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UPDATED WARBANDS

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

Warrior Support TOTAL 200 pts


ABYSSAL GUARD

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.

Models with a * after their name are


unique Named Characters. Only one
model with a * in its name may be taken
Each player picks models from one of the in a Warband.
faction lists provided in this book, or from
their deck of Vanguard Warband cards for the
faction. Each model costs a certain amount
of points, as shown in its entry or card. Smaller Games
More powerful or specialist models will cost
more points. You may also buy additional When you are learning to play, or if
equipment for your Warband (see page 120). you just want a quick fun game with
a handful of models, you can modify
As you pick models and equipment items and the selection rules above as follows,
include them in your Warband, keep adding recommended for games of 100 points
their cost until you have reached the total per side or less:
you agreed. You can of course spend less than
the agreed total, but you cannot spend even a • You must take a minimum of 2
single point more. However, a Warband is still WARRIORS.
considered to be the size of the maximum total • You do not have to take any
the players agreed on (e.g. a Warband which COMMAND models but may always
comes to 197 points would still be considered take one if you wish.
a 200 point Warband). • You may take a maximum of 1
LARGE model.
Warband Selection Because smaller games do not insist on
In order to restrict the possible (nasty!) COMMAND models, remember that this
combinations that can be fielded and to make means a warband might not be able to
sure Warbands have a semblance of ‘realism’ re-roll its Power Dice at the start of each
about them, the following limitations are Round!
placed on the model Classes and numbers that
can make up your 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.

WARBAND SPECIAL ABILITY


PRETERNATURAL AGILITY (3) - Until the end of the current Round, all models in the
warband of race ELF, have the Parry and Dodge rules.

FACTION SPECIFIC SPELLS


Enchant Weapons (short): Range 12”, 1D8
Target a friendly, un-activated model, even if it is Engaged. If a hit is scored, no wounds are
caused. Instead, the model gains a +1 modifier to all its Melee and Ranged attack rolls in its
new Turn.

Astral Mirror (long): Range 9”


Target an enemy SPELLCASTER. For the remainder of the Round, roll a die each time that
SPELLCASTER casts a spell. On a 6+ the spell fails with no effect. Any action (short or
long) or Power the model used is still spent. In addition, the enemy SPELLCASTER must
then make an Armour roll to avoid taking a wound.

CITIZEN LEVY 20mm 8pts


Power Dice: - Elf Grunt
Sp Me Ra Ar Ne Wn Ht
6 5+ 6+ 5+ 5+ 1 2

Ranged: 1D8 Melee: 2D8 Good

Equipment: -

KINDRED ARCHER 20mm 16pts


Power Dice: - Elf Warrior
Sp Me Ra Ar Ne Wn Ht
SILVERBREEZE GLADEWARDEN Cav 28pts
6 6+ 4+ 5+ 5+ 2 2
Power Dice: - Elf Support
Sp Me Ra Ar Ne Wn Ht
Ranged: 2D8 Melee: 1D8 Good
8 5+ 4+ 6+ 5+ 3 3
Equipment: Bow: Range 12”
Cavalry
Combined Fire - When involved in a Group Shoot
Action, Kindred Archer models add +1 dice to their Ranged: 2D8 Melee: 1D8 Good
Ranged Attack roll if one or more other Kindred Archer
models in the group fire at the same target. Equipment: Compound Bow: Range: 9”, Pound

4
Warbands

KINDRED TALLSPEAR 20mm 13pts SEA GUARD 20mm 22pts


Power Dice: - Elf Warrior Power Dice: - Elf Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 4+ 6+ 5+ 5+ 2 2 6 4+ 5+ 5+ 5+ 2 2
Defender
Ranged: 1D8 Melee: 2D8 Good Ranged: 2D8 Melee: 2D8 Good
Equipment: Spear Equipment: Spear, Bow: Range 12”
Spear - Models with spears not Engaged with an enemy Spear - Models with spears not Engaged with an enemy
model but within 2” of a friendly model that is, grant model but within 2” of a friendly model that is, grant
the Engaged model one bonus die for its Melee attacks. the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way, Only 1 bonus die may be given to a model in this way,
regardless of the number of spears in range. Models regardless of the number of spears in range. Models
with spears participating in a Group Charge Action do with spears participating in a Group Charge Action do
not have to engage enemy models but must end their not have to engage enemy models but must end their
move within 2” of a model in the group that is engaged. move within 2” of a model in the group that is engaged.

BATTLE-CAT Cav 13pts


Power Dice: - Beast Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 5+ 2 2
Bloodlust
Ranged: - Melee: 3D8 Good GUARDIAN SHAMBLER 40mm 35pts
Power Dice: - Beast, Nature Large
Equipment: -
Sp Me Ra Ar Ne Wn Ht
5 5+ - 3+ 5+ 6 3
KINDRED GLADESTALKER 20mm 26pts
Crushing Strength (2), Steady
Power Dice: - Elf Support
Ranged: - Melee: 3D8 Good
Sp Me Ra Ar Ne Wn Ht
Equipment: -
6 4+ 4+ 6+ 5+ 2 2
PROTECT (n) - Pay (n) Power, up to the number of
Marksman, Pathfinder, Scout wounds the Guardian Shambler has left, to transfer
any wounds just caused on a single friendly ELF model
Ranged: 2D8 Melee: 2D8 Good within 3” onto the Shambler instead. Reduce the
Shambler’s wounds accordingly and remove it if it is
Equipment: Bow: Range 12” reduced to zero. This ability can be used at any time.

BATTLE-MAGE 20mm 38pts PRINCE 20mm 44pts


Power Dice: Elf Spellcaster Power Dice: Elf Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ 4+ 6+ 4+ 3 2 6 3+ 4+ 4+ 4+ 4 2
6th Sense, Crushing Strength (1), Inspiring
Ranged: 1D8 Melee: 2D8 Good Ranged: 2D8 Melee: 4D8 Good
Spells: Heal (short), Lightning Bolt (long), Equipment: -
Mind Storm (long)
BATTLE RAGE (2) - If this model can Engage an enemy
RANGE BOOST (2) - Use this ability to increase the model with a follow-up move, it may Engage that model
range of one of the caster’s spells by 6” (where a Range and initiate another Melee by using the ability to go
is specified). The RANGE BOOST must be paid for into a Battle Rage. This model will not get any bonus
during the caster’s activation just before the chosen dice for charging however. Once this second Melee has
spell is cast. been resolved, mark this model as Fatigued.

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.

WARBAND SPECIAL ABILITY


Entomb - During deployment, up to half of your warband’s models (rounding up) with this
special rule may be set aside and declared to be waiting in ambush under the ground. These
Entombed models can only arrive using the Attack From Below special ability. Any models
that fail to arrive by the end of the game are casualties (killed).
ATTACK FROM BELOW (X) - Use this ability once during any of your Turns. For each
Power you spend, you can place one curently Entombed model anywhere in Open Terrain
within 9” of a friendly Empire of Dust (Emp. of Dust) COMMAND model (this cannot be
a model that was itself Entombed and set up this Round) and more than 3” away from any
enemy models. Models set up this way are marked as Activated. You may still activate other
models as normal. This ability is not limited to once per Round (just once per Turn).
Deathless Bond - Unlike a normal warband, an Empire of Dust warband is not Broken
once it has less than half its models remaining. Instead, when the last COMMAND model
in an Empire of Dust warband is killed, the warband is Broken, regardless of the number of
models it has remaining.
Back from the Grave - While the warband is not broken, all standing UNDEAD models
within 6” of a friendly COMMAND model, including GRUNTS, that are reduced to zero (or
fewer) wounds, automatically get a Down But Not Out result. UNDEAD models attacked
in Melee when already Knocked-down, are removed as normal if reduced to zero (or fewer)
wounds.
Once the warband is broken however, all UNDEAD models that are reduced to zero (or
fewer) wounds, automatically get a Too Much Damage result.

