Professional Documents
Culture Documents
1
Warbands
Grunt Command
LOWER ABYSSAL BLOOD-MASQUE
Example Abyssal Warband:
Grunt Spellcaster Narahkt’s Hell-Raisers
LOWER ABYSSAL
Hellequin Blood-Masque 42 pts
Grunt Support + Blade of Slashing 4 pts
FLAMEBEARER SUCCUBUS LURKER + Healing Herbs 3 pts
Lower Abyssal 8 pts
Lower Abyssal 8 pts
Grunt Command
FLAMEBEARER Flamebearer 9 pts
Flamebearer 9 pts
Grunt Spellcaster
IMPS Imps 13 pts
Abyssal Guard 14 pts
Warrior Support Abyssal Guard 14 pts
ABYSSAL GUARD GARGOYLE Abyssal Guard 14 pts
Abyssal Guard 14 pts
+ Large Shield 3 pts
Warrior Command
ABYSSAL GUARD Succubus Lurker 24 pts
+ Bandages 2 pts
+ Lucky Charm 1 pts
Warrior Spellcaster
ABYSSAL GUARD Gargoyle 18 pts
2
Warbands
Creating a Warband
You can play Vanguard with just a few models • You must take a minimum of 5
per player, without worrying about the two WARRIORS and/or GRUNT models and 1
sides being equally matched. This is great for COMMAND model.
learning the game, but after you’ve become • You may take up to 1 COMMAND, 1
familiar with the rules and have amassed a SUPPORT and 1 SPELLCASTER model for
larger collection of models, you will want every 3 WARRIOR and/or GRUNT models
to play games where the forces facing one you select.
another across the battlefield are balanced,
• You may take up to 1 LARGE model for
so that both players have an equal chance of
every full 150 points in the Warband.
winning the game (at least to start with!).
However, the first COMMAND model that
In order to achieve this, you and your is also LARGE in the Warband does not
opponent must pick a Warband before the count against this limit.
game by spending a number of ‘points’. Both • You may take up to 1 of each different
players have 200 points to spend on their type of model (as defined by their cards)
Warband for a game unless the scenario being for every full 40 points in the Warband.
played specifies otherwise. However, once Thus in a 200 point game, you can select a
players are familiar with the game they may maximum of 5 of each type of model (e.g.
wish to experiment and play larger or smaller 5 Goblin Rabble, 5 Mawbeasts etc.)
games with different points values.
• If a model has more than one Class (e.g.
SUPPORT and SPELLCASTER), it counts
as 1 of each for the purposes of selection
within a Warband.
3
Warbands
Elves
One of the oldest of the civilised races, the Elves have mastered warfare as they have every
other pastime to which they turn their minds. Elves rarely take to the field in great numbers,
but when they do their victory is all but assured. Mercilessly drilled infantry and uncannily
accurate bowmen combine to wipe their foes from existence in short order.
Equipment: -
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Warbands
5
Warbands
Empire of Dust
An ancient empire punished for its hubris and fall into chaos. The peoples of the Ahmunites are
now a nightmare that haunt the parched, unforgiving lands of the south. Stripped of their power
and life by the Ophidians and cursed for all time, the Ahmunite empire wages a vengeful war
on both the living and dead alike. Fuelled by hatred and compelled by sinister necromancy, the
ranks of the Ahmunites march relentlessly across the scorched earth.
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Warbands
Equipment: - Equipment: -
THEY’RE INSIDE MY ARMOUR! (2) - You may use Directed Effort - Other Emp.of Dust Skeletons and
this ability when the Desert Swarm attacks a model Revenants in this warband add +1 bonus die to their
in Melee and gets one or more hits. The target cannot Range and Melee attack rolls while involved in any type
make any Armour Roll to save against these hits. of Group Action with the Revenant Champion.
7
Warbands
Orcs
Orcs live for war in a quite literal sense, having been bred for that very purpose by the
machinations of an evil god. Over the centuries, they have developed neither culture nor
civilisation, busy as they are locked in eternal battle with anything in reach, including each
other. Orcs thankfully spend so much time fighting each other that they rarely gather in enough
force to truly threaten the civilised races of the world. When such a gathering does occur
though, it is nigh unstoppable.
God-fuel (short)
Roll 4D8. For each 5+ rolled, remove a Fatigue counter
from a friendly model within 6” of the caster. The
caster is then marked as Fatigued.
Equipment: -
AX 25mm 12pts
Power Dice: - Orc Grunt
Sp Me Ra Ar Ne Wn Ht
5 4+ 7+ 5+ 5+ 2 2
Crushing Strength (1)
Ranged: 1D8 Melee: 2D8 Evil
Equipment: -
8
Warbands
9
Warbands
Twilight Kin
Elves are as capable of evil as they are of good, and although most choose a life of goodness, there are
those that walk a different path; of hubris, vice and wickedness. They are to be both pitied and feared.
The Pit of Despair, the Mouth of Leith, is the home and powerhouse of the Twilight Kin. Under the
sands is a network of caves so extensive they have never been fully explored. Water-bearing rocks
nourish it. Caverns extend all the way to the sea, where the slaving fleets of the Twilight Kin are
based. Dwelling in the bowels of the earth has wrought changes upon the fair Elven form. These Elves
are unusually pale or even blue-skinned. They dislike sunlight, and are morbid of humour, cruel and
wicked.
The Twilight Kin will always remain insular and deeply mistrustful as they are pushed by the Wicked
Ones further into the madness of their past, and by the Nightstalkers that both haunt them and give
them their dark and disturbing purpose.
Equipment: -
Ranged: 1D8 Melee: 2D8 Evil
Equipment: Spear
SHADOW 20mm 16pts
Spear - Models with spears not Engaged with an enemy
model but within 2” of a friendly model that is, grant Power Dice: - Elf Warrior
the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way, Sp Me Ra Ar Ne Wn Ht
regardless of the number of spears in range. Models
with spears participating in a Group Charge Action do 6 6+ 4+ 5+ 5+ 2 2
not have to engage enemy models but must end their
move within 2” of a model in the group that is engaged. Scout
Ranged: 2D8 Melee: 1D8 Evil
Equipment: Stalker Bow: Range 9”, Pound,
Piercing (1)
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Warbands
Equipment: - Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 4+ 2 2
Bloodlust, Dodge
Ranged: - Melee: 3D8 Evil
Equipment: -
Whirlwind of Steel - Enemy models making a Melee
attack against this model, even if it is knocked-down,
suffer a -1 modifier when rolling to hit.
Equipment: -
BATTLE RAGE (2) - If this model can Engage an enemy
model with a follow-up move, it may spend the Power
and Engage that model and initiate another Melee by
using the ability to go into a Battle Rage. This model
will not get any bonus dice for charging however. Once
this second Melee has been resolved, mark this model
as Fatigued.
11
Warbands
League of Rhordia
Rhordia claims that it is politically and culturally closer to the old republic, less corrupt by the
new-fangled dedication to the Shining Ones and standing on its own two feet. Rhordia places its
faith in science, reason, and gunpowder. It lacks the haughty arrogance of the Basileans, thereby
enabling it to form alliances and closer friendships with other races like halflings and dwarfs.
Free will and cultural progress are encouraged in the League, concepts that are anathema to the
Basilean way of thinking.
Illusory Bombard (long): Range 9”, 2D8, Piercing (1), Area Effect (2”/1D8)
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Warbands
Equipment: - Sp Me Ra Ar Ne Wn Ht
THE BINDING (1) - Spend the Power when taking 5 6+ 4+ 6+ 5+ 2 2
a Fatigue action on this model and recover 1 wound
this model has previously suffered. Can be used with
a Forced Fatigue action by spending the Power for
both. Note the effect of this ability is in addition to the Ranged: 3D8 Melee: 1D8 Neutral
Fatigue action being taken, not as replacement for it.
Equipment: Crossbow: Range 12”, Piercing (1), Reload
May REPLACE the Crossbow with a Musket for +3pts
Musket - Range 12”, Marksman, Piercing (2), Reload
Sp Me Ra Ar Ne Wn Ht Equipment: -
13
Warbands
Brotherhood
Brotherhood society exists on a permanent war footing, with every member of society fulfilling a
function to support their unending quest to thwart the forces of darkness. Being one of the first
lines of defence against Abyssal forces moving south, they cannot afford to relax the Eternal Watch
lest they be swept to extinction by Orcs, Abyssal Dwarfs, or even the dread Abyssals themselves.
Military training of some degree is compulsory for even the lowest peasant, and everyone is required
to maintain at least basic weapons to defend their lands and farms or supplement the armed forces.
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Warbands
Equipment: -
EARTH SHAKING CHARGE (2) - Use this ability
when this model makes a qualifying Charge action.
