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Introduction

INTRODUCTION
The world of Pannithor is a place of magic and adventure. But it is also beset by danger in this, the Age of Conflict. Legions
of evil cast their shadow across the lands while the forces of good strive to hold back the darkness. Between both, the armies of
nature fight to maintain the balance of the world, led by a demi-god from another time.

Welcome to Kings of War, and prepare to rally your forces to


fight epic battles in the biggest and best fantasy mass-battle What’s In This Book?
game. This gamer’s edition book contains all the information you
need to muster your soldiers and march them to war.
Pannithor is a wondrous place with a rich and detailed
history. Civilisations have come and gone and even the gods The rules section explains how to play the game, covering
themselves have fought for dominance across the battle- everything you need to know about moving, shooting, combat
scarred lands. Despite their interference, or perhaps due to it, and casting spells.
the noble races of Elf, Dwarf and Man are flourishing once
The army lists section introduces 14 different armies,
more. But while these most ancient of peoples build and seek
detailing all the options they have available, from infantry
order, the insidious agents of evil spill into the world. Mighty
and cavalry to heroes, war engines and monsters. Gallery
battles are all too common as hordes of orcs, demons, and
pages also showcase the superb range of Mantic miniatures
worse sweep through the world, intent on destruction and
available to collect and build your forces.
death. It is a time of uncertainty and war, but also a time for
great heroes and legends to rise. Prepare to immerse yourself in the world of Kings of War like
never before.
Kings of War is a tabletop game for two or more players.
Choose your side and then command an army of Mantic
miniatures to represent incredible armies such as the stoic
and pious Basileans, or plot your opponent’s downfall with
the wicked Forces of the Abyss. With a huge variety of models
and armies to choose from and many stories to tell, Kings of
War is truly an amazing spectacle like no other.

1
Introduction

Contents
Rules................................................... 6 Army Lists........................................ 60
Getting Started.................................................4 Basileans.........................................................60
Units...................................................................6 Dwarfs..............................................................66
The Turn......................................................... 12 Elves................................................................. 72
The Movement Phase............................................ 13 Northern Alliance......................................... 78
Terrain......................................................................20 Forces of Nature.............................................84
The Ranged Phase..................................................22
Ogres................................................................90
The Melee Phase....................................................24
Trident Realm of Neritica...........................96
Nerve......................................................................... 25
Abyssal Dwarfs.............................................102
War Engines...................................................28
Empire of Dust............................................108
Individuals......................................................30
Forces of the Abyss...................................... 114
Special Rules..................................................32
Goblins...........................................................120
Picking a Force.............................................. 35
Army Compostion...................................................38 Nighstalkers..................................................126
Allies & Alignments..............................................39 Orcs................................................................ 132
Magical Artefacts........................................... 41 Undead...........................................................138
Magic................................................................49
Game Scenarios.............................................. 53
Scenarios..................................................................56
Timed Games...........................................................59

2
Introduction

Credits
Rules Writing & Army List Development Editing & Proofing
Matthew James, Daniel King, Chris Morris, Jason Ead Brown, Rob Burman, Christopher Fisher, Matt Gilbert
Moorman, Jeffery Swann
Graphic Design & Layout
Background Material Duncan Aldis, David Lanza
Rob Burman, Michael Grey, Matt Gilbert, Guy Haley,
Mark Latham, Thomas Pike, Anthony Reynolds, Greg D Photography
Smith, David Symonds Ben Sandum

Miniature Painting Playtesters


Duncan Aldis, Luke Barker, Mark Bedwell, Alex Cairns, Patrick Zoro Allen, Michael Blyth, Roger Connor, Michael
Andrew Chesney, Conflict in Colour, Matt Gilbert, Golem Crossman, Matthew Curtis, Nick Davies, Andrew Goodman,
Painting Studio, Matt Kennedy, Ben Macintyre, Dave Neild, Jez Gurney, Alec Habig, Frank Habig, Daniel Hannon, Ed
Paul Scott Miniatures, Chris Straw, Studio Giraldez, David Herzig, Geoff Holland, Christopher James, Kris Kapsner,
Symonds, Chris Webb, Andrew Wedmore, Dave Wilson, George Kirke, Eldon Krosch Jr., Yan Zhi Lai, Sami
Winterdyne Commission Modelling Mahmoud, Elliot Morrish, Adam Padley, Michael Pearcy,
Cyle ‘Dino Lord’ Pool, Tom Robinson, Todd Serpico, Paul
Terrain Smith, Adrian Smith, Erich Trowbridge, Nick Williams,
Elvis Fisher, Gale Force Nine, PrintableScenery.com, Ben Eric Winters
Sandum, Sunny Shukla, Tabletop World, Nick Williams
Special Thanks
Art Andrew Sharp, PrintableScenery.com, Jesse Cornwell
Jeff Brown, Robin Carey, Robert Cirillo, Juan Diego (thanks for the boots!) and all our players across the world!
Dianderas, Shen Fei, Heath Foley, Michele Giorgi, Des
Hanley, Yann Hoarau, Ralph Horsley, Tugsbayar Jamts, Rob All scenery from owner’s collection.
Jenx, Stef Kopinski, Alan Lathwell, Ciaran Morris, Phil Based on original rules by Alessio Cavatore.
Moss, Thomas Putman, Michael Rechlin, Boris Samec, Lie
Setiawan, Tan Ho Sim, Luigi Terzi, Damian Ziomek

3
Getting Started

Getting Started
Welcome to Kings of War!
Kings of War is a mass-battle fantasy wargame set in the Some players select their armies based on the miniatures they
world of Pannithor. Rank upon rank of soldiers march into like, particular tactics they want to use in battle, or Kings of
bloody combat, while winged demons battle fiery dragons War’s extensive background. If you aren’t sure which army to
overhead. From launching devastating bombardments of field, just choose the one you like the look of most.
artillery, to tactically out-flanking your opponent’s forces,
Kings of War is a game of exciting, expansive fantasy battles.

This book is your guide to Kings of War, from playing the


game to the lore of the world of Pannithor and how to select
an army of your own!

What’s It All About?


In games of Kings of War, players field armies of painted
Mantic miniatures to fight exciting battles across the tabletop!
Combat and abilities are represented by a unit’s statistics
(called stats for short) and by rolling six-sided dice (called D6
for short) to decide your warriors’ fates.
You’ll also need clippers, plastic glue and super glue to
An army is made up of units, which can range from mighty assemble your miniatures. Your army doesn’t need to be
heroes, to powerful war engines, to blocks of stoic troops. painted for your first games – however, a fully painted army
looks amazing on the tabletop and is something to aspire to.
We will explore all these concepts in the pages that follow.

Each unit and army plays slightly differently, leading to


an almost infinite variety of tactics and strategies that can
be employed against your opponent in a game. You can
fight massive cataclysmic battles in an hour or two, fielding
monsters and hundreds of troops against each other, pulling
off feints and flanking manoeuvres to thwart your opponent’s
plans.

What Do I Need to Get Started?


You will need some six-sided dice, in two colours – about 15
This rulebook contains all the information you’ll need to get
of each colour is enough. These are for rolling in the game
started with your very first games. You will need a few more
and are also useful for showing how much damage a unit
things, however.
takes over time, by placing the dice behind the unit. You will
First and foremost, you’ll need an opponent - someone to face also need a ruler or tape measure that uses inches.
on the battlefield... and enjoy the game with! Each of you will
Finally, you will need a gaming area. This should be a flat,
need an army of your own to play with. You can get started
rectangular surface that is 6’x4’. It doesn’t need to be exactly
quickly by picking up a Mantic Army or Mega Army each,
this size, but this is an ideal size for a standard game. You can
or build up your forces with units according to your own
use some books as terrain if you don’t have any model scenery
preference. You could also split the contents of the Shadows
for your table yet. In the rules, the surface you are playing on
in the North starter box between you and use them to begin
– your battlefield – is called the table, or board.
your own new armies!

4
Dice
Getting Started
For example, if a dice roll had a modifier of -1, you would
subtract 1 from the score rolled. Thus, if a 5 was rolled on a
In these rules, whenever we refer to a die or dice, we mean die, it would become a result of 4, a 3 would become a 2, etc.
a normal six-sided die, which we call D6. Sometimes we also
use terms like ‘D3’, which is the result of a D6 divided by Modifiers to a roll are cumulative unless specified otherwise.
2 (rounded up); ‘D2’, which is the result of a D6 divided by For example two -1 modifiers would result in a total -2
3 (rounded up); ‘D6+1’, meaning rolling a D6 and adding 1 modifier.
to the result; or ‘2D6’, which is rolling two dice and adding
them together.
Re-Rolls
When you are allowed a re-roll, simply pick up the number
Modifiers of dice you are allowed to re-roll and roll them again.
Sometimes, one or more modifiers will apply to a roll. If The second result stands, even if it’s worse than the first.
a modifier applies, add or subtract it from each of the dice Regardless of the number of special rules that apply to a
scores, as appropriate, to find the final results. particular circumstance, you can never re-roll a re-roll; the
second result always stands.

5
Rules

Units
In Kings of War, all units are made up of one or more models. The number of models that make up a unit is specified in each
unit’s stats (explained on page 10) and will normally correspond to the number of models you get in boxes supplied by Mantic.
These models must be attached to bases and formed up into their units as described below. Each unit belongs to one of the
following Types.

Infantry (Inf) & Large Infantry (Lrg Inf),


Heavy Infantry (Hv Inf) Monstrous Infantry (Mon Inf),
Infantry units come in four sizes: Swarm (Swa) &
• Troops consisting of 10 models, arranged five models wide
in two ranks.
Large Cavalry (Lrg Cav)
• Regiments consisting of 20 models, arranged five models Large Infantry, Monstrous Infantry, Large Cavalry and
wide in four ranks. Swarm units come in three sizes:
• Hordes consisting of 40 models, arranged ten models wide • Regiments consisting of three models, arranged in a single
in four ranks. rank.
• Legions consisting of 60 models, arranged ten models wide • Hordes consisting of six models, arranged three models
in six ranks. wide in two ranks.
Each Infantry model has a 20mm square base. • Legions consisting of 12 models, arranged six models wide
in two ranks.
Each Heavy Infantry model has a 25mm square base.
Each Large Infantry and Swarm model has a 40mm square
base. Note that a Swarm of human-sized models must have at
Cavalry (Cav) least three models per model base, while a Swarm of smaller
Cavalry units come in three sizes: creatures like orclings should aim for five or more models per
base.
• Troops consisting of five models, arranged in a single rank.
Each Large Cavalry and Monstrous Infantry model has a
• Regiments consisting of 10 models, arranged five models
50mm square base.
wide in two ranks.
• Hordes consisting of 20 models, arranged ten models wide
in two ranks.
War Engine (War Eng)
Each Cavalry model has a 25x50mm rectangular base. A War Engine is a unit consisting of a single machine, like
a catapult or bolt thrower. It may also have a number of
crew models, but these are purely decorative and should
Chariot (Cht) be arranged around the machine in a suitably entertaining
Chariot units come in four sizes: fashion.
• Troops consisting of two models, arranged in a single rank. Since the crew is merely decorative, they are ignored for all
• Regiments consisting of three models, arranged in a single in-game purposes, such as checking ranges, movement, etc.
rank. Each War Engine model has a 50mm square base.
• Hordes consisting of four models, arranged in a single
rank. Monster (Mon)
• Legions consisting of six models, arranged three models A Monster is a unit consisting of a single model – a large and
wide in two ranks. powerful mythical beast or magical construct.
Each Chariot model has a 50x100mm rectangular base (a
‘chariot base’). Monster models normally have 50mm square bases. Some
Monsters may be labeled as Mon (Cht), in which case they
have a 50x100mm chariot base. Other rare exceptions may be
noted in the unit profile.

6
Titan (Ttn)
Units
A Titan is a unit consisting of a single model – a being of
both gargantuan size and strength.

Each Titan model has a 75mm square base.

Hero (Hero/[type])
A Hero is a unit consisting of a single model. It can be an
officer, a sorcerer or even a mighty lord of its race. Heroes
vary in size between different races, and can ride many types
of mount or even monstrous war-beasts, so Heroes always
have a tag in brackets specifying what type of unit they belong
to. This helps when determining their Height and other
special rules that are relevant to that type.

So a Hero could be a (Hero/Inf) or (Hero/Hvy Inf), a (Hero/


Cav), a (Hero/Mon) or (Hero/Ttn), a (Hero/Lrg Inf), a (Hero/
Lrg Cav), or, indeed, any other type of unit.

Sometimes Heroes have options that allow them to choose


different mounts. If a mount is chosen, the Hero’s unit
type will of course change to that of the relevant mount, as
specified in the Hero’s entry.

Heroes fit on the relevant base of their type unless specified


otherwise. For example, a Hero (Inf) will be on a 20mm
square base, a Hero (Cav) will be on a 25x50mm base, etc.

Exceptional Base Sizes


You may need a wider or deeper base for exceptionally large
Heroes, Monsters, Titans or War Engines – in such rare cases,
use the smallest base that you can fit your model on.

Friendly Units
If a rule refers to Friendly units, this means all the
units in your army.

Enemy Units
Conversely, your opponent’s units and army are
considered the Enemy units in the rules.

7
Rules

UNIT FOOTPRINTS, MOVEMENT as ‘multi-bases’. Multi-bases are very useful, but make sure
that the multi-base itself conforms to the correct size for

TRAYS & MULTI-BASES


the ranked up models as if they were mounted onto their
individual bases. To continue the example above, you could
mount the 20 Elf infantry models directly onto a 100x80mm
If a unit consists of a large number of models, it is far more multi-base.
convenient when moving it around to place a ‘movement tray’
underneath it – that way you effectively have a single object This last way of mounting models directly onto the multi-
to move on the battlefield rather than a large number of base offers great modelling opportunities, as the multi-base
them (say 20 Elf infantry models). This speeds up gameplay can effectively be treated as a mini diorama in itself, creating
immensely. The ideal movement tray is a piece of plastic, great looking and very individual units and helping to tell
thick cardboard or plasticard that is cut to the exact space story or give a theme to the army.
occupied by the bases of the models forming the unit, and
painted to match the colour of their bases. For example, a You might even end up with a little more or less than the
regiment of 20 Elf infantry models occupies a rectangular correct number of models on the multi-base – this is fine,
tray 100mm wide and 80mm deep. If the tray has a little but it must be reasonably close to the correct amount, so that
‘lip’ around the unit (normally up to a couple of millimetres there is no chance of misleading your opponents in regard to
wide), this does not matter and players should ignore the lip the real size of the unit. Below you will find a chart listing
when measuring distances. the base sizes for all the units as well as the ‘preferred model
count’ (PMC), which is the amount of models you should aim
It is even faster, not to mention more practical, to actually to use for your multi-based units to maintain the spectacle of
glue the models’ bases directly onto the tray. That way you a big battle. Sometimes, the practicalities of model size and
have an army that effectively consists of a very small number position will make this more difficult, or not possible, but in
of individual ‘elements’ – very compact and easy to store and essence, you should plan to have 75% or more of the models
transport. Some people even go to the next level, and glue being represented on the base.
their models directly onto the tray, without first placing
them on their individual bases. We refer to these solutions

Model Troop Regiment Horde Legion


Unit Type
Base Size Footprint PMC Footprint PMC Footprint PMC Footprint PMC
Infantry 20x20mm 100x40mm 8+ 100x80mm 15+ 200x80mm 30+ 200x120mm 45+

Heavy Infantry 25x25mm 125x50mm 8+ 125x100mm 15+ 250x100mm 30+ 250x150mm 45+

Cavalry 25x50mm 125x50mm 4+ 125x100mm 8+ 250x100mm 15+ N/A N/A


Large Infantry
40x40mm N/A N/A 120x40mm 2+ 120x80mm 5+ 240x80mm 9+
and Swarms
Large Cavalry
and Monstrous 50x50mm N/A N/A 150x50mm 2+ 150x100mm 5+ 300x100mm 9+
Infantry
Chariots 50x100mm 100x100mm 2 150x100mm 3 200x100mm 4 150x200mm 5+

8
Units
Unit basing examples

Multi-Basing Scenic basing


Duncan has used simple grass and snow on this Ice Rob’s Ironwatch Troop has Full Model Count on this
Elemental multi-base. The unit has Preferred Model rocky multi-base.
Count for a Large Infantry Horde.

Movement Trays
These Goblin Fleabag Sniffs and Nightstalker
Shadowhounds are all on individual bases with
movement trays.

9
Rules

Unit Characteristics Keywords


Facings & Arcs Units will have one or more keywords listed in bold
alongside their special rules. For example: Paladin.
Normally in Kings of War, units have four facings: front, rear,
If a special rule includes a keyword, then it will affect
left flank and right flank. Each of these facings has an ‘arc’, an
any unit which also has that keyword. For example:
area determined by drawing imaginary lines at 45 degree angles
Inspiring (Paladin only) affects any unit with the
from each corner of the unit, as shown in Diagram A below.
Paladin keyword.

Unit Leader Point


The unit Leader Point is the exact centre of the front edge of Stats
a unit’s base. The reason why we call it the ‘Leader Point’ is Each unit in Kings of War has a name and a series of
that some players like to place a suitably imposing model in statistics (for short, we call them ‘stats’), which define how
the centre of the first rank to ‘lead’ the unit. powerful it is in the game. These are:

Whenever the rules say to take something ‘from the unit’s • Type. Whether the unit is Infantry, Cavalry, etc.
Leader Point’, such as a measurement or Line of Sight, it is
• Unit Size. How many models the unit comprises.
taken from this point in the exact centre of the unit’s front
edge. It’s a good idea to mark the unit’s Leader Point on the • Speed (Sp). How fast the unit moves, in inches.
unit in some way as it may be difficult to easily locate the • Melee (Me). The score needed by the unit to hit in melee.
Leader Point on a movement tray or multi-base at a glance
during gameplay. • Ranged (Ra). The score needed by the unit to hit with
ranged attacks. If it has no normal ranged attacks, this is
a ‘–’.
• Defence (De). The score the enemy requires to damage the
unit.
• Height (Ht). The unit’s Height value. This value is used
primarily when determining Line of Sight.
• Unit Strength (US). Unit Strength represents the
presence a unit exerts on its surroundings and its ability
to control the battlefield. It’s frequently used when scoring
scenarios to determine the winner of a game.
• Attacks (Att). The number of dice the unit rolls when
attacking, both at range and in melee.
• Nerve (Ne). A combination of the unit’s size and its
training and discipline. This stat shows how resistant it is
to damage suffered – both physical damage to its warriors,
but also to its morale.
• Points (Pts). How valuable the unit is. Used for picking
Diagram A: Front, Rear, Side Arcs and Leader Point a force and sometimes for working out victory points in
scenarios to determine the winner of a game.
• Special. Any special equipment (like ranged weapons) and
rules the unit has.
These stats make up what is known as a unit ‘profile’ – a handy
visual summary of the information for each unit. The army
lists later in the book have all the unit profiles for the various
troops, monsters, heroes and sorcerers at your disposal.

10
Units
Unit Interactions
Front Arc
During the game, you will often need to determine whether
one of your units can interact with another unit, normally
one you intend to charge or shoot. Unless specified otherwise,
a unit can only interact with other units that are at least
partially within its front arc.

Line of Sight (LoS)


Certain actions, such as charging or shooting at an enemy
unit, will require you to determine if your unit can see
another unit. This requires drawing an imaginary straight
line, called the Line of Sight (LoS), from your unit’s Leader
Point to any point on the target’s base.

• If this imaginary line passes over no other unit’s base or


terrain features, then LoS is not blocked.
• If either your unit or the target unit has a greater Height
stat than any other units or terrain in the way, then LoS is Diagram B1: Drawing Line of Sight
not blocked. Unit A is trying to draw LoS to Unit C (See Diagram B1). The red lines
• If any units or terrain in the way are the same Height or represent the LoS trying to be drawn. If either Unit A or Unit C are taller
greater than both your unit and the target unit, then LoS than Unit B, then LoS is NOT blocked. If Unit B is the same height or
is blocked. taller than both Unit A and Unit C, then LoS is blocked.
A unit’s LoS can never pass through the unit itself.

Note that the LoS does not have to be the shortest line
between your unit Leader Point and the target unit’s base;
any line from your unit Leader Point to any part of the target
unit’s base will do fine.

If you’re unsure whether your unit can see a target unit or


not, roll a die. On a 4+ it can see it, on 3 or less it cannot.

Terrain and LoS are discussed in more detail on page 20.

Measuring Distances
You can measure any distance at any time you like. Unless
otherwise specified, the distance between two units is the
distance between the two nearest points of the units’ bases.

Keep Your Distance


In order to avoid confusion, keep your units at least 1” away
from enemy units at all times, except when charging, engaged
or regrouping as explained later. To remove any confusion,
ensure that your units are not in base contact with other
friendly units at all times. Diagram B2: Drawing Line of Sight
In this example (see Diagram B2), Unit B is considered to be as tall as
Unit A and C and therefore blocks LoS. Unit A can still see Unit C by
looking around the edge of Unit B.

11
Rules

The Turn
Kings of War is played in Rounds, with each player taking A player goes through the following three phases in their Turn:
a Turn during each Round. Both players roll a die each to
decide who has the first Turn – the player winning the die 1. Movement Phase
roll decides who goes first. That player goes through the three
phases listed below, concluding their Turn. The opposing 2. Ranged Phase
player then takes their Turn. When both players have
3. Melee Phase
finished their Turns, Round 1 is complete. Players continue
alternating Turns and completing Rounds this way until an We’ll examine each of these phases in detail on the following
agreed time limit or Round limit is reached. This is usually pages. Once a player has moved and attacked with all their
determined by the scenario being played (see page 53). units and completed their three phases, it is then their
opponent’s Turn.

12
The Turn
the Movement Phase
During the Movement Phase of your Turn, pick each of
your units, one at a time, and give them one of the following
Movement orders. Complete each order and any movement
with a unit before proceeding with the next one.

Halt
The unit does not move at all. If a unit is not moved during the
Movement Phase, it has received a Halt order by default.

Change Facing
The unit remains stationary and can pivot around its centre to Diagram C: Changing Facing
face any direction. See Diagram C.

Advance
The unit can advance straight forward up to its Speed stat,
in inches. For example, a unit with a Speed of 6 can move
forward up to 6 inches. At any point during this move (i.e.
before or after advancing, or anywhere along its advance), the
unit can also make a single pivot around its centre of up to 90
degrees from its original facing. See Diagram D.

Back
The unit can move straight backward at up to half of its
Speed stat value, in inches. See Diagram E.

Sidestep Diagram D: Advance


The unit can move sideways straight to its left or straight to This regiment has a Speed Stat of 5” and it is ordered to Advance. First
its right at up to half of its Speed, in inches. See Diagram E. it is moved 4” straight forward, then it is pivoted around its centre, and
finally it completes its advance by moving a further 1” straight forward.
At the Double
The unit can advance straight forward up to double its Speed,
in inches. See Diagram E.

Charge
This is by far the most exciting of orders. Your units are
about to engage the enemy in hand-to-hand (or tooth-to-claw)
combat. It is also the most complicated and so it is described
in detail on page 15.

Diagram E: Move

13
Rules

Disengaging
UNIT INTERPENETRATION During a game, units may begin their Turn Engaged with
Enemy units (see page 24). When such units are given a
Interpenetration When Moving Movement order that takes them out of base contact with
The following rules regulate interpenetration when a unit Enemy units, they are said to be Disengaging. Disengaging
moves directly forward, backward or sideways. units may move within 1” of any Enemy unit they were
Engaged with at the beginning of the Turn. They still must
Friendly Units end their move at least 1” away from any Enemy units unless
Friendly units can be moved through (except when charging, charging.
see below), but you cannot end a unit’s move on top of If a unit begins its Turn Engaged with one or more Enemy
another unit, so you’ll have to be sure that your units have units on a single facing only, it may make a free Withdraw
enough movement to end up clear of their friends. move directly away from the unit(s) up to 1” before carrying
Also, at the end of their move, your units must not be in base out its normal Movement order. All applicable measurements,
contact with other Friendly units. This ensures that both you LoS checks and front arc checks are then taken from the new
and your opponent can clearly tell them apart. position.

Unless noted above, all the normal rules for movement apply
Enemy Units to Disengaging units.
Enemy units, on the other hand, block movement. Your
If a unit is given a Halt order but does not Disengage, the
units must remain at least 1” away from them, except when
unit and all units Engaged with it remain Engaged.
charging, disengaging or during a pivot.
If your unit is not Engaged but begins its Turn within 1” of
Interpenetration When Pivoting an Enemy unit, it may still move freely as long as it ends its
In reality, regimented units are more flexible in rearranging Turn farther away from the Enemy unit than where it began.
their ranks and files than our miniatures, so when a unit is
pivoting around its centre, it can pivot through both friends
and enemy units, and all types of terrain, including Blocking
Terrain and the edge of the table. It must of course still end
its pivot (and also its entire move) clear of Blocking Terrain
(and completely on the table), not in base contact with
Friendly units, and at least 1” away from Enemy units.

14
The Turn
CHARGE
A Charge is typically the only way your units can move into
contact with the enemy. A unit can Charge a single enemy unit
(‘the target’) as long as the following conditions are all met:

• The target is at least partially in your unit’s front arc;


• The unit can draw LoS to the target from its Leader Point
as described on page 11;
• The distance between any point on your unit’s front facing
and the closest point on the target unit’s base is less than
or equal to double your unit’s Speed stat (this is sometimes
called the Charge Range);
• There is enough space for your unit to be physically placed
into contact with the target by moving as described below.

Moving Chargers
A Charge move is carried out in three steps:
Diagram F1
1. Move Unit A wishes to Charge unit B
First, the charging unit moves forward using the shortest,
most direct route possible to make contact with the facing
of the enemy unit being charged. This is done without
measuring how much distance they actually cover, going
around any Blocking Terrain and any unit in their way (both
Friendly and Enemy units). See Diagram F.

In order to do this they may, if necessary, pivot once around


their centre up to 90º at any point during their move. If the
Charge can be completed without the pivot, then the charging
unit should not pivot.

Note that the charging unit must go through any area of


Difficult Terrain or over any Obstacle that would normally
slow down their movement. The pivot may not be used to
avoid them. These elements of terrain do not slow down
Charge moves, but they cause the Charge to be Hindered (see
page 24).

Diagram F2

15
Rules

Diagram F3 Diagram F4
Unit A aligns with unit B at the point of contact Unit A shuffles to the centre of unit B

2. Align 3. Shuffle to Centre


Second, once the charging unit has made contact with the Finally, shuffle the charger sideways until their unit Leader
target, pick it up and align its front edge flush with the facing Point is facing directly opposite the centre of the target unit,
of the target in the arc being charged (see Flank and Rear or as close as possible to it. See Diagram F4. During this
Charges below). The charging unit must still be touching the shuffle the charging unit may not pass through other units
initial point of contact with the target and clear of all other or Blocking Terrain. In some cases this shuffle may take the
units. See Diagram F3. charging unit into Difficult Terrain or onto an Obstacle. In
such cases, the Charge is considered Hindered, as described
The charging unit must be able to align at the initial point on page 24.
of contact in order to carry out a legal charge and must
physically have enough space to fit when aligned. A charging Once the charging unit has shuffled to its final position, the
unit cannot make contact with an enemy unit at a point of charging unit(s) and the target are Engaged.
contact and then ‘skip’ over units or terrain to align with a
different part of the unit. See Diagram G.

Diagram G: Illegal Charges


Regiment A wants to Charge Regiment B and can contact the corner of ‘Skipping’ to the other side of the Troop is not allowed so this
Regiment B, but it cannot align due to the Troop charge would not be legal

16
Flank and Rear Charges Corner-to-Corner Charges
The Turn
If the Leader Point of the charging unit is in the target’s front In some rare cases, the only possible way for charging units
arc when the order to Charge is given, the unit must charge to make physical contact with a target would be by literally
the target’s front facing. having one corner of its frontage in contact with one corner of
the target.
If the Leader Point of the charging unit is in the target’s right
or left flank arc when the order to Charge is given, the unit These extreme cases are called ‘corner-to-corner’ contact. One
must charge the target’s corresponding flank facing. example of this is shown in Diagram I.

If the Leader Point of the charging unit is in the target’s rear We deem that this is not enough to warrant a sensible charge
arc when the order to Charge is given, the unit must charge and combat, so we disallow these charges.
the target’s rear facing. See Diagram H.

Diagram H: Flank and Rear Charges

Proximity to Enemies
Remember that when charging, units don’t have to stay
1” away from Enemies, and this means that sometimes a
Diagram I: Corner Charges
charging unit may end up in contact with both its target
and one or more Enemy units it has not charged (e.g. when
charging a unit that is part of a tight enemy battle line). In
this case, if possible, nudge the enemy unit that is not being
charged back just enough that it’s clear it is not Engaged with
the charging unit.

This nudge is for the sake of keeping engagements clear and


is not enough by itself to expose an otherwise unexposed
flank. In other words, players cannot use this nudge to create
a Charge that was not possible without the nudge.

17
Rules

Multiple Charges Against the All units must be able to fit the facing they are charging after
all charging units have moved. If there isn’t enough space
Same Target for all of the units to fit against the facing of the target they
At times you will want two or more of your units to Charge are charging, some of the units will not Charge and must be
the same Enemy unit. This is allowed as long as each unit given a different order.
can fit against the correct facing of the target unit once all
Note that units do not shuffle to make room for units that are
of the charges are completed, but the process for moving the
charging different facings.
units is a bit different.
You will notice how it is impossible for three units of exactly
First, all units charging a single target must be given a
the same frontage (e.g. 100mm) to charge the facing of an
simultaneous order to Charge the target unit. This means that
enemy that has the same width (100mm). This is because
each of the units charging must meet the requirements for a
corner-to-corner charges are not allowed – so only two such
Charge order (see page 15) before any of the charging units
units can charge the same facing; the third will have to be
move. It also means that new units cannot be issued a Charge
given a different order.
order against the same target later in the Movement phase.
Also note that, in multiple charges, units charging the same
Each unit is then moved one at a time in an order decided
target facing cannot cross each other’s way in, i.e. they cannot
by the charging player. A charging unit moves and aligns in
swap places and must remain in the same relative positions to
the same way as a single Charge described above. Rather than
the target facing when they started their Charge. The Leader
shuffling to the centre, however, multiple units charging the
Point of each charging unit must stay in the same relative
same facing shuffle to their final positions as explained below,
position to the Leader Points of all other units charging the
before moving the next unit so that all units on a facing share
same facing. In other words, the leftmost Leader Point before
the space available as equally as possible. In the case of two
the Charge must still be the leftmost Leader Point after the
units, each unit should, as much as possible, have roughly the
Charge, etc. If it is particularly close and hard to determine,
same fraction of contact (e.g. if two units with 100mm fronts
use a straight line perpendicular from the target, moving it
Charge a facing that is 100mm wide, each unit would have
left and right, and see which unit’s Leader Point the line
50mm of their facing touching the target unit). In the case of
touches first. In the event that multiple Leader Points are
more than two units, the central unit will of course be fully
lined up exactly with each other, then the charging player
in contact. Divide the remaining frontage evenly among the
may choose the final position. See Diagram K.
overhanging units. There is no need to micromanage this to
the last millimetre; placing the units in roughly the correct
position by eye is sufficient. See Diagram J.