FACTION SPECIFIC SPELLS


Weakness (long): Range 9”, 2D8
If any hits are scored, instead of suffering a wound, the model may roll a maximum of 2D8
(including any bonus dice) for any Ranged or Melee attack it makes until the end of the
Round.
Boosted version: Costs 1 Power. As above, but in addition, any hits will halve the target’s
Sp stat (rounding down) and it may not use the Crushing Strength special rule if it has it,
until the end of the Round.

Sand Storm (long): Range 12”, 3D8, Piercing (1)


If the target suffers any wounds, they are marked as Fatigued.

SKELETON 20mm 6pts SKELETON ARCHER 20mm 7pts


Power Dice: - Undead, Emp. of Dust Grunt Power Dice: - Undead, Emp. of Dust Grunt
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
4 5+ 6+ 5+ 6+ 1 2 4 6+ 6+ 6+ 6+ 1 2
Entomb Entomb
Ranged: - Melee: 1D8 Evil Ranged: 1D8 Melee: 1D8 Evil

Equipment: - Equipment: Bow: Range 12”

6
Warbands

DESERT SWARM 40mm 10pts REVENANT CHAMPION 20mm 26pts


Power Dice: - Emp. of Dust, Beast Grunt Power Dice: Undead, Emp. of Dust Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 7+ - 7+ 4+ 2 1 4 4+ - 4+ 5+ 3 2
Swarm, Vicious Crushing Strength (1), Entomb
Ranged: - Melee: 2D8 Evil Ranged: - Melee: 3D8 Evil

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.

SAND WRAITH 20mm 23pts


REVENANT 20mm 10pts
Power Dice: - Undead, Emp. of Dust Support
Power Dice: - Undead, Emp. of Dust Warrior
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
6 4+ - 4+ 5+ 2 2
4 5+ - 4+ 6+ 2 2
Crushing Strength (1), Entomb, Fly, Stealthy
Entomb
Ranged: - Melee: 2D8 Evil
Ranged: - Melee: 2D8 Evil
Equipment: -
Equipment: -

MUMMY 20mm 16pts


Power Dice: - Undead, Emp. of Dust Warrior ENSLAVED GUARDIAN 40mm 44pts
Sp Me Ra Ar Ne Wn Ht Power Dice: - Emp. of Dust Large, Spellcaster
4 5+ - 5+ 5+ 3 2 Sp Me Ra Ar Ne Wn Ht
Crushing Strength (1), Regenerate (6+) 5 5+ 6+ 4+ 4+ 5 3
Ranged: - Melee: 3D8 Evil Crushing Strength (2), Parry

Equipment: - Ranged: - Melee: 5D8 Evil


CURSE (1) - You may use this ability when an enemy Spells: Windblast (long)
model inflicts one or more unsaved wounds on the
Mummy. The enemy model is marked as Cursed until Djinn Unleashed - When this model is killed, all
the end of the Round. Cursed models suffer a -1 other models within 3” (friend and foe!) must make an
penalty on all their attack, armour and nerve rolls. This Armour roll to avoid suffering a wound.
is not cumulative with other sources of Curse but is
with other applicable modifiers.

PHARAOH’S CHAMPION 20mm 48pts


HIGH PRIEST 20mm 37pts
Power Dice: Undead, Emp. of Dust Command
Power Dice: Undead, Emp. of D. Command, Spellcaster
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
5 3+ 5+ 4+ 4+ 4 2
5 6+ 5+ 4+ 5+ 4 2
Crushing Strength (2), Inspiring, Regenerate (6+)
Ranged: 1D8 Melee: 4D8 Evil
Ranged: 1D8 Melee: 2D8 Evil
Equipment: -
Spells: Fireball (short), Heal (short), Windblast
(long) CURSE (1) - You may use this ability when an enemy
model that inflicts one or more unsaved wounds on
RANGE BOOST (2) - Use this ability to increase the the Pharaoh’s Champion. The enemy model is marked
range of one of the caster’s spells by 6” (where a Range as Cursed until the end of the Round. Cursed models
is specified). The RANGE BOOST must be paid for suffer a -1 penalty on all their attack, armour and nerve
during the caster’s activation just before the chosen rolls. This is not cumulative with other sources of
spell is cast. Curse but is with other applicable modifiers.

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.

WARBAND SPECIAL ABILITY


GREEN TIDE (2) - Group Charge Action. Until the end of the Turn, all members of the
group of Race ORC gain Crushing Strength (1) or increase their Crushing Strength by one if
they already have this special rule.

FACTION SPECIFIC SPELLS


Green Rage (short): Range 12”, 1D8
Target a single friendly, non-Fatigued, un-Activated and un-Engaged model. If a hit is
scored, the model suffers no wounds but must make an immediate Run move to Engage an
enemy model. A free Melee attack will be granted for a qualifying Charge Action as normal.
Resolve the attack as normal and then mark the model that Ran as Fatigued (not Activated)
before continuing with the caster’s Turn. If an enemy model cannot be Engaged, the target
model will Walk towards the closest enemy model instead.

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.

ORCLINGS 40mm 10pts


Power Dice: - Orcling Grunt
Sp Me Ra Ar Ne Wn Ht
6 4+ - 7+ 7+ 2 1
Swarm, Vicious
Ranged: - Melee: 2D8 Evil

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

KRUSHER 25mm 34pts SKULK 25mm 12pts


Power Dice: Orc Command Power Dice: - Orc Grunt
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 4+ 7+ 4+ 5+ 4 2 5 6+ 5+ 6+ 5+ 2 2
Crushing Strength (1), Vicious, Inspiring - Pathfinder
(WARRIORS and GRUNTS only)
Ranged: 2D8 Melee: 1D8 Evil
Ranged: 1D8 Melee: 3D8 Evil
Equipment: Bow: Range 12”
Equipment: -

MORAX 25mm 22pts GREATAX 25mm 16pts


Power Dice: - Orc Warrior Power Dice: - Orc Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 3+ - 7+ 4+ 3 2 5 4+ 7+ 6+ 5+ 2 2
Crushing Strength (1), Vicious Crushing Strength (2)
Ranged: - Melee: 3D8 Evil Ranged: 1D8 Melee: 3D8 Evil
Equipment: - Equipment: -
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.
GORE RIDER Cav 24pts
Power Dice: - Orc Support
Sp Me Ra Ar Ne Wn Ht
TROLL 40mm 34pts
7 4+ - 5+ 5+ 2 3
Power Dice: - Troll Large
Cavalry, Crushing Strength (1), Smash
Sp Me Ra Ar Ne Wn Ht
Ranged: - Melee: 3D8 Evil
6 5+ - 4+ 4+ 4 3
Equipment: -
Crushing Strength (2), Pound, Regenerate (6+)
GORE (1) - Use this ability when making a Melee
Ranged: - Melee: 5D8 Evil attack with this model. The model has the Bloodlust
special rule until the end of its Turn. However, it gains
Equipment: - 2 bonus dice instead of 1 if the target model is already
wounded.
Vicious Swipe - When attempting to Break Away from
a Troll, enemy models have a -1 modifier when they
make their Armour Save roll.

