘9’


plast warper dyret
T5, W5, S5, I3, A5, 5+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears, Armed with Plastic Warp
(Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be
used instead of Close Combat attacks, 4 hits are dealt: roll a
D6 for each hit, if they score higher than a model’s
Toughness then that model suffers 1 wound; only Dodge
Saves can be taken if available. Units with a Toughness of
7+ will only be wounded on a roll of 6. Roll a D6 after
resolving these wounds, and if it is a 4+ then target another
unit within ‘18’ of your Warper Beast. If all 4 hits deal an
unsaved wound, you can immediately place a new Death
Spawn model that will become part of the Plastic Warper
Beast unit.
Death Lord on Winged Manticore: 400pts, Moves ‘10’
død herre på bevinget Manticore
T5, W3, S6, I7, A5, 2+ Armour Save, Armed with Sword:
Re-rolls misses, Dauntless, Weak against Spears,
Magical Attacks, Blademaster, Reduces Armour Saves by
-2,

Winged Manticore is T5, W4, S5, I6, A5, 6+ Dodge Save, 4+


Armour Save, Reduces Armour Saves by -2, Flyer, Crazed,
Dauntless, Blademaster, Death Strike, Weak against
Spears, Also has a Tail Whip attack: Poisoned Attacks, deals
2 wounds if unsaved
If the Winged Manticore is slain then the Death Lord is
placed on the table (in Close Combat if the Winged
Manticore was slain there) and can be represented by a
Death Knight infantry model if available.

Winged Manticore (without Death Lord): 185pts


bevinget manticore ( uten død herre )
Moves ‘10’- T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour
Save, Reduces Armour Saves by -2, Flyer, Crazed,
Dauntless, Blademaster, Death Strike, Weak against
Spears, Also has 1 Tail Whip attack: Poisoned Attacks, deals
2 wounds if unsaved. Death Sting: If the Winged Manticore
is killed in Close Combat before it can attack, it will be able
to use the Tail Whip attack before being removed.

Death Gorgon: 110pts


dødsgorgon
T4, W3, S4, I5, A1, 4+ Armour Save, -1 to Armour Saves in
CC, Stony Gaze (Auto, ‘8’, Roll a 2D6 against your
opponent, if you win, then a model from the unit is turned to
Stone and dies. Can be used in Close Combat at I10. You
can represent it with a stone statue if you wish), Weak
against Spears, Poisonous Attacks (Deals 3 Wounds if
unsaved)
Wild Mountain Troll with Stone Club: 30pts
vill fjelltroll med steinklubb
T4, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire

Wild Fen Troll with Wet Club: 30pts


vill sump troll med våt klubb
T4, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears

Merciless Armoured Ogre with 2 Blades: 44pts


nådeløs pansret ogre med to kniver
Moves ‘9’- T5, W3, S4, I3, A3, 4+ Armour Save, Weak
against Spears, -1 to Armour Saves, Fearsome (Enemy
units suffer -1 to Hit against them in Close Combat unless:
Dauntless or Diehards)

Merciless Armoured Ogre with 2 Handed Axe: 45pts


nådeløs pansret ogre med tohånds øks
Moves ‘9’- T5, W3, S6, I0, A2, 5+ Armour Save, Weak
against Spears, -3 to Armour Saves, Fearsome
Mountain Troll with Stone Club: 40pts
fjelltroll med steinklubb
T5, W3, S5, I1, A3, 4+ Numb Save, 5+ Dodge Save,
Reduces Armour Saves by -2, Weak against Spears,
Weak against Fire, Made of Stone (4+ Dodge Save
against Magical Attacks)

Fen Troll with Wet Club: 40pts


fen troll med våt klubb
T5, W3, S5, I1, A3, 4+ Numb Save, Weak against Fire,
Reduces Armour Saves by -2, Enemy suffers -1 to hit
penalty against them in Close Combat, Weak against
Spears

Mutated Rat Hulk: 90pts


mutert rotte hulk
Moves ‘9’- T5, W3, S6, I4, A5, 4+ Numb Save, -3 to Armour
Saves, Crazed, Weak against Spears, Dauntless, A8 on
Charge

Lake Kobold with Spear & Shield: 2pts


innsjø kobold med spyd og skjold
T3, W1, S3, I3, A1, 5+ Armour Save, S4 vs Cavalry, Has -1
to Hit penalty in Close Combat always

Cloven with Club and Shield: 7pts


kledd med klubb og skjold
T4, W1, S3, I3, A1, 6+ Armour Save, -2 to Armour Saves

Minos with Twin Axes: 55pts, Moves ‘9’


Minos med to akser
T4, W3, S5, I4, A5, 6+ Armour Save, Reduces Armour
Saves by -1, Weak against Spears, Crazed, Dauntless,
Causes 1 I9 S4 hit each on Charge
Silver Death Knights:
Sølv Dødsriddere:
Painted in various shades of Silver and/or gold

Armoured
(Pansret)
Silver Models all have an Armour Save of at least 4+; this
will always be included in the unit’s statistics.

Silver Death Knight CORE Units:


Silver Death Knight with 2 Blades: 16pts
T4, W1, S4, I5, A3, 3+ Armour Save

Silver Death Knight with Sword & Shield: 16pts


T4, W1, S4, I5, A2, 2+ Armour Save, Re-rolls misses

Silver Death Knight with Halberd: 16pts


T4, W1, S5, I5, A2, 3+ Armour Save, -2 to Armour Saves,

Silver Norse Warrior with Axe & Shield: 4pts


T3, W1, S3, I4, A1, 4+ Armour Save, -2 to Numb Saves

Silver Norse Warrior with 2 Blades: 4pts


T3, W1, S3, I4, A2, 4+ Armour Save

Silver Norse Warrior with Flail: 5pts


T3, W1, S4, I3, A1, 4+ Armour Save, -1 to Armour Saves

Silver Norse Warrior with 2 Handed Axe: 5pts


T3, W1, S5, I0, A1, 4+ Armour Save, -2 to Armour Saves

Silver Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


T4, W1, S3, I4, A1, 3+ Armour Save, Cavalry, Reduces
Numb Saves by -2
Silver Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’
T4, W1, S3, I4, A1, 3+ Armour Save, Cavalry, S4 on
Charge ONLY

Silver Norse Rider w/ Flail: 10pts, Moves ‘9’


T4, W1, S4, I3, A1, 4+ Armour Save, Cavalry, -1 to Armour
Saves

Silver Norse Warhound: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 4+ Armour Save, Charges ‘9’

Mutated Silver Death Knight: 18pts


T4, W1, S4, I4, A3, 3+ Armour Save, -1 to Armour Saves

Silver Death Knight Chariot: 120pts


T5, W4, S5, I5, A4, 2+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds

Silver Death Knight Specialist Units:


Limit of 8 Norseman Chariots
Limit of 50 Mounted Death Knights, Elite Death Knights
Limit of 50 Pleasure Riders with Spears, Pleasure Riders with
Whips
Limit of 4 Bullhorn Chariots, Winged Tri-Beasts
Limit of 80 Pox Lords with Twin Axes (4 Units)
Limit of 80 Pox Lords with Axes and Shields (4 Units)
Limit of 80 Pox Lords with 2H Axes (4 Units)
Limit of 80 Blood Champions with Twin Blades (4 Units)

Silver Norseman Chariot: 80pts, Moves ‘9’


T4, W4, S4, I3, A2, 4+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S4 I3 A2 -1
to Armour Save attacks come from 2 Norsemen with Flails
Mounted Silver Death Knight w/ Spear & Shield: 28pts
T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical
Attacks, -1 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect)

Elite Silver Death Knight with 2 Handed Axe: 19pts


T4, W1, S6, I0, A2, 3+ Armour Save, -3 to Armour Saves

Silver Pleasure Rider with Spear and Shield: 18pts,


Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 4+ Armour
Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned
Attacks, S5 on Charge

Silver Pleasure Rider with Whip and Shield: 19pts


Moves ‘9’- T4, W1, S3, I5, A2, 4+ Armour Save, Cavalry,
Dauntless, -1 to Armour Saves, Poisoned Attacks, S4 on
Charge, Armed with Whips: can attack within ‘3’ of friendly
units in base-to-base contact in Close Combat

Silver Bullhorn Chariot: 130pts


T6, W5, S5, I5, A4, 2+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits with Death Strike on
Charge Only, the two Death Knight riders have the S5 I5 A4
-2 to Armour Save attacks above

Silver Winged Tri-Beast: 230pts,


Moves ‘10’- T5, W4, S6, I2, A8, 3+ Armour Save, Reduces
Armour Saves by -2, Flyer, Weak against Spears,
Poisoned Attacks, Breathes Fire (Auto, S4, ‘9’ teardrop
Flamethrower template, Fire attacks)

Silver Pox Lord with Twin Axes: 40pts


T5, W3, S4, I5, A4, 3+ Armour Save, Weak against
Spears
Silver Pox Lord with Axe and Shield: 40pts
T5, W3, S4, I5, A3, 2+ Armour Save, Weak against
Spears,
-2 to Numb Saves

Silver Pox Lord with 2H Axe: 40pts


T5, W3, S6, I0, A3, 3+ Armour Save, Weak against
Spears,
-3 to Armour Saves

Silver Blood Champion with Twin Blades: 45pts


T4, W3, S5, I5, A4, 3+ Armour Save, Weak against
Spears, Magical Attacks, -2 to Armour Saves

Silver Death Knight Heavy Units:


Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with
Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades,
40 Armoured Ogres with 2H Axes
Limit of 40 Blood Lords with Chain-Maces (4 Units)
Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic
Thunder Ogres with 2 Blades, Death Giants
Limit of 4 Death Spawn
Limit of 40 Blood Rhino Knights
Limit of 2 Octhorn Beasts, Plastic Warper Beasts
Limit of 2 Death Lords on Winged Manticores (one or both
can be without a Death Lord rider)

Silver Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves


‘9’- T4, W4, S7, I1, A4, 3+ Armour Save, -3 to Armour
Saves, Crazed, Dauntless, Weak against Spears, Electric
attacks are S2 against them

Silver Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’


T4, W4, S5, I3, A5, 3+ Armour Save, -2 to Armour Saves,
Weak against Spears, Crazed, Dauntless, Electric
attacks are S2 against them
Silver Norse Troll with 2 Blades: 45pts
T5, W3, S5, I1, A4, 4+ Armour Save, Reduces Armour
Saves by -1, Weak against Spears

Armoured Silver Ogre with 2 Blades: 35pts, Moves ‘9’


T4, W3, S4, I2, A4, 3+ Armour Save, Weak against
Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Silver Ogre with 2 Handed Axe: 40pts, Moves


‘9’- T4, W3, S6, I0, A3, 3+ Armour Save, Weak against
Spears, -3 to Armour Saves, Deals 1 I9 S4 hit each on
Charge ONLY

Silver Blood Lord with Chain-Mace: 55pts


T4, W3, S6, I5, A4, 3+ Armour Save, Weak against
Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on
Charge ONLY

Gigantic Silver Thunder Ogre w/ 2H Axe: 225pts, Moves


‘9’- T5, W6, S8, I1, A6, 3+ Armour Save, Crazed,
Dauntless, Weak against Spears, -4 to Armour Saves,
Electric attacks are S2 against them

Gigantic Silver Thunder Ogre with Twin Blades: 220pts,


Moves ‘9’- T5, W6, S6, I5, A7, 3+ Armour Save, Crazed,
Dauntless, Weak against Spears, -2 to Armour Saves,
Electric attacks are S2 against them

Silver Death Spawn: 50pts, Moves ‘7’


T5, W3, S4, I2, A5, 4+ Armour Save, Dauntless, Weak
Against Spears
Silver Death Giant with Horns: 200pts
T5, W6, S6, I3, 2D6 Attacks each, 4+ Armour Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak Against Spears

Silver Rhino Knight with Axe & Shield: 73pts


T5, W3, S5, I6, A3, 1+ Armour Save, Cavalry, Crazed,
Dauntless, Magical Attacks, -2 to Armour Saves (has an
assortment of weapons but they end up reducing Armour as
their main effect), Rhino is S4 I2 A3 and is S5 -1 to Armour
Saves on the Charge

Silver Octhorn Beast: 225pts, Moves ‘9’


T5, W5, S7, I4, A6, 3+ Armour Save, Reduces Armour
Saves by -3, Crazed, Dauntless, Weak against Spears

Silver Plastic Warper Beast: 240pts, Moves ‘9’


T5, W5, S5, I3, A5, 4+ Armour Save, Reduces Armour
Saves by -1, Weak against Spears, Armed with Plastic
Warp (Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can
be used instead of Close Combat attacks, 4 hits are dealt:
roll a D6 for each hit, if they score higher than a model’s
Toughness then that model suffers 1 wound; only Dodge
Saves can be taken if available. Units with a Toughness of
7+ will only be wounded on a roll of 6. Roll a D6 after
resolving these wounds, and if it is a 4+ then target another
unit within ‘18’ of your Warper Beast).
Silver Death Lord on Winged Manticore: 400pts,
Moves ‘10’- T5, W3, S6, I7, A5, 1+ Armour Save, Armed
with Sword: Re-rolls misses, Dauntless, Weak against
Spears, Magical Attacks, +1 to hit Bonus in Close Combat,
Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 3+ Armour Save,


Reduces Armour Saves by -2, Flyer, Crazed, Dauntless,
Death Strike, Weak against Spears, Also has a Tail Whip
attack: Poisoned Attacks, deals 2 wounds if unsaved
If the Winged Manticore is slain then the Death Lord is
placed on the table and will NOT be Weak against Spears,
as he is no longer mounted (in Close Combat if the Winged
Manticore was slain there) and can be represented by a
Death Knight infantry model if available.

Silver Winged Manticore (without Death Lord): 185pts


Moves ‘10’- T5, W4, S5, I6, A5, 3+ Armour Save, Reduces
Armour Saves by -2, Flyer, Crazed, Dauntless, Death
Strike, Weak against Spears, Also has 1 Tail Whip attack:
Poisoned Attacks, deals 2 wounds if unsaved.
Shadow Death Knights:
Skygge Dødsriddere:
Painted mainly in Black colours

Seeing Shadows
(Se Skygger)
Shadow Death Knight models are ALWAYS hit by enemy
models on a 4+ in Shooting and Close Combat (except
Snipers and Zombie models, who hit them on 3+). Some
models will have a ‘+1 to hit Bonus in Close Combat’ rule
and this will make them hit Shadow Units on a 3+.

Dauntless
(Dauntless)
ALL Shadow Death Knight models have the Dauntless rule. If
this unit is defeated in Close Combat, they receive 1 wound
(which can be saved if available) for each wound that they
lost by, but the Dauntless unit will not be destroyed via CCR
(Close Combat Resolution)

Shadow Death Knight CORE Units:


Shadow Death Knight with 2 Blades: 16pts
T4, W1, S4, I5, A3, 4+ Armour Save

Shadow Death Knight with Sword & Shield: 16pts


T4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses

Shadow Death Knight with Halberd: 16pts


T4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,

Shadow Norse Warrior with Axe & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves
Shadow Norse Warrior with 2 Blades: 4pts
T3, W1, S3, I4, A2, 6+ Armour Save

Shadow Norse Warrior with Flail: 5pts


T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Shadow Norse Warrior with 2 Handed Axe: 5pts


T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves

Shadow Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces
Numb Saves by -2

Shadow Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’


T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on
Charge ONLY

Shadow Norse Rider w/ Flail: 10pts, Moves ‘9’


T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour
Saves

Shadow Norse Warhound: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Charges ‘9’

Mutated Shadow Death Knight: 18pts


T4, W1, S4, I4, A3, 4+ Armour Save, -1 to Armour Saves

Shadow Death Knight Chariot: 120pts


T5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds
Shadow Death Knight Specialist Units:
Limit of 8 Norseman Chariots
Limit of 50 Mounted Death Knights, Elite Death Knights
Limit of 50 Pleasure Riders with Spears, Pleasure Riders with
Whips
Limit of 4 Bullhorn Chariots, Winged Tri-Beasts
Limit of 80 Pox Lords with Twin Axes (4 Units)
Limit of 80 Pox Lords with Axes and Shields (4 Units)
Limit of 80 Pox Lords with 2H Axes (4 Units)
Limit of 80 Blood Champions with Twin Blades (4 Units)

Shadow Norseman Chariot: 80pts, Moves ‘9’, T4, W4, S4,


I3, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5 -2 to Armour
Save Impact Hits on Charge Only, A2 I3 S4 -1 to Armour
Save attacks come from 2 Norsemen with Flails

Mounted Shadow Death Knight w/ Spear & Shield:


30pts- T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry,
Magical Attacks, -1 to Armour Saves (has an assortment
of weapons but they end up reducing Armour as their main
effect)

Elite Shadow Death Knight with 2 Handed Axe: 19pts


T4, W1, S6, I0, A2, 4+ Armour Save, -3 to Armour Saves

Shadow Pleasure Rider with Spear and Shield: 18pts,


Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour
Save, Cavalry, -1 to Armour Saves, Poisoned Attacks, S5 on
Charge

Shadow Pleasure Rider with Whip and Shield: 19pts


Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry, -1
to Armour Saves, Poisoned Attacks, S4 on Charge, Armed
with Whips: can attack within ‘3’ of friendly units in base-
to-base contact in Close Combat
Shadow Bullhorn Chariot: 130pts
T6, W5, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits with Death Strike on
Charge Only, the two Death Knight riders have the S5 I5 A4
-2 to Armour Save attacks above

Shadow Winged Tri-Beast: 230pts,


Moves ‘10’- T5, W4, S6, I2, A8, 6+ Dodge Save, 4+ Armour
Save, 4+ Numb Save, Reduces Armour Saves by -2, Flyer,
Weak against Spears, Poisoned Attacks, Breathes Fire
(Auto, S4, ‘9’ teardrop Flamethrower template, Fire
attacks)

Shadow Pox Lord with twin Axes: 40pts


T5, W3, S4, I5, A4, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, Plague of Flies (works exactly like Seeing
Shadows)

Shadow Pox Lord with Axe and Shield: 40pts


T5, W3, S4, I5, A3, 3+ Armour Save, 4+ Numb Save, Weak
against Spears, Plague of Flies (works exactly like Seeing
Shadows), -2 to Numb Saves

Shadow Pox Lord with 2H Axe: 40pts


T5, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, Plague of Flies (works exactly like Seeing
Shadows), -3 to Armour Saves

Shadow Blood Champion with Twin Blades: 45pts


T4, W3, S5, I5, A4, 4+ Armour Save, Weak against
Spears, Magical Attacks, -2 to Armour Saves
Shadow Death Knight Heavy Units:
Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with
Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades,
40 Armoured Ogres with 2H Axes
Limit of 40 Blood Lords with Chain-Maces (4 Units)
Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic
Thunder Ogres with 2 Blades, Death Giants
Limit of 4 Death Spawn
Limit of 40 Blood Rhino Knights
Limit of 2 Octhorn Beasts, Plastic Warper Beasts
Limit of 2 Death Lords on Winged Manticores (one or both
can be without a Death Lord rider)

Shadow Thunder Ogre w/ 2 Handed Glaive: 64pts,


Moves ‘9’- T4, W4, S7, I1, A4, 4+ Armour Save, -3 to
Armour Saves, Crazed, Weak against Spears, Electric
attacks are S2 against them

Shadow Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’


T4, W4, S5, I3, A5, 4+ Armour Save, -2 to Armour Saves,
Weak against Spears, Crazed, Electric attacks are S2
against them

Shadow Norse Troll with 2 Blades: 45pts


T5, W3, S5, I1, A4, 4+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears

Armoured Shadow Ogre with 2 Blades: 35pts, Moves ‘9’


T4, W3, S4, I2, A4, 4+ Armour Save, Weak against
Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Shadow Ogre with 2 Handed Axe: 40pts,


Moves ‘9’- T4, W3, S6, I0, A3, 4+ Armour Save, Weak
against Spears, -3 to Armour Saves, Deals 1 I9 S4 hit each
on Charge ONLY
Shadow Blood Lord with Chain-Mace: 55pts
T4, W3, S6, I5, A4, 4+ Armour Save, Weak against
Spears, -3 to Armour Saves, Deals 2 I9 S5 hits each on
Charge ONLY

Gigantic Shadow Thunder Ogre w/ 2H Axe: 225pts,


Moves ‘9’- T5, W6, S8, I1, A6, 4+ Armour Save, Crazed,
Weak against Spears, -4 to Armour Saves, Electric attacks
are S2 against them

Gigantic Shadow Thunder Ogre with Twin Blades:


220pts, Moves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save,
Crazed, Weak against Spears, -2 to Armour Saves,
Electric attacks are S2 against them

Shadow Death Spawn: 50pts, Moves ‘7’


T5, W3, S4, I2, A5, No Save, Weak Against Spears

Shadow Death Giant with Horns: 200pts


T5, W6, S6, I3, 2D6 Attacks each, No Save, If beaten OR
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which had beaten/killed it, Giant is armed with
Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Weak Against Spears

Shadow Rhino Knight with Axe & Shield: 75pts


T5, W3, S5, I6, A3, 1+ Armour Save, Cavalry, Crazed,
Magical attacks, -2 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect), Rhino is S4 I2 A3 and is S5 -1 to Armour Saves on
the Charge
Shadow Rhino Knight with Axe & Shield: 75pts
T5, W3, S5, I6, A3, 1+ Armour Save, Cavalry, Crazed,
Magical Attacks, -2 to Armour Saves (has an assortment
of weapons but they end up reducing Armour as their main
effect), Rhino is S4 I2 A3 and is S5 -1 to Armour Saves on
the Charge

Shadow Octhorn Beast: 225pts, Moves ‘9’


T5, W5, S7, I4, A6, 4+ Armour Save, Reduces Armour
Saves by -3, Crazed, Weak against Spears

Shadow Plastic Warper Beast: 240pts, Moves ‘9’


T5, W5, S5, I3, A5, 5+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears, Armed with Plastic Warp
(Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be
used instead of Close Combat attacks, 4 hits are dealt: roll a
D6 for each hit, if they score higher than a model’s
Toughness then that model suffers 1 wound; only Dodge
Saves can be taken if available. Units with a Toughness of
7+ will only be wounded on a roll of 6. Roll a D6 after
resolving these wounds, and if it is a 4+ then target another
unit within ‘18’ of your Warper Beast).
Shadow Death Lord on Winged Manticore: 400pts,
Moves ‘10’- T5, W3, S6, I7, A5, 2+ Armour Save, Armed
with Sword: Re-rolls misses, Weak against Spears,
Magical Attacks, +1 to hit Bonus in Close Combat, Reduces
Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 6+ Dodge Save, 4+


Armour Save, Reduces Armour Saves by -2, Flyer, Crazed,
Death Strike, Weak against Spears, Also has a Tail Whip
attack: Poisoned Attacks, deals 2 wounds if unsaved
If the Winged Manticore is slain then the Death Lord is
placed on the table and will NOT be Weak against Spears,
as he is no longer mounted (in Close Combat if the Winged
Manticore was slain there) and can be represented by a
Death Knight infantry model if available.
Shadow Winged Manticore (without Death Lord):
185pts- Moves ‘10’- T5, W4, S5, I6, A5, 6+ Dodge Save, 4+
Armour Save, Reduces Armour Saves by -2, Flyer, Crazed,
Death Strike, Weak against Spears, Also has 1 Tail Whip
attack: Poisoned Attacks, deals 2 wounds if unsaved.
Red Death Knights:
Rød Dødsriddere:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(Den Røde Armé)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Death Knight CORE Units:


Red Death Knight with 2 Blades: 14pts
T4, W1, S4, I5, A3, 4+ Armour Save

Red Death Knight with Sword & Shield: 14pts


T4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses

Red Death Knight with Halberd: 14pts


T4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,

Red Norse Warrior with Axe & Shield: 2pts


T3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves

Red Norse Warrior with 2 Blades: 2pts


T3, W1, S3, I4, A2, 6+ Armour Save

Red Norse Warrior with Flail: 3pts


T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves

Red Norse Warrior with 2 Handed Axe: 3pts


T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves

Red Norse Rider w/ Axe & Shield: 7pts, Moves ‘9’


T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces
Numb Saves by -2
Red Norse Rider w/ Spear & Shield: 7pts, Moves ‘9’
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on
Charge ONLY

Red Norse Rider w/ Flail: 8pts, Moves ‘9’


T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour
Saves

Red Norse Warhound: 4pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, Charges ‘9’

Mutated Red Death Knight: 16pts


T4, W1, S4, I4, A3, 4+ Armour Save, -1 to Armour Saves

Red Death Knight Specialist Units:


Limit of 50 Mounted Death Knights, Elite Death Knights
Limit of 50 Pleasure Riders with Spears, Pleasure Riders with
Whips

Mounted Red Death Knight w/ Spear & Shield: 28pts-


T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical
Attacks, -1 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect)

