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Human Mercenaries

Mercenary Weapon List: Marksman Weapon List:

Melee Weapons: Melee Weapons:


Dagger Dagger
Club/Hammer/Mace Club/Hammer/Mace
Sword Sword
Axe Axe
Spear
Halberd Ranged Weapons:
Great Weapon Bow
Morning Star Long Bow
Crossbow
Ranged Weapons: Pistol
Bow Handgun
Crossbow Blunderbuss
Pistol Long Rifle

Armor: Armor:
Light Armor Light Armor
Heavy Armor Shield
Shield Buckler
Buckler

Heroes:

Mercenary Captain 0-1

SPD CMB DEF STR END WIL PA VP


4 4(4) 4 3 3 8 1 1
Experience: 6xp
Hiring Fee: 80 gc.
Weapons and Skill Progression: A Mercenary Captain selects weapons and armor from the Mercenary
Weapon List. He may choose from any of the special skill lists when choosing a skill after advancement.

Special Skills:
Leader: Any friendly model within 6” counts as having +1 WIL for the purpose of Panic and Fear tests.

Sergeant 0-2

SPD CMB DEF STR END WIL PA VP


4 4(3) 4 3 3 7 1 1
Experience: 2xp
Hiring Fee: 30gc.
Weapons and Skill Progression: A Sergeant selects weapons and armor from the Mercenary Weapon
List. He may choose from the Close Combat, Ranged Combat, Strength and Speed Skill lists.

Youngblood 0-2

SPD CMB DEF STR END WIL PA VP


4 3(2) 3 3 3 6 1 1
Experience: 0xp
Hiring Fee: 25 gc.
Weapons and Skill Progression: A Youngblood selects weapons and armor from the Mercenary Weapon
List. He may choose from the Close Combat, Ranged Combat and Speed Skill lists.

Henchmen:

Hired Blade

SPD CMB DEF STR END WIL PA VP


4 3(3) 3 3 3 7 1 1
Experience: 0xp
Hiring Fee: 25 gc.
Weapons and Skill Progression: A hired blade selects weapons and armor from the Mercenary Weapon
List. He may choose from the Close Combat and Ranged Combat Skill lists.

Marksman 0-7

SPD CMB DEF STR END WIL PA VP


4 3(4) 3 3 3 7 1 1
Experience: 1xp
Hiring Fee: 25 gc.
Weapons and Skill Progression: A marksman selects weapons and armor from the Marksman Weapon
List. He may choose from the Close Combat and Ranged Combat Skill lists.

Sellsword 0-3

SPD CMB DEF STR END WIL PA VP


4 4(3) 3 3 3 7 1 1
Experience: 4xp
Hiring Fee: 35 gc.
Weapons and Skill Progression: A sellsword selects weapons and armor from the Mercenary Weapon
List. He may choose from the Close Combat, Strength, and Ranged Combat Skill lists.

Special Skills:

Veteran Warrior: A Sellsword chooses to start with one of the following skills: Ferocious Offensive, Long
Reach, Guardsman.
Orcs & Goblins

Orc Weapon List: Goblin Weapon List:

Melee Weapons: Melee Weapons:


Dagger Dagger
Club/Hammer/Mace Club/Hammer/Mace
Sword Sword
Axe Axe
Spear Spear
Great Weapon Great Weapon
Orc Cleaver (like Morning Star)
Ranged Weapons:
Ranged Weapons: Short Bow
Bow
Armor:
Armor: Shield
Light Armor
Shield

Heroes:

Orc Warboss 0-1

SPD CMB DEF STR END WIL PA VP


4 4(4) 4 4 4 8 1 1
Experience: 16xp
Hiring Fee: 120 gc.
Weapons and Skill Progression: An Orc Warboss selects weapons and armor from the Orc Weapon List.
He may choose from the Close Combat, Ranged Combat, Strength, Orc, and Intelligence Special Skill lists.

Special Skills:

War Cry: During the action phase, when activating or reacting, this model may spend one action point to
make war cry. If it does, up to 4 orcs and/or goblins within 9” of the warboss may attempt to pass a WIL
test (these are nominated by the controlling player). Any successful give +1 action point to the
nominated models for the duration of the round.