The enemy model that is Engaged must make a Nerve
test with a -2 modifier. If it fails, it may not Retaliate
against the subsequent Melee attack and is marked as
Fatigued.
Equipment: -
LEAD BY EXAMPLE (2) - Use this ability when this
model kills an enemy model with a Melee attack. All
friendly Human, Knight models within 6” may remove
any Fatigue counters they have.
15
Warbands
Kingdoms of Men
Of all the Noble Peoples, men are the most numerous. They exhibit a bewildering array of
outer forms and skin colour, and the palette of their emotions is equally as varied. Men can be
black of heart or as pure as snow.
As likely to fight shoulder to shoulder with the Elves and Dwarfs as they are to oppose them,
on many occasions men have fought on both sides of the battle in these grand alliances. Men,
however, most often fight other men, whether through greed or hatred or honour or just
through misunderstanding. Men are hot-blooded, and not always wise, their vivacity is a
curse as much as it is a blessing.
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Warbands
Equipment: -
FRENZY (1) - Use this ability to gain 2 bonus dice
when this model makes a Melee Attack. Spend the
power before rolling any dice. This may not be used
with spending power to gain an extra dice normally. In
effect, this ability replaces it.
17
Warbands
Varangur
While most men were drawn towards the Republic of Primovantor during the Age of Ice, the
Varangur alone stood resolute in their great halls. Instead of fearing and retreating from the
frigid cold, they embraced it, masters of the wild tundra and the slopes of Ice Mountains. The
Varangur’s stubbornness was only surpassed by the dwarfs’ and it was this more than anything
that compelled them to stay.
The clan warriors’ battle skills are constantly honed against each other and in minor raids and
border clashes with the realms and kingdoms to the south as the clans begin their slow and
insidious spread into the world.
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Warbands
5 5+ - 4+ 4+ 3 2 Equipment:-
Crushing Strength (1) FRENZY (1) - Use this ability to gain 2 bonus dice
when this model makes a Melee Attack. Spend the
Ranged:- Melee: 2D8 Evil power before rolling any dice. This may not be used
with spending power to gain an extra dice normally. In
Equipment:- effect, this ability replaces it.
19
Warbands
Salamanders
Before the Time of Ice, during the semblance of normality that followed the God War, the
Clan Lords forged themselves a sprawling and prosperous empire, deep in the lush jungles and
bountiful plains of the central equatorial belt. The clans spread to the seas where, against all
odds, they excelled as a seafaring force and grew a feared and powerful navy.
They are warriors at heart and rarely fight for personal gain but to rid the world of evil.
Warbands often choose to travel and offer their services abroad and it’s not uncommon to see
them battling alongside the forces of nature with whom they find an affinity for balance and
harmony; protecting the world as Kthorlaq, their greatest leader, once protected them.
FIERY BREATH (1) - Use this ability when the model GUN SMOKE (2) - Use this ability when a model
makes a Shoot action with Firebolt before any dice are attacks with a pistol, regardless of whether the attack
rolled. The Firebolt loses the Piercing (1) rule but gains hits. The model gains the Stealthy and Dodge special
Breath instead for the attack. rules until the end of the Round.
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Warbands
Equipment:
BATTLE-CAPTAIN 25mm 34pts Elemental Fire - This model may make a Ranged attack
with a Shoot action using Elemental Fire. Range 9”,
Power Dice: Salamander Command 3D8, Breath. The attack always hits on a 5+ regardless
of any modifiers.
Sp Me Ra Ar Ne Wn Ht
NATURE’S INFERNO (2) - Use this ability when this
5 4+ - 5+ 4+ 3 2 model makes a Ranged attack with Elemental Fire
before any dice are rolled. The attack has Piercing (1).
Crushing Strength (2), Headstrong, Inspiring,
Steady
Ranged: Melee: 3D8 Good
Equipment: - SALAMANDER VETERAN 25mm 28pts
Power Dice: Salamander Command
Sp Me Ra Ar Ne Wn Ht
SALAMANDER PRIME 25mm 13pts 5 4+ - 5+ 4+ 3 2
Power Dice:- Salamander Warrior Crushing Strength (1), Inspiring (GRUNTS &
Sp Me Ra Ar Ne Wn Ht WARRIORS only)
21
Warbands
The Herd
The Herd are the collective beasts of the land: the protectors of the Mother world.
When the threat is great, or when The Herd must gather to march to war, all manner of these
beastmen will band together, from Minotaurs and Owlbears, to Fauns and Satyrs, and even more
unusual forms.
The shamans share the deepest connection to both the Mother and the Father and advise the
Great Chieftains on all matters. They are granted great spiritual power to communicate to all
animals and it is the shaman who can call the mighty Herd warbands to action.
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Warbands
23
Warbands
Ratkin
Rats are everywhere. Vicious, hard creatures that can survive in the harshest of conditions, living in filth
and eating worse. The darkest, most miserable places in the world are the domain of rats. If ever a race was
destined for slavery, it was the vermin.
As Bharzak the Grim, overmaster of the Gift-Piers of Zarak emerged from his self-imposed exile, behind
him streamed a vast pack of rats. But not rats as they had been. These were something new, something
terrible – a horrifying hybrid of rats and other races: dwarf, human, elf, goblin.
The ratkin have learnt from their masters. They have learnt about cruelty and suffering first-hand as they
watched from the shadows as slaves. They saw the iron casters in their forges, blending machine, and flesh
and magic to construct lethal artefacts of war. Now they want to show the world what they have learnt.
Lair (long)
Place a 1”x 6” marker anywhere within, or partly within, 6” of the caster, into Open
Ground. The area described by the marker is a Lair opening and is Height 0 Impassable
Terrain, but may be jumped across. In the End Phase of each Round roll a die. On a 3+, the
Lair opening is removed. The casting model can only have one such Lair opening in play at
any time. Any model touching the Lair opening, including when initially placed, must roll a
die and score less than their Sp. A roll of 8 always fails. Models failing suffer a Melee attack
with 3D8, hitting on 5+ and with Crushing Strength (1). Models are then moved to the
closest edge of the Lair opening and just clear of it. Models failing to jump across the lair
opening are killed.
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Warbands
Equipment: -
BLAZING PARRY (2) - Use this ability when an enemy
model Retaliates against the War Chief. The enemy
RATKIN WARLOCK 20mm 32pts model rolls no dice and the attack fails. The enemy
model is marked as both Activated and Fatigued.
Power Dice: Ratkin Spellcaster
Sp Me Ra Ar Ne Wn Ht
6 6+ 4+ 6+ 5+ 3 2 NIGHT TERROR 40mm 26pts
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Warbands
FORCES OF THE ABYSS Warband Reference FORCES OF THE ABYSS Spells Reference
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ - 5+ 5+ 1 2 5 4+ - 4+ 5+ 2 2
Crushing Strength (1),
Regenerate (6+)
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 7+ 5+ 6+ 5+ 1 2 6 4+ - 6+ 5+ 2 2
Stealthy,Vicious
Ranged: 2d8 Melee: 1d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Firebolt - This model has a ranged attack with Range 9” and Piercing (1). Fatal attraction - While within 3” of one or more models in a warband with this rule, enemy
models suffer a -1 modifier on their Melee attacks.
LEAPING FIREBOLT (1) - Use this ability when this model makes a ranged attack with Firebolt.
Spend 1 power to boost the range of the attack by a further 3” (from 9” to 12”). The boosted
attack remains at Piercing (1).
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Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 7+ 6+ 3 1 7 5+ - 6+ 6+ 2 2
Vicious, Swarm, Stubborn Fly, Regenerate (4+), Vicious
Ranged: - Melee: 3d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
7 5+ - 5+ 5+ 2 2 6 4+ - 6+ 4+ 2 2
Smash, Vicious Scout, Sneaky, Stealthy,
Vicious
Ranged: - Melee: 3d8 Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil
Fatal Attraction - While within 3” of one or more models in a warband with this rule, enemy
models suffer a -1 modifier on their Melee attacks.
v1.1
DEMONIC ROAR (1) - Use Demonic Roar when the Tormentor is the target of a Melee attack,
before the attack roll is made. The attacking model must make a Nerve test with a -1 modifier. If
the test is failed, the attacking model’s Melee value becomes 7+ for the remainder of the Turn.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ - 4+ 4+ 5 3 7 3+ - 4+ 4+ 4 3
Regenerate (6+), Smash, 6th Sense, Crushing Strength (2),
2x Cavalry
Steady, Crushing Strength (3)
Ranged: - Melee: 4d8 Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil
Expert Rider - This model can also claim the +1 Melee attack modifier for its cavalry special
rule against targets of equal Height, not just those of lower Height.