Elite Red Death Knight with 2 Handed Axe: 17pts


T4, W1, S6, I0, A2, 4+ Armour Save, -3 to Armour Saves

Red Pleasure Rider with Spear and Shield: 17pts, Moves


‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save,
Cavalry, Dauntless, -1 to Armour Saves, Poisoned Attacks,
S5 on Charge
Red Pleasure Rider with Whip and Shield: 18pts
Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, Cavalry,
Dauntless, -1 to Armour Saves, Poisoned Attacks, S4 on
Charge, Armed with Whips: can attack within ‘3’ of friendly
units in base-to-base contact in Close Combat

Red Death Knight Heavy Units:


Limit of 40 Armoured Ogres with 2 Blades

Armoured Red Ogre with 2 Blades: 33pts, Moves ‘9’


T4, W3, S4, I2, A4, 4+ Armour Save, Weak against
Spears, Deals 1 I9 S4 hit each on Charge ONLY
Blue Death Knights:
Blå Dødsriddere:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(personlig teleporter)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Death Knight CORE Units:

Blue Death Knight with 2 Blades: 16pts


T4, W1, S4, I5, A3, 4+ Armour Save, 5+ Numb Save

Blue Death Knight with Sword & Shield: 16pts


T4, W1, S4, I5, A2, 3+ Armour Save, 5+ Numb Save, Re-
rolls misses

Blue Death Knight with Halberd: 16pts


T4, W1, S5, I5, A2, 4+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Blue Norse Warrior with Axe & Shield: 4pts


T3, W1, S3, I4, A1, 5+ Armour Save, 5+ Numb Save, -2 to
Numb Saves

Blue Norse Warrior with 2 Blades: 4pts


T3, W1, S3, I4, A2, 6+ Armour Save, 5+ Numb Save

Blue Norse Warrior with Flail: 5pts


T3, W1, S4, I3, A1, 6+ Armour Save, 5+ Numb Save, -1 to
Armour Saves
Blue Norse Warrior with 2 Handed Axe: 5pts
T3, W1, S5, I0, A1, 6+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Blue Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


T4, W1, S3, I4, A1, 4+ Armour Save, 5+ Numb Save,
Cavalry, Reduces Numb Saves by -2

Blue Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’


T4, W1, S3, I4, A1, 4+ Armour Save, 5+ Numb Save,
Cavalry, S4 on Charge ONLY

Blue Norse Rider w/ Flail: 10pts, Moves ‘9’


T4, W1, S4, I3, A1, 5+ Armour Save, 5+ Numb Save,
Cavalry, -1 to Armour Saves

Blue Norse Warhound: 6pts, Moves ‘9’


T3, W1, S3, I3, A1, 6+ Armour Save, 5+ Numb Save,
Charges ‘9’

Mutated Blue Death Knight: 18pts


T4, W1, S4, I4, A3, 4+ Armour Save, 5+ Numb Save, -1 to
Armour Saves

Blue Death Knight Chariot: 120pts


T5, W4, S5, I5, A4, 3+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on
Charge Only, S5 I5 A4 -1 to Armour Save attacks come from
2 Death Knights with Halberds
Blue Death Knight Specialist Units:
Limit of 8 Norseman Chariots
Limit of 50 Mounted Death Knights, Elite Death Knights
Limit of 50 Pleasure Riders with Spears, Pleasure Riders with
Whips
Limit of 4 Bullhorn Chariots, Winged Tri-Beasts
Limit of 80 Pox Lords with Twin Axes (4 Units)
Limit of 80 Pox Lords with Axes and Shields (4 Units)
Limit of 80 Pox Lords with 2H Axes (4 Units)
Limit of 80 Blood Champions with Twin Blades (4 Units)

Blue Norseman Chariot: 80pts, Moves ‘9’, T4, W4, S4, I3,
A2, 5+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S4 I3 A2 -1
to Armour Save attacks come from 2 Norsemen with Flails

Mounted Blue Death Knight w/ Spear & Shield: 30pts-


T5, W1, S5, I5, A2, 1+ Armour Save, 5+ Numb Save,
Cavalry, Magical Attacks, -1 to Armour Saves (has an
assortment of weapons but they end up reducing Armour as
their main effect)

Elite Blue Death Knight with 2 Handed Axe: 19pts


T4, W1, S6, I0, A2, 4+ Armour Save, 5+ Numb Save, -3 to
Armour Saves

Blue Pleasure Rider with Spear and Shield: 18pts,


Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour
Save, 5+ Numb Save, Cavalry, Dauntless, -1 to Armour
Saves, Poisoned Attacks, S5 on Charge

Blue Pleasure Rider with Whip and Shield: 19pts


Moves ‘9’- T4, W1, S3, I5, A2, 5+ Armour Save, 5+ Numb
Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned
Attacks, S4 on Charge, Armed with Whips: can attack
within ‘3’ of friendly units in base-to-base contact in Close
Combat
Blue Bullhorn Chariot: 130pts
T6, W5, S5, I5, A4, 3+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with
Death Strike on Charge Only, the two Death Knight riders
have the S5 I5 A4 -2 to Armour Save attacks above

Blue Winged Tri-Beast: 230pts,


Moves ‘10’- T5, W4, S6, I2, A8, 6+ Dodge Save, 4+ Armour
Save, 3+ Numb Save, Reduces Armour Saves by -2, Flyer,
Weak against Spears, Poisoned Attacks, Breathes Fire
(Auto, S4, ‘9’ teardrop Flamethrower template, Fire
attacks)

Blue Pox Lord with twin Axes: 40pts


T5, W3, S4, I5, A4, 4+ Armour Save, 3+ Numb Save, Weak
against Spears

Blue Pox Lord with Axe and Shield: 40pts


T5, W3, S4, I5, A3, 3+ Armour Save, 3+ Numb Save, Weak
against Spears, -2 to Numb Saves

Blue Pox Lord with 2H Axe: 40pts


T5, W3, S6, I0, A3, 4+ Armour Save, 3+ Numb Save, Weak
against Spears, -3 to Armour Saves

Blue Blood Champion with Twin Blades: 45pts


T4, W3, S5, I5, A4, 4+ Armour Save, 5+ Numb Save, Weak
against Spears, Magical Attacks, -2 to Armour Saves
Blue Death Knight Heavy Units:
Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with
Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades,
40 Armoured Ogres with 2H Axes
Limit of 40 Blood Lords with Chain-Maces (4 Units)
Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic
Thunder Ogres with 2 Blades, Death Giants
Limit of 4 Death Spawn
Limit of 40 Blood Rhino Knights
Limit of 2 Octhorn Beasts, Plastic Warper Beasts
Limit of 2 Death Lords on Winged Manticores (one or both
can be without a Death Lord rider)

Blue Thunder Ogre w/ 2 Handed Glaive: 64pts, Moves


‘9’- T4, W4, S7, I1, A4, 4+ Armour Save, 5+ Numb Save, -3
to Armour Saves, Crazed, Dauntless, Weak against
Spears, Electric attacks are S2 against them

Blue Thunder Ogre w/ Twin Maces: 60pts, Moves ‘9’


T4, W4, S5, I3, A5, 4+ Armour Save, 5+ Numb Save, -2 to
Armour Saves, Weak against Spears, Crazed, Dauntless,
Electric attacks are S2 against them

Blue Norse Troll with 2 Blades: 45pts


T5, W3, S5, I1, A4, 3+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears

Armoured Blue Ogre with 2 Blades: 35pts, Moves ‘9’


T4, W3, S4, I2, A4, 4+ Armour Save, 5+ Numb Save, Weak
against Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Blue Ogre with 2 Handed Axe: 40pts, Moves


‘9’- T4, W3, S6, I0, A3, 4+ Armour Save, 5+ Numb Save,
Weak against Spears, -3 to Armour Saves, Deals 1 I9 S4
hit each on Charge ONLY
Blue Blood Lord with Chain-Mace: 55pts
T4, W3, S6, I5, A4, 4+ Armour Save, 5+ Numb Save, Weak
against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits
each on Charge ONLY

Gigantic Blue Thunder Ogre w/ 2H Axe: 225pts, Moves


‘9’- T5, W6, S8, I1, A6, 4+ Armour Save, 5+ Numb Save,
Crazed, Dauntless, Weak against Spears, -4 to Armour
Saves, Electric attacks are S2 against them

Gigantic Blue Thunder Ogre with Twin Blades: 220pts,


Moves ‘9’- T5, W6, S6, I5, A7, 4+ Armour Save, 5+ Numb
Save, Crazed, Dauntless, Weak against Spears, -2 to
Armour Saves, Electric attacks are S2 against them

Blue Death Spawn: 50pts, Moves ‘7’


T5, W3, S4, I2, A5, 5+ Numb Save, Weak Against Spears

Blue Death Giant with Horns: 200pts


T5, W6, S6, I3, 2D6 Attacks each, 5+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak Against Spears

Blue Rhino Knight with Axe & Shield: 75pts


T5, W3, S5, I6, A3, 1+ Armour Save, 5+ Numb Save,
Cavalry, Crazed, Magical Attacks, -2 to Armour Saves
(has an assortment of weapons but they end up reducing
Armour as their main effect), Rhino is S4 I2 A3 and is S5 -1
to Armour Saves on the Charge

Blue Octhorn Beast: 225pts, Moves ‘9’


T5, W5, S7, I4, A6, 4+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -3, Crazed, Weak against
Spears, Dauntless
Blue Plastic Warper Beast: 240pts, Moves ‘9’
T5, W5, S5, I3, A5, 4+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears, Armed with Plastic Warp
(Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be
used instead of Close Combat attacks, 4 hits are dealt: roll a
D6 for each hit, if they score higher than a model’s
Toughness then that model suffers 1 wound; only Dodge
Saves can be taken if available. Units with a Toughness of
7+ will only be wounded on a roll of 6. Roll a D6 after
resolving these wounds, and if it is a 4+ then target another
unit within ‘18’ of your Warper Beast).
Blue Death Lord on Winged Manticore: 400pts,
Moves ‘10’- T5, W3, S6, I7, A5, 2+ Armour Save, 5+ Numb
Save, Armed with Sword: Re-rolls misses, Weak against
Spears, Magical Attacks, +1 to hit Bonus in Close Combat,
Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I6, A5, 6+ Dodge Save, 4+


Armour Save, 5+ Numb Save, Reduces Armour Saves by -2,
Flyer, Crazed, Dauntless, Death Strike, Weak against
Spears, Also has a Tail Whip attack: Poisoned Attacks, deals
2 wounds if unsaved
If the Winged Manticore is slain then the Death Lord is
placed on the table and will NOT be Weak against Spears,
as he is no longer mounted (in Close Combat if the Winged
Manticore was slain there) and can be represented by a
Death Knight infantry model if available.

Blue Winged Manticore (without Death Lord): 185pts-


Moves ‘10’- T5, W4, S5, I6, A5, 6+ Dodge Save, 4+ Armour
Save, 5+ Numb Save, Reduces Armour Saves by -2, Flyer,
Crazed, Dauntless, Death Strike, Weak against Spears,
Also has 1 Tail Whip attack: Poisoned Attacks, deals 2
wounds if unsaved.
Pink Death Knights:
Rosa Dødsriddere:
Painted in shades of pink and spread throughout all models

Horrors from Outer Space


(Grusomheter fra Verdensrommet)
Pink Units have enhanced close combat statistics (Initiative
and Attacks) and they pay a higher points cost to
accommodate this. Also, they NEVER receive an Initiative or
Attack Bonus when Charging; they already have it included
in their stats! When declaring a Charge, Pink units must
always charge the closest enemy unit.

Pink Death Knight CORE Units:


Pink Death Knight with 2 Blades: 18pts
T4, W1, S4, I6, A4, 4+ Armour Save, 5+ Numb Save

Pink Death Knight with Sword & Shield: 18pts


T4, W1, S4, I6, A3, 3+ Armour Save, 5+ Numb Save, Re-
rolls misses

Pink Death Knight with Halberd: 18pts


T4, W1, S5, I6, A3, 4+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Pink Norse Warrior with Axe & Shield: 6pts


T3, W1, S3, I5, A2, 5+ Armour Save, 5+ Numb Save, -2 to
Numb Saves

Pink Norse Warrior with 2 Blades: 6pts


T3, W1, S3, I5, A3, 6+ Armour Save, 5+ Numb Save

Pink Norse Warrior with Flail: 7pts


T3, W1, S4, I4, A2, 6+ Armour Save, 5+ Numb Save, -1 to
Armour Saves
Pink Norse Warrior with 2 Handed Axe: 7pts
T3, W1, S5, I1, A2, 6+ Armour Save, 5+ Numb Save, -2 to
Armour Saves

Pink Norse Rider w/ Axe & Shield: 11pts, Moves ‘9’


T4, W1, S3, I5, A2, 4+ Armour Save, 5+ Numb Save,
Cavalry, Reduces Numb Saves by -2

Pink Norse Rider w/ Spear & Shield: 11pts, Moves ‘9’


T4, W1, S3, I5, A2, 4+ Armour Save, 5+ Numb Save,
Cavalry, S4 on Charge ONLY

Pink Norse Rider w/ Flail: 12pts, Moves ‘9’


T4, W1, S4, I4, A2, 5+ Armour Save, 5+ Numb Save,
Cavalry, -1 to Armour Saves

Pink Norse Warhound: 8pts, Moves ‘9’


T3, W1, S3, I4, A2, 6+ Armour Save, 5+ Numb Save,
Charges ‘9’

Mutated Pink Death Knight: 20pts


T4, W1, S4, I5, A4, 4+ Armour Save, 5+ Numb Save, -1 to
Armour Saves

Pink Death Knight Chariot: 122pts


T5, W4, S5, I6, A6, 3+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on
Charge Only, S5 I6 A6 -1 to Armour Save attacks come from
2 Death Knights with Halberds
Pink Death Knight Specialist Units:
Limit of 8 Norseman Chariots
Limit of 50 Mounted Death Knights, Elite Death Knights
Limit of 50 Pleasure Riders with Spears, Pleasure Riders with
Whips
Limit of 4 Bullhorn Chariots, Winged Tri-Beasts
Limit of 80 Pox Lords with Twin Axes (4 Units)
Limit of 80 Pox Lords with Axes and Shields (4 Units)
Limit of 80 Pox Lords with 2H Axes (4 Units)
Limit of 80 Blood Champions with Twin Blades (4 Units)

Pink Norseman Chariot: 82pts, Moves ‘9’, T4, W4, S4, I4,
A4, 5+ Armour Save, 5+ Numb Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S4 I3 A4 -1
to Armour Save attacks come from 2 Norsemen with Flails

Mounted Pink Death Knight w/ Spear & Shield: 32pts-


T5, W1, S5, I6, A3, 1+ Armour Save, 5+ Numb Save,
Cavalry, Magical Attacks, -1 to Armour Saves (has an
assortment of weapons but they end up reducing Armour as
their main effect)

Elite Pink Death Knight with 2 Handed Axe: 21pts


T4, W1, S6, I1, A3, 4+ Armour Save, 5+ Numb Save, -3 to
Armour Saves

Pink Pleasure Rider with Spear and Shield: 21pts,


Moves ‘9’- T4, Moves ‘9’- T4, W1, S3, I6, A3, 5+ Armour
Save, 5+ Numb Save, Cavalry, Dauntless, -1 to Armour
Saves, Poisoned Attacks, S5 on Charge

Pink Pleasure Rider with Whip and Shield: 22pts


Moves ‘9’- T4, W1, S3, I6, A3, 5+ Armour Save, 5+ Numb
Save, Cavalry, Dauntless, -1 to Armour Saves, Poisoned
Attacks, S4 on Charge, Armed with Whips: can attack
within ‘3’ of friendly units in base-to-base contact in Close
Combat
Pink Bullhorn Chariot: 132pts
T6, W5, S5, I6, A6, 3+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits with
Death Strike on Charge Only, the two Death Knight riders
have the S5 I6 A6 -2 to Armour Save attacks above

Pink Winged Tri-Beast: 232pts


Moves ‘10’- T5, W4, S6, I3, A9, 6+ Dodge Save, 4+ Armour
Save, 3+ Numb Save, Reduces Armour Saves by -2, Flyer,
Weak against Spears, Poisoned Attacks, Breathes Fire
(Auto, S4, ‘9’ teardrop Flamethrower template, Fire
attacks)

Pink Pox Lord with Twin Axes: 42pts


T5, W3, S4, I6, A5, 4+ Armour Save, 3+ Numb Save, Weak
against Spears

Pink Pox Lord with Axe and Shield: 42pts


T5, W3, S4, I6, A4, 3+ Armour Save, 3+ Numb Save, Weak
against Spears, -2 to Numb Saves

Pink Pox Lord with 2H Axe: 42pts


T5, W3, S6, I1, A4, 4+ Armour Save, 3+ Numb Save, Weak
against Spears, -3 to Armour Saves

Pink Blood Champion with Twin Blades: 45pts


T4, W3, S5, I6, A5, 4+ Armour Save, 5+ Numb Save, Weak
against Spears, Magical Attacks, -2 to Armour Saves
Pink Death Knight Heavy Units:
Limit of 40 Thunder Ogres with 2H Axes, Thunder Ogres with
Twin Maces, Norse Trolls, 40 Armoured Ogres with 2 Blades,
40 Armoured Ogres with 2H Axes
Limit of 40 Blood Lords with Chain-Maces (4 Units)
Limit of 2 Gigantic Thunder Ogres with 2H Axes, Gigantic
Thunder Ogres with 2 Blades, Death Giants
Limit of 4 Death Spawn
Limit of 40 Blood Rhino Knights
Limit of 2 Octhorn Beasts, Plastic Warper Beasts
Limit of 2 Death Lords on Winged Manticores (one or both
can be without a Death Lord rider)

Pink Thunder Ogre w/ 2 Handed Glaive: 66pts, Moves


‘9’- T4, W4, S7, I1, A5, 4+ Armour Save, 5+ Numb Save, -3
to Armour Saves, Crazed, Weak against Spears, Electric
attacks are S2 against them

Pink Thunder Ogre w/ Twin Maces: 62pts, Moves ‘9’


T4, W4, S5, I4, A6, 4+ Armour Save, 5+ Numb Save, -2 to
Armour Saves, Weak against Spears, Dauntless, Electric
attacks are S2 against them

Pink Norse Troll with 2 Blades: 47pts


T5, W3, S5, I2, A5, 3+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears

Armoured Pink Ogre with 2 Blades: 37pts, Moves ‘9’


T4, W3, S4, I3, A5, 4+ Armour Save, 5+ Numb Save, Weak
against Spears, Deals 1 I9 S4 hit each on Charge ONLY

Armoured Pink Ogre with 2 Handed Axe: 42pts, Moves


‘9’- T4, W3, S6, I1, A4, 4+ Armour Save, 5+ Numb Save,
Weak against Spears, -3 to Armour Saves, Deals 1 I9 S4
hit each on Charge ONLY
Pink Blood Lord with Chain-Mace: 55pts
T4, W3, S6, I6, A5, 4+ Armour Save, 5+ Numb Save, Weak
against Spears, -3 to Armour Saves, Deals 2 I9 S5 hits
each on Charge ONLY

Gigantic Pink Thunder Ogre w/ 2H Axe: 227pts, Moves


‘9’- T5, W6, S8, I1, A7, 4+ Armour Save, 5+ Numb Save,
Crazed, Dauntless, Weak against Spears, -4 to Armour
Saves, Electric attacks are S2 against them

Gigantic Pink Thunder Ogre with Twin Blades: 222pts,


Moves ‘9’- T5, W6, S6, I6, A8, 4+ Armour Save, 5+ Numb
Save, Crazed, Dauntless, Weak against Spears, -2 to
Armour Saves, Electric attacks are S2 against them

Pink Death Spawn: 52pts, Moves ‘7’


T5, W3, S4, I3, A6, 5+ Numb Save, Weak Against Spears

Pink Death Giant with Horns: 202pts


T5, W6, S6, I4, 2D6+1 Attacks, 5+ Numb Save, Dauntless,
If beaten OR killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which had beaten/killed it, Giant is
armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Weak Against Spears

Pink Rhino Knight with Axe & Shield: 77pts


T5, W3, S5, I7, A4, 1+ Armour Save, 5+ Numb Save,
Cavalry, Crazed, Dauntless, Magical Attacks, -2 to
Armour Saves (has an assortment of weapons but they end
up reducing Armour as their main effect), Rhino is S4 I3 A4
and is S5 -1 to Armour Saves on the Charge

Pink Octhorn Beast: 227pts, Moves ‘9’


T5, W5, S7, I5, A7, 4+ Armour Save, 5+ Numb Save,
Reduces Armour Saves by -3, Crazed, Weak against
Spears
Pink Plastic Warper Beast: 240pts, Moves ‘9’
T5, W5, S5, I4, A6, 4+ Numb Save, Reduces Armour Saves
by -1, Weak against Spears, Armed with Plastic Warp
(Auto, ‘18’, targets 1 unit, Ignores Armour Saves, Can be
used instead of Close Combat attacks, 4 hits are dealt: roll a
D6 for each hit, if they score higher than a model’s
Toughness then that model suffers 1 wound; only Dodge
Saves can be taken if available. Units with a Toughness of
7+ will only be wounded on a roll of 6. Roll a D6 after
resolving these wounds, and if it is a 4+ then target another
unit within ‘18’ of your Warper Beast).
Pink Death Lord on Winged Manticore: 404pts,
Moves ‘10’- T5, W3, S6, I8, A6, 2+ Armour Save, 5+ Numb
Save, Armed with Sword: Re-rolls misses, Weak against
Spears, Magical Attacks, +1 to hit Bonus in Close Combat,
Reduces Armour Saves by -2,

Winged Manticore is T5, W4, S5, I7, A6, 6+ Dodge Save, 4+


Armour Save, 5+ Numb Save, Reduces Armour Saves by -2,
Flyer, Crazed, Dauntless, Death Strike, Weak against
Spears, Also has a Tail Whip attack: Poisoned Attacks, deals
2 wounds if unsaved
If the Winged Manticore is slain then the Death Lord is
placed on the table and will NOT be Weak against Spears,
as he is no longer mounted (in Close Combat if the Winged
Manticore was slain there) and can be represented by a
Death Knight infantry model if available.