Orc Brute 0-2

SPD CMB DEF STR END WIL PA VP


4 4(3) 4 3 4 7 1 1
Experience: 2xp
Hiring Fee: 40 gc.
Weapons and Skill Progression: An Orc Brute selects weapons and armor from the Orc Weapon List. He
may choose from the Close Combat, Orc, and Strength Skill lists.

Orc Shaman 0-1

SPD CMB DEF STR END WIL PA VP


4 3(3) 3 3 4 8 1 1
Experience: 6xp
Hiring Fee: 40 gc.
Weapons and Skill Progression: An Orc Shaman selects weapons and armor from the Orc Weapon List.
He may choose from the Close Combat, Orc, and Intelligence Skill lists.

Special Skills:

Spell Caster: This model casts spells from the Orcs & Goblins Spell List. It starts with one spell, chosen at
random.

Henchmen

Orc Warrior

SPD CMB DEF STR END WIL PA VP


4 4(3) 3 3 4 7 1 1
Experience: 1xp
Hiring Fee: 30 gc.
Weapons and Skill Progression: An Orc Warrior selects weapons and armor from the Orc Weapon List.
He may choose from the Close Combat, Strength and Orc Skill lists.

Goblins

SPD CMB DEF STR END WIL PA VP


4 2(3) 3 3 3 6 1 1
Experience: 0xp
Hiring Fee: 15 gc.
Weapons and Skill Progression: An Orc Warrior selects weapons and armor from the Goblin Weapon
List. He may choose from the Close Combat, Ranged Combat and Speed Skill lists.

Special Skills:

Insignificant: An orc never takes a panic test if a goblin or squig dies. In addition, 2 goblins and/or squigs
count as a single casualty for the purpose of a rout test.

Squig 0-5

SPD CMB DEF STR END WIL PA VP


4 4(-) 3 4 3 6 1 1
Experience: -
Hiring Fee: 15 gc.
Weapons and Skill Progression: A squig does not use weapons or armor and does not gain experience.
Special Skills:

Insignificant: An orc never takes a panic test if a goblin or squig dies. In addition, 2 goblins and/or squigs
count as a single casualty for the purpose of a rout test.

Animal: This model may not climb, hide, may not claim scenario objectives, may not use weapons
and/or armor, suffers no penalties for fighting unarmed, and may not gain experience.

Unruly: If there is no standing friendly goblin models within 6” of a squig during the order phase of a
round, the squig becomes unruly. It moves and charges the closest model, friend or foe. Its activation
resolves before the activation of the first player. Spend all its action points, from this moment on, only
as activation and only to move, charge or attack the closest standing model.

Variable Charge: Whenever a squig charges, the controlling player rolls 3d6 and picks the higher two.
Their sum is the available charge distance.

Troll 0-1

SPD CMB DEF STR END WIL PA VP


4 3(-) 3 4 5 6 3 3
Experience: -
Hiring Fee: 180 gc.
Weapons and Skill Progression: A troll does not use weapons or armor and does not gain experience.

Special Skills:

Monster: This model causes fear, is immune to fear and panic, does not gain experience, does not use
armor or weapons, suffers no penalties for fighting unarmed, may not claim scenario objectives, may
not hide. In case it is taken out of action, it rolls on the hero post-game injury chart.

Little Boss: The troll suffers from Stupidity, as detailed in the main rules. Stupidity becomes negated if
there is a friendly standing goblin model within 3” of the troll.

Regeneration: A troll may spend up to 1 AP to recover up to 1 VP. It has to be unengaged to do so.

Orc Skill List

Orc Skull – The orc has a 5+ on 1d6 save against being stunned (if successful, the orc becomes knocked
down instead). If the orc wears a helmet, the save becomes 3+.

Bulldozing Charge – The orc adds +3” to his charge distance.

Thirst for Battle – The orc is immune to Fear effects when charging.

Big Boss – Only the orc warboss may take this skill. The orc waboss may re-roll once any failed rout tests.

Thick Skin – The orc has a natural +1 AR.