Diagram J: Shuffling Multiple Charges

Each unit has roughly 1/3 Each unit has roughly 5/6 Of the 100mm of frontage, the Individual takes up
of its frontage in contact of its frontage in contact 20mm, which leaves 80mm for the other units to share
equally. This means roughly 1/4 of the regiment and
horde are in contact

18
The Turn
If the attacking unit Counter Charges an enemy Engaged on
its side or rear facing, simply pick up the Counter Charging
unit, turn it to face the target and align it flush with the
target’s front face. Shuffle it to the final position as normal.
As noted above, the unit is now Disengaged from all other
units it was previously Engaged with. Nudge them out of
Using leasderpoints contact as above.

to determine final Counter Charging to the flank or rear can sometimes prove
slightly tricky in narrow confines. It is perfectly fine to slide
positions on a multiple the unit sideways to fit against the front of the enemy, as
long as the final position does not overlap any other unit. If
charge the unit cannot fit against the target, then it cannot Counter
Charge that unit.

All rules that apply in a Charge also apply in a Counter


Charge, unless otherwise specified.

Note: Remember that if a unit wishes to Counter Charge an


Enemy unit it is Engaged with, it must declare the Counter
Charge in the Movement phase. Don’t forget to declare it!
Diagram K: Using Leader Points to Determine Final
Positions after a Multiple Charge
Unit B’s Leader Point is farther left than unit C’s so
unit B will align to the left

Counter Charge
If a unit begins its turn Engaged with one or more Enemy
units, it may elect to perform a Counter Charge instead of a
regular Charge.

If a unit decides to Counter Charge, then it may only do so


against an Enemy unit with which it is already Engaged. It
does not need LoS and the Enemy unit does not need to be in
the front arc, so it may Counter Charge against units Engaged
on its flank or rear facings.

If the unit Counter Charges an enemy unit that is Engaged


on its front facing, simply shuffle the attacking unit to its
final position as normal. It is now considered Disengaged
from all other units, so, if possible, any units it may still be
touching should be nudged out of contact to show that they
are no longer Engaged.

19
Rules

Difficult Terrain
Terrain This type of terrain consists of things like woods, crop fields,
Terrain plays a vital role in Kings of War, providing cover areas of rocky terrain or scree, ponds and so on. They are
from gunlines, breaking up charging paths for cavalry and normally made by gluing a number of pieces of terrain onto
providing strategic advantages and disadvantages for both a large base. This conveniently shows the area of the terrain
players. Because terrain can have an effect on unit activity in – the entire area of this base counts as Difficult Terrain. It
all phases of the game, as well as LoS (and thus shooting), we impacts the game in the following ways:
will discuss it in more depth here before moving on to the
Ranged and Melee phases. • While moving At the Double, units treat Difficult Terrain
as Blocking Terrain instead.
On a standard 6’x4’ table it is recommended that players use
• If a unit’s Leader Point is in a piece of Difficult Terrain,
between eight and twelve pieces of terrain, making sure to
then that unit ignores that piece of Difficult Terrain when
use a few pieces of terrain from each of the five types listed
checking LoS. Otherwise Difficult Terrain impacts LoS as
below. Before the game, it’s always a good idea to agree with
described below.
your opponent how you are going to treat each of the pieces of
terrain on the table. • If a charging unit’s move has gone through or ended over
any portion of Difficult Terrain, then it is Hindered as

Terrain Types described on page 24.

There are five types of terrain that impact gameplay in Kings Obstacles
of War: Obstacles are long and narrow pieces of terrain, like a
low wall, a fence, a hedge, etc. – something that a roughly
Open Terrain man-sized creature could see over and clamber across easily.
Obstacles should be no more than 1” high – any higher and
Open Terrain simply describes the normal battlefield and it
they will be Blocking Terrain instead. They impact the game
is assumed that units and warriors can move, see and fight in
in the following ways:
areas of Open Terrain easily, following the normal rules. You
don’t need to specify Open Terrain – we assume it covers all • Units can move over Obstacles normally (even ending their
the areas of your table where you have not placed any of the move on top of them), but they cannot cross them while
other terrain types listed below. moving At the Double.
• If a charging unit’s move has gone through or ended
Blocking Terrain over any portion of an Obstacle, then it is Hindered as
Blocking Terrain is any solid piece of terrain such as high described on page 24.
walls, buildings or large rock formations. The edge of the
• Obstacles are Height 2 for determining cover but never
table is also normally treated as Blocking Terrain. When
block LoS.
setting up the table, it is recommended that players leave at
least 12” between any two pieces of Blocking Terrain to ensure
that all units in the game can fit between them. It impacts Hills
the game in the following ways: Hills are elevated terrain pieces on which units can stand.
Because of the tactical advantages granted by Hills, it is
• Units cannot move across Blocking Terrain and must go recommended that players avoid placing them in the Set-up
around it. Areas. Hills impact the game in the following ways:
• Units can pivot through Blocking Terrain in the same way as • In order to be on a hill for game purposes, a unit must
other units (see Interpenetration When Pivoting on page 14). have at least half of its unit’s base on it. When a player
• Blocking Terrain impacts LoS as described below. intends for their unit to be on a hill, they should make
this clear to their opponent.
• Hills have no impact on movement.
• If a unit’s Leader Point is on a hill, then that unit ignores
that hill when checking LoS. Otherwise, hills impact LoS
as described below.

20
• While on a hill, a unit adds that hill’s Height to its own. Drawing Line of Sight
The Turn
For example, a Height 2 unit on a Height 2 hill would be
Height 4, while a Height 3 unit would be Height 5 while Terrain blocks LoS to any units behind it in the same way as
it stood on the hill. a unit. For example, a Height 3 or higher building will block
LoS between two Height 3 units. Some pieces of terrain, such
• If a unit that begins its turn on a hill makes a Charge that as rivers and ponds, will be completely flat and never block
is not Hindered against a unit that is not on a hill, the LoS. As always, these should be agreed with your opponent
charging unit gains the Thunderous Charge (+1) special rule. before the game.
Units with the Fly special rule, including those who have
temporarily lost the special rule due to being Disordered, Terrain does not block LoS drawn to units that are at least
do not gain this bonus. partially inside the piece of terrain. If any part of a unit is in
a forest, for instance, then other units outside of the forest

TERRAIN & LINE OF SIGHT may draw LoS to the unit in the forest.

Note that it is important to have some pieces of terrain that


Terrain Height block LoS toward the centre of the board in order to break up
LoS and provide cover from units with ranged attacks. Hills,
Heights of all terrain features should be agreed upon before
forests and Blocking Terrain are great for this purpose.
the game. As a rough guideline, a piece of terrain is Height
1 plus one level of Height for each inch of actual physical
height, so a 2” high wall would be Height 3 for example. Terrain and Cover
For rules on how terrain impacts the Ranged phase, see the
Cover section on page 23.

Hill

Blocking Terrain

Difficult Terrain

Obstacles

21
Rules

The Ranged Phase


Once you have finished moving all of your units, it’s time to
Ranged Weapon
make ranged attacks with those that can do so. Only units
with a ranged weapon, such as a bow, or other ranged attack, Units that possess a ranged weapon will display it in the
such as a spell, can be chosen to make attacks in the Ranged special rules section of their unit profile.
phase. They are said to be firing, shooting or casting ranged
A ranged weapon’s own profile is composed of several
attacks as appropriate.
different elements. At the very least it will display its name
Pick one of your units at a time, choose a target for them and and range but may also indicate a different number of dice
let loose. As noted previously, any unit that did not receive an to roll for its attacks to be used instead of the unit’s own Att
order in the Movement phase is considered to have had the stat. Special rules that affect the weapon are also included and
default Halt order given to it. If a unit has two or more types only apply to that weapon when it is used.
of ranged attacks (including spells), it can only use one per
For example: (Bows – 24”), (Heavy Crossbows – 36”,
Turn.
Piercing (2), Reload) or (Flame Belcher – 12”, Att: 10,
To resolve a unit shooting (or casting) with a ranged attack, a Piercing (1), Steady Aim)
player will:
If a ranged weapon profile does not explicitly list a number of
1. Pick a target and make sure it’s in range and Attacks for that weapon, or list an Ra stat value to be used for
there is LoS to it. that weapon, the Att value and/or Ra value in the unit profile
itself should be used.
2. Roll to hit.
3. Roll to damage. PICKING A TARGET
At the end of the Ranged phase, you will test the Nerve of A unit can pick a single Enemy unit as a target for its ranged
any enemy units that were damaged. We will cover Nerve in a attacks as long as all the following conditions are met:
following section. • The target is at least partially in the unit’s front arc.
• The unit has LoS to the target.
Moving and Shooting
Units that have received an At the Double order in their • The distance between the unit’s Leader Point and its target
previous Movement phase may not make ranged attacks. is equal to or less than the weapon’s or spell’s range.

Melee and Shooting SHOOTING & HITTING THE TARGET


Units that are Engaged with enemies cannot use, or be Once a valid target has been selected, roll a number of dice
targeted by, ranged attacks, unless specified otherwise. equal to the firing unit’s (or weapon’s) Att stat. Your unit’s
dice rolls, with any modifiers that apply, must score a number
Engaged Units and Shooting equal to or higher than its Ra stat value in order to hit its
Units that begin their turn Engaged in combat must first target. Discard any dice that score less than that.
Disengage during their Movement phase if they wish to
Example: A unit has Att 10 and so shoots with 10 dice. Its Ra value is
shoot during their Ranged phase. If a unit is issued a Halt
5+. The dice are rolled. Any that score 4 or less are discarded – they have
order immediately after Disengaging (including Disengaging
missed. Any that score 5 or 6 are successful hits.
that involves a Withdraw move), any normal penalties for
movement, including those for Pot Shot or Reload, do not apply.
With any other Movement order, any normal movement
penalties apply.

Units that are only Engaged with enemy units that are Yielding
do not have to disengage in order to shoot. See page 30 for
more on Yielding.

22
Modifiers
The Turn
A number of factors can affect the chance of hitting a target:
TESTING NERVE
At the end of the Ranged phase, test the Nerve of any
• -1 Moving. This applies if the firing unit received any unit you inflicted damage on during that phase. This test
order other than Halt in the previous Movement phase. is described on page 26 and will determine whether the
This modifier does not apply to Pistols, Javelins or Thrown damaged units are Steady, Wavered or Routed.
Weapons.
• -1 Cover. This applies if the target is in cover (see below).
For each of these conditions that apply, deduct one from the
COVER
score rolled on each of the dice. In cases when the target unit is partially visible behind
another unit or terrain piece, the firing unit might suffer
For example, if your unit normally needs a 4 or more to hit, from the the -1 Cover modifier on its rolls to hit. To decide
but it has moved, you will need 5 or more to hit instead, whether the target unit is in cover, draw LoS from the Leader
because all results will be one less than actually rolled – a 5 Point of the firing unit to the facing and arc of the target unit
will become a 4 and thus meet the required Ra value, but a 4 that the firing unit is in (front, rear or either flank).
will become a 3 and therefore miss. If the target was in cover
as well, you would need 6s. The target unit will be in cover if:

Any dice that naturally roll a 1 always miss, regardless of • At least half of its base is within Difficult Terrain, or…
modifiers. However, if modifiers to the roll mean that the • LoS to at least half of the target unit’s facing that is being
unit would need more than a 6 to hit, it may only roll a targeted passes over intervening units or terrain (including
number of dice equal to half its Attacks (rounding down) and Difficult Terrain the target unit is in contact with).
will only score hits on a 6.
A firing unit that received a Halt order in its Movement
Additionally, the target unit or firing unit may have special phase ignores any piece of Difficult Terrain that it is currently
rules which also modify To Hit rolls when shooting and will within, or in base contact with, for determining whether an
be explained in the unit’s special rules. enemy unit is in cover, unless the enemy unit is also touching
or within the same piece of Difficult Terrain.

DAMAGING THE TARGET A firing unit that is currently within, or in base contact with,
an Obstacle, ignores it for determining whether an enemy
After discarding any dice that missed, pick up the remaining unit is in cover, unless the enemy unit is also in contact with
dice that scored hits and roll them again to try and damage the same Obstacle.
the enemy unit. The number your unit needs to damage the
target is equal to or greater than the target’s Defence value. If a unit’s Leader Point is on a hill, but the unit itself is
This roll can sometimes be modified by special rules, etc. not on the hill (with more than half its base), LoS is not
blocked, but the hill itself is taken into consideration when
Example: A unit has scored 6 hits on an enemy unit which has a De of 4+. determining cover to and from the unit.
The attacking player rolls the dice again. Any that score 3 or less have failed
to cause any damage. Any that score 4 or more cause 1 damage each.
Big Targets
Any die that rolls a 1 always fails to damage, regardless of Intervening units/terrain that are three Height levels smaller
modifiers. If a modifier brings the score required to damage a than either the firing unit or the target offer no cover. For
target above 6, that target cannot be damaged. example, Height 1 units/terrain do not offer cover to or from
Height 4 units.
Recording Damage
For each hit that scores damage, place a damage marker next Not Sure?
to the unit. This represents physical damage and casualties In the rare, marginal cases when you’re not sure whether
as well as a decline in the unit’s morale, cohesion and will to your target is in cover or not, simply roll a die. On a 4+ it is
fight on. As the unit accumulates damage markers, it might not, on 3 or less it is.
be more convenient to record this by placing a die (possibly
an unusual one, of a different size or colour, to avoid rolling
it by mistake) next to the unit, or by using some other
suitable tokens to track the damage.

23
Rules

The Melee Phase


Once you have finished any Ranged attacks with your units A unit that is Counter Charging is never Hindered, whether
and made any Nerve tests for the enemy, it’s time for your by terrain, special rules or any other reason.
warriors to strike against the enemies that they Charged,
or Counter Charged, in your Movement phase. We imagine Any die that naturally rolls a 1 is always a miss, regardless
that in your Turn the impetus of the Charge means that your of modifiers. However, if modifiers to the roll mean that
warriors will be doing most of the hacking and slashing, the unit would need more than a 6 to hit, it may only roll a
while the enemy mostly defend themselves. number of dice equal to half its Attacks (rounding down) and
will only score hits on a 6.
At this stage, there may be a number of Engaged units
all involved in hand-to-hand Melee combat. The player Additionally, the target unit or attacking unit may have special
whose Turn it is picks one of these combats and resolves it rules that also modify the roll to hit when making Melee
completely before moving to the next, and so on until all attacks; these will be explained in the units’ special rules.
combats have been resolved.

To resolve each Melee combat a player will:

1. Roll to hit.
2. Roll to damage.
3. Test the enemy unit’s Nerve.
If more than one unit is attacking the same target, resolve
steps 1 and 2 for each unit in the order chosen by the
attacking player before moving on to step 3. Regardless of the
number of attacking units, the target’s nerve is only tested
once in a given combat.

STRIKING
To attack the unit you charged, roll a number of dice equal to
the charging unit’s Att stat.

If your unit is attacking an enemy to its flank, it doubles


its Attacks. If your unit is attacking an enemy to its rear, it
triples its Attacks.
DAMAGING THE TARGET
This process is exactly the same as described for Ranged
attacks on page 23.
HITTING THE TARGET
This process is exactly the same as described for ranged attacks, Recording Damage
except that it uses the unit’s Me stat rather than Ra and the This process is exactly the same as described for Ranged
modifiers below rather than the ones for Ranged attacks. attacks on page 23.

Modifiers
A number of factors can affect the chance of hitting a target:
TESTING NERVE
At the end of each combat, if your attacking unit(s) have
• -1 Hindered. If a charging unit’s movement has gone managed to score at least one point of damage on the target,
through or ended over any portion of Difficult Terrain or an test the target’s Nerve. This test is described on page 26
Obstacle, then it is Hindered in the following Melee phase. and will determine whether the damaged units are Steady,
A unit can only be Hindered once in any given charge so Wavered or Routed. Note this is different to the Ranged
will only ever suffer a single -1 modifier for the condition. phase, where you test enemy Nerve at the end of that phase.

24
The Turn

Ogre Berserker Braves face off against a Goblin Rabble

AFTER COMBAT DISORDERED


Units that have suffered at least one point of damage in the
Target Routed – Chargers Regroup melee phase are Disordered – mark them with an appropriate
At the end of each combat, if your Charging or Counter counter.
Charging unit(s) managed to Rout the Enemy unit, it can do
one of the following: Units will remain Disordered until the end of their following
Turn, when the Disordered counter is removed.
• Stay where it is and pivot around its centre to face any
direction (as per a Change Facing order).
No Ranged Attacks
• Move directly forward D6”. The unit must move the full Disordered units cannot use any form of ranged attack
distance rolled. This move is not affected by Difficult (including spells). This is because they have been disrupted by
Terrain or Obstacles. the melee or are busy fighting back in close quarters.
• Move directly sideways either left or right D3” (as above).
• Move directly backward D3” (as above).
A unit cannot move through any other units while
regrouping, though it can pivot through them as long as it
ends clear. Once the Regroup move has been carried out,
nudge the unit out of base contact with any enemy units it
may be touching, so that it’s clear they are not Engaged.

Target Steady or Wavering –


Remain Engaged
If, on the other hand, your unit(s) failed to Rout the Enemy
unit, it remains Engaged. Engaged units remain in base
contact with one another and do not move.

25
Rules

Nerve
As a unit accumulates damage, it will become more and
Steady
more likely to lose cohesion, stamina or even willpower, until
eventually it will turn tail and run from the field, never to The unit continues to fight normally and does not suffer any
return. negative effects. Remember, however, that units capable of
ranged attacks that have been Disordered will not be able to

WHEN TO TEST use their ranged attacks in their next Turn.

At the end of both the Movement and Ranged phases of your Wavering
Turn, you test the Nerve of any enemy unit that suffered any The unit does not Rout, but it is severely shaken during
damage during that phase. If there are multiple units, you its next Turn. Place a suitable counter by the unit as a
may choose the order to make the tests. reminder. In its next Movement phase, it can only be given
one of the following orders: Halt, Change Facing or Back. In
In the Melee phase, however, a Nerve test is made for any addition, the unit is Disordered (so it will not be able to use
enemy unit that suffered damage in the phase at the end its ranged attacks in its next Ranged phase). The unit will
of each combat, before moving on to the next. In a combat remain Wavering until the end of its following turn, when the
where more than two units are attacking, resolve all of the Wavering counter is removed.
attacks and damage first from all the attacking units, and
then make the Nerve test.
Rout
Note that if one of your own units receives damage during The unit is no longer capable of participating in the battle
your own Turn, a Nerve test is not required. and any few remaining survivors (if any!) have routed.
Remove the unit from the table. It can take no further part in

HOW TO TEST this game and is considered destroyed.

Each unit has two numbers under its Ne stat. The first
number is the unit’s Wavering limit, the second number is its Devastated
Routing limit.
While the amount of damage on a unit exceeds its
To test the Nerve of an Enemy unit, roll 2D6 and add any current Routing limit (taking into account any modifiers,
damage currently on the unit to the score, plus any other such as Rallying or Dread) and the unit has not
modifiers that apply (such as those granted by some special suffered a Rout result, the unit is said to be Devastated.
rules). The final total is then compared to the Ne stat values Devastated units halve their Attacks, Unit Strength and
of the Enemy unit. spell (n) stat values, rounding down. Mark the unit with
an appropriate token.
• If the total is equal to or higher than the unit’s Routing
limit, the unit suffers a Rout result (see below). For example, if a unit that normally had an Att stat of 12
was Devastated, it would continue to play using an Att
• If the total is lower than the Routing limit, but equal stat of 6 instead
to or higher than the Wavering limit, the unit suffers a
Wavering result (see below).
• If the total is lower than the unit’s Wavering limit, then
the unit is said to be Steady, which means it is completely
unaffected and continues to fight on as normal.
For example, let’s assume you are testing the Nerve of an
Enemy unit that has a Nerve of 11/13 and has suffered three
points of damage so far during the game. If you roll a seven
(or less), your total will be ten or less and the enemy will be
Steady. If you roll an eight or nine, your total will be eleven
or twelve and the enemy will be Wavering. If you roll a ten or
more, the enemy Routs.

26
The Turn
Exceptional Morale Results
Double Six – We Are Doomed!
If you roll double six when testing Nerve and the enemy unit is not Routed, it will still suffer from a result of Wavering,
as insidious news of defeat starts to spread through the ranks.

Double One – Hold Your Ground!


If you roll snake eyes (double one) when testing Nerve, the enemy unit is filled with implacable resolve and will always
be Steady and fight on, regardless of any modifier. Note, if the Enemy unit has suffered enough damage, this may still
result in it being Devastated.

Fearless
Some units in the game have a value of “-” for their Wavering limit. For example, it could be -/14. These units are
normally composed of fanatical, frenzied warriors or mindless supernatural creatures – in any case, they cannot Waver,
and will therefore remain Steady until they eventually Rout. Of course a Rout result for such troops represents them
being utterly annihilated, or collapsing as their magical life force abandons them.

27
Wymriders herd a Terror into a trap
Rules

War Engines
Unless specified otherwise in a unit profile, the following
rules apply to all War Engine units.

Movement
War Engines cannot be ordered to move At the Double, nor
to Charge. While moving, War Engines treat Obstacles as
Blocking Terrain.

Melee
Units attacking a War Engine in Melee always triple their
Attacks, regardless of the facing they are attacking.

War Engines lucky enough to take damage but survive such


an onslaught will be Disordered as normal.

Front Arc
If a War Engine’s base is wider than 50mm, the front arc
for making ranged attacks is not taken from the corners.
Instead the 50mm wide base of the arc should be defined on
the unit’s front base edge, centered on the unit Leader Point,
such as by painting two vertical lines on the front or marking
it with appropriate scenic decoration. It still has a front arc as
normal, but when choosing a target for ranged attacks it may
only choose one within the front arc determined by the 50mm
marked on the base.

For example, the base in Diagram L has an 80mm width, but


the front arc only extends from a 50mm width on the front of
the base.

Diagram L: War Engine Bases

28
War Engines

A Basilean Heavy Arbalest team surveys the battlefield

An Abyssal Dwarf crew prepares their G’rog Light Mortar for war

29
Rules

Individuals
Units with the Individual special rule are normally made of a
Ranged Attacks
single model representing a roughly human-sized individual,
on foot or horseback. These can obviously behave in a Individuals may pivot to face any direction for free before
very different manner from regimented units or very large picking a target in the Ranged phase.
creatures. When the word Individual is used in the rules with
Enemies shooting against Individuals suffer an additional -1
a capital letter, it means a unit with the Individual special rule.
to hit modifier.
A unit with the Individual special rule uses the normal rules
with the following changes. A unit with the Individual special rule also has the Steady Aim
special rule, which can be found in the next section.
Line of Sight
Individuals never block LoS and also do not provide cover Melee
against ranged attacks. When charging an Individual, a unit must make contact
with the facing that they started in as normal. However, the
Movement Individual will align flush with the unit’s facing, rather than
Immediately before being issued a Movement order, the unit aligning to the Individual’s facing. The charging unit
Individuals may pivot to face any direction before carrying then shuffles to its final position as normal. If more than one
out the rest of their order. If it is a Charge order, this pivot is Enemy unit is charging the Individual, declare all Charges
allowed to end within 1” of enemy units. as normal and move the first charging unit into contact. The
Individual then aligns to that unit and the charging unit
An Individual that does not start the turn in Difficult Terrain moves to its final position. The remaining charging units
or on a Hill that would otherwise block LoS (such as a then make contact with the facing they would have charged
Height 4 forest for a Height 2 Hero (Inf), model) may not when they declared the Charge and align to the Individual –
pivot into the Difficult Terrain or Hill to see through it in assuming there is still room to fit.
order to declare a Charge.
Enemies never double/triple their Attacks in Melee combat
A unit with the Individual special rule also has the Nimble against an Individual. Similarly, the Individual does not
special rule, which can be found in the next section. double/triple its own attacks when attacking an enemy in the
flank/rear. Individuals do still triple their Attacks against War
An Individual may move into base contact with a Friendly Engines however.
unit to protect a facing. While in base contact like this, the
Individual may not be charged in any facing that is entirely
in contact with the Friendly unit. Overrun
If an Individual suffers a Rout result, and the attacking
unit(s) opts to advance D6” directly forward for its Regroup
Yielding move, it may make contact with another enemy unit if the
Units with the Individual special rule are Yielding. distance moved would allow it. This is treated as a successful
Charge. The charging unit is aligned and shuffled against
This means that Enemy and Friendly units that are not
the new enemy as normal and can immediately attack again,
Disordered may move, Charge and pivot through them as
even if the unit contacted has already been attacked in Melee
long as they end their entire movement, or the Move step of
this Turn. This may result in more than one Nerve test on
any Charge, clear of the Individual.
a single enemy unit in the Melee phase. If either the initial
In addition, units do not need to Disengage to carry out a Charge move or the regroup move took the charging unit over
ranged attack if they are only Engaged with Individuals that an Obstacle or through Difficult Terrain, then it is Hindered
are Yielding. during this additional combat.

Enemy Yielding units are not taken into account when Also note that if the new enemy is another Individual, which
determining if a unit can make a Withdraw move. However, is then Routed, the charging unit can again advance D6”
the Withdraw move still may not pass through them if the forward as above, and so on – it is possible to run over any
Disengaging unit is Disordered, and the Withdraw move still number of meddling Individuals in a single Charge!
must end clear of the Yielding unit

30
Special Rules
Special Rules
Some units possess what we call ‘special rules’. Each of these example, Vicious (Melee – vs. Monsters & Titans only) grants
special rules is an exception to the normal rules. Some are the Vicious special rule, but only in Melee, and only when
listed with the units themselves, but the most common are attacking Monsters and Titans.
presented together in this section for reference.
In some instances, upgrades or special abilities or spells may
Special rules typically grant bonuses or apply modifiers to grant a special rule with a (+n) value. If the unit does not
dice rolls during the game. If they only affect actions during already have that special rule, the unit would then have it
specific phases, this will be listed in brackets after the special with the given (n) value. If it does already have the special
rule’s name in the unit entry. For instance, Elite (Ranged) rule, the unit’s (n) value is increased by the (+n) value, up to
grants the Elite special rule, but only on ranged attacks. In the maximum allowed by the rules.
cases where there is no qualifier, the special rule works in all
applicable phases. For example: should an ability grant Lifeleech (+1), any unit that does not
have Lifeleech would now have Lifeleech (1), whereas a unit with Lifeleech
Similarly, some special rules may have qualifiers granting (1) already would now have Lifeleech (2).
the ability only when attacking certain types of units. For

Blast (n)
SPECIAL RULES If the unit’s attack hits the target, the target suffers a number
Aura (x) of hits equal to the number in brackets, rather than a single
hit. For example, if a unit suffers a hit from a Blast (D6+3)
(x) refers to another special rule that the Aura grants to units attack, it will suffer from four to nine hits rather than a
around it. This unit and all Friendly Core units while within single one. Once this is done, roll for damage as normal for
6” of it have the (x) special rule. Note an Aura may have a all of the hits caused.
further qualifier, in which case the Aura will only grant the
special rule to the unit with that name or keyword in addition
to the unit with the Aura itself.
Brutal (n)
When testing the Nerve of an enemy unit in Melee with one
Effects of Auras of the same type are not cumulative. So, for or more of your units with this rule, add the highest Brutal (n)
instance, a unit covered by two Aura (Thunderous Charge (+1)) do value to the total rolled. If no value is specified, the unit has
not gain Thunderous Charge (+2). Brutal (1).

Big Shield If an enemy unit is subject to both the Brutal and Dread special
rules, the attacking player must choose which to use. Both
All attacks (Ranged and Melee) against the target unit’s front cannot be applied against the same unit at the same time.
facing treat its defence as 6+.

31
Rules

Cloak of Death Fly


In the Movement phase, after this unit has completed The unit can move over anything (Blocking Terrain, Enemy
its order, all Enemy units within 6” of this unit take an units, Friendly units when charging, etc.), and may pivot
immediate point of damage. while above anything, as long as the flying unit’s entire move
ends clear of any units or Blocking Terrain. The unit does not
Units can only be damaged by a single source of Cloak of Death suffer Hindered charges for moving over Difficult Terrain or
per Turn. No Nerve test is required for damage taken from a Obstacles, unless it ends the move within or touching them.
Cloak of Death.
While Disordered, this unit cannot use the Fly special rule.
Crushing Strength (n) In addition, if a unit with Fly also has the Nimble special
rule, then the Nimble special rule is also lost while the unit is
All hits caused by Melee attacks from this unit have a +(n) Disordered.
modifier when rolling to damage.

For example: when rolling to damage with a Melee attack that Frozen
has Crushing Strength (1), a roll of 4 would become a roll of 5. A unit with the Frozen special rule has -1 Sp until the end of
its next turn, at which point the special rule is removed from
Dread the unit. No unit may have its speed reduced by more than -1
in a given turn due to having the Frozen special rule (although
While within 6” of this unit, Enemy units have -1 to their
other modifiers may still apply). Frozen has no effect if the
Wavering and Rout Nerve values, in addition to any other
unit’s Sp is already 4 or below.
modifiers that may apply. A unit can only be affected by a
single source of Dread – multiple sources are not cumulative.
Fury
If an Enemy unit is subject to both the Brutal and Dread
While Wavering, this unit may still declare a Counter Charge.
special rules or the Shattering and Dread special rules, the
attacking player must choose to use either the Brutal/Shattering
or the Dread modifiers. Both cannot be applied against the Headstrong
same unit. If a unit with this rule begins its turn Wavering, roll a die
before declaring a Movement order (including Halt) for
Duelist this unit. On a 3+ it shrugs off the effects of Wavering and
is Disordered instead. Adjust any counters on the unit as
While attacking enemy Individuals in Melee, this unit doubles
required.
its number of Attacks.

Elite Ignore Cover


The unit fires in high arcs, hitting the target from the top,
Whenever the unit rolls to hit, it must re-roll all dice that
which means it does not suffer the -1 to hit modifier for
score a natural, unmodified 1.
enemy targets being in cover. Note that the firing unit does
still need to have LoS to its target to fire at it.
Ensnare
Melee attacks against the target unit’s front suffer an Indirect
additional -1 to hit.
The unit cannot make Ranged attacks on targets that are
within 12”.