27
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ 5+ 4+ 5+ 4 3 6 3+ - 5+ 4+ 3 2
Regenerate (6+), Steady Fly, Stealthy, Vicious
1x 2x
Ranged: 1d8 Melee: 2d8 Alignment: Evil Ranged: - Melee: 5d8 Alignment: Evil
Spells: Fireball (short), Hammer (long), Mind Storm (long)
RANGE BOOST (2) - Use this ability to increase the range of one of the caster’s spells by 6” CONFUSE (1) - Use at any time. All outnumbering bonuses for models attacking this model are
(where a Range is specified). The RANGE BOOST must be paid for during the caster’s activation ignored for the rest of the Round.
just before the chosen spell is cast.
Fatal Attraction - While within 3” of one or more models in a warband with this rule, enemy
models suffer a -1 modifier on their Melee attacks.
v1.1
28
Warbands
Basileans
In a world beset by evil there is a single beacon of hope for the world of man. Holy crusaders and
scourges of the Abyss, the resplendent forces of Basilea stride forth from their golden city to strike
fear into the hearts of evildoers across the land. Their faith is as strong as their martial prowess,
maintained by the pious Sisterhood and Paladin warrior-scholars in their ranks and bolstered by
the dutiful Men-at-Arms and fearsome Ogre Palace Guard that march to battle alongside them.
Divine Flame (long): Range 6” Boosted version: Cost 1 Power. As above but the
Choose a friendly model within range of the target model may make a second 2D8 attack in
caster as the target. No dice roll is required. the same way against a different enemy model
The target model may make a single 2D8 following the same rules.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ 5+ 5+ 5+ 1 2 5 6+ 5+ 6+ 5+ 1 2
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 2d8 Melee: 1d8 Alignment: Good
Equipment: May take a spear for +1pt Equipment: Crossbow: Range 12”, Piercing (1), Reload.
Spear - Models with spears not Engaged with an enemy model but within 2” of a friendly model
that is, grant the Engaged model one bonus die for its Melee attacks. Only 1 bonus die may be
given to a model in this way, regardless of the number of spears in range. Models with spears
participating in a Group Charge Action to do not have to engage enemy models but must end
their move within 2” of a model in the group that is engaged.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ 6+ 6+ 5+ 2 2 5 5+ 5+ 5+ 4+ 2 2
Parry
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 1d8 Melee: 2d8 Alignment: Good
EVADE (1) - Use this ability when the Sergeant is to perform a Break Away action. The Sergeant
may Break Away from any models it is Engaged with without having to make Armour rolls and
may then perform a Brace Action if desired.
Helping Hand - When this model activates for the first time in a Round, roll a die. On a 7+,
add one Power to the warband’s current pool.
v1.1
29
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ 4+ 6+ 4+ 2 2 5 4+ - 4+ 4+ 2 2
Scout, Marksman Parry, Crushing Strength (1),
Defender
Ranged: 2d8 Melee: 1d8 Alignment: Good Ranged: 1d8 Melee: 2d8 Alignment: Good
Equipment: Bow: Range 12”
SHARP SHOOTER (1) - Use this ability when this model makes a Shoot action with its Bow
before any dice are rolled. Any hits are resolved with Piercing (1).
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ 5+ 6+ 4+ 2 2 8 4+ - 6+ 5+ 3 2
Vicious
Ranged: 1d8 Melee: 1d8 Alignment: Good Ranged: - Melee: 2d8 Alignment: Good
Spells: Shield (short), Heal (short), Lightning Bolt (long)
EXTEND PROTECTION (1) - Use when casting Shield. Cast the Shield spell as normal but then Reactive Bite - If this model Retaliates in Melee, it adds a bonus dice to its roll in addition to any
also apply the same spell effect to 1 friendly model within 6” of the War-Wizard, even if that other bonus dice or modifiers that may apply.
model is Engaged.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ 5+ 5+ 4+ 3 2 5 4+ 6+ 6+ 5+ 3 2
Inspiring, Parry
1x 1x
Ranged: 1d8 Melee: 3d8 Alignment: Good Ranged: 1d8 Melee: 3d8 Alignment: Good
RALLY ON ME! (2) - This is a Group Action. The Veteran Sergeant and all members of the
group may Break Away from any models they are Engaged with without having to make Armour
rolls. Other models in the group must end their moves within 3” of the Veteran Sergeant. All
group members then perform a Brace Action.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ 4+ 4+ 4+ 3 2 5 4+ - 4+ 4+ 4 3
Parry, Crushing Strength (1), Steady, Smash, Crushing
Defender Strength (2)
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: - Melee: 4d8 Alignment: Good
Spells: Heal (short), Stun (short), Shield (short)
30
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 3+ 5+ 5+ 4+ 3 2 5 3+ 5+ 5+ 3+ 4 2
1x Inspiring, Crushing Strength (1) Vicious, Inspiring, Crushing
1x 2x
Strength (1)
Ranged: 1d8 Melee: 4d8 Alignment: Good Ranged: 1d8 Melee: 3d8 Alignment: Good
SMITE! (2) - Use at any time. The model has Crushing Strength (4) the next time it makes a BLESSING OF THE GODS (2) - Use when the Abbess activates. The Abbess makes a Walk
Melee attack this Round. action and is then marked as both Activated and Fatigued. Remove any activation counters
from up to 3 BASILEAN models within 6” of the Abbess who are not currently Fatigued. These
models are free to act again this Round. The Abbess may only use this Special Ability once per
game.
31
Warbands
Dwarfs
Short in stature but as unyielding as the mountains themselves, the Dwarfs are a proud and noble people
who attach a great deal of importance to heritage and custom. It is a naïve opponent indeed who does not
acknowledge the Dwarf talents for war. When the Dwarfs go to war, they do so to win.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 5+ 5+ 2 2 4 4+ 6+ 4+ 5+ 2 2
Headstrong Headstrong
Ranged: 2d8 Melee: 1d8 Alignment: Good Ranged: 1d8 Melee: 2d8 Alignment: Good
Equipment: Crossbow: Range 12”, Piercing (1), Reload
Combined Fire - When involved in a Group Shoot Action, Ironwatch models Hammer and Anvil - Ironclad models Engaged with the same enemy model as
add +1 dice to their Ranged attack roll if one or more other Ironwatch models in one or more friendly Shieldbreakers, have the Swarm special rule.
the group fire at the same target.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 5+ 5+ 1 2 4 4+ 5+ 4+ 5+ 4 2
Headstrong Headstrong, Inspiring,
1x
Crushing Strength (1)
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 1d8 Melee: 3d8 Alignment: Good
Equipment: May take a Spear for +1pt
Spear - Models with spears not Engaged with an enemy model but within 2” of a friendly
model that is, grant the Engaged model one bonus die for its Melee attacks. Only 1 bonus
die may be given to a model in this way, regardless of the number of spears in range. Models
with spears participating in a Group Charge Action do not have to engage enemy models but
must end their move within 2” of a model in the group that is Engaged.
32
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ - 4+ 4+ 6 3 5 4+ 4+ 5+ 5+ 2 2
Crushing Strength (2), Headstrong, Scout
Steady, Smash
Ranged: - Melee: 4d8 Alignment: Good Ranged: 2d8 Melee: 2d8 Alignment: Good
Equipment: Light Crossbow: Range 12”
Combined Fire - When involved in a Group Shoot Action, Dwarf Ranger
models (including Ranger Captains) add +1 dice to their Ranged attack roll if
one or more other Dwarf Ranger models in the group fire at the same target.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ 3+ 5+ 4+ 3 2 4 3+ 6+ 4+ 4+ 2 2
Headstrong, Inspiring, Scout, Crushing Strength (1),
1x Crushing Strength (1) 1x Defender, Headstrong
Ranged: 2d8 Melee: 3d8 Alignment: Good Ranged: 1d8 Melee: 3d8 Alignment: Good
Equipment: Light Crossbow: Range 12”
Combined Fire - When involved in a Group Shoot Action, Dwarf Ranger
models (including Ranger Captains) add +1 dice to their Ranged attack roll if
one or more other Dwarf Ranger models in the group fire at the same target.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 4+ 6+ 5+ 5+ 2 2 4 6+ 4+ 6+ 4+ 3 2
Headstrong, Headstrong, Inspiring
Crushing Strength (1)
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 1d8 Melee: 2d8 Alignment: Good
Equipment: Shieldbreaker Hammer Spells: Fireball (short), Hammer (long), Heal (short)
Shieldbreaker Hammer - The model may re-roll one of its Melee attack dice
that failed to cause a hit.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ - 6+ 3+ 4 2 4 5+ 5+ 5+ 5+ 2 2
Bloodlust, Crushing Strength (1), Headstrong, Stubborn
2x Headstrong, Inspiring, Steady, Vicious
Ranged: - Melee: 3d8 Alignment: Good Ranged: 1d8 Melee: 1d8 Alignment: Good
Equipment: Dwarf Flame Thrower: Range 6”, 4D8,
FRENZY (1) - Use this ability to gain 2 bonus dice when this model makes Breath, Piercing (1)
a Melee attack (not a Retaliation). Spend the power before rolling any dice. Concentrated Fire - Once per game, the Flame Priest can take a long action to
Cannot be used in conjunction with the normal use of Power to gain a bonus attack using its Dwarf Flame Thrower with Range 9” and Piercing (2), instead
dice for a roll. of the normal profile. This will also Fatigue the Flame Priest.
v1.1
33
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 5+ 5+ 2 2 4 5+ - 4+ 5+ 3 2
Headstrong, Stubborn, Swarm, Crushing Strength (2)
Vicious
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: - Melee: 2d8 Alignment: Good
Equipment: Throwing Mastiff: Range 9”, 3D8, Equipment: Battledrill
Piercing (1), Reload
Cumbersome - This model cannot Climb, or be given any kind of Mount.