Natural Bruiser – Whenever the orc causes a knocked down result with a club or a great weapon, when
attacking a standing opponent (not knocked down or stunned), treat those results as stunned instead.
Orc Spell List

Blind Rage (2-/8+) – An orc or goblin within 6” of the spell caster becomes subject to rage.

Drive back (2-/9+) – An enemy within 8” of the spell caster is pushed up to 6” back, in a direction,
directly opposite to the spell caster.

Lightning Bolt (3-/9+) – An enemy within 12” of the caster takes an S4 hit with no AR applicable.

Seize Aggression (2-/8+) – No enemy may charge the spell caster this round. If the spell caster is already
engaged, it may move 4” away from engagement (no free attacks may be applied).

Big Club (3-/10+) – A large club materializes in the spell caster’s hand. It counts as a hand weapon with
+1 S and gives the spell caster +1 PA. The spell lasts until the spell caster is knocked down.

Smash (4-/11+) – A huge body of energy descends from above and smashes a single opponent within
12”, causing one S6 hit with no AR applicable.

O&G Special Equipment

Squig Podder (15 gp.) – Any squig within 12” of a goblin armed with this weapon will not become
Unruly, as long as the goblin is standing. Otherwise, count the squig podder as a spear.

Goblin Concoction (20 gp.)– Half-priced.

Ball-and-Chain (goblins only; requires a Goblin Concoction) (15 gp.):


Strength Bonus: +2 STR; 1” radius range
Special Rules: Random, Ignore Armor, Terrible Strength
Random – A model, armed with this weapon, moves up to 2d6” distance in a direction, nominated by
the controlling player, during its first turn of using this weapon (and having drunk a Goblin Concoction)
and then in a random direction. To decide the random direction, roll 2d6 – the model moves in a
direction, parallel to the direction from the lower d6 to the higher d6. If the d6s are equal, the model
strangles itself. If the model comes in contact with any models, it counts as charging (no special rules,
like First Strike, apply). If it comes in contact with multiple models, they all count as being attacked (as
long as they are in the model’s attack range). Each round, the model needs to roll for its random
movement, before any other player has started activating during the action phase. The random
movement and potential attacks exhaust all activations that the model has. Models may not make free
attacks against a model, wielding with ball-and-chain. If the model comes into contact with a building or
other rigid object, it is automatically taken out of action.
Ignore AR – A model, armed with this weapon, ignores all AR bonuses from armor and the Parry
special skill, defending models may have. Models, defending from this model’s attacks, can still use a
shield block. In addition, all attacks against this model are at -1 CMB.
Terrible Strength – A model, armed with this weapon, counts as being taken out of action, even if it
survives the scenario, at the end of the scenario. A player, controlling a model, armed with this weapon,
needs to specify at which point the model starts using the weapon.
Undead

Undead Weapon List:

Melee Weapons:
Dagger
Club/Hammer/Mace
Sword
Axe
Spear
Halberd (Dregs only)
Great Weapon
Morning Star

Ranged Weapons:
Bow

Armor:
Light Armor
Heavy Armor
Shield

Heroes:

Vampire 0-1

SPD CMB DEF STR END WIL PA VP


4 4(4) 4 4 4 9 2 2
Experience: 20xp
Hiring Fee: 150 gc.
Weapons and Skill Progression: A Vampire selects weapons and armor from the Undead Weapon List.
He may choose from the Close Combat, Ranged Combat, Strength, Speed, and Intelligence Special Skill
lists.

Special Skills:

Undead: This model causes Fear, does not need to take Panic or Fear tests, is not affected by any types
of poison, may not use any drugs/potions, and treats “Stunned” results in combat as “Knocked Down”.

Gift of Undeath: This model has +1 AP in each action phase and automatically passes Panic and Fear
tests.
Dreg 0-3

SPD CMB DEF STR END WIL PA VP


4 2(3) 3 3 3 6 1 1
Experience: 0xp
Hiring Fee: 25 gc.
Weapons and Skill Progression: A Dreg selects weapons and armor from the Undead Weapon List. He
may choose from the Close Combat, Ranged Combat, and Strength Skill lists.