KRUDGER 25mm 45pts


Power Dice: Orc Command
GOD SPEAKER 25mm 31pts Sp Me Ra Ar Ne Wn Ht
Power Dice: Orc Spellcaster 5 3+ 7+ 4+ 4+ 4 2
Sp Me Ra Ar Ne Wn Ht Crushing Strength (1), Inspiring, Vicious
5 5+ 4+ 6+ 4+ 3 2 Ranged: 1D8 Melee: 4D8 Evil
Headstrong Equipment: -
Ranged: 1D8 Melee: 2D8 Evil SAVAGE (2) - If the Krudger fails to kill a model in
Melee, the enemy model is Knocked-down. Use the
Spells: Fireball (short), Mind Storm (long) God- ability after armour rolls are made. Cannot be used on
fuel (short) LARGE models.

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.

WARBAND SPECIAL ABILITY


BITTER AND TWISTED (2) - Until the end of the current Round, all models in the
warband of race ELF, have the Vicious special rule.

FACTION SPECIFIC SPELLS


Weeping Sores (short): Range 12”, 1D8
Roll to hit and wound the target. In addition to any damage that may be caused, the target
suffers a -1 modifier to all Melee and Ranged attacks it makes for the remainder of the
Round.

Summon the Reaper (long): Range 6”


Choose any enemy model within Range, even those out of LOS or that are Engaged. Place a
Nightstalker Reaper model anywhere within 3” of the target model and not within 1” of any
other models. It may be Activated in a subsequent Turn. While in play, the Reaper is part
of the caster’s warband but doesn’t count towards the Warband’s break limit for making
Fallback checks. While it is in play, in the End phase of each Round, roll a die. On a result
of 1 or 2, the Reaper is removed from play. The casting model may only have one such
Reaper model in play at any one time.

IMPALER 20mm 13pts


Power Dice: - Elf Warrior
CITIZEN LEVY 20mm 9pts
Sp Me Ra Ar Ne Wn Ht
Power Dice: - Elf Grunt
6 4+ 6+ 5+ 5+ 2 2
Sp Me Ra Ar Ne Wn Ht
Crushing Strength (1)
6 5+ 6+ 5+ 5+ 1 2
Ranged: 1D8 Melee: 2D8 Evil

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)

10
Warbands

SHADOWHOUND Cav 17pts SUMMONER CRONE 20mm 34pts


Power Dice: - Beast, Nightstalker Support Power Dice: Elf Spellcaster
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
7 5+ - 5+ 4+ 3 2 6 5+ 4+ 6+ 4+ 3 2
Bloodlust, Regenerate (6+), Stealthy
Ranged: - Melee: 2D8 Evil Ranged: 1D8 Melee: 2D8 Evil

Equipment: - Spells: Heal (short), Lightning Bolt (long), Mind


Storm (long)
RANGE BOOST (1) - Use this ability to increase the
BUTCHER 40mm 33pts range of one of the caster’s spells by 3” (where a Range
is specified). The RANGE BOOST must be paid for
Power Dice: - Nightstalker Large during the caster’s activation just before the chosen
spell is cast.
Sp Me Ra Ar Ne Wn Ht
6 5+ - 4+ 3+ 4 3
Crushing Strength (2), Pound, Stealthy BLADE DANCER 20mm 23pts

Ranged: - Melee: 4D8 Evil Power Dice: - Elf Support

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.

EXECUTIONER 20mm 42pts


Power Dice: Elf Command
Sp Me Ra Ar Ne Wn Ht
6 3+ 4+ 4+ 4+ 4 2
6th Sense, Crushing Strength (1), Inspiring
Ranged: 2D8 Melee: 3D8 Evil

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.

WARBAND SPECIAL ABILITY


IN RHOR’S NAME! (2) - Use this ability when a friendly Human or Halfling model makes an
Armour roll. HUMAN models re-roll any dice which failed to save a wound being caused. In
addition, remove any Fatigue counter the model has on it. HALFLING models that are killed
by a Melee attack can make a Nerve test, even if they were Knocked-down to try and get a
Down But Not Out result. If the model survives, place a Fatigue counter on it and leave it
Standing (it is not Knocked-down). This ability may be used more than once per Round.

FACTION SPECIFIC SPELLS


Celestial Screen (short): Range: 6”
No dice roll required. Target a friendly model within range, even if they are Engaged. The
model receives a +1 Ar bonus until the end of the Round (i.e. 6+ becomes 5+) to a maximum
of 2+.

Illusory Bombard (long): Range 9”, 2D8, Piercing (1), Area Effect (2”/1D8)

CITY MILITIA 20mm 7pts


Power Dice: - Human Grunt
Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 5+ 6+ 1 2

Ranged: - Melee: 2D8 Neutral

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.

HALFLING BRAVE 20mm 13pts


Power Dice: - Halfling Warrior
Sp Me Ra Ar Ne Wn Ht
4 5+ 4+ 6+ 4+ 2 2
Sneaky, Stealthy, Pathfinder
Ranged: 1D8 Melee: 1D8 Neutral

Equipment: May take a Bow for +1pt


Bow - Range: 12”

12
Warbands

HOUSE GUARD 20mm 11pts HOUSEHOLD KNIGHT Cav 29pts


Power Dice: - Human Warrior Power Dice: Human Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ - 4+ 5+ 2 2 7 4+ - 4+ 4+ 3 3
Headstrong Cavalry, Crushing Strength (1), Smash
Ranged: - Melee: 2D8 Neutral Ranged: - Melee: 3D8 Neutral
Equipment: May take a Halberd for +2pts Equipment: -
Halberd - The model has the Crushing Strength (1) and Expert Rider - This model can also claim the +1 Melee
Vicious special rules when making a free Melee attack attack modifier for its Cavalry special rule against
after a qualifying charge. In addition, enemy models targets of equal Height, not just those of lower Height.
that have the Cavalry special rule, do not get the +1
to-hit bonus for attacking this model in its front arc in
Melee.

HONOUR GUARD 50mm 33pts


Power Dice: - Beast/Human Large
Sp Me Ra Ar Ne Wn Ht
6 4+ - 5+ 4+ 4 3
Cavalry, Crushing Strength (2), Headstrong RHOR MARKSMAN 20mm 26pts
Ranged: - Melee: 4D8 Neutral Power Dice: - Human Support

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

Combined Fire - When involved in a Group Shoot


Action, models of the same type add +1 dice to their
Ranged Attack roll if one or more other models of the
same type in the group fire at the same target.