Pink Winged Manticore (without Death Lord): 187pts-


Moves ‘10’- T5, W4, S5, I7, A6, 6+ Dodge Save, 4+ Armour
Save, 5+ Numb Save, Reduces Armour Saves by -2, Flyer,
Crazed, Dauntless, Death Strike, Weak against Spears,
Also has 1 Tail Whip attack: Poisoned Attacks, deals 2
wounds if unsaved.
Bound Monster Host (Frozen North):

Winged Flesh Cloven: 14pts, Moves ‘10’


vinget kjøttkloven
T4, W2, S4, I3, A2, 5+ Dodge Save, Flyers (can jump over
Terrain and/or units but cannot land on them), -1 to Armour
Saves in CC

Norse Troll with 2H Club: 40pts


norske troll med tohånds klubb
T5, W3, S7, I0, A4, 4+ Numb Save, Weak against Fire, -4
to Armour Saves, Weak against Spears

Death Rat Horde: 10pts per Base, Moves ‘9’


død rotte horde
T2, W5, S2, I4, A5, 6+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule

Death Frogs: 20pts per Base


død frosker
T2, W5, S3, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover,
Climbers

Death Bats: 10pts per Base, Moves ‘9’


dødsfladder
T2, W4, S2, I4, A5, 6+ Dodge Save, Dauntless, +1 to
Cover Saves when in Cover, Re-rolls misses, Suffers double
Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could
also come from exploding Terrain), immune to ‘Stronger
Than’ rule
Death Serpents: 25pts per Base
dødslanger
T2, W5, S4, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover, Water
Dwellers

Death Spiders: 15pts per Base


død ederkopper
T2, W5, S3, I1, A5, 6+ Dodge Save, Poisoned Attacks,
Dauntless, Suffers double Wounds from attacks with a Blast
(usually ‘2’ or ‘5’ but could also come from exploding
Terrain), Gets +1 to their Cover Save when in Cover,
Climbers

Death Scorpions: 15pts per Base


dødsskorpioner
T2, W5, S2, I1, A5, 6+ Dodge Save, Dauntless, Poisoned
Attacks, Suffers double Wounds from attacks with a Blast
(‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their Cover Save when in
Cover, Immune to ‘Stronger Than’ Rule

Merciless Thunder Ogre with 2 Handed Blade: 94pts


nådeløs torden ogre med tohånds Glaive
Moves ‘9’- T5, W4, S7, I0, A6, 4+ Armour Save, -4 to
Armour Saves, Weak against Spears, Thunderstruck:
Immune to Lightning Attacks & Warp Lightning Cannons,
Crazed, Dauntless, A8 on Charge

Merciless Thunder Ogre with Twin Maces: 90pts


nådeløs torden ogre med to Makes
Moves ‘9’- T5, W4, S5, I3, A8, 4+ Armour Save, -2 to
Armour Saves, Weak against Spears, Thunderstruck,
Crazed, Dauntless, A12 on Charge
Savage Death Spawn: 70pts, Moves ‘12’
vill død spawn
T5, W3, S4, I3, A6, No Save, Crazed, Dauntless, -1 to
Armour Saves, Weak Against Spears, Flailing Limbs
(Automatically Hits in Close Combat)

Chimera (Frozen North): 250pts, Moves ‘10’


T6, W6, S7, I4, A6, 5+ Dodge Save, Hits on a 3+ by Default
in CC, -4 to Armour Saves in CC, Poisoned Attacks (A roll of
6 to Hit automatically Wounds) Flyers, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Weak
against Spears, Breathes Fire (Auto, ‘9’ Teardrop
Template, S3, Fire Attacks)

Cockatrice (Frozen North): 75pts, Moves ‘10’


T4, W2, S4, I4, A3, 5+ Dodge Save, Hits on a 4+ by Default
in CC and -1 to Armour Saves in CC, Stone Gaze (Auto, ‘8’,
roll D6 against your opponent, if you win then the model is
turned to Stone and slain. You can represent it with a stone
statue if you wish) Flyers, Terrific (Enemy units suffer -1
to Hit against them in Close Combat unless: Dauntless or
Terrific), Weak against Spears
Griffon (Frozen North): 150pts, Moves ‘10’
T5, W5, S6, I7, A4, 5+ Dodge Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in CC. Flyers, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Weak
against Spears

Hippogriff (Frozen North): 145pts, Moves ‘10’


T5, W5, S6, I6, A3, 5+ Dodge Save, Hits on a 2+ by Default
in CC, -3 to Armour Saves in CC, Flyers, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Weak
against Spears

Hydra (Frozen North): 225pts, Moves ‘9’


T6, W7, S5, I3, A5, 4+ Armour Save, Hits on a 3+ by
Default in CC, -2 to Armour Saves in CC, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Weak
against Spears, Breathes Fire (Auto, ‘9’ Teardrop
Template, S3, Fire Attacks)
Manticore (Frozen North): 200pts, Moves ‘10’
T7, W5, S7, I4, A4, 5+ Dodge Save, Hits on a 2+ by Default
in CC, -4 to Armour Saves in CC, Flyers, Big ‘Un (Enemy
units get +1 to Hit against this unit in Shooting and Reflex
Shots), Terribly Terrific (Enemy units suffer -1 to Hit
against them in Close Combat unless: Dauntless), Weak
against Spears

Wyvern (Frozen North): 180pts, Moves ‘10’


T6, W4, S5, I4, A3, 5+ Dodge Save, 4+ Armour Save,
Flyers, -2 to Armour Saves, Hits on a 2+ by Default in CC,
Weak against Spears, Big ‘Un (Enemy units get +1 to Hit
against this unit in Shooting and Reflex Shots), Terribly
Terrific (Enemy units suffer -1 to Hit against them in Close
Combat unless: Dauntless), Sting of the Wyvern (+1 ‘Tail’
Attack which is Poisoned and will Wound on a 6 to Hit, This
final attack is made even if the Wyvern dies in CC)
United Death Knights:
Blademaster:
Models with this rule hit like Snipers but in Close Combat (so
will hit on a 2+ in general, and on 3 or higher if the model
has penalties to hit, Shadows are hit on a 3+, Shadow Fen
Trolls are hit on 4+)

United Death Knight CORE Units:


As normal for Death Knights

United Death Knight Specialist Units:


As normal for Death Knights

United Death Knight Heavy Units:


As normal for Death Knights

United Death Knight Allied Units:


25% of your Army Points Value:
Units from United Daimon Host (No restrictions)
(e.g. Blood Daimons with 2H Swords, Pox Daimons with
Filthy Swords, Daimon Children of Pox, Magic Fire Daimons,
Magic Melee Daimons, Pleasure Daimons)
Pleasure Knights:

Blademaster:
(blad mästare)
Models with this rule hit like Snipers but in Close Combat (so
will hit on a 2+ in general, and on 3 or higher if the model
has penalties to hit, Shadows are hit on a 3+, Shadow Fen
Trolls are hit on 4+)

Pleasure Knight CORE Units:


Limit of 36 Pleasure Daimons

Pleasure Knight with Sword & Shield: 16pts each + 10


glede Riddare med sverd og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, Dauntless, Re-rolls
misses, Blademaster, the +10 is per Unit

Hedonist Norseman with Flail: 5pts + 10


livsnytere Norseman med flail
T3, W1, S4, I3, A1, 6+ Armour Save, Dauntless, -1 to
Armour Saves, the +10 is per Unit

Hedonist Norseman with Axe and Shield: 4pts + 10


hedonistisk norske mann med øks og skjold
T3, W1, S3, I3, A1, 5+ Armour Save, Dauntless, -2 to
Numb Saves, the +10 is per Unit

Hedonist Norse Rider w/ Flail: 10pts + 10, Moves ‘9’


livsnytere norse rytter med flail
T4, W1, S4, I4, A1, 5+ Armour Save, Cavalry, Dauntless,
-1 to Armour Saves, the +10 is per Unit
Mutated Pleasure Knight: 19pts each + 10
mutert glede Riddere
T4, W1, S4, I9, A3, 4+ Armour Save, Climbers (ignores
Terrain when moving, including Movement Blocking Terrain),
the +10pts is per Unit, Dauntess

Pleasure Knight Chariot: 115pts


glede Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds, Blademaster, Dauntless, the 2 Death Steeds
are S4 I3 A2

Pleasure Daimon: 9pts, Moves ‘9’


plaisir demon:
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2, +1 to hit Bonus in Close Combat

Pleasure Knight Specialist Units:


Limit of 80 Mounted Pleasure Knights (4 Units)
Limit of 80 Elite Pleasure Knights (4 Units)
Limit of 80 Pleasure Riders with Spears (4 Units)
Limit of 80 Pleasure Riders with Whips (4 Units)

Mounted Pleasure Knight w/ Spear & Shield:


montert glede Riddere med spyd og skjold
30pts + 10 per Unit: T5, W1, S5, I5, A2, 1+ Armour Save,
Cavalry, Magical Attacks, Dauntless, -2 to Armour Saves
(has an assortment of weapons but they end up reducing
Armour as their main effect), Blademaster

Elite Pleasure Knight with 2 Handed Axe: 19pts + 10


elite glede Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, Dauntless,
Blademaster, -3 to Armour Saves, +10pts is per Unit
Pleasure Rider with Spear and Shield: 19pts, Moves ‘9’
glede rytter med spyd og skjold
Moves ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Dauntless, -1 to Armour Saves, Poisoned Attacks, Magical
Attacks, S5 on Charge

Pleasure Rider with Whip and Shield: 20pts


glede rytter med pisk og skjold
Moves ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Dauntless, -1 to Armour Saves, Poisoned Attacks, Magical
Attacks, S4 and I9 on Charge, Armed with Whips: can
attack within ‘3’ of friendly units in base-to-base contact in
Close Combat

Pleasure Knight Heavy Units:


Limit of 4 Shrines of Pleasure: NOTE Having 2 of the
same Shrine does NOT add to or double the effect on a unit)
Limit of 40 Armoured Pleasure Ogres with 2 Blades (4 Units)
Limit of 4 Pleasure Spawn (2 Units)
Limit of 2 Hedonist Giants

Shrine of Pleasure: 130pts


alter av glede
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless,
Blademaster, Grants friendly Pleasure Knight Units within
‘6’ (model with ‘Pleasure’ or ‘Hedonist’ in its description) +1
Attack, Weak Against Spears

Armoured Pleasure Ogre with 2 Blades: 35pts + 10


pansret glede ogre med to kniver
T4, W3, S4, I2, A4, 4+ Armour Save, Dauntless, Weak
against Spears, -1 to Armour Saves, Deals 2 I9 S4 hits
each on Charge ONLY, +10pts is per Unit
Pleasure Spawn: 60pts, Moves ‘7’, Units of 1 – 2
glede spawn
T5, W3, S4, I9, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears

Hedonist Giant: 205pts


livsnytere giganten
T5, W6, S6, I4, 2D6 Attacks each, No Save, Dauntless, If
beaten OR killed in Close Combat: roll a D6, on 1 it falls over
on the unit and will drop a ‘5’ Blast dealing S6 -2 to Armour
hits on the unit which had beaten/killed it, Giant is armed
with Giant Club (-3 to Armour Saves in Close Combat), Big
Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to Armour
Saves), Reflex Shots (Big Rock), Weak Against Spears
Pox Knights:

Blademaster:
(blad mästare)
Models with this rule hit like Snipers but in Close Combat (so
will hit on a 2+ in general, and on 3 or higher if the model
has penalties to hit, Shadows are hit on a 3+, Shadow Fen
Trolls are hit on 4+)

Pox Knight CORE Units:

Pox Knight w/ 2 Handed Axe: 16pts + 30


pox Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, 4+ Numb Save,
Blademaster, -2 to Armour Saves, the +30 is per Unit

Pox Knight with Axe & Shield: 16pts + 30


pox ridder med øks og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, 4+ Numb Save, -2 to
Numb Saves, Blademaster, the +30 is per Unit

Diseased Norseman with 2 Handed Axe: 5pts + 30


sykelig Norseman med tohånds øks
T4, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
the +30 is per Unit

Diseased Norseman with Flail: 5pts + 30


sykelig Norseman med flail
T4, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves,
the +30 is per Unit

Diseased Norse Rider w/ Spear & Shield: 9pts + 30


sykelig norse rytter med spyd og skjold
Moves ‘9’- T4, W1, S3, I4, A1, 4+ Armour Save, 4+ Numb
Save, Cavalry, S4 on Charge, the +30 is per Unit
Diseased Warhound: 6pts + 30
sykelig krig hound
Moves ‘9’- T4, W1, S3, I3, A1, 6+ Armour Save, Poisoned
Attacks, Charges ‘9’, the +30 is per Unit

Mutated Pox Knight: 19pts + 30


mutert pox Riddere
T4, W1, S4, I4, A3, 4+ Armour Save, 4+ Numb Save,
Climbers (ignores Terrain when moving, including
Movement Blocking Terrain), Poisoned Attacks, the +30pts
is per Unit

Pox Knight Chariot: 125pts


pox Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, 4+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on
Charge Only, S5 I5 A4 -1 to Armour Save attacks come from
2 Death Knights with Halberds, Blademaster, the 2 Death
Steeds are S4 I3 A2

Winged Pox Cloven: 15pts, Moves ‘10’


bevinget kopper cloven
T4, W2, S4, I3, A2, 5+ Dodge Save, 4+ Numb Save, Flyers
(can jump over Terrain and/or units but cannot land on
them), -1 to Armour Saves in CC
Pox Knight Specialist Units:
Limit of 80 Mounted Pox Knights (4 Units)
Limit of 80 Elite Pox Knights (4 Units)
Limit of 80 Pox Lords with Twin Axes (4 Units)
Limit of 80 Pox Lords with Axes and Shields (4 Units)
Limit of 80 Pox Lords with 2H Axes (4 Units)
Limit of 4 Pox Spawn Chariots

Mounted Pox Knight with Spear & Shield:


montert pox Riddere med spyd og skjold
30pts + 20 per Unit- T5, W1, S5, I5, A2, 1+ Armour Save,
4+ Numb Save, Cavalry, Magical Attacks, -2 to Armour
Saves (has an assortment of weapons but they end up
reducing Armour as their main effect), Blademaster

Elite Pox Knight with 2 Handed Axe: 19pts + 30


elite pox Riddere med tohånds øks
T4, W1, S6, I0, A2, 4+ Armour Save, 4+ Numb Save,
Blademaster, -3 to Armour Saves, +30pts is per Unit

Diseased Pox Lord with Twin Axes: 40pts


sykelig pox herre med to akser
T5, W3, S4, I5, A4, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, Blademaster, Plague of Flies (works
exactly like Seeing Shadows)

Diseased Pox Lord with Axe and Shield: 40pts


sykelig pox herre med øks og skjold
T5, W3, S4, I5, A3, 3+ Armour Save, 4+ Numb Save, Weak
against Spears, Blademaster, Plague of Flies (works
exactly like Seeing Shadows), -2 to Numb Saves
Diseased Pox Lord with 2H Axe: 40pts
sykelig pox herre med tohånds øks
T5, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, Blademaster, Plague of Flies (works
exactly like Seeing Shadows), -3 to Armour Saves

Pox Spawn Chariot: 185pts, Moves ‘7’


kopper gytevogn
T5, W5, S5, I5, A4, 3+ Armour Save, 4+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Save Impact Hits on
Charge Only, S5 I5 A4 -1 to Armour Save attacks come from
2 Death Knights with Halberds, Blademaster, the Pox
Spawn is S4 -1 to Armour Saves I2 A5 and has Poisoned
Attacks

Pox Knight Heavy Units:


Limit of 4 Shrines of Disease: NOTE Having 2 of the same
Shrine does NOT add to or double the effect on a unit)
Limit of 40 Armoured Pox Ogres with 2H Axes (4 Units)
Limit of 4 Pox Spawn (2 Units)
Limit of 2 Diseased Giants
Limit of 40 Diseased Minos with 2H Axes (4 Units)

Shrine of Disease: 135pts


alter av sykdom
T6, W4, S4, I5, A8, 4+ Dodge Save, Dauntless,
Blademaster, Grants friendly Pox Knight Units within ‘6’
(model with ‘Pox’ or ‘Disease’ in its description) +1
Toughness while still alive, Weak Against Spears

Armoured Pox Ogre with 2 Handed Axe: 40pts + 30


pansret pox ogre med tohånds øks
T4, W3, S6, I0, A3, 4+ Armour Save, 4+ Numb Save, Weak
against Spears, -3 to Armour Saves, Deals 2 I9 S4 hits
each on Charge ONLY, +30pts is per Unit
Pox Spawn: 60pts, Moves ‘7’, Units of 1 – 2
pox spawn
T5, W3, S4, I2, A5, 4+ Numb Save, Dauntless, -1 to
Armour Saves, Poisoned Attacks, Weak Against Spears

Diseased Giant: 215pts


sykelig giganten
T5, W6, S6, I3, 2D6 Attacks each, 4+ Numb Save,
Dauntless, If beaten OR killed in Close Combat: roll a D6,
on 1 it falls over on the unit and will drop a ‘5’ Blast dealing
S6 -2 to Armour hits on the unit which had beaten/killed it,
Giant is armed with Giant Club (-3 to Armour Saves in Close
Combat), Big Swing/Big Rock (Auto ‘6’, D6 S6 hits, -3 to
Armour Saves), Reflex Shots (Big Rock), Weak Against
Spears

Diseased Minos with 2H Axe: 63pts + 30, Moves ‘9’


syke minos med tohånds økse
T4, W3, S7, I0, A4, 6+ Armour Save, 4+ Numb Save, Weak
against Spears, Crazed, Dauntless, -3 to Armour Saves,
Causes 1 I9 S4 hit each on Charge, +30pts is per Unit
To the Strongest:

These are optional rules for battlefields in the ‘Frozen North’


of Domaine where armies of Death Knights, Norse and
Daimons battle for Supremacy to become The Strongest. To
receive this mantle, they must be victorious in 8 battles
listed below:

1) The Frozen Wastes


2) The Temples of Death
3) The Contest
4) Destroy with Joy
5) Crush, Kill and Destroy
6) Favoured with Bountiful Carnage!
7) To the Last
8) To the Strongest!

1)The Frozen Wastes: Place 4 – 6 Giant Teeth or Blood


Pools on the battlefield. Any unit within ‘2D6’ at the end
of each Movement Phase (yours or your opponent’s)
suffers D6+1 S6 -3 to Armour Save Hits. Also place 1
Monolith in the centre of the battlefield. The side with
more models within ‘3’ of the Monolith gains +500pts
when deciding who is victorious. Place up to 5 Ruins of
the Exiles on the battlefield- Death Knight units gain
‘Diehards’ when within ‘6’ of Ruins of the Exiles and +1
to CCR rolls.

Maelstrom of Death: In each Shooting Phase, roll a


2D6. On a double 2, double 3, double 4 or double 5,
roll another D6. On a 1-2 any unit within ‘6’ of a terrain
feature suffers D6 S4 Hits immediately. On a 3-4 place
a ‘5’ blast over one of your units. It deals a S2 Hit to all
models touched which Ignores Armour Saves. On a
5-6 you summon a Death Spawn model within ‘6’ of
one of your units.
2)The Temples of Death: At the end of each Movement
Phase, roll a D6 for each of your units. On a 1, your
unit suffers unsaved Wounds (only prevented by Dodge
Saves). Roll another D6. 1-2 = 2 Wounds, 3-4 = 3
Wounds. 5-6 = 4 Wounds. Also place 1 Shrine of Death
model in the centre of the battlefield. The side with
more models within ‘3’ of the Shrine of Death will
benefit from its bonuses (Re-rolls misses) as well as 5+
Cover Saves. The Shrine of Death can be slain.
Maelstrom of Death is also in effect in this battle.

3)The Contest: Place Snowy terrain and Dead Forests on


the battlefield. This is a standard battle to an agreed
and equal points value.

4)Destroy with Joy: Nominate one model each to be


your Champion. The goal is to destroy your opponent’s
Champion in single combat. The loser of the Duel
becomes a Death Spawn model in your army which
costs 0pts. If you slay your opponent’s Champion in
any other way (e.g. with a Daimon Cannon or another
unit) then your Champion will turn into a Death Spawn.
Place 4 Monoliths on the battlefield. They grant re-
rolled misses, +1 to CCR rolls and ‘Diehards’ to the first
unit to reach the Monolith ONLY. This bonus remains in
play for the remainder of the battle. Place 4 Giant
Skulls on the battlefield- they can be climbed over as
terrain but will block Line of Sight (LOS).

5)Crush, Kill and Destroy: Same as ‘Destroy with Joy’


but this time place 8 Giant Skulls on the battlefield-
they can be climbed over as terrain but will block Line
of Sight (LOS).
6)Favoured with Bountiful Carnage: Place Snowy
terrain and Dead Forests on the battlefield. This is a
standard battle to an agreed and equal points value.
The player with the most points at the end of the battle
is victorious. The units from the losing side will fight for
the victor of ‘Favoured with Bountiful Carnage’ in
Scenario 8- To the Strongest so be sure to note this
down

7)To the Last: Your army will be 2000pts as you were


victorious in ‘Favoured with Bountiful Carnage’. Your
opponent will have an army of 1000pts. If they had any
units left at the end of ‘Favoured with Bountiful
Carnage’, they must field them as part of their 1000pts

8)To the Strongest! Your army will be joined by the


losing side in Scenario 6- ‘Favoured with Bountiful
Carnage’. You will face 2 opposing rivals to an agreed
and equal points value. Your ally from ‘Bountiful
Carnage’ cannot field their Champion, as they were
turned into a Death Spawn (which costs 0pts).

Place terrain as per ‘The Frozen Wastes’ (i.e. 4 – 6


Giant Teeth, 1 Monolith) AND ‘The Temples of Death’
(i.e. On a 1 at the end of your Movement Phase, your
units could suffer unsaved Wounds from sharp and
jagged terrain rising from the ground, 1 Shrine of
Death also placed). Roll 2D6 in each Shooting Phase for
each player as per ‘The Frozen Wastes’ (Maelstrom of
Death). After winning this final scenario, you can take
a Winged Daimon Prince for 0pts in your future battles.

There are additional units available for this Campaign in the


‘Frozen North’ (Denmark, Sweden, Norway, Greenland,
Iceland, Finland and Svalbard):
Death Knight Heroic Units:
(NOTE: Only 1 of these Heroes can be nominated as your
Champion for the ‘To the Strongest’ Campaign setting)
Limit of 2 Death Lords on Winged Manticores
Limit of 2 Death Knight Lords (including Blood, Pox etc.)
Limit of 2 Mounted Death Knight Lords (including Blood)
Limit of 4 Death Knight Champions (including Blood etc.)

Death Knight Lord with Sword and Shield: 210pts


død ridder herre med sverd og skjold
T5, W3, S5, I7, A5, 3+ Armour Save, Re-rolls misses, +2 to
Hit Bonus in Close Combat (1 still fails), -2 to Armour Saves,
For our Strongest! (Can choose to score a 9 on CCR rolls
instead of rolling 2D6. Granted to all friendly units within
‘12’), Magical Attacks

Mounted Death Knight Lord: 235pts, Moves ‘9’


montert død ridder herre
T6, W3, S5, I7, A5, 1+ Armour Save, Cavalry, Equipped
with Lance: S7 and -4 to Armour Saves on first Charge,
Uses Sword at ALL other times and can re-roll misses: A6 S5
-2 to Armour Saves before AND after first Charge, +1 to Hit
Bonus in Close Combat, For our Strongest!, Magical
Attacks

Blood Knight Lord with Twin Axes: 225pts


blod ridder herre med tvillingakser
T5, W3, S5, I8, A6 (Always), 4+ Armour Save, +1 to Hit
Bonus in Close Combat (1 still fails), -2 to Armour Saves,
For our Strongest! Magical Attacks, Crazed, Dauntless
Pox Knight Lord with 2H Axe: 230pts
pox ridderherre med tohånds økse
T5, W3, S7, I0, A5, 4+ Armour Save, 4+ Numb Save, +1 to
Hit Bonus in Close Combat (1 still fails), -4 to Armour Saves,
For our Strongest!, Magical Attacks

Magic Knight Lord with Halberd and Shield: 230pts


magisk ridderherre med halberd og skjold
T5, W3, S6, I7, A5, 3+ Armour Save, 4+ Dodge Save, +1 to
Hit Bonus in Close Combat (1 still fails), -3 to Armour Saves,
For our Strongest!, Magical Attacks

Pleasure Knight Lord with Flail: 220pts


glede ridderherre med flail
T5, W3, S6, I6, A5, 4+ Armour Save, +1 to Hit Bonus in
Close Combat (1 still fails), -3 to Armour Saves, Dauntless,
For our Strongest!, Magical Attacks

Mounted Blood Knight Lord: 260pts, Moves ‘9’


montert blod ridder herre
T6, W3, S5, I8, A8 (Always), 1+ Armour Save, Cavalry,
Equipped with Lance: S7 and -4 to Armour Saves on first
Charge, Uses Sword at ALL other times and can re-roll
misses: A8 S5 -2 to Armour Saves before AND after first
Charge, +1 to Hit Bonus in Close Combat, For our
Strongest!, Magical Attacks, Crazed, Dauntless
Death Knight Champion with Sword and Shield: 110pts
død ridder mester med sverd og skjold
T4, W2, S5, I6, A4, 3+ Armour Save, Re-rolls misses, +2 to
Hit Bonus in Close Combat (1 still fails), -2 to Armour Saves,
Magical Attacks, Hail to you, Champion! (Can choose to
score an 8 on CCR rolls instead of rolling 2D6. Granted to
unit/s the Champion is attached to)

Blood Knight Champion with Twin Axes: 125pts


blod ridder mester med tvilling akse
T4, W2, S5, I7, A5 (Always), 4+ Armour Save, +1 to Hit
Bonus in Close Combat, -2 to Armour Saves, Magical
Attacks, Hail to you, Champion of Slaughter! (Can
choose to score an 8 on CCR rolls instead of rolling 2D6.
Granted to unit/s the Champion is attached to), Crazed,
Dauntless

Pox Knight Champion with 2H Axe: 125pts


pox ridder mester med tohånds økse
T4, W2, S7, I0, A4, 4+ Armour Save, 4+ Numb Save, +1 to
Hit Bonus in Close Combat, -4 to Armour Saves, Magical
Attacks, Hail to you, Champion of Disease! (Can choose
to score a 7 on CCR rolls instead of rolling 2D6. Granted to
unit/s the Champion is attached to)
Magic Knight Champion w/ Halberd & Shield: 125pts
magisk ridderkamp med halberd og skjold
T4, W2, S6, I6, A4, 3+ Armour Save, 5+ Dodge Save, +1 to
Hit Bonus in Close Combat, -3 to Armour Saves, Magical
Attacks, Hail to you, Champion of Illusion! (Can choose
to score a 9 on CCR rolls instead of rolling 2D6. Granted to
unit/s the Champion is attached to)

Pleasure Knight Champion with Flail: 120pts


glede ridder mester med flail
T4, W2, S6, I5, A4, 4+ Armour Save, +1 to Hit Bonus in
Close Combat, -3 to Armour Saves, Magical Attacks, Hail
to you, Champion of Hedonism! (Can choose to score a 6
on CCR rolls instead of rolling 2D6. Granted to unit/s the
Champion is attached to), Dauntless
Traitors of the Frozen North:

Blademaster:
(blad mästare)
Models with this rule hit like Snipers but in Close Combat (so
will hit on a 2+ in general, and on 3 or higher if the model
has penalties to hit, Shadows are hit on a 3+, Shadow Fen
Trolls are hit on 4+)

Traitors of the Frozen North Heroic Units:


(NOTE: This unit is Compulsory)
Limit of 1 Traitor Lord with Sword and Axe

Traitor Lord with Sword and Axe: 230pts


Forreder Herre med sverd og økse
T5, W3, S5, I8, A6, 2+ Armour Save, Re-rolls misses, +2 to
Hit Bonus in Close Combat (1 still fails), -2 to Armour Saves
and -2 to Numb Saves, He is The Strongest! (Can choose
to score a 9 on CCR rolls instead of rolling 2D6. Granted to
all friendly units within ‘12’), Magical Attacks, The
Strongest (Gets +1 Attack for each Wound dealt against
Heroic Units (before working out Unsaved Wounds) but
these Attacks do NOT generate more Attacks)
Traitors of the Frozen North CORE Units:

Death Knight with 2 Blades: 16pts


død riddere med to kniver
T4, W1, S4, I5, A3, 4+ Armour Save, Blademaster,
Diehards

Death Knight with Sword & Shield: 16pts


død riddare med sverd og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses,
Blademaster, Diehards

Death Knight with Axe & Shield: 16pts


død riddere med øks og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, -2 to Numb Saves,
Blademaster, Diehards

Death Knight with Halberd: 16pts


død riddare med hellebarde
T4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,
Blademaster, Diehards

Norse Warrior with Axe & Shield: 4pts


Norse kriger med øks og skjold
T3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves,
Diehards

Norse Warrior with 2 Blades: 4pts


Norse kriger med to kniver
T3, W1, S3, I4, A2, 6+ Armour Save, Diehards

Norse Warrior with Flail: 5pts


Norse kriger med flail
T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Diehards
Norse Warrior with 2 Handed Axe: 5pts
norse kriger med tohånds øks
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Diehards

Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


norse rytter med øks og skjold
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces
Numb Saves by -2, Diehards

Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’


norse rytter med spyd og skjold
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on
Charge ONLY, Diehards

Norse Rider w/ Flail: 10pts, Moves ‘9’


norse rytter med flail
T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Diehards

Traitors of the Frozen North Specialist Units:


Limit of 8 Death Knight Chariots
Limit of 16 Norseman Chariots
Limit of 80 Mounted Death Knights (4 Units)

Death Knight Chariot: 110pts


død Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds, Blademaster, the 2 Death Steeds are S4 I3 A2,
Diehards
Norseman Chariot: 80pts, Moves ‘9’, Units of 1 – 2
Norseman chariot
T4, W4, S4, I3, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S4 I3 A2 -1
to Armour Save attacks come from 2 Norsemen with Flails,
the 2 Death Steeds are S4 I3 A2, Diehards

Mounted Death Knight w/ Spear & Shield: 30pts


montert død Riddere med spyd og skjold
T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical
Attacks, -2 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect), Blademaster, Diehards

Traitors of the Frozen North Heavy Units:


Limit of 40 Tormentor Daimons (2 Units)

Tormentor Daimon: 6pts, Moves ‘10’


vuajtje dreq e iluzionit
T3, W1, S4, I4, A1, 4+ Dodge Save, Flyer, Dauntless, -1
to Armour Saves, Foul Magicks (Magical Attacks IGNORE
Dodge Saves for this unit)
The Strongest:

Blademaster:
(blad mästare)
Models with this rule hit like Snipers but in Close Combat (so
will hit on a 2+ in general, and on 3 or higher if the model
has penalties to hit, Shadows are hit on a 3+, Shadow Fen
Trolls are hit on 4+)

The Strongest Heroic Units:


Limit of 1 Death Knight Emperor on Chaotic Steed

Death Knight Emperor on Chaotic Steed: 855pts


død ridder keiser på kaotisk hest
Moves ‘9’- T5, W7, S5, I7, A10, 1+ Armour Save, 3+ Dodge
Save, Cavalry, Dauntless, Armed with Sword (Re-rolls
misses), For Our Emperor! (Can choose to score a 10 on
CCR rolls instead of rolling 2D6. Granted to all friendly units
within ‘18’), Magical Attacks, 5+ Dodge Save against
Magical Attacks, Terribly Terrific (Enemy units suffer an
additional -1 to Hit against this unit in Close Combat unless:
Dauntless), Armour of Traitors (Enemy models can only
ever Wound this unit on a 3+ at the lowest no matter what.
Attacks which Automatically Wound must still roll a 3+ to
Wound this unit), Chaotic Steed is S5 I3 A3 -2 to Armour
Saves, Rules With An Iron Fist (Death Knight units within
‘6’ can re-roll CCR rolls when victorious in Close Combat),

Each Shooting Phase you can attempt to use the following


abilities ONCE each:
1) Orange You Glad (Roll 2D6, on a 6+ the Death Knight
Emperor can re-roll Hits, Wounds and Saves for the rest of
the battle),
2) The Yellow Submarine (Roll 2D6, on a 6+ it will Grant
a 5+ Numb Save to the Death Knight Emperor and any
unit/s he is attached to for remainder of battle)
The Strongest CORE Units:

Death Knight with 2 Blades: 16pts


død riddere med to kniver
T4, W1, S4, I5, A3, 4+ Armour Save, Blademaster

Death Knight with Sword & Shield: 16pts


død riddare med sverd og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, Re-rolls misses,
Blademaster

Death Knight with Axe & Shield: 16pts


død riddere med øks og skjold
T4, W1, S4, I5, A2, 3+ Armour Save, -2 to Numb Saves,
Blademaster

Death Knight with Halberd: 16pts


død riddare med hellebarde
T4, W1, S5, I5, A2, 4+ Armour Save, -2 to Armour Saves,
Blademaster

Norse Warrior with Axe & Shield: 4pts


Norse kriger med øks og skjold
T3, W1, S3, I4, A1, 5+ Armour Save, -2 to Numb Saves,
Diehards

Norse Warrior with 2 Blades: 4pts


Norse kriger med to kniver
T3, W1, S3, I4, A2, 6+ Armour Save, Diehards

Norse Warrior with Flail: 5pts


Norse kriger med flail
T3, W1, S4, I3, A1, 6+ Armour Save, -1 to Armour Saves,
Diehards
Norse Warrior with 2 Handed Axe: 5pts
norse kriger med tohånds øks
T3, W1, S5, I0, A1, 6+ Armour Save, -2 to Armour Saves,
Diehards

Norse Rider w/ Axe & Shield: 9pts, Moves ‘9’


norse rytter med øks og skjold
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, Reduces
Numb Saves by -2, Diehards

Norse Rider w/ Spear & Shield: 9pts, Moves ‘9’


norse rytter med spyd og skjold
T4, W1, S3, I4, A1, 4+ Armour Save, Cavalry, S4 on
Charge ONLY, Diehards

Norse Rider w/ Flail: 10pts, Moves ‘9’


norse rytter med flail
T4, W1, S4, I3, A1, 5+ Armour Save, Cavalry, -1 to Armour
Saves, Diehards

Norse Warhound: 6pts, Moves ‘9’


norse krig hound
T3, W1, S3, I3, A1, 6+ Armour Save, Poisoned Attacks,
Charges ‘9’

Mounted Death Knight w/ Spear & Shield: 30pts


montert død Riddere med spyd og skjold
T5, W1, S5, I5, A2, 1+ Armour Save, Cavalry, Magical
Attacks, -2 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect), Blademaster
The Strongest Specialist Units:
Limit of 80 Mutated Norsemen (4 Units)
Limit of 4 Death Knight Chariots
Limit of 80 Death Knight Veterans with 2 Blades (4 Units)
Limit of 80 Death Knight Veterans with Swords (4 Units)
Limit of 80 Death Knight Veterans with Axes (4 Units)
Limit of 80 Death Knight Veterans with Halberds (4 Units)
Limit of 80 Mounted Death Knight Veterans (4 Units)

Mutated Norseman: 12pts


mutert norske mann
Moves ‘9’- T3, W1, S4, I4, A2, 6+ Dodge Save, Ambush,
Climbers (ignores Terrain when moving, including
Movement Blocking Terrain), -1 to Armour Saves, Death
Strike, Negates the rule in I9 in Cover

Death Knight Chariot: 110pts


død Riddere chariot
T5, W4, S5, I5, A4, 3+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact Hits on Charge Only, S5 I5 A4 -1
to Armour Save attacks come from 2 Death Knights with
Halberds, Blademaster, the 2 Death Steeds are S4 I3 A2

Death Knight Veteran with 2 Blades: 24pts


død riddere veteran med to kniver
T4, W1, S4, I5, A4, 3+ Armour Save, Blademaster,
Diehards, -1 to Armour Saves

Death Knight Veteran with Sword & Shield: 24pts


død riddare veteran med sverd og skjold
T4, W1, S4, I5, A3, 2+ Armour Save, Re-rolls misses,
Blademaster, Diehards, -1 to Armour Saves
Death Knight Veteran with Axe & Shield: 24pts
død riddere veteran med øks og skjold
T4, W1, S4, I5, A3, 2+ Armour Save, -2 to Numb Saves and
-1 to Armour Saves, Blademaster, Diehards

Death Knight Veteran with Halberd: 24pts


død riddare veteran med hellebarde
T4, W1, S5, I5, A3, 3+ Armour Save, -2 to Armour Saves,
Blademaster, Diehards

Mounted Death Knight Veteran: 45pts


montert død Riddere med spyd og skjold
T5, W1, S5, I5, A3, 0+ Armour Save, Cavalry, Magical
Attacks, -2 to Armour Saves (has an assortment of
weapons but they end up reducing Armour as their main
effect), Blademaster, Diehards, Still Fails Armour Saves
on a 1 (so -1 to Armour Saves would get them down to 1+,
-2 to Armour Saves would get them down to 2+ etc)
The Strongest Heavy Units:
Limit of 4 Death Spawn (2 Units)
Limit of 2 Slaver Dwarf Daimon Cannons
Limit of 60 Savage Norsemen (2 Units)
Limit of 20 Mounted Death Knight Bodyguards (1 Unit ONLY-
available if Death Knight Emperor is taken)

Death Spawn: 50pts, Moves ‘7’, Units of 1 – 2


død spawn
T5, W3, S4, I2, A5, No Save, Dauntless, -1 to Armour
Saves, Weak Against Spears

Slaver Dwarf Daimon Cannon: 270pts


slaver dværg daimon kanon
T4, W1, S3, I2, A1, 5+ Armour Save (3 Slaver Dwarf Crew)
T7, W6, S6, I1, A4, 3+ Armour Save (Daimon Cannon)
Dauntless, Slow, Weak against Spears, Crazed,
Artillery, Armed with Daimon Cannon, (Heavy, Magical,
Guess ’12’ – ‘60’, S10, Ignores Armour Saves, ‘2’ Blast,
Deals D6 Wounds if unsaved), See page 18 & 19 of Army
Men PAZCIK Rulebook (Firing a Catapult), Daimon Cannon is
-3 to Armour Saves in Close Combat, Forged in Fire and
Made of Stone (4+ Dodge Save against all Magical
Attacks), Terribly Terrific (Enemy units suffer an
additional -1 to Hit against this unit in Close Combat unless:
Dauntless), Spewing Forth Vitriol (Auto, ‘9’ teardrop
Flamethrower Template, S6 -3 to Armour Saves, Magical
Attacks, Can be used in Close Combat but most roll a D6
beforehand. On a 1 it consumes 3 friendly Slaver Dwarf
Crew instead), Reflex Shots (Spewing Forth Vitriol),
Reliably Unreliable (Roll a D6 before firing the Daimon
Cannon. On a 1, it does not fire, cannot use Reflex Shots of
any kind and 1 Slaver Dwarf Crew is removed)
Savage Norseman with Axe and Shield: 9pts
vill Norseman med øks og skjold
T3, W1, S4, I4, A2, 5+ Armour Save, Armed with Axes
(Reduces Numb Saves by -2), +1 to hit Bonus on Charge,
Crazed, Dauntless

Mounted Death Knight Bodyguard: 45pts


montert død Riddere med spyd og skjold
T5, W1, S5, I5, A3, 0+ Armour Save, 5+ Dodge Save,
Cavalry, Magical Attacks, -2 to Armour Saves (has an
assortment of weapons but they end up reducing Armour as
their main effect), Blademaster, Dauntless, Still Fails
Armour Saves on a 1 (so -1 to Armour Saves would get
them down to 1+, -2 to Armour Saves would get them down
to 2+ etc)
Fay Elves
Fay Elfoj

Elven Speed:
(elfa rapido)
When Running (Shooting Phase or Victory Run) Fay Elf Units
(not including colour variants: Orange, Yellow, Red, Green,
Grey, Clay and Turq) can move D6+2

Elves of the Forest:


(koboldoj de la arbaro)
Fay Elf Units (not including colour variants: Orange, Yellow,
Red, Green, Grey, Clay, Turq and Royalist) can move
through Woods without penalty

Fay Elf CORE Units:


Tree Guardian: 12pts, Moves ‘9’
arbo gardisto
T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save), 4+ Cover Save in Woods, Re-rolls misses

Fay Elf Archer with Longbow: 7pts


fay elfo arkpafisto kun longbow
T3, W1, S3, I5, A1, No Save, Armed with Fay Longbow
(Auto, ‘30’, S3, -1 to Armour Saves, S4 at ’15’ or less incl.
Reflex), Shooting hits like Snipers (2+ against normal
models and 3+ against Shadow units), 4+ Cover Save in
Woods, Reflex Shots (S4, -1 to Armour Saves), +1 to wound
in Close Combat (1 still fails)
Fay Elf Guardian with Spear & Shield: 6pts
fay elfo gardisto kun lanco kaj ŝildo
T3, W1, S3, I6, A1, 5+ Armour Save, -1 to Armour Saves,
S4 vs Cavalry, 4+ Cover Save in Woods, +1 to wound in
Close Combat (1 still fails), can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Fay Elf Ranger with Longbow: 7pts, Moves ‘9’


fay elfo Ranger kun longbow
T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Fay
Longbow, Reflex Shots (S4 -1 to Armour Saves), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), Ambush, 4+ Cover Save in Woods, +1 to
wound in Close Combat (1 still fails), Limit of 1 Unit of
Rangers for each Fay Elf Archer Unit

Fay Elf Rider with Spear & Shield: 13pts, Moves ‘9’
fay elfo rajdanton per lanco kaj ŝildo
T4, W1, S3, I5, A1, 4+ Armour Save, Armed with Fay
Longbow, Reflex Shots (S4 -1 to Armour Saves), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), S4 on Charge ONLY, -1 to Armour Saves in
Close Combat, Cavalry, Ambush, 4+ Cover Save in Woods,
+1 to wound in Close Combat (1 still fails)

Fay Elf Guardian with Double-Bladed Spear: 9pts


fay elfo gardisto kun duobla -aplanada lanco
T3, W1, S3, I6, A2, 5+ Armour Save, -1 to Armour Saves,
S4 vs Cavalry, Diehards, 4+ Cover Save in Woods, +1 to
hit Bonus in Close Combat, +1 to wound in Close Combat (1
still fails), can attack within ‘3’ of friendly Fay Elf models in
base-to-base contact in Close Combat
Fay Elf Knight with Lance & Shield: 12pts, Moves ‘9’
fay elfo kavaliro kun lanco kaj ŝildo
T4, W1, S3, I5, A1, 3+ Armour Save, Cavalry, 4+ Cover
Save in Woods, +1 to Hit Bonus in Close Combat, S5 and -2
to Armour Saves on first Charge ONLY, Uses Sword at ALL
other times and can re-roll misses: A2 S3 before AND after
first Charge

Fay Elf Rider with Longbow: 10pts, Moves ‘9’


fay elfo rajdanto kun longa pafarko
T4, W1, S3, I5, A1, 5+ Dodge Save, Armed with Fay
Longbow, Reflex Shots (S4 -1 to Armour Saves), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), S4 on Charge ONLY, -1 to Armour Saves in
Close Combat, Cavalry, Ambush, 4+ Cover Save in Woods,
+1 to wound in Close Combat (1 still fails)

Silvery Sylvan Tree Guardian: 12pts, Moves ‘9’


arĝenta arbara arbo-gardisto
T4, W2, S4, I4, A3, 5+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save), 4+ Cover Save in Woods, -1 to Armour Saves

Brown Bark Tree Guardian: 24pts, Moves ‘9’


bruna arboraĝa gardisto
T5, W2, S5, I4, A2, 5+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save), 4+ Cover Save in Woods, -2 to Armour Saves
Fay Elf Specialist Units:
Limit of 80 Fay Elf Antler Knights (4 Units)
Limit of 80 Fay Mage Riders (4 Units)
Limit of 80 Fay Elf Acrobats with Twin Blades (4 Units)
Limit of 80 Fay Elf Acrobats with Spears (4 Units)
Limit of 80 Fay Elf Hunters (4 Units)
Limit of 60 Fay Elf Guardians of the Forest Bases (4 Units)
Limit of 6 Fay Elf Animal Keepers with Whips
Limit of 36 Wild Bear Packs (Up to 6 Bears per Keeper)
Limit of 36 Wild Boar Packs (Up to 6 War Boars per Keeper)
Limit of 36 Wild Cat Packs (Up to 6 Wild Cats per Keeper)
Limit of 36 Hunting Dogs (Up to 6 Wild Cats per Keeper)
No Limit on Fay Elf Pathfinders

Fay Elf Antler Knight with Spear & Blade: 20pts


fay elfo Kornaro kavaliro kun lanco kaj klingo
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY, +1 to hit Bonus in Close Combat, +1 to
wound in Close Combat (1 still fails)

Fay Elf Mage Rider with Magic Javelin: 20pts, Move ‘9’
fay elfo magiisto rajdanton per magio lancon
T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry, Magical
Attacks, Poisoned Attacks, Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Armed with Magic Javelins (Auto, ‘12’, S3, -3 to Armour
Saves, Magical Attacks, Poisoned Attacks), Reflex Shots
(Magic Javelins), +1 to wound in Close Combat (1 still fails)

Fay Elf Acrobat with Twin Blades: 15pts, Moves ‘9’


fay elfo akrobato kun ĝemelaj klingoj
T3, W1, S3, I6, A3, 4+ Dodge Save, Death Strike, S4 on
Charge ONLY, +1 to hit Bonus in Close Combat, +1 to
wound in Close Combat (1 still fails)
Fay Elf Acrobat with Spear: 15pts, Moves ‘9’
fay elfo akrobato kun lanco
T3, W1, S3, I7, A2, 4+ Dodge Save, Death Strike, S4 vs
Cavalry, +1 to hit Bonus in Close Combat, +1 to wound in
Close Combat (1 still fails), can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Fay Elf Hunter with 2 Handed Glaive: 10pts


fay elfo ĉasisto kun du manoj glaive
T3, W1, S5, I5, A2, 6+ Armour Save, Dauntless, +1 to hit
Bonus in Close Combat, +1 to wound in Close Combat (1
still fails), -2 to Armour Saves

Fay Elf Guardians of the Forest: 15pts per Base


fay elfo gardistoj de la arbaro
T2, W5, S2, I2, A5, 5+ Dodge Save, Immune to ‘Stronger
Than’ rule, Poisoned Attacks, Dauntless, Suffers double
Wounds from attacks with a Blast (usually ‘2’ or ‘5’ but could
also come from exploding Terrain), Gets +1 to their Cover
Save when in Cover, 4+ Cover Save in Woods

Fay Elf Acrobat with Sword and Shield: 15pts, Moves ‘9’
fay elfo akrobato kun glavo kaj ŝildo
T3, W1, S3, I6, A2, 3+ Dodge Save, Death Strike, S4 on
Charge ONLY, +1 to hit Bonus in Close Combat, +1 to
wound in Close Combat (1 still fails)

Fay Elf Animal Keeper with Whip: 9pts, Moves ‘9’


fay elfo besto gardisto kun vipuro
T4, W1, S4, I6, A2, 6+ Armour Save, -1 to Armour Saves in
Close Combat, Trainer (Keeps pace with ‘Wild’ unit they are
attached to in Movement, Run/Victory Runs and Charges)

Fay Elf Wild Bear Pack: 30pts per Bear


fay elfo sovaĝa urso
T5, W2, S5, I3, A2, No Save, -2 to Armour Saves in CC,
Weak Against Spears
Fay Elf Wild Boar Pack: 8pts per Wild Boar, Moves ‘9’
faja elfova apro
T4, W1, S3, I3, A1, 5+ Armour Save, Cavalry

Fay Elf Wild Cat Pack: 10pts per Wild Cat, Moves ‘9’
fay elfo sovaĝa kato
T3, W1, S4, I4, A2, No Save, -1 to Armour Saves in CC,
Cavalry

Fay Elf Hunting Dog Pack: 10pts per Hunting Dog


fay elfo ĉasanta hundon
Moves ‘9’- T4, W1, S3, I4, A2, No Save, Cavalry

Fay Elf Pathfinder with Longbow: 7pts, Moves ‘9’


fay elf-pafilo kun longa pafarko
T3, W1, S3, I6, A1, 6+ Dodge Save, Armed with Elegant
Longbow (Auto, ‘36’, S3, -1 to Armour Saves), Reflex Shots
(S3 -1 to Armour Saves), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Ambush, 4+ Cover Save in Woods, +1 to Hit Bonus in Close
Combat (1 still fails)
Fay Elf Heavy Units:
Limit of 4 Fay Elf Chariots (2 Units)
Limit of 48 Tree Walkers (4 Units)
Limit of 48 Hawk Riders with Elven Longbows (4 Units)
Limit of 48 Hawk Riders with Spears (4 Units)
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 40 Elite Foresters (2 Units)
Limit of 20 Fay Elf War Eagles (2 Units)
Limit of 6 Woodland Tree Giants
Limit of 1 Unit of Fay Elf Tree Runners with Longbows
No Limit on Fay Elf Hawk Hunters with Longbows
No Limit on Fay Elf Hawk Hunters with Spears and Shields
Limit of 1 Fay Elf Mage of the Forest

Fay Elf Chariot: 55pts, Moves ‘9’, 1 – 2 Chariots in Unit


fay elfo cxaro
T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Saves Impact Hits on Charge Only, S3 attacks
come from 2 Fay Elves with Spears, Armed with 2 Fay
Longbows, Reflex Shots (2 shots, S4 -1 to Armour Saves)

Tree Walker: 50pts


arbo walker
T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, 4+ Cover Save in Woods, -1
to Armour Saves, Deals 1 I9 S4 impact hit each on Charge
ONLY, +1 to wound in Close Combat (1 still fails), Re-rolls
misses, Weak Against Spears
Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’
fay elfo falko rajdanto kun lanco
T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry, Rider
is -1 to Armour Saves and S4 on Charge ONLY, has +1 to
wound in Close Combat (1 still fails)
Hawk is S4, A2, -1 to Armour Saves and has Death Strike
on the Charge ONLY

Fay Elf Hawk Rider w/ Fay Longbow: 20pts, Moves ‘10’


fay elfo falko rajdanto per fay longbow
T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry,
Shooting hits like Snipers (2+ against normal models and
3+ against Shadow units), Reflex Shots (S4 -1 to Armour),
Hit and Run, Hawk is S4, A2, -1 to Armour Saves and has
Death Strike on the Charge ONLY, Rider has +1 to wound
in Close Combat (1 still fails)

Tree Giant: 250pts


arbo gigante
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save,
Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if
enemy unit is even partially within a Wood), Reflex Shots
(Strangling Trees), Re-rolls misses, Weak against Fire
(Fire Attacks ignore their Dodge Save), Dauntless, Magical
Attacks, Tree Smash (S10, D6 wounds dealt instead of
Close Combat attacks and Ignores Armour Saves), 4+ Cover
Save in Woods, -3 to Armour Saves in Close Combat, +1 to
hit Bonus in Close Combat, +1 to wound in Close Combat (1
still fails), If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears
Tree Giant Mage with Staff: 270pts
arbo gigante magiisto kun bastono
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), Reflex Shots (Strangling Trees), Re-rolls misses in
Close Combat, Weak against Fire (Fire Attacks ignore their
Dodge Save), Dauntless, Magical Attacks, 4+ Cover Save
in Woods, -3 to Armour Saves in Close Combat, +1 to hit
Bonus in Close Combat, +1 to wound in Close Combat (1
still fails), If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears

Fay Elf War Eagle: 25pts, Moves ‘10’


fay elfo milito aglo
T4, W3, S4, I4, A2, 5+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, Reduces Armour Saves by -1, +1 to
hit Bonus in Close Combat, +1 to wound in Close Combat (1
still fails)

Fay Elf Elite Forester w/ Fay Longbow: 13pts, Moves ‘9’


fay elfo elito arbariston kun fay longbow
T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with Fay
Longbow but has Death Strike at ‘15’ or less including
Reflex Shots, Ambush, Reflex Shots (S4, -1 to Armour
Saves, Death Strike), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Enemy units have -1 to Hit Penalty when Shooting at them
in the Shooting Phase, 3+ Cover Save in Woods, +1 to
wound in Close Combat (1 still fails), In Shooting Phase
ONLY they can fire Split Shafts that will NOT have Death
Strike (Auto, ‘30’, 2 shots, -1 to Armour Saves, S4 at ‘15’ or
less)
Woodland Tree Giant: 280pts
arbaro arbo gigante
T7, W6, S6, I2, A4, 5+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, Tree Smash (S10, D6
wounds dealt instead of Close Combat attacks and Ignores
Armour Saves), 4+ Cover Save in Woods, -3 to Armour
Saves in Close Combat, +1 to hit Bonus in Close Combat,
+1 to wound in Close Combat (1 still fails), If killed in Close
Combat: roll a D6, on 1 it falls over on the unit and will drop
a ‘5’ Blast dealing S6 -2 to Armour hits on the unit which
killed it, Weak Against Spears, Re-rolls misses against ALL
Green Horde units

Fay Elf Tree Runner with Longbow: 13pts, Moves ‘9’


fay elfarba koridoro kun longa pafarko
T3, W1, S3, I6, A1, 5+ Dodge Save, Armed with Elegant
Longbow (Auto, ‘36’, S3, -1 to Armour Saves), Reflex Shots
(S3, -1 to Armour Saves), Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Enemy units have -1 to Hit Penalty when Shooting at them
in the Shooting Phase, 3+ Cover Save in Woods, Pit of
Spikes (If a Tree Runner unit is Charged when in a Wood,
first deal 2D6 I9 S5 -2 to Armour Save Hits on the unit/s),
Can choose Snare Traps instead of Pit of Spikes when
Charged in Woods (Enemy unit/s fails their Charge
automatically, Tree Runners get free Reflex Shots against
them. If multiple units charged, freely divide your Reflex
Shots between them as you see fit. Tree Runners must
move into a different Wood to use a Pit of Spikes OR Snare
Traps again)
Fay Elf Hawk Hunter with Longbow: 10pts
fay elf hakk ĉasisto kun longa pafarko
Moves ‘12’- T3, W2, S3, I7, A2, 5+ Dodge Save, 6+ Armour
Save, Flyers, Cavalry, Shooting hits like Snipers (2+
against normal models and 3+ against Shadow units),
Armed with Elegant Longbow (Auto, ‘36’, S3, -1 to Armour
Saves), Reflex Shots (S3, -1 to Armour Saves)

Fay Elf Hawk Hunter with Spear and Shield: 10pts


fay elf hakk ĉasisto kun lanco kaj ŝildo
Moves ‘12’- T3, W2, S3, I7, A2, 5+ Dodge Save, 4+ Armour
Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4
on Charge ONLY, has +1 to Hit Bonus in Close Combat (1
still fails)

Fay Elf Mage of the Forest: 62pts


fay elfo mage de la arbaro
Energy = 10 or 3D6- T4, W1, S3, I7, A1, No Save, Magical
Attacks, In the Reinforcements Phase you can use the
following abilities ONCE per Battle:
1) The Forest Defends Itself (Summons 3D6 Brown Bark
Tree Guardians within ‘3’ of this unit or a Forest)
2) Awake the Sleeping Giant (Summons a Woodland Tree
Giant within ‘3’ of this unit or a Forest), Can Rest and
recover 1 Energy by not Moving or doing anything for a
whole Turn, Fay Elf Mage of the Forest has 1 Elemental
Ability (which she uses in the Magic Phase, which happens
just after the Movement Phase for this unit), See page 19 to
27 of Army Men- Exodus for Elemental Abilities
Orange Fay Elves:
Oranĝkolora Fay Elfoj:
Painted in shades of Orange, like Autumn

Diehards
(Diehards)
ALL Orange Fay Elf models can re-roll CCR (Close Combat
Resolution) Rolls if they lose Close Combat unless the
model has the Dauntless rule included in their unit statistics.