Necromancer 0-1

SPD CMB DEF STR END WIL PA VP


4 3(3) 3 3 3 8 1 1
Experience: 9xp
Hiring Fee: 50 gc.
Weapons and Skill Progression: An Necromancer selects weapons and armor from the Undead Weapon
List. He may choose from the Close Combat, Psychology, and Intelligence Skill lists.

Special Skills:

Spell Caster: This model casts spells from the Necromancy Spell List. It starts with one spell, chosen at
random.

Henchmen

Zombie

SPD CMB DEF STR END WIL PA VP


3 3(-) 3 3 3 5 1 1
Experience: -
Hiring Fee: 15 gc.
Weapons and Skill Progression: A zombie does not use weapons and/or armor and does not suffer
penalties for that. A zombie may not gain experience.

Special Skills:

Undead: This model causes Fear, does not need to take Panic or Fear tests, is not affected by any types
of poison, may not use any drugs/potions, and treats “Stunned” results in combat as “Knocked Down”.

Ghoul (0-7)

SPD CMB DEF STR END WIL PA VP


4 2(-) 3 3 4 6 2 1
Experience: 1xp
Hiring Fee: 45 gc.
Weapons and Skill Progression: A ghoul does not use weapons or armor and suffers no penalties for
that. He may choose from the Strength and Speed Skill lists.

Special Skills:
Fear: Ghouls cause Fear.

Dire Wolf 0-4

SPD CMB DEF STR END WIL PA VP


8 4(-) 3 4 3 5 1 1
Experience: -
Hiring Fee: 50 gc.
Weapons and Skill Progression: A dire wolf does not use weapons or armor and does not gain
experience.

Special Skills:

Animal: This model may not climb, hide, may not claim scenario objectives, may not use weapons
and/or armor, suffers no penalties for fighting unarmed, and may not gain experience.

Undead: This model causes Fear, does not need to take Panic or Fear tests, is not affected by any types
of poison, may not use any drugs/potions, and treats “Stunned” results in combat as “Knocked Down”.

May not run: This model may not run but charges as normal.

Ravenous Charge: Whenever this model charges, it gets +1 PA. The extra PA still needs action points to
be spent on it should the player decide to use it.

Necromancy Spell List

Vampiric Touch (3-/12+) – An enemy model within 6” of the spell caster takes a END test. If failed, the
model becomes stunned and the spell caster gets +1 to either his SPD, STR or END until the end of the
next round.

Raise Dead (2-/8+) – A zombie that was taken out of action during this round is immediately returned to
the battlefield. Place it within 6” of the spell caster. It may not be placed immediately into a close
combat.

Word of Doom (3-/11+) – A model within 12” of the spell caster needs to pass a STR test. If failed, roll
1d8. On roll of 1-2, the model suffers -1 SPD for the rest of the scenario; on a roll of 3-4, the model
suffers -1 STR for the rest of the scenario; on a roll of 5-6, the model suffers -1 END for the rest of the
scenario; on a roll of 7-8, the model suffers -2 WIL for the rest of the scenario.

Mask of Horror (2-/8+) – The spell caster causes Fear for the rest of the battle.

Death’s Knell (3-/9+) – Up to two zombies or a dire wolf within 6” of the spell caster restore(s) all their
(its) action points.

Call of the Dead (2-/9+) – Undead within 6” of the spell caster get +1 WIL. In addition, any spells cast by
the spell caster get +1 on up to one spell die. The effect of this spell lasts until the spell caster is knocked
down or stunned. Casting this spell multiple times does not increase the effects of the spell.
Dwarves

Dwarf Weapon List: Thunderer Weapon List:

Melee Weapons: Melee Weapons:


Dagger Dagger
Club/Hammer/Mace Club/Hammer/Mace
Sword Sword
Axe Axe
Dwarf Axe
Great Weapon Ranged Weapons:
(Gromril weapons are at 2x the normal price) Bow
Crossbow
Ranged Weapons: Pistol
Pistol Handgun

Armor: Armor:
Light Armor Light Armor
Heavy Armor
Gromril Armor (25% off)
Shield

All dwarves have the following special skills:

Hard Head – This model is immune to the Concussion special rule.