HOUSE GUARD CAPTAIN 20mm 42pts


Power Dice: Human Command
Sp Me Ra Ar Ne Wn Ht
5 3+ 5+ 4+ 4+ 3 2
Crushing Strength (1), Headstrong, Inspiring,
HALFLING SORCERER 20mm 28pts Parry

Power Dice: Halfling Spellcaster Ranged: - Melee: 4D8 Neutral

Sp Me Ra Ar Ne Wn Ht Equipment: -

4 7+ 4+ 6+ 5+ 3 2 UNLEASH THE DOGS OF WAR (3) - Use this ability


when this model activates to place a new House Guard
6th Sense, Stealthy model anywhere within 3” of the House Guard Captain
(and more than 1” from any enemy models). Mark
Ranged: 1D8 Melee: 2D8 Neutral the new model as Activated. The new model is now a
member of the warband for the duration of the current
Spells: Heal (short), Lightning Bolt (long), game only, and does count towards the warband limit
Windblast (long) for making Fallback checks.

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.

WARBAND SPECIAL ABILITY


Knightly Valour - Only “Human, Knight” and SPELLCASTER models are considered for
determining if the warband is broken. The warband is only broken when more than half the
starting number of “Human, Knight” and SPELLCASTER models have been killed.
IMPETUOUS (2) - Use this ability in one of your Turns when you activate a COMMAND
model. Until the end of the Round, all friendly Human, Knight models that start an
activation within 6” of the COMMAND model add 2 to their Sp stat, to a maximum of Sp 10.

FACTION SPECIFIC SPELLS


Mist of Faith (short): Range: 6”
No dice roll required. Until the end of the Round, all Melee and Ranged attacks against
friendly models within 6” of this spellcaster suffer a -1 modifier to hit.
Boosted Version: Cast as a long action instead. The modifier is increased to -2.

Water’s Blessing (long): Range 6”, 3D8


Target a single friendly model. If any successful hits are caused, that model gains the
Pathfinder and Vicious special rules, and 1 bonus die for Melee attacks until the end of the
Round.

BOWMAN 20mm 7pts


SPEARMEN 20mm 9pts
Power Dice: - Human, Villein Grunt
Power Dice: - Human, Villein Grunt
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
5 7+ 6+ 6+ 6+ 1 2
5 5+ - 5+ 6+ 1 2

Ranged: 2D8 Melee: 1D8 Good


Ranged: - Melee: 2D8 Good
Equipment: Bow: Range 12”
Equipment: Spear
GROUP DEFENCE (1) - When selecting 3 Villein
Spearmen, if they are kept in base to base contact at
FOOT KNIGHT 20mm 15pts
the end of the action, Group Defence only costs them 1
Power Dice: - Human, Knight Warrior power, instead of 2.

Sp Me Ra Ar Ne Wn Ht Spear - Models with spears not Engaged with an enemy


model but within 2” of a friendly model that is, grant
5 4+ - 4+ 4+ 2 2 the Engaged model one bonus die for its Melee attacks.
Only 1 bonus die may be given to a model in this way,
Defender, Headstrong, Parry regardless of the number of spears in range. Models
with spears participating in a Group Charge Action do
Ranged: - Melee: 2D8 Good not have to engage enemy models but must end their
move within 2” of a model in the group that is engaged.
Equipment: -

14
Warbands

MOUNTED KNIGHT Cav 28pts


Power Dice: - Human, Knight Warrior
Sp Me Ra Ar Ne Wn Ht
7 4+ - 3+ 5+ 2 3
Cavalry, Crushing Strength (1), Headstrong,
Smash
Ranged: - Melee: 2D8 Good

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.

DEVOTED 20mm 26pts


Power Dice: Human Spellcaster
Sp Me Ra Ar Ne Wn Ht
5 7+ 5+ 5+ 4+ 2 2
Inspiring
Ranged: 1D8 Melee: 1D8 Good
Spells: Heal (Short), Lightning Bolt (Long),
Windblast (Long)

WATER ELEMENTAL 40mm 32pts POACHER 20mm 22pts


Power Dice: - Elemental Large Power Dice: - Human, Villein Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ - 4+ 4+ 4 3 5 6+ 5+ 6+ 5+ 2 2
Crushing Strength (2), Regenerate (6+) Inspiring (Villeins Only), Pathfinder, Scout,
Stealthy
Ranged: - Melee: 5D8 Neutral
Ranged: 2D8 Melee: 1D8 Good
Equipment: -
Equipment: Bow: Range 12”

EXEMPLAR 20mm 41pts


Power Dice: Human, Knight Command
Sp Me Ra Ar Ne Wn Ht
5 4+ - 3+ 4+ 3 2
Crushing Strength (1), Defender, Headstrong,
Inspiring
Ranged: - Melee: 4D8 Good

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.

WARBAND SPECIAL ABILITY


STRENGTH OF MEN (1) - Spend power when any model in this warband fails a Nerve test
to immediately allow them to re-roll that Nerve test. If they pass and are also within range
of a model with Inspiring, they also gain Crushing Strength (1) (or add +1 to their value if
they already have it) until the end of the round. Being in range of a model with Inspiring
doesn’t grant a second re-roll.

FACTION SPECIFIC SPELLS


Instill Courage (short): Range 9”
No roll necessary. The target friendly model gains the Stubborn and Steady special rules
until the end of the Round.

Adrenaline Shot (short): Range 9”, 2D8


Target a friendly model in range. For each hit scored, instead of causing damage, the
target’s Ne and Ar stats are improved by 1 (to a maximum of 3+) until the end of the Round.

FOOT SOLDIER 20mm 7pts LEADER OF MEN 20mm 41pts


Power Dice: - Human Grunt Power Dice: Human Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ - 6+ 6+ 1 2 4 4+ 7+ 4+ 4+ 4 2
Crushing Strength (1), Very Inspiring
Ranged: - Melee: 1D8 Neutral Ranged: 2D8 Melee: 3D8 Neutral
Equipment: Spear. May REPLACE this with a Equipment: -
Heavy Weapon for +2pts
FOR THE KINGDOM! (1) - Use this ability at any
Spear - Models with spears not Engaged with an enemy time during one of yout Turns. All friendly, unengaged,
model but within 2” of a friendly model that is, grant standing Human models within 9” of this model may
the Engaged model one bonus die for its Melee attacks. make an immediate free Walk action. Models do not
Only 1 bonus die may be given to a model in this way, have to be moved. but if they do, it must be directly
regardless of the number of spears in range. Models towards the Leader of Men model following the normal
with spears participating in a Group Charge Action do movement rules. This move cannot be used to Engage
not have to engage enemy models but must end their enemy models.
move within 2” of a model in the group that is engaged.

Heavy Weapon - The model gains Crushing Strength


(1) or adds +1 to its Crushing Strength value when
making a Melee attack with this weapon.

16
Warbands

BERSERKER 20mm 21pts


Power Dice: - Human Warrior
Sp Me Ra Ar Ne Wn Ht
5 4+ - 7+ 4+ 3 2
Bloodlust, Steady, Vicious
Ranged: - Melee: 3D8 Neutral

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.

KNIGHT Cav 29pts


Power Dice: Human Support
VETERAN SOLDIER 20mm 23pts
Sp Me Ra Ar Ne Wn Ht
Power Dice: Human Support
7 4+ - 4+ 5+ 2 3
Sp Me Ra Ar Ne Wn Ht
Cavalry, Headstrong, Smash
5 4+ 7+ 5+ 5+ 3 2
Ranged: - Melee: 3D8 Neutral
Headstrong, Inspiring
Equipment: -
Ranged: 2D8 Melee: 3D8 Neutral
Devastating Charge - This model gains Crushing
Strength (2) for any free Melee action it gets following Equipment: -
a qualifying Charge action.