32
Individual Phalanx
Special Rules
This rule is explained on page 30. Units that Charge this unit’s front cannot use the Thunderous
Charge special rule.
Inspiring In addition, Cavalry, Large Cavalry and units with the Fly
If this unit, or any Friendly Core unit within 6” of this unit, special rule that make an unhindered Charge against this
suffers a Rout result, the opponent must re-roll that Nerve unit’s front suffer a -1 to hit modifier in the subsequent
test. The second result stands. Melee.

Note that a unit may also have a qualifier for its Inspiring rule.
In this case the unit will only Inspire itself and the unit(s)
Piercing (n)
specified. All hits caused by Ranged attacks with this rule from this
unit have a +(n) modifier when rolling to damage.
Iron Resolve For example: when rolling to damage with a Ranged attack
If this unit is Steady as a result of a Nerve test, it regains one that has Piercing (1), a roll of 4 would become a roll of 5.
point of damage previously suffered.
Pot Shot
Lifeleech (n) If this unit is given any order other than Halt in the
When this unit completes its to-hit and to-damage rolls Movement phase, any Ranged attacks with this rule that it
in Melee combat, it regains one point of damage it has makes are resolved with a -2 Moving modifier rather than the
previously suffered for every point of damage it causes on the normal -1 Moving modifier.
enemy unit, up to a maximum of n. Lifeleech has a maximum
total of 3. Radiance of Life
In the Movement phase, after this unit has completed its
Mighty order, this unit and all Friendly Core units within 6” of this
Individuals with the Mighty special rule are no longer unit immediately remove one point of damage previously
Yielding. suffered.

Units can only be affected by a single source of Radiance of Life


Mindthirst per Turn.
If this unit is within 12” of an enemy unit with the Inspiring or
Very Inspiring special rule and it is Routed, the opponent must Rallying (n)
re-roll that Nerve test. The second result stands.
Friendly Core units within 6” of this unit have +n to their
Wavering and Rout Nerve values. This is cumulative to a
Nimble maximum total of +2 if multiple units with Rallying are in
The unit can make a single extra pivot of up to 90 degrees range.
around its centre while executing any Movement order,
For example, if a unit with a Ne stat of 13/15 is within 6” of a
including a Charge. It cannot make this extra pivot when
unit with Rallying (1), its Nerve stat is 14/16. If it moves out
ordered to Halt.
of the 6” range, its Nerve stat is 13/15 again.
When Disordered by a unit in Melee with either the Phalanx
Only the Rout value of a Fearless unit is affected by Rallying.
or Ensnare special rule, this unit loses the Nimble special rule
until the end of its following Turn.
Regeneration (n)
Pathfinder Every time this unit receives a Movement order (including
Halt), before doing anything else, roll a number of dice equal
The unit suffers no movement penalties for Difficult Terrain,
to the amount of damage currently on the unit. For every
simply treating it as Open Terrain in the Movement phase.
result of (n) or higher, the unit recovers one point of damage
Pathfinder units are not Hindered when making a Charge previously suffered.
through Difficult Terrain.

33
Rules

Reload Stealthy
The unit can only make ranged attacks if it received a Halt Enemy units making Ranged attacks against this unit suffer
order in its previous Movement phase. an additional -1 to hit modifier.

Scout Strider
The unit can make a single At the Double or Advance order This unit’s Charge is not Hindered when charging through,
after set-up is finished but before the first Turn of the first or ending its Charge on, Difficult Terrain or Obstacles.
Round begins. If moving At the Double as part of this order,
the unit treats Obstacles and Difficult Terrain as Open Thunderous Charge (n)
Terrain during the Scout movement. If both armies have units
with this rule, both players roll a single die each. The highest All Melee hits inflicted by this unit have a +(n) modifier
scorer decides who begins to move one of their Scout units when rolling to damage. This bonus is in addition to the
first, then the players alternate until all Scout units have been unit’s Crushing Strength (if any). However, the unit loses this
moved. Players then roll to determine who takes the first bonus when Disordered and reduces this bonus by one when
Turn in Round one as normal. Hindered (to a minimum of zero).

Shambling Very Inspiring


The unit cannot be given an At the Double Movement order, This is the same as the Inspiring special rule, except that it has
except when carrying out a Scout move. a range of 9”. Any rule that affects Inspiring also affects Very
Inspiring.
Shattering
Vicious
If a unit is damaged by the ranged attacks of one or more
units with this rule, add one to the subsequent Nerve test at Whenever the unit rolls to damage, it must reroll all dice that
the end of the Ranged phase. score a natural, unmodified 1.

If an enemy unit is subject to both the Shattering and Dread


special rules, the attacking player must choose to use either
Wild Charge (n)
the Shattering or the Dread modifiers. Both cannot be applied Models with this special rule may add (n) to their charge
against the same unit. range. This is added after Sp is doubled. For instance, a unit
with a Sp stat of 4 and Wild Charge (2) can Charge units up to
Steady Aim 10” away.

The unit does not suffer from the -1 Moving modifier when In some instances, the (n) value may be a variable die
making Ranged attacks. roll (e.g. Wild Charge (D3)). In these cases, before issuing a
Movement order to this unit, roll a D3. If this unit is then
issued a Charge order, it may add the result in inches to its
total Charge range.

34
Army Selection
Picking a Force
You can play Kings of War with just a few units per side, First, agree with your opponent how many points you will
without worrying about the two armies being equally matched. each have to spend on your armies. For example, you may
This is great for learning the game, but after you’ve become agree that you both have 1500 or 2000 points to spend. Then,
familiar with the rules and have amassed a large collection of select your Core units (Friendly units from the same Army
models, you will want to play games where the forces facing List) from a single Army List of your choice. Thus if you want
one another across the battlefield are balanced, so that both to play with a Dwarf army, you would start selecting units
players have an equal chance of winning the game. only from the Dwarf Army List.

In order to achieve this, you and your opponent must pick 2000 points per side is considered a standard game.
an army before the game. Armies are selected from the Army
Lists (sometimes called Force Lists) presented later in this As you pick units and include them in your army, keep adding
book. Units within an army each have a Points Value assigned their cost, including any upgrade options you select for them,
to them, which represents their value on the battlefield. or extras like magical artefacts, until you have reached the total
Bigger units and those that can deal more damage will you agreed upon. You can of course spend less than the agreed
typically have a higher Points Value than smaller or weaker total, but you cannot spend even a single point more. However,
units. Players will select the units for their army by ‘spending’ an army is still considered to be the size of the maximum total
points up to an agreed limit. the players agreed on (e.g. an army that comes to 1995 points
would still be considered a 2000 point army).

35
Tearing through the walls of reality, a horde of Nightstalkers gathers to feast on the fear of mortals
Rules

Hordes
ARMY SELECTION Your army can include as many Hordes as you like. For each
In order to restrict the possible (nasty) combinations that Infantry, Heavy Infantry, Chariot or Cavalry Horde in the
can be fielded and to make sure armies have a semblance of army, you can also include all of the following units:
‘realism’ about them, we introduce the following limitations
to the unit types that can make up your army. • Up to one Hero
• Up to one Monster or Titan
Troops • Up to one War Engine
Your army can include up to two Troop units for each
Infantry, Heavy Infantry, Chariot or Cavalry Regiment in the For example, including three Infantry, Heavy Infantry,
army. You may also include up to two Troop units for each Chariot or Cavalry Hordes allows you to select up to three
Large Infantry, Monstrous Infantry or Large Cavalry Horde Heroes AND three Monsters (or Titans) AND three War
in your army. Engines.

Your army can also include up to four Troop units for each For each Large Infantry, Monstrous Infantry or Large Cavalry
Infantry, Heavy Infantry, Chariot or Cavalry Horde or Legion Horde in the army, you can also include up to two of the
in your army. following units:

You may also include up to four Troop units for each Large • Up to one Hero
Infantry, Monstrous Infantry or Large Cavalry Legion in your • Up to one Monster
army.
• Up to one Titan

Regiments • Up to one War Engine

Your army can include as many Regiments as you like. For You may not choose the same option twice. For example,
each Infantry, Heavy Infantry, Chariot or Cavalry Regiment including an Infantry Horde would allow you to select up to
in the army, you can also include one of the following units: one Hero and one Monster, but NOT two Heroes.

• Hero Legions
• Monster Unless otherwise stated, Legions are Hordes for the purposes
• Titan of army selection.
• War Engine
For example, including three Regiments allows you to select
up to three additional units chosen from Heroes, Monsters,
Titans and War Engines.

36
Army Selection

37
Rules

Limited Units
ARMY COMPOSITION If a unit has [n] after its name in the list, it is only available
In a standard 2000 point game, players may only take the in limited numbers and may only be taken in quantities up to
same Hero, Monster, Titan or War Engine unit a maximum its [n] value. Often these are named heroes of great fame or
of three times. Elves could take a maximum of three Bolt units of renown and so have a [1] against their name as they
Thrower units in 2000 points for example. This limit includes are unique.
units with artefacts or other upgrades, so an Undead army
could only have a maximum of 3 Necromancers, regardless of If a unit with a [n] value has more than one unit size
what options or upgrades they take. available (e.g. Troop and Regiment), each unit taken,
regardless of size, counts toward the [n] total. For instance, a
For other game sizes, please consult the table below. unit with both Troops and Regiments that is [3] may not take
3 Troops and 3 Regiments.
Point Limit Max Duplicates
0-1499 1
1500-1999 2
Upgrades
Some units have optional upgrades available, in which
2000-2999 3 case the cost for the upgrade is listed beside the option
Each additional 1000 points +1 in the unit profile. The total cost for a unit includes
any upgrades selected for it. So if you chose a 15 point
upgrade for a 100 point unit, the total cost of the unit
Irregular Units would be 115 points.
Note that some units have an asterisk next to their name (for
example: Gargoyles*). We call these Irregular units, because At times these upgrades have variable costs based on
they are not representative of the mainstay force of their unit size (i.e. Troop/Regiment/Horde options).
army. This means that the unit is treated as a Troop from the In these instances the upgrade cost for each size is listed
point of view of Army Selection, even if it is a Regiment or in square brackets. For instance, in the example below
Horde – i.e. it does not ‘unlock’ any optional Troops, Heroes, the cost to upgrade with a Veteran Command is +5 pts for
Monsters or War Engines, and it needs to be unlocked itself a Troop, +10 pts for a Regiment, and +15 pts for a Horde.
by a Regiment, Horde or Legion of ‘regular’ troops.

Heroes (Monsters, etc.)


Heroes that belong to the Monster, Titan or even War Engine
unit type (e.g Hero (Mon)) simply count as a Hero from the
point of view of force selection. So if you have a Horde, you
can field a Hero (Mon) as well as a Monster.

38
Army Selection
Core and Allied Units
ALLIES & ALIGNMENTS When taking allies, your list will have two sets of Core units,
In a standard game, players will pick from a single Army the Primary Core units from your Primary force list and the
List. However, sometimes players wish to play an army with a Allied Core units from the Allied list. Special rules affecting
particular story or theme and so may wish to add allies from Core units will only affect one type rather than both, even if
another list to their army. they are all Friendly and on the same side.
When using allies, you may only choose from one other Army Primary Core units are those you chose from your primary
List. You select units from the allied list in a similar way, so army list.
you still need Regiments/Hordes to then include Troops, War
Engines, Heroes, Monsters or Titans from that list. Allied Core units are those you chose from your allied army
list (if you have one).
If you are using allies, then you may only choose up to 25%
of your army total points limit from the allied list. You may Example: if you chose to play an Ogre army with Orc allies, your Primary
not take Irregular or Limited units as allies and you cannot Core units will be the ones selected from the Ogre Army List, and your
select the same allied unit entry of each of the following types Allied Core units will be the ones selected from the Orcs Army List.
more than once:
When a rule refers to Friendly Core units, it means units
• War Engine from the same list as the unit with the rule. Thus if a unit
from the Allied part of your army had a rule that affected
• Hero (all types) Friendly Core units, it would only apply to other units in the
• Monster Allied part of your army.
• Titan
Allies may never take unique spells and may not be given SMALLER GAMES
magical artefacts. If you are a new player with a small model collection, you
sometimes want to throw a few units on the table to learn the
Alliances between races that are hated enemies in the Kings
game. You might even be running a small demo of the game
of War background are not very ‘realistic’, so we have given
for friends or even teaching the kids the joys of wargaming.
a specific Alignment to each army – either Good, Evil or
Neutral. Good races should never ally with Evil races, but Whatever the circumstances, you might want to consider
anybody can ally with Neutral races. So please don’t mix allowing any number of Troops in an army when playing
Evil and Good units in the same army, unless your opponent games below around 750 points. This allows both sides to field
agrees, of course. You can also join forces with your friends a decent variety of unit types and for players who are still
and play with several allied armies on either or both sides, as collecting their armies to get them on the table and play some
long as the points values are balanced. games.

39
Rules

Restrictions on Theme Lists


THEME LISTS In order to keep these forces fair and balanced, there are a
The Army Lists included in this book represent many of the few restrictions on how you can field Theme Lists.
primary races and dominate political powers in the world
of Pannithor. They are all considered to be ‘Master Lists’. • If you are using a Theme List, you may only select the
In future supplements we will be introducing many of the specified units from the Master List indicated. Other units
smaller military powers or ‘flavours’ of the primary ones. The from the Master List may not be taken. Likewise, any army
Army Lists for all these sub-factions are known as ‘Theme upgrades available to the Master List are only available to
Lists’ and will be identified as such. the Theme List if explicitly mentioned in the Theme List
itself.
Each Theme List will be a variation of a specific Master List
• You can only use one Theme List at a time, even if
that is found in this book or in future supplements. The
multiple Theme Lists exist for the Master List you are
Theme List will draw many of its units from the original
using.
Master List, while also granting access to new special rules
and units unique to the Theme List itself, allowing players • Theme lists may never choose units from their Master List
to control rarer factions or specific local powers scattered as Allies. Furthermore, units from a Theme list may never
throughout Pannithor. So, for instance, while the Elf list be taken as Allies. 
in this book allows players to broadly field elves of all types,
the Sylvan Kin Theme List that will be included in a future
publication will allow players to field the more enigmatic and
fey elves found in ancient forests, like Galahir.

Each Theme List will indicate its parent Master List. It will
then list a series of units from the Master List that may be
taken as part of the Theme List in the army building process.
Not all units from the Master List will be available to Theme
Lists, however. Finally, any new units and rules unique to the
Theme List will be presented as full unit entries. All the units
from the Master List available to a given Theme List, and the
new units unique to that Theme List, when taken together,
comprise the Primary Core units for the army.

40
The glades of Galahir are protected by the Sylvan Kin
Magical Artefacts
Magical Artefacts
Magical artefacts bestow bonuses to the unit they are given When an item refers to ‘normal’ ranged attacks, it cannot be
to. Each unit can have a single artefact chosen from the lists used with any Spells.
below, which is presumed to be carried by the unit’s leader.
The cost of the artefact is added to that of the unit. The artefacts below are presented in two sections. The first
section lists Common items that can be taken by any unit,
Unless the artefact specifies otherwise, the following limits with the exceptions noted above. The second section lists
also apply: Heroic artefacts that can only be taken by Heroes of all
subtypes, e.g. Hero (Inf), Hero (Cav), Hero (Ttn) etc.
• Each artefact is unique and therefore can only be chosen
once per army. Where a Common artefact has two different points values (e.g.
[20/30] points), the first is the standard cost for most units.
• War Engine units cannot be given artefacts.
The second value is the cost when taking the artefact with a
• Monster and Titan units cannot be given artefacts, but Hero Horde or Legion sized unit – these pay a higher price due to
(Mon), Hero (Cht) and Hero (Ttn) units definitely can. the greater impact the artefact may have when used by larger
and more powerful units.
• Unique units (i.e. units with a [1] limit) cannot choose
artefacts. As the presence of these items is not obvious, players must
• Allied units may not take magical artefacts. tell their opponent which artefact any of their units is
carrying as they deploy them on the battlefield. If both
Artefacts are magical in nature (some of them might even players agree before deployment, you may want to play with
be sentient!), and all of them have the magical power of ‘hidden artefacts’. This is somewhat less fair, but can be
changing their shape. This allows them to morph into a considerably more fun…
weapon, piece of armour, jewel or other implement that is
more akin to the race of the warrior carrying it. For example,
a Blade of Slashing could be an elegant sword in the hands of
an elf, but it will turn into a crude meat cleaver in the hands
of an orc. This magical property is of course very convenient
from the point of view of the average wargamer!

Note that Ranged attacks and Spells granted to a unit by an


artefact do not gain any of the unit’s inherent special rules.
For example, if a unit itself has the Elite (Ranged) special rule
and was given the War-Bow of Kaba, any ranged attack made
with the War-Bow would not benefit from the unit’s Elite
(Ranged) special rule.

41
Rules

Mace of Crushing 5 pts


COMMON ARTEFACTS Whenever the unit rolls to damage in Melee, it can re-roll
Blade of Slashing 5 pts one of the dice that failed to damage.

Whenever the unit rolls to hit in Melee, it can re-roll one of


the dice that failed to hit.

Fire-Oil 5 pts Staying Stone 5 pts


The unit gains both the Crushing Strength special rule (+1 – vs.
The unit gains +1 to its Wavering stat value.
units with Regeneration) and the Piercing special rule (+1 – vs.
units with Regeneration).

War-Bow of Kaba 5 pts


Healing Brew 5 pts The unit gains the following Ranged attack:
Once per game, when given a Movement order, the unit may War-Bow of Kaba: 24”, Att: 1, Ra: 4+, Piercing (1), Steady Aim
roll a single die. On a 1-3 it regains one point of damage it
previously suffered. On a result of 4-6 it regains two points of
damage it previously suffered.

Hann’s Sanguinary Scripture 10 pts


Liliana’s Tear 5 pts The unit gains the Lifeleech (+1) special rule.

The unit is not affected by the Dread, Shattering or Brutal


special rules on enemy units.

42
Mead of Madness
Magical Artefacts
10 pts Piercing Arrow 10 pts
The unit gains the Wild Charge (+1) special rule. Whenever the unit rolls to damage with a Ranged attack, it
can re-roll one of the dice that failed to damage.

Aegis of the Elohi 15 pts


The unit gains the Iron Resolve special rule. If it already has
Iron Resolve, it increases the amount of damage regained each
Pipes of Terror 10 pts time Iron Resolve is used to two.

This unit gains the Brutal special rule.

43
Rules

Blood of the Old King 15 pts Sacred Horn 15 pts


Once per game, the unit gains Elite (Melee) and Vicious The unit gains an additional 3” range to all of its Auras.
(Melee) for one Turn. This must be declared before the unit
rolls any attacks. For each die re-rolled, the unit receives
an immediate point of damage on itself. No Nerve test is
required for this self-inflicted damage.

Sir Jesse’s Boots of Striding 15 pts


Once per game, this unit gains the Strider special rule until
Chalice of Wrath 15 pts the end of the Turn.
The unit gains the Fury special rule.

Dwarven Ale 15 pts Blessing of the Gods [20/30] pts


The unit gains the Headstrong special rule. The unit gains the Elite special rule.

Helm of Confidence 15 pts Brew of Haste 20 pts


The unit gains the Inspiring (Self) special rule. This unit increases its Speed stat by +1.

44
Chant of Hate
Magical Artefacts
[20/30] pts The Scrying Gem 25 pts
The unit gains the Vicious special rule. When starting to deploy their units, your opponent must
deploy D3+1 units instead of a single one.

Dragonshard Shield 20 pts


Once per game, when this unit carries out a Halt or Change
Diadem of Dragonkind 30 pts
Facing order, it may choose to increase its Defence by +2 to a The unit gains the Fireball (8) spell.
maximum of 6+ until the start of its next Turn.

Brew of Strength [30/40] pts


Hammer of Measured Force 20 pts The unit gains the Crushing Strength (+1) special rule.
In Melee, this unit will always damage the enemy on a 4+
regardless of any other modifiers.

Maccwar’s Potion of the Brew of Sharpness [35/45] pts


Caterpillar 20 pts The unit has a +1 to hit modifier with Melee attacks.
This unit gains the Pathfinder special rule.

45
Rules

Wine of Elvenkind 40 pts


The unit gains the Nimble special rule.

Crystal Pendant of
Retribution 50 pts
When the unit suffers a Rout result, all units in base contact
with it suffer 2D6 hits at Piercing (3). These hits are resolved
by the player that Routed the unit with the Crystal, which
now has to (grudgingly, we’re sure) resolve the hits against
their own unit(s). After the damage has been resolved, no
Nerve test is taken by the damaged units – they proceed to
Regroup, but cannot move directly forward D6” for their
Regroup action, because they are deterred by the huge
explosion.

46
Magical Artefacts
Blade of the Beast Slayer 20 pts
HEROIC ARTEFACTS The unit gains the Crushing Strength (+2 – vs. Large Infantry,
Conjurer’s Staff 10 pts Monstrous Infantry, Large Cavalry, Monsters and Titans)
special rule.
Whenever the unit rolls to hit with non-unique spells, it can
re-roll one of the dice that failed to hit.

Inspiring Talisman 20 pts


The unit gains the Inspiring special rule.

Darklord’s Onyx Ring 10 pts


Individuals only. The unit gains the Regeneration (6+) special
rule.

Tome of Darkness 20 pts


The unit gains the Surge (4) spell, or if the unit already has a
Surge spell, its value is increased by 4.

Mournful Blade 15 pts


Individuals only. The unit gains the Duelist special rule.

Lute of Insatiable Darkness 25 pts


Trickster’s Wand 15 pts The unit gains the Bane Chant (2) spell.

The unit gains the Hex (2) spell.

If this unit scores a hit with its Hex against an enemy Hero
also carrying a Trickster’s Wand, the enemy’s Hex spell,
granted by its Trickster’s Wand, cannot be used for the
remainder of the game.

47
Rules

Zephyr Crown 25 pts Shroud of the Saint 30 pts


The unit gains the Wind Blast (5) spell. The unit gains the Heal (3) spell, or if the unit already has a
Heal spell, its value is increased by 3.

Boots of Levitation 30 pts


The unit may still make Ranged attacks even after receiving
an At the Double Movement order.

The Boomstick 30 pts


The unit gains the Lightning Bolt (3) spell, or if the unit
already has a Lightning Bolt spell, its value is increased by 3.

Boots of the Seven Leagues 30 pts


Individuals only. The unit gains the Scout special rule.
Wings of Honeymaze 40 pts
Individuals only. The unit gains the Fly special rule and
increases its Speed stat to 10, but decreases its Defence stat by
-1 to a minimum of 2.

48
Magic
Magic
The spells listed in this section summarise the wealth of Some spells have the target marked as ‘Friendly’. Such spells
subtly different magical powers wielded in Kings of War can only target Friendly units taken from the same list as
by spellcasters – whether they are warlocks, witches, vile the spellcaster with the spell. In other words, a spellcaster
necromancers or holy priests. Primary Core unit may only target other Friendly Primary
Core units, not Friendly Allied units and vice-versa: a spell-
A spellcaster’s unit profile lists the spells already included in caster Allied Core unit can only target other Friendly Allied
the cost of that spellcaster. In addition it will list any extra Core, not Friendly Primary Core units. Such spells can only
spells that can be purchased for the unit in the same way as target the spellcaster itself if ‘Self’ is listed in in the Targets
other optional upgrades, along with their cost. This allows section of the spell’s profile.
you to customise your magic users to a degree. Keep in mind,
however, that a unit can make only a single Ranged attack Like other ranged attacks, most spells are not allowed to
per Turn, so while having more than one spell gives your target units that are in Melee combat or Engaged. Spells that
spellcasters flexibility, it does not allow them to cast more have ‘CC’ in the Targets section of their profile, meaning
than one at a time. Combat Casting, are exceptions. They may target units in
Melee or who are Engaged.
Spells
Spells are Ranged attacks and thus follow the normal rules
for these (e.g. a model that moves At the Double cannot use
spells in the same Turn), with the exceptions listed below.
Spellcasting Tiers
A spellcasting tier is listed in the special rules section
For spells, you always roll the number of dice indicated in the of each unit that is capable of casting spells. Tiers give
(n) value in the spellcaster’s entry for that spell, rather than a rough idea of the relative power of any given caster,
the Att value of the spellcaster itself. The Att value of the where a higher number represents a more powerful
spellcaster is only used when the model is using a Melee or or knowledgeable sorcerer, and a lower number may
non-magical Ranged attack, like a bow, instead of its spells. represent a novice, or even a unit with a simple innate
magical ability. A unit must have a spellcasting tier to
Spells always hit on 4+ and ignore all the normal to hit be considered a spellcaster. These tiers will be used in
modifiers for Ranged attacks, including any modifiers from future supplements.
special rules, unless otherwise stated.

49
An Abyssal Warlock conjures forth a gout of searing flame
Rules

SPELLS  

Spell Name Range Targets Effect Modifiers

If one or more hits are scored, for the rest of the


Friendly, turn the unit gains Crushing Strength (+1). This effect
Bane Chant 12” -
CC only applies once – multiple castings on the same
target have no additional effect.
Roll to damage as normal. If one or more points
of damage are scored, choose either the caster or a
single Friendly Core unit within 6” of the caster.
Drain Life 6” Enemy, CC Remove one point of damage from the chosen unit Piercing (1)
for each point of damage dealt to the target. If this is
cast into Melee, the target will not take a Nerve test
at the end of the Ranged phase.
For each hit scored, the target Enemy unit is pulled
1” directly forward if the spellcaster is in the target
unit’s front arc, directly sideways and toward the
spellcaster if the spellcaster is in either of the
target unit’s flank arcs, or directly backward if the
Enthral 18” Enemy spellcaster is in the target unit’s rear arc. The target -
stops 1" away from enemy units or just out of contact
with Blocking Terrain and Friendly units.

A unit can only be targeted by Enthral once per Turn.

This spell has no effect on units with Speed 0.


Hits on a 5+
against units
Fireball 12” Enemy Roll to damage the enemy as normal.
in Cover or
with Stealthy
Friendly, For each hit, the target unit regains a point of
Heal 12” -
Self, CC damage that it has previously suffered.
Instead of causing damage, if one or more hits are
scored, the target enemy unit is Hexed and receives
two points of damage each time it scores a hit with
Hex 30” Enemy a spell until the end of its next Turn. A Nerve test is -
not required for damage caused by this spell.

This spell has no effect on Spellcaster: 0 units.


Roll to damage the Enemy unit as normal. If one or Hits on a 5+
Icy Breath 10” Enemy more points of damage are dealt, the target Enemy against units
unit is given the Frozen special rule. in Cover.
Piercing (1),
Hits on a 5+
Lightning Bolt 24” Enemy Roll to damage the enemy as normal.
against units
in Cover.

50
Magic
Spell Name Range Targets Effect Modifiers

Instead of causing damage, if one or more hits


are scored, make a Nerve test for the target at the
Mind Fog 36” Enemy -
end of the Ranged phase as though damage had been
caused.
For each hit, the target friendly Shambling unit
moves straight forward a full inch (stopping just out
of contact from Friendly units and Blocking Terrain).
If applicable, the Fly special rule is not in effect for
this movement.

If this movement brings it into contact with an


Enemy unit, treat this as a successful Charge against
the enemy facing that has been contacted. However,
the charged unit will not take any Nerve tests for any
damage it might have taken in the previous Ranged
phase.
Friendly –
Surge 12” Shambling If, and only if, the surged unit contacts a corner of -
Only the Enemy unit and not the edge, determine which
arc of the target unit the Leader Point of the surging
unit is in before it moves and align to that side to
attack.

If two Enemy units are contacted at the same time,


the attacking player may choose which unit is being
charged.

If the Surge move took the unit over an Obstacle or


through Difficult Terrain, then it will be Hindered
in the ensuing combat as normal.

This spell has no effect on units with Speed 0.


Instead of causing damage, if one or more hits are
scored, the target unit has a -1 modifier when rolling
to damage enemy units during their next turn (any
Weakness 24” Enemy, CC -
rolls the unit makes of natural six will still cause
damage, however). This effect only applies once –
multiple castings on the same target have no effect.
For each hit the target enemy unit is pushed 1”
directly backward if the spellcaster is in the target
unit’s front arc, directly sideways and away from the
spellcaster if the spellcaster is in either of the target
Wind Blast 18” Enemy unit’s flank arcs, or directly forward if the spellcaster
is in the target unit’s rear arc. The target stops 1"
away from enemy units or just out of contact with
blocking terrain and friends.

This spell has no effect on Speed 0 units.

51
Rules

UNIQUE SPELLS
The following spells may only ever be taken once in an army. If a unit in the army has it by default on its profile, and another
unit has it as an option, that other unit may not take it as an upgrade option. If two units have the option to take the spell,
only one of the units may take the upgrade. Unique spells may never be taken by Allies.

Spell Name Range Targets Effect Modifiers

If one or more hits are scored, until the start of its


Bastion Friendly, next Turn, the target increases its Waver and Rout
12” -
[1] Self, CC stat values by 1 and gains the Rallying (+1) special
rule, to a maximum of 2.
Blizzard For each hit scored, roll a single D3. The combined Indirect,
30” Enemy
[1] total is the amount of attacks to roll for damage. Piercing (1)
Piercing (1),
Hits on a 5+
Bloodboil When rolling to hit, roll a number of dice equal to
12” Enemy against units
[1] the amount of damage on the target unit.
in Cover or
with Stealthy.
For each hit scored, remove one point of damage that
has been previously taken by the target and transfer
Martyr’s Prayer Friendly, it to the spellcaster.
12” -
[1] CC
The spellcaster will not take a Nerve test for damage
taken in this way.
If one or more hits are scored, the spellcaster gains
Veil of Shadows
- Self the Aura (Stealthy) special rule until the start of the -
[1]
player’s next Turn.