Gritbastard – This model the Limited Mobility special rule when wearing heavy armor (gromril armor
counts as heavy armor).

Heroes:

Dwarf Noble 0-1

SPD CMB DEF STR END WIL PA VP


3 5(4) 4 3 4 9 1 1
Experience: 16xp
Hiring Fee: 130 gc.
Weapons and Skill Progression: A Dwarf Noble selects weapons and armor from the Dwarf Weapon List.
He may choose from the Close Combat, Ranged Combat, Strength, Psychology, Intelligence and Dwarf
Skill Lists.

Special Skills:

Dwarven Commander: At the end of the order phase, choose a standing allied dwarf model (different
from this model). This chosen dwarf model gets +1 action point for the following action phase.

Dwarf Engineer 0-1

SPD CMB DEF STR END WIL PA VP


3 3(3) 3 3 4 9 1 1
Experience: 12xp
Hiring Fee: 50gc.
Weapons and Skill Progression: A Dwarf Engineer selects weapons and armor from the Thunderer
Weapon List. He may choose from the Close Combat, Ranged Combat, Dwarf and Intelligence Skill Lists.

Special Skills:

Weapon Improvements – All ranged weapons in the warband have +6” maximum range, as long as the
dwarf engineer is standing (not knocked down, stunned or out of action).

Slayers 0-2

SPD CMB DEF STR END WIL PA VP


3 4(-) 4 3 4 10 1 1
Experience: 9xp
Hiring Fee: 25 gc.
Weapons and Skill Progression: A Slayer selects weapons and armor from the Dwarf Weapon List but
may never use armor or ranged weapons. He may choose from the Close Combat, Strength, Dwarf,
Slayer, and Psychology Skill lists.

Special Skills:

Doomseeker – This model always passes successfully Panic and Fear tests. Its WIL may never be used for
rout tests.

Henchmen:

Dwarf Warrior 0-4

SPD CMB DEF STR END WIL PA VP


3 4(3) 4 3 4 9 1 1
Experience: 6xp
Hiring Fee: 45 gc.
Weapons and Skill Progression: A dwarf warrior selects weapons and armor from the Dwarf Weapon
List. He may choose from the Close Combat, Strength, Psychology and Dwarf Skill lists.
Thunderer 0-5

SPD CMB DEF STR END WIL PA VP


3 3(4) 3 3 3 7 1 1
Experience: 3xp
Hiring Fee: 50 gc.
Weapons and Skill Progression: A thunderer selects weapons and armor from the Thunderer Weapon
List. He may choose from the Close Combat, Dwarf, and Ranged Combat Skill lists.

Beardling

SPD CMB DEF STR END WIL PA VP


3 3(3) 3 3 4 8 1 1
Experience: 1xp
Hiring Fee: 35 gc.
Weapons and Skill Progression: A beardling selects weapons and armor from the Dwarf Weapon List.
He may choose from the Close Combat and Dwarf Skill Lists.

Dwarf Skill List

Thick Skull – The dwarf has a 5+ on 1d6 save against being stunned (if successful, the dwarf becomes
knocked down instead). If the dwarf wears a helmet, the save becomes 3+.

Axe Expertise – The dwarf can make precision attacks with axes and dwarf axes (but not with great
weapons).

Master Parry – The dwarf may parry up to 2 attacks per opponent if armed with two weapons with the
Parry special rule.

Dwarven Toughness – The dwarf may ignore one permanent injury it has acquired. This skill may be
taken multiple times.

Explorer – This skill may be taken only by a hero model. When rolling for exploration at the end of a
scenario, the model may modify up to one die with +1 or -1.

Hard to Kill – If this dwarf is about to lose its last vitality point, it may take an END test. If successful, it
becomes stunned instead (it does not lose its last VP).

Slayer Skill List

Brutal Charge – The slayer doubles the attacks it makes when charging. The extra attacks do not require
extra action points spent. All attacks are made at -1 CMB.

Bane of Monsters – The slayer’s attacks have +1 STR bonus if made against models with the Monster
special rule.