Orange Fay Elf CORE Units:


Orange Tree Guardian: 12pts, Moves ‘9’
T4, W2, S4, I6, A2, 5+ Dodge Save, 6+ Armour Save,
Magical Attacks, Diehards, Weak against Fire (Fire
Attacks ignore their Dodge Save)

Orange Fay Elf Archer with Fay Longbow: 7pts


T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Elven
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting
hits like Snipers

Orange Fay Elf Guardian with Spear & Shield: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Orange Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with
Elven Longbow, Shooting hits like Snipers Limit of 1 Unit
of Rangers for each Fay Elf Archer Unit

Orange Fay Elf Rider with Spear & Shield: 11pts


Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with
Elven Longbow, Shooting hits like Snipers S4 on Charge
ONLY, Cavalry, -1 to Armour Saves in Close Combat
Orange Fay Elf Guardian w/ Double-Bladed Spear: 8pts
T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Orange Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Orange Fay Elf Antler Knight with Spear & Blade:


20pts, Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save,
Cavalry, Magical Attacks, Crazed, Diehards, -1 to
Armour Saves, S5 on Charge ONLY

Orange Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Orange Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour
Saves, S4 on Charge ONLY

Orange Fay Elf Acrobat with Spear: 15pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Orange Fay Elf Hunter with 2 Handed Glaive: 10pts


T3, W1, S5, I5, A2, 6+ Armour Save, Diehards, -2 to
Armour Saves
Orange Fay Elf Heavy Units:
Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Orange Fay Elf Chariot: 55pts, Moves ‘9’


T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Saves impact Hits on Charge Only, S3 attacks
come from 2 Fay Elves with Spears, Armed with 2 Elven
Longbows

Orange Tree Walker: 50pts


T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Diehards, Magical Attacks, -1 to Armour Saves, Weak
Against Spears

Orange Fay Elf Hawk Rider with Spear: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 6+ Armour
Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4
on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Orange Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 6+ Armour
Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is
S4 A2 -1 to Armour Saves
Orange Tree Giant: 250pts
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save,
Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if
enemy unit is even partially within a Wood), Weak against
Fire (Fire Attacks ignore their Dodge Save), Diehards,
Magical Attacks, -3 to Armour Saves in Close Combat, If
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which killed it, Weak Against Spears

Orange Tree Giant Mage with Staff: 270pts


T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), if Reflex Shots are allowed (Strangling Trees), Weak
against Fire (Fire Attacks ignore their Dodge Save),
Diehards, Magical Attacks, -3 to Armour Saves in Close
Combat, If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears

Orange Fay Elf War Eagle: 25pts, Moves ‘10’


T4, W3, S4, I4, A2, 6+ Dodge Save, 6+ Armour Save,
Flyer, S5 on Charge, Weak against Spears, -1 to Armour
Saves

Orange Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, can fire Split Shafts in Shooting Phase
ONLY (Auto, ‘30’, S3, 2 shots, NO Death Strike)
Yellow Fay Elves
Flava Fay Elfoj
Painted in shades of Yellow

Two for the Price of One:


(du por la prezo de unu)
Yellow Fay Elf models all have enhanced durability, in the
form of extra Wounds on their profile and, as a consequence
of this, have reduced Saves where relevant (-1). This will be
always be included in the rules and stats for a unit.

Yellow Fay Elf CORE Units:


Yellow Tree Guardian: 12pts, Moves ‘9’
T4, W3, S4, I6, A2, 6+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save)

Yellow Fay Elf Archer with Elven Longbow: 7pts


T3, W2, S3, I5, A1, No Save, Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like
Snipers

Yellow Fay Elf Guardian with Spear & Shield: 6pts


T3, W2, S3, I6, A1, 6+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Yellow Fay Elf Ranger with Elven Longbow: 8pts


Moves ‘9’- T3, W2, S3, I5, A1, 6+ Dodge Save, Armed with
Elven Longbow, Shooting hits like Snipers Limit of 1 Unit
of Rangers for each Fay Elf Archer Unit
Yellow Fay Elf Rider with Spear & Shield: 11pts
Moves ‘9’- T4, W2, S3, I5, A1, 6+ Armour Save, Armed with
Elven Longbow, Shooting hits like Snipers, -1 to Armour
Saves in Close Combat, S4 on Charge ONLY, Cavalry

Yellow Fay Elf Guardian w/ Double-Bladed Spear: 8pts


T3, W2, S3, I6, A2, 6+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Yellow Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Yellow Fay Elf Antler Knight with Spear & Blade: 20pts
Move ‘9’- T4, W2, S4, I6, A3, 5+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY

Yellow Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W2, S3, I5, A2, 5+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Yellow Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘9’- T3, W2, S3, I6, A3, 5+ Dodge Save, -1 to Armour
Saves, S4 on Charge ONLY

Yellow Fay Elf Acrobat with Spear: 15pts


Moves ‘9’- T3, W2, S3, I7, A2, 5+ Dodge Save, -1 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat
Yellow Fay Elf Hunter with 2 Handed Glaive: 10pts
T3, W2, S5, I5, A2, No Save, Dauntless, -2 to Armour
Saves

Yellow Fay Elf Heavy Units:


Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Yellow Fay Elf Chariot: 55pts, Moves ‘9’


T4, W5, S3, I5, A2, 6+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Saves impact Hits on Charge Only, S3 attacks
come from 2 Fay Elves with Spears, Armed with 2 Elven
Longbows

Yellow Tree Walker: 50pts


T5, W4, S5, I3, A3, 5+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -1 to Armour Saves, Weak
Against Spears

Yellow Fay Elf Hawk Rider with Spear: 20pts


Moves ‘10’- T4, W4, S3, I5, A2, 6+ Dodge Save, Flyers,
Cavalry, Rider is -1 to Armour Saves and S4 on Charge
ONLY, Hawk is S4 A2 -1 to Armour Saves

Yellow Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘10’- T4, W4, S3, I5, A2, 6+ Dodge Save, Flyers,
Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to
Armour Saves
Yellow Tree Giant: 250pts
T6, W7, S6, I2, A5, 4+ Armour Save, 5+ Dodge Save,
Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if
enemy unit is even partially within a Wood), Weak against
Fire (Fire Attacks ignore their Dodge Save), Dauntless,
Magical Attacks, -3 to Armour Saves in Close Combat, If
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which killed it, Weak Against Spears

Yellow Tree Giant Mage with Staff: 270pts


T6, W7, S6, I2, A5, 4+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), if Reflex Shots are allowed (Strangling Trees), Weak
against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -3 to Armour Saves in Close
Combat, If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears

Yellow Fay Elf War Eagle: 25pts, Moves ‘10’


T4, W4, S4, I4, A2, 6+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, -1 to Armour Saves

Yellow Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W2, S3, I5, A2, 6+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-1 to Armour Saves, S4 at ‘15’ or less)
Red Fay Elves
Ruĝa Fay Elfoj:
Painted mainly in Reds, but distinct from Maroon and darker
reds of the Maroon Armies

The Red Army


(La Ruĝa Armeo)
Red Models are 2pts cheaper; this will always be included in
the unit’s statistics.

Red Fay Elf CORE Units:


Red Tree Guardian: 10pts, Moves ‘9’
T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save)

Red Fay Elf Archer with Elven Longbow: 5pts


T3, W1, S3, I5, A1, No Save, Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like
Snipers

Red Fay Elf Guardian with Spear & Shield: 4pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Red Fay Elf Ranger with Elven Longbow: 5pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with
Elven Longbow, Shooting hits like Snipers Limit of 1 Unit
of Rangers for each Fay Elf Archer Unit

Red Fay Elf Rider with Spear & Shield: 9pts


Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with
Elven Longbow, Shooting hits like Snipers, -1 to Armour
Saves in Close Combat, S4 on Charge ONLY, Cavalry
Red Fay Elf Guardian w/ Double-Bladed Spear: 6pts
T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Red Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Red Fay Elf Antler Knight with Spear & Blade: 18pts
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY

Red Fay Elf Mage Rider with Magic Javelin: 18pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Red Fay Elf Acrobat with Twin Blades: 13pts


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour
Saves, S4 on Charge ONLY

Red Fay Elf Acrobat with Spear: 13pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Red Fay Elf Hunter with 2 Handed Glaive: 8pts


T3, W1, S5, I5, A2, 6+ Armour Save, Dauntless, -2 to
Armour Saves
Red Fay Elf Heavy Units:
Limit of 48 Hawk Riders with Elven Longbows AND Hawk
Riders with Spears
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Red Fay Elf Hawk Rider with Spear: 18pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers,
Cavalry, Rider is -1 to Armour Saves and S4 on Charge
ONLY, Hawk is S4 A2 -1 to Armour Saves

Red Fay Elf Hawk Rider w/ Elven Longbow: 18pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers,
Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to
Armour Saves

Red Fay Elf War Eagle: 23pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, -1 to Armour Saves

Red Fay Elf Elite Forester w/ Elven Longbow: 11pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-1 to Armour Saves, S4 at ‘15’ or less)
Green Fay Elves:
Verda Fay Elfoj:
Painted mainly in Greens, lighter or darker but distinct from
greens of the Swamp Armies

Deadly Accurate
(Mortigan Precisan)
ALL Green Models can re-roll all failed to Wound rolls in the
Shooting Phase and Close Combat Phase. This does NOT
include Reflex Shots.

Green Fay Elf CORE Units:


Green Tree Guardian: 12pts, Moves ‘9’
T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save)

Green Fay Elf Archer with Elven Longbow: 7pts


T3, W1, S3, I5, A1, No Save, Armed with Elven Longbow
(Auto, ‘30’, S3, -1 to Armour Saves), Shooting hits like
Snipers

Green Fay Elf Guardian with Spear & Shield: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Green Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with
Elven Longbow, Shooting hits like Snipers Limit of 1 Unit
of Rangers for each Fay Elf Archer Unit
Green Fay Elf Rider with Spear & Shield: 11pts
Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with
Elven Longbow, Shooting hits like Snipers, -1 to Armour
Saves in Close Combat, S4 on Charge ONLY, Cavalry

Green Fay Elf Guardian w/ Double-Bladed Spear: 8pts


T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -1 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Green Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Green Fay Elf Antler Knight with Spear & Blade: 20pts
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY

Green Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Green Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour
Saves, S4 on Charge ONLY

Green Fay Elf Acrobat with Spear: 15pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat
Green Fay Elf Hunter with 2 Handed Glaive: 10pts
T3, W1, S5, I5, A2, 6+ Armour Save, Dauntless, -2 to
Armour Saves

Green Fay Elf Heavy Units:


Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Green Fay Elf Chariot: 55pts, Moves ‘9’


T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Saves impact Hits on Charge Only, S3 attacks
come from 2 Fay Elves with Spears, Armed with 2 Elven
Longbows

Green Tree Walker: 50pts


T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -1 to Armour Saves, Weak
Against Spears

Green Fay Elf Hawk Rider with Spear: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers,
Cavalry, Rider is -1 to Armour Saves and S4 on Charge
ONLY, Hawk is S4 A2 -1 to Armour Saves

Green Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers,
Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to
Armour Saves
Green Tree Giant: 250pts
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save,
Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if
enemy unit is even partially within a Wood), Weak against
Fire (Fire Attacks ignore their Dodge Save), Dauntless,
Magical Attacks, -3 to Armour Saves in Close Combat, If
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which killed it, Weak Against Spears

Green Tree Giant Mage with Staff: 270pts


T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), if Reflex Shots are allowed (Strangling Trees), Weak
against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -3 to Armour Saves in Close
Combat, If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears

Green Fay Elf War Eagle: 25pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, -1 to Armour Saves

Green Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-1 to Armour Saves, S4 at ‘15’ or less)
Grey Fay Elves:
Griza Fay Elfoj:
Painted in Greys, charcoals and dark grey

Professionals
(Profesiuloj)
Reduces Enemy Save, whichever one they choose, by a
further -1 than usual. This will be covered in Grey Fay Elf
Model stats in each case. This rule does NOT apply to Dodge
Saves, which cannot be modified.

Grey Fay Elf CORE Units:


Grey Tree Guardian: 12pts, Moves ‘9’
T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks,
Dauntless, Weak against Fire (Fire Attacks ignore their
Dodge Save), -1 to Armour Saves

Grey Fay Elf Archer with Elven Longbow: 7pts


T3, W1, S3, I5, A1, 5+ Armour, Save, Armed with Elven
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting
hits like Snipers, -1 to Armour Saves in Close Combat

Grey Fay Elf Guardian with Spear & Shield: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs Cavalry, -2 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Grey Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Armour
Save, Armed with Elven Longbow, Shooting hits like
Snipers Limit of 1 Unit of Rangers for each Fay Elf
Archer Unit, -1 to Armour Saves in Close Combat
Grey Fay Elf Rider with Spear & Shield: 11pts
Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with
Elven Longbow, Shooting hits like Snipers, -2 to Armour
Saves in Close Combat, S4 on Charge ONLY, Cavalry

Grey Fay Elf Guardian w/ Double-Bladed Spear: 8pts


T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs Cavalry, -2 to
Armour Saves, can attack within ‘3’ of friendly Fay Elf
models in base-to-base contact in Close Combat

Grey Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Grey Fay Elf Antler Knight with Spear & Blade: 20pts
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Dauntless, -2 to Armour Saves, S5 on
Charge ONLY

Grey Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks), -1 to
Armour Saves in Close Combat

Grey Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -2 to Armour
Saves, S4 on Charge ONLY

Grey Fay Elf Acrobat with Spear: 15pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -2 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat
Grey Fay Elf Hunter with 2 Handed Glaive: 10pts
T3, W1, S5, I5, A2, 5+ Armour Save, Dauntless, -3 to
Armour Saves

Grey Fay Elf Heavy Units:


Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Grey Fay Elf Chariot: 55pts, Moves ‘9’


T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-3 to Armour Saves impact Hits on Charge Only, S3 attacks
come from 2 Fay Elves with Spears, Armed with 2 Elven
Longbows

Grey Tree Walker: 50pts


T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -2 to Armour Saves, Weak
Against Spears

Grey Fay Elf Hawk Rider with Spear: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Armour
Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4
on Charge ONLY, Hawk is S4 A2 -2 to Armour Saves

Grey Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Armour
Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is
S4 A2 -1 to Armour Saves
Grey Tree Giant: 250pts
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save,
Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if
enemy unit is even partially within a Wood), Weak against
Fire (Fire Attacks ignore their Dodge Save), Dauntless,
Magical Attacks, -4 to Armour Saves in Close Combat, If
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which killed it, Weak Against Spears

Grey Tree Giant Mage with Staff: 270pts


T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits, -1 to Armour Saves), if Reflex Shots are allowed
(Strangling Trees), Weak against Fire (Fire Attacks ignore
their Dodge Save), Dauntless, Magical Attacks, -3 to
Armour Saves in Close Combat, If killed in Close Combat:
roll a D6, on 1 it falls over on the unit and will drop a ‘5’
Blast dealing S6 -2 to Armour hits on the unit which killed it,
Weak Against Spears

Grey Fay Elf War Eagle: 25pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Armour Save,
Flyer, S5 on Charge, Weak against Spears, -2 to Armour
Saves

Grey Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-2 to Armour Saves, S4 at ‘15’ or less)
Clay Fay Elves
Argilo Fay Elfoj
Painted in Earthy colours, browns and the colour of un-fired
Clay

Blast Furnace
(Alta Forno)
Fire attacks are only S2 against Clay Fay Elf models

Clay Fay Elf CORE Units:


Clay Tree Guardian: 12pts, Moves ‘9’
T4, W2, S4, I6, A2, 5+ Dodge Save, 5+ Numb Save,
Magical Attacks, Dauntless, Weak against Fire (Fire
Attacks ignore their Dodge Save)

Clay Fay Elf Archer with Elven Longbow: 7pts


T3, W1, S3, I5, A1, 5+ Numb Save, Armed with Elven
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting
hits like Snipers

Clay Fay Elf Guardian with Spear & Shield: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Clay Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Numb
Save, Armed with Elven Longbow, Shooting hits like
Snipers Limit of 1 Unit of Rangers for each Fay Elf
Archer Unit
Clay Fay Elf Rider with Spear & Shield: 11pts
Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb
Save, Armed with Elven Longbow, Shooting hits like
Snipers, -1 to Armour Saves in Close Combat, S4 on Charge
ONLY, Cavalry

Clay Fay Elf Guardian w/ Double-Bladed Spear: 8pts


T3, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Clay Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Clay Fay Elf Antler Knight with Spear & Blade: 20pts
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY

Clay Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Clay Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour
Saves, S4 on Charge ONLY

Clay Fay Elf Acrobat with Spear: 15pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat
Clay Fay Elf Hunter with 2 Handed Glaive: 10pts
T3, W1, S5, I5, A2, 6+ Armour Save, 5+ Numb Save,
Dauntless, -2 to Armour Saves

Clay Fay Elf Heavy Units:


Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Clay Fay Elf Chariot: 55pts, Moves ‘9’


T4, W4, S3, I5, A2, 5+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on
Charge Only, S3 attacks come from 2 Fay Elves with Spears,
Armed with 2 Elven Longbows

Clay Tree Walker: 50pts


T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Numb Save, 5+
Dodge Save, Weak against Fire (Fire Attacks ignore their
Dodge Save), Dauntless, Magical Attacks, -1 to Armour
Saves, Weak Against Spears

Clay Fay Elf Hawk Rider with Spear: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb
Save, Flyers, Cavalry, Rider is -1 to Armour Saves and S4
on Charge ONLY, Hawk is S4 A2 -1 to Armour Saves

Clay Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb
Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is
S4 A2 -1 to Armour Saves
Clay Tree Giant: 250pts
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Numb Save, 5+
Dodge Save, Armed with Strangling Trees (Auto, ‘6’,
D6+2 S4 hits, S5 if enemy unit is even partially within a
Wood), Weak against Fire (Fire Attacks ignore their Dodge
Save), Dauntless, Magical Attacks, -3 to Armour Saves in
Close Combat, If killed in Close Combat: roll a D6, on 1 it
falls over on the unit and will drop a ‘5’ Blast dealing S6 -2
to Armour hits on the unit which killed it, Weak Against
Spears

Clay Tree Giant Mage with Staff: 270pts


T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 4+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), if Reflex Shots are allowed (Strangling Trees), Weak
against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -3 to Armour Saves in Close
Combat, If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears

Clay Fay Elf War Eagle: 25pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyer,
S5 on Charge, Weak against Spears, -1 to Armour Saves

Clay Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-1 to Armour Saves, S4 at ‘15’ or less)
Turq Fay Elves:
Turq Fay Elfoj:
Painted mainly in shades of Turquoise

Dauntless
(Kuraĝa)
ALL Turq Fay Elf models have the Dauntless rule. If this unit
is defeated in Close Combat, they receive 1 wound (which
can be saved if available) for each wound that they lost by,
but the Dauntless unit will not be destroyed via CCR (Close
Combat Resolution)

Turq Fay Elf CORE Units:


Turq Tree Guardian: 12pts, Moves ‘12’
T4, W2, S4, I6, A2, 5+ Dodge Save, Magical Attacks,
Weak against Fire (Fire Attacks ignore their Dodge Save)

Turq Fay Elf Archer with Elven Longbow: 7pts, Moves ‘9’
T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with Elven
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting
hits like Snipers

Turq Fay Elf Guardian with Spear & Shield: 6pts


Moves ‘9’- T3, W1, S3, I6, A1, 5+ Armour Save, S4 vs
Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Turq Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘12’- T3, W1, S3, I5, A1, 5+ Dodge Save, Armed with
Elven Longbow, Shooting hits like Snipers Limit of 1 Unit
of Rangers for each Fay Elf Archer Unit
Turq Fay Elf Rider with Spear & Shield: 11pts
Moves ‘12’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed
with Elven Longbow, Shooting hits like Snipers, -1 to
Armour Saves in Close Combat, S4 on Charge ONLY,
Cavalry

Turq Fay Elf Guardian w/ Double-Bladed Spear: 8pts


Moves ‘9’- T3, W1, S3, I6, A2, 5+ Armour Save, S4 vs
Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Turq Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Turq Fay Elf Antler Knight with Spear & Blade: 20pts
Move ‘12’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, -1 to Armour Saves, S5 on
Charge ONLY

Turq Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘12’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Turq Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘12’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to
Armour Saves, S4 on Charge ONLY

Turq Fay Elf Acrobat with Spear: 15pts


Moves ‘12’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to
Armour Saves, S4 against Cavalry, can attack within ‘3’ of
friendly Fay Elf models in base-to-base contact in Close
Combat
Turq Fay Elf Hunter with 2 Handed Glaive: 10pts,
Moves ‘9’- T3, W1, S5, I5, A2, 6+ Dodge Save, -2 to Armour
Saves

Turq Fay Elf Heavy Units:


Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Turq Fay Elf Chariot: 55pts, Moves ‘12’


T4, W4, S3, I5, A2, 5+ Armour Save, Cavalry, D6+2 I8 S5
-2 to Armour Saves impact Hits on Charge Only, S3 attacks
come from 2 Fay Elves with Spears, Armed with 2 Elven
Longbows

Turq Tree Walker: 50pts, Moves ‘9’


T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Dodge Save,
Weak against Fire (Fire Attacks ignore their Dodge Save),
Magical Attacks, -1 to Armour Saves, Weak Against
Spears

Turq Fay Elf Hawk Rider with Spear: 20pts


Moves ‘12’- T4, W3, S3, I5, A2, 4+ Dodge Save, Flyers,
Cavalry, Rider is -1 to Armour Saves and S4 on Charge
ONLY, Hawk is S4 A2 -1 to Armour Saves

Turq Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘12’- T4, W3, S3, I5, A2, 4+ Dodge Save, Flyers,
Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to
Armour Saves
Turq Tree Giant: 250pts, Moves ‘9’
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save,
Armed with Strangling Trees (Auto, ‘6’, D6+2 S4 hits, S5 if
enemy unit is even partially within a Wood), Weak against
Fire (Fire Attacks ignore their Dodge Save), Magical
Attacks, -3 to Armour Saves in Close Combat, If killed in
Close Combat: roll a D6, on 1 it falls over on the unit and
will drop a ‘5’ Blast dealing S6 -2 to Armour hits on the unit
which killed it, Weak Against Spears