52
Scenarios
Game Scenarios
Scenarios are an important part of balanced and varied play
in Kings of War. To that end we have a total of 12 different
Result Scenario
and exciting scenarios in this book for you to use. Each
scenario will explain how to set up your games and what the 1.............................................Pillage
victory conditions and special rules will be for each player. 2................................................Loot
3................................................Push
For tournament organisers, to encourage players to bring well
balanced armies, we strongly recommend playing a variety of 4...................................... Dominate
these scenarios at your events. 5............................................. Invade
6.......................................... Control
Prepare Your Forces 7..................................................Kill
First of all you and your opponent need to pick armies to an 8............................................... Raze
agreed total of points, using the process described in ‘Picking 9......................................... Plunder
a Force’, on page 35.
10................................... Fool’s Gold
11........................Smoke & Mirrors
Choose a Gaming Area
12..............................Salt the Earth
Kings of War is usually played on a 6’x4’ board; however,
sometimes you will be playing on a different size. If playing
with fewer than 1500 points, you might choose a 4’x4’ board
for example. Set-up
After rolling for the type of game and setting up the
If you are playing on a size other than 6’x4’, then you may
objectives/loot, if any, both players roll a die. The person
need to adjust the scenario. Usually this will mean reducing
scoring highest chooses one long edge of the battlefield as
the number of objectives. We have detailed the recommended
their own and then places one of their units on that side
changes for a 4’x4’ board within the applicable scenarios.
of the battlefield, more than 12” from the middle line (see
Please ensure that both players are aware of the changes
Set-up diagram on page 54). Their opponent then does the
being used for each scenario when necessary.
same on the opposite side of the table. The players continue to
alternate placing units until they have placed all of their units
Determine a Scenario onto the table in their Set-up areas.
Either pick one of the below scenarios to play or choose a
random scenario by rolling a D12 and consulting the table Who Goes First?
below.
Both you and your opponent roll a die. The highest scorer
Alternatively, if you do not have a D12, roll a D6. On a chooses whether they are going to have the first Turn or give
1-3 you will play scenarios 1-6, and on a 4-6 you will play the first Turn to their opponent instead. Game on!
scenarios 7-12. Roll another D6 to find out which of those you
will play. Duration
The game lasts until each player has taken six Turns. At the
Place Terrain end of Round 6, the player who went second rolls a die. On a
Before the game, it’s a good idea if you and your opponent 1-3 the game ends. On a 4-6 there is a Round 7. Both players
put some terrain on the battlefield. Arrange it in a sensible play an extra turn and then the game ends – work out the
manner, trying to recreate a plausible landscape of the winner as described in the scenario conditions.
fantastic world your armies are battling in. Alternatively, find
You can, of course, vary the number of Turns you want to
a third and neutral person to lay out the terrain for you.
play for, or decide to play for a set amount of time instead
During this stage it’s vital that you agree what each piece of (e.g. two hours), after which the game continues until each
terrain is going to count as during the game – what is the player has had the same number of Turns. Alternatively, you
Height of each piece of terrain? Is it Blocking Terrain, an could also play a Timed Game, as explained in the Timed
Obstacle or an area of Difficult Terrain? Games section on page 59.

53
Rules

Rolling Off
Definitions Some scenarios may instruct you to roll off to determine who
places an objective, token or marker first. In these cases,
Victory Points whoever rolls the highest number places first.
Most scenarios award a certain number of Victory Points
(VPs) for completing objectives. The player with the most
VPs at the end of the game wins. If the players have an equal
Objective Markers
number of VPs, then the game is a draw. Objective Markers should always be placed at least 12” apart
from each other and at least 3” away from any Blocking
Terrain.
Unit Strength
Each unit on the board will have a Unit Strength that is used For Objective Markers you should use 25mm round bases or
in some scenarios to determine who controls different areas of tokens. You can have some fun by creating special themed
the board. This is listed in the unit’s profile. Objective Markers too.

If at the end of the game you have a Scoring unit within at


Centre of the Board least 3” of an Objective and there are no enemy units within
A number of scenarios require you to place an Objective 3” of it, you control that Objective. A single unit can control
Marker or Loot Counter in the centre of the board. If you are any number of Objectives.
unable to do so due to Blocking Terrain, it should be placed
along the centre line of the table as close to the centre as If your opponent also has a Scoring unit within 3” of an
possible, remaining at least 3” from Blocking Terrain. objective, then you can determine who controls it by adding
up the total Unit Strength of both your and your opponents
units within 3” of the Objective. Whichever army has the
Scoring Units highest total is in control of that Objective Marker.
Scoring units are any units that have a Unit Strength value
greater than 0. If both players have an equal total Unit Strength within 3”
of an Objective, then it is contested and is worth 0 Victory
Non-Scoring Units Points for both players.
Non-Scoring units are any units that have a Unit Strength of 0. Individuals and War Engines are always ignored from the
point of view of controlling Objectives (if it helps, remove
them from the table before determining control of Objectives).

Objective Markers do not block LoS or movement.

54
Scenarios
Loot Counters Bluff Counters
Loot Counters should always be placed at least 12” apart from For Bluff Counters you should use 25mm round bases or
each other and at least 3” away from any Blocking Terrain, tokens.
unless starting the game in a unit.
Bluff Counters are marked with a number on one side,
For Loot Counters you should use 25mm round bases or tokens. leaving the other side blank, so that the players do not know
the value of the counter their opponent placed until it is
During the game, when one of your units ends a phase of its revealed.
own Turn (excluding Scout moves) on top of or in contact with
a Loot Counter, it can pick it up as long as there is no Enemy For scenarios that use Bluff Counters, each player is given the
unit also in contact with the Loot Counter. That unit will following:
then carry the Loot Counter.
• Two Bluff Counters marked with a ‘0’
A unit can drop any Loot Counters it is carrying at the • Two Bluff Counters marked with a ‘1’
start of any move – simply place the Counter(s) anywhere
completely within the footprint of the unit and then move the • One Bluff Counter marked with a ‘2’
unit as normal.
Players may look at their own counters so they know what
If one of your units is Routed while carrying Loot, place the they are placing where, but are not allowed to see their
Counter(s) anywhere within its footprint before removing opponent’s until they are revealed during the game.
the unit. If the unit was destroyed in a Melee, your opponent
Bluff Counters do not block LoS or movement.
automatically distributes the Loot Counters however they like
among the units that are in contact with yours before your
unit is removed.

Units with the Individual special rule cannot carry loot


Counters. However, Loot Counters may be placed under units
with the Individual special rule if no other units are available
to receive them. In this case, the Individual is not carrying
the Loot Counter but is defending it. The Loot Counter must
be placed before the Individual carries out its Regroup action.
If the Individual chooses to move forward or backward as its
Regroup action, the Loot Counter does not move with the
Individual.

While carrying a Loot Counter, a unit’s speed is reduced to 5


(unless it is less than 5) and it cannot be targeted by the Wind
Blast, Enthrall or Surge spells. Additionally, while carrying
a Loot Counter, a unit loses the Fly, Nimble and Wild Charge
special rules

Non-Scoring Units cannot pick up nor carry the Loot


Counters; the best they can do is stand on a Loot Counter
to defend it. As long as a Non-Scoring Unit is standing on a
Loot Counter, it cannot be picked up by the enemy.

Loot Counters do not block LoS or movement.

55
Rules

Scenarios
1: Pillage 3: Push
Before rolling off to choose sides, place a total of D3+4 After both players have set up their forces, roll a D3. Each
Objective Markers on the board. The players take it in turns player places that many Loot Counters within their set-up
to place one Objective each. Roll off to see who places the area, giving them to units to carry if they wish. Roll off to see
first objective. who begins placing their Loot Counters first, and the players
take it in turns to place one Loot Counter each until they
Victory Points are awarded at the end of the game as follows: have placed them all.
• 1 Victory Point for each Objective Marker you control. An additional Loot Counter is placed in the exact centre of
the board.
Smaller Board Victory Points are awarded at the end of the game as follows:
We recommend using D3+2 Objective Markers on a
4’x4’ board. • 2 Victory Points for each Loot Counter you hold where
your unit is entirely on the opposing half of the board.
• 1 Victory Point for each Loot Counter you hold where your

2: Loot unit is at least partly on your half of the board.

Before rolling off to choose sides, place three Loot Counters


on the centre line of the board. One must be placed in the
4: Dominate
exact centre of the board (or as close to it along the centre At the end of the game, add up the Unit Strength of all of
line as possible), and then players place one more each, your units that have the majority of their footprint within 12”
rolling off to see who places theirs first. Loot Counters cannot of the centre of the playing area. That is your Victory Point
be placed within 12” of each other or within 3” of Blocking score. Your opponent does the same and you compare scores.
Terrain.

Victory Points are awarded at the end of the game as follows: 5: Invade
• 1 Victory Point for each Loot Counter you hold. At the end of the game, add up the total Unit Strength of
each player’s units that have the majority of their footprint
on the opposing player’s half of the board. This is the total
number of Victory Points that each player scores.

56
Scenarios
6: Control 8: Raze
At the end of the game, divide the board into six 2’x2’ squares After rolling off to choose sides, place one Objective Marker
and add up the total Unit Strength of each player’s units in the exact centre of the board. The players then place three
within a square. If a unit is straddling the line between two more Objective Markers 6” from the centre line on their
or more squares it is considered to be in whichever square opponent’s half of the board, rolling off to see who places
is covered by the majority of its base. If there is no clear theirs first. Take it in turns until all the Objective Markers
majority, the owning player must choose which square the have been placed.
unit is in.
You can contest, but not control, the Objective Marker on
The player who has the highest Unit Strength in each square your own side of the table. You cannot remove the Central
controls it. Objective, or Objective Markers on your own side of the table.

Victory Points are awarded at the end of the game as follows: Victory Points can be accumulated from Round two onward
and are as follows:
• 2 Victory Points if you hold the square in the middle of
your opponent’s half of the board. • 1 Victory Point for each Objective Marker you control on
your opponent’s half of the table at the end of your player
• 1 Victory Point for each other square you hold.
Turn. Claimed Objective Markers on your opponent’s half
of the board are then removed from play.
Smaller Board
• 1 Victory Point if you control the central Objective Marker
There are only 4 2’x2’ squares on the board rather than at the end of the game.
six. The square that is on your right and on the opposite
side of the board will give you the 2 Victory Points.
Smaller Board
We recommend using 2 Objective Markers each on a
4’x4’ board.

9: Plunder
Before rolling off to choose sides, place five Loot Counters on
the centre line of the board. One must be placed in the exact
centre of the board (or as close to it along the centre line as
possible). The remaining four Counters are then placed along
the centre line, 12” away from each other (or as close to this
distance as possible). After choosing sides, starting with the
player that chose their side first, each player nominates a
7: Kill (different) Loot Counter which will be worth 2 Victory Points.
These two counters are referred to as Primary Loot Counters.
At the end of the game, add up the points cost of all of the
Enemy units you Routed. That is your score. Your opponent Victory Points are awarded at the end of the game as follows:
does the same and you compare scores. If the difference
• 1 Victory Point for each Loot Counter you hold.
between the scores in favour of a player is at least 10% of the
total cost of the armies, that player wins; otherwise the game • 2 Victory Points for each Primary Loot Counter you hold.
is a draw. For example, in a game where armies are 2000
points, you need at least 200 points more than your opponent
Smaller Board
to win.
We recommend using three Loot Counters on a 4’x4’
board. Rather than players choosing, the central counter
is the single Primary Loot Counter.

57
Rules

10: Fool’s Gold 11: Smoke & Mirrors


This scenario uses 10 Bluff Counters. This scenario uses 10 Bluff Counters.

After rolling off to choose sides, roll off to see who places After rolling off to choose sides, roll off to see who places
the first Bluff Counter. The players take it in turns to place the first Bluff Counter. The players take it in turns to place
one Bluff Counter of their choice (marked side down) fully one Bluff Counter of their choice (marked side down) fully
on their opponent’s half of the board, following the same on their opponent’s half of the board, following the same
placement restrictions as Objective Markers. placement restrictions as Objective Markers.

At the end of Round 3, all the Bluff Counters are flipped At the end of each Round, each player must flip one Bluff
to reveal their value. Bluff counters are treated as Objective Counter on their side of the board, rolling off to decide who
Markers from this point on. flips first. Repeat this process each round until all Bluff
Counters are flipped and revealed.
Victory Points are awarded at the end of the game as follows:
Victory Points are awarded at the end of the game as follows:
• 1 Victory Point for each Bluff Counter marked with a 1
that you control. • 1 Victory Point for each Bluff Counter marked with a 1
that you control.
• 2 Victory Points for each Bluff Counter marked with a 2
that you control. • 2 Victory Points for each Bluff Counter marked with a 2
that you control.
Bluff Counters marked with a 0 are not worth any Victory
Points. Bluff Counters marked with a 0 are not worth any Victory
Points.
Smaller Board
We recommend each player only use one of each value Smaller Board
of Bluff Counter on a 4’x4’ board. We recommend each player only use one of each value
of Bluff Counter on a 4’x4’ board.

12: Salt the Earth


Before rolling off to choose sides, place one Objective Marker
in the exact centre of the board and then the players take it in
turns placing Objective Markers until both players have each
placed three Objective Markers. Roll off to see who places the
first Objective.

After a player has completed their Turn, they can choose to


destroy any Objective Markers which they control (except for
the Central Objective). Repeat this process at the end of each
of the player’s Turns until the end of the game. Destroyed
Objective Markers are removed from play and have no
influence on the rest of the game.

Victory Points are awarded at the end of the game as follows:

• 1 Victory Point for each Objective Marker still in play that


you control.

Smaller Board
We recommend using two Objective Markers each on a
4’x4’ board.

58
Time Out
Scenarios
Timed Games If a player runs out of time, they must immediately put their
We really enjoy playing Kings of War in a relaxed dice down and make no further dice rolls for the rest of the
atmosphere, accompanied by epic music, beer, pizza and the game. If there are any unresolved combats, the units are
unavoidable truculent banter. However, the game is designed simply left Engaged.
so that you can also decide to introduce another dimension
to the fight: time. This way you’ll be able to experience some During the remainder of the game, the player may not
of the pressure of real battle, when snap decisions make the issue any orders or roll any dice, including for rules such as
difference between victory or defeat, life or death! Regeneration.

If the other player still has time remaining, then they may
Chess Clocks continue playing as normal.
The best tool for timed games is a chess clock, a device that
ensures time is equally divided among the players, thus Be Nice!
creating the ultimate fair and balanced wargame.
Of course, it’s only fair to stop the chess clock or timer if one
Simply agree a number of turns for the game and an amount of the players is distracted from the game (by a phone call or
of time per player and set the chess clock accordingly. For a the like), or if the players need to check a rule, an unclear
2000 points game, we suggest six turns each and fifty minutes LoS, etc.
per player, but it’s up you to find the pace you prefer for your
By all means, you and your opponent can vary the amount
games.
of time you have for your game or your Turns according to
After deciding which player begins to set up, start that your own taste, but if you’re like us, you are going to love the
player’s clock. Once that player has set up their first unit, stop pressure created by timed games – after all, in real war one
their clock, start their opponent’s clock and so on. Once setup rarely has the luxury of time...
is finished, stop both clocks and roll to see who has the first
turn. Once the winner of the roll has made their choice, re-
start that player’s clock. That player plays a Turn, then stops
their clock and activates the opponent’s clock, and so on.

The game ends at the agreed number of Rounds and victory


conditions are worked out as normal.

Other Timers
If you don’t have a chess clock at hand, don’t worry – the
stopwatch in your phone or watch, or even an hourglass or
egg timer will do fine. If you use one of these, then each
player gets an agreed amount of time per Turn (agree first
how many Rounds the game is going to last for). We suggest
that each Turn should take around two minutes per 500
points in your game (say eight minutes in a 2000 point game).

Make sure you set a time limit for setup (30 seconds per unit
works fine).

59
Army Lists

Basileans

60
Basileans
Army Special Upgrade Alignment: Good
Aegis Fragment
Once per game, when this unit’s Iron Resolve is used, it can regain a maximum of two points of damage previously
suffered, instead of one. The unit’s Aegis Fragment is then destroyed and cannot be used again for the remainder of the
game.

Infantry
Men-at-Arms Swordsmen Ht Men-at-Arms Spearmen Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 70 5 4+ Troop (10) 1 12 9/11 80
Ra De Regiment (20) 3 12 13/15 105 Ra De Regiment (20) 3 15 13/15 125
- 4+ Horde (40) 4 25 20/22 175 - 4+ Horde (40) 4 30 20/22 205
Special Rules Special Rules
Iron Resolve Iron Resolve, Phalanx
Options Options
• Upgrade with a Veteran Command, increasing the unit’s rout & • Upgrade with a Veteran Command, increasing the unit’s rout &
waver values by +1 for [+5/+10/+15] pts waver values by +1 for [+5/+10/+15] pts
Keywords: Human, Men-at-Arms Keywords: Human, Men-at-Arms

Paladin Foot Guard Ht Sisterhood Infantry Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ Troop (10) 1 10 11/13 100 5 4+ Troop (10) 1 12 10/12 95
Ra De Regiment (20) 3 12 15/17 150 Ra De Regiment (20) 3 15 14/16 145
- 5+ - 3+ Horde (40) 4 30 21/23 240
Special Rules Special Rules
Headstrong, Iron Resolve Crushing Strength (1), Iron Resolve, Vicious (Melee), Wild Charge (D3)
Options Keywords: Human, Sisterhood
• Upgrade to Paladin Defenders [1] (Regiment only) - Gain Aura
(Elite (Melee) - Paladin Infantry only) for +15 pts
• Exchange shields for two-handed weapons, lowering Defence to
4+ and gaining Crushing Strength (1) for free
• Aegis Fragment for +5 pts
Keywords: Human, Paladin

61
Army Lists

Ranged Infantry
Men-at-Arms Crossbowmen Ht Sisterhood Scouts* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 8 9/11 100 5 4+ Troop (10) 1 8 10/12 120
Ra De Regiment (20) 2 10 13/15 130 Ra De Regiment (20) 2 10 14/16 160
5+ 4+ Horde (40) 3 20 20/22 230 4+ 3+
Special Rules Special Rules
Iron Resolve Iron Resolve, Scout
Crossbows: 24”, Piercing (1), Pot Shot Bows: 24”, Steady Aim, Vicious (Ranged)
Keywords: Human, Men-at-Arms Keywords: Human, Sisterhood, Tracker

Cavalry Chariots
Gur Panthers* Ht Sisterhood Panther Chariot* Ht
Cavalry 2 Chariot 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 4+ Troop (5) 1 6 9/11 85 8 4+ Troop (2) 1 10 12/14 145
Ra De Regiment (10) 3 12 12/14 130 Ra De Regiment (3) 2 15 14/16 180
- 3+ - 4+ Horde (4) 3 20 16/18 225
Special Rules Legion (6) 4 25 19/21 260
Nimble, Pathfinder, Vicious (Melee)
Special Rules
Keywords: Beast
Iron Resolve, Thunderous Charge (2), Vicious (Melee)
Keywords: Human, Sisterhood

Paladin Knights Ht
Cavalry 3
Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 8 12/14 135
Ra De Regiment (10) 3 16 15/17 210
- 5+ Horde (20) 4 32 22/24 355
Special Rules
Headstrong, Iron Resolve, Thunderous Charge (2)
Options
• Aegis Fragment for +5 pts
Keywords: Human, Paladin

Sisterhood Panther Lancers Ht


Cavalry 3
Sp Me Unit Size US Att Ne Pts
10 4+ Troop (5) 1 8 11/13 115
Ra De Regiment (10) 3 16 14/16 175
- 3+
Special Rules
Iron Resolve, Nimble, Thunderous Charge (1), Vicious (Melee)
Keywords: Human, Sisterhood

62
Basileans
Large Infantry
Ogre Palace Guard Ht Elohi* Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Regiment (3) 2 9 12/14 140 10 3+ Regiment (3) 2 9 -/14 160
Ra De Horde (6) 3 18 15/17 235 Ra De Horde (6) 3 18 -/17 270
- 5+ - 5+
Special Rules Special Rules
Brutal, Crushing Strength (2), Iron Resolve Crushing Strength (1), Fly, Inspiring, Iron Resolve
Keywords: Ogre Keywords: Angelic

War Engines Titans


Heavy Arbalest Ht Phoenix Ht
War Engine 2 Titan, Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 10/12 85 10 3+ 1 1 5 14/16 195
Ra De Ra De
4+ 4+ - 3+
Special Rules Special Rules
Iron Resolve Crushing Strength (1), Fly, Nimble, Radiance of Life, Regeneration (4+)
Heavy Arbalest: 48”, Blast (D3), Piercing (2), Reload Spells
Keywords: Human, Men-at-Arms Fireball (10), Heal (5)
Keywords: Angelic, Flamebound, Majestic

Heroes
Bearer of the Holy Icon Ht Dictator Ht
Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 10/12 50 5 3+ 1 0 4 12/14 90
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Individual, Inspiring, Iron Resolve Crushing Strength (2), Duelist, Individual, Inspiring, Iron Resolve,
Options Mighty
• Mount on a Horse, increasing Speed to 8 and changing to Hero Keywords: Human
(Cav - Height: 3) for +25 pts
Keywords: Human
Ur-Elohi Ht
Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 6 -/15 200
Ra De
- 5+
Special Rules
Crushing Strength (2), Dread, Fly, Inspiring, Iron Resolve, Nimble
Keywords: Angelic

63
Army Lists

Paladin Chaplain Ht Priest Ht


Hero (Inf), Spellcaster: 1 2 Hero (Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 3 11/13 55 5 4+ 1 0 1 11/13 75
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1), Headstrong, Individual, Iron Resolve Crushing Strength (1), Individual, Inspiring, Iron Resolve
Options Spells
• Mount on a Horse, increasing Speed to 8 and changing to Hero Heal (3)
(Cav - Height: 3) for +25 pts Options
• Heal (2) for +10 pts • Mount on a Horse, increasing Speed to 8 and changing to Hero
• Aegis Fragment for +5 pts (Cav - Height: 3) for +25 pts
Cleanse: If one or more hits are scored by this unit’s Heal spell, • Bane Chant (2) for +20 pts
the target unit is no longer Weakened or Hexed. • Bastion (1) [1] for +10 pts
Keywords: Human, Paladin • Martyr’s Prayer (7) [1] for +35 pts
Cleanse: If one or more hits are scored by this unit’s Heal spell,
the target unit is no longer Weakened or Hexed.
Keywords: Human
High Paladin Ht
Hero (Inf), Spellcaster: 0 2
Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 13/15 95 Abbess on Panther Chariot Ht
Ra De Hero (Cht) 3
- 5+ Sp Me Unit Size US Att Ne Pts
Special Rules 8 3+ 1 1 6 14/16 145
Crushing Strength (1), Headstrong, Individual, Inspiring, Iron Ra De
Resolve, Mighty - 4+
Options
• Mount on a Horse, increasing Speed to 8 and changing to Hero Special Rules
(Cav - Height: 3) for +35 pts Crushing Strength (1), Inspiring (Sisterhood only), Iron Resolve,
• Heal (2) for +10 pts Nimble, Thunderous Charge (1), Vicious (Melee)
• Aegis Fragment for +5 pts Keywords: Human, Sisterhood
Keywords: Human, Paladin

Abbess Ht War Wizard Ht


Hero (Inf) 2 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 6 12/14 90 5 5+ 1 0 1 10/12 75
Ra De Ra De
- 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Iron Resolve, Individual, Inspiring Individual, Iron Resolve
(Sisterhood only), Vicious (Melee), Wild Charge (D3) Spells
Options Fireball (10)
• Mount on a Gur Panther, losing Wild Charge (D3) but Options
increasing Speed to 10 and changing to Hero (Cav – Height: 3) • Mount on a Horse, increasing Speed to 8 and changing to Hero
for +30 pts (Cav – Height: 3) for +25 pts
Keywords: Human, Sisterhood • Bane Chant (2) for +20 pts
• Lightning Bolt (4) for +30 pts, or free if it replaces Fireball
• Wind Blast (6) for +25 pts
Keywords: Human

64
Basileans
Ogre Palace Guard Captain Ht High Paladin on Dragon Ht
Hero (Lrg Inf) 3 Hero (Ttn), Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 5 13/15 115 10 3+ 1 1 10 -/19 310
Ra De Ra De
- 5+ 4+ 5+
Special Rules Special Rules
Brutal, Crushing Strength (2), Inspiring (Ogre only), Iron Resolve, Crushing Strength (3), Fly, Inspiring, Iron Resolve, Nimble
Nimble Dragon’s Breath: 12”, Steady Aim
Keywords: Ogre Options
• Heal (4) for +15 pts
• Aegis Fragment for +5 pts
Keywords: Draconic, Human, Paladin

Unique Units
Gnaeus Sallustis [1] Ht Samacris, Mother of Phoenixes [1] Ht
Hero (Lrg Cav), Spellcaster: 1 4 Hero (Lrg Inf), Spellcaster: 2 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 3+ 1 1 7 15/17 180 10 3+ 1 1 3 -/15 195
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Headstrong, Inspiring, Iron Resolve, Crushing Strength (1), Fly, Inspiring, Iron Resolve, Nimble,
Nimble Radiance of Life, Regeneration (5+)
Options Spells
• Heal (4) for +20 pts Fireball (8), Heal (5)
Keywords: Beast, Human, Paladin Purging Flame: This unit’s Fireball spell is resolved with Piercing (1).
Keywords: Angelic, Flamebound

Danor the Wizard [1] Ht Jullius, Dragon of Heaven [1] Ht


Hero (Inf), Spellcaster: 1 2 Hero (Lrg Inf), Spellcaster: 0 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 10/12 105 10 3+ 1 1 8 -/16 315
Ra De Ra De
- 4+ - 6+
Special Rules Special Rules
Individual, Iron Resolve Crushing Strength (3), Dread, Elite (Melee), Fly, Iron Resolve,
Spells Nimble, Very Inspiring
Bane Chant (2), Fireball (4), Heal (2), Lightning Bolt (2), Wind Spells
Blast (3) Fireball (8)
Staff of Silibar: After using a spell, Danor may immediately use Keywords: Angelic
another different spell he possesses on his basic profile (not an
upgrade), against the same or a different target. He may continue
to do this until he has used each of his spells once in any of his
Ranged phases.
Keywords: Human

65
Army Lists

Dwarfs

66
Dwarfs
Army Special Upgrade Alignment: Good
Throwing Mastiff
The unit is equipped with a single use ranged attack with the following profile – Throwing Mastiff: 12”, Att: 8, Piercing
(1); This attack always hits on a 4+. Once used, the unit’s Throwing Mastiff is destroyed and cannot be used again for the
remainder of the game.

Infantry
Ironclad Ht Ironguard Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ Troop (10) 1 10 10/12 70 4 3+ Troop (10) 1 10 11/13 100
Ra De Regiment (20) 3 12 14/16 110 Ra De Regiment (20) 3 12 15/17 150
- 5+ Horde (40) 4 25 21/23 180 - 6+
Special Rules Special Rules
Headstrong Headstrong
Options Options
• Throwing Mastiff for +15 pts • Throwing Mastiff for +15 pts
Keywords: Dwarf Keywords: Dwarf

Shieldbreakers Ht Berserkers* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 3+ Troop (10) 1 10 10/12 80 5 4+ Troop (10) 1 15 -/13 105
Ra De Regiment (20) 3 12 14/16 125 Ra De Regiment (20) 3 20 -/17 165
- 4+ Horde (40) 4 25 21/23 205 - 4+
Special Rules Special Rules
Crushing Strength (1), Headstrong Vicious (Melee), Wild Charge (D3)
Options Vengeance: While Counter Charging, this unit has Crushing
• Throwing Mastiff for +15 pts Strength (+1).
Keywords: Dwarf Keywords: Berserker, Dwarf

Bulwarkers Ht
Infantry 2
Sp Me Unit Size US Att Ne Pts
4 4+ Troop (10) 1 12 10/12 90
Ra De Regiment (20) 3 15 14/16 135
- 5+ Horde (40) 4 30 21/23 225
Special Rules
Headstrong, Phalanx
Options
• Throwing Mastiff for +15 pts
Keywords: Dwarf

67
Army Lists

Ranged Infantry
Ironwatch Crossbows Ht Rangers* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ Troop (10) 1 8 10/12 100 5 4+ Troop (10) 1 10 10/12 140
Ra De Regiment (20) 2 10 14/16 135 Ra De Regiment (20) 3 12 14/16 185
5+ 4+ Horde (40) 3 20 21/23 235 4+ 4+
Special Rules Special Rules
Headstrong Crushing Strength (1), Pathfinder, Scout
Crossbows: 24”, Piercing (1), Pot Shot Light Crossbows: 24”
Keywords: Dwarf, Ironwatch Keywords: Dwarf, Tracker

Ironwatch Rifles Ht Sharpshooters Ht


Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ Troop (10) 1 8 10/12 115 4 5+ Troop (10) 1 5 9/11 100
Ra De Regiment (20) 2 10 14/16 150 Ra De
5+ 4+ Horde (40) 3 20 21/23 265 4+ 5+
Special Rules Special Rules
Headstrong Headstrong
Rifles: 24”, Piercing (2), Pot Shot Long Rifles: 36”, Piercing (2), Reload
Keywords: Dwarf, Ironwatch Note: The front rank of models should be represented with large
shields.
Keywords: Dwarf, Warsmith
Cavalry
Berserker Brock Riders
Cavalry
Ht
3 Swarms
Sp Me Unit Size US Att Ne Pts Mastiff Hunting Pack* Ht
8 4+ Troop (5) 1 13 -/15 125 Swarm 1
Ra De Regiment (10) 3 26 -/18 195
- 4+ Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 1 9 11/13 65
Special Rules Ra De
Thunderous Charge (1), Vicious (Melee)
- 3+
Keywords: Berserker, Dwarf
Special Rules
Crushing Strength (1 - Cavalry only)
Large Infantry Options
• Throwing Mastiff for +15 pts
Keywords: Beast
Earth Elementals Ht
Large Infantry 3
Sp Me Unit Size US Att Ne Pts
5 4+ Regiment (3) 2 9 -/15 130
Ra De Horde (6) 3 18 -/18 220
- 6+
Special Rules
Brutal, Crushing Strength (1), Pathfinder, Shambling
Keywords: Earthbound

68
Dwarfs
War Engines
Ironbelcher Cannon Ht Jarrun Bombard Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 - 1 0 2 10/12 110 4 - 1 0 2 10/12 110
Ra De Ra De
5+ 5+ 5+ 5+
Special Rules Special Rules
Cannon: 48”, Blast (D3+1), Ignores Cover, Piercing (3), Reload, Blast It!: 48”, Blast (D3+1), Piercing (3), Pot Shot
Shattering Lob It!: 60”, Blast (D3+1), Ignores Cover, Indirect, Piercing (1), Reload
Grapeshot: 12”, Att: 10, Piercing (1) - This attack always hits on a 6+ Keywords: Dwarf, Warsmith
Keywords: Dwarf, Warsmith

Flame Belcher Ht Ironbelcher Organ Gun Ht


War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 - 1 0 15 10/12 90 4 - 1 0 12 10/12 90
Ra De Ra De
4+ 5+ 5+ 5+
Special Rules Special Rules
Flame Belcher: 12”, Steady Aim Organ Gun: 24”, Piercing (2), Reload
Keywords: Dwarf, Flamesmith, Warsmith Keywords: Dwarf, Warsmith