ARQUEBUSIER 20mm 12pts


FOOT GUARD 20mm 12pts
Power Dice: - Human Warrior
Power Dice: - Human Warrior
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
5 6+ 5+ 6+ 5+ 2 2
5 4+ 6+ 5+ 5+ 2 2
Crushing Strength (1)
Ranged: 2D8 Melee: 1D8 Neutral
Ranged: 1D8 Melee: 2D8 Neutral
Equipment: Rifle: Range 12”, Marksman,
Equipment: May take a Large Shield for +2pts Piercing (1), Reload
Large Shield - The model has the Defender special rule.

WIZARD 20mm 24pts


OGRE WARRIOR 40mm 24pts
Power Dice: - Human Spellcaster
Power Dice: - Ogre Large
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
5 5+ 5+ 5+ 5+ 2 2
6 4+ - 5+ 5+ 3 3
Inspiring
Crushing Strength (1)
Ranged: 1D8 Melee: 1D8 Neutral
Ranged: - Melee: 4D8 Neutral
Spells: Fireball (short), Heal (short), Lightning
Equipment: - Bolt (long)

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.

WARBAND SPECIAL ABILITY


Gifts of Korgaan - A model may purchase a Gift of Korgaan when it is added to a warband.
A model may only have a single gift bought for it. In a campaign gifts must be purchased at
the point the model is added to the Roster and they cost an additional 1CG each on top of
the model cost and are permanently added to the model’s profile. The model’s Points value
is also permanently increased too.
Brand of the Warrior – The model gains the Bloodlust Special Rule for +4pts
Guise of the Deceiver – The model gains the Headstrong Special Rule for +3pts
Mask of the Reaper – The model gains the Regenerate (7+) Special Rule for +5pts.

FACTION SPECIFIC SPELLS


Shattering Blow (long): Range 6”, 1D8
If a hit is scored, instead of causing a wound, the target must instead roll a die. If they
roll under their Ar stat (excluding Brace), it is permanently increased (gets worse) for the
remainder of the game (e.g. 5+ become 6+). A model can be affected by this multiple times.

Rage of Korgaan (long): Range 9”, 1D8


If a hit is scored, instead of causing a wound, mark the target with a spell counter. If the
target is of GOOD or NEUTRAL alignment, in the end phase, spend the spell marker to
cause two automatic hits on the model - normal Armour rolls can be taken. If the model is
of EVIL alignment, until the end phase when the spell counter is removed, the target cannot
make Shoot or Run actions and cannot Retaliate.

THRALL 20mm 6pts NIGHT RAIDER 20mm 24pts


Power Dice: - Human Grunt Power Dice: - Human Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 6+ - 6+ 6+ 1 2 6 5+ 4+ 6+ 5+ 2 2
Swarm Pathfinder, Scout, Stealthy
Ranged: - Melee: 1D8 Evil Ranged: 2D8 Melee: 2D8 Evil
Equipment: Equipment: Bow: Range 12”. May REPLACE this
with a Poisoned Throwing Weapon for +2pts
Poisoned Throwing Weapon - Range: 6”, Piercing (1)

18
Warbands

WARRIOR 20mm 8pts DIREFANG RIDER 50mm 35pts


Power Dice: - Human Grunt Power Dice: - Beast/Human Large
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ - 5+ 5+ 1 2 5 4+ - 3+ 4+ 4 3
Bloodlust, Cavalry, Crushing Strength (3), Smash
Ranged: - Melee: 2D8 Evil Ranged:- Melee: 3D8 Evil
Equipment: May take a Two-handed Weapon for Equipment: -
+2pts
Two-handed Weapon - The model gains Crushing
Strength (1), but increases its Armor by 1 (i.e 5+
REAVER 20mm 16pts
becomes 6+). Power Dice:- Human Support
Sp Me Ra Ar Ne Wn Ht

BLOODSWORN 20mm 13pts 5 5+ - 6+ 4+ 2 2

Power Dice: Human Warrior Vicious

Sp Me Ra Ar Ne Wn Ht Ranged: - Melee: 2D8 Evil

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.

MAGUS 20mm 30pts CHIEFTAIN 25mm 40pts


Power Dice: Human Spellcaster Power Dice: Human Command
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 5+ 4+ 5+ 5+ 3 2 5 4+ - 4+ 3+ 3 2
Crushing Strength (2), Inspiring
Ranged: 1D8 Melee: 2D8 Evil Ranged: - Melee: 4D8 Evil
Spells: Fireball (short), Zap (short), Lightning Equipment:-
Bolt (long)
STRENGTH OF KORGAAN (2) - Use this ability when
FAMULUS (2) - Use this ability before any dice are this model would be Knocked-down for any reason. The
rolled when casting a spell that uses this model’s Ra model remains standing but any other effects are still
value to hit. Re-roll any dice that failed to hit. applied.

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.

WARBAND SPECIAL ABILITY


KTHORLAQ’S HONOUR (1) - This ability may be used any time a SALAMANDER model
fails a Fallback Check. The model automatically passes the test. It may be used more than
once in a Round.
FLAMES OF KTHORLAQ (1) - Select a SALAMANDER model in the warband. The model
gains Bloodlust and Smash until the end of the current Round.

FACTION SPECIFIC SPELLS


Flame Tongue (short): Range 3”, 1D8, Breath, Piercing (4)
Shimmer (long): Range 9”
Enemy models targeting friendly models that are within 9” of the caster suffer a -1 modifier
to hit with all attacks. This lasts until the end of the Round. Place a spell effect marker on
the casting model as a reminder.

SALAMANDER UNBLOODED 25mm 11pts GHEKKOTAH HUNTER 20mm 15pts


Power Dice: - Salamander Grunt Power Dice: - Ghekkotah Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 4+ - 5+ 6+ 2 2 6 6+ 6+ 6+ 5+ 2 2
Crushing Strength (1) Marksman, Pathfinder, Stealthy
Ranged:- Melee: 2D8 Good Ranged: 3D8 Melee: 1D8 Good
Equipment:- Equipment: Blowpipe: Range 9”, Piercing (1)

LEKELIDON Cav 29pts CORSAIR 25mm 25pts


Power Dice: - Beast Grunt Power Dice: - Salamander Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ 4+ 5+ 5+ 4 2 5 4+ 5+ 5+ 5+ 2 2
Crushing Strength (1), Scout
Ranged: 2D8 Melee: 3D8 Good Ranged: 2D8 Melee: 2D8 Good

Equipment: - Equipment: Pistol: Range 6”, Piercing (1), Pound


Firebolt - This model has a ranged attack with Range Blazing Brands - While Firebrand is part of the same
9” and Piercing (1). warband, this model has the Stubborn special rule.

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.

20
Warbands

FIREBRAND* 25mm 54pts MAGE-PRIEST 25mm 30pts


Power Dice: Salamander Command Power Dice: Salamander Spellcaster
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
5 4+ 4+ 5+ 3+ 4 2 5 5+ 4+ 6+ 4+ 3 2
6th Sense, Crushing Strength (1), Regenerate
(7+), Scout, Vicious
Ranged: 2D8 Melee: 1D8 Good
Ranged: 3D8 Melee: 3D8 Good
Spells: Fireball (short), Heal (short), Shockwave
Equipment: Pistol: Range 6”, Piercing (1), Pound (long)
RAPID FIRE (2) - Use this ability when this model INNER FIRE (2) - Use this ability when the model
is about to perform a ranged attack, before dice are activates. The Mage-Priest’s Ar decreases by 2 until the
rolled. The model may shoot twice at two different end of the Round (i.e. 6+ becomes 4+) to a maximum
targets that are within 3” of each other following the of 3+.
normal targeting rules. This cannot be as part of a
Group or Fatigue Action.