Turq Tree Giant Mage with Staff: 270pts, Moves ‘9’


T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 5+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), if Reflex Shots are allowed (Strangling Trees), Weak
against Fire (Fire Attacks ignore their Dodge Save),
Magical Attacks, -3 to Armour Saves in Close Combat, If
killed in Close Combat: roll a D6, on 1 it falls over on the
unit and will drop a ‘5’ Blast dealing S6 -2 to Armour hits on
the unit which killed it, Weak Against Spears

Turq Fay Elf War Eagle: 25pts, Moves ‘12’


T4, W3, S4, I4, A2, 4+ Dodge Save, Flyer, S5 on Charge,
Weak against Spears, -1 to Armour Saves

Turq Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘12’- T3, W1, S3, I5, A2, 4+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-1 to Armour Saves, S4 at ‘15’ or less)
Blue Fay Elves:
Blua Fay Elfoj:
Painted in blues: light, dark and anything in between

Blue Reinforcements: Personal Teleporters


(Personaj Teletransportador)
Blue Reinforcements can be teleported onto the battlefield
within ‘12’ of a friendly unit in the Reinforcements Phase

Blue Fay Elf CORE Units:


Blue Tree Guardian: 12pts, Moves ‘9’
T4, W2, S4, I6, A2, 5+ Dodge Save, 5+ Numb Save,
Magical Attacks, Dauntless, Weak against Fire (Fire
Attacks ignore their Dodge Save)

Blue Fay Elf Archer with Elven Longbow: 7pts


T3, W1, S3, I5, A1, 5+ Numb Save, Armed with Elven
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting
hits like Snipers

Blue Fay Elf Guardian with Spear & Shield: 6pts


T3, W1, S3, I6, A1, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Blue Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, 5+ Numb
Save, Armed with Elven Longbow, Shooting hits like
Snipers Limit of 1 Unit of Rangers for each Fay Elf
Archer Unit
Blue Fay Elf Rider with Spear & Shield: 11pts
Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, 5+ Numb
Save, Armed with Elven Longbow, Shooting hits like
Snipers, -1 to Armour Saves in Close Combat, S4 on Charge
ONLY, Cavalry

Blue Fay Elf Guardian w/ Double-Bladed Spear: 8pts


T3, W1, S3, I6, A2, 5+ Armour Save, 5+ Numb Save, S4 vs
Cavalry, -1 to Armour Saves, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat

Blue Fay Elf Specialist Units:


Limit of 50 Fay Elf Antler Knights, Mage Riders, Fay Elf
Acrobats with Twin Blades, Fay Elf Acrobats with Spears, Fay
Elf Hunters

Blue Fay Elf Antler Knight with Spear & Blade: 20pts
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY

Blue Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks)

Blue Fay Elf Acrobat with Twin Blades: 15pts


Moves ‘9’- T3, W1, S3, I6, A3, 4+ Dodge Save, -1 to Armour
Saves, S4 on Charge ONLY

Blue Fay Elf Acrobat with Spear: 15pts


Moves ‘9’- T3, W1, S3, I7, A2, 4+ Dodge Save, -1 to Armour
Saves, S4 against Cavalry, can attack within ‘3’ of friendly
Fay Elf models in base-to-base contact in Close Combat
Blue Fay Elf Hunter with 2 Handed Glaive: 10pts
T3, W1, S5, I5, A2, 6+ Armour Save, 5+ Numb Save,
Dauntless, -2 to Armour Saves

Blue Fay Elf Heavy Units:


Limit of 4 Fay Elf Chariots
Limit of 48 Tree Walkers, Hawk Riders with Elven Longbows
AND Hawk Riders with Spears
Limit of 2 Tree Giants, Tree Giant Mages
Limit of 20 Fay Elf War Eagles
Limit of 40 Elite Foresters

Blue Fay Elf Chariot: 55pts, Moves ‘9’


T4, W4, S3, I5, A2, 5+ Armour Save, 5+ Numb Save,
Cavalry, D6+2 I8 S5 -2 to Armour Saves impact Hits on
Charge Only, S3 attacks come from 2 Fay Elves with Spears,
Armed with 2 Elven Longbows

Blue Tree Walker: 50pts


T5, W3, S5, I3, A3, 4+ Armour Save, 5+ Numb Save, 5+
Dodge Save, Weak against Fire (Fire Attacks ignore their
Dodge Save), Dauntless, Magical Attacks, -1 to Armour
Saves, Weak Against Spears

Blue Fay Elf Hawk Rider with Spear: 20pts, Moves ‘10’-
T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb Save, Flyers,
Cavalry, Rider is -1 to Armour Saves and S4 on Charge
ONLY, Hawk is S4 A2 -1 to Armour Saves

Blue Fay Elf Hawk Rider w/ Elven Longbow: 20pts,


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, 5+ Numb
Save, Flyers, Cavalry, Shooting hits like Snipers, Hawk is
S4 A2 -1 to Armour Saves
Blue Tree Giant: 250pts
T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Numb Save, 5+
Dodge Save, Armed with Strangling Trees (Auto, ‘6’,
D6+2 S4 hits, S5 if enemy unit is even partially within a
Wood), Weak against Fire (Fire Attacks ignore their Dodge
Save), Dauntless, Magical Attacks, -3 to Armour Saves in
Close Combat, If killed in Close Combat: roll a D6, on 1 it
falls over on the unit and will drop a ‘5’ Blast dealing S6 -2
to Armour hits on the unit which killed it, Weak Against
Spears

Blue Tree Giant Mage with Staff: 270pts


T6, W6, S6, I2, A5, 3+ Armour Save, 5+ Dodge Save, 4+
Numb Save, Armed with Flailing Forest (Auto, ‘12’, 2D6 S4
hits), if Reflex Shots are allowed (Strangling Trees), Weak
against Fire (Fire Attacks ignore their Dodge Save),
Dauntless, Magical Attacks, -3 to Armour Saves in Close
Combat, If killed in Close Combat: roll a D6, on 1 it falls
over on the unit and will drop a ‘5’ Blast dealing S6 -2 to
Armour hits on the unit which killed it, Weak Against
Spears

Blue Fay Elf War Eagle: 25pts, Moves ‘10’


T4, W3, S4, I4, A2, 5+ Dodge Save, 5+ Numb Save, Flyer,
S5 on Charge, Weak against Spears, -1 to Armour Saves

Blue Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Split
Shafts that will NOT have Death Strike (Auto, ‘30’, 2 shots,
-1 to Armour Saves, S4 at ‘15’ or less)
Royalist Fay Elves:
Realisma Fay Elfoj:
Painted mainly in Whites

Volley Fire
(Pafaro Fajro)
Models with ranged weapons (Automatic or Fast Fire) often
have the ability to fire 2 shots instead of 1 in the Shooting
Phase, even at maximum range. Models who have this will
always have it included in the unit’s statistics.

Entrench
(Entrench)
Models with ranged weapons (Automatic or Fast Fire) often
get Reflex Shots whenever charged by an Enemy Unit while
in Cover. This will also always be included in the unit’s
statistics.

Royalist Fay Elf Core Units:


Royalist Fay Elf Archer with Elven Longbow: 7pts
T3, W1, S3, I5, A1, 6+ Armour Save, Armed with Elven
Longbow (Auto, ‘30’, S3, -1 to Armour Saves), Shooting
hits like Snipers, Entrench, Volley Fire (2 shots in
Shooting Phase)

Royalist Fay Elf Ranger with Elven Longbow: 7pts


Moves ‘9’- T3, W1, S3, I5, A1, 6+ Dodge Save, Armed with
Elven Longbow, Shooting hits like Snipers Limit of 1 Unit
of Rangers for each Fay Elf Archer Unit, Entrench,
Volley Fire (2 shots in Shooting Phase)
Royalist Fay Elf Rider with Spear & Shield: 11pts
Moves ‘9’- T4, W1, S3, I5, A1, 5+ Armour Save, Armed with
Elven Longbow, Shooting hits like Snipers, -1 to Armour
Saves in Close Combat, S4 on Charge ONLY, Cavalry,
Entrench, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Specialist Units:


Limit of 50 Fay Elf Mage Riders

Royalist Fay Elf Mage Rider with Magic Javelin: 20pts


Move ‘9’- T4, W1, S3, I5, A2, 4+ Dodge Save, Cavalry,
Magical Attacks, Poisoned Attacks, Shooting hits like
Snipers (2+ against normal models and 3+ against Shadow
units), Armed with Magic Javelins (Auto, ‘12’, S3, -3 to
Armour Saves, Magical Attacks, Poisoned Attacks),
Entrench, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Heavy Units:


Limit of 48 Hawk Riders with Elven Longbows
Limit of 40 Elite Foresters

Royalist Fay Elf Hawk Rider w/ Elven Longbow: 20pts


Moves ‘10’- T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers,
Cavalry, Shooting hits like Snipers, Hawk is S4 A2 -1 to
Armour Saves, Volley Fire (2 shots in Shooting Phase)

Royalist Fay Elf Elite Forester w/ Elven Longbow: 13pts


Moves ‘9’- T3, W1, S3, I5, A2, 5+ Dodge Save, Armed with
Elven Longbow but has Death Strike at ‘15’ or less
including Reflex Shots, Shooting hits like Snipers, 4+ Cover
Save in Woods, In Shooting Phase ONLY they can fire Tri-
Shaft Volley that will NOT have Death Strike (Auto, ‘30’, 3
shots, -1 to Armour Saves, S4 at ‘15’ or less), Entrench
Fay Elf Wild Hunters:

Elven Speed:
When Running (Shooting Phase or Victory Run) Fay Elf Wild
Hunter Units can move ‘D6’ + ‘2’

Elves of the Forest:


Fay Elf Wild Hunter Units can move through Woods without
penalty

Running Wild:
If Peasant Hovels (Camelot) are present on a battlefield, this
drives the Fay Elf Wild Hunters into a rampage. They can re-
roll misses in Shooting and Close Combat against Camelot
Peasants, Camelot Soldiers, Archers & Squires, Peasant
Knights and Mounted Squires. Camelot Trebuchets are also
crewed by Peasants so they are also included.

Fay Elf Wild Hunter CORE Units:


Limit of 40 Fay Elf Antler Knights (2 Units)

Fay Elf Rider with Spear & Shield: 12pts, Moves ‘9’
fay elfo rajdanton per lanco kaj ŝildo
T4, W1, S3, I5, A1, 5+ Armour Save, Armed with Fay
Longbow, Reflex Shots (S4 -1 to Armour Saves), Shooting
hits like Snipers (2+ against normal models and 3+ against
Shadow units), S4 on Charge ONLY, -1 to Armour Saves in
Close Combat, Cavalry, Ambush, 4+ Cover Save in Woods,
+1 to wound in Close Combat (1 still fails), Running Wild
Fay Elf Antler Knight with Spear & Blade: 20pts
fay elfo Kornaro kavaliro kun lanco kaj klingo
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY, +1 to hit Bonus in Close Combat, +1 to
wound in Close Combat (1 still fails), Running Wild

Fay Elf Wild Hunter Specialist Units:


Limit of 80 Fay Elf Antler Knights (4 Units)

Fay Elf Antler Knight with Spear & Blade: 20pts


fay elfo Kornaro kavaliro kun lanco kaj klingo
Move ‘9’- T4, W1, S4, I6, A3, 4+ Dodge Save, Cavalry,
Magical Attacks, Crazed, Dauntless, -1 to Armour Saves,
S5 on Charge ONLY, +1 to hit Bonus in Close Combat, +1 to
wound in Close Combat (1 still fails), Running Wild

Fay Elf Wild Hunter Heavy Units:


Limit of 48 Hawk Riders with Elven Longbows (4 Units)

Fay Elf Hawk Rider w/ Fay Longbow: 20pts, Moves ‘10’


fay elfo falko rajdanto per fay longbow
T4, W3, S3, I5, A2, 5+ Dodge Save, Flyers, Cavalry,
Shooting hits like Snipers (2+ against normal models and
3+ against Shadow units), Reflex Shots (S4 -1 to Armour),
Hit and Run, Hawk is S4, A2, -1 to Armour Saves and has
Death Strike on the Charge ONLY, Rider has +1 to wound
in Close Combat (1 still fails), Running Wild
United Daimon Host
Exercitus Iunctus daemonem
Verenigde DaiMon gasheer
I bashkuar dreq mori
Hôte de Démon Uni

The Storm:
(Procellam)
(Die storm)
(Stuhi)
(La tempête)
Units in this Army do NOT have the following rules they
would normally have: Enemy of the Butcher (Pleasure
Daimons), Enemy of the Diseased: (Magic Daimons),
Enemy of the Illusionist (Pox Daimons) and Enemy of
the Hedonist (Blood Daimons)

However, they do roll 2D6 at the beginning of their own


Shooting Phase. On a total of 7 or higher, they can summon
D6+3 Pleasure Daimons, Magic Fire Daimons, Pox Daimons,
Blood Daimons or 2D6+6 Magic Melee Daimons as
Reinforcements for free.

Portal Reinforcements:
(Quaerere supplementum)
(portal versterkings)
(përforcimet portal)
(Portair Renfort)
United Daimon Host Reinforcements can arrive through
Portals and can be teleported onto the battlefield within ‘6’
of a friendly Pleasure, Pox, Magic or Blood Daimon unit. The
friendly units act as beacon for the portal technology to
focus in on.
Not from around Here:
(Unde et hic per circuitum)
(nie van hier rond)
(jo nga rreth këtu)
(Pas d’ici)
United Daimon Host Units have Magical Attacks, Pleasure
Daimon Units negate the rule ‘I9 in Cover’

Plague of Flies:
(Plaag van Vlieë)
Pox Daimon models (not including colour variants: Green,
Yellow, Swamp and Clay) are ALWAYS hit by enemy models
on a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+), works exactly like
Seeing Shadows

Always Wounds on 4+ at the most:


(Altyd wonde aan 4+ op die mees)
This rule does NOT apply when attacking Vehicles or
Juggernauts.

Unnatural Speed:
(Vitesse Aritificiel)
When Running (Shooting Phase OR Victory Run), ALL
Pleasure Daimon units can move D6+3
United Daimon Host CORE Units:
Blood Daimon with 2 Handed Sword: 10pts
cum sanguine, daemone duo manibus Gladius
T3, W1, S4, I4, A1, 5+ Dodge Save, Electric and Fire attacks
are S2 against them, Reduces Armour Saves by -3,
Dauntless, S5 on Charge ONLY, +1 to hit Bonus in Close
Combat

Daimon Children of Pox: 15pts per Base


daimon kinders van pokke
T3, W4, S3, I3, A4, 5+ Dodge Save, Poisoned Attacks,
Dauntless, Slow, Ambush, Suffers double Wounds from
attacks with a Blast (‘2’, ‘5’, ‘D6’, ‘2D6’), Gets +1 to their
Cover Save when in Cover, Immune to ‘Stronger Than’ Rule

Pox Daimon with Filthy Sword: 9pts


pokke daimon met vuil sward
T4, W1, S4, I2, A2, 5+ Dodge Save, 4+ Numb Save,
Dauntless, Slow, Always Wounds on 4+ at the most

Magic Fire Daimon: 9pts


dreq magjike zjarri
T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon
Fireball (Auto, ‘18’, S4, 3 shots, Fire attack) Dauntless

Magic Melee Daimon: 5pts


dreq magjike përleshje
T3, W1, S3, I6, A2, 5+ Dodge Save, Dauntless

Pleasure Daimon: 9pts, Moves ‘9’


Plaisir demon
T3, W1, S3, I5, A2, 5+ Dodge Save, Dauntless, Reduces
Armour Saves by -2, +1 to hit Bonus in Close Combat
United Daimon Host Specialist Units:
Limit of 60 Blood Daimon Tormentors, Blood Daimon Hounds
Limit of 24 Pox Daimons on Giant Wasps
Limit of 60 Tormentors of Disease, Tormentors of Illusion
Limit of 27 Flying Manta Daimons, Firebrain Daimons
Limit of 60 Pleasure Daimon Cavalry, Spider Daimon
Cavalry, Tormentors of Pleasure

Tormentor Blood Daimon: 12pts, Moves ‘10’


adflictator sanguine daemone
T4, W2, S4, I4, A2, 5+ Dodge Save, Flyer, Dauntless

Blood Daimon Hound: 15pts, Moves ‘9’


sanguine daemone canem
T4, W2, S4, I4, A2, 4+ Dodge Save, Cavalry, Electric and
Fire attacks are S2 against them, Dauntless, Ambush, S5
on Charge ONLY, +1 to hit Bonus in Close Combat

Pox Daimon on Giant Wasp: 42pts, Moves ‘12’


pokke daimon op reuse perdeby
T5, W3, S4, I2, A4, 5+ Dodge Save, 4+ Numb Save, Flyer,
Cavalry, Dauntless, Charges ‘9’, Always Wounds on 4+ at
the most

Tormentor Daimon of Disease: 8pts, Moves ‘10’


tormentor daimon van die siekte
T4, W1, S4, I4, A1, 5+ Dodge Save, 4+ Numb Save, Flyer,
Slow, Dauntless

Tormentor Daimon of Illusion: 6pts, Moves ‘10’


vuajtje dreq e iluzionit
T3, W1, S4, I4, A1, 4+ Dodge Save, Flyer, Dauntless
Flying Manta Daimon: 18pts, Moves ‘12’
fluturues dreq Manta
T4, W2, S4, I4, A3, 4+ Dodge Save, Flyer, Dauntless,
Weak against Spears, Fire attacks, Swooping Season:
If the Flying Manta Daimon Unit moves over 1 or more
enemy Units in the Movement Phase that are NOT in Close
Combat, it can swoop them and deals 2 S4 hits each, Hit
and Run (Allowed to Run AFTER using Swooping Season)

Firebrain Daimon: 23pts, Moves ‘12’


dreq trurit zjarri
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves), Fire attacks, Flyer, Dauntless, Flames of
Tzeentch

Pleasure Daimon Cavalry: 16pts, Moves ‘10’


plaisir démon cavalerie
T4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Poisoned attacks due to
Tongue Strider mounts, Ambush: and can re-roll this, +1 to
hit Bonus in Close Combat

Spider Daimon Cavalry: 16pts, Moves ‘10’


araignée démon cavalerie
T4, W1, S3, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Climbers (Ignores all Terrain
when moving, even Movement Blocking Terrain), +1 to hit
Bonus in Close Combat

Tormentor Daimon of Pleasure: 8pts, Moves ‘10’


démon persécuteur de Plaisir
T3, W1, S4, I4, A1, 5+ Dodge Save, Flyer, Dauntless, -2
to Armour Saves
United Daimon Host Heavy Units:
Limit of 1 Winged Daimon Overlord
Limit of 2 Winged Blood Daimon Princes of Slaughter
Limit of 2 Butcher Behemoths, Blood Daimon Cannons
Limit of 32 Blood Daimon Heavy Cavalry
Limit of 4 Blood Daimon Chariots
Limit of 1 Pox Daimon Overlord
Limit of 2 Pox Daimon Princes, Diseased Behemoths
Limit of 28 Pox Daimons on Slug Beasts, Slug Beasts
Limit of 1 Magic Daimon Overlord
Limit of 2 Winged Magic Daimon Princes, Illusion Behemoths
Limit of 3 Daimon Chariots of Fire
Limit of 1 Pleasure Daimon Overlord
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 12 Serpentine Chariots
Limit of 2 Harvester Chariots, Hedonist Behemoths
Limit of 30 Scorpionic Crab Daimons

Winged Blood Daimon Overlord: 250pts, Moves ‘12’


sanguinis ille daemon imperitor
T6, W5, S6, I9, A7, 3+ Dodge Save, 3+ Armour Save,
Armed with Giant Axe (Ignores Armour & Numb Save) and
Giant Whip (Auto, ‘8’ S6, 1 shot, Ignores Armour & Numb),
Flyer, Weak against Spears, Dauntless, Always hits on
2+ in Close Combat no matter what, Executioner’s Axe:
Winged Blood Daimon Overlord will destroy any Infantry,
Cavalry or Flyer model on a roll of 6 to Wound (unless it has
a Dodge Save), Reflex Shots (Giant Whip)

Winged Daimon Prince of Slaughter: 200pts, Moves ‘10’


alata sanguine, daemone princeps occisionis:
T5, W4, S6, I8, A6, 3+ Armour Save, 5+ Dodge Save,
Moves ‘12’, Armed with Giant Sword: Ignores Armour and
Numb Saves in Close Combat, Flyer, Weak against
Spears, Dauntless, S7 on Charge ONLY, +1 to Hit Bonus in
Close Combat
Blood Daimon Chariot: 160pts, Moves ‘9’
sanguine daemone currum
T5, W5, S4, I4, A3, 4+ Dodge Save,
Cavalry, Dauntless, D6 I8 S6 -2 to Armour Save Impact
hits on Charge ONLY then fights as normal; The 3 Blood
Daimon Riders will Reduce Armour Saves by -3 as normal
AND are S5 I5 A6 on the Charge in total and S4 I4 A3 at all
other times

Blood Daimon Heavy Cavalry: 45pts


sanguine daemone locat
T4, W3, S5, I4, A3, 3+ Armour Save, 4+ Dodge Save,
Cavalry, Electric and Fire attacks are S2 against them,
Dauntless, Reduces Armour Saves by -3, S6 on Charge
ONLY, Brass Rhino Mount causes 2 I9 S5 hits each on
Charge ONLY

Blood Daimon Cannon: 125pts


sanguine daemone tormento
-T3, W1, S4, I4, A1, 5+ Dodge Save (2 Blood Daimon Crew)
-T12, W3, S0, I0, A0, 5+ Dodge Save (Cannon)
Light Armour, Artillery, Dauntless, Armed with Blood
Daimon Cannon (Heavy ‘36’, S8, -2 to Armour Saves, ‘5’
Blast, Ignores Cover, pins the unit down and they lose the
I9 in Cover rule if in Cover and Charged in Close Combat
that turn), the 2 Blood Daimon Crew Reduces Armour Saves
by -3, S5 on Charge ONLY, Electric and Fire attacks are S2
against them)

Butcher Behemoth with Sword and Claw: 160pts


cum gladio, et in sublime erigere, ungula carnificis
T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, S7 on Charge ONLY, Dauntless, Dogged, Re-rolls
misses, Armed with Arm Cannon: Heavy, ‘48’, S7, 3 shots,
-3 to Armour Saves, ignores Flyers’ Dodge Saves)
Pox Daimon Overlord w/ Giant Filthy Sword: 190pts
pokke daimon oorheerser met reuse vuil swaard
T7, W6, S6, I4, A5, 3+ Numb Save, 4+ Dodge Save, Slow,
Dauntless, Weak against Spears, Always wounds on 4+
at the MAX, Ignores Armour Saves & Numb Saves in Close
Combat

Daimon Prince of Disease: 160pts


daimon vors van die siekte
T6, W4, S6, I8, A5, 5+ Dodge Save, 4+ Numb Save, Moves
‘9’, Armed with Giant Axe: Ignores Armour and Numb Saves
in Close Combat, Weak against Spears, Dauntless, +1 to
Hit Bonus in Close Combat

Pox Daimon on Slug Beast: 52pts, Moves ‘6’


pokke daimon op slak dier
T5, W4, S4, I2, A6, 3+ Numb Save, 5+ Dodge Save,
Dauntless, Charges ‘9’, Weak against Spears, Always
Wounds on 4+ at the most, (A6 includes attacks from Pox
Daimon), Slug Beast causes 2 I9 S4 hits each on Charge
ONLY

Diseased Behemoth with Claws: 180pts


siek seekoei met kloue
T13, W4, S6, I1, A4, 5+ Dodge Save, 4+ Numb Save,
Ignores Armour Saves, Slow, Dogged, Dauntless, Armed
with Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour
Saves, ignores Flyers’ Dodge Saves) AND Phlegm Ball
(Auto, ‘36’, S8, -4 to Armour Saves, ‘5’ Tank Blast)

Pox Slug Beast: 40pts


pokke slak dier
T5, W4, S4, I2, A4, 3+ Numb Save, 5+ Dodge Save
Dauntless, Slow, Weak against Spears, Always Wounds
on 4+ at the most
Winged Daimon Overlord of Magic: 230pts, Moves ‘10’
zot krahë dreq magji
T6, W5, S6, I6, A5, 3+ Dodge Save, Flyer, Weak against
Spears, Ignores Armour Saves in Close Combat, Magical
Staff: (Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour
Saves), Shooting hits like Snipers, Reflex Shots (Magical
Staff)

Winged Daimon Prince of Illusion: 165pts


prince krahë dreq e iluzionit
T5, W4, S6, I8, A5, 4+ Dodge Save, Moves ‘10’, Monstrous
Hands: Ignores Armour Saves in Close Combat, Flyer,
Weak against Spears, Dauntless, +1 to Hit Bonus in
Close Combat