Monsters
Battle Driller Ht Steel Behemoth Ht
Monster (Cav) 2 Monster (Cht) 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ 1 0 D6+6 10/12 90 4 4+ 1 1 D6+12 17/19 260
Ra De Ra De
- 5+ 4+ 6+
Special Rules Special Rules
Brutal, Crushing Strength (1), Headstrong, Individual Crushing Strength (3), Headstrong, Strider
Keywords: Dwarf, Warsmith Flame Belcher: 12”, Att: 10, Piercing (1), Steady Aim
Options
• Upgrade to Golloch’s Fury [1] - Gain Very Inspiring, Iron
Titans Resolve and exchanging its Flame Belcher for Golloch’s Gun:
18”, Att: 12, Piercing (2) for +50 pts
Keywords: Warsmith
Greater Earth Elemental Ht
Titan 6
Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 12 -/19 230
Ra De
- 6+
Special Rules
Brutal, Crushing Strength (3), Shambling, Strider
Keywords: Earthbound

69
Army Lists

Heroes
Dwarf Lord Ht Dwarf Lord on Large Beast Ht
Hero (Inf) 2 Hero (Lrg Cav) 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 3+ 1 0 5 13/15 105 7 3+ 1 1 7 15/17 200
Ra De Ra De
- 6+ - 6+
Special Rules Special Rules
Crushing Strength (1), Headstrong, Individual, Inspiring, Mighty Crushing Strength (1), Headstrong, Inspiring, Nimble, Thunderous
Options Charge (2)
• Horn of Heroes [1] - Friendly Core units within 6” of this unit Keywords: Beast, Dwarf
can reroll failed Headstrong rolls for +15 pts. This unique upgrade
cannot be taken in addition to a magical artefact.
Keywords: Dwarf
Stone Priest Ht
Hero (Inf), Spellcaster: 2 2

Berserker Lord Sp Me Unit Size US Att Ne Pts


Ht
Hero (Inf) 4 5+ 1 0 1 11/13 90
2
Ra De
Sp Me Unit Size US Att Ne Pts - 5+
5 3+ 1 0 7 -/16 110
Ra De Special Rules
Headstrong, Individual, Inspiring (Earthbound only)
- 4+
Stoneshapers: If this unit has taken the Bane Chant option (below)
Special Rules it may, after casting Surge on a Friendly Core Earthbound unit,
Crushing Strength (1), Individual, Inspiring (Berserker only), immediately cast Bane Chant against the same target.
Vicious (Melee), Wild Charge (D3) Spells
Options Surge (8)
• Mount on a Brock, losing Wild Charge (D3) but increasing Speed Options
to 8 and changing to Hero (Cav – Height: 3) for +30 pts • Bane Chant (2) for +20 pts
Keywords: Berserker, Dwarf Keywords: Dwarf, Earthbound

Warsmith Ht Dwarf Army Standard Bearer Ht


Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ 1 0 4 11/13 95 4 4+ 1 0 1 10/12 50
Ra De Ra De
4+ 5+ - 5+
Special Rules Special Rules
Aura (Elite (Ranged) - War Engines only), Individual, Inspiring (War Headstrong, Individual, Inspiring
Engines only) Keywords: Dwarf
Pistol: 12”, Piercing (1)
Keywords: Dwarf, Warsmith

70
Dwarfs
Steel Juggernaut Ht Flame Priest Ht
Hero (Lrg Inf) 3 Hero (Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 1 5 -/13 150 4 4+ 1 0 1 11/13 65
Ra De Ra De
5+ 6+ - 5+
Special Rules Special Rules
Crushing Strength (2), Inspiring, Nimble Individual
Hand Cannon: 24”, Piercing (2), Steady Aim Spells
Keywords: Dwarf, Warsmith Fireball (6)
Options
• Bane Chant (2) for +20 pts
• Increase to Fireball (10) for +15 pts
Keywords: Dwarf, Flamesmith

Unique Units
Rordin the Dwarf [1] Ht Garrek Heavyhand [1] Ht
Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 3+ 1 0 5 13/15 125 4 3+ 1 0 5 14/16 150
Ra De Ra De
- 6+ - 6+
Special Rules Special Rules
Crushing Strength (2), Individual, Inspiring, Mighty, Pathfinder Crushing Strength (3), Headstrong, Individual, Inspiring, Mighty,
Now I’m Angry: Once per game, after an enemy unit rolls to Regeneration (5+)
damage Rordin (whether in melee or with a ranged attack), the Keywords: Dwarf
player can force the opponent to re-roll all successful rolls to
damage. This effect lasts from that moment to the end of the
enemy turn – all units rolling to damage Rordin must re-roll their
successful rolls to damage.
Keywords: Dwarf

71
Army Lists

Elves

72
Elves
Army Special Upgrade Alignment: Good
Sabre-Toothed Hunting Cat
The unit gains Duelist.

Infantry
Kindred Tallspears Ht Shield Watch Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 12 10/12 90 6 4+ Troop (10) 1 10 10/12 100
Ra De Regiment (20) 3 15 14/16 140 Ra De Regiment (20) 3 12 14/16 155
- 4+ Horde (40) 4 30 21/23 230 - 5+
Special Rules Special Rules
Elite (Melee), Phalanx Crushing Strength (1), Elite (Melee)
Keywords: Elf, Kindred Keywords: Elf

Forest Guard Ht Palace Guard Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 10 11/13 105 6 3+ Troop (10) 1 10 11/13 105
Ra De Regiment (20) 3 12 15/17 165 Ra De Regiment (20) 3 12 15/17 160
- 4+ - 4+ Horde (40) 4 25 22/24 265
Special Rules Special Rules
Elite (Melee), Pathfinder, Thunderous Charge (1) Crushing Strength (1), Elite (Melee)
Keywords: Elf, Tracker Keywords: Elf

Heavy Infantry
Hunters of the Wild* Ht
Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts
5 3+ Troop (10) 1 12 10/12 105
Ra De Regiment (20) 3 15 14/16 160
- 5+
Special Rules
Pathfinder, Scout
Keywords: Verdant

73
Army Lists

Ranged Infantry
Kindred Archers Ht Kindred Gladestalkers* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Troop (10) 1 8 10/12 90 6 4+ Troop (10) 1 8 10/12 130
Ra De Regiment (20) 2 10 14/16 120 Ra De Regiment (20) 2 10 14/16 175
5+ 4+ Horde (40) 3 20 21/23 210 4+ 3+
Special Rules Special Rules
Bows: 24”, Elite (Ranged) Elite, Pathfinder, Scout
Keywords: Elf, Kindred Bows: 24”, Steady Aim
Keywords: Elf, Kindred, Tracker

Therennian Sea Guard Ht


Infantry 2
Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (20) 3 12 14/16 165
Ra De Horde (40) 4 25 21/23 290
5+ 4+
Special Rules
Elite (Melee), Phalanx
Bows: 24”
Keywords: Elf

Cavalry
Stormwind Cavalry Ht Silverbreeze Cavalry* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 3+ Troop (5) 1 8 11/13 140 10 4+ Troop (5) 1 7 11/13 130
Ra De Regiment (10) 3 16 14/16 215 Ra De Regiment (10) 2 14 14/16 200
- 5+ 4+ 4+
Special Rules Special Rules
Elite (Melee), Thunderous Charge (2) Nimble
Keywords: Elf Shortbows: 18”, Elite (Ranged), Steady Aim
Keywords: Elf

Swarms Large Infantry


Battlecats* Ht Forest Shamblers* Ht
Swarm 1 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ Regiment (3) 1 9 10/12 80 6 4+ Regiment (3) 2 9 -/14 120
Ra De Ra De Horde (6) 3 18 -/17 200
- 2+ - 5+
Special Rules Special Rules
Elite (Melee - Swarms only), Nimble, Vicious (Melee) Crushing Strength (1), Pathfinder, Scout, Shambling
Keywords: Beast Keywords: Verdant

74
Elves
Chariots Large Cavalry
War Chariots* Ht Drakon Riders* Ht
Chariot 3 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Troop (2) 1 8 12/14 135 10 3+ Regiment (3) 2 9 12/14 165
Ra De Regiment (3) 2 12 14/16 170 Ra De Horde (6) 3 18 15/17 275
5+ 4+ Horde (4) 3 16 16/18 215 - 5+
Legion (6) 4 20 20/22 245 Special Rules
Special Rules Crushing Strength (1), Elite (Melee), Fly, Thunderous Charge (1)
Elite, Thunderous Charge (2) Keywords: Draconic, Elf
Shortbows: 18”, Att: [4/6/8/10], Steady Aim
Keywords: Elf

War Engines
Bolt Thrower Ht Dragon Breath Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 - 1 0 2 10/12 90 6 - 1 0 12 10/12 90
Ra De Ra De
4+ 4+ 4+ 4+
Special Rules Special Rules
Bolt Thrower: 48”, Blast (D3), Elite (Ranged), Piercing (2), Reload Dragon Breath: 12”, Elite (Ranged), Steady Aim
Keywords: Elf, Kindred Keywords: Draconic, Elf

Heroes
Tree Herder Ht Elven King Ht
Hero (Mon), Spellcaster: 0 5 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 9 -/18 260 6 3+ 1 0 5 13/15 100
Ra De Ra De
- 6+ - 5+
Special Rules Special Rules
Crushing Strength (3), Inspiring, Pathfinder, Radiance of Life, Crushing Strength (1), Elite (Melee), Individual, Inspiring, Mighty
Scout, Strider Options
Spells • Mount on a Horse, increasing Speed to 9 and changing to Hero
Surge (8) (Cav - Height: 3) for +35 pts
Keywords: Verdant • Sabre-Toothed Hunting Cat for +10 pts
• The Shardblade [1] - Increase Melee to 2+ for +15 pts
Keywords: Elf

75
Army Lists

Lord on Drakon Ht Elven Archmage Ht


Hero (Lrg Cav) 4 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 5 13/15 170 6 5+ 1 0 1 11/13 60
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1), Elite (Melee), Fly, Inspiring, Nimble, Individual
Thunderous Charge (1) Master of Magic: This unit can re-roll all to hit rolls of a natural,
Keywords: Draconic, Elf unmodifed 1 with Bane Chant, Heal, Hex, Lightning Bolt, Mind Fog
and Wind Blast.
Options
• Mount on a Horse, increasing Speed to 9 and changing to Hero
Elven Prince Ht (Cav - Height: 3) for +25 pts
Hero (Inf) 2 • Bane Chant (2) for +20 pts
• Heal (4) for +30 pts
Sp Me Unit Size US Att Ne Pts • Hex (3) for +15 pts
6 3+ 1 0 3 11/13 55 • Lightning Bolt (5) for +35 pts
Ra De • Mind Fog (2) for +15 pts
- 5+ • Wind Blast (6) for +25 pts
Keywords: Elf
Special Rules
Crushing Strength (1), Elite (Melee), Individual
Options
• Mount on a Horse, increasing Speed to 9 and changing to Hero Dragon Kindred Lord
(Cav - Height: 3) for +25 pts
Ht
Hero (Ttn) 6
• Sabre-Toothed Hunting Cat for +10 pts
Keywords: Elf Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 10 17/19 315
Ra De
Army Standard Bearer 4+ 5+
Ht
Hero (Inf) 2 Special Rules
Crushing Strength (3), Elite (Melee), Fly, Inspiring, Nimble
Sp Me Unit Size US Att Ne Pts Dragon’s Breath: 12”, Steady Aim
6 4+ 1 0 1 10/12 60 Keywords: Draconic, Elf
Ra De
- 4+
Special Rules
Elite (Melee), Individual, Inspiring Noble War Chariot Ht
Options Hero (Cht) 3
• Mount on a Horse, increasing Speed to 9 and changing to Hero Sp Me Unit Size US Att Ne Pts
(Cav - Height: 3) for +25 pts
8 3+ 1 1 3 11/13 100
Keywords: Elf
Ra De
4+ 4+
Special Rules
Elite, Nimble, Thunderous Charge (2)
Shortbow: 18”, Steady Aim
Keywords: Elf

76
Elves
Unique Units
Madriga the Elf [1] Ht Argus Rodinar [1] Ht
Hero (Inf) 2 Hero (Mon) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 0 3 11/13 125 6 - 1 0 - -/13 70
Ra De Ra De
3+ 4+ - 5+
Special Rules Special Rules
Elite, Individual, Inspiring (Self only), Pathfinder, Stealthy, Scout Individual, Inspiring
Bow: 24”, Piercing (2) Altar of the Elements: As long as this unit is present and in play
Trick Shot: Once per game, Madriga can use the following ranged on the table, at the start of each of your Ranged phases you may
weapon - Trick Shot: 48”, Att: 1, Blast (D6), Piercing (2), Ignores Cover. select a single Friendly Core unit on the battlefield regardless of
Keywords: Elf, Tracker range or line of sight. The unit is granted the Inspiring special rule
until the start of your next turn.
Keywords: Elf, Shrine
Tydarion Dragonlord [1] Ht
Hero (Ttn) 6
Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 10 18/20 345
Ra De
4+ 5+
Special Rules
Brutal, Crushing Strength (4), Elite, Fly, Nimble, Very Inspiring
Dragon’s Breath: 12”, Att: 12, Steady Aim
Keywords: Draconic, Elf

77
Army Lists

Northern
Alliance

78
Northern Alliance
Army Special Upgrade Alignment: Good
Snow Fox
The unit has +1 Attack.

Infantry
Human Clansmen Ht Dwarf Clansmen Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 90 4 4+ Troop (10) 1 10 10/12 75
Ra De Regiment (20) 3 12 13/15 140 Ra De Regiment (20) 3 12 14/16 115
- 5+ Horde (40) 4 25 20/22 230 - 5+
Special Rules Special Rules
Crushing Strength (1), Wild Charge (1) Fury, Wild Charge (1)
Options Options
• Exchange shields for two-handed weapons, lowering Defence to • Exchange shields for two-handed Frost Hammers, lowering
4+ and gaining Crushing Strength (2) for free Defence to 4+ and gaining Crushing Strength (1) for free
Keywords: Barbarian, Human Keywords: Dwarf

Half-Elf Berserkers Ht Ice Naiads Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 15 -/13 115 5 4+ Troop (10) 1 10 9/11 90
Ra De Regiment (20) 3 20 -/17 180 Ra De Regiment (20) 3 12 13/15 140
- 3+ - 4+ Horde (40) 4 25 20/22 230
Special Rules Special Rules
Iron Resolve, Thunderous Charge (1), Wild Charge (D3) Ensnare, Regeneration (5+), Wild Charge (1)
Keywords: Berserker, Half-elf Keywords: Frostbound, Naiad

Heavy Infantry
Huscarls Ht
Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts
5 3+ Troop (10) 1 15 11/13 145
Ra De Regiment (20) 3 20 15/17 225
- 5+
Special Rules
Crushing Strength (2), Fury, Wild Charge (1)
Keywords: Barbarian, Human

79
Army Lists

Ranged Infantry
Pack Hunters* Ht Elf Clansmen Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 110 6 5+ Troop (10) 1 8 10/12 90
Ra De Regiment (20) 2 12 13/15 145 Ra De Regiment (20) 2 10 14/16 120
4+ 3+ 5+ 4+
Special Rules Special Rules
Pathfinder, Stealthy, Thunderous Charge (1), Wild Charge (1) Bows: 24”, Elite (Ranged)
Shortbows: 18” Keywords: Elf
Options
• Exchange Shortbows for Javelins: 12”, Steady Aim, Piercing (1)
for [+5/+10] pts
Keywords: Barbarian, Human, Tracker
Swarms
Ice Kin Hunters* Ht Snow Foxes* Ht
Infantry 2 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 8 10/12 135 8 5+ Regiment (3) 1 10 9/11 80
Ra De Regiment (20) 2 10 14/16 180 Ra De
4+ 3+ - 2+
Special Rules Special Rules
Elite, Pathfinder, Scout Nimble, Pathfinder, Stealthy, Vicious (Melee)
Bows: 24”, Steady Aim Keywords: Beast
Ice-Tipped Arrows: If one or more points of damage are scored
with this unit’s Bows attack, the target enemy unit is given the
Frozen special rule.
Keywords: Elf, Tracker

Large Infantry
Ice Elementals
Large Infantry, Spellcaster: 0
Ht
3
Cavalry
Sp Me Unit Size US Att Ne Pts Tundra Wolves* Ht
6 4+ Regiment (3) 2 9 -/14 145 Cavalry 2
Ra De Horde (6) 3 18 -/17 240
- 5+ Sp Me Unit Size US Att Ne Pts
9 3+ Troop (5) 1 9 10/12 115
Special Rules Ra De Regiment (10) 3 18 13/15 180
Crushing Strength (1), Shambling - 4+
Spells
Icy Breath (Att) Special Rules
Frostbite: This unit’s Icy Breath spell has the Piercing (1) modifier. Nimble, Thunderous Charge (1)
Keywords: Frostbound Keywords: Beast, Tundra Wolf

80
Northern Alliance
Monstrous Infantry / Large Cavalry
Snow Trolls Ht Frostfang Cavalry Ht
Monstrous Infantry 3 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 9 12/15 130 7 4+ Regiment (3) 2 15 12/14 160
Ra De Horde (6) 3 18 15/18 220 Ra De Horde (6) 3 30 15/17 265
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Regeneration (5+), Vicious (Melee), Wild Crushing Strength (2), Strider, Wild Charge (1)
Charge (1) Keywords: Frostfang, Human
Keywords: Troll

Monsters Titans
Cavern Dweller Ht Frost Giant Ht
Monster 4 Titan, Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 D6+6 16/18 210 7 4+ 1 1 D6+8 18/20 230
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (3), Lifeleech (3), Strider Brutal, Crushing Strength (4), Strider
Keywords: Blind, Cannibal Spells
Icy Breath (8)
Keywords: Frostbound, Giant

War Engine
Ice Kin Bolt Thrower Ht
War Engine 2
Sp Me Unit Size US Att Ne Pts
6 - 1 0 2 10/12 95
Ra De
4+ 4+
Special Rules
Bolt Thrower: 48”, Blast (D3), Elite (Ranged), Piercing (2), Reload
Ice-Tipped Bolts: If one or more points of damage are scored with
this unit’s Bolt Thrower attack, the target enemy unit is given the
Frozen special rule.
Keywords: Elf

81
Army Lists

Heroes
Lord Ht Ice Kin Master Hunter Ht
Hero (Hv Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 13/15 110 7 3+ 1 0 3 11/13 115
Ra De Ra De
- 5+ 3+ 4+
Special Rules Special Rules
Crushing Strength (2), Individual, Mighty, Very Inspiring, Wild Elite, Individual, Pathfinder, Scout, Stealthy
Charge (1) Bow: 24”, Piercing (1)
Options Ice-Tipped Arrows: If one or more points of damage are scored
• Horn of Winter [1] - Aura (Wild Charge (+1) - Infantry & with this unit’s Bow attack, the target enemy unit is given the
Heavy Infantry only) for +10 pts Frozen special rule.
• Snow Fox for +10 pts Keywords: Elf, Tracker
Keywords: Barbarian, Human

Thegn on Frostfang Ht Thegn Ht


Hero (Lrg Cav) 4 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 5 13/15 125 5 3+ 1 0 3 11/13 50
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Inspiring (Frostfang only), Nimble, Strider, Crushing Strength (1), Individual, Wild Charge (1)
Wild Charge (1) Options
Options • Talanaar’s Standard [1] - Rally (1) for +15 pts
• Snow Fox for +10 pts • Snow Fox for +10 pts
Keywords: Barbarian, Frostfang, Human Keywords: Barbarian, Human

Lord on Frostfang Ht Ice-Queen Ht


Hero (Lrg Cav) 4 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 8 15/17 190 6 5+ 1 0 1 10/12 80
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (3), Nimble, Strider, Very Inspiring, Wild Ensnare, Individual, Very Inspiring (Frostbound only)
Charge (1) Master of Ice: When targeting Friendly Core Frostbound units
Options or Enemy units which have the Frozen special rule, this unit can
• Snow Fox for +10 pts reroll one of the dice that failed to hit with Bane Chant, Heal, Icy
Keywords: Barbarian, Frostfang, Human Breath, Wind Blast, Surge or Blizzard.
Spells
Icy Breath (10)
Options
• Bane Chant (2) for +20 pts
• Heal (5) for +35 pts
• Surge (8) for +30 pts, or free if it replaces Icy Breath
• Wind Blast (6) for +25 pts
• Blizzard (2) [1] for +30 pts
Keywords: Elf, Frostbound

82
Northern Alliance
Lord on Chimera Ht Ice Blade Ht
Hero (Ttn), Spellcaster: 0 6 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 10 17/19 320 6 3+ 1 0 6 -/14 105
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (3), Elite (Melee), Fly, Nimble, Very Inspiring Crushing Strength (1), Duelist, Individual, Inspiring (Half-Elf
Spells only), Wild Charge (D3)
Icy Breath (10) Options
Keywords: Barbarian, Beast, Draconic, Human • Snow Fox for +10 pts
Keywords: Berserker, Half-elf

Snow Troll Prime Ht Skald Ht


Hero (Mon) 3 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 5 13/16 120 5 5+ 1 0 2 10/12 55
Ra De Ra De
- 5+ 4+ 4+
Special Rules Special Rules
Crushing Strength (2), Inspiring (Troll only), Nimble, Individual, Inspiring
Regeneration (5+), Vicious (Melee), Wild Charge (1) Throwing Axes: 12”, Piercing (1)
Keywords: Troll Keywords: Human

Unique Units
Orlaf the Barbarian [1] Ht Clarion [1] Ht
Hero (Inf) 2 Hero (Cav) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 6 -/16 135 8 4+ 1 0 3 11/13 95
Ra De Ra De
- 4+ 4+ 4+
Special Rules Special Rules
Crushing Strength (2), Individual, Mighty, Vicious (Melee), Wild Dread, Individual, Very Inspiring
Charge (D3) Throwing Axe: 12”, Piercing (1)
Unstoppable Whirlwind: Once per game, declare you are using Keywords: Emissary, Human
this ability just before Orlaf attacks in a melee. For the rest of this
Melee phase, Orlaf has 12 Attacks instead of 6.
Keywords: Barbarian, Human Hrimm, Legendary Ice Giant [1] Ht
Hero (Ttn), Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 D6+10 -/20 260
Ra De
- 5+
Special Rules
Brutal, Crushing Strength (4), Strider, Very Inspiring (Frostbound only)
Spells
Icy Breath (12)
Keywords: Frostbound, Giant

83
Army Lists

Forces Of
Nature

84
Forces of Nature
Army Special Upgrade Alignment: Neutral
Frenzied Otter
Once per game, when the unit rolls to damage in melee, you may choose to reroll up to 3 dice that score a natural,
unmodified 1. The unit’s Frenzied Otter is then destroyed and cannot be used again for the remainder of the game.

Infantry Heavy Infantry


Naiad Ensnarers Ht Salamander Primes Ht
Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 90 5 4+ Troop (10) 1 10 10/12 90
Ra De Regiment (20) 3 12 13/15 140 Ra De Regiment (20) 3 12 14/16 135
- 3+ Horde (40) 4 25 20/22 230 - 5+ Horde (40) 4 25 21/23 225
Special Rules Special Rules
Ensnare, Pathfinder, Regeneration (4+) Crushing Strength (1)
Options Options
• Frenzied Otter for +5 pts • Exchange shields for two-handed weapons, lowering Defence to
Keywords: Naiad 4+ and increasing Crushing Strength to (2) for free
Keywords: Salamander

Ranged Infantry
Naiad Heartpiercers* Ht Hunters of the Wild Ht
Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 8 9/11 120 5 3+ Troop (10) 1 12 10/12 105
Ra De Regiment (20) 2 10 13/15 160 Ra De Regiment (20) 3 15 14/16 160
4+ 3+ - 5+
Special Rules Special Rules
Regeneration (4+) Pathfinder, Scout
Harpoon-gun: 18”, Piercing (1), Steady Aim Keywords: Verdant
Options
• Frenzied Otter for +5 pts
Keywords: Naiad

Cavalry
Centaur Bray Striders Ht Centaur Bray Hunters Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 6 11/13 105 8 4+ Troop (5) 1 6 11/13 105
Ra De Regiment (10) 3 12 14/16 160 Ra De Regiment (10) 2 12 14/16 165
- 4+ 5+ 3+
Special Rules Special Rules
Crushing Strength (1), Pathfinder, Thunderous Charge (1) Nimble, Pathfinder, Thunderous Charge (1)
Options Shortbows: 18”, Steady Aim
• Frenzied Otter for +5 pts Options
Keywords: Centaur • Frenzied Otter for +5 pts
Keywords: Centaur, Tracker

85
Army Lists

Large Infantry
Forest Shamblers Ht Fire Elementals Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 9 -/14 120 6 4+ Regiment (3) 2 9 -/14 130
Ra De Horde (6) 3 18 -/17 200 Ra De Horde (6) 3 18 -/17 220
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Pathfinder, Scout, Shambling Crushing Strength (2), Pathfinder, Shambling, Vicious (Melee)
Keywords: Verdant Keywords: Flamebound

Air Elementals Ht Water Elementals Ht


Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ Regiment (3) 2 9 -/14 130 7 4+ Regiment (3) 2 9 -/14 130
Ra De Horde (6) 3 18 -/17 220 Ra De Horde (6) 3 18 -/17 220
- 4+ - 5+
Special Rules Special Rules
Fly, Nimble, Pathfinder, Shambling Crushing Strength (1), Regeneration (5+), Shambling, Strider
Keywords: Airbound Keywords: Waterbound

Earth Elementals
Large Infantry
Ht
3
Swarms
Sp Me Unit Size US Att Ne Pts Woodland Critters* Ht
5 4+ Swarm 1
Regiment (3) 2 9 -/15 130
Ra De Horde (6) 3 18 -/18 220 Sp Me Unit Size US Att Ne Pts
- 6+ 6 5+ Regiment (3) 1 12 9/11 80
Special Rules Ra De Horde (6) 1 24 12/14 130
Brutal, Crushing Strength (1), Pathfinder, Shambling - 2+
Keywords: Earthbound
Special Rules
Fly, Nimble, Pathfinder, Vicious (Melee)
Keywords: Beast

Large Cavalry
Scorchwings* Ht Naiad Wyrmriders Ht
Large Cavalry 4 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ Regiment (3) 2 6 11/13 120 8 3+ Regiment (3) 2 9 12/14 130
Ra De Horde (6) 3 12 14/16 200 Ra De Horde (6) 3 18 15/17 220
4+ 3+ - 4+
Special Rules Special Rules
Fly, Nimble, Pathfinder, Thunderous Charge (1) Crushing Strength (1), Pathfinder, Regeneration (4+)
Firesparks: 18”, Steady Aim Keywords: Naga, Naiad
Keywords: Flamebound

86
Forces of Nature
Monsters
Beast of Nature Ht Greater Air Elemental Ht
Monster 5 Monster, Spellcaster: 0 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 5 15/17 150 10 3+ 1 1 10 -/18 180
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (2), Pathfinder, Vicious Fly, Nimble, Pathfinder, Shambling, Thunderous Charge (1)
Options Options
• Gain the ranged attack - Noxious Mist: 12”, Att: 10, Ra: 4+, • Wind Blast (6) for +25 pts
Steady Aim for +15 pts • Lightning Bolt (3) for +20 pts
• Upgrade with Wings, increasing Speed to 10 and gaining Fly and Keywords: Airbound
Nimble for +40 pts
• Increase Attacks to 7 for +15 pts
Keywords: Beast, Verdant Greater Water Elemental Ht
Monster 5

Greater Fire Elemental Sp Me Unit Size US Att Ne Pts


Ht 7 4+
Monster, Spellcaster: 0 5 1 1 8 -/18 180
Ra De
Sp Me Unit Size US Att Ne Pts - 5+
6 4+ 1 1 8 -/18 175
Special Rules
Ra De
Crushing Strength (2), Regeneration (5+), Shambling, Strider
- 5+
Keywords: Waterbound
Special Rules
Crushing Strength (3), Pathfinder, Shambling, Vicious (Melee)
Spells Pegasus Ht
Fireball (8) Monster 4
Keywords: Flamebound
Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 3 10/12 80
Ra De
- 4+
Special Rules
Fly, Nimble, Pathfinder, Thunderous Charge (1)
Keywords: Beast

Titans
Greater Earth Elemental Ht Hydra Ht
Titan 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 12 -/19 230 6 4+ 1 1 5* 16/18 150
Ra De Ra De
- 6+ - 5+
Special Rules Special Rules
Brutal, Crushing Strength (3), Shambling, Strider Crushing Strength (2), Pathfinder, Regeneration (5+)
Keywords: Earthbound Multiple Heads: In addition to the basic 5, the Hydra has a
number of additional attacks equal to its current points of Damage.
Keywords: Beast

87
Army Lists

Heroes
Druid Ht Gladewalker Druid Ht
Hero (Inf), Spellcaster: 1 2 Hero (Hv Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 10/12 65 5 5+ 1 0 1 12/14 90
Ra De Ra De
- 4+ - 4+
Special Rules Special Rules
Individual, Inspiring, Pathfinder Individual, Inspiring, Pathfinder
Spells Spells
Heal (2) Heal (4)
Options Options
• Mount on Forest Steed, increasing Speed to 9 and changing to • Mount on Forest Steed, increasing Speed to 9 and changing to
Hero (Cav - Height: 3) for +25 pts Hero (Cav - Height: 3) for +25 pts
• Bane Chant (2) for +20 pts • Fireball (8) for +25 pts
• Lightning Bolt (2) for +10 pts • Hex (3) for +15 pts
• Surge (4) for +10 pts • Surge (8) for +30 pts, or free if it replaces Heal
• Wind Blast (4) for +15 pts • Blizzard (2) [1] for +20 pts
Keywords: Verdant Keywords: Verdant

Centaur Chief Ht Salamander Veteran Ht


Hero (Cav) 3 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 0 4 11/13 110 5 3+ 1 0 4 11/13 65
Ra De Ra De
4+ 4+ - 5+
Special Rules Special Rules
Crushing Strength (2), Individual, Inspiring (Centaur only), Crushing Strength (2), Individual, Inspiring (Salamander only)
Mighty, Pathfinder Options
Options • Guiding Flame [1] - Gain Aura (Elite (Melee) - Salamander only)
• Frenzied Otter for +5 pts for +20 pts. This unique upgrade cannot be taken in conjunction
• Gain the ranged attack - Shortbow: 18”, Ra: 4+ for +10 pts with a magical artefact.
Keywords: Centaur Keywords: Salamander

Tree Herder Ht Forest Warden Ht


Hero (Mon), Spellcaster: 0 5 Hero (Lrg Inf), Spellcaster: 0 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 9 -/18 260 6 3+ 1 1 3 11/13 90
Ra De Ra De
- 6+ - 5+
Special Rules Special Rules
Crushing Strength (3), Inspiring, Pathfinder, Radiance of Life, Crushing Strength (2), Nimble, Pathfinder, Scout
Scout, Strider Spells
Spells Surge (4)
Surge (8) Keywords: Verdant
Keywords: Verdant

88
Forces of Nature
Unicorn
Hero (Cav), Spellcaster: 2
Ht
3
Unique Units
Sp Me Unit Size US Att Ne Pts
Avatar of the Green Lady [1] Ht
10 3+ Hero (Inf), Spellcaster: 3 2
1 0 3 12/14 120
Ra De Sp Me Unit Size US Att Ne Pts
- 5+ 10 5+ 1 0 1 13/15 185
Special Rules Ra De
Crushing Strength (1), Individual, Inspiring, Pathfinder, - 5+
Thunderous Charge (1) Special Rules
Spells Fly, Individual, Inspiring, Regeneration (5+)
Heal (5) Balance: At the start of each of your Turns, you may choose for
Options this unit to have either Cloak of Death or Radiance of Life.
• Upgrade with Wings, losing Individual, gaining Fly and Nimble Spells
and changing to Hero (Lrg Cav - Height: 4, Unit Strength: 1) for Heal (6)
+25 pts Keywords: Phantasm, Verdant
• Lightning Bolt (5) for +20 pts, or free if it replaces Heal
• Wind Blast (5) for +20 pts
• Bastion (2) [1] for +20 pts
Keywords: Beast, Majestic
Keris [1] Ht
Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 12/14 80
Naiad Stalker Ht
Hero (Inf) Ra De
2
- 4+
Sp Me Unit Size US Att Ne Pts
6 3+ Special Rules
1 0 4 11/13 95 Individual, Inspiring, Pathfinder
Ra De Solar Staff: 24”, Att: 8; This attack always hits on 4+ regardless of
4+ 4+ modifiers. For each hit roll to damage as normal. If one or more
hits are scored, the target unit is Disordered until the end of its
Special Rules next Turn. The Solar Staff is then destroyed and cannot be used
Crushing Strength (1), Ensnare, Individual, Inspiring (Self only), again for the remainder of the game.
Pathfinder, Regeneration (4+), Stealthy
Options
Harpoon Gun: 18”, Piercing (1)
• Fireball (6) for +20 pts
Options • Heal (4) for +30 pts
• Frenzied Otter for +5 pts • Lightning Bolt (2) for +10 pts
Keywords: Naiad, Tracker • Surge (8) for +30 pts
Keywords: Human, Verdant

Naiad Wyrmrider Centurion Ht Shaarlyot [1] Ht


Hero (Lrg Cav) 4 Hero (Inf), Spellcaster: 0 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 5 13/15 160 10 5+ 1 0 1 12/14 135
Ra De Ra De
- 5+ - 3+
Special Rules Special Rules
Crushing Strength (1), Inspiring, Nimble, Pathfinder, Regeneration Fly, Individual, Inspiring, Pathfinder
(4+), Thunderous Charge (1) Static Shock: After dealing damage with this unit’s Lightning Bolt
Keywords: Naga, Naiad spell, you may choose to immediately cast Wind Blast (n) on the
target unit, where (n) is the amount of damage inflicted with the
Lightning Bolt spell.
Spells
Lightning Bolt (4), Wind Blast (6)
Keywords: Airbound

89
Army Lists

Ogres

90
Ogres
Army Special Upgrade Alignment: Neutral
Crocodog
Once per game, when the unit rolls to hit in melee, you may choose to reroll up to 3 dice that score a natural,
unmodified 1. The unit’s Crocodog is then destroyed and cannot be used again for the remainder of the game.