Cumbersome - this model cannot Climb, or be given any kind of Battledrill - When this model makes a Melee attack (not a Retaliation) with the
Mount. Battledrill, hits are scored on a 5+ regardless of any modifiers. Every hit scored
counts as an exploding 8 result and so another die can be rolled.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 5+ 3+ 3 3 5 4+ 5+ 4+ 4+ 5 3
Bloodlust, Cavalry, Parry, Crushing Strength (3),
1x
Vicious Headstrong, Smash, Steady
Ranged: - Melee: 3d8 Alignment: Good Ranged: 2d8 Melee: 4d8 Alignment: Good
Equipment: - Equipment: Light Cannon: Range 12”, Piercing (2)
FRENZY (1) - Use this ability to gain 2 bonus dice when this model makes TREMOR STOMP (2) - Spend the Power to make a short action during this model’s
a Melee attack (not a Retaliation). Spend the power before rolling any dice. Turn to create a Shockwave. Use the rules for the Shockwave spell (not the boosted
Cannot be used in conjunction with the normal use of Power to gain a bonus version). This is not considered to be the casting of a spell however. The model can
be Engaged but must be standing to use Tremor Stomp. Armour rolls for models
die for a roll.
forced to move out of contact with the Steel Juggernaut are not required.
v1.1
34
Warbands
Northern Alliance
In the frozen wastes of the Winterlands, the Northern Alliance has carved out a fledgling empire
quite literally from the ice and rock of a bleak and unforgiving wilderness. The exiled prince,
Talannar, has assembled a formidable and eclectic mix of the dispossessed and disenfranchised,
uniting them under a common banner and goal. Outsiders can only speculate as to their purpose
though, for little news or rumour spills from the icy grip of Talannar’s fortress city of Chill.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ 5+ 5+ 5+ 1 2 6 5+ 4+ 5+ 5+ 1 2
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 2d8 Melee: 1d8 Alignment: Good
Equipment: Bow: Range 12”
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 5+ 5+ 1 2 5 5+ 5+ 4+ 4+ 2 2
Headstrong Crushing Strength (1)
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 1d8 Melee: 3d8 Alignment: Good
Equipment: May take a Frosthammer for +1pt
Frosthammer - A great two-handed hammer wielded by the Dwarf clans in the North. The
model gains Crushing Strength (1) but increases its Ar by1 (i.e. 5+ to 6+).
35
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 4+ 4+ 5 3 6 5+ 4+ 6+ 4+ 2 2
Regenerate (6+), Vicious, Marksman, Pathfinder, Scout
Crushing Strength (2)
Ranged: - Melee: 4d8 Alignment: Good Ranged: 2d8 Melee: 1d8 Alignment: Good
Equipment: Bow: Range 12”
Vicious Swipe - When attempting to Break Away from a Troll, enemy models have a -1 modifier RAPID FIRE (2) - Use this ability when this model is about to perform a ranged attack, before
when they make their Armour Save roll. dice are rolled. The model may shoot once each at two different targets (a total of 2 shots) that
are within 3” of each other following the normal targeting rules. This cannot be as part of a
Group or Fatigue Action.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 5+ 6+ 5+ 2 2 6 4+ - 6+ 4+ 2 2
Regenerate (7+) Bloodlust
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: - Melee: 3d8 Alignment: Good
Equipment: Frost-Trident
Frost-Trident - For any wound caused by a Melee attack with the Frost-Trident, the target model FRENZY (1) - Use this ability to gain 2 bonus dice when this model makes a Melee attack (not
is pinned in place until the end of their next activation. While the model is pinned their Sp is a Retaliation). Spend the power before rolling any dice. Cannot be used in conjunction with the
reduced to 0 and they cannot make a Break Away action. normal use of Power to gain a bonus dice for a roll.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 4+ - 6+ 4+ 3 2 6 4+ - 4+ 3+ 5 3
Bloodlust, 6th Sense, Crushing Regenerate (6+), Inspiring,
1x 1x
Strength (1), Dodge Crushing Strength (2), Vicious
Ranged: - Melee: 4d8 Alignment: Good Ranged: - Melee: 5d8 Alignment: Good
FRENZY (1) - Use this ability to gain 2 bonus dice when this model makes a Melee attack (not a Retaliation).
Spend the power before rolling any dice. Cannot be used in conjunction with the normal use of Power to gain
a bonus dice for a roll. Vicious Swipe - When attempting to Break Away from a Troll, enemy models
BLADE MASTER (2) - Use this ability when this model makes a Melee attack (including Retaliations) before have a -1 modifier when they make their Armour Save roll.
dice are rolled. The Ice Blade may attack all enemy models it is Enaged with in its front arc by dividing the
attack dice between them. Allocate the dice to be used for each enemy model before any are rolled. If the Ice
Blade initiated the Fight, only one enemy model may Retaliate (enemy player’s choice) and only after all the
Ice Blade’s attacks are resolved. Bonus die granted for the status of models (e.g. knocked-down) can only be
allocated to that model).
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 5+ 6+ 4+ 3 2 5 4+ 4+ 4+ 3+ 3 2
Inspiring Crushing Strength (1), Inspiring
1x 1x
Ranged: 1d8 Melee: 2d8 Alignment: Good Ranged: 1d8 Melee: 4d8 Alignment: Good
Spells: Dazzle (short), Heal (short), Lightning Bolt (long),
Windblast (long) HEAD SWING (1) - Use this ability when making a Melee attack (not a Retaliate) instead of
rolling to hit as normal. Every enemy model that is Engaged with this model must make a Nerve
LASH (1) - Use this ability when casting the Lightning Bolt spell to make it a short action to cast test with a -1 Modifier. If any model fails its test, it is Knocked-down and marked as Fatigued.
instead of a long action. Once all models have made a test, the Melee attack ends. Models may Retaliate if permitted to
do so as normal.
v1.1 v1.1
36
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ - 3+ 4+ 4 3 5 5+ 5+ 4+ 3+ 5 3
Smash, Bloodlust, Crushing Crushing Strength (2), Pound
Strength (3), Cavalry
Ranged: - Melee: 3d8 Alignment: Good Ranged: - Melee: 4d8 Alignment: Good
ICE BLAST (1) - Use this ability when a model is knocked down by this elemental in Melee. The
model must take a Nerve test. If the test is failed, the model is marked as Fatigued.
ICY BREATH (2) - Use this ability when taking a Shoot action. Make a Ranged attack using an
Ra value of 5+, 3D8, Range 9”, Breath, Piercing (1).
37
Warbands
Forces of Nature
When the balance of the world is truly threatened, the Druids call upon all manner of creatures to
protect it. From the vicious Salamanders to the lumbering Forest Shamblers, all answer the call.
The ground shakes and the forests heave as the Forces of Nature march to war.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ - 5+ 6+ 2 2 5 4+ - 5+ 4+ 3 2
Crushing Strength (1) Crushing Strength (1), Inspiring
1x
(grUntS & WarriOrS only)
Ranged: - Melee: 2d8 Alignment: Neutral Ranged: - Melee: 2d8 Alignment: Neutral
ORDEAL OF FIRE (2) - Use this ability during the model’s activation, before or after an action,
even if it is Engaged or Knocked-down. Friendly Salamanders (including the Veteran itself)
and Fire Elementals are immune to the effects of this attack. All other models within 2” take
2 automatic hits with Piercing (1). Make Armour rolls as normal. This ability can be used once
per game.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 5+ 6+ 5+ 2 2 6 5+ 5+ 6+ 5+ 2 2
Regenerate (7+) Regenerate (7+), Swarm
Ranged: 1d8 Melee: 2d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Equipment: Trident. May take a Harpoon-gun for +3pts Equipment: Trident, Net
Trident -A model hit with this weapon is marked as Fatigued.