Riposte - When this model is the target of a Melee


attack and all the attacker’s dice miss, this model may FIRE ELEMENTAL 40mm 40pts
make a Retaliation for free. No Activated or Fatigued
counter is placed on this model after a Riposte. Power Dice: Elemental Large
Fancy Swordplay - Melee attacks against this model Sp Me Ra Ar Ne Wn Ht
are made with a -1 modifier to the attacker’s Me stat.
5 5+ - 4+ 4+ 3 3
Salamander Legend - When taken in a Salamander
warband, Firebrand is not considered a Mercenary. She Regenerate (6+)
does count as being at Rank 5 to match her legendary
status however. Ranged: - Melee: 3D8 Good

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)

5 4+ - 5+ 5+ 2 2 Ranged: - Melee: 2D8 Good

Crushing Strength (1), Headstrong Equipment: -


Ranged: - Melee: 2D8 Good ORDEAL OF FIRE (2) - Use this ability during the
model’s activation, before or after an action, even if it
Equipment:- May take a Two-handed Weapon is Engaged or Knocked-down. Friendly Salamanders
for +2pts (including the Veteran itself) and Fire Elementals are
immune to the effects of this attack. All other models
Two-handed Weapon - The model gains Crushing within 2” take 2 automatic hits with Piercing (1). Make
Strength (1), but increases its Armor by 1 (i.e 5+ Armour rolls as normal. This ability can be used once
becomes 6+). per game.

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.

WARBAND SPECIAL ABILITY


KYRON’S HUNT (2) - This is a Group Action that may be used any number of times in a
Round.
Spend the Power to nominate a group and activate them together. The members of the group
each make a Run action and gain the Pathfinder special rule for the duration of this action.
The group members must finish their movement within 3” of each other and models may
not Engage any enemy models with their movement.

FACTION SPECIFIC SPELLS


Kyron’s Curse (short): Range 9”, 3D8
Instead of causing damage, for each hit scored, the target’s Sp is reduced by 2 (to a
minimum of 0) until the end of the Round

Stampede (short): Range 9”


Target a friendly model that has not already been activated this Round. The caster rolls
no dice. Instead, the target must take a Nerve test with a +1 modifier. If the test is failed,
the model is marked as Fatigued. If the test is passed, the target model must immediately
Run and must Engage the closest enemy model . If an enemy model cannot be Engaged,
move the target model as far as possible. If the target is Engaged with a qualifying Charge
action, resolve the Melee attack by the charging model as normal. Once the attack and any
Retaliation are resolved, mark the target model as Fatigued, but not Activated.

TRIBAL WARRIOR 20mm 7pts SPIRIT WALKER 20mm 14pts


Power Dice: - Beastman Grunt Power Dice: - Beastman Warrior
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ - 6+ 5+ 1 2 6 5+ - 6+ 4+ 2 2
Dodge, Stealthy
Ranged: - Melee: 2D8 Neutral Ranged: - Melee: 3D8 Neutral

Equipment: May take a Spear for 1pt Equipment: -


Spear - Models with spears not Engaged with an enemy Vengeful Spirits - When this model is killed and
model but within 2” of a friendly model that is, grant removed from play, each enemy model it was
the Engaged model one bonus die for its Melee attacks. Enganging or Engaged with must take a Nerve test. Any
Only 1 bonus die may be given to a model in this way, model that fails will suffer 1 wound with no armour
regardless of the number of spears in range. Models save possible.
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.

22
Warbands

LONGHORN 25mm 13pts SHAMAN 20mm 32pts


Power Dice:- Beastman Warrior Power Dice: Beastman Spellcaster
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 4+ 6+ 5+ 4+ 2 2 6 5+ 4+ 4+ 5+ 3 2
Inspiring
Ranged: 1D8 Melee: 2D8 Neutral Ranged: 2D8 Melee: 1D8 Neutral
Equipment: May take a Two-handed Weapon for Spells: Heal (short), Mind Storm (long)
+2pts
NATURE’S BOON (1) - Use this ability when taking a
Two-handed Weapon - The model gains Crushing cast action. Nature’s Boon allows the model to cast a
Strength (1), but increases its Armor by 1 (i.e 5+ long action spell as a short action.
becomes 6+).

TRIBAL HUNTER 20mm 26pts


LYCAN 40mm 33pts
Power Dice: - Beastman Support
Power Dice: - Beastman Large
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
6 6+ 4+ 5+ 5+ 2 2
7 4+ - 4+ 3+ 3 3
Scout
Crushing Strength (2), Regenerate (6+), Smash,
Ranged: 2D8 Melee: 2D8 Neutral
Vicious
Ranged:- Melee: 3D8 Neutral Equipment: Sling: Range 9”
Combined Fire - When involved in a Group Shoot
Equipment:- Action, Tribal Hunter models add +1 dice to their
Ranged Attack roll if one or more other Hunter models
in the group fire at the same target.

GREAT CHIEFTAIN 25mm 44pts


Power Dice: Beastman Command
Sp Me Ra Ar Ne Wn Ht
6 4+ 5+ 4+ 4+ 4 2
Crushing Strength (1), Inspiring
Ranged: 2D8 Melee: 3D8 Neutral

Equipment: Bow: Range 12”


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.

HARPY 25mm 17pts


Power Dice: - Beastman, Beast Support
Sp Me Ra Ar Ne Wn Ht
7 5+ - 6+ 5+ 2 2
Fly, Vicious
Ranged: - Melee: 2D8 Neutral
Equipment: -

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.

WARBAND SPECIAL ABILITY


BLOOD FRENZY (2) - Use this ability at the start of one of your Turns. Until the end of the
Round, all friendly Ratkin models have the Bloodlust special rule.
Pack Mentality - When making Fallback checks, Ratkin models may add a +1 modifer
to their roll for each other friendly non-Grunt Ratkin model within 6” that haven’t also
already failed their own Fallback check this Round. A natural roll of 1 will still fail the test
as normal.

FACTION SPECIFIC SPELLS


Vermin Swarm (long): Range 6”
Can be cast on self and even if target is Engaged. Each enemy model Engaged by or
Engaging the target must make an immediate Fallback move of 3” following the normal
rules. No Break Away tests are required. Knocked-down models are still moved and remain
Knocked-down.

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.

TUNNEL SLAVE 20mm 6pts


Power Dice: - Ratkin Grunt
Sp Me Ra Ar Ne Wn Ht
6 6+ - 5+ 7+ 1 2

Ranged: - Melee: 2D8 Evil

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.