Magic Daimon Chariot of Fire: 90pts, Moves ‘9’


qerre magjike dreq e zjarrit
T4, W4, S4, I4, A4, 4+ Dodge Save, D6 I8 S5 -2 to Armour
Save hits on Charge ONLY then fights as normal, Fire
attacks, Cavalry, Dauntless, Firebrain Rider has Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves) Can use this INSTEAD of its Close Combat
attacks (S4 I4 A4 above), The 2 Flying Manta Daimons
pulling the Chariot have S4, I4, A6 in total in Close Combat
and the 3 Magic Melee Daimons aboard have S3 I6 A6 in
total in Close Combat

Illusion Behemoth with Claws: 160pts


gjigandit iluzion me ktherat
T13, W4, S6, I1, A4, 4+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Armed with Arm Cannon:
Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves, Ignores Flyers’
Dodge Saves) AND Behemoth Breath: Auto, ‘9’ teardrop
Flamethrower Template, S6, Reduces Armour Saves by -3)
Pleasure Daimon Overlord w/ Ornate Sword: 170pts
plaisir démon suzerain avec l'épée ornée
Moves ‘10’, T6, W5, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Re-rolls
misses against Space Elf Units, Slaver Elf Units AND Blood
Daimon Units, Death Strike, Hits on 2+ in Close Combat no
matter what

Winged Daimon Prince of Pleasure: 155pts, Moves ‘10’


ailes démon prince de plaisir
T5, W4, S6, I9, A5, 5+ Dodge Save, Armed with Giant
Sword: Ignores Armour and Numb Saves in Close Combat,
Flyer, Weak against Spears, Dauntless, +1 to hit Bonus
in Close Combat, Death Strike

Pleasure Daimon Serpentine Chariot: 80pts, Moves ‘12’


plaisir démon serpentine char
T4, W4, S3, I5, A8, 5+ Dodge Save, Cavalry, Dauntless,
D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then
fights as normal, The 2 Pleasure Daimons aboard reduces
Armour Saves by -2 as normal, Poisoned attacks due to 2
Tongue Striders pulling the Chariot

Pleasure Daimon Harvester Chariot: 160pts, Moves ‘12’


plaisir démon batteuse char
T4, W4, S3, I5, A14, 5+ Dodge Save, Cavalry, Dauntless,
The 2 Pleasure Daimons aboard reduces Armour Saves by -2
as normal, Deals 2D6+2 I8 S5 -2 to Armour Save hits on
Charge ONLY Poisoned attacks due to 4 Tongue Striders
Hedonist Behemoth w/ Sword & Claw: 175pts
mastodonte hédoniste avec l'épée et la griffe
T13, W4, S6, I1, A4, 5+ Dodge Save, Ignores Armour
Saves, Dauntless, Dogged, Death Strike, Armed with
Arm Cannon: Heavy, ‘48’, S7, 3 shots, -3 to Armour Saves,
Ignores Flyers’ Dodge Saves) AND Hedonist Gaze: ‘24’,
S10, AP1, Heavy 1)

Scorpionic Crab Daimon: 35pts, Moves ‘10’


démon de crabe du Scorpion
T4, W3, S4, I6, A3, 4+ Dodge Save, Cavalry, Dauntless,
Reduces Armour Saves by -2, Reduces enemy Initiative by a
total of -5 when Charging them down to I0 at the lowest
Chaotic Daimon Host:

Chaotic Daimon Host CORE Units:

Chaotic Blood Daimon with 2 Handed Sword: 15pts


Sanguis gladii tradiderunt tenebrarum cum daemone:
T3, W1, S5, I6, A2, 4+ Dodge Save, -2 to Armour Saves,
Dauntless, +1 to hit Bonus in Close Combat

Chaotic Pox Daimon with Filthy Sword: 14pts


chaotiese pokke daimon met vuil swaard:
T4, W1, S4, I6, A2, 4+ Dodge Save, Dauntless, +1 to Hit
Bonus in Close Combat, -1 to Armour Saves

Chaotic Magic Fire Daimon: 18pts


kaotike zjarri dreq zjarri:
T3, W1, S4, I6, A2, 4+ Dodge Save, Dauntless, -1 to
Armour Saves in Close Combat, The Last Laugh (If a
Chaotic Fire Daimon dies, immediately replace with 2
Chaotic Magic Melee Daimons within ‘3’ at the furthest),
Shooting Hits like Snipers, Armed with Daimon Fireball
(Auto, ‘18’, S4, 3 shots, Fire attack)

Chaotic Magic Melee Daimon: 3pts


dreq kaotik për përleshje magjike:
T3, W1, S3, I7, A1, No Save, Dauntless

Chaotic Pleasure Daimon: 16pts


plaisir chaotique Démon:
T3, W1, S4, I6, A3, 4+ Dodge Save, -1 to Armour Saves, +1
to hit Bonus in Close Combat
Chaotic Daimon Host Specialist Units:
No Limit on Chaotic Blood Daimon Hounds
No Limit on Chaotic Pox Slug Beasts
No Limit on Chaotic Children of Pox
No Limit on Chaotic Firebrain Daimons
No Limit on Chaotic Scorpionic Crab Daimons
No Limit on Chaotic Death Spawn

Chaotic Blood Daimon Hound: 20pts


Orcorum tenebrarum canis sanguine daemones datos:
Moves ‘9’- T4, W2, S5, I6, A1, 4+ Dodge Save, Cavalry,
Magical, Electric and Fire attacks are S2 against them,
Dauntless, +1 to hit Bonus in Close Combat

Chaotic Pox Slug Beast: 40pts, Moves ‘9’


chaotiese pokke slak beest:
T5, W3, S3, I3, A6, 4+ Dodge Save Dauntless, Weak
against Spears, Poisoned attacks

Chaotic Children of Pox: 12pts per Base


chaotiese kinders van pokke:
T3, W3, S3, I2, A3, 4+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, School Holidays (There are so
many Chaotic Children per Base that they are Immune to
‘Backstabbers’ rule from Norker Lurkers and ‘Dawn of the
Dead’ from Night Zombies- Hungriest Dead)

Chaotic Firebrain Daimon: 30pts, Moves ‘9’


daotinë kaotike të trurit të zjarrit:
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Warped
Flame Jets (Auto, ‘6’, Deals 6 S3 Hits, Fire Attacks), Flyer,
Dauntless, Fire Attacks, -2 to Armour Saves in Close
Combat
Chaotic Scorpionic Crab Daimon: 24pts, Moves ‘9’
démon de crabe scorpionique chaotique:
T3, W2, S4, I5, A3, 4+ Dodge Save, Cavalry

Chaotic Death Spawn: 50pts, Moves ‘7’


Orcorum tenebrarum mortem pariunt:
T4, W3, S4, I3, A6, No Save, Crazed, Dauntless, -1 to
Armour Saves, Weak Against Spears, Flailing Limbs
(Automatically Hits in Close Combat)

Chaotic Daimon Host Heavy Units:


No Limit on Chaotic Winged Daimon Overlords
No Limit on Chaotic Winged Blood Daimon Princes
No Limit on Chaotic Blood Daimon Heavy Cavalry
No Limit on Chaotic Pox Daimon Overlords
No Limit on Chaotic Pox Daimon Princes of Disease
No Limit on Chaotic Pox Daimons on Slug Beasts
No Limit on Chaotic Winged Daimon Overlords of Magic
No Limit on Chaotic Winged Magic Daimon Princes of Illusion
No Limit on Chaotic Pleasure Daimon Overlords
No Limit on Chaotic Winged Daimon Princes of Pleasure
No Limit on Chaotic Pleasure Daimon Cavalry

Chaotic Winged Blood Daimon Overlord: 500pts


sanguinem de volucribus et timide accessit seniori:
Moves ‘12’- T6, W7, S7, I10, A9, 4+ Dodge Save, Armed
with Brutal Giant Axe (Ignores Armour & Numb Saves,
Deals 3 Wounds if unsaved) and Giant Whip, Flyer, Weak
against Spears, Dauntless, Always hits on 2+ in Close
Combat no matter what, Magical, Electric and Fire attacks
are S2 against them
Chaotic Winged Blood Daimon Prince: 225pts
Orcorum tenebrarum et timide accessit princeps sanguinem
alata devastanteque:
Moves ‘10’- T5, W4, S5, I8, A5, 4+ Dodge Save, Flyer,
Weak against Spears, Crazed, Dauntless, Ignores
Armour Saves, +1 to Hit Bonus in Close Combat

Chaotic Blood Daimon Heavy Cavalry: 60pts


cataphractorum daemones sanguinem tenebrarum:
T5, W4, S6, I2, A2, 3+ Dodge Save, Cavalry, Dauntless
and -3 to Armour Saves), +1 to hit Bonus in Close Combat,
Chaotic Blood Daimon Rider is S5 I6 A2 -2 to Armour Saves
and +1 to Hit Bonus in Close Combat

Chaotic Pox Daimon Overlord with Giant Sword: 425pts


chaotiese pokke daimon oorlewer met reuse sward:
T6, W10, S6, I4, A6, 3+ Dodge Save, Dauntless, Weak
against Spears, Ignores Armour Saves & Numb Saves in
Close Combat

Chaotic Pox Daimon Prince of Disease: 225pts


chaotiese pokke daimon prins van die siekte:
Moves ‘10’- T6, W4, S6, I8, A5, 4+ Dodge Save, Flyer,
Weak against Spears, Dauntless, -3 to Armour Saves, +1
to Hit Bonus in Close Combat

Chaotic Pox Daimons on Slug Beasts: 54pts, Moves ‘9’


chaotiese pokke daimons op slak diere:
T5, W4, S3, I3, A6, 3+ Dodge Save, Dauntless, Weak
against Spears, Poisoned Attacks, Cavalry, Chaotic Pox
Daimon Rider is S4 I6 A2 -1 to Armour Saves, Has a +1 to
Hit Bonus in CC
Chaotic Winged Daimon Overlord of Magic: 450pts
kaotike me krahë dreq overlord e magjisë:
Moves ‘10’- T6, W6, S6, I10, A5, 3+ Dodge Save, Flyer,
Weak against Spears, Ignores Armour Saves in Close
Combat, Magical Staff: (Auto, ‘24’, S8, 1 shot, Fire attack,
Ignores Armour Saves), Shooting hits like Snipers, Reflex
Shots (Magical Staff)

Chaotic Winged Daimon Prince of Illusion: 225pts


princi kaotik me krahë dreq i iluzionit:
Moves ‘10’- T5, W4, S5, I8, A4, 3+ Dodge Save, Flyer,
Weak against Spears, Dauntless, -2 to Armour Saves, +1
to Hit Bonus in Close Combat

Chaotic Pleasure Daimon Overlord with Sword: 475pts


plaisir chaotique démon suzerain avec épée :
Moves ‘10’, T6, W6, S6, I10, A6, 4+ Dodge Save,
Dauntless, Weak against Spears, Charges ‘10’, Ignores
Armour Saves & Numb Saves in Close Combat, Hits on 2+ in
Close Combat no matter what

Chaotic Winged Daimon Prince of Pleasure: 225pts


démoniaque ailé chaotique du plaisir:
Moves ‘10’- T5, W4, S6, I8, A4, 4+ Dodge Save, -3 to
Armour Saves, Flyer, Weak against Spears, Dauntless,
+1 to hit Bonus in Close Combat

Chaotic Pleasure Daimon Cavalry: 26pts, Moves ‘12’


plaisir chaotique démon cavalerie:
T5, W2, S4, I6, A5, 3+ Dodge Save, Cavalry, -1 to Armour
Saves
Beyond the Dark Portal:
The Dark Portal Beckons:
When units from this United Daimon Host (UDH) army
arrives on the battlefield, they can only arrive within ‘12’ of
a Portal in the centre of the battlefield. Whenever a UDH
unit, including Overlords of any kind, is destroyed, they can
be replaced. Roll a D6 in your Reinforcements Phase, on a
5+ the unit is replaced as per the paragraph below. Add +1
to your D6 for each Game Turn (e.g. Turn 3 would mean D6
+ 3. So a 2+ would be needed to replace the unit)

Replaced UDH Units arrive within ‘D6’ + ‘4’ of the Dark


Portal. If a 1 is rolled, the unit suffers 2D6 S4 Hits and then
must roll the ‘D6’ + ‘4’ again, which could result in more
2D6 S4 Hits. When placing the Replaced UDH unit, you can
choose to materialize over an enemy unit if it falls within the
‘10’ (D6 + 4) of the Dark Portal. Make a CCR roll against the
enemy unit. Diehards units will roll 3D6 as normal and
Dauntless units are Immune to this. If you equal or beat
their CCR roll, their unit is destroyed and replaced by a UDH
unit of your choosing, including the Replaced UDH unit you
used to materialize the enemy unit out of existence. The
Dark Portal is active from Turn 1 to Turn 6.

If an enemy Heroic unit engages the Dark Portal in Close


Combat and is still alive at the end of the Close Combat
Phase, the Dark Portal is closed and there will be no more
Replacement UDH units.
Endless Legion: Units are as normal for UDH but there are
no limits on Specialist or Heavy units. It is still suggested
that you match your CORE & Specialist points costs (e.g.
1000 pts of Specialist = 1000+ pts of CORE) and double
your CORE & Heavy points cost (e.g. 1000 pts of Specialist
= 2000+ pts of CORE)

Beyond the Dark Portal CORE Units:


Blood Daimons with 2H Swords
Daimon Children of Pox
Pox Daimons with Filthy Swords
Magic Fire Daimons
Magic Melee Daimons
Pleasure Daimons

Beyond the Dark Portal Specialist Units:


Tormenter Blood Daimons
Blood Daimon Hounds
Pox Daimons on Giant Wasps
Tormenters of Disease
Tormenters of Illusion
Flying Manta Daimons
Firebrain Daimons
Pleasure Daimon Cavalry
Spider Daimon Cavalry
Tormenters of Pleasure
Beyond the Dark Portal Heavy Units:
Winged Daimon Overlord
Winged Blood Daimon Princes of Slaughter
Butcher Behemoths
Blood Daimon Cannons
Blood Daimon Heavy Cavalry
Blood Daimon Chariots
Pox Daimon Overlord
Pox Daimon Princes
Diseased Behemoths
Pox Daimons on Slug Beasts
Slug Beasts
Magic Daimon Overlord
Winged Magic Daimon Princes
Illusion Behemoths
Daimon Chariots of Fire
Pleasure Daimon Overlord
Winged Daimon Princes of Pleasure
Serpentine Chariots
Harvester Chariots
Hedonist Behemoths
Scorpionic Crab Daimons
Defenders of the Portal:

NOTE: The Defenders of the Portal have been reproduced


here for quick reference, as they are intended to face the
United Daimon Host: Beyond the Dark Portal. They are also
present in the Aztec Dinosaur armies if you want to use
them generally.

Army of the Light: Units are as normal for Aztec


Dinosaurs. The army is intended to have an 8000 points
limit so the limits on Heroic, Specialist and Heavy units
reflects this. They are intended to fight against the UDH
Legion, ‘Beyond the Dark Portal’ against waves and waves of
recycled United Daimon Host Daimons.
Defenders of the Portal Heroic Units:
Limit of 8 Lizard Generals on T-Rex
Limit of 16 Jaguar Lizard Veterans with Maces and Shields
Limit of 16 Aztec Gecko Chiefs with Cudgels and Shields

Aztec Gecko Priest of the Sun: 100pts


sacerdote gecko asteca do sol
Moves ‘9’- T2, W2, S3, I4, A1, 5+ Dodge Save, Poisoned
Attacks, Diehards, +1 to Cover Saves, Water Dwellers,
The Sun Shines On You (Roll 2D6, on a 5+ you can
nominate 1 friendly unit within ‘12’ and they can re-roll 1s to
Hit and 1s to Wound in Close Combat)

Jaguar Lizard Veteran with Mace & Shield: 80pts


veterano de lagarto jaguar com maça e escudo
T5, W2, S5, I3, A4, 3+ Armour Save, 5+ Numb Save, -3 to
Armour Saves, Diehards, Savage Bite (on a 6 to wound in
Close Combat, it generates 1 more attack at the MAX, so a
maximum of 5 more attacks per Jaguar Lizard Veteran on
the charge), +1 to Hit Bonus in Close Combat, Jaguar
Warrior of Tenochtitlan (Jaguar Lizard units that the
Jaguar Lizard Veteran is attached to can choose to score an
8 on CCR rolls instead of rolling 2D6)
Aztec Gecko Chief with Cudgel & Shield: 40pts
chefe asteca gecko com bastão e escudo
Moves ‘9’- T3, W2, S4, I6, A3, 3+ Dodge Save, Poisoned
Attacks, -2 to Armour Saves, Diehards, +1 to Cover Saves,
Water Dwellers, Commander in Chief (Aztec Gecko units
that the Aztec Gecko Chief is attached to can choose to
score a 6 on CCR rolls instead of rolling 2D6)

Defenders of the Portal CORE Units:


Aztec Geckos with Dart Guns
Aztec Geckos with Javelins and Shields
Aztec Geckos with Bows
Aztec Geckos with Cudgels and Shields
Jaguar Lizards with Maces and Shields
Jaguar Lizards with Spears and Shields

Defenders of the Portal Specialist Units:


Limit of 72 Jungle Snake Bases (12 Units)
Limit of 120 Stealth Geckos (12 Units)
Limit of 240 Mounted Jaguar Lizards with Spears (12 Units),
Limit of 240 Mounted Jaguar Lizards with Maces (12 Units)
Limit of 240 Jaguar Temple Lizards (12 Units)
Defenders of the Portal Heavy Units:
Limit of 20 Aztec Geckos on Horned Beasts (1 Unit)
Limit of 160 Crocodile Beasts (8 Units)
Limit of 8 Triceratops & Aztec Gecko Platforms
Limit of 8 Sun Triceratops & Sunshine Platforms
Limit of 24 Thorny Devils (8 Units),
24 Acid Lizards (8 Units),
Limit of 160 Pterodactyl Riders with Bows (8 Units)
Limit of 160 Pterodactyl Riders with Javelins (8 Units)
Limit of 160 Pterodactyl Riders with Slings (8 Units)
Limit of 160 Pterosaur Riders with Spears (8 Units)
Limit of 16 ‘Fused Lizards’ with Sun Laser Platforms/Snake
Charmers
Limit of 8 Tyrannosaurus-Rex without riders
Limit of 8 Gecko Priests on Spinosaurs

Sun Triceratops & Sunshine Platform: 335pts


sol triceratops e plataforma de luz do sol
T6, W6, S6, I2, A4, 3+ Armour Save, 6+ Dodge Save,
Weak against Spears, Causes D6+1 I9 S7 -3 to Armour
Save hits on Charge ONLY which causes 2 wounds if
unsaved, Sun Triceratops reduces Enemy Armour Saves by
-2 in Close Combat, the 5 Aztec Geckos will throw their
Javelins in Close Combat have a combined total of S3 I4 A5
Poisoned Attacks, Reflex Shots (S3, 5 shots due to 5 Gecko
Crew, Poisoned), Sun Platform is operated by Gecko Priest
with mask (Auto, Range ‘14’, Deals 4 Strength 4 hits which
are Magical, Fire attacks to ALL enemy units within range),
The Sun Shines On You (Roll 2D6, on a 5+ you can
nominate 1 friendly unit within ‘12’ and they can re-roll 1s to
Hit and 1s to Wound in Close Combat)
The Summoned:

From the Void of Space:


When units from this United Daimon Host (UDH) army
arrives on the battlefield, they can only arrive within ‘5’ of a
unit from the Death Knights army. Any models arriving in
this manner will take a Wound if they are in terrain when
their unit arrives.

The Loom is Broken:


All units from this United Daimon Host (UDH) army are
‘Dauntless’ but instead of taking Wounds for each Wound
they lose a Close Combat by (and able to take Saves), they
take unsaved Wounds for each point they lose a Close
Combat by (e.g. if you scored 3 in Close Combat and the
enemy side scored 2 + 2 = 4, so you would take 1 unsaved
Wound on a model of your choice. 4 – 3 = 1)

Not from around Here:


United Daimon Host Units have Magical Attacks, Pleasure
Daimon Units negate the rule ‘I9 in Cover’

Plague of Flies:
Pox Daimon models (not including colour variants: Green,
Yellow, Swamp and Clay) are ALWAYS hit by enemy models
on a 4+ in Shooting and Close Combat (except Snipers and
Zombie models, who hit them on 3+), works exactly like
Seeing Shadows

Always Wounds on 4+ at the most:


This rule does NOT apply when attacking Vehicles or
Juggernauts.

Unnatural Speed:
When Running (Shooting Phase OR Victory Run), ALL
Pleasure Daimon units can move D6+3
The Summoned CORE Units:
Limit of 1 unit of Daimon Children of Pox per Pox Daimon
Overlord or unit of Pox Daimons

Armoured Blood Daimon with 2 Handed Axe: 20pts


duo securi utebatur loricatorum sanguinem daemones datos:
T4, W1, S5, I4, A2, 3+ Armour Save, 5+ Dodge Save,
Electric and Fire attacks are S2 against them, Ignores
Armour Saves, Dauntless, Sweep This Army Aside
(‘Crazed’, Rolls ‘2D6’ for Victory Run Moves)

Pox Daimon with Filthy Sword: 16pts


pokke daimon met vuil sward
T5, W1, S4, I4, A2, 5+ Dodge Save, Dauntless, Always
Wounds on 4+ at the most, Tough but not THAT Tough
(An attack with S8 or higher will trigger the ‘Stronger Than’
rule for this unit), Highly Contagious (Enemy units within
‘6’ of this unit in the Shooting Phase must roll a D6 for each
model. On a 6 they take a Wound. Ignores Cover Saves.
Applies to units in Close Combat as well and WILL count
towards Pox Daimon Close Combat wounds. All units from
the Pox Daimon army are Immune to ‘Highly Contagious’)

Daimon Children of Pox: 10pts per Base


daimon kinders van pokke
T3, W3, S3, I3, A3, 5+ Dodge Save, Dauntless, Suffers
double Wounds from attacks with a Blast (‘2’, ‘5’, ‘D6’,
‘2D6’), Gets +1 to their Cover Save when in Cover, Immune
to ‘Stronger Than’ Rule, Sharing is Caring (Auto, Deals D6
S3 Attacks in Close Combat ONLY)

Magic Fire Daimon: 17pts


dreq magjike zjarri
T3, W2, S4, I2, A1, 5+ Dodge Save, Armed with Daimon
Fire (Auto, ‘12’, S4, 2 shots, Ignores 6+ Armour Saves, Fire
attack) Dauntless, -1 to Hit penalty in Close Combat
Magic Melee Daimon: 10pts
dreq magjike përleshje
T3, W2, S4, I6, A2, 5+ Dodge Save, Dauntless, Ignores 6+
Armour Saves

Firebrain Daimon: 23pts, Moves ‘12’


dreq trurit zjarri
T4, W2, S5, I4, A2, 4+ Dodge Save, Armed with Daimon
Flamethrower (Auto, ‘9’ teardrop Template, S5, -3 to
Armour Saves), Fire attacks, Flyer, Dauntless

Pleasure Daimon: 15pts, Moves ‘9’


plaisir demon:
T3, W1, S4, I5, A2, 5+ Dodge Save, Dauntless, -1 to
Armour Saves, Ignores Armour Saves on a 6 to Hit (against
Vehicles this counts as S10)

The Summoned Specialist Units:


Limit of 60 Blood Daimon Hounds (3 Units)
Limit of 60 Flying Manta Daimons (3 Units)
Limit of 60 Tormenter Daimons (3 Units)

Blood Daimon Hound: 21pts


sanguine daemone canem:
T4, W1, S5, I5, A2, 5+ Dodge Save, Cavalry, Electric and
Fire attacks are S2 against them, Dauntless, -2 to Armour
Saves, Sweep This Army Aside (‘Crazed’, Rolls ‘2D6’ for
Victory Run Moves)

Flying Manta Daimon: 15pts, Moves ‘12’


fluturues dreq Manta
T4, W1, S4, I5, A1, 5+ Dodge Save, Flyer, Dauntless, Fire
attacks, Manta Kites (Allowed to Victory Run out of a
Close Combat even if they did NOT win), -2 to Armour
Saves, S5 I6 on Charge
Tormentor Daimon: 15pts, Moves ‘10’
adflictator sanguine daemone:
T4, W1, S5, I5, A2, 4+ Dodge Save, Flyer, Dauntless, -2
to Armour Saves

The Summoned Heavy Units:


Limit of 1 Overlord (Blood, Pox, Magic or Pleasure Daimon)

Winged Blood Daimon Overlord: 200pts


sanguinis ille daemon imperitor:
Moves ‘12’- T6, W4, S8, I4, A5, 3+ Armour Save, 4+ Dodge
Save, Ignores Armour & Numb Saves, Flyer, Weak
against Spears, Dauntless, Always hits on 2+ in Close
Combat no matter what, The Void Stares Back (Enemy
units suffer -2 to CCR rolls against this unit unless
Dauntless), Sweep This Army Aside (‘Crazed’, Rolls ‘2D6’
for Victory Run Moves)

Pox Daimon Overlord w/ Giant Filthy Sword: 150pts


pokke daimon oorheerser met reuse vuil swaard
T6, W6, S7, I2, A3, 4+ Dodge Save, Slow, Dauntless,
Weak against Spears, Ignores Armour & Numb Saves,
Always wounds on 4+ at the MAX, +1 to Hit Bonus in Close
Combat, Sharing is Caring (Auto, Deals D6 S3 Attacks in
Shooting Phase if this model is in Close Combat. Counts
towards Wounds in Close Combat), Highly Contagious,
The Void Stares Back

Winged Daimon Overlord of Magic: 170pts, Moves ‘10’


zot krahë dreq magji
T6, W4, S6, I6, A3, 4+ Dodge Save, Flyer, Weak against
Spears, Ignores Armour & Numb Saves, Magical Staff:
(Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves),
Shooting hits like Snipers, Reflex Shots (Magical Staff), +1
to Hit Bonus in Close Combat, The Void Stares Back
Pleasure Daimon Overlord w/ Ornate Sword: 130pts
plaisir démon suzerain avec l'épée ornée
T6, W4, S7, I5, A5, 4+ Dodge Save, Dauntless, Weak
against Spears, Ignores Armour Saves & Numb Saves,
+2 to Hit Bonus in Close Combat (1 still fails), The Void
Stares Back
The Legion of Darkness:

Can’t Even See Your Own Hand:


Enemy units in Close Combat with United Daimon Host units
from this army suffer -1 to CCR rolls.