Trident - A model hit with this weapon is marked as Fatigued.
Net - Break Away actions from this model are made rolling 2 dice for the Armour roll rather than the normal 1.
Each failed roll causes a wound as normal.
Harpoon-gun - Range 9”, Piercing (1)
Ensnare - When this model is attacked in Melee in its front arc, the Melee attack suffers a -1 modifier.
ENTANGLE (1) - Use this ability when the model suffers a Melee attack. The model has the Parry special rule
until the attack is resolved.
38
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
7 4+ - 5+ 5+ 3 3 7 6+ 5+ 5+ 5+ 2 3
Cavalry, Headstrong, Smash Cavalry, Headstrong
Ranged: - Melee: 2d8 Alignment: Neutral Ranged: 2d8 Melee: 1d8 Alignment: Neutral
Equipment: Centaur Bow: Range 12”, Piercing (x)
Centaur Bow - Any hits scored when making a Ranged attack with this weapon have a Piercing
value of (x), where x is the number of dice that FAILED to score a hit in the attack roll. For
example, if a Ranged attack with the bow using 2D8 results in one hit and one miss, the single
hit is resolved using Piercing (1).
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
7 5+ - 6+ 5+ 2 2 5 5+ 4+ 6+ 4+ 3 2
Pathfinder Inspiring
1x
Ranged: - Melee: 2d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Spells: Heal (short), Lightning Bolt (long), Windblast (long)
RANGE BOOST (2) - Use this ability to increase the range of one of the caster’s spells by 6”
HIS MASTER’S VOICE (1) - Use this ability to activate up to two friendly Wild Companion
(where a Range is specified). The RANGE BOOST must be paid for during the caster’s activation
models within 3” of a friendly COMMAND or SPELLCASTER Class model. The activations are
just before the chosen spell is cast.
taken at the same time but the models may complete their activation independently (this is not
a Group Action). This can be performed in addition to the normal +1 model activation if bought
with Power.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
7 3+ 4+ 5+ 4+ 4 3 7 5+ - 5+ 6+ 2 3
Cavalry, Headstrong, Inspiring, Cavalry, Headstrong
1x
Smash
Ranged: 2d8 Melee: 3d8 Alignment: Neutral Ranged: - Melee: 2d8 Alignment: Neutral
Equipment: Bow: Range 12”
Point to Prove - While within 6” of a friendly Centaur Chief model, this model automatically gets
a Down But Not Out result when reduced to zero (or fewer) wounds, even though it is a GRUNT.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ - 4+ 4+ 6 3 5 5+ - 4+ 4+ 3 3
Crushing Strength (2), Smash, Regenerate (6+)
1x
Steady
Ranged: - Melee: 4d8 Alignment: Good Ranged: - Melee: 3d8 Alignment: Neutral
Elemental Fire - This model may make a Ranged attack with a Shoot action using Elemental
Fire. Range 9”, 3D8, Breath. The attack always hits on a 5+ regardless of any modifiers.
NATURE’S INFERNO (2) - Use this ability when this model makes a Ranged attack with
Elemental Fire, before any dice are rolled. The attack has Piercing (1).
39
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ - 3+ 5+ 6 3 5 4+ 5+ 5+ 4+ 3 2
Crushing Strength (2), Steady Inspiring, Steady
1x
Ranged: - Melee: 3d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Spells: Heal (short), Lightning Bolt (long), Tanglefoot (long)
NATURE’S DEFENCE (2) - Use this ability when an enemy model attempts to cast a spell and is
within 9” of this model. Before the spell is cast, but after any boosting is declared, roll a die. On a
5+, the spell fails with no effect. Any action (short or long) or Power the model used is still spent.
Sp Me Ra Ar Ne Wn H
6 5+ - 4+ 4+ 4 3
Crushing Strength (2),
Regenerate (6+)
40
Warbands
Goblins
Small, unpleasant and spiteful, Goblins are often written off by those who know no better as simply
the weaker serving class of the Orc race. In fact, Goblins are utterly separate from Orcs, being not
only smaller and less imposing but also far cleverer and more dexterous. They might not beat you in
a straight fight, but to underestimate even a small force of Goblins would be a grave mistake.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ 5+ 5+ 4+ 3 2 5 6+ 5+ 6+ 3+ 3 2
Crushing Strength (1), Inspiring
2x 1x
Inspiring, Sneaky
Ranged: 2d8 Melee: 3d8 Alignment: Evil Ranged: 1d8 Melee: 1d8 Alignment: Evil
Spells: Stun (short), Zap (short)
CACKLE! (1) - Use when the model activates. The model may cast the same spell twice this Turn
if it has enough actions.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 6+ 4+ 5+ 5+ 3 2 6 6+ 5+ 5+ 6+ 2 2
Inspiring (Sneaks only), Scout, Pathfinder, Sneaky
1x
Sneaky, Stealthy
Ranged: 3d8 Melee: 2d8 Alignment: Evil Ranged: 2d8 Melee: 1d8 Alignment: Evil
Equipment: Throwing Knives: Range 9” Equipment: Throwing Knives: Range 9”
POISON BLADES (1) - Use this ability when this model makes a Ranged Attack with its Throwing Smokebombs - This model can always Break Away without having to make any Armour Rolls.
Knives. The attack has the Piercing (1) special rule.
AGILE FEINT (2) - Use this ability after a model has made a Melee attack and after any Retaliation.
The model may make a free Break Away action.
ESCAPE! (2) - The same as the FLEE! warband ability, but may be used even if this model is already
Activated or Fatigued. However, ESCAPE! is limited to one use per Round for this model.
41
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 4+ 4+ 4 3 7 5+ - 6+ 5+ 2 2
Crushing Strength (2), Pound, Vicious
Regenerate (6+)
Ranged: - Melee: 5d8 Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil
Vicious Swipe - When attempting to Break Away from a Troll, enemy models suffer a -1 modifier HOWL! (1) - Use when the model activates or after it has finished its actions. Any friendly, non-
to their Armour Roll. Fatigued and non-activated Mawbeasts within 6” of this model can immediately make a Walk
action directly towards this model without being marked as activated. An individual Mawbeast
can only Howl! once per Round.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ 7+ 5+ 6+ 1 2 5 6+ 6+ 6+ 6+ 1 2
Sneaky, Swarm
Ranged: 1d8 Melee: 1d8 Alignment: Evil Ranged: 2d8 Melee: 1d8 Alignment: Evil
Equipment: May take a Spear for +1pt Equipment: Bow: Range 12”
Spear - Models with spears not Engaged with an enemy model but within 2” of a friendly model
that is, grant the Engaged model one bonus die for its Melee attacks. Only 1 bonus die may be
given to a model in this way, regardless of the number of spears in range. Models with spears
participating in a Group Charge Action to do not have to engage enemy models but must end
their move within 2” of a model in the group that is engaged.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ 5+ 6+ 5+ 2 2 5 5+ 6+ 5+ 6+ 2 2
Dodge, Sneaky Crushing Strength (1), Smash,
Sneaky
Ranged: 2d8 Melee: 1d8 Alignment: Evil Ranged: 1d8 Melee: 2d8 Alignment: Evil
Equipment: Dodgy Grenades
DODGY GRENADES (X) - Range 6”, Piercing (X), Area Effect (2” / 1D8 / Piercing (X))
Pay (X) power to make a Ranged attack with the Dodgy Grenades. Before the attack is made,
roll a single die and add (X) to the result. On a result of 8 or more, the grenade explodes before
being thrown - the Banggit suffers 1 automatic hit with Piercing (X) and the ranged attack fails.
Otherwise, the attack proceeds as normal with Piercing (X).
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 7+ 6+ 6+ 5+ 3 2 6 6+ 5+ 6+ 4+ 2 2
Dodge, Scout, Sneaky, Stealthy
Ranged: 1d8 Melee: 1d8 Alignment: Evil Ranged: 1d8 Melee: 2d8 Alignment: Evil
Equipment: Mawpup Launcher: Range 18”, 4D8, Piercing (1), Reload
PUPPY YELP! (1) - Use this abilty after a Ranged attack using the Mawpup Launcher has Rabble Rouser - While within 6” of this model, friendly GOBLIN models (not including the
been resolved. Any friendly, non-Fatigued and non-activated Mawbeasts within 6” of the Blaggit) have their Nerve value improved by 1 (e.g. 6+ becomes 5+).
target can immediately make a Walk action directly towards the target without being marked CRAFTY TACTICS (1) - Use this ability during any of your Turns if this model is not Fatigued.
as activated. Spend the power to remove 1 Fatigue counter from a friendly model within 6” of this model. This
Pup and Over - This model has the Marksman special rule when making a Ranged attack ability may be used once per Round.
against a target that is within 9” of a friendly Winggit.