24
Warbands

RATKIN WARRIOR 20mm 10pts HACKPAW Cav 19pts


Power Dice:- Ratkin Warrior Power Dice: - Beast, Ratkin Support
Sp Me Ra Ar Ne Wn Ht Sp Me Ra Ar Ne Wn Ht
6 5+ 5+ 5+ 6+ 2 2 7 5+ - 5+ 6+ 3 3
Cavalry, Vicious
Ranged: 1D8 Melee: 2D8 Evil Ranged: - Melee: 2D8 Evil
Equipment: - Equipment: -

SCURRIER 20mm 24pts


SHOCK TROOPER 20mm 15pts
Power Dice: - Ratkin Support
Power Dice: - Ratkin Warrior
Sp Me Ra Ar Ne Wn Ht
Sp Me Ra Ar Ne Wn Ht
6 6+ 4+ 6+ 6+ 2 2
6 4+ 6+ 4+ 6+ 2 2
Dodge, Marksman, Scout
Crushing Strength (1), Vicious
Ranged: 2D8 Melee: 1D8 Evil
Ranged: 1D8 Melee: 2D8 Evil
Equipment: Throwing Knife: Range 9”
Equipment: -
Combined Fire - When involved in a Group Shoot
Action, Scurrier models add +1 dice to their Ranged
Attack roll if one or more other Scurrier models in the
group fire at the same target.
BRUTE 40mm 31pts
Power Dice: Ratkin Large
WAR CHIEF 20mm 35pts
Sp Me Ra Ar Ne Wn Ht
Power Dice: Ratkin Command
6 5+ - 5+ 7+ 5 3
Sp Me Ra Ar Ne Wn Ht
Crushing Strength (2), Pound, Regenerate (6+)
6 4+ 5+ 4+ 5+ 3 2
Ranged:- Melee: 5D8 Evil
Crushing Strength (1), Inspiring, Steady
Equipment: -
Ranged: 1D8 Melee: 3D8 Evil

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

Headstrong, Inspiring Power Dice: - Ratkin Large

Ranged: 1D8 Melee: 1D8 Evil Sp Me Ra Ar Ne Wn Ht

Spells: Stun (short), Zap (short), Lightning Bolt 7 4+ - 5+ 6+ 3 2


(long), Shockwave (long) Crushing Strength (1), Vicious, Smash, Steady
INSANE POWER SURGE (n) - Use this ability when
Ranged: - Melee: 3D8 Evil
this model is activated during one of your Turns.
Declare how much Power is being spent before casting Equipment: -
any spells. For each Power spent, the warlock can
cast one of the spells it knows regardless of the action RAKING CLAWS (1) - Use this ability when making
length. Spells can only be boosted if it costs additional a Melee attack, before dice are rolled. Add 1 to the
power to do so. Resolve the effects of each spell before value of the model’s Crushing Strength for this Melee
casting the next. Once all spells are cast, the Warlock attack. This ability can be used any number of times
is marked as both Activated and Fatigued and roll 1d8 each Round.
for each spell that was cast. For each 6+ rolled, the
Warlock suffers 1 automatic wound with no armour Limited Capability - This model may only be given
save possible. Melee type equipment.

25
Warbands

Forces of the Abyss


The Abyss is a strange other-realm, populated by wicked creatures locked in an eternal battle with
each other. Whenever they are directed to fight the outside world, it is a time of woe for all civilised
races, for the Abyssals recognise no allies.
Mass incursions of the forces of the Abyss are thankfully rare, for when they do happen, the
suffering is terrible. Pouring forth in waves of demonic creatures on foot and in the air, an Abyssal
horde may only ever be stopped at great cost and after much bloodshed.

FORCES OF THE ABYSS Warband Reference FORCES OF THE ABYSS Spells Reference

FORCES OF THE ABYSS FACTION SPECIFIC SPELLS


WARBAND These spells are only available to SPELLCASTERS from the Forces of the Abyss faction. They are
available to learn during a campaign or in one-off games.
SPECIAL ABILITY
Torment (short): Range: 6”. Immolation (long): Range 6”.
FURY (1) – Use the ability when an ABYSSAL No dice roll is required to hit the target. The No dice roll is required to hit the target. The
model Retaliates in a Fight. The ABYSSAL target must make 2 Nerve tests. For each test target suffers 1 automatic hit. If a wound is
model gets 2 bonus dice to attack. This special that is failed, the target suffers a wound with caused, the target suffers another automatic
action may even be used on a model that is no Armour roll possible. hit as the flames continue to burn. Repeat
already Activated and Fatigued, allowing them to this process until the target is either dead
Retaliate as normal, but without the additional 2 or the flames are put out by a successful
bonus dice. This Special Ability may be used any Armour roll.
number of times in a Round.

Lower Abyssal 20mm 8 Abyssal Guard 20mm 14


Abyssal • Grunt Abyssal • Warrior

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

Flamebearer 20mm 9 Succubus 20mm 14


Abyssal • Grunt Abyssal • Warrior

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).

26
Warbands

Imps 40mm 13 Gargoyle 25mm 18


Abyssal • Grunt Abyssal • Support

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

Hellhound Cav 15 Succubus Lurker 20mm 24


Abyssal, Beast • Support Abyssal • Support

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

Hellequin Cav 29 Tormentor (Champion) 20mm 44


Abyssal • Support Abyssal • Command
Sp Me Ra Ar Ne Wn H Sp Me Ra Ar Ne Wn H
7 3+ - 4+ 4+ 3 3 5 3+ 5+ 4+ 5+ 3 2
6th Sense, Crushing Strength (1), Inspiring, Vicious, Regenerate
Cavalry 3x (6+), Crushing Strength (2)
Ranged: - Melee: 3d8 Alignment: Evil Ranged: - Melee: 4d8 Alignment: Evil

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.

Despoiler 50mm 37 Hellequin Blood-masque Cav 42


Abyssal • Large Abyssal • Command

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

Abyssal Warlock 40mm 36 Seductress 20mm 45


Abyssal • Spellcaster Abyssal • Command

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.

BASILEANS Warband Reference BASILEANS Spells Reference

BASILEAN WARBAND FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Basilean faction. They are available to
SPECIAL ABILITY learn during a campaign or in one-off games.
IRON RESOLVE (2) - This ability may be used
any number of times and at any time a Basilean Blessed Light (long): Range 12” Melee attack at Me 3+ on an enemy model
model suffers 1 or more hits from an attack or Choose a friendly model within 12” of the using any Crushing Strength the target model
spell. When the ability is used, the model can caster. No dice roll is required. The next normally has. The enemy model may already
make all required Armour rolls for the attack at an time that model is targeted by an attack, the be Engaged with the target or up to 1” away.
unmodified 3+. Each model in the warband may attacking model must re-roll any dice that The target model must have a Melee stat to
only use this ability once per Round. caused a hit and accept the new result. be able to use this spell.

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

Man-at-arms 20mm 8 Crossbowman 20mm 9


Basilean • Grunt Basilean • Grunt

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.

Sisterhood 20mm 11 Sergeant 20mm 17


Basilean • Warrior Basilean • Warrior

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

Sisterhood Scout 20mm 16 Paladin Defender 20mm 17


Basilean • Warrior Basilean • Warrior

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).

War-Wizard 20mm 33 Gur Panther Cav 15


Basilean • Spellcaster Beast, Basilean • Support

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

Veteran Sergeant 20mm 30 Veteran Sister 20mm 20


Basilean • Command Basilean • Support

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.