Infantry
Red Goblin Rabble* Ht Red Goblin Sharpsticks* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Regiment (20) 2 12 12/14 75 5 5+ Regiment (20) 2 15 12/14 95
Ra De Horde (40) 3 25 19/21 125 Ra De Horde (40) 3 30 19/21 155
- 4+ Legion (60) 4 30 25/27 180 - 4+ Legion (60) 4 35 25/27 230
Special Rules Special Rules
- Phalanx
Keywords: Goblin Keywords: Goblin

Ranged Infantry
Red Goblin Spitters* Ht
Infantry 2
Sp Me Unit Size US Att Ne Pts
5 6+ Regiment (20) 2 10 12/14 90
Ra De Horde (40) 3 20 19/21 160
5+ 3+
Special Rules
Bows, 24”
Keywords: Goblin

Cavalry
Red Goblin Scouts* Ht Red Goblin Scout Sniffs* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 4+ Troop (5) 1 7 9/11 100 10 4+ Troop (5) 1 7 9/11 105
Ra De Regiment (10) 3 14 12/14 155 Ra De
- 4+ 5+ 3+
Special Rules Special Rules
Nimble, Thunderous Charge (1), Vicious (Melee) Nimble, Vicious (Melee)
Keywords: Beast, Goblin Shortbows: 18”, Steady Aim
Keywords: Beast, Goblin

91
Army Lists

Chariots
Warrior Chariots Ht Boomer Chariots* Ht
Chariot 4 Chariot 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (2) 1 10 13/15 170 8 4+ Troop (2) 1 8 11/13 145
Ra De Regiment (3) 2 15 15/17 215 Ra De Regiment (3) 2 12 13/15 180
- 5+ Horde (4) 3 20 17/19 270 4+ 4+
Legion (6) 4 25 20/22 310 Special Rules
Special Rules Brutal, Crushing Strength (1)
Brutal, Crushing Strength (1), Thunderous Charge (2) Boomsticks: 12”, Piercing (1), Steady Aim
Keywords: Ogre Keywords: Ogre

Large Infantry
Boomers Ht Shooters* Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 9 12/14 140 6 4+ Regiment (3) 1 9 12/14 140
Ra De Horde (6) 3 18 15/17 230 Ra De Horde (6) 2 18 15/17 230
4+ 4+ 5+ 4+
Special Rules Special Rules
Brutal, Crushing Strength (1) Brutal, Crushing Strength (1)
Boomsticks: 12”, Piercing (1), Steady Aim Heavy Crossbows: 30”, Piercing (2), Pot Shot
Keywords: Ogre Keywords: Ogre

Warriors Ht Hunters Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Regiment (3) 2 9 12/14 120 7 3+ Regiment (3) 2 9 12/14 135
Ra De Horde (6) 3 18 15/17 200 Ra De Horde (6) 3 18 15/17 225
- 5+ Legion (12) 4 36 22/24 350 - 4+
Special Rules Special Rules
Brutal, Crushing Strength (1) Brutal, Crushing Strength (1), Ensnare, Pathfinder
Options Options
• Exchange shields for two-handed weapons, lowering Defence to • Crocodog for +5 pts
4+ and increasing Crushing Strength to (2) for free Keywords: Ogre, Tracker
• Crocodog for +5 pts
Keywords: Ogre

92
Ogres
Berserker Braves Ht Siege Breakers Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Regiment (3) 2 15 -/15 140 6 3+ Regiment (3) 2 9 12/14 145
Ra De Horde (6) 3 30 -/18 230 Ra De Horde (6) 3 18 15/17 240
- 4+ - 5+
Special Rules Special Rules
Brutal, Crushing Strength (1), Wild Charge (D3) Big Shield, Brutal, Crushing Strength (2)
Keywords: Berserker, Ogre Keywords: Ogre

Monsters
Red Goblin Blaster Ht Mammoth Ht
Monster (Cht) 3 Monster (Cht) 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 1 3 -/10 65 7 4+ 1 1 12 -/18 220
Ra De Ra De
5+ 5+ - 5+
Special Rules Special Rules
Blast (D6), Brutal, Crushing Strength (3) Brutal, Crushing Strength (2), Strider, Thunderous Charge (2)
Makeshift Grenades: 12”, Blast (D3), Piercing (1) Keywords: Beast
Boom! At the end of a Turn in which this unit scores a successful
hit in melee, it is immediately Routed and removed from play.
Keywords: Gizmo, Goblin

Titans
Red Goblin Slasher Ht Giant Ht
Titan 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 8 16/18 210 7 4+ 1 1 D6+8 18/20 225
Ra De Ra De
5+ 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Strider Brutal, Crushing Strength (4), Fury, Strider
Sharpstick Thrower: 36”, Att: 2, Blast (D3), Piercing (2), Steady Aim Keywords: Giant
Keywords: Beast, Goblin

93
Army Lists

Heroes
Ogre Warlock Ht Sergeant Ht
Hero (Lrg Inf), Spellcaster: 1 3 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 2 12/14 95 6 3+ 1 1 5 13/15 110
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Brutal, Crushing Strength (1), Inspiring (Berserker only), Nimble Brutal, Crushing Strength (2), Inspiring, Nimble
Ogre Warlock: For each Friendly Core Large Infantry Regiment, Options
Large Infantry Horde or Large Infantry Legion within 6”, increase • Mount on Chariot, increasing Speed to 8, gaining Thunderous
the amount of dice rolled with Drain Life, Fireball, Lightning Bolt Charge (1) and changing to Hero (Cht - Height: 4) for +30 pts
and Mind Fog by 1 to a maximum bonus of +3. • Crocodog for +5 pts
Spells • Exchange shield for two-handed weapon, lowering Defence to 4+
Lightning Bolt (3) and increasing Crushing Strength to (3) for free
Options • Exchange shield for Heavy Crossbow, lowering Defence to 4+
• Drain Life (5) for +20 pts and gaining the ranged attack - Heavy Crossbow: 30”, Ra 5+,
• Fireball (8) for +25 pts Piercing (2) for +10 pts
• Mind Fog (1) for +10 pts Note: The two “Exchange shield” options cannot both be taken for
• Bloodboil [1] for +30 pts the same unit.
Keywords: Berserker, Ogre Keywords: Ogre

Boomer Sergeant Ht
Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 4 11/13 90
Ra De
4+ 4+
Special Rules
Brutal, Crushing Strength (1), Nimble
Boomstick: 12”, Att: 8, Piercing (1), Steady Aim
Keywords: Ogre

Army Standard Ht Berserker Bully Ht


Hero (Lrg Inf) 3 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 3 11/13 70 6 3+ 1 1 8 -/14 130
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Brutal, Crushing Strength (1), Inspiring, Nimble Brutal, Crushing Strength (2), Inspiring (Berserker only), Nimble,
Options Wild Charge (D3)
• Mount on Chariot, increasing Speed to 8, gaining Thunderous Keywords: Berserker, Ogre
Charge (1) and changing to Hero (Cht - Height: 4) for +30 pts
Keywords: Ogre

94
Ogres
Ogre Warlord Ht Red Goblin Biggit Ht
Hero (Lrg Inf) 3 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 7 15/17 155 5 4+ 1 0 3 9/11 55
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Brutal, Crushing Strength (2), Inspiring, Nimble Crushing Strength (1), Individual, Inspiring (Goblin only)
Options Options
• Mount on Chariot, increasing Speed to 8, gaining Thunderous • Mount on a Fleabag, increasing Speed to 10 and changing to
Charge (1) and changing to Hero (Cht - Height: 4) for +30 pts Hero (Cav - Height: 3) for +25 pts
• Crocodog for +5 pts • Exchange two-handed weapon for Shortbow, losing Crushing
• Exchange shield for two-handed weapon, lowering Defence to 4+ Strength but gaining the ranged attack - Shortbow: 18”, Ra: 4+
and increasing Crushing Strength to (3) for free for free
Keywords: Ogre Keywords: Goblin

Unique Units
Kuzlo & Madfall [1] Ht Grokagamok [1] Ht
Hero (Lrg Cav), Spellcaster: 1 3 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 5 13/15 145 6 3+ 1 1 7 15/17 250
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Crushing Strength (2), Inspiring (Self only), Nimble, Pathfinder, Blast (D3), Brutal, Crushing Strength (3), Nimble, Very Inspiring
Regeneration (4+), Vicious (Melee) Keywords: Ogre
Ravenous Lizard: While within 6” of this unit, all units, both
Friendly and Enemy. have -1 to their Waver and Rout Nerve values.
Sticky Tongue: This unit’s Enthral spell only has a range of 12”.
While casting Enthral, in addition to moving the target, roll to
damage for each hit scored.
Spells
Enthral (5), Hex (3)
Keywords: Goblin

95
Army Lists

Trident Realm
of Neritica

96
The Trident Realm of Neritica
Army Special Upgrade Alignment: Neutral
Poison Frog
Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Brutal special rule for the
remainder of the turn. The unit’s Poison Frog is then destroyed and cannot be used again for the remainder of the game.

Infantry
Naiad Ensnarers Ht Thuul Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 90 6 3+ Troop (10) 1 15 10/12 105
Ra De Regiment (20) 3 12 13/15 140 Ra De Regiment (20) 3 20 14/16 160
- 3+ Horde (40) 4 25 20/22 230 - 3+
Special Rules Special Rules
Ensnare, Pathfinder, Regeneration (4+) Ensnare, Stealthy
Keywords: Naiad Keywords: Cephalopod

Riverguard Treeleapers Ht Placoderms Ht


Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ Troop (10) 1 10 10/12 110 5 4+ Troop (10) 1 12 11/13 105
Ra De Regiment (20) 3 12 14/16 170 Ra De Regiment (20) 3 15 14/16 165
- 4+ - 6+
Special Rules Special Rules
Crushing Strength (1), Ensnare, Fly, Nimble, Pathfinder Phalanx
Options Keywords: Placoderm
• Poison Frog for +5 pts
Keywords: Amphibian

Ranged Infantry
Naiad Heartpiercers* Ht Riverguard* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 8 9/11 120 7 5+ Troop (10) 1 10 9/11 115
Ra De Regiment (20) 2 10 13/15 160 Ra De Regiment (20) 2 12 13/15 155
4+ 3+ 5+ 4+
Special Rules Special Rules
Regeneration (4+) Ensnare, Fly, Nimble, Pathfinder
Harpoon-gun: 18”, Piercing (1), Steady Aim Javelins: 12”, Steady Aim
Keywords: Naiad Options
• Poison Frog for +5 pts
Keywords: Amphibian, Tracker

97
Army Lists

Swarms
Tidal Swarm* Ht Nokken* Ht
Swarm 1 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Regiment (3) 1 12 -/12 70 6 5+ Regiment (3) 1 7 -/11 80
Ra De Horde (6) 1 24 -/15 120 Ra De Horde (6) 1 14 -/14 130
- 2+ 4+ 3+
Special Rules Special Rules
Ensnare, Nimble, Scout Ensnare, Regeneration (5+), Shambling
Keywords: Beast, Crustacean Tidespray: 12”, Steady Aim
Keywords: Waterbound

Large Infantry
Depth Horrors Ht Water Elementals Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Regiment (3) 2 9 -/15 110 7 4+ Regiment (3) 2 9 -/14 130
Ra De Horde (6) 3 18 -/18 185 Ra De Horde (6) 3 18 -/17 220
- 3+ - 5+
Special Rules Special Rules
Crushing Strength (1), Ensnare Crushing Strength (1), Regeneration (5+), Shambling, Strider
Keywords: Deep One, Immortal Keywords: Waterbound

Monstrous Infantry / Large Cavalry


Naiad Wyrmriders Ht Riverguard Dambusters Ht
Large Cavalry 4 Large Cavalry, Spellcaster: 0 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Regiment (3) 2 9 12/14 130 7 4+ Regiment (3) 2 9 12/14 155
Ra De Horde (6) 3 18 15/17 220 Ra De Horde (6) 3 18 15/17 260
- 4+ - 5+
Special Rules Special Rules
Crushing Strength (1), Pathfinder, Regeneration (4+) Crushing Strength (1), Fly, Nimble, Regeneration (6+), Strider,
Keywords: Naga, Naiad Thunderous Charge (2)
Sticky Tongue: This unit’s Enthral spell only has a range of 12”.
While casting Enthral, in addition to moving the target, roll to
Gigas Ht damage for each hit scored.
Monstrous Infantry 2 Spells
Enthral [3/6]
Sp Me Unit Size US Att Ne Pts Options
5 3+ Regiment (3) 2 6 12/14 125 • Poison Frog for +5 pts
Ra De Horde (6) 3 12 15/17 205 Keywords: Amphibian
- 5+
Special Rules
Big Shield, Crushing Strength (2), Nimble, Vicious (Melee)
Keywords: Crustacean

98
The Trident Realm of Neritica
Monsters
Greater Water Elemental Ht Knucker Ht
Monster 5 Monster 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 8 -/18 180 9 3+ 1 1 6 13/15 150
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (2), Regeneration (5+), Shambling, Strider Crushing Strength (1), Ensnare, Nimble, Pathfinder, Stealthy,
Keywords: Waterbound Thunderous Charge (1)
Keywords: Naga

Titans
Coral Giant Ht Kraken Ht
Titan 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 D6+6 16/18 215 7 4+ 1 1 12 17/19 240
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Brutal, Crushing Strength (3), Ensnare, Iron Resolve, Strider Crushing Strength (2), Ensnare, Regeneration (4+), Strider, Wild
Keywords: Giant, Waterbound Charge (D3)
Keywords: Beast, Cephalopod, Unleashed

War Engines
Leviathan’s Bane Ht
War Engine, Spellcaster: 0 2
Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 10/12 105
Ra De
4+ 4+
Special Rules
Leviathan Bolts: 48”, Blast (D3), Piercing (3), Reload
Harpoon: After dealing damage with this unit’s Leviathan Bolts
attack, you may choose to immediately cast Enthral (n) on the
target unit, where (n) is the amount of damage inflicted with the
Leviathan Bolts attack.
Keywords: Naiad

99
Army Lists

Heroes
Naiad Centurion Ht Naiad Wyrmrider Centurion Ht
Hero (Inf) 2 Hero (Lrg Cav) 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 5 12/14 115 8 3+ 1 1 5 13/15 160
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring, Mighty, Pathfinder, Crushing Strength (1), Inspiring, Nimble, Pathfinder, Regeneration
Regeneration (4+) (4+), Thunderous Charge (1)
Keywords: Naiad Keywords: Naga, Naiad

Naiad Stalker Ht Depth Horror Eternal Ht


Hero (Inf) 2 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 4 11/13 95 6 3+ 1 1 5 -/16 115
Ra De Ra De
4+ 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Ensnare, Individual, Inspiring (Self only), Crushing Strength (2), Ensnare, Inspiring (Deep One only),
Pathfinder, Regeneration (4+), Stealthy Nimble
Harpoon Gun: 18”, Piercing (1) Keywords: Deep One, Immortal
Keywords: Naiad, Tracker

Thuul Aquamage Ht Thuul Mythican Ht


Hero (Inf), Spellcaster: 2 2 Hero (Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 0 1 10/12 90 6 3+ 1 0 5 11/13 80
Ra De Ra De
- 4+ - 4+
Special Rules Special Rules
Ensnare, Individual, Inspiring (Waterbound only), Stealthy Crushing Strength (1), Ensnare, Individual, Inspiring (Cephalopod
Spells only), Stealthy
Icy Breath (10) Options
Options • Bane Chant (2) for +20 pts
• Surge (8) for +30 pts, or free if it replaces Icy Breath • Lightning Bolt (3) for +20 pts
• Weakness (2) for +15 pts • Surge (6) for +20 pts
• Rising Tides [1] - Aura (Wild Charge (+1)) for +15 pts • Wind Blast (5) for +20 pts
Keywords: Cephalopod Keywords: Cephalopod

100
The Trident Realm of Neritica
Naiad Envoy Ht Riverguard Sentinel Ht
Hero (Inf), Spellcaster: 0 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 0 1 9/11 55 7 3+ 1 0 4 11/13 135
Ra De Ra De
- 4+ 4+ 5+
Special Rules Special Rules
Individual, Inspiring, Pathfinder, Regeneration (4+) Crushing Strength (1), Duelist, Ensnare, Fly, Individual, Inspiring
Options (Amphibian only), Pathfinder
• Horn of Ocean’s Fury [1] - Gain Aura (Fury - Infantry & Heavy Javelin: 12”
Infantry only) for +15 pts. This unique upgrade cannot be taken Options
in conjunction with a magical artefact. • Poison Frog for +5 pts
• Bastion (2) [1] for +20 pts Keywords: Amphibian, Tracker
Keywords: Naiad

Siren Ht Riverguard Dambuster Sentinel Ht


Hero (Inf), Spellcaster: 1 2 Hero (Mon), Spellcaster: 0 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 0 1 11/13 80 7 3+ 1 1 5 12/14 150
Ra De Ra De
- 3+ - 5+
Special Rules Special Rules
Ensnare, Individual, Stealthy Crushing Strength (2), Fly, Inspiring (Amphibian only), Nimble,
Spells Regeneration (6+), Strider, Thunderous Charge (1)
Enthral (5) Sticky Tongue: This unit’s Enthral spell only has a range of 12”.
Options While casting Enthral, in addition to moving the target, roll to
• Drain Life (6) for +30 pts damage for each hit scored.
• Hex (2) for +10 pts Spells
• Heal (3) for +20 pts Enthral (4)
• Mind Fog (1) for +10 pts Options
• Weakness (2) for +15 pts • Poison Frog for +5 pts
Keywords: Naiad Keywords: Amphibian

Unique Units
Eckter [1] Ht Trident King [1] Ht
Hero (Hv Inf), Spellcaster: 0 2 Hero (Cht) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 6 12/14 165 8 4+ 1 1 12 14/16 230
Ra De Ra De
- 6+ 4+ 5+
Special Rules Special Rules
Crushing Strength (2), Ensnare, Individual, Inspiring, Mighty, Crushing Strength (1), Ensnare, Nimble, Regeneration (5+),
Phalanx Thunderous Charge (1), Very Inspiring
Krakenmaw: While casting Wind Blast, in addition to moving the Tidespray: 12”, Piercing (1), Steady Aim
target, roll to damage for each hit scored. Keywords: Masked, Naiad
Spells
Wind Blast (8)
Keywords: Placoderm

101
Army Lists

Abyssal
Dwarfs

102
Abyssal Dwarfs
Army Special Upgrade Alignment: Evil
Throwing Mastiff
The unit is equipped with a single use ranged attack with the following profile - Throwing Mastiff: 12”, Att: 8, Piercing
(1). This attack always hits on a 4+. Once used, the unit’s Throwing Mastiff is destroyed and cannot be used again for the
remainder of the game.

Infantry
Blacksouls Ht Abyssal Berserkers Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ Troop (10) 1 10 10/12 75 5 3+ Troop (10) 1 12 -/13 105
Ra De Regiment (20) 3 12 14/16 115 Ra De Regiment (20) 3 15 -/17 165
- 5+ Horde (40) 4 25 21/23 190 - 3+
Special Rules Special Rules
Vicious (Melee) Crushing Strength (1), Vicious (Melee), Wild Charge (D3)
Options Keywords: Berserker, Dwarf
• Exchange shields for two-handed weapons, lowering Defence to
4+ and gaining Crushing Strength (1) for free
• Throwing Mastiff for +15 pts

Heavy Infantry
Keywords: Dwarf

Immortal Guard Ht Slave Orcs* Ht


Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 3+ Troop (10) 1 10 -/13 105 5 5+ Troop (10) 1 10 8/10 60
Ra De Regiment (20) 3 12 -/17 160 Ra De Regiment (20) 2 12 12/14 95
- 5+ - 4+ Horde (40) 3 25 19/21 155
Special Rules Special Rules
Regeneration (5+), Vicious (Melee) Crushing Strength (1)
Options Keywords: Orc, Slave
• Throwing Mastiff for +15 pts
Keywords: Dwarf, Hellforged, Immortal

Gargoyles* Ht
Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts
10 4+ Troop (10) 1 10 8/10 85
Ra De
- 3+
Special Rules
Fly, Nimble, Regeneration (4+)
Keywords: Gargoyle

103
Army Lists

Ranged Infantry Swarms


Decimators Ht Mutated Mastiff Hunting Pack* Ht
Infantry 2 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ Troop (10) 1 10 10/12 115 6 4+ Regiment (3) 1 9 10/12 65
Ra De Regiment (20) 3 12 14/16 155 Ra De
4+ 4+ Horde (40) 4 25 21/23 260 - 2+
Special Rules Special Rules
Blunderbuss: 12”, Piercing (1), Steady Aim, Vicious (Ranged) Crushing Strength (1 - Cavalry only), Vicious (Melee)
Options Options
• Regiments & Hordes only - Gain the alternate single use ranged • Throwing Mastiff for +15 pts
attack - Mobile Katsuchan: 24”, Att: 3, Ra: 4+, Blast (D3), Keywords: Abomination
Indirect, Reload, Vicious (Ranged) for +20 pts
Keywords: Dwarf

Cavalry
Abyssal Halfbreeds Ht Slave Orc Gore Riders* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 8 11/13 130 8 4+ Troop (5) 1 8 9/11 90
Ra De Regiment (10) 3 16 14/16 200 Ra De Regiment (10) 3 16 12/14 140
- 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Regeneration (5+), Thunderous Charge (1), Crushing Strength (1), Thunderous Charge (1)
Vicious (Melee) Keywords: Orc, Slave
Keywords: Abomination

Monstrous Infantry / Large Cavalry


Lesser Obsidian Golems Ht Abyssal Grotesques Ht
Monstrous Infantry 4 Large Cavalry 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Regiment (3) 2 9 -/14 130 7 4+ Regiment (3) 2 9 13/15 145
Ra De Horde (6) 3 18 -/17 215 Ra De Horde (6) 3 18 16/18 245
- 6+ - 5+
Special Rules Special Rules
Crushing Strength (2), Shambling, Vicious (Melee) Brutal, Crushing Strength (1), Regeneration (5+), Thunderous
Options Charge (2), Vicious (Melee)
• Upgrade with a Charnox, gaining the ranged attack - Magma Keywords: Abomination
Cannon: 12”, Att: 8, Ra: 4+, Piercing (1), Steady Aim for +30 pts
Keywords: Hellforged

104
Abyssal Dwarfs
War Engines
G’rog Mortar Ht Katsuchan Rocket Launcher Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 - 1 0 2 10/12 95 4 - 1 0 3 10/12 85
Ra De Ra De
5+ 5+ 5+ 5+
Special Rules Special Rules
G’rog Mortar: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing Katsuchan Rocket Launcher: 48”, Blast (D3), Ignores Cover,
(2), Reload, Vicious (Ranged) Indirect, Piercing (1), Reload, Vicious (Ranged)
Keywords: Dwarf, Hellforged Keywords: Dwarf, Hellforged

Angkor Heavy Mortar Ht ‘Dragon’ Fire-Team Ht


War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 - 1 0 2 10/12 115 4 - 1 0 12 10/12 85
Ra De Ra De
5+ 5+ 4+ 4+
Special Rules Special Rules
Angkor Heavy Mortar: 48”, Blast (D3+2), Ignores Cover, Indirect, Nimble
Piercing (3), Reload, Shattering, Vicious (Ranged) Blackfire-gun: 12”, Steady Aim, Vicious (Ranged)
Keywords: Dwarf, Hellforged Keywords: Dwarf, Hellforged

Titans
Greater Obsidian Golem Ht Hellfane Ht
Titan 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 12 -/19 235 6 3+ 1 1 9 -/18 280
Ra De Ra De
- 6+ 4+ 6+
Special Rules Special Rules
Crushing Strength (3), Shambling, Strider, Vicious (Melee) Aura (Brutal – Dwarf only), Crushing Strength (2), Strider,
Keywords: Hellforged Thunderous Charge (2), Vicious
Masterwork Pistols: 18”, Att: 5, Piercing (1), Steady Aim
Options
• Hellforged Overmaster [1] - Gain Aura (Wild Charge (+2) -
Infantry only) and Inspiring for +25 pts
Keywords: Hellforged, Shrine

105
Army Lists

Heroes
Slavedriver Ht Infernox Ht
Hero (Inf) 2 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ 1 0 1 10/12 55 5 3+ 1 1 6 -/13 140
Ra De Ra De
- 5+ - 6+
Special Rules Special Rules
Individual, Inspiring, Rally (1 - Slave only), Vicious (Melee) Brutal, Crushing Strength (2), Nimble, Thunderous Charge (1),
Keywords: Dwarf Vicious (Melee), Wild Charge (D3)
Keywords: Hellforged

Overmaster Ht Hexcaster Ht
Hero (Inf) 2 Hero (Hv Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 3+ 1 0 5 13/15 105 5 4+ 1 0 1 -/11 70
Ra De Ra De
- 6+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring, Mighty, Vicious Individual
(Melee) Feedback: After rolling to hit with Hex or Weakness, roll to
Options damage for each hit scored with the Piercing (1) modifer.
• Infernal Advance [1] - Gain Aura (Strider - Infantry only) for Dampening Runes: Enemy spells targeting this unit always hit on a 6+.
+20 pts. This unique upgrade cannot be taken in addition to a Spells
magical artefact. Hex (3)
Keywords: Dwarf Options
• Weakness (3) for +20 pts, or free if it replaces Hex
Keywords: Hellforged

Iron-caster Ht Taskmaster on Chariot Ht


Hero (Inf), Spellcaster: 2 2 Hero (Cht) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 4+ 1 0 1 11/13 110 8 4+ 1 1 5 11/13 110
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Individual, Inspiring (Hellforged only) Inspiring, Nimble, Thunderous Charge (2), Vicious (Melee)
Ariagful’s Flame: Whenever this unit rolls to damage with Options
Fireball, it can reroll all dice that score a natural, unmodified 1. • Rally (1 - Slave only) for +15 pts
Spells Keywords: Dwarf
Fireball (10), Heal (3 - Hellforged only)
Options
• Bane Chant (2) for +20 pts
• Lightning Bolt (3) for +20 pts
• Mind Fog (2) for +15 pts
• Surge (8) for +30 pts, or free if it replaces Fireball
Keywords: Dwarf, Hellforged

106
Abyssal Dwarfs
Abyssal Halfbreed Champion Ht Overmaster on Ancient Ht
Hero (Cav) 3 Winged Halfbreed 6
Sp Me Unit Size US Att Ne Pts Hero (Ttn)
8 3+ 1 0 6 12/14 145 Sp Me Unit Size US Att Ne Pts
Ra De 10 3+ 1 1 9 17/19 300
- 5+ Ra De
- 5+
Special Rules
Crushing Strength (2), Individual, Inspiring (Abomination only), Special Rules
Mighty, Regeneration (5+), Vicious (Melee) Crushing Strength (3), Fly, Inspiring, Nimble, Regeneration (5+),
Keywords: Halfbreed Vicious (Melee)
Keywords: Abomination, Dwarf

Abyssal Grotesque Champion Ht Supreme Iron-caster on Great Ht


Hero (Lrg Cav) 4 Winged Halfbreed 6
Sp Me Unit Size US Att Ne Pts Hero (Ttn), Spellcaster: 3
7 3+ 1 1 5 12/14 140 Sp Me Unit Size US Att Ne Pts
Ra De 10 4+ 1 1 8 16/18 280
- 5+ Ra De
- 5+
Special Rules
Brutal, Crushing Strength (2), Nimble, Regeneration (5+), Special Rules
Thunderous Charge (1), Vicious (Melee) Crushing Strength (3), Fly, Inspiring, Nimble, Vicious (Melee)
Keywords: Abomination Ariagful’s Flame: Whenever this unit rolls to damage with
Fireball, it can reroll all dice that score a natural, unmodified 1.
Spells
Fireball (12)
Options
• Heal (4 - Hellforged only) for +15 pts
• Lightning Bolt (5) for +25 pts
• Surge (8) for +20 pts
Keywords: Abomination, Dwarf, Hellforged

Unique Units
Brakki Barka [1] Ht Ba’su’su the Vile [1] Ht
Hero (Cav) 3 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 0 6 14/16 200 10 3+ 1 0 7 14/16 210
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (3), Individual, Mighty, Regeneration (5+), Crushing Strength (2), Fly, Individual, Inspiring (Gargoyle only),
Vicious (Melee) Mighty, Regeneration (5+)
Bhardoom!: Due to his ear-shattering battle-cry, Brakki Barka has Keywords: Abomination, Gargoyle
both Very Inspiring and Dread.
Keywords: Abomination

107
Army Lists

Empire
of Dust

108
Empire of Dust
Army Special Upgrade Alignment: Evil
Casket of the Damned
The souls of the damned are released from their prison to drive the unit towards its foe. Mark a unit that has a casket
with an appropriate model. Once per game, when this unit is targeted by a Surge spell, you may roll an additional 6 dice
which count toward the total Surge result. This must be declared before rolling any dice for the spell. The unit’s Casket
of the Damned is then destroyed and cannot be used again for the remainder of the game.