Berserker – The slayer gets +1 CMB when charging. This bonus applies to all subsequent attacks.

Dwarf Special Equipment

Dwarf Axe (15 gp.):


Strength Bonus: none
Special Rules: Armor Piercing, Parry
Armor piercing – A model, attacked with this weapon, suffers -1 AR if its AR exceeds 0.
Parry – refer to Parry in the Close Combat section

Cult of the Possessed

Chaos Weapon List: Beastman Weapon List:

Melee Weapons: Melee Weapons:


Dagger Dagger
Club/Hammer/Mace Club/Hammer/Mace
Sword Sword
Axe Axe
Morning Star Morning Star
Flail Flail
Spear Great Weapon
Great Weapon
Ranged Weapons:
Ranged Weapons: -
Bow
Armor:
Armor: Light Armor
Light Armor Shield (Beastmen only)
Heavy Armor
Shield

Heroes:

Magister 0-1

SPD CMB DEF STR END WIL PA VP


4 4(3) 4 3 3 8 1 1
Experience: 16xp
Hiring Fee: 100 gc.
Weapons and Skill Progression: A Magister selects weapons and armor from the Chaos Weapon List. He
may choose from the Close Combat, Ranged Combat, Psychology and Intelligence Skill Lists.

Special Skills:

Spell Caster: This model casts spells from the Chaos Rituals Spell List. It starts with two spells, chosen at
random.

Cult Master: Any mutants or cultist within 12” of this model may take WIL tests during any order phase.
If successful, they get +1 AP during the subsequent action phase. If they choose to get the extra AP, they
reduce their WIL by 1 for the rest of the scenario.

Possessed 0-2

SPD CMB DEF STR END WIL PA VP


5 4(-) 4 4 4 8 2 2
Experience: 16xp
Hiring Fee: 90 gc. + cost of mutations
Weapons and Skill Progression: A Possessed does not use weapons and/or armor. He may choose from
the Close Combat, Strength, and Speed Skill Lists.

Special Skills:

Mutated Monstrosity: A Possessed needs to start with one or more mutations from the list of mutations.
The extra cost needs to be paid in addition to its regular cost.

Chaos Fervor: This model has +1 AP in each action phase.

Mutant 0-2

SPD CMB DEF STR END WIL PA VP


4 4(3) 3 3 3 7 1 1
Experience: 6xp
Hiring Fee: 35 gc. + cost of mutations
Weapons and Skill Progression: A Mutant selects weapons and armor from the Chaos Weapon List. He
may choose from the Close Combat, Ranged Combat, and Strength Skill lists.

Special Skills:

Mutated Monstrosity: A Mutant needs to start with one or more mutations from the list of mutations.
The extra cost needs to be paid in addition to its regular cost.

Henchmen:

Chaos Cultists

SPD CMB DEF STR END WIL PA VP


4 3(3) 3 3 3 7 1 1
Experience: 0xp
Hiring Fee: 25 gc.
Weapons and Skill Progression: A chaos cultist selects weapons and armor from the Chaos Weapon List.
He may choose from the Close Combat, and Ranged Combat Skill lists.

Dark Soul 0-5

SPD CMB DEF STR END WIL PA VP


4 2(-) 3 4 3 6 1 1
Experience: 3xp
Hiring Fee: 35 gc.
Weapons and Skill Progression: A Dark Soul selects weapons and armor from the Beastman Weapon
List. He may choose from the Close Combat, and Strength Skill lists.

Special Skills:

Insane Devotion: This model is immune to Panic and Fear tests.

Descend into Madness: During the order phase, this model may take a WIL test. If successful, it gets +1
AP in the action phase. Its WIL is then reduced by 1 for the duration of the scenario.

Beastman 0-3

SPD CMB DEF STR END WIL PA VP


4 4(-) 3 3 4 7 1 1
Experience: 3xp
Hiring Fee: 55 gc.
Weapons and Skill Progression: A beastman selects weapons and armor from the Beastman Weapon
List. He may choose from the Close Combat, Strength and Speed Skill Lists.

Special Skills:

Cloven Hooves: This model gets +1 SPD when running or charging.

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