42
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 6+ 5+ 6+ 2 2 5 8+ 4+ 5+ 5+ 4 3
Pathfinder, Sneaky Fly
Ranged: 1d8 Melee: 2d8 Alignment: Evil Ranged: 2d8 Melee: 1d8 Alignment: Evil
Equipment: - Equipment: Firebombs: Range: 9”, Piercing (2), Area Effect (2” / 2D8)
Dastardly Traps - As a short action, this model may place a 25mm trap marker anywhere within Eye in the Sky - Friendly models (excluding the Winggit itself) making Ranged attacks against
6” in Open Ground or Difficult Terrain but not within 6” of another trap marker or 3” of an enemy enemy models that are within 9” of the Winggit always have Clear LOS unless LOS is blocked.
model. When an enemy model moves within 3” of a trap marker, it immediately suffers a 2D8
Me 5+ attack with Crushing Strength (1). The target model is marked as Fatigued if it suffers any Implacable - This model cannot be Knocked-down for any reason and remains standing if any
wounds. The trap marker is then removed. A Warband can have a maximum of 4 Dastardly Trap rule requires it to be Knocked-down.
markers on the table at any time.
Sp Me Ra Ar Ne Wn H
5 5+ - 4+ 5+ 4 2
Crushing Strength (1), Vicious,
1x
Inspiring (BEASTS only)
ALPHA HOWL! (2) - This is a Group Assault Action. Magwa & Jo’os must be the nominated
group leader. All members of the group have the Bloodlust special rule until the end of the Turn.
Pack Leader - You may take two additional Mawbeast units in your Warband beyond those
normally allowed in the Warband selection rules.
43
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 4+ - 7+ 7+ 3 1 5 3+ 7+ 6+ 5+ 2 2
Swarm, Vicious
Ranged: - Melee: 2d8 Alignment: Neutral Ranged: - Melee: 2d8 Alignment: Neutral
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 6+ 5+ 6+ 6+ 2 2 6 5+ 5+ 6+ 5+ 2 2
Pathfinder, Stealthy Regenerate (7+)
Ranged: 2d8 Melee: 2d8 Alignment: Neutral Ranged: 2d8 Melee: 1d8 Alignment: Neutral
Equipment: Javelin: Range 9”, Pound Equipment: Harpoon-gun: Range: 9”, Piercing (1)
Combined Fire - When involved in a Group Shoot Action, Riverguard models add +1 dice to
their Ranged Attack roll if one or more other Riverguard models in the group fire at the same
target. This includes any Riverguard Sentinels in the Group.
BOUNDER (1) - Use this ability when this model is activated. Grants this model the Fly
ability until the end of the Round.
44
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 5+ 6+ 5+ 2 2 5 5+ 5+ 6+ 5+ 2 2
Ranged: 1d8 Melee: 2d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Equipment: Trident, Net Spells: Shockwave (long), Stun (short), Windblast (long)
Trident - A model hit with this weapon in Melee, is marked as Fatigued.
Net - Break away actions from this model are made rolling 2 dice for the
Armour roll rather than the normal 1. Each failed roll causes a wound.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 4+ 4+ 5+ 4+ 3 2 6 5+ 6+ 6+ 5+ 1 2
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 4+ 5+ 3 3 5 5+ 5+ 4+ 4+ 3 3
Cavalry, Crushing Strength (1), Regenerate (7+),
Cavalry, Crushing Strength (1),
1x Smash, Steady, Very Inspiring (Riverguard (all
Regenerate (7+), Smash, Steady types) only)
Ranged: 1d8 Melee: 3d8 Alignment: Neutral Ranged: 1d8 Melee: 3d8 Alignment: Neutral
Equipment: Equipment:
Defensive Toxins - In the End Phase, any enemy models Engaged by the Dambuster automatically suffer one hit Defensive Toxins - In the End Phase, any enemy models Engaged by the Dambuster automatically suffer one hit
with Crushing Strength (2). with Crushing Strength (2).
TONGUE LASH (2) - Use during the model’s Turn to make a Ranged attack as follows: Range 9”, 2D8. Any model TONGUE LASH (2) - Use during the model’s Turn to make a Ranged attack as follows: Range 9”, 2D8. Any model
hit by the attack is not wounded but is moved directly (the shortest route) into base contact with the Dambuster’s hit by the attack is not wounded but is moved directly (the shortest route) into base contact with the Dambuster’s
front arc and marked as Fatigued. The model’s front arc and base should be flush with the Dambuster’s. Models that front arc and marked as Fatigued. The model’s front arc and base should be flush with the Dambuster’s. Models that
were Knocked-down remain so. If it is not possible to move the model, or it is Large, the attack has no effect. were Knocked-down remain so. If it is not possible to move the model, or it is Large, the attack has no effect.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 4+ - 4+ 3+ 5 3 5 5+ 4+ 5+ 4+ 3 2
Crushing Strength (2), Pound, 1x Inspiring
Steady
Ranged: - Melee: 3d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Spells: Chain Lightning (long), Riptide (short),
Waterlogged (long)
Vicious Swipe - When attempting to Break Away from a Giga, enemy models
have a -1 modifier when they make their Armour roll. Elemental Mastery - You may take one additional Water Elemental in your
warband beyond the limit for Large models normally allowed in the warband
selection rules. In addition, this model may cast its Riptide spell as a short
action instead of the normal long action.
45
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 4+ - 4+ 5+ 3 2 6 4+ 7+ 6+ 5+ 2 2
Defender, Steady, Parry Pathfinder, Stealthy, Crushing
Strength (1)
Ranged: - Melee: 2d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Equipment: Equipment:
Fluid Defence - While within 2” of this model, friendly WARRIOR models have the Death from Above - When this model uses its BOUNDER special ability and then performs
Parry special rule. a qualifying charge action in the same Round, it has Crushing Strength (2) in its subsequent
Melee attack. Use this ability before any attack dice are rolled.
SLAMBACK (1) - Use this ability when this model declares a Retaliation before dice
BOUNDER (1) - Use this ability when this model is activated. Grants this model the Fly
are rolled. Any hits the Retaliation scores are resolved with Crushing Strength (2).
ability until the end of the Round.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 4+ 4+ 4 3 6 5+ - 6+ 4+ 2 2
Crushing Strength (2), Unbreakable, Bloodlust
Regenerate (6+)
Ranged: - Melee: 5d8 Alignment: Neutral Ranged: - Melee: 2d8 Alignment: Neutral
Equipment:
Kraken’s Call - While within 6” of this model, friendly models have the
Unbreakable and Bloodlust special rules.
46
Warbands
Nightstalkers
The Nightstalkers are the dreams, nightmares, fears and horrors of mortals become manifest.
They lurk in the shadows and feed on the most powerful of mortal emotions - fear, hatred and
pride. Nightstalker shadow-hosts burst forth into reality: a gibbering, cacophonous explosion of
fear wreathed in the purple lightning of the portal. The baying of spectral hounds goes before the
ravenous host, while the soul-rending screams of heartless Banshees chills their foe to the bone.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 7+ 5+ 6+ 3+ 2 2 5 5+ - 5+ 3+ 2 2
Stealthy Stealthy, Crushing Strength (1)
Ranged: 2d8 Melee: 1d8 Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil
Firebolt - This model has a ranged attack with Range 9” and Piercing (1).
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ - 6+ 4+ 1 2 6 5+ - 6+ 4+ 2 1
Stealthy, Mob Assault Stealthy, Swarm, Bloodlust
Ranged: - Melee: 1d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
47
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 4+ 3+ 4 3 5 5+ - 5+ 4+ 2 2
Stealthy, Crushing Strength (2), Fly, Stealthy, Vicious
Pound
Ranged: - Melee: 4d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ - 4+ 4+ 2 2 7 5+ - 5+ 4+ 3 2
Stealthy Bloodlust, Regenerate (6+),
Stealthy
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Bane Chant - Friendly NIGHTSTALKER models (but not the model itself) have the Vicious
special rule while within 6” of this model.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ - 4+ 3+ 2 2 6 4+ - 4+ 3+ 4 3
Crushing Strength (1), Stealthy Stealthy, Crushing Strength (2)
2x 1x
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil
Soul Thirst (short) - Use as an action. Friendly NIGHTSTALKER models (but not the model
itself), while within 6” of this model, gain 1 bonus die for any Melee attack they make until the
end of the current Round.
v1.1
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 - 4+ 5+ 4+ 4 3 7 4+ - 4+ 3+ 4 2
Stealthy, Fly Fly, Stealthy
1x 2x
All-seeing - The Mind-screech can draw LOS and cast spells all round (into both its front and
rear arcs).
v1.1
48
Warbands
Banshee 20mm 39
Nightstalker • Command
Sp Me Ra Ar Ne Wn H
6 4+ - 3+ 3+ 3 2
Stealthy, Fly
1x
WAIL (2) - Use when the model activates. All standing enemy models within 6” of the Banshee
must immediately take a Nerve test. Any models that fail, must immediately make a Walk action
directly away from the Banshee using their full Speed value, moving as far as possible following
the normal movement rules. Models that are moved are NOT Activated or Fatigued unless
already marked as such before any effect from WAIL is applied.
