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MONSTROUS ARCANUM

WARSCROLLS
COMPENDIUM
Warhammer Age of Sigmar © Games Workshop Ltd. 2016
INTRODUCTION
Far from the bastions of civilisation, perilous depths to the chill mountains, The warscrolls in this compendium
the world-that-was was the domain it was these great beasts that ruled in allow you to use your Warhammer
of monsters and strange creatures of elder days, and the best that the feeble Forge collection in fantastical battle,
nearly limitless forms and macabre arts of mankind could do was record whether telling epic stories set during
power. From the broken wastes to the their legends in works known as the the Age of Sigmar, or recreating the
deep and fetid swamps, and from the great Monstrous Arcana. wars of the world-that-was.

WARSCROLL KEY

1. Title: The name of the model that the 1


warscroll describes. 2

2. Characteristics: This set of characteristics tells you 3


how fast, powerful and brave the model is, and how
effective its weapons are.

3. Description: The description tells you what weapons 4


the model can be armed with, and what upgrades (if
5
any) it can be given. The description will also tell you if
the model is fielded on its own as a single model, or as
part of a unit. If the model is fielded as part of a unit,
then the description will say how many models the unit
should have (if you don’t have enough models to field a
unit, you can still field one unit with as many models as
you have available).
CAR MINE DRAGON
4. Abilities: These are things that the model can do MOV E

✹ MELEE WEAPONS
Range Attacks To Hit
3+
To Wound

Rend
-3
Damage
D6
3
U N DS

3"
Amethyst Fangs
SAV E

3+
during a game that are not covered by the standard 14 3+ -2 2
2" ✹ 4+
Raking Claws
WO

10
BR AV ERY

game rules. 6 Wounds Suffered


Move
DAMAGE TABLE
Raking Claws
6
Amethyst Fangs
2+
0-3 16"
5 3+
4-6 14"
4 3+
7-9 11"
3 4+
10-12 9"

5. Keywords: All models have a list of keywords.


2 4+
13+ 6"

Sometimes a rule will say that it only applies to models DESCRIPTION


A Carmine Dragon is a single model.
ABILITIES
Shadow-dark Scales: Each time a Carmine
a D6.
Coruscating Blast: A Dragon can unleash
a Coruscating Blast of magical energy
your shooting phase. When it does
in
so, pick
power Dragon suffers a mortal wound, roll a visible unit within 10" and then you
and
Creatures saturated with the arcane is

that have a specific keyword.


On a result of 5+, the mortal wound your opponent both roll a dice. Add
the
of Shyish, they are vastly potent beasts, ignored. to your dice roll
most Bravery
their raking claws able to shred the Carmine Dragon’s
your
armoured foe while their fangs ripple
with and add the Bravery of the target to
death. Spell Devourer: Thanks to its innate opponent’s. If your score is the highest,
the energy of the Amethyst winds of mastery of magical forces, a Carmine mortal
Unlike many of dragon-kind that are
able the enemy unit suffers a number of
Dragon can unbind one spell in the wounds equal to the diff erence in the
to exhale gouts of flame or poisonous opponent’s turn as if it was a wizard.
If a 10
vapours, a Carmine Dragon can unleash a scores (for example, if your score was
from Carmine Dragon successfully unbinds and your opponent’s 8, the unit suff
ers 2
deadly blasts of coruscating energy spell, it immediately regains 1 lost wound. the
its open maw that are capable of ripping mortal wounds). If the target unit has

6. Damage Table: Some models have a damage table the souls clean from any creatures they
strike and blast Daemons and the Undead
into nothingness.
Death or Daemon keywords, you
re-roll your dice if you wish.
may

The Reaper’s Shadow: All other models,

that is used to determine one or more of the model’s FLY


A Carmine Dragon can fly.
friend or foe, within 6" of a Carmine
Dragon suffer -1 to their Bravery
characteristic.

characteristics. Look up the number of wounds the


MONSTER
LEGION , CARMINE
OF AZGORH, FIREBORN
DRAGON
K’DAAI
DRAGON,
CHAOS, K’DAAI,

model has suffered to find the value of the characteristic


KEYWORDS ORDER,

in question.

Workshop Ltd. 2016


Warhammer Age of Sigmar © Games

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


BASILISK
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Malignant Gaze 10" ✹ 3+ See Below See Below ✹
U N DS

10 5+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

Venomous Bite 2" 1 3+ 3+ ✹ 3


5
BR A ERY
V Clutching Claws 1" 6 4+ 4+ -1 1

DAMAGE TABLE
Wounds Suffered Move Malignant Gaze Venomous Bite
0-1 12" 5 -2
2-3 10" 4 -2
4-5 8" 3 -1
6-7 6" 2 -1
8+ 4" 1 -

DESCRIPTION ABILITIES
A Basilisk is a single model. Hate-filled Vitriol Taint: In each hero phase, roll Malignant Gaze: For each successful
and destructive creatures whose presence a dice for each unit that is within 3" of hit on a unit caused by the Basilisk’s
poisons the very ground on which they any Basilisks. On a 6, the poisonous Malignant Gaze, roll a D6. On a roll of
walk, Basilisks are swift and lethal aura emanating from the Basilisk lays 1-3, the unit suffers 1 mortal wound. On
reptilian predators possessed of a deadly low another victim and the unit suffers a a result of 4-5, the unit suffers 2 mortal
envenomed bite and clutching claws to mortal wound. This ability cannot harm wounds and on a roll of a 6+, the unit
grasp and pull apart their victims. The other Basilisks. suffers 3 mortal wounds.
Basilisk’s most infamous and deadly gift
however is its malignant gaze, for whatever
it focus its malign attention upon dies, and
before its fell gaze flesh sloughs from bone,
metal blisters and plant life withers—such
is the Basilisk’s tainted power.

KEYWORDS DESTRUCTION,
CHAOS, K’DAAI,MONSTER,
LEGION OFBASILISK
AZGORH, K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


CARMINE DRAGON
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

14 3+
SAV E

Amethyst Fangs 3" 3 3+ ✹ -3 D6


WO

Raking Claws 2" ✹ 4+ 3+ -2 2


B
10
R AV ERY

DAMAGE TABLE
Wounds Suffered Move Raking Claws Amethyst Fangs
0-3 16" 6 2+
4-6 14" 5 3+
7-9 11" 4 3+
10-12 9" 3 4+
13+ 6" 2 4+

DESCRIPTION ABILITIES Coruscating Blast: A Dragon can unleash


A Carmine Dragon is a single model. Shadow-dark Scales: Each time a Carmine a Coruscating Blast of magical energy in
Creatures saturated with the arcane power Dragon suffers a mortal wound, roll a D6. your shooting phase. When it does so, pick
of Shyish, they are vastly potent beasts, On a result of 5+, the mortal wound is a visible unit within 10" and then you and
their raking claws able to shred the most ignored. your opponent both roll a dice. Add the
armoured foe while their fangs ripple with Carmine Dragon’s Bravery to your dice roll
the energy of the Amethyst winds of death. Spell Devourer: Thanks to its innate and add the Bravery of the target to your
Unlike many of dragon-kind that are able mastery of magical forces, a Carmine opponent’s. If your score is the highest,
to exhale gouts of flame or poisonous Dragon can unbind one spell in the the enemy unit suffers a number of mortal
vapours, a Carmine Dragon can unleash opponent’s turn as if it was a wizard. If a wounds equal to the difference in the
deadly blasts of coruscating energy from Carmine Dragon successfully unbinds a scores (for example, if your score was 10
its open maw that are capable of ripping spell, it immediately regains 1 lost wound. and your opponent’s 8, the unit suffers 2
the souls clean from any creatures they mortal wounds). If the target unit has the
strike and blast Daemons and the Undead Death or Daemon keywords, you may
into nothingness. re-roll your dice if you wish.

FLY The Reaper’s Shadow: All other models,


A Carmine Dragon can fly. friend or foe, within 6" of a Carmine
Dragon suffer -1 to their Bravery
characteristic.

KEYWORDS ORDER, DRAGON,


CHAOS, K’DAAI, MONSTER,
LEGION CARMINE
OF AZGORH, DRAGON
K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


COLOSSAL SQUIG
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

16 5+
SAV E

Enormous Jaws 3" 8 ✹ 3+ -2 D3


WO

Trampling Feet 2" ✹ 4+ 3+ - 1


B
10
R AV ERY

DAMAGE TABLE
Wounds Suffered Move Enormous Jaws Trampling Feet
0-3 4D6" 2+ 2D6
4-7 3D6" 3+ D6
8-10 2D6" 4+ D6
11-13 2D6" 5+ D3
14+ D6" 6+ D3

DESCRIPTION ABILITIES Gushing Offal: When a Colossal Squig


A Colossal Squig is a single model. Avalanche of Hungry Squig: If you roll dies, it comes apart at the seams in an
Enormous, improbable and quite insane, a double when determining the Colossal explosive tide of offal, stomach acid and
these fungoid beasts possess insatiable Squig’s charge range, re-roll hit rolls of 1 half-digested victims. When a Colossal
appetites and boundless energy which, with its Trampling Feet attacks until the Squig is slain, roll a D6 for each unit,
coupled with their mountainous size, end of the turn. friend or foe, within 3". On a roll of 4+, the
means they can unleash untold havoc unit suffers D3 mortal wounds.
in battle! Their impossibly large, fleshy Swallowed Whole: For each 6 you roll for
mouths can messily devour swathes of any of your wound rolls with the Colossal Dinner’s Dinner!: Colossal Squigs are
foes in an instant, while their rush to eat Squig’s Enormous Jaws attacks, D3 mortal nothing if not indiscriminately hungry.
usually means anything that escapes their wounds are inflicted instead of normal If at the beginning of every combat phase
grisly jaws is squashed flat by the beast as it wounds. there are no enemy units within 3" but
careens headlong towards its next meal. there are friendly units within 3" of a
Colossal Squig, roll a dice for each friendly
unit within 3". On a roll of a 4+, it suffers a
mortal wound as the Colossal Squig has a
crafty snack.

KEYWORDS DESTRUCTION,
CHAOS, K’DAAI, MOONCLAN, MONSTER,
LEGION OF AZGORH, COLOSSAL
K’DAAI SQUIG
FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


CURS’D ETTIN
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

13 5+
SAV E

Crushing Fist 2" 1 ✹ 3+ -2 D6


WO

Stomp 1" ✹ 4+ 3+ -1 2
7
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Stomp Crushing Fist
0-2 10" D6 2+
3-4 8" D6 3+
5-7 7" D6 4+
8-10 6" D3 4+
11+ 5" D3 5+

DESCRIPTION ABILITIES Gibbering Curse: The incessant gibbering


The Curs’d Ettin is a single model. A Two-headed Horror: The Curs’d Ettin’s arguments and insults of the Curs’d Ettin’s
huge, mutated man-like beast capable of two heads eternally bicker and scorn each two heads carry with them the power
pulverising smaller creatures underfoot other, but there is one thing they always of Chaos to drive those who hear them
with ease, the Curs’d Ettin᾽s most fearsome agree upon – the need for fresh meat. A insane. In each hero phase, any unit within
weapon is its one outsized arm. Overgrown Curs’d Ettin must always try to charge an 3" of a Curs’d Ettin may be subjected
to freakish size and strength by mutation, enemy unit if it is able (the owning player to violent madness, self-mutilation and
the crushing fist of which hits with the picks which) and can make a charge even if sudden, murderous betrayal from within
force of a battering ram and can smash they have retreated or run. its ranks. Roll 2D6 for each affected unit.
stone to powder. If the roll is higher than the unit’s current
Cannibal Feast: What the Curs’d Ettin Bravery characteristic, it suffers D3 mortal
crushes, its feasts upon and so grows wounds.
stronger. The Curs’d Ettin heals D3
wounds at the end of any combat phase
in which it slew enemy models with its
Crushing Fist attack.

KEYWORDS CHAOS,K’DAAI,
CHAOS, MORTAL, MONSTER,
LEGION CURS’DK’DAAI
OF AZGORH, ETTIN FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


DREAD MAW
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

14 3+
SAV E

Cavernous Maw 3" 3 3+ 2+ ✹ D6


WO

Writhing Coils 2" ✹ 4+ 4+ -1 1


6
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Cavernous Maw Writhing Coils
0-3 3D6" -3 2D6
4-6 3D6" -2 D6
7-9 2D6" -2 D6
10-12 2D6" -1 D6
13+ D6" -1 D3

DESCRIPTION ABILITIES Yawning Doom: On any turn in which


A Dread Maw is a single model. It is a vast, It Came From Below: Instead of setting up it charges, you may re-roll the Dread
reptilian worm which erupts from beneath a Dread Maw on the battlefield, you may Maw’s hit roll of 1 with its Cavernous Maw
the earth to devour its victims or crush place it to one side. In your first movement attacks.
them to pulp within its colossal writhing phase you must set up the Dread Maw
coils. Horrific and powerful, the Dread within 6" of the edges of the battlefield, and Rock & Scale: The armoured hide of the
Maw is doubly dangerous as it often attacks more than 9" from any enemy models. This Dread Maw is all but impervious to harm,
from ambush, tunnelling through rock and is the unit’s move for that movement phase. while at any given moment much of the
soil as a fish swims through water, its soon- beast is concealed beneath the earth or by
to-be meal unaware of the danger until the Reptile-worm: A Dread Maw may ignore a storm of debris cast up by its eruption
moment the ground beneath them begins intervening scenery, but not enemy models from the ground. Whenever a Dread Maw
to shake. as it moves. suffers a wound or a mortal wound, roll a
D6. On a roll of 4+, that wound is ignored.

KEYWORDS DESTRUCTION,
CHAOS, MONSTER,
K’DAAI, LEGION DREAD MAW
OF AZGORH, K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


FIMIR WARRIORS
MOV E

6" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

Baleglyph Maul 2" 3 3+ 3+ -2 1


3 4+
SAV E

Baleglyph Hand Weapons 1" 3 3+ 4+ -1 1


WO

8
BR A ERY
Club Tail 1" 1 4+ 3+ - 1
V

DESCRIPTION BANNER BEARERS ABILITIES


A unit of Fimir Warriors has 3 or more Models in this unit may be banner Unnatural Flesh: The Fimir are wholly
models. Fimir are loathsome, one-eyed bearers. The glyph symbols of the Meargh unnatural creatures—inhuman, steeped
reptilian creatures, infamously degenerate matriarchs of the Fimir woven into their in dark magic, ageless and able to shrug
and malign and possessed of dark powers. banners carry potent and malign magic. off injuries that would slay a mortal man
Fimir Warriors are armoured with plates Enemy units must subtract 1 from their outright. In your hero phase, any Fimir
of spell-forged bronze fitted to their Bravery if within 3" of one of these banners Warrior model that has been wounded but
hunchbacked bodies and wield Baleglyph in the Battleshock phase. not slain is restored to full wounds.
weapons in combat, either in the shape
of great double-handed mauls, or single- HUNTING HORNS Baleglyphs: Vile magic saturates the
handed maces and curving hatchets, held Models in this unit may carry hunting glyphs etched into the Fimir’s weapons,
one in each hand. Each Fimir Warrior also horns. The eerie wail of the Fimir hunting bringing withering atrophy to anything
has a formidable weapon in its muscular horns has spelled doom for many down the they strike. Wound rolls of a 6 with all
tail which ends in a natural bone club with long ages. If a unit contains any hunting Baleglyph weapons inflict double damage.
which it can smash any foes who get in horns, you may add 1 to both their run and
close with bone-breaking force. Each unit charge rolls. Sundering Blows: Fimir armed with two
of Fimir Warriors may be led by a Fimirach Baleglyph hand weapons are adept at
Noble - this model has 4 attacks with its delivering a ferocious onslaught of blows
Baleglyph weapon. which can easily smash through a foe’s
defences. You may re-roll hit rolls of 1 for
Fimir armed with two Baleglyph hand
weapons.

Shrouding Mists: All Fimir despise the


light. They only go abroad shrouded in
sorcerous mists which conceal them from
its touch, and such mists also serve to hide
them from the sight of their enemies. You
may add 1 to the Fimir’s saves against
shooting attacks, and if a shooting attack
inflicts a mortal wound on them, roll a
D6. On a roll of a 5+, the mortal wound is
ignored.

KEYWORDS DESTRUCTION, FIMIRACH, FIMIR WARRIORS

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


INCARNATE ELEMENTAL OF BEASTS
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

14
SAV E

✹ Savage Talons 2" ✹ 3+ 4+ -1 1


WO

Impaling Horns 1" 4 4+ 3+ -2 D3


10
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Save Savage Talons
0-3 10" 3+ 3D6
4-6 8" 4+ 2D6
7-9 7" 4+ 2D6
10-12 6" 5+ D6
13+ 5" 6+ D6

DESCRIPTION ABILITIES Death Frenzy: If this model is slain in the


An Incarnate Elemental of Beasts is a Howl of the Great Beast: The howl of this combat phase, you can make a pile in move
single model. They are magical creatures incarnation of all that hunts and kills can and then attack with the model before you
formed of meat and bone fused and freeze the blood and fill all those who hear remove it.
animated by the raw arcane forces of the it with crippling terror. All units which
Realm of Beasts. As such they are savage take Battleshock tests within 8" of an Incarnate of Ghur: If the battle takes place
beyond imagining, their talons can rend Incarnate Elemental of Beasts suffer a -2 in the Realm of Beasts, the Incarnate can
and shred their foes with frenzied blows penalty to their Bravery characteristic. draw on the power of the land to heal 1
until little but red ruin remains, while wound in each hero phase.
their fearsome horns impale and gore Amber Breath: In the shooting phase, the
their victims with merciless abandon. Incarnate Elemental of Beasts can unleash MAGIC
If this were not enough to signpost that the arcane forces within itself to savage Destruction and Amber Wizards
these were no mere mortal creatures, the the enemy. Pick a unit within 12" of the know the Summon Incarnate Elemental of
arcane forces that empower them can also Incarnate Elemental of Beasts and roll Beasts spell in addition to any other spells
be unleashed in a haze of amber energy a D6 to generate the number of attacks they know.
that reaches out from the Incarnate and the Amber Breath inflicts. Roll a D6 for
tears its victim᾽s flesh as if by a myriad of each attack. On each roll of a 5+, a mortal SUMMON INCARNATE
invisible claws. wound is inflicted on the unit. ELEMENTAL OF BEASTS
Summon Incarnate Elemental of Beasts
The Lure of Spilt Blood: When an has a casting value of 11. If successfully
Incarnate Elemental of Beasts makes a cast, you can set up an Incarnate Elemental
charge against a unit which has already of Beasts within 18" of the caster and more
suffered wounds that turn, or that is part of than 9" away from the enemy. The unit is
an ongoing combat, you may re-roll their added to your army, but cannot move in
charge rolls. the following movement phase.

KEYWORDS DESTRUCTION,
CHAOS, DAEMON,
K’DAAI, LEGION OFAMBER,
AZGORH,MONSTER, INCARNATE ELEMENTAL OF BEASTS
K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


INCARNATE ELEMENTAL OF FIRE
MOV E
MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Fiery Bolts 18" ✹ 4+ 4+ -1 1
U N DS

14
SAV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

Tendrils of Fire 2" D6 4+ 4+ - 1


10
BR AV ERY Burning Lance 3" 3 3+ 2+ -2 D3

DAMAGE TABLE
Wounds Suffered Move Save Fiery Bolts
0-3 8" 3+ 3D6
4-6 7" 4+ 2D6
7-9 6" 4+ 2D6
10-12 5" 5+ D6
13+ 4" 6+ D6

DESCRIPTION ABILITIES MAGIC


An Incarnate Elemental of Fire is a single Ashes to Ashes: The burning power of an Destruction and Bright Wizards
model. They are magical creatures formed Incarnate Elemental of Fire is no natural know the Summon Incarnate Elemental
from the wantonly destructive forces of flame, but an insidious and almost wilfully of Fire spell in addition to any other spells
Aqshy, the Realm of Fire, and given will destructive arcane force which eats into they know.
by its most malevolent primordial spirits. anything it touches, destroying them from
In form they are cast as a great burning within. Whenever a 6+ is rolled to wound SUMMON INCARNATE
figure of cinder-black flesh engulfed in with any of the Incarnate Elemental of ELEMENTAL OF FIRE
robes of furnace-hot flames which whip Fire’s weapons, double damage is inflicted. Summon Incarnate Elemental of Fire has
and coil around them. The very footfall a casting value of 11. If successfully cast,
of an Incarnate Elemental of Fire brings Gift of Elemental Fire: At the end of you can set up an Incarnate Elemental of
destruction with it, as the heat that each combat phase, all units within 3" Fire within 18" of the caster and more than
radiates off them is enough to scorch of an Incarnate Elemental of Fire suffers 9" away from the enemy. The unit is added
metal and kindle flesh into bright flame. D3 mortal wounds. Other Incarnate to your army, but cannot move in the
In their hands they bear a pyre-blackened Elementals of Fire are immune to this following movement phase.
lance with which they can project their ability.
burning essence, either to slaughter foes at
close quarters or cast burning bolts afar to Incarnate of Aqshy: If the battle takes
incinerate their enemies. place in the Realm of Fire, the Incarnate
can draw on the power of the land to heal 1
wound in each hero phase.

KEYWORDS DESTRUCTION,
CHAOS, K’DAAI,DAEMON, BRIGHT,
LEGION OF MONSTER,
AZGORH, INCARNATE ELEMENTAL OF FIRE
K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


MAGMA DRAGON
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

20 4+
SAV E

Furnace-hot Jaws 3" 4 3+ 2+ ✹ D6


WO

Crushing claws 2" ✹ 4+ 3+ -1 2


6
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Furnace-hot Jaws Crushing Claws
0-4 16" -3 8
5-8 14" -3 6
9-12 12" -2 6
13-16 10" -2 4
17+ 8" -1 4

DESCRIPTION ABILITIES Brimstone Dragonfire: A Magma


A Magma Dragon is a single model. Primal Flame: You can re-roll armour Dragon can unleash a white-hot blast of
These primordial and vicious beasts are saves and wound rolls of a 1 for a Magma sulphurous dragonfire in your shooting
among the strongest and most malignant Dragon if the battle is taking place in the phase. When it does so, pick a visible unit
of dragon-kind, their huge jaws burn with Realm of Fire. within 18" and roll a D6. On a roll of 2+,
furnace-heat and their powerful claws can the target unit suffers D6 mortal wounds,
crush stone and steel with ease. Their most Burning Blood: Any unit which inflicts increasing to 2D6 mortal wounds if the
deadly weapon however is their Brimstone wounds on a Magma Dragon in close target unit has 10 or more models.
Dragonfire which burns so bright that combat itself suffers D3 mortal wounds at
nothing but cinders remains of whatever it the end of the combat phase.
touches.

FLY
A Magma Dragon can fly.

KEYWORDS CHAOS, K’DAAI,DRAGON,


DESTRUCTION, LEGION OF AZGORH,MAGMA
MONSTER, K’DAAI DRAGON
FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


MERWYRM
MOV E MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage
✹ Chill Breath 8" 6 3+ ✹ -1 1
U N DS

12 4+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

Hideous Jaws 1" 3 3+ 2+ ✹ D3


5
BR A ERY Powerful Tail 2" D6 4+ 3+ -1 1
V

DAMAGE TABLE
Wounds Suffered Move Chill Breath Hideous Jaws
0-2 7" 3+ -3
3-4 6" 4+ -2
5-7 6" 4+ -2
8-9 5" 5+ -1
10+ 5" 5+ -1

DESCRIPTION ABILITIES Stench of the Deep: The air around this


A Merwyrm is a single model. A Voracious Hunger: At the end of any beast is filled with an unholy stench of
nightmarish breed of monster of the deep combat phase in which the Merwyrm rotting flesh and the brackish filth of
oceans which is able to crawl upon land inflicted wounds with its Hideous Jaws, it the deepest sea abysses. Subtract 1 from
to wreak havoc in its wake, the Merwyrm may heal D3 wounds. the hit rolls of attacks made against the
is primordial kin to dragon-kind and Merwyrm.
carries within it the killing cold of the Sea Beast: A Merwyrm ignores the effects
depths where light never reaches. This of all water and swamp-type scenery when Abyssal Predator: The Merwyrm’s usual
chill force it can exhale in deadly blasts to it moves, effectively passing across them as prey are the leviathans of the deep, and
enfeeble and slay its warm-blooded prey, if they were open ground. against such mighty beasts it has learned
before devouring them with its hideous to latch on and tear great chunks of flesh
fang-filled jaws. Relatively ungainly and away from its victims. When attacking any
sluggish on land, its powerful tail can Monster model with its Hideous Jaws, if
also be used as a powerful weapon to snap a 6+ is rolled to wound, rather than rolling
bones and crush anything that dares to get for damage normally, 3 mortal wounds are
close. inflicted instead.

KEYWORDS DESTRUCTION, DRAGON, MONSTER, MERWYRM

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


MOURNGUL
MOV E


U N DS

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


10 3+
SAV E

Nightmarish Claws and Fangs 2" 3+ 3+ -2 2


WO

B
10
R AV ERY

DAMAGE TABLE
Wounds Suffered Move Nightmarish Claws and Fangs
0-1 12" 8
2-3 10" 7
4-5 9" 6
6-7 8" 5
8+ 7" 4

DESCRIPTION ABILITIES Ghastly Apparition: Mourngul are a soul-


A Mourngul is a single model. A terrifying, Haunter of the Dark: Mourngul are searing horror to look upon, radiating an
inhuman spectre of monstrous size, the spectral creatures, made more of shadow aura of supernatural terror, unutterable
Mourngul attacks with its nightmarishly and icy fogs than physical substance. despair and ravenous hunger in equal
elongated claws and distended fangs in a Ignore the weapon’s Rend characteristic measure. Units from your opponent’s army
frenzied hunger for flesh and souls. when making save rolls for a Mourngul, must subtract 2 from their hit rolls while
and in addition, if they suffer a mortal within 6" of a Mourngul if their Bravery is
FLY wound, roll a D6. On a roll of 4+, the 6 or less and subtract 1 from their hit rolls
A Mourngul can fly. mortal wound is ignored. if their Bravery is 7 or more.

Ravening Onslaught: If a hit roll for MAGIC


a Mourngul’s Nightmarish Claws and Death Wizards know the Summon
Fangs is a 6+, immediately make an Mourngul spell in addition to any other
additional attack for the Mourngul using spells they know.
its Nightmarish Claws and Fangs before
rolling for wounds. Further hit rolls of a 6+ SUMMON MOURNGUL
also generate additional attacks. Summon Mourngul has a casting value
of 10. If successfully cast, you can set up
Devourer of Flesh and Souls: If a a Mourngul within 18" of the caster and
Mourngul slays any models in any combat more than 9" away from the enemy. The
phase, it immediately heals D3 wounds. unit is added to your army, but cannot
move in the following movement phase.

KEYWORDS DEATH, MALIGNANT, NIGHTHAUNT, MONSTER, MOURNGUL

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


SQUIG GOBBA
MOV E

D6" MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

Spit-Squigs! 4D6" D3 5+ 4+ - D3
5 6+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

4
BR A ERY
Stickers and Bashers 1" 3 5+ 5+ - 1
V

DESCRIPTION ABILITIES
A Squig Gobba and its Night Goblin Spittin’ Beast: The Squig Gobba cannot
Handlers are a single model. The Gobba make charge moves or pile in moves.
itself can, with an extremely varied degree
of success, fire narcotically-infused Squigs Spit-Squigs! The Squig Gobba cannot
in the rough direction of the enemy, make a Spit-Squigs! attack on any turn in
unfortunate if oblivious creatures which which it has moved as it needs to be staked
explode into poisonous slime when they down and coaxed with pointy objects in
crash down, thanks to their force-fed diet order to ‘fire’. Roll for range every time the
of noxious mushrooms before the battle. Spit-Squigs! attack is made but before you
The Night Goblins who attend it can declare a target. Any single enemy unit
defend their bloated and otherwise helpless within that range can be the target of the
charge with a variety of Stickers and attack and the Spit-Squigs! attack can be
Bashers if called on to do so. fired over other units to reach it.

KEYWORDS DESTRUCTION, MOONCLAN, SQUIG GOBBA

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


PREYTON
MOV E

10" MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

Blinding Bile 12" 3 4+ 4+ - 1


8 5+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

B
5 Venom-dripping Fangs 1" 4 3+ 3+ -1 2
R AV ERY

DESCRIPTION ABILITIES Stalker of the Dark Wilds: Preytons are


A Preyton is a single model. Twisted Blinding Bile: If a unit suffers wounds cunning and sadistic creatures, adept at
creatures of Chaos, Preyton are hateful from a Preyton’s Blinding Bile attack, you attacking from ambush. Instead of setting
and cunning beasts that delight in carnage must subtract 1 from its hit rolls until your up a Preyton on the battlefield, you may
and killing for its own sake. They possess next hero phase. place it to one side. In your first movement
powerfully venomous saliva which drips phase you must set up the Preyton within
from their fangs incessantly and which Goring Charge: Whenever a Preyton 12" of the edges of the battlefield, and more
they can also spit at their enemies to blind charges into combat, it inflicts 2 mortal than 8" from any enemy models. This is the
and agonize them so they are helpless wounds on the unit it has charged at the unit’s move for that movement phase.
before their onslaught. When they attack, beginning of the combat phase. It will then
they charge headlong with their blackened go on to attack normally.
and serrated antlers to crash into their foes
before falling upon them with their vicious Agonizing Venom: Should a model suffer
fangs. wounds from a Preyton’s Venom-dripping
Fangs but is not slain, at the end of the
FLY combat phase roll a D6. On a result of a 4+,
Preyton can fly on their leathery wings. the model suffers a mortal wound as the
venom inflicts agonizing convulsions on
its victim.

KEYWORDS CHAOS, MONSTER, PREYTON

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


ROGUE IDOL OF GORK
(OR POSSIBLY MORK)
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

16 4+
SAV E

Crushin’ Fists 3" 2 ✹ 2+ -3 D6


WO

Boulder Stomp 2" ✹ 3+ 3+ -2 2


10
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Crushin’ Fists Boulder Stomp
0-3 2D6" 2+ 3D6
4-7 2D6" 3+ 2D6
8-10 D6" 3+ 2D6
11-13 D6" 4+ D6
14+ D3" 4+ D6

DESCRIPTION ABILITIES Unlucky to be Around: A Rogue Idol of


A Rogue Idol of Gork is a single model. Da Big ’Un: Nothing more in truth than Gork really doesn’t particularly care where
Titanic scrap effigies made up of stone and a monumental pile of rock and detritus in it’s treading, added to which chunks of
earth, broken weapons, looted trophies motion, a Rogue Idol has few weaknesses stone and bits of former victims are forever
and daubed in obscene glyphs and slogans, and does not feel pain. Halve any wounds falling off its thunderous bulk. At the end
somehow come to ponderous, erratic life or mortal wounds inflicted on a Rogue Idol of your movement phase, roll a D6 for any
through the power of the Orc gods, Rogue of Gork (rounding fractions up). unit, friend or foe within 4" of the Rogue
Idols have a will of their own and desire Idol. On a roll of a 4+, that unit suffers a
only one thing; to smash. This they can Spirit of the Waaagh!: A Rogue Idol of mortal wound.
ably achieve through their massive stone Gork can never retreat from combat. If
fists, which can pound with the fury of a Rogue Idol of Gork is within 12" of the Avalanche!: When a Rogue Idol is slain,
falling meteors and the sheer weight of enemy in the charge phase, it must attempt it falls apart in a great avalanche of rubble
their colossal tread, which is akin to an to charge even if it ran in the preceding and scrap. Roll a D6 for any unit, friend
avalanche of boulders striking down with movement phase. or foe, within 4". On a roll of a 4+, the unit
every footfall. suffers D3 mortal wounds.
Livin’ Idol: The crackling spiritual power
of the Waaagh! is the lifeblood of the Idol.
Greenskinz Wizards within 16" of the
Rogue Idol of Gork can re-roll casting rolls
of 1 and all Greenskinz models within
16" add 1 to their Bravery characteristic.
However, if a Rogue Idol of Gork is slain, it
is seen as a terrible omen; all Greenskinz
models in your army subtract 1 from their
Bravery characteristic for the rest of the
game.

KEYWORDS CHAOS, K’DAAI,GREENSKINZ,


DESTRUCTION, LEGION OF AZGORH, K’DAAI
MONSTER, FIREBORN
TOTEM, ROGUE IDOL OF GORK

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


BROOD HORROR
MOV E

8" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

8 5+
SAV E

Rancid Fangs 1" 3 3+ 3+ -1 2


WO

Scrabbling Claws 1" 2D6 4+ 5+ - 1


5
BR A ERY
V

DESCRIPTION ABILITIES
A Brood Horror is a single model. A Ravening Monstrosity: The Brood Horror
frightening mutation, this hulking, fecund regenerates D3 wounds in each of your
creature that has attained its monstrous hero phases so long as it has inflicted at
size by devouring its kin, can tear through least 1 wound in the preceding turn.
its foes with its rancid, rotting fangs or
maul anything it can grasp with the frantic
scrabbling of its hooked claws.

KEYWORDS SKAVEN,LEGION
CHAOS, K’DAAI, MOULDER, MONSTER,
OF AZGORH, BROOD
K’DAAI HORROR
FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


SKAVEN WARLORD
ON BROOD HORROR
MOV E

8" MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

Rancid Fangs 1" 3 3+ 3+ -1 2


8 4+
SAV E

Scrabbling Claws 1" 2D6 4+ 5+ - 1


WO

6
BR A ERY
Warlord’s Warpforged blade 1" 3 3+ 3+ -2 D3
V

DESCRIPTION ABILITIES COMMAND ABILITY


A Skaven Warlord on Brood Horror is a Ravening Monstrosity: The Skaven Gnash-gnaw on their Bones!: If a
single model. The Warlord is armed with Warlord on Brood Horror regenerates D3 Skaven Warlord uses this ability, pick one
a polearm-mounted Warpforged Blade wounds in each of your hero phases so long Verminus unit within 13". Until your next
reeking with dark energies with which to as it has inflicted at least one wound in the hero phase, all models in that unit make
slash at their victims, while their mount preceding turn. one extra attack with each of their melee
can tear through its foes with its rancid, weapons.
rotting fangs or maul anything it can grasp Imposing Mount: The sight of the
with the frantic scrabbling of its hooked Warlord riding such an imposing and
claws. blessed beast into battle does wonders for
the uncertain loyalty of the Skaven around
them. All other friendly Verminus
models within 13" add 1 to their Bravery
while within 13" of the Skaven Warlord on
Brood Horror.

KEYWORDS CHAOS, SKAVEN, VERMINUS, MONSTER, SKAVEN WARLORD ON BROOD HORROR

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


SKIN WOLVES
MOV E

8"
U N DS

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


4 5+
SAV E

Tooth & Claw 1" 4 3+ 4+ -1 2


WO

5
BR A ERY
V

DESCRIPTION ABILITIES
A unit of Skin Wolves has 3 or more Nightmare Bloodlust: For each Gore-drenched Horror: Units within 3" of
models. Things of pure nightmare that successful attack roll of 5+ with the Skin a unit of Skin Wolves subtract 1 from their
were once men, Skin Wolves, draped Wolves’ Tooth & Claw attacks, you may Bravery characteristic.
in tatters of human skin, are terrors of immediately make an additional Tooth &
incomparable malice and fury, able to Claw attack against the same unit. Bounding Predators: When making pile
shred their victims to ribbons with their in moves, Skin Wolves may move up to 6"
long-clawed fingers and feast upon their and may move over enemy models.
flesh with their fang-studded canine
snouts.

KEYWORDS CHAOS, K’DAAI,


MORTAL,LEGION
SKIN WOLVES
OF AZGORH, K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


WOLF RATS
MOV E

10"
U N DS

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


2 6+
SAV E

Dagger-long Teeth 1" 2 3+ 4+ -1 1


WO

B
4
R AV ERY

DESCRIPTION ABILITIES
A unit of Wolf Rats has 5 or more models. Snapping Jaws: Add 1 to the hit rolls of
Foul and twisted creatures, neither wholly Wolf Rats if they have charged this turn.
monstrous rat or debased dire wolf, their
dagger-long teeth can puncture mail and Blood-crazed: While within 2" of an
flesh with equal ease, and their appalling enemy model, Wolf Rats do not have to
hunger means that once they have tasted take Battleshock tests.
blood, their frenzy is all but unstoppable.

KEYWORDS CHAOS, SKAVEN,


K’DAAI, LEGION
MOULDER,
OF AZGORH,
WOLF RATS
K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


TROLL HAG
MOV E

✹ MISSILE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

Copious Vomit 10" ✹ 3+ 3+ -2 D3


16 4+
SAV E

MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


WO

7
BR A ERY
Deadwood Staff 2" 4 ✹ 3+ -1 2
V

DAMAGE TABLE
Wounds Suffered Move Copious Vomit Deadwood Staff
0-3 8" 5 3+
4-7 6" 4 3+
8-10 6" 3 4+
11-13 5" 2 4+
14+ 4" 1 5+

DESCRIPTION ABILITIES MAGIC


A Troll Hag is a single model. A monstrously Spell-spite: Troll Hags carry many strange Troll Hags are wizards. They can attempt to
colossal river troll, the Troll Hag is both fetishes and weird and gory relics of their cast one spell in each of your hero phases,
rapaciously hungry and all but impossible past victims, often held in a decaying and attempt to unbind one spell in each
to kill. As well as being far more clever and fisherman’s net re-purposed as a sack. enemy hero phase. They know the Arcane
dangerous than her kin, she is possessed These fetishes and carrion fragments serve Bolt, Mystic Shield and the Troll Hag’s Curse
not only of malign cunning but innate as a focus for their cursed powers and can spells.
arcane power drawn from the foetid rivers even twist and spite any hostile magic set
and swamps in which she dwells. The Troll against them. If you successfully unbind an TROLL HAG’S CURSE
Hag can pulverise her victims with her enemy spell with the Troll Hag, if that spell The cackling curses of the Troll Hag are
Deadwood Staff or spray great gouts of could have caused wounds (such as Arcane insidious and vile, robbing her victims of
corrosive vomit over them, condemning Bolt) then roll a D6. If a 4+ is rolled then D3 strength and shackling them with
them to a horrific and agonizing death. mortal wounds are inflicted on the wizard ill-fortune; all the better so that her victims
whose spell was stopped. cannot escape her clutches. The Troll Hag’s
Curse has a casting value of 8. If successfully
Hag Regeneration: Roll a dice for the Troll cast, pick a visible unit within 12". That unit
Hag in each of your hero phases. On a 2 or subtracts 1 from hit and save rolls until your
more, the Troll Hag heals D6 wounds. next hero phase.

Terrible Stench: Your opponent must


subtract 1 from any hit roll made by one of
their models that targets a Troll Hag in the
combat phase.

KEYWORDS DESTRUCTION, TROGGOTH, FELLWATER, MONSTER, HERO, WIZARD, TROLL HAG

Warhammer Age of Sigmar © Games Workshop Ltd. 2016


WARPFIRE DRAGON
MOV E

✹ MELEE WEAPONS Range Attacks To Hit To Wound Rend Damage


U N DS

12 5+
SAV E

Sapping Jaws 2" D3 4+ ✹ -1 D6


WO

Twisted Claws 1" ✹ 4+ 3+ - 1


6
BR A ERY
V

DAMAGE TABLE
Wounds Suffered Move Twisted Claws Snapping Jaws
0-2 12" 2D6 3+
3-4 10" D6 3+
5-7 8" D3 4+
8-9 7" D3 4+
10+ 5" 1 5+

DESCRIPTION ABILITIES
A Warpfire Dragon is a single model. Warpfire: A Warpfire Dragon can unleash Malign Aura: In your hero phase, roll a D6
Members of a rare, twisted and malformed a Coruscating Blast of Warpfire in your for every model, friend or foe, within 3" of
branch of dragon-kind, their limbs end shooting phase. When it does so, pick a a Warpfire Dragon. On a roll of a 6+, that
in twisted and barbed claws, while their visible unit within 12" and roll a dice. On a model suffers a mortal wound.
mouth is filled with row after row of roll of a 1, that unit suffers a single mortal
jagged teeth dripping with caustic saliva wound. On a roll of a 2-4, that unit suffers Deadly Demise: When a Warpfire Dragon
with which they can shred their prey. D3 mortal wounds. On a roll of 5-6, that is slain, roll a D6 before removing it from
Spite-filled and ruinous creatures, they unit suffers D6 mortal wounds. the game. The result of this roll in inches is
delight in destroying and mutilating their the blast radius of its explosive demise.
foes with blasts of Warpfire exhaled from In addition, after any models are slain Roll a D6 for each model, friend or foe,
the burning morass of ruinous energies by the mortal wounds, any affected unit within this distance of the Warpfire
that seethe within their bodies, the mere which survives immediately suffers a Dragon. On a result of a 5+, that model
proximity to which can kill. Even in death number of additional hits equal to the suffers a mortal wound.
are these mutated creatures deadly as number of models that have been slain as
their demise brings about a raging blast of the victims explode in hellish flames. These
unleashed fire to scorch the land around additional hits wound on a roll of 5+ with
them. a Rend characteristic of - and a Damage
characteristic of 1. So, for example, if the
FLY initial Warpfire attack caused 3 models to
A Warpfire Dragon can fly. be removed from a unit, 3 additional hits
would be caused on the survivors of that
unit.
KEYWORDS
KEYWORDS CHAOS, K’DAAI,
DRAGON, MONSTER,
LEGION WARPFIRE
OF AZGORH, DRAGON
K’DAAI FIREBORN

Warhammer Age of Sigmar © Games Workshop Ltd. 2016

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