The Legion Marches On:


United Daimon Host units in this army have +1 CCR rolls in
Close Combat

Legion Standards:
United Daimon Host units have improved Dodge Saves due
to the Banners of the Legion of Darkness.

Foul Magicks:
Magical Attacks IGNORE Dodge Saves for United Daimon
Host units in the Legion of Darkness.

Not from around Here:


Legion of Darkness units have Magical Attacks, Pleasure
Daimon Units negate the rule ‘I9 in Cover’

Plague of Flies:
Pox Daimon units in the Legion of Darkness are ALWAYS hit
by enemy models on a 4+ in Shooting and Close Combat
(except Snipers and Zombie models, who hit them on 3+),
works exactly like Seeing Shadows

Unnatural Speed:
When Running (Shooting Phase OR Victory Run), ALL
Pleasure Daimon units can move D6+3
Legion of Darkness Heroic Units (Compulsory):

Winged Legionnaire Daimon Prince: 650pts, Moves ‘10’


de volucribus et timide accessit princeps An legionarius
T5, W5, S5, I9, A5, 5+ Dodge Save, Armed with Giant
Sword: Ignores Armour and Numb Saves in Close Combat,
Flyer, Weak against Spears, Dauntless, +2 to hit Bonus
in Close Combat (1 still fails), Magical Attacks, Can’t Even
See Your Own Hand (Enemy units within ‘6’ of this unit
suffer a total of -2 to CCR rolls), Terribly Terrific (Enemy
units suffer an additional -1 to Hit against this unit in Close
Combat unless: Dauntless), Enemy units suffer -1 to Hit in
Shooting, Reflex Shots and Close Combat against this unit,
Crazed, Foul Magicks, Each Shooting Phase you can
attempt to use the following abilities ONCE each:
1) Dark Beam (Roll 4D6 and choose the highest 2D6, on a
7+ your Prince can deal D6 S5 -2 to Armour Hits to an
enemy unit within ‘18’ even if in Close Combat),
2) Get Good (Roll 4D6 and choose the highest 2D6, on an
8+ your Prince can choose an enemy unit on the battlefield,
even if in Close Combat. This unit will suffer -1 to Hit in
Shooting, Reflex Shots and Close Combat for the rest of the
battle until your Prince is slain),
3) Fogged Up (Roll 4D6 and choose the highest 2D6, on a
10+ your Prince deals D6 S3 Hits to ALL enemy units on the
battlefield. Roll a D6 for each of your own units. On a 4+
your unit suffers D6 S3 Hits in the same manner),
4) Snakey Snake (Roll 4D6 and choose the highest 3D6,
on a 12+ choose an enemy model (any model within an
enemy unit) within ‘12’. They must roll equal to or under
their Toughness. A 6 always fails. Failure = Death. No Save.
Legion of Darkness Heroic Units:
Limit of 2 Winged Blood Daimon Overlords
Limit of 2 Pox Daimon Overlords
Limit of 2 Winged Magic Daimon Overlords
Limit of 2 Pleasure Daimon Overlords
Limit of 2 Winged Daimon Princes of Slaughter
Limit of 2 Winged Daimon Princes of Disease
Limit of 2 Winged Daimon Princes of Illusion
Limit of 2 Winged Daimon Princes of Pleasure
Limit of 2 Winged Daimon Princes

Winged Blood Daimon Overlord: 650pts


sanguinis ille daemon imperitor:
Moves ‘12’- T6, W7, S7, I11, A8 (Always), 4+ Armour Save,
4+ Dodge Save, Ignores Armour & Numb Saves, Flyer,
Weak against Spears, Crazed, Dauntless, Death Strike,
Always hits on 2+ in Close Combat no matter what, Let The
Bodies Hit the Floor (5+ Dodge Save against Magical
Attacks), Terribly Terrific (Enemy units suffer an additional
-1 to Hit against this unit in Close Combat unless:
Dauntless)

Pox Daimon Overlord w/ Giant Filthy Sword: 600pts


pokke daimon oorheerser met reuse vuil swaard
T6, W10, S6, I4, A6, 4+ Dodge Save, Dauntless, Weak
against Spears, Ignores Armour & Numb Saves, +2 to
Hit Bonus in Close Combat (1 still fails), Terribly Terrific,
Influenza Season: Doctor’s Office (Deals 1 S3 Hit
automatically to all enemy models in base contact with the
Pox Daimon Overlord in Close Combat. Counts towards
Wounds in Close Combat), Boiling Mad (Auto, ‘24’, Deals
D6 S4 Hits, Ignores Armour Saves), Fully Sick (Roll 4D6,
on an 11+ pick an enemy unit within ‘24’. This unit suffers
D6 S3 Hits which Ignore Armour Saves in each Shooting
Phase for each Player)
Winged Daimon Overlord of Magic: 665pts, Moves ‘10’
zot krahë dreq magji
T6, W6, S6, I10, A5, 4+ Dodge Save, Flyer, Weak against
Spears, Ignores Armour & Numb Saves, Magical Staff:
(Auto, ‘24’, S8, 1 shot, Fire attack, Ignores Armour Saves),
Shooting hits like Snipers, Reflex Shots (Magical Staff), +1
to Hit Bonus in Close Combat, Foul Magicks, Terribly
Terrific, Stop It! (When an enemy Heroic unit uses an
Ability which requires rolling D6 to use in the Shooting Phase
(e.g. Jungle Frenzy, Death’s Will), you can roll a D6. On a
4+ they cannot use this Ability now or for the rest of the
battle. You can only make a Heroic unit forget an Ability
ONCE per battle), That’s Busted! (Can re-roll a single D6 in
each Turn), I See Red (Auto, ‘30’, Deals D6 S4 Hits OR you
can roll D6 to determine Strength value), Orange You Glad
(User can re-roll Hits, Wounds and Saves for the rest of the
battle), The Yellow Submarine (Grants 5+ Numb Save to
Winged Daimon Overlord and any unit/s he is attached to for
remainder of battle), Stop Endangering Yourself! (Roll
4D6, on a 9+ choose an enemy unit within ‘24’. Each model
in this unit deals 1 Hit each to its own unit), Blue In The
Face (Auto, ‘12’, Deals D6 S5 Hits OR you can roll D6 to
determine Strength value and add +1 to result), Beware
the Purple Flower (Roll 4D6, on an 11+ choose an enemy
unit within ‘18’. Deal a S2 Hit to all models in the enemy
unit. Any models that are slain by these turn into a Magic
Fire Daimon immediately (1 Magic Fire Daimon per Wound
on starting profile, e.g. a Yellow Camelot Soldier has T3 W2
so 2 Magic Fire Daimons), who counts as Charging into the
enemy unit and Attacks after this Ability is resolved), Ultra
Violet Rays (Roll 4D6, on a 12+ choose an enemy unit
within ‘6’. Make a CCR roll against this unit on 2D6. If you
win, the unit is cast into oblivion and destroyed)
Pleasure Daimon Overlord w/ Ornate Sword: 625pts
plaisir démon suzerain avec l'épée ornée
T6, W6, S6, I11, A6, 4+ Dodge Save, Dauntless, Weak
against Spears, Ignores Armour Saves & Numb Saves,
+3 to Hit Bonus in Close Combat (1 still fails), Can’t Touch
This (-2 to CCR rolls against Pleasure Daimon units.
Replaces ‘Can’t Even See Your Own Hand’), Foul Magicks,
Terribly Terrific, Wisecracks (Auto, ‘12’, Deals D6 S6 -3
to Armour Saves Hits), All Jacked Up (Choose a unit within
‘24’. This unit is now Crazed AND Dauntless and gains +1
Attack and +1 Initiative. If it is a Pleasure Daimon unit it
suffers D6 S3 Hits in each Player Turn (yours and your
opponent/s). Any other unit suffers a S3 Hit for each model
in the unit), Muscle Spasm (Roll 4D6, on a 10+ choose an
enemy unit within ‘18’ even if in Close Combat. This unit is
automatically hit in this Close Combat Phase)

Winged Daimon Prince of Slaughter: 300pts


alata sanguine, daemone princeps occisionis:
Moves ‘10’- T5, W4, S5, I9, A6 (Always), 4+ Armour Save,
4+ Dodge Save, Armed with Giant Sword: Ignores Armour
and Numb Saves in Close Combat, Crazed, Flyer, Weak
against Spears, Dauntless, +2 to Hit Bonus in Close
Combat (1 still fails), Foul Magicks, Terribly Terrific

Winged Daimon Prince of Disease: 300pts


gevleuelde daimonprins van siekte
Moves ‘10’- T5, W5, S5, I8, A5, 4+ Dodge Save, Armed with
Giant Axe: Ignores Armour and Numb Saves in Close
Combat, Flyer, Weak against Spears, Dauntless, +2 to
Hit Bonus in Close Combat (1 still fails), Foul Magicks,
Terribly Terrific, Influenza Season: Coughing Fit (Auto,
‘9’ teardrop Flamethrower Template, Deals S3 Hit. Can be
used in Close Combat), Reflex Shots (Influenza Season)
Winged Daimon Prince of Illusion: 300pts
prince krahë dreq e iluzionit
Moves ‘10’- T5, W4, S5, I8, A5, 4+ Dodge Save, Monstrous
Hands: Ignores Armour Saves in Close Combat, Flyer,
Weak against Spears, Dauntless, +2 to Hit Bonus in
Close Combat (1 still fails), I See Red (Auto, ‘30’, Deals D6
S4 Hits OR you can roll D6 to determine Strength value),
Orange You Glad (User can re-roll Hits, Wounds and Saves
for the rest of the battle), The Yellow Submarine (Grants
5+ Numb Save to Winged Daimon Prince of Illusion and any
unit/s he is attached to for remainder of battle), Blue In
The Face (Auto, ‘12’, Deals D6 S5 Hits OR you can roll D6
to determine Strength value and add +1 to result), Foul
Magicks, Terribly Terrific, That’s Busted! (Can re-roll a
single D6 in each Turn)

Winged Daimon Prince of Pleasure: 300pts, Moves ‘10’


ailes démon prince de plaisir
T5, W4, S5, I10, A5, 4+ Dodge Save, Armed with Giant
Sword: Ignores Armour and Numb Saves in Close Combat,
Flyer, Weak against Spears, Dauntless, +2 to hit Bonus
in Close Combat (1 still fails), Foul Magicks, Terribly
Terrific, Can’t Touch This (-2 to CCR rolls against Pleasure
Daimon units. Replaces ‘Can’t Even See Your Own Hand’)

Winged Daimon Prince: 230pts


de volucribus et timide accessit princeps:
Moves ‘10’- T5, W3, S5, I7, A4, 4+ Dodge Save, Armed with
Giant Sword: Ignores Armour and Numb Saves in Close
Combat, Flyer, Weak against Spears, Dauntless, +1 to
Hit Bonus in Close Combat (1 still fails), Foul Magicks,
Terribly Terrific
Legion of Darkness CORE Units:
Limit of 1 unit of Blood Daimon Hounds per unit of Blood
Daimons with 2H Axes
Limit of 1 unit of Daimon Children of Pox / Pumpkin Daimon
Children per unit of Pox Daimons with Filthy Swords
Limit of 1 unit of Flying Manta Daimons per unit of Magic
Fire Daimons
Limit of 1 unit of Firebrain Daimons per unit of Magic Fire
Daimons
Limit of 1 unit of Pleasure Daimon Cavalry per unit of
Pleasure Daimons
Limit of 4 units of Tormentor Daimons

Blood Daimon with 2 Handed Axe: 15pts


duo securi utebatur sanguinem daemones datos:
T3, W1, S5, I5, A2 (Always), 6+ Armour Save, 3+ Dodge
Save, -2 to Armour Saves, Crazed, Dauntless, +1 to hit
Bonus in Close Combat, Foul Magicks

Blood Daimon Hound: 18pts


sanguine daemone canem:
Moves ‘9’- T3, W1, S4, I5, A2 (Always), 2+ Dodge Save,
Cavalry, Crazed, Dauntless, +1 to hit Bonus in Close
Combat, -1 to Armour Saves, Foul Magicks

Pox Daimon with Filthy Sword: 11pts


pokke daimon met vuil sward
T4, W1, S4, I4, A1, 4+ Dodge Save, Dauntless, -1 to
Armour Saves, Influenza Season (Each Pox Daimon can
deal 1 S3 Hit automatically in Close Combat. Counts towards
Wounds in Close Combat), Foul Magicks
Daimon Children of Pox: 12pts per Base
daimon kinders van pokke
Moves ‘9’- T3, W4, S3, I2, A4, 3+ Dodge Save, Dauntless,
Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,
‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover,
Immune to ‘Stronger Than’ Rule, Foul Magicks

Pumpkin Daimon Children of Pox: 13pts per Base


pampoen daimon kinders van pokke
Moves ‘9’- T3, W4, S3, I2, A4, 3+ Dodge Save, Dauntless,
Suffers double Wounds from attacks with a Blast (‘2’, ‘5’,
‘D6’, ‘2D6’), Gets +1 to their Cover Save when in Cover,
Immune to ‘Stronger Than’ Rule, Foul Magicks, Ambush

Magic Fire Daimon: 15pts


dreq magjike zjarri
T3, W1, S3, I3, A1, 4+ Dodge Save, Armed with Daimon
Fire (Auto, ‘24’, Deals D6 S5 -2 to Armour Save Hits to an
enemy unit, Fire attack) Dauntless, -1 to Hit penalty in
Close Combat, Burning Energy (Auto, ‘12’, each enemy
model in the enemy unit suffers a S3 Hit. Can be used in
Close Combat even on enemy units in Close Combat),
Flaming Mutants! (Used in Close Combat only. Each Magic
Fire Daimon allows a D6 roll against an enemy model you
are in Close Combat with. On a 6 the enemy model mutates
and is replaced by 1 Magic Fire Daimon for every Wound on
its starting profile (e.g. a Slaver Centaur is T4 W2 so would
turn into 2 Magic Fire Daimons), added to your unit
immediately. Does NOT Work on models which are T4 and
have 3 Wounds or more (like Ogres or Trolls), Artillery, or
are T5 and have 2 Wounds or more, Foul Magicks
Flying Manta Daimon: 12pts, Moves ‘12’
fluturues dreq Manta
T4, W2, S4, I4, A2, 4+ Dodge Save, Flyer, Dauntless, Fire
attacks, Swooping Season: If the Flying Manta Daimon
Unit moves over 1 or more enemy Units in the Movement
Phase that are NOT in Close Combat, it can swoop them and
the Manta Daimons deal 1 S3 hits each, Foul Magicks

Firebrain Daimon: 16pts, Moves ‘12’


dreq trurit zjarri
T4, W1, S4, I4, A2, 4+ Dodge Save, Armed with Daimon
Fire Spitter (Auto, ‘8’, Deals D6 S3 Hits, Fire Attacks),
Flyer, Dauntless, Fire attacks, -1 to Hit Penalty in Close
Combat, Keep on Burning (Deploys within ‘5’ of Magic Fire
Daimon units and must remain within ‘5’ of them or pass a
CCR Roll. If they fail this CCR roll, they are ‘extinguished’),
Foul Magicks

Pleasure Daimon: 12pts, Moves ‘9’


plaisir demon:
T3, W1, S4, I5, A2, 4+ Dodge Save, Dauntless, -1 to
Armour Saves, Can’t Touch This (-2 to CCR rolls against
Pleasure Daimon units. Replaces ‘Can’t Even See Your Own
Hand’), Foul Magicks

Pleasure Daimon Cavalry: 20pts, Moves ‘10’


plaisir démon cavalerie
T4, W1, S4, I5, A3, 4+ Dodge Save, Cavalry, Dauntless
and -1 to Armour Saves, Poisoned attacks due to Tongue
Strider mounts, Can’t Touch This, Foul Magicks

Tormentor Daimon: 6pts, Moves ‘10’


vuajtje dreq e iluzionit
T3, W1, S4, I4, A1, 4+ Dodge Save, Flyer, Dauntless, -1
to Armour Saves, Foul Magicks
Legion of Darkness Specialist Units:
Limit of 1 unit of Blood Daimon Heavy Cavalry per unit of
Blood Daimons
Limit of 1 unit of Pox Daimons on Slug Beasts / Pox Spawn
per unit of Pox Daimons
Limit of 1 unit of Flying Firebrains on Mighty Mantas per unit
of Magic Fire Daimons
Limit of 1 unit of Pleasure Daimon Serpent Riders per unit of
Pleasure Daimons

Blood Daimon Heavy Cavalry: 80pts


sanguine daemone locat:
T5, W4, S5, I5, A2 (Always), 3+ Armour Save, 3+ Dodge
Save, Cavalry, Crazed, Dauntless, -2 to Armour Saves,
Brass Rhino Mount is S5 I3 A3 (Always) and -2 to Armour
Saves, +1 to hit Bonus in Close Combat, Foul Magicks

Pox Daimon on Slug Beast: 64pts, Moves ‘9’


pokke daimon op slak dier
T5, W4, S4, I2, A8, 4+ Dodge Save, Dauntless, Cavalry,
Weak against Spears, Poisoned Attacks, (A8 includes
attacks from Pox Daimon), -1 to Armour Saves, Influenza
Season (Each Pox Daimon can deal 1 S3 Hit automatically
in Close Combat. Counts towards Wounds in Close Combat),
Foul Magicks

Pox Daimon on Pox Spawn: 80pts, Moves ‘12’


pokke daimon op pokke kuit
T5, W4, S4, I2, A9, 4+ Dodge Save, Dauntless, Cavalry,
Weak against Spears, Poisoned Attacks, (A9 includes
attacks from Pox Daimon), -1 to Armour Saves, Influenza
Season (Each Pox Daimon can deal 1 S3 Hit automatically
in Close Combat. Counts towards Wounds in Close Combat),
Foul Magicks
Flying Firebrain Daimon on Mighty Manta: 70pts
fluturues fluturim dreq në manta të fuqishme
Moves ‘15’- T5, W6, S4, I4, A2, 3+ Dodge Save, Cavalry,
Dauntless, Flyers, Firebrain Rider has Daimon Fire
Spitter (Auto, ‘8’, Deals D6 S3 Hits, Fire Attacks), The
Mighty Manta Daimon Mount is S5 I4 A1 -2 to Armour
Saves, Fire Attacks, Foul Magicks

Pleasure Daimon Serpent Rider: 30pts, Moves ‘10’


cavalier de serpent de démon de Plaisir
T4, W4, S4, I5, A4, 4+ Dodge Save, Cavalry, Dauntless,
Armed with Twin Daggers (-1 to Armour Saves), Climbers
(Serpent Mount can slither up and over any terrain), Can’t
Touch This, Foul Magicks

Legion of Darkness Heavy Units:


Limit of 1 Blood Daimon Chariot per unit of Blood Daimons
Limit of 1 Pox Daimon Chariot per unit of Pox Daimons
Limit of 1 Magic Daimon Chariot per unit of Magic Fire
Daimons
Limit of 1 Pleasure Daimon Chariot per unit of Pleasure
Daimons
Limit of 1 Blood Daimon Banner Bearer
Limit of 1 Pox Daimon Banner Bearer
Limit of 1 Magic Daimon Banner Bearer
Limit of 1 Pleasure Daimon Banner Bearer

Blood Daimon Chariot: 190pts


sanguine daemone currum:
Moves ‘9’- T5, W8, S5, I5, A4 (Always), 3+ Armour Save,
4+ Dodge Save, Crazed, Dauntless, Cavalry, D6+2 I8 S5
-2 to Armour Save Impact hits on Charge ONLY then fights
as normal; The 2 Blood Daimon Riders will Reduce Armour
Saves by -2 as normal AND are S5 I5 A4 Always, Pulled by 2
Brass Rhinos who are S5 I2 A4 -2 to Armour Saves in total
and I3 A6 on the Charge, Foul Magicks
Pox Daimon Chariot: 180pts
pokke daimon strydwa
Moves ‘9’- T5, W8, S4, I2, A16, 5+ Armour Save, 4+ Dodge
Save, Weak Against Spears, Cavalry, D6+2 I8 S5 -2 to
Armour Save Impact hits on Charge ONLY then fights as
normal; Pulled by 2 Pox Slug Beasts and includes 2 Pox
Daimon Riders who are S4 I2 A16 in total, -1 to Armour
Saves, Poisoned Attacks, Dauntless, Influenza Season
(Both Pox Daimons can deal 1 S3 Hit each automatically in
Close Combat. Counts towards Wounds in Close Combat),
Foul Magicks

Magic Daimon Chariot: 130pts, Moves ‘10’


qerre magjike dreq
T4, W6, S4, I4, A8, 5+ Armour Save, 4+ Dodge Save, D6+2
I8 S5 -2 to Armour Save hits on Charge ONLY then fights as
normal, Flyer, Fire attacks, Cavalry, Dauntless, Both
Firebrain Daimon Riders have Daimon Fire Spitter (Auto,
‘8’, Deals D6 S3 Hits, Fire Attacks), Pulled by 2 Flying
Manta Daimons, Foul Magicks

Pleasure Daimon Chariot: 100pts, Moves ‘12’


charriot démon plaisir
T4, W4, S4, I5, A6, 4+ Dodge Save, Cavalry, Dauntless,
D6+2 I8 S5 hits -2 to Armour Saves on Charge ONLY then
fights as normal, The 2 Pleasure Daimons aboard have -1 to
Armour Saves by, Poisoned attacks due to 2 Tongue Striders
pulling the Chariot, Foul Magicks

Blood Daimon Banner Bearer: 120pts


et timide accessit sanguinem vexillifera:
T4, W2, S5, I7, A4 (Always), 6+ Armour Save, 3+ Dodge
Save, -2 to Armour Saves, Crazed, Dauntless, +1 to hit
Bonus in Close Combat, Foul Magicks, No Vessel Can
Contain Our Wrath! (Can re-roll CCR rolls when victorious
in Close Combat)
Pox Daimon Banner Bearer: 120pts
pokke daimon met vuil sward
T4, W2, S5, I6, A3, 4+ Dodge Save, Dauntless, -2 to
Armour Saves, +1 to Hit in Close Combat, Foul Magicks,
Plague Outbreak (Enemy units in Close Combat with this
unit must roll equal to or under their Toughness at the end
of each Close Combat Phase. 6 always fails. Those who fail
take a Wound which Ignores Armour Saves. Units with ‘Pox’
or ‘Disease’ in their unit title, ‘Rat Monk’ (including Great
Poison Glob) and Pox Daimon units are Immune to Plague
Outbreak)

Magic Daimon Banner Bearer: 120pts


bartës magjik dreq
T4, W2, S5, I6, A3, 4+ Dodge Save, Dauntless, -2 to
Armour Saves, +1 to Hit penalty in Close Combat, Foul
Magicks, The Yellow Submarine (Grants 5+ Numb Save
to Magic Daimon Banner Bearer and any unit/s he is
attached to for remainder of battle)

Pleasure Daimon Banner Bearer: 120pts, Moves ‘9’


porteur de bannière de démon de Plaisir
T4, W2, S5, I6, A3, 4+ Dodge Save, Dauntless, +1 to Hit
Bonus in Close Cobmat, -2 to Armour Saves, Can’t Touch
This (-2 to CCR rolls against Pleasure Daimon units.
Replaces ‘Can’t Even See Your Own Hand’), Foul Magicks,
Pleasant Dreams (Grants +1 Initiative and +1 to Hit in
Close Combat to Pleasure Daimon Banner Bearer and any
unit/s attached)

You might also like