49
Warbands
Undead
The dead do not rest easy in Mantica, for there are those who would use them as macabre puppets
to fulfil their own mortal ends. Skeletal foot troops and cavalry shamble onwards in a relentless
tide, overwhelming any who stand in their path.
Even the bravest of men will blanch in terror at the sight of an Undead horde. Legions of foulness
advance in horrifying silence, destroying all that they see before them without mercy or restraint.
And then, the greatest horror of all, the recently dead rise up on the invisible strings of their
necromantic masters to turn on those they called friends and comrades.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 6+ - 7+ 6+ 1 2 4 6+ - 5+ 6+ 1 2
Mob Assault
Ranged: - Melee: 1d8 Alignment: Evil Ranged: - Melee: 1d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 6+ 4+ 1 2 5 6+ - 5+ 6+ 2 2
Dodge Swarm, Vicious
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
50
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ - 4+ 6+ 2 2 7 5+ - 3+ 6+ 2 2
Crushing Strength (1), Fly
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
7 4+ - 4+ 4+ 4 3 5 6+ 5+ 5+ 5+ 3 2
Bloodlust, Crushing Strength (2), 2x
Vicious
Ranged: - Melee: 4d8 Alignment: Evil Ranged: 1d8 Melee: 1d8 Alignment: Evil
Spells: Heal (short), Shield (short), Lightning Bolt
(long), Raise Dead (long)
Raise Dead (long) - Place a new Skeleton model (not an Archer) anywhere within 3”
of the Necromancer (and more than 1” from any enemy models). Mark the new model
as Activated. The newly raised Skeleton is now a member of the warband for the
duration of the current game only.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 6+ 6+ 6+ 6+ 1 2 6 4+ - 4+ 5+ 3 2
Crushing Strength (1),
Bloodlust, Vicious
Ranged: 1d8 Melee: 1d8 Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil
Equipment: Eldritch Warbow: Range 12” Equipment:
CHILLING STRIKE (1) - Use this ability when this models causes a wound
with a Ranged attack with its Eldritch Warbow. The enemy model must make
a Nerve test. If it fails it is moved 2” directly away from the archer, or as far as
possible (cannot come within 1” of enemy models) and is marked as Fatigued.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 4+ - 4+ 3+ 4 2 4 5+ - 4+ 6+ 3 2
LEECH (2) - Use this ability when this model kills an opponent with a Melee Attack to ANCIENT FURY (2) - Use this ability when the model makes a Run action,
recover 1 wound it has previously suffered. If the model killed is a COMMAND or LARGE
model, 2 wounds are recovered. before the model is moved. The model may move up to three times its Speed in
ANKLE BITER (1) - use this ability when an enemy model Retaliates against this model. inches. In addition, if the move qualifies as a Charge action, the model has the
Resolve the Retaliation and if the vampire is still alive, even if Knocked-down, the Retaliating Smash special rule in the following free Melee action.
model suffers one automatic hit with Crushing Strength (2).
51
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ - 7+ 6+ 1 2 5 5+ - 6+ 5+ 3 2
Bloodlust, Fly, Smash, Swarm 2x Dodge, Pathfinder, Scout,
Stealthy
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Equipment: Shallow Graves (short) - As a short action, this model may place a 25mm grave marker
anywhere within 4” (not into impassable terrain or onto a model). When a friendly
Necromancer casts Raise Dead, the raised skeleton can be placed within 3” of a grave marker
rather than the Necromancer and then the grave marker is removed. Grave markers cannot
be destroyed or moved but otherwise do not affect movement or LOS.
BRAAAINS (2) - Use this ability when this model activates. Place a new zombie model
within 3” of a grave counter using the same rules as the Raise Dead spell.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
3 5+ - 5+ 4+ 6 3 5 6+ - 3+ 7+ 2 2
Crushing Strength (1), Steady Fly, Stealthy, Dodge
Ranged: - Melee: 5d8 Alignment: Evil Ranged: - Melee: 1d8 Alignment: Evil
Equipment: Equipment:
TORMENTOR FLAILS (n) - Use this ability in the End Phase. Every enemy model Chilling Presence - When an enemy model activates within 3” of this model, it
within 3” and LOS is hit with a nD8 Melee attack from this model where n is the must make a Fallback! check, as though its warband were broken, before it makes
amount of Power used (with a minimum spend of 1). No retaliations are possible any actions or uses abilities.
from these attacks. HE SLIMED ME (2) - Spend the Power during this model’s activation and use this
ability as a short action to cast the Ectoplasmic Blast spell using an Ra value of 5+.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ - 5+ 6+ 2 2 5 6+ - 5+ 6+ 5 3
Mob Assault, Vicious Crushing Strength (2), Mob
Assault
Ranged: - Melee: 2d8 Alignment: Evil Ranged: - Melee: 4d8 Alignment: Evil
Equipment:
Vicious Swipe - When attempting to Break Away from a Troll, enemy models
have a -1 modifier when they make their Armour roll.
52
Warbands
Abyssal Dwarfs
Twisted, evil parodies of their mountain-dwelling brethren. The Abyssal Dwarfs make use of slaves
to bolster their numbers, and dark technologies to rain fire and destruction on their foes.
When the hordes of Tragar march forth, the world trembles before them. The ground shudders
under the march of thousands of slaves and soldiers, and the air shivers with the sound of arcane
weaponry and dark sorcery.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 4+ 6+ 4+ 5+ 3 3 4 4+ 6+ 4+ 4+ 2 2
Cavalry, Crushing Strength (1), Bloodlust, Regenerate (7+),
Smash Unbreakable
Ranged: 1d8 Melee: 3d8 Alignment: Evil Ranged: 1d8 Melee: 3d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 5+ 5+ 2 2 4 6+ 5+ 5+ 4+ 3 2
1x
Ranged: 1d8 Melee: 1d8 Alignment: Evil Ranged: 1d8 Melee: 2d8 Alignment: Evil
Equipment: Rocket Launcher: Range 12”, 2D8, Spells: Stun (short), Fireball (short), Slave to the
Piercing (1), Reload, Area Effect (2” / 1D8) Flame (Long)
53
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 4+ 5+ 4+ 4+ 4 2 5 5+ 7+ 5+ 6+ 2 2
Crushing Strength (1), Steady, Crushing Strength (1)
1x
Stubborn, Vicious
Ranged: 1d8 Melee: 3d8 Alignment: Evil Ranged: 1d8 Melee: 2d8 Alignment: Evil
INFERNAL INFLUENCE (1) - Use before or after taking an Action with this model. Any standing, unengaged,
friendly ABYSSAL DWARF models within 6” of the Overmaster can immediately move up to 2” in any direction,
Stay in Line! - While within 6” of a friendly Slave Driver model, a
following the normal movement rules. Slave Orc automatically passes all Nerve tests.
Lust for Power - When rolling for Power at the start of a Round, enemy models Engaged by the Overmaster that
would normally generate Power, do not do so this Round. The Overmaster generates an additional 1 Red Power
Die this Round for each model so affected.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 6+ - 6+ 4+ 1 1 4 4+ 6+ 4+ 5+ 2 2
Vicious
Ranged: - Melee: 1d8 Alignment: Evil Ranged: 1d8 Melee: 2d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 5+ 5+ 5+ 5+ 2 2 5 8+ - 6+ 5+ 2 2
Ranged: 2d8 Melee: 1d8 Alignment: Evil Ranged: - Melee: 1d8 Alignment: Evil
Equipment: Blunderbuss: Range 9”, Breath, Piercing (1),
Reload Power Hex - When rolling for Power at the start of a Round, enemy models
within 6” of the Hexcaster that would normally generate Power must downgrade
one of their Power Dice of the Hexcaster’s choice: e.g. blue becomes white, white
becomes red and red is discarded. Note: apply the effects of Lust for Power
before Power Hex.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ 5+ 4+ 4+ 4 3 4 5+ - 4+ 4+ 4 3
Crushing Strength (2), Steady Crushing Strength (3), Smash,
Steady
Ranged: 2d8 Melee: 3d8 Alignment: Evil Ranged: - Melee: 5d8 Alignment: Evil
Equipment: Magma Stream: Range 9”, Piercing (2)
Magma Blast - Spend a long action to, in any order, Walk and make HARD AS NAILS (2) - Use this ability when the Golem fails any
a Ranged attack as Range 6”, 3D8, Breath, Piercing (1) instead of the Armour Rolls. Re-roll all the dice that failed. Any that score a 5+ will
normal Magma Stream profile. Then mark the Charnox as Fatigued. save a wound (note that Exploding 8s! do not apply to any dice re-
Usable once per game. rolled using this ability).