Infantry
Skeleton Warriors Ht Skeleton Spearmen Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 10 -/11 55 5 5+ Troop (10) 1 12 -/11 70
Ra De Regiment (20) 2 12 -/15 85 Ra De Regiment (20) 3 15 -/15 105
- 4+ Horde (40) 3 25 -/22 140 - 4+ Horde (40) 4 30 -/22 175
Special Rules Special Rules
Lifeleech (1), Shambling Lifeleech (1), Phalanx, Shambling
Options Options
• Casket of the Damned for +10 pts • Casket of the Damned for +10 pts
Keywords: Expendable, Skeleton Keywords: Skeleton

Revenants Ht Mummies Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 -/13 80 5 4+ Troop (10) 1 10 -/14 115
Ra De Regiment (20) 3 12 -/17 125 Ra De Regiment (20) 3 12 -/18 180
- 4+ Horde (40) 4 25 -/24 205 - 5+
Special Rules Special Rules
Crushing Strength (1), Lifeleech (1), Shambling Crushing Strength (2), Lifeleech (1), Regeneration (5+), Shambling
Options Options
• Casket of the Damned for +10 pts • Casket of the Damned for +10 pts
Keywords: Revenant, Skeleton Keywords: Mummy

Ranged Infantry
Skeleton Archers* Ht Skeleton Deadeye Crossbows* Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 6+ Troop (10) 1 8 -/11 70 5 6+ Troop (10) 1 8 -/11 90
Ra De Regiment (20) 2 10 -/15 95 Ra De Regiment (20) 2 10 -/15 120
5+ 3+ Horde (40) 3 20 -/22 165 5+ 3+
Special Rules Special Rules
Lifeleech (1), Shambling Lifeleech (1), Shambling
Bows: 24” Crossbows: 24”, Elite (Ranged), Piercing (1), Pot Shot
Keywords: Skeleton Keywords: Skeleton

109
Army Lists

Cavalry
Revenant Cavalry Ht Skeleton Archer Cavalry* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Troop (5) 1 8 -/14 105 9 4+ Troop (5) 1 7 -/12 100
Ra De Regiment (10) 3 16 -/17 165 Ra De Regiment (10) 2 14 -/15 155
- 5+ 5+ 3+
Special Rules Special Rules
Lifeleech (1), Shambling, Thunderous Charge (2) Lifeleech (1), Nimble, Shambling
Keywords: Revenant, Skeleton Shortbows: 18”, Steady Aim
Keywords: Skeleton

Swarms
Desert Swarm* Ht Scavengers* Ht
Swarm 1 Swarm 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ Regiment (3) 1 9 -/12 60 10 5+ Regiment (3) 1 9 11/13 90
Ra De Horde (6) 1 18 -/15 100 Ra De Horde (6) 1 18 14/16 150
- 2+ - 4+
Special Rules Special Rules
Lifeleech (1), Scout, Shambling Fly, Lifeleech (2), Nimble
Keywords: Carrion Keywords: Carrion

Chariots
Revenant Chariots* Ht
Chariot 3
Sp Me Unit Size US Att Ne Pts
8 4+ Troop (2) 1 8 -/14 120
Ra De Regiment (3) 2 12 -/16 150
5+ 4+ Horde (4) 3 16 -/18 190
Legion (6) 4 20 -/22 220
Special Rules
Lifeleech (1), Shambling, Thunderous Charge (2)
Shortbows: 18”, Att: [4/6/8/10], Steady Aim
Keywords: Revenant, Skeleton

110
Empire of Dust
Large Infantry
Enslaved Guardians Ht Enslaved Guardians Archers* Ht
Large Infantry, Spellcaster: 0 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Regiment (3) 2 9 -/14 135 6 4+ Regiment (3) 1 9 -/14 140
Ra De Horde (6) 3 18 -/17 225 Ra De Horde (6) 2 18 -/17 235
- 5+ 5+ 4+
Special Rules Special Rules
Crushing Strength (2), Lifeleech (1), Shambling Crushing Strength (1), Lifeleech (1), Shambling
Options Heavy Crossbows: 30”, Piercing (2), Pot Shot
• Wind Blast (5) for +20 pts Options
• Casket of the Damned for +10 pts • Casket of the Damned for +10 pts
Keywords: Airbound, Construct, Djinn Keywords: Airbound, Construct, Djinn

Monsters
Bone Giant Ht Reanimated Behemoth Ht
Monster 5 Monster (Cht), Spellcaster: 0 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 D6+6 -/18 190 6 4+ 1 1 9 -/16 190
Ra De Ra De
- 5+ - 6+
Special Rules Special Rules
Brutal, Crushing Strength (3), Lifeleech (1), Shambling, Strider Crushing Strength (2), Lifeleech (1), Shambling, Strider
Keywords: Giant, Skeleton Options
• Drain Life (6) for +30 pts
Keywords: Construct, Skeleton

Titans
Monolith [1] Ht Undead Wyrm Ht
Titan, Spellcaster: 0 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 1 - -/17 120 10 4+ 1 1 10 -/18 215
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Inspiring Crushing Strength (3), Fly, Lifeleech (1), Nimble, Shambling
Monolith: As long as this unit is alive and in play on the table, at Keywords: Draconic, Skeleton
the start of each of your Ranged phases you may immediately cast
Surge (8) on a single Friendly Core unit anywhere within 24” of
this unit regardless of line of sight.
Note: The Monolith cannot be Disordered and its Base size cannot
be increased beyond 75x75mm.
Keywords: Construct, Shrine

111
Army Lists

War Engine
Empire of Dust Balefire Catapult Ht Soul Snare [1] Ht
War Engine 2 War Engine, Spellcaster: 0 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 -/11 95 5 - 1 0 - -/15 150
Ra De Ra De
5+ 4+ - 4+
Special Rules Special Rules
Shambling Stealthy
Balefire: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing (2), Spells
Reload Drain Life (9)
Unholy Flames: Whenever the unit rolls to damage with its Soul Snare: This unit’s Drain Life spell has a Range of 18”.
Balefire attack, it can re-roll D3 of the dice that failed to damage. You may also target friendly units within 12” instead of 6” for its
Options damage removal component.
• Upgrade with Scarab Jars, gaining Shattering with Balefire Keywords: Construct, Miasma, Shrine
attacks for +10 pts
Keywords: Construct, Skeleton

Heroes
Undead Army Standard Bearer Ht Ahmunite Pharaoh on Royal Chariot Ht
Hero (Inf) 2 Hero (Cht), Spellcaster: 2 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 -/11 50 8 3+ 1 1 7 -/16 205
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Individual, Inspiring, Lifeleech (1) Crushing Strength (2), Inspiring, Lifeleech (1), Nimble,
Options Regeneration (5+), Thunderous Charge (1)
• Mount on an Undead Horse, increasing Speed to 8 and changing Options
to Hero (Cav - Height: 3) for +25 pts • Surge (8) for +30 pts
Keywords: Skeleton Keywords: Mummy, Royal Court

Revenant Champion Ht Ahmunite Pharaoh Ht


Hero (Inf) 2 Hero (Inf), Spellcaster: 2 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 0 4 -/14 65 5 3+ 1 0 5 -/16 160
Ra De Ra De
- 5+ - 6+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring (Revenant only), Crushing Strength (2), Individual, Inspiring, Lifeleech (1), Mighty,
Lifeleech (1) Regeneration (5+)
Options Spells
• Mount on an Undead Horse, increasing Speed to 8 and changing Surge (8)
to Hero (Cav - Height: 3) for +25 pts Options
Keywords: Revenant, Skeleton • Eternal Guard [1] - Aura (Elite (Melee) - Mummy only) for
+20 pts. This unique upgrade cannot be taken in addition to a
magical artefact.
Keywords: Mummy, Royal Court

112
Empire of Dust
Cursed High Priest Ht Revenant King on Undead Ht
Hero (Inf), Spellcaster: 3 2 Great Flying Wyrm 6
Sp Me Unit Size US Att Ne Pts Hero (Ttn), Spellcaster: 0
5 5+ 1 0 1 -/13 85 Sp Me Unit Size US Att Ne Pts
Ra De 10 4+ 1 1 10 -/19 250
- 4+ Ra De
- 5+
Special Rules
Individual, Inspiring Special Rules
Reanimator: When targeting friendly core Skeleton units, this Crushing Strength (3), Fly, Inspiring, Lifeleech (1), Nimble
unit can reroll up to two of the dice that failed to hit with Heal Options
and Surge. • Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady
Options Aim for +15 pts
• Mount on an Undead Horse, increasing Speed to 8 and changing • Surge (8) for +15 pts
to Hero (Cav - Height: 3) for +25 pts Keywords: Draconic, Revenant, Skeleton
• Drain Life (7) for +35 pts
• Fireball (12) for +35 pts
• Heal (5) for +35 pts
• Hex (3) for +15 pts Revenant on Undead Great Ht
• Surge (8) for +30 pts
Burrowing Wyrm 6
• Weakness (3) for +20 pts
• Wind Blast (6) for +25 pts
Hero (Ttn)
Keywords: Skeleton Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 12 -/18 220
Ra De
- 5+
Special Rules
Brutal, Crushing Strength (3), Lifeleech (1), Strider
Options
• Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady
Aim for +15 pts
Keywords: Revenant, Skeleton

Unique Units
Apaphys, Champion of Death [1] Ht Idol of Shobik [1] Ht
Hero (Ttn), Spellcaster: 0 6 Hero (Mon), Spellcaster: 0 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 10 -/19 360 7 3+ 1 1 10 -/18 290
Ra De Ra De
- 5+ - 6+
Special Rules Special Rules
Cloak of Death, Crushing Strength (3), Fly, Lifeleech (1), Nimble, Aura (Iron Resolve), Crushing Strength (3), Lifeleech (1),
Very Inspiring Shambling, Strider, Very Inspiring
Winds of Death: Whenever this unit rolls to hit with Drain Life Spells
or Surge, it can re-roll all dice that score a natural, unmodified 1. Heal (5)
Spells Keywords: Construct, Giant, Old God
Drain Life (7), Surge (8)
Keywords: Champion, Draconic, Immortal, Revenant, Skeleton

113
Army Lists

Forces of
The Abyss

114
Forces of the Abyss
Army Special Upgrade Alignment: Evil
Sacrificial Imp
Once per game, before the unit rolls for Regeneration, you can choose to reroll any of its failed Regeneration dice. The unit’s
Sacrificial Imp is then destroyed and cannot be used again for the remainder of the game.

Infantry
Lower Abyssals Ht Abyssal Guard Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 75 5 3+ Troop (10) 1 10 -/12 105
Ra De Regiment (20) 3 12 13/15 115 Ra De Regiment (20) 3 12 -/16 160
- 4+ Horde (40) 4 25 20/22 190 - 5+
Special Rules Special Rules
Fury, Regeneration (5+) Regeneration (5+)
Options Options
• Exchange shields for two-handed weapons, lowering Defence to • Exchange shields for two-handed weapons, lowering Defence to
3+ and gaining Crushing Strength (1) for [+5/+5/+10] pts 4+ and gaining Crushing Strength (1) for free
• Sacrificial Imp for [+5/+10/+15] pts • Sacrificial Imp for [+5/+10] pts
Keywords: Abyssal Keywords: Abyssal

Succubi Ht Abyssal Ghouls Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 15 10/12 105 5 5+ Troop (10) 1 10 10/12 65
Ra De Regiment (20) 3 20 14/16 165 Ra De Regiment (20) 2 12 14/16 90
- 3+ - 4+ Horde (40) 3 25 21/23 150
Special Rules Special Rules
Ensnare, Fury, Stealthy Fury
Options Keywords: Abyssal, Cannibal, Expendable
• Upgrade with a Succubi Lurker, gaining Pathfinder for [+15/+20] pts
Keywords: Abyssal, Succubi

Succubi Larvae* Ht
Heavy Infantry
Infantry 2
Gargoyles* Ht
Sp Me Unit Size US Att Ne Pts Heavy Infantry 2
5 6+ Horde (40) 3 25 -/21 150
Sp Me Unit Size US Att Ne Pts
Ra De Legion (60) 4 30 -/27 215 10 4+ Troop (10) 1 10 8/10 85
- 4+
Ra De
Special Rules - 3+
Ensnare
Keywords: Expendable, Succubi Special Rules
Fly, Nimble, Regeneration (4+)
Keywords: Gargoyle

115
Army Lists

Ranged Infantry Monstrous Infantry


Flamebearers* Ht Molochs Ht
Infantry 2 Monstrous Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 8 9/11 115 6 3+ Regiment (3) 2 9 13/15 135
Ra De Regiment (20) 2 10 13/15 155 Ra De Horde (6) 3 18 16/18 225
4+ 3+ - 4+
Special Rules Special Rules
Regeneration (5+) Crushing Strength (2), Fury, Regeneration (5+)
Firebolts: 18”, Piercing (1), Steady Aim Options
Options • Upgrade with a Despoiler Champion, gaining Fearless and
• Sacrificial Imp for [+5/+10] pts Brutal for [+15/20] pts
Keywords: Abyssal, Flamebound • Sacrificial Imp for [+10/+15] pts
Keywords: Abyssal, Moloch

Swarms
Tortured Souls* Ht Imps* Ht
Swarm 2 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Regiment (3) 2 9 -/14 120 5 5+ Regiment (3) 1 12 10/12 65
Ra De Horde (6) 3 18 -/17 200 Ra De Horde (6) 1 24 13/15 110
- 4+ - 3+
Special Rules Special Rules
Crushing Strength (1), Fly, Lifeleech (2) Fury, Vicious (Melee)
Keywords: Phantasm Keywords: Imp

Cavalry
Abyssal Horsemen Ht Hellhounds* Ht
Cavalry 3 Cavalry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 9 11/13 155 9 4+ Troop (5) 1 12 10/12 120
Ra De Regiment (10) 3 18 14/16 240 Ra De Regiment (10) 3 24 13/15 185
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1), Fury, Regeneration (5+), Thunderous Fury, Nimble, Thunderous Charge (1)
Charge (1) Keywords: Beast
Keywords: Hellequin

116
Forces of the Abyss
Monsters Titans
Chroneas Ht Abyssal Fiend Ht
Monster, Spellcaster: 0 5 Titan, Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 D6+6 -/18 215 7 3+ 1 1 7 15/17 175
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Cloak of Death, Crushing Strength (3), Strider Brutal, Crushing Strength (2), Fury, Inspiring, Vicious (Melee)
Options Spells
• Drain Life (8) for +30 pts Fireball (10)
Keywords: Enigma Keywords: Abyssal, Warmaster

Heroes
Abyssal Champion Ht Abyssal Harbinger Ht
Hero (Inf), Spellcaster: 0 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 5 13/15 110 5 5+ 1 0 2 10/12 65
Ra De Ra De
- 5+ 4+ 4+
Special Rules Special Rules
Crushing Strength (1), Fury, Individual, Inspiring, Mighty, Individual, Inspiring, Regeneration (5+)
Regeneration (5+) Firebolt: 18”, Piercing (1)
Options Options
• Upgrade with Wings, increasing Speed to 10 and gaining Fly for • Mount on an Abyssal Mount, increasing Speed to 8 and
+45 pts changing to Hero (Cav - Height: 3) for +25 pts
• Lightning Bolt (5) for +35 pts Keywords: Abyssal
Keywords: Abyssal

Archfiend of the Abyss Ht Despoiler Champion Ht


Hero (Ttn), Spellcaster: 0 6 Hero (Lrg Cav) 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 1 9 16/18 310 6 3+ 1 1 5 -/14 130
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Brutal, Crushing Strength (3), Fly, Fury, Inspiring, Nimble, Brutal, Crushing Strength (2), Nimble, Regeneration (5+), Vicious
Vicious (Melee) (Melee)
Spells Keywords: Abomination, Abyssal
Fireball (10)
Keywords: Abyssal, Warmaster

117
Army Lists

Seductress Ht Abyssal Warlock Ht


Hero (Inf), Spellcaster: 1 2 Hero (Lrg Inf), Spellcaster: 2 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 0 5 11/13 130 6 4+ 1 1 5 11/13 90
Ra De Ra De
- 4+ 4+ 4+
Special Rules Special Rules
Crushing Strength (1), Duelist, Ensnare, Fly, Fury, Individual, Fury, Inspiring, Nimble, Regeneration (5+)
Inspiring (Succubi only), Stealthy Firebolt: 18”, Piercing (1), Steady Aim
Options Options
• Bane Chant (2) for +15 pts • Bane Chant (2) for +20 pts
• Enthral (6) for +35 pts • Drain Life (6) for +30 pts
• Wind Blast (6) for +30 pts • Bloodboil [1] for +30 pts
Keywords: Abyssal, Succubi • Veil of Shadows (2) [1] for +25 pts
Keywords: Abyssal

Hellequin Blood-Masque Ht Efreet Ht


Hero (Cav) 3 Hero (Inf), Spellcaster: 0 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 0 3 11/13 85 7 5+ 1 0 1 11/13 115
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (1),Individual, Fury, Regeneration (5+), Individual
Thunderous Charge (1) Spells
Keywords: Hellequin Fireball (15)
Keywords: Abyssal, Flamebound

Unique Units
Mau’ti-bu-su [1] Ht Ba’su’su the Vile [1] Ht
Hero (Inf) 2 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
10 3+ 1 0 5 12/14 160 10 3+ 1 0 7 14/16 210
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Crushing Strength (1), Duelist, Ensnare, Fly, Fury, Individual, Crushing Strength (2), Fly, Individual, Inspiring (Gargoyle only),
Inspiring, Stealthy Mighty, Regeneration (5+)
Terrible Majesty: The unit has Brutal (D3). Keywords: Abomination, Gargoyle
Keywords: Abyssal, Succubi

118
Forces of the Abyss
The Well of Souls [1] Ht Manifestation of Ba’el [1] Ht
Hero (Mon) 5 Hero (Mon), Spellcaster: 0 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ 1 1 10 -/20 300 10 3+ 1 1 7 14/16 265
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Fly, Inspiring, Lifeleech (3), Nimble, Brutal, Crushing Strength (2), Fly, Fury, Inspiring, Nimble,
Strider Regeneration (5+), Stealthy, Vicious (Melee)
Soul Drain: When the Well of Souls is given an order, it may put From the Pit I Curse Thee!: This ability is a ranged attack that
up to 20 points of damage on itself. However, this cannot take it to can be used once per game. When this ranged attack is used, all
more than 20 damage in total. For each point of damage taken in enemy units within 6” of Ba’el become Disordered.
this way, it may remove one point of damage from a Friendly Core Spells
unit within 9”. The Well of Souls will not take a Nerve test for Lightning Bolt (7)
damage taken in this way. Keywords: Abyssal, Wicked One
Keywords: Phantasm, Shrine, Well of Souls

119
Army Lists

Goblins

120
Goblins
Army Special Upgrade Alignment: Evil
Mawpup
The unit is equipped with a Mawpup, which must be used when the unit attacks in melee. During a melee, a Mawpup
grants the unit an additional 6 attacks which always hit on a 4+ and are resolved with Crushing Strength (1). These
attacks should be resolved separately before the unit’s normal attacks and do not inherit special rules from the unit, nor
do they double/triple attacks against flanks or rears. The unit’s Mawpup is then destroyed and cannot be used again for
the remainder of the game. A unit can only carry a single Mawpup at a time.

Infantry
Sharpsticks Ht Rabble Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Regiment (20) 2 15 12/14 95 5 5+ Regiment (20) 2 12 12/14 75
Ra De Horde (40) 3 30 19/21 155 Ra De Horde (40) 3 25 19/21 125
- 4+ Legion (60) 4 35 25/27 230 - 4+ Legion (60) 4 30 25/27 180
Special Rules Special Rules
Phalanx -
Options Options
• Mawpup +10 pts • Mawpup +10 pts
Keywords: Expendable, Goblin, Mawpup Cage Keywords: Expendable, Goblin, Mawpup Cage

Luggit Gang
Infantry
Ht Large Infantry
2
Trolls Ht
Sp Me Unit Size US Att Ne Pts Large Infantry 3
5 4+ Troop (10) 1 15 -/11 105
Ra De Regiment (20) 3 20 -/15 160 Sp Me Unit Size US Att Ne Pts
- 4+ 6 4+ Regiment (3) 2 9 11/14 115
Ra De Horde (6) 3 18 14/17 190
Special Rules - 5+
Brutal, Crushing Strength (1), Wild Charge (D3)
Options Special Rules
• Mawpup +10 pts Crushing Strength (2), Regeneration (5+)
Keywords: Berserker, Goblin, Mawpup Cage Keywords: Troll

Ranged Infantry Cavalry


Spitters* Ht Fleabag Rider Sniffs* Ht
Infantry 2 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 6+ Regiment (20) 2 10 12/14 90 10 4+ Troop (5) 1 7 9/11 105
Ra De Horde (40) 3 20 19/21 160 Ra De Regiment (10) 2 14 12/14 160
5+ 3+ 5+ 3+
Special Rules Special Rules
Bows: 24” Nimble, Vicious (Melee)
Keywords: Goblin Shortbows: 18”, Steady Aim
Keywords: Beast, Goblin

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Army Lists

Mawbeast Pack* Ht Fleabag Riders Ht


Cavalry 2 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (5) 1 6 9/11 80 10 4+ Troop (5) 1 7 9/11 100
Ra De Regiment (10) 3 12 12/14 120 Ra De Regiment (10) 3 14 12/14 155
- 3+ - 4+ Horde (20) 4 28 19/21 265
Special Rules Special Rules
Crushing Strength (1), Nimble, Vicious (Melee), Wild Charge (D3) Nimble, Thunderous Charge (1), Vicious (Melee)
Options Options
• Upgrade to Magwa’ns [1] (Regiment only) - No longer being • Mawpup +10 pts
Irregular and increasing Defence to 4+ for +10 pts Keywords: Beast, Goblin, Mawpup Cage
Keywords: Beast

Chariots
Fleabag Chariots* Ht Mincer Mob* Ht
Chariot 3 Chariot 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 4+ Troop (2) 1 8 10/12 125 5 4+ Troop (2) 1 D6+14 -/14 160
Ra De Regiment (3) 2 12 12/14 155 Ra De Regiment (3) 2 D6+21 -/16 200
5+ 4+ Horde (4) 3 16 14/16 195 - 4+
Legion (6) 4 20 17/19 225 Special Rules
Special Rules Big Shield, Brutal, Crushing Strength (1), Thunderous Charge (1)
Thunderous Charge (2), Vicious (Melee) Keywords: Gizmo, Goblin
Shortbows: 18”, Att: [4/6/8/10], Steady Aim
Keywords: Beast, Goblin

War Engines
War-Trombone Ht Big Rocks Thrower Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 10 8/10 65 5 - 1 0 2 9/11 90
Ra De Ra De
4+ 4+ 5+ 4+
Special Rules Special Rules
War-Trombone: 12”, Piercing (1), Steady Aim Big Rocks Thrower: 48”, Blast (D3+1), Ignores Cover, Indirect,
Keywords: Gizmo, Goblin Piercing (3), Reload
Keywords: Gizmo, Goblin, Lobber

122
Goblins
Sharpstick Thrower Ht Mawpup Launcher Ht
War Engine 2 War Engine 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 9/11 75 5 - 1 0 3 9/11 75
Ra De Ra De
4+ 4+ 4+ 4+
Special Rules Special Rules
Sharpstick Thrower: 48”, Blast (D3), Piercing (2), Reload Mawpup Bombardment: 36”, Blast (D3), Ignores Cover, Indirect,
Keywords: Gizmo, Goblin, Lobber Reload
Mawpup Delivery: 36”, Indirect, this attack always hits on a
4+, may only target friendly core units with the Mawpup Cage
Keyword, including those in combat. Hits do not cause damage;
instead, if one or more hits are scored, the target unit recieves a
Mawpup if able.
Keywords: Gizmo, Goblin, Lobber

Monsters
Mincer Ht Goblin Blaster Ht
Monster (Cht) 3 Monster (Cht) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 1 D6+6 -/11 90 5 3+ 1 1 3 -/10 65
Ra De Ra De
- 4+ 5+ 5+
Special Rules Special Rules
Big Shield, Brutal, Crushing Strength (1), Thunderous Charge (1) Blast (D6), Brutal, Crushing Strength (3)
Keywords: Gizmo, Goblin Makeshift Grenades: 12”, Blast (D3), Piercing (1)
Boom!: At the end of a Turn in which this unit scores a successful
hit in melee, it is immediately Routed and removed from play.
Keywords: Gizmo, Goblin
Winggit Ht
Monster 3
Sp Me Unit Size US Att Ne Pts
10 5+ 1 1 3 13/15 120
Ra De
4+ 4+
Special Rules
Fly, Nimble
Firebombs: Range 12”, Blast (D3), Ignores Cover, Piercing (1),
Steady Aim, Vicious (Ranged)
Options
• Upgrade with a Goblin Spotter, allowing the use of the Eye in
the Sky unique special rule (see below) for +10 pts
Eye in the Sky: At the start of each of your Ranged phases you can
immediately target and “Mark” an Enemy unit anywhere within
24” of this unit regardless of line of sight. For the remainder of the
turn, all friendly core units with the Lobber keyword targeting the
Marked unit have the Elite (Ranged) special rule.
Note: The unit does not have Eye in the Sky unless purchased.
Keywords: Gizmo, Goblin

123
Army Lists

Titans
Giant Ht Goblin Slasher Ht
Titan 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 D6+8 18/20 225 7 3+ 1 1 8 16/18 210
Ra De Ra De
- 5+ 5+ 5+
Special Rules Special Rules
Brutal, Crushing Strength (4), Fury, Strider Crushing Strength (2), Strider
Keywords: Giant, King’s Pride Sharpstick Thrower: 36”, Att: 2, Blast (D3), Piercing (2), Steady Aim
Keywords: Beast, Goblin, King’s Pride

Heroes
Biggit Ht King Ht
Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 0 3 9/11 55 5 4+ 1 0 5 12/14 70
Ra De Ra De
- 4+ 4+ 4+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring Crushing Strength (1), Individual, Inspiring
Options Shortbow: 18”
• Mount on a Fleabag, increasing Speed to 10 and changing to Options
Hero (Cav - Height: 3) for +25 pts • Mount on a Fleabag, increasing Speed to 10 and changing to
• Exchange two-handed weapon for Shortbow, losing Crushing Hero (Cav - Height: 3) for +35 pts
Strength but gaining the ranged attack - Shortbow: 18”, Ra: 4+ • Jareth’s Pendant [1] - Aura (Headstrong) for +15 pts - This
for free upgrade cannot be taken in addition to a Fleabag Mount.
Keywords: Goblin Keywords: Goblin

Banggit Ht Flaggit Ht
Hero (Inf) 2 Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 6+ 1 0 3 9/11 60 5 5+ 1 0 1 8/10 40
Ra De Ra De
4+ 4+ - 4+
Special Rules Special Rules
Individual Individual, Inspiring
Makeshift Grenades: 12”, Blast (D3), Piercing (1), Shattering Options
Volatile Explosives: When your opponent rolls to damage against • Mount on a Fleabag, increasing Speed to 10 and changing to
this unit, rolls of natural unmodified 6s deal 2 points of damage Hero (Cav - Height: 3) for +25 pts
each instead of 1. Keywords: Goblin
Keywords: Gizmo, Goblin

124
Goblins
Stinggit Ht King on Chariot Ht
Hero (Inf) 2 Hero (Cht) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 4 9/11 75 9 4+ 1 1 7 13/15 130
Ra De Ra De
4+ 4+ 4+ 4+
Special Rules Special Rules
Crushing Strength (1), Duelist, Individual, Scout, Stealthy, Vicious Crushing Strength (1), Inspiring, Nimble, Thunderous Charge (1)
Throwing Knives: 12” Shortbow: 18”, Steady Aim
Keywords: Goblin Keywords: Beast, Goblin

Wiz Ht Troll Bruiser Ht


Hero (Inf), Spellcaster: 1 2 Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 9/11 45 6 3+ 1 1 5 12/15 110
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Individual Crushing Strength (2), Inspiring (Troll only), Nimble,
Spells Regeneration (5+)
Lightning Bolt (3) Keywords: Troll
Options
• Mount on a Fleabag, increasing Speed to 10 and changing to
Hero (Cav - Height: 3) for +25 pts
• Bane Chant (2) for +20 pts
• Hex (2) for +10 pts
• Weakness (2) for +15 pts
Keywords: Goblin

Unique Units
Magwa & Jo’os [1] Ht Kuzlo & Madfall [1] Ht
Hero (Lrg Cav), Spellcaster: 2 2 Hero (Lrg Cav), Spellcaster: 1 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 7 12/14 150 8 3+ 1 1 5 13/15 145
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (2), Duelist, Individual, Inspiring, Mighty, Crushing Strength (2), Inspiring (Self only), Nimble, Pathfinder,
Vicious (Melee), Wild Charge (D3) Regeneration (4+), Vicious (Melee)
Spells Ravenous Lizard: While within 6” of this unit, both Friendly and
Lightning Bolt (4) Enemy units have -1 to their Waver and Rout Nerve values.
Keywords: Beast, Goblin Sticky Tongue: This unit’s Enthral spell only has a range of 12”.
While casting Enthral, in addition to moving the target, roll to
damage for each hit scored.
Spells
Enthral (5), Hex (3)
Keywords: Beast, Goblin

125
Army Lists

Nightstalkers

126
Nightstalkers
Army Special Upgrade Alignment: Evil
Screamshard
Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Lifeleech (+2) special rule for the
remainder of the Turn. The unit’s Screamshard is then destroyed and cannot be used again for the remainder of the game.