Paladin Chaplain 20mm 38 Ogre Palace Guard 40mm 32


Basilean • Spellcaster Basilean, Ogre • Large

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

Dictator 20mm 41 Abbess 20mm 44


Basilean • Command Basilean • Command

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.

DWARFS Warband Reference DWARFS Spells Reference

DWARF WARBAND FACTION SPECIFIC SPELLS


SPECIAL ABILITY Bullheaded - DWARF models in this These spells are only available to SPELLCASTERS from the Dwarf faction. They are available to
warband add +1 to the result when rolling learn during a campaign or in one-off games.
TACTICAL REDEPLOYMENT (2) - Select for Headstrong. This means that on a 5+, the
a DWARF COMMAND model in the Fatigue counter is removed and the model Earthquake (long): Breath 6” Forged Anew (short): Range 6”, 2D8
warband. All DWARF models within 9”, may act as normal. Each model under the area of the Breath Cast on self or target a single friendly model
including the nominated COMMAND model attack must roll a die. If a model rolls equal within range, even if it is Engaged. Roll 2D8.
that are not Knocked-down or Engaged, to or under its Sp stat, it is Knocked-down For each 7+ rolled, the Ar stat of the target
may immediately move up to 3” in any and must make a single Armour Roll to is improved by 1 until the end of the Round.
direction, following the normal movement avoid suffering a wound. Models that have (e.g. 5+ becomes 4+), to a maximum of 3+.
rules. Models are not marked as activated the Steady special rule may re-roll the test
after moving if they are not already. Once any against their Sp stat.
moves are completed, all models that were
eligible to move are given a free Brace action
(mark them all as such).

v1.1

Ironwatch 20mm 16 Ironclad 20mm 13


Dwarf • Warrior Dwarf • Warrior

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.

Dwarf Levy 20mm 8 Dwarf Sergeant 20mm 31


Dwarf • Grunt Dwarf • Command

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

Earth Elemental 40mm 35 Dwarf Ranger 20mm 19


Elemental • Large Dwarf • Warrior

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.

Ranger Captain 20mm 44 Ironguard 20mm 23


Dwarf • Command Dwarf • Support

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

Shieldbreaker 20mm 14 Stone Priest 20mm 28


Dwarf • Warrior Dwarf • Spellcaster

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.

Berserker Lord 20mm 43 Flame Priest 20mm 30


Dwarf • Command Dwarf • Support

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

Mastiff Packmaster Cav 20 Battle Driller Cav 29


Dwarf • Warrior Dwarf • Support

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

Brock Rider Cav 30 Steel Juggernaut* 40mm 44


Dwarf • Support Dwarf • Large

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.

NORTHERN ALLIANCE Warband Reference NORTHERN ALLIANCE Spells Reference

NORTHERN ALLIANCE FACTION SPECIFIC SPELLS


WARBAND These spells are only available to SPELLCASTERS from the Northern Alliance faction. They are
available to learn during a campaign or in one-off games.
SPECIAL ABILITY
Hold Fast (short): Range 9” Winter’s Bite (long): Range 12”, 3D8
HARDY VETERANS (1) - Use this ability when a Target a friendly model, even if it is Engaged. If the target suffers any wounds, they are
model would be Knocked Down. Spend 1 power No dice roll is required. For the remainder knocked-down and marked as Fatigued.
to gain the Steady ability for this attack; models of the Round, that model has a +1 modifier
that already have Steady may re-roll the result. to any Nerve tests it is required to make and
This ability may be used any number of times in may add 1 bonus die to any Armour rolls it
a Round. must take.
Talannar’s Pack - Northern Alliance Warbands
Boosted version: Cast as a long action
may take 1 additional LARGE model than the instead. As above, but the modifier is
game size would normally allow. increased to +2 and the bonus dice are
increased to 2

v1.1

Human Clansman 20mm 8 Elf Clansman 20mm 11


Human • Grunt Elf • Grunt

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”

Dwarf Clansman 20mm 8 Huscarl 25mm 15


Dwarf • Grunt Human • Warrior

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

Snow Troll 40mm 34 Ice Kin Hunter 20mm 22


Troll • Large Elf • Support

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

Ice Naiad 20mm 12 Half-elf Berserker 20mm 19


Neritican • Warrior Half-elf • Warrior

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.

Ice Blade 20mm 42 Snow Troll Prime 40mm 54


Half-elf • Command Troll • Large, Command

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

Ice-Queen 20mm 33 Thegn 25mm 39


Elf • Spellcaster Human • Command

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

Frostfang Cavalry 50mm 35 Ice Elemental 40mm 47


Beast/Half-elf • Large Elemental • Large

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.

FORCES OF NATURE Warband Reference FORCES OF NATURE Spells Reference

SPECIAL ABILITIES FACTION SPECIFIC SPELLS


attack. Resolve the attack and then mark the Lurker
These spells are only available to SPELLCASTERS from the Forces of Nature faction. They are
FOREST DWELLERS (1) - Until the end of available to learn during a campaign or in one-off games.
the current Round, all models in this warband have as Fatigued. It may be activated later in the Round.
the Pathfinder rule. If it survives, the enemy model’s Turn is then ended.
Vengeful Flock (long): Range 6” placed Knocked-down and Fatigued. The model
Alternatively, the Lurker may be revealed (costing A blizzard of furious birds is summoned. Target cannot be placed in Impassable Terrain or within 1”
Lurker - During deployment, choose any one of no Power) at any time during one of its Warband’s a single enemy model within 6”. Roll 1D8 to see of another model.
your SUPPORT models to become a Lurker and Turns. It is activated as normal and placed in, or
nominate any piece of terrain (not Impassable and what happens:
within 1” of, the nominated terrain, at least 3” 1-4: the target and all models within 2” of it Barrier of Vines (long): Range 12”
not in a deployment zone) for them to hide in. Make from any enemy model and starts its Turn marked
a note of the terrain piece and set the Lurker model suffer a 2D8 6+ Melee attack (roll for each model Place a 1”x 6” marker anywhere within 12” of the
as Fatigued. separately) caster, into Open Ground and clear of any models.
to the side.
5-6: the target and all models within 2” of it The area described by the marker is Height 10
AMBUSH (1) - During any Turn, if an enemy suffer a 2D8 5+ Melee attack (roll for each model Impassable Terrain that blocks LOS. In the End
model ends its movement/action within 6” of (or separately) Phase of each Round roll a die. On a 5+, the barrier
inside) the nominated terrain then the Lurker is 7-8: the target model takes the full fury of the flock is removed. The casting model can only have one
revealed and put in contact and Engaging the and suffers a 3D8 3+ Melee attack. In addition, if such barrier in play at any time.
enemy model, in any arc. The Lurker doesn’t count the model survives it is picked up and moved 6” in a
as Charging but may make an immediate free Melee direction of the casting player’s choice, and is then

Salamander Unblooded 25mm 11 Salamander Veteran 25mm 28


Salamander • Grunt Salamander • Command

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

Naiad 20mm 12 Naiad Ensnarer 20mm 20


Neritican • Warrior Neritican • Support

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

Centaur Bray-Strider Cav 22 Centaur Bray-Hunter Cav 20


Nature • Warrior Nature • Warrior

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).

Wild Companion 20mm 13 Druid 20mm 36


Nature, Beast • Support Nature • Spellcaster

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.

Centaur Chief Cav 43 Centaur Tenderhoof Cav 