54
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
4 4+ 6+ 4+ 4+ 4 2 7 5+ - 6+ 6+ 2 2
Bloodlust, Crushing Strength (1), Fly, Regenerate (4+), Vicious
1x
Regenerate (6+), Unbreakable
Ranged: 1d8 Melee: 4d8 Alignment: Evil Ranged: - Melee: 2d8 Alignment: Evil
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ - 4+ 5+ 5 3 6 7+ - 7+ 6+ 1 2
Crushing Strength (2), Smash
Ranged: - Melee: 5d8 Alignment: Evil Ranged: - Melee: 1d8 Alignment: Evil
RATKIN SHIELD (1) - Use this ability when a friendly ABYSSAL DWARF Command model is
within 3” of this model and suffers one or more wounds. Spend the Power to put one of the wounds
suffered onto the Ratkin Slave instead. The Ratkin Slave is then removed from play (killed).
Worthless - This model may never claim or score objectives/VPs, and is never worth VPs to the
owning player.
Sp Me Ra Ar Ne Wn H
4 4+ 5+ 5+ 5+ 3 2
Inspiring, Vicious
1x
SLAVER’S WHIP (X) - Use at any time during the model’s activation to make a free
Ranged attack with Range 6”, (X+2)D8, Piercing (1), where X is the amount of Power
used and must be a minimum of 1. If the attack causes any wounds on the target enemy
model, it must roll 1D8. If the result is 4+, mark it as Fatigued. For example, if 2 Power
were used, the number of dice rolled would be (2+2)D8 = 4D8 in total.
55
Warbands
Ogres
Ogres are mercenaries, happy to sell their skills to the highest bidder. Huge, powerful creatures
that might almost have been purpose bred for war, few races can match them for sheer belligerent
power and endurance, and many a war has been won by the side that hired the most. When Ogres
do unite into larger Companies, it is a rare thing indeed. There is no record of an army ever holding
fast against them and scholars debate long into the night as to whether this is because Ogres have
so rarely united in force, or because no opposition has ever survived to tell the tale.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 6+ 6+ 6+ 6+ 1 2 6 5+ - 4+ 5+ 3 3
Crushing Strength (1)
Ranged: 2d8 Melee: 1d8 Alignment: Neutral Ranged: - Melee: 3d8 Alignment: Neutral
HERE YOU GO BOSS (1) - Use at any time while this model is unactivated, standing,
un-Engaged and within 3” of a friendly OGRE model. Spend the Power and mark
the RED GOBLIN as Activated. The OGRE gains one of the following rules for the
remainder of the current Turn: 6th Sense, Marksman, Vicious, Regeneration (5+).
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 4+ - 5+ 5+ 3 3 6 4+ 5+ 6+ 5+ 3 3
Crushing Strength (2) Crushing Strength (1),
Pathfinder, 6th Sense
Ranged: - Melee: 3d8 Alignment: Neutral Ranged: 1d8 Melee: 3d8 Alignment: Neutral
Ensnare - When this model is attacked in Melee in its front arc, the
Melee attack suffers a -1 modifier.
56
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 6+ 5+ 5+ 5+ 3 3 6 6+ 5+ 5+ 5+ 3 3
Crushing Strength (1) Crushing Strength (1)
Ranged: 2d8 Melee: 2d8 Alignment: Neutral Ranged: 2d8 Melee: 2d8 Alignment: Neutral
Equipment: Heavy Crossbow: Range 12”, 2D8, Equipment: Boomer: Range 9”, 3D8, Piercing (1),
Piercing (2), Reload Reload, Breath
Heavy Crossbow - A model which takes damage from a Ranged
attack by this weapon is marked as Fatigued.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ 6+ 5+ 5+ 3 3 5 5+ 5+ 5+ 5+ 3 2
Crushing Strength (1) , Swarm, Crushing Strength (1), Inspiring
1x Inspiring
1x (GOBLIN only), Sneaky
Ranged: 1d8 Melee: 3d8 Alignment: Neutral Ranged: 2d8 Melee: 3d8 Alignment: Neutral
BOUNTY (2) - Once per game, spend the Power and take a long action to
mark an enemy model within 12” and in Line of Sight with a Bounty token. For
the remainder of the game all friendly OGRE models may add +1 die to any
Melee attacks against enemy models with one or more Bounty Tokens.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 5+ 6+ 5+ 3 3 6 4+ - 5+ 4+ 4 3
Crushing Strength (2),
1x 1x Headstrong
Ranged: 1d8 Melee: 2d8 Alignment: Neutral Ranged: - Melee: 4d8 Alignment: Neutral
Spells: Fireball (short), Zap (short), Windblast (long)
CACKLE! (1) - Use when the model activates. The model may cast the same DEFENSIVE SLAM (2) - Use this ability when the Ogre Sergeant
spell twice this Turn if it has enough actions. attacks a model in Melee. That model cannot Retaliate against any
Fanatical Acolytes - When casting a spell, this model may re-roll one die for Melee attacks made by the Ogre Sergeant this Turn.
each standing Berserker Brave or Berserker Bully within 6”.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
5 5+ - 5+ 6+ 1 1 6 4+ - 6+ 4+ 3 3
Crushing Strength (1),
Unbreakable, Vicious
Ranged: - Melee: 2d8 Alignment: Neutral Ranged: - Melee: 3d8 Alignment: Neutral
Through the Legs - This model may ignore friendly OGRE models FRENZY (1) - Use this ability to gain 2 bonus dice when this model makes
when determining if it has LOS to make a qualifying charge. a Melee attack (not a Retaliation). Spend the Power before rolling any dice.
Cannot be used in conjunction with the normal use of Power to gain a bonus
dice for a roll.
57
Warbands
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 5+ 4+ 5+ 5+ 3 3 6 4+ - 6+ 4+ 5 3
Crushing Strength (1) Crushing Strength (2), Inspiring
1x 2x (Berserker Braves only), Unbreakable,
Vicious
Ranged: 2d8 Melee: 2d8 Alignment: Neutral Ranged: - Melee: 5d8 Alignment: Neutral
Equipment: Sawn-off: Range 6”, 2D8, Piercing (1), Breath BATTLE RAGE (2) - If this model can Engage an enemy model with a follow-up move, it may
Engage that model and initiate another Melee by using the ability to go into a Battle Rage. This model
POINT BLANK (1) - Spend the Power before making a Melee attack against will not get any bonus dice for charging however. Once this second Melee has been resolved, mark
an enemy model. The Boomer Sergeant may use its Sawn-Off Ranged attack this model as Fatigued.
from the facing in which the enemy model is Engaged. Note that it cannot also FRENZY (1) - Use this ability to gain 2 bonus dice when this model makes a Melee attack (not a
gain a bonus die for a qualifying Charge. This counts as a Ranged attack. Retaliation). Spend the Power before rolling any dice. Cannot be used in conjunction with the normal
use of Power to gain a bonus dice for a roll.
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
6 4+ 5+ 5+ 4+ 3 3 5 4+ - 4+ 5+ 3 3
Crushing Strength (1), Very Crushing Strength (2), Steady,
2x Inspiring, Master Tactician Defender, Smash
Ranged: 1d8 Melee: 3d8 Alignment: Neutral Ranged: - Melee: 4d8 Alignment: Neutral
TRIBAL AUTHORITY (1) - Spend the Power at the start of an Activation by this model. This model may cast
one Ogre Faction Special Spell during its Turn, as a normal cast action.
SEIZE THE MOMENT (2) - Use this ability at the start of the Round, immediately after rolling for Power. The SIEGE MENTALITY (1) - Use at any time during this model’s
warband which finished the previous Round last, takes the first Turn this Round. Only useable once per game. Activation. For the remainder of the Round, while within 3” of the
Master Tactician - After both sides have finished deployment, you may redeploy up to 2 of your models.
If both sides have models with this ability, then they alternate redeployments starting with the side which
Siege Breaker, friendly models have the Dodge special rule.
finished deployment first. The redeployments do not count towards determining who finished first.
58