Infantry
Scarecrows Ht Doppelgangers Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
4 5+ Regiment (20) 2 15 -/14 80 5 5+ Regiment (20) 3 10 15/17 145
Ra De Horde (40) 3 30 -/21 130 Ra De
- 3+ Legion (60) 4 35 -/27 190 - 4+
Special Rules Special Rules
Mindthirst, Stealthy, Wild Charge (D3) Mindthirst, Stealthy
Options Doppleganger: When this unit attacks an Enemy unit in melee,
• Screamshard for +5 pts it may opt to use the Enemy’s profile for its melee attacks instead
Keywords: Expendable, Nightmare, Zombie of its own. If it does so then it uses the Enemy unit’s Melee stat,
Attacks stat and Crushing Strength value for that turn instead of
its own. Any magical artefacts the Enemy unit has are ignored. The
Dopplegangers themselves may still use a magic artefact as normal
Blood Worms Ht if they have one (apply any bonuses granted after the decision on
Infantry 2 which stats to use).
Sp Me Unit Size US Att Ne Pts Keywords: Nightmare
5 4+ Regiment (20) 3 15 11/14 120
Ra De Horde (40) 4 30 18/21 200
- 4+ Legion (60) 5 40 24/27 290
Special Rules
Lifeleech (2), Mindthirst, Stealthy
Keywords: Beast, Nightmare
Heavy Infantry
Reapers Ht Phantoms* Ht
Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ Troop (10) 1 20 10/12 135 10 4+ Troop (10) 1 12 -/12 105
Ra De Regiment (20) 3 25 14/16 210 Ra De Regiment (20) 3 15 -/16 160
- 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Mindthirst, Stealthy Fly, Mindthirst, Nimble, Stealthy
Options Options
• Screamshard for +5 pts • Screamshard for +5 pts
Keywords: Nightmare, Reaper Keywords: Phantasm

127
Army Lists

Ranged Infantry Cavalry


Spectres Ht Shadowhounds* Ht
Infantry 2 Cavalry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 6+ Troop (10) 1 8 9/11 90 9 4+ Troop (5) 1 10 11/13 125
Ra De Regiment (20) 2 10 13/15 120 Ra De Regiment (10) 3 20 14/16 190
5+ 3+ Horde (40) 3 20 20/22 200 - 4+
Special Rules Special Rules
Mindthirst, Pathfinder, Stealthy Mindthirst, Nimble, Regeneration (5+), Stealthy, Thunderous
Shadowbolts: 18”, Piercing (1) Charge (1)
Keywords: Phantasm Keywords: Beast, Nightmare

Swarms Large Infantry


Needle-fangs* Ht Butchers Ht
Swarm 1 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 5+ Regiment (3) 1 12 9/11 80 6 4+ Regiment (3) 2 9 -/15 125
Ra De Horde (6) 1 24 12/14 135 Ra De Horde (6) 3 18 -/18 205
- 2+ - 5+
Special Rules Special Rules
Fly, Mindthirst, Nimble, Stealthy, Strider Crushing Strength (2), Mindthirst, Stealthy
Keywords: Beast, Nightmare, Warp Pixies Keywords: Abomination, Nightmare

Monsters
Mind-screech Ht Planar Apparition Ht
Monster, Spellcaster: 0 5 Monster, Spellcaster: 0 5
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ 1 1 5 13/15 150 7 3+ 1 1 4 13/15 165
Ra De Ra De
- 4+ - 3+
Special Rules Special Rules
Fly, Mindthirst, Nimble, Pathfinder, Stealthy Crushing Strength (1), Dread, Ensnare, Mindthirst, Nimble,
Spells Regeneration (4+), Stealthy
Lightning Bolt (6), Mind Fog (6), Wind Blast (6) Spells
Keywords: Insidious, Nightmare Heal (7), Mind Fog (2)
Options
• Icy Breath (8) for +25 pts
Horror Riftweavers • Bastion (2) [1] for +20 pts
Ht Keywords: Phantasm
Monster 2
Sp Me Unit Size US Att Ne Pts
6 4+ 1 0 D6+6 11/13 120
Ra De
- 3+
Special Rules
Crushing Strength (1), Dread, Individual, Mighty, Mindthirst, Stealthy
Keywords: Horror, Nightmare

128
Nightstalkers
Large Cavalry
Fiends Ht Soulflayers* Ht
Large Cavalry 4 Large Cavalry, Spellcaster: 0 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Regiment (3) 2 12 13/15 130 10 3+ Regiment (3) 2 9 13/15 165
Ra De Horde (6) 3 24 16/18 215 Ra De
- 4+ - 4+
Special Rules Special Rules
Crushing Strength (1), Mindthirst, Stealthy, Vicious (Melee) Crushing Strength (1), Fly, Mindthirst, Stealthy, Thunderous Charge (1)
Keywords: Cunning, Nightmare Spells
Wind Blast (5)
Keywords: Nightmare

Titans
Terror Ht Shadow-hulk Ht
Titan 6 Titan 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ 1 1 10 -/19 250 6 3+ 1 1 D6+6 -/20 225
Ra De Ra De
- 3+ - 5+
Special Rules Special Rules
Crushing Strength (2), Ensnare, Mindthirst, Regeneration (4+), Crushing Strength (3), Mindthirst, Stealthy, Strider
Stealthy, Strider Keywords: Abomination, Cyclops, Giant
Keywords: Abomination, Nightmare

Portal of Despair [1] Ht


Titan 6
Sp Me Unit Size US Att Ne Pts
5 4+ 1 1 3 -/16 90
Ra De
- 5+
Special Rules
Dread
Visions from the Void: As long as this unit is present and in play on
the table, at the start of each of your Ranged phases you may select a
single Friendly Core unit on the battlefield regardless of range or line
of sight. The selected unit is granted the Inspiring special rule until
the start of your next turn.
Note: Base size cannot be increased beyond 75x75mm.
Keywords: Construct, Shrine

129
Army Lists

Heroes
Dread-fiend Ht Void Lurker Ht
Hero (Lrg Cav) 4 Hero (Ttn) 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 5 14/16 135 10 3+ 1 1 10 17/19 270
Ra De Ra De
- 4+ - 4+
Special Rules Special Rules
Crushing Strength (2), Dread, Mindthirst, Nimble, Stealthy, Crushing Strength (2), Fly, Mindthirst, Nimble, Regeneration (5+),
Vicious (Melee) Steathy, Thunderous Charge (1)
Keywords: Cunning, Nightmare Keywords: Phantasm, Voracious

Shade Ht
Hero (Inf) 2
Sp Me Unit Size US Att Ne Pts
10 3+ 1 0 5 11/13 135
Ra De
- 5+
Special Rules
Crushing Strength (1), Dread, Fly, Individual, Mindthirst, Stealthy
Options
• Screamshard for +5 pts
Keywords: Phantasm

Horror Ht Banshee Ht
Hero (Inf), Spellcaster: 1 2 Hero (Inf), Spellcaster: 0 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 5+ 1 0 1 11/13 65 10 6+ 1 0 1 -/12 145
Ra De Ra De
- 3+ - 4+
Special Rules Special Rules
Individual, Mindthirst, Stealthy Dread, Fly, Individual, Mindthirst, Stealthy
Spells Banshees Wail: While casting Wind Blast or Enthral, in addition
Lightning Bolt (3) to moving the target, roll to damage for each hit scored.
Options Spells
• Aura (Vicious (Melee) - Infantry only) for +30 pts Enthral (5), Wind Blast (5)
• Bane Chant (2) for +20 pts, or free if it replaces Lightning Bolt Keywords: Phantasm
• Mind Fog (2) for +15 pts
• Weakness (2) for +15 pts
Keywords: Horror, Nightmare

130
Nightstalkers
Unique units
Reaper Souldrinker Ht The Dream Hunter [1] Ht
Hero (Inf) 2 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 5 10/12 65 7 3+ 1 0 7 14/16 195
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Aura (Life Leech (+1) - Reaper only), Crushing Strength (1), Crushing Strength (1), Dread, Elite (Melee), Individual, Lifeleech
Duelist, Individual, Mindthirst, Stealthy (2), Mighty, Mindthirst, Stealthy
Options Unleashed Nightmares: Friendly Core units that are Engaged
• Screamshard for +5 pts with the same enemy unit as the Dream Hunter have Elite
Keywords: Nightmare, Reaper (Melee).
Keywords: Nightmare, Visitation

Butcher Fleshripper Ht
Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 5 -/14 110
Ra De
- 5+
Special Rules
Crushing Strength (2), Mindthirst, Nimble, Stealthy
Keywords: Abomination, Nightmare

131
Army Lists

Orcs

132
Orcs
Army Special Upgrade Alignment: Evil
Orcish Skullpole
Once per game, before the unit rolls to damage in melee, you may choose to give the unit the Brutal special rule for the
remainder of the Turn. The unit’s Orcish Skullpole is then destroyed and cannot be used again for the remainder of the
game.

Heavy Infantry
Morax Ht Longax Ht
Heavy Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 3+ Troop (10) 1 15 -/11 115 5 4+ Troop (10) 1 12 9/11 100
Ra De Regiment (20) 3 20 -/15 175 Ra De Regiment (20) 3 15 13/15 155
- 4+ - 5+ Horde (40) 4 30 20/22 255
Special Rules Special Rules
Crushing Strength (1), Wild Charge (D3) Crushing Strength (1), Phalanx
Options Options
• Orcish Skullpole for +5 pts • Orcish Skullpole for +5 pts
Keywords: Berserker, Orc Keywords: Orc

Youngax Ht
Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts
5 4+ Regiment (20) 3 12 13/15 115
Ra De Horde (40) 4 25 20/22 190
- 4+
Special Rules
Crushing Strength (1)
Keywords: Orc

Ax Ht Greatax Ht
Heavy Infantry 2 Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 9/11 85 5 3+ Troop (10) 1 10 10/12 100
Ra De Regiment (20) 3 12 13/15 130 Ra De Regiment (20) 3 12 14/16 150
- 5+ Horde (40) 4 25 20/22 215 - 4+ Horde (40) 4 25 21/23 250
Legion (60) 5 30 26/28 310 Special Rules
Special Rules Crushing Strength (2)
Crushing Strength (1) Options
Options • Orcish Skullpole for +5 pts
• Orcish Skullpole for +5 pts Keywords: Orc
Keywords: Orc

133
Army Lists

Ranged Infantry
Skulks* Ht
Heavy Infantry 2
Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 8 9/11 85
Ra De Regiment (20) 2 10 13/15 110
5+ 3+
Special Rules
Crushing Strength (1), Scout
Shortbows: 18”
Keywords: Orc, Tracker

Cavalry
Gore Riders Ht Skulk Outriders* Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (5) 1 8 10/12 125 8 4+ Troop (5) 1 7 10/12 105
Ra De Regiment (10) 3 16 13/15 190 Ra De
- 5+ 5+ 3+
Special Rules Special Rules
Crushing Strength (1), Thunderous Charge (1) Crushing Strength (1), Nimble
Keywords: Orc Shortbows: 18”, Steady Aim
Keywords: Orc, Tracker

Swarms Large Infantry


Orclings* Ht Trolls Ht
Swarm 1 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Regiment (3) 1 12 10/12 60 6 4+ Regiment (3) 2 9 11/14 115
Ra De Horde (6) 1 24 13/15 100 Ra De Horde (6) 3 18 14/17 190
- 3+ - 5+
Special Rules Special Rules
- Crushing Strength (2), Regeneration (5+)
Options Keywords: Troll
• Upgrade to Wip’s Playmates [1] (Horde only) - Gaining Fury,
Vicious (Melee) and Wild Charge (D3) for +15 pts
Keywords: Orcling

134
Orcs
Chariots
Gore Chariots Ht Skulk Raider Chariots* Ht
Chariot 3 Chariot 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ Troop (2) 1 8 12/14 150 8 4+ Troop (2) 1 8 10/12 115
Ra De Regiment (3) 2 12 14/16 190 Ra De Regiment (3) 2 12 12/14 145
- 5+ Horde (4) 3 16 16/18 240 5+ 4+
Legion (6) 4 20 19/21 275 Special Rules
Special Rules Crushing Strength (1), Thunderous Charge (1)
Crushing Strength (1), Thunderous Charge (2) Shortbows: 18”, Att: [4/6], Steady Aim
Keywords: Orc Keywords: Orc, Tracker

Monsters
Fight Wagons* Ht War Drum Ht
Chariot 3 Monster 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 3+ Troop (2) 1 12 -/13 155 5 4+ 1 1 3 -/11 80
Ra De Regiment (3) 2 18 -/15 195 Ra De
- 5+ Horde (4) 3 24 -/17 245 - 4+
Legion (6) 4 30 -/20 285 Special Rules
Special Rules Crushing Strength (1), Rally (2 - Orc only)
Crushing Strength (1) Options
Keywords: Orc Only a single upgrade can be chosen:
• Mount on a War Wagon, increasing Speed to 8, gaining Nimble
and changing to Monster (Cht - Height: 3) for +30 pts
• Upgrade the unit with Dread for +30 pts
Note: Base size cannot be increased beyond 50x50mm, or
50x100mm if mounted.
Keywords: Orc, Shrine

Titans Heroes
Giant Ht Krudger Ht
Titan 6 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
7 4+ 1 1 D6+8 18/20 225 5 3+ 1 0 5 12/14 95
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Brutal, Crushing Strength (4), Fury, Strider Crushing Strength (2), Individual, Inspiring, Mighty
Keywords: Giant Options
• Mount on a Gore, increasing Speed to 8 and changing to Hero
(Cav - Height: 3) for +35 pts
• Orcish Skullpole for +5 pts
• Gakamak’s Bloody Banner [1] - Aura (Wild Charge (+1) -
Heavy Infantry only) for +10 pts - This upgrade cannot be taken
in addition to a Gore Mount.
Keywords: Orc

135
Army Lists

Krudger on Gore Chariot Ht Krudger on Winged Slasher Ht


Hero (Cht) 3 Hero (Ttn) 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 5 13/15 140 10 3+ 1 1 10 17/19 285
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Inspiring, Nimble, Thunderous Charge (1) Crushing Strength (3), Fly, Fury, Inspiring, Nimble
Keywords: Orc Keywords: Draconic, Orc

Flagger Ht Krusher Ht
Hero (Hv Inf) 2 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ 1 0 1 9/11 50 5 3+ 1 0 3 10/12 50
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring Crushing Strength (2), Individual
Options Options
• Mount on a Gore, increasing Speed to 8 and changing to Hero • Mount on a Gore, increasing Speed to 8 and changing to Hero
(Cav - Height: 3) for +25 pts (Cav - Height: 3) for +25 pts
Keywords: Orc Keywords: Orc

Troll Bruiser Ht Godspeaker Ht


Hero (Lrg Inf) 3 Hero (Hv Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 1 5 12/15 110 5 4+ 1 0 1 10/12 70
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (2), Inspiring (Troll only), Nimble, Crushing Strength (1), Individual
Regeneration (5+) Tribal Magic: For each Friendly Core Heavy Infantry Regiment,
Keywords: Troll Heavy Infantry Horde or Heavy Infantry Legion within 6”,
increase the amount of dice rolled with Bane Chant, Drain Life,
Fireball, Heal and Hex by 1, to a maximum bonus of +3.
Spells
Fireball (7)
Options
• Mount on a Gore, increasing Speed to 8 and changing to Hero
(Cav - Height: 3) for +25 pts
• Bane Chant (2) for +20 pts, or free if it replaces Fireball
• Drain Life (4) for +20 pts
• Heal (2) for +15 pts
• Hex (2) for +10 pts
• Bloodboil [1] for +30 pts
Keywords: Orc

136
Orcs
Skulk Marauder on Gore Chariot Ht Skulk Stalker Ht
Hero (Cht) 3 Hero (Hv Inf) 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 3+ 1 1 3 10/12 90 5 3+ 1 0 3 9/11 65
Ra De Ra De
4+ 4+ 4+ 4+
Special Rules Special Rules
Crushing Strength (1), Nimble, Thunderous Charge (1) Crushing Strength (1), Individual, Scout
Shortbow: 18”, Steady Aim Shortbow: 18”
Keywords: Gang, Orc, Tracker Options
• Mount on a Gore, losing the Scout special rule but increasing
Speed to 8 and changing to Hero (Cav - Height: 3) for +20 pts
• Raid Leader [1] - Gain Aura (Steady Aim - Tracker only) and
Inspiring (Tracker only) for +10 pts) - This unique upgrade
Morax Mansplitter Ht cannot be taken in addition to a magical artefact.
Hero (Hv Inf) 2 Keywords: Orc, Tracker
Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 6 -/14 105
Ra De
4+ 4+
Special Rules
Aura (Thunderous Charge (1) - Berserker only), Crushing Strength (1),
Individual, Wild Charge (D3)
Throwing Ax: 12”, Att: 1, Piercing (1)
Keywords: Berserker, Orc

Unique Units
Gakamak [1] Ht Wip the Outcast [1] Ht
Hero (Cav) 3 Hero (Cav), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 2+ 1 0 7 13/15 230 6 5+ 1 0 1 11/13 105
Ra De Ra De
- 5+ - 4+
Special Rules Special Rules
Crushing Strength (3), Fury, Individual, Mighty, Very Inspiring, Individual, Inspiring (Orcling only)
Vicious (Melee) Wip’s Tribal Magic: For each Friendly Core Heavy Infantry
Keywords: Orc Regiment, Heavy Infantry Horde, Heavy Infantry Legion or unit
of Wip’s Playmates within 6”, increase the amount of dice rolled
with Heal, Hex, Lightning Bolt and Weakness by 1 to a maximum
bonus of +3.
Spells
Heal (2), Hex (2), Lightning Bolt (3), Weakness (2)
Options
• Veil of Shadows (2) [1] for +25 pts
Keywords: Outcast

137
Army Lists

Undead

138
Undead
Army Special Upgrade Alignment: Evil
Undead Giant Rats
The unit gains Lifeleech (+1).

Infantry
Skeleton Warriors Ht Zombies Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 10 -/11 55 5 5+ Regiment (20) 2 12 -/15 70
Ra De Regiment (20) 2 12 -/15 85 Ra De Horde (40) 3 25 -/22 115
- 4+ Horde (40) 3 25 -/22 140 - 2+ Legion (60) 4 30 -/28 170
Special Rules Special Rules
Lifeleech (1), Shambling Lifeleech (1), Shambling
Options Options
• Undead Giant Rats for +10 pts • Undead Giant Rats for +10 pts
Keywords: Expendable, Skeleton Keywords: Expendable, Zombie

Skeleton Spearmen Ht Revenants Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 5+ Troop (10) 1 12 -/11 70 5 4+ Troop (10) 1 10 -/13 80
Ra De Regiment (20) 3 15 -/15 105 Ra De Regiment (20) 3 12 -/17 125
- 4+ Horde (40) 4 30 -/22 175 - 5+ Horde (40) 4 25 -/24 205
Special Rules Special Rules
Lifeleech (1), Phalanx, Shambling Lifeleech (1), Shambling
Options Options
• Undead Giant Rats for +10 pts • Undead Giant Rats for +10 pts
Keywords: Skeleton Keywords: Revenant, Skeleton

Ghouls Ht Wraiths Ht
Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 4+ Troop (10) 1 12 9/11 70 7 4+ Troop (10) 1 10 -/12 120
Ra De Regiment (20) 3 15 13/15 110 Ra De Regiment (20) 3 12 -/16 185
- 3+ Horde (40) 4 30 20/22 180 - 6+
Special Rules Special Rules
Lifeleech (1), Wild Charge (D3) Crushing Strength (1), Fly, Lifeleech (1), Nimble, Shambling, Strider
Keywords: Cannibal Keywords: Phantasm

139
Army Lists

Mummies Ht Soul Reaver Infantry Ht


Infantry 2 Infantry 2
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 4+ Troop (10) 1 10 -/14 115 6 3+ Troop (10) 1 20 11/13 165
Ra De Regiment (20) 3 12 -/18 180 Ra De Regiment (20) 3 25 15/17 250
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Lifeleech (1), Regeneration (5+), Shambling Crushing Strength (2), Lifeleech (2)
Keywords: Mummy Keywords: Vampiric

Ranged Infantry Swarms


Skeleton Archers* Ht Deathpack* Ht
Infantry 2 Swarm 1
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 6+ Troop (10) 1 8 -/11 70 6 5+ Regiment (3) 1 12 10/12 75
Ra De Regiment (20) 2 10 -/15 95 Ra De Horde (6) 1 24 13/15 125
5+ 3+ Horde (40) 3 20 -/22 165 - 2+
Special Rules Special Rules
Lifeleech (1), Shambling Lifeleech (2), Nimble, Stealthy, Vicious (Melee)
Bows: 24” Keywords: Beast
Options
• Undead Giant Rats for +10 pts
Keywords: Skeleton

Cavalry
Revenant Cavalry Ht Soul Reaver Cavalry Ht
Cavalry 3 Cavalry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
8 4+ Troop (5) 1 8 -/14 105 8 3+ Troop (5) 1 10 12/14 165
Ra De Regiment (10) 3 16 -/17 165 Ra De Regiment (10) 3 20 15/17 250
- 5+ Horde (20) 4 32 -/24 280 - 5+
Special Rules Special Rules
Lifeleech (1), Shambling, Thunderous Charge (2) Crushing Strength (1), Lifeleech (2), Thunderous Charge (1)
Keywords: Revenant, Skeleton Keywords: Vampiric

Large Infantry
Werewolves Ht Zombie Trolls Ht
Large Infantry 3 Large Infantry 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
9 3+ Regiment (3) 2 9 12/14 155 6 4+ Regiment (3) 2 9 -/14 115
Ra De Horde (6) 3 18 15/17 255 Ra De Horde (6) 3 18 -/17 190
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (1), Lifeleech (1), Nimble Crushing Strength (2), Lifeleech (1), Shambling
Keywords: Beast, Lycanthrope Keywords: Troll, Zombie

140
Undead
Wights* Ht
Large Infantry 3
Sp Me Unit Size US Att Ne Pts
7 3+ Regiment (3) 2 9 -/14 155
Ra De Horde (6) 3 18 -/17 260
- 5+
Special Rules
Brutal, Crushing Strength (2), Fly, Lifeleech (1), Shambling
Keywords: Phantasm

War Engines Monsters


Balefire Catapult Ht Goreblight Ht
War Engine 2 Monster 3
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
5 - 1 0 2 -/11 95 6 4+ 1 1 D6+6 -/17 175
Ra De Ra De
5+ 4+ - 5+
Special Rules Special Rules
Shambling Cloak of Death, Crushing Strength (2), Lifeleech (1), Shambling
Balefire: 48”, Blast (D3+1), Ignores Cover, Indirect, Piercing (2), Reload Keywords: Zombie
Unholy Flames: Whenever the unit rolls to damage with its Balefire
attack it can re-roll (D3) of the dice that failed to damage.
Keywords: Skeleton

Heroes
Ghoul Ghast Ht Vampire on Undead Pegasus Ht
Hero (Inf) 2 Hero (Lrg Cav), Spellcaster: 1 4
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 6 12/14 95 10 3+ 1 1 7 14/16 215
Ra De Ra De
- 4+ - 5+
Special Rules Special Rules
Crushing Strength (1), Individual, Inspiring (Cannibal only), Crushing Strength (2), Fly, Inspiring, Lifeleech (2), Nimble
Lifeleech (2), Wild Charge (D3) Options
Keywords: Cannibal • Drain Life (4) for +20 pts
• Lightning Bolt (3) for +20 pts
• Surge (4) for +10 pts
Lykanis Ht
Keywords: Vampiric
Hero (Lrg Inf) 3
Sp Me Unit Size US Att Ne Pts
9 3+ 1 1 5 13/15 150
Ra De
- 5+
Special Rules
Crushing Strength (2), Inspiring (Lycanthrope only), Lifeleech (1),
Nimble
Keywords: Beast, Lycanthrope

141
Army Lists

Vampire Lord Ht Vampire Lord on Undead Dragon Ht


Hero (Inf), Spellcaster: 1 2 Hero (Ttn), Spellcaster: 0 6
Sp Me Unit Size US Att Ne Pts Sp Me Unit Size US Att Ne Pts
6 3+ 1 0 7 14/16 165 10 3+ 1 1 10 17/19 315
Ra De Ra De
- 5+ - 5+
Special Rules Special Rules
Crushing Strength (2), Duelist, Individual, Inspiring, Lifeleech (2), Mighty Crushing Strength (3), Fly, Inspiring, Lifeleech (2), Nimble
Options Spells
• Mount on an Undead Horse, increasing Speed to 8 and changing Icy Breath (10)
to Hero (Cav - Height: 3) for +35 pts Options
• Drain Life (4) for +20 pts • Heal (4) for +15 pts
• Lightning Bolt (3) for +20 pts • Lightning Bolt (4) for +15 pts
• Surge (4) for +10 pts • Surge (8) for +15 pts
Keywords: Vampiric Keywords: Draconic, Vampiric

Revenant King Ht Revenant on Undead Great Ht


Hero (Inf), Spellcaster: 0 2 Burrowing Wyrm 6
Hero (Ttn)
Sp Me Unit Size US Att Ne Pts
5 3+ 1 0 3 -/14 80 Sp Me Unit Size US Att Ne Pts
Ra De 7 4+ 1 1 12 -/18 220
- 5+ Ra De
- 5+
Special Rules
Crushing Strength (1), Individual, Inspiring, Lifeleech (1) Special Rules
Options Brutal, Crushing Strength (3), Lifeleech (1), Strider
• Mount on an Undead Horse, increasing Speed to 8 and changing Options
to Hero (Cav - Height: 3) for +25 pts • Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady
• Surge (5) for +10 pts Aim for +15 pts
Keywords: Revenant, Skeleton Keywords: Revenant, Skeleton

Revenant King on Undead Ht Liche King Ht


Great Flying Wyrm 6 Hero (Inf), Spellcaster: 3 2
Hero (Ttn), Spellcaster: 0 Sp Me Unit Size US Att Ne Pts
Sp Me Unit Size US Att Ne Pts 7 5+ 1 0 1 -/14 155
10 4+ 1 1 10 -/19 250 Ra De
Ra De - 5+
- 5+
Special Rules
Special Rules Fly, Individual, Inspiring, Regeneration (5+)
Crushing Strength (3), Fly, Inspiring, Lifeleech (1), Nimble Spells
Options Surge (10)
• Gain the ranged attack - Plagued Breath: 12”, Ra: 4+, Steady Options
Aim for +15 pts • Bane Chant (3) for +30 pts
• Surge (8) for +15 pts • Drain Life (7) for +35 pts
Keywords: Draconic, Revenant, Skeleton • Heal (6) for +40 pts, or free if it replaces Surge
• Icy Breath (10) for +30 pts
• Lightning Bolt (5) for +35 pts
• Blizzard (3) [1] for +40 pts
Keywords: Phantasm

142
Undead
Necromancer
Hero (Inf), Spellcaster: 1
Ht
2
Unique Units
Sp Me Unit Size US Att Ne Pts Mhorgoth the Faceless [1] Ht
5 5+ 1 0 1 10/12 50 Hero (Inf), Spellcaster: 3 2
Ra De Sp Me Unit Size US Att Ne Pts
- 4+ 10 5+ 1 0 1 14/16 230
Special Rules Ra De
Individual - 5+
Spells
Surge (6)
Special Rules
Dread, Fly, Individual, Regeneration (5+), Very Inspiring
Options Unholy Levitation: The unit can move At the Double and make
• Mount on an Undead Horse, increasing Speed to 8 and changing
ranged attacks as if it had Advanced that turn.
to Hero (Cav - Height: 3) for +25 pts
• Aura (Vicious (Melee) - Zombie only) for +20 pts - This upgrade
Spells
Bane Chant (3), Drain Life (9), Mind Fog (3), Surge (10)
cannot be taken in addition to an Undead Horse Mount
Keywords: Heretic, Phantasm
• Heal (3) for +20 pts, or free if it replaces Surge
• Bane Chant (2) for +20 pts
• Drain Life (5) for +25 pts
• Weakness (2) for +15 pts Lady Ilona [1] Ht
Keywords: Heretic Hero (Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts
7 3+ 1 0 8 14/16 280
Cursed Pharaoh Ht
Hero (Inf), Spellcaster: 1 Ra De
2
- 6+
Sp Me Unit Size US Att Ne Pts
5 3+ Special Rules
1 0 5 14/16 155 Crushing Strength (3), Duelist, Individual, Inspiring, Lifeleech (2), Mighty
Ra De The Promise of Love Eternal: Enemy Heroes attacking Lady
- 6+ Ilona receive -1 to hit in melee.
Spells
Special Rules
Enthral (5), Heal (3), Lightning Bolt (3), Surge (3)
Crushing Strength (2), Individual, Inspiring, Lifeleech (1), Mighty,
Keywords: Vampiric
Regeneration (5+)
Spells
Surge (5)
Keywords: Mummy Jarvis [1] Ht
Hero (Inf), Spellcaster: 1 2
Sp Me Unit Size US Att Ne Pts
Undead Army Standard Bearer Ht 5 5+ 1 0 1 12/14 140
Hero (Inf) 2 Ra De
- 4+
Sp Me Unit Size US Att Ne Pts
5 5+ 1 0 1 -/11 50 Special Rules
Ra De Individual, Very Inspiring
- 4+ Ophidian Book of Secrets: Jarvis adds 6” to the range of his Bane
Chant, Heal, Lightning Bolt and Surge spells.
Special Rules The Noble Dead: When Jarvis is included in an Undead army, the
Individual, Inspiring, Lifeleech (1) entire army’s alignment changes to Good, but no other Unique Heroes
Options may be included in the army.
• Mount on an Undead Horse, increasing Speed to 8 and changing Spells
to Hero (Cav - Height: 3) for +25 pts Bane Chant (2), Heal (3), Lightning Bolt (3), Surge (8)
Keywords: Skeleton Keywords: Heretic

143
Army Lists

144
Thegn Sven Bloodaxe purges the blight of undeath from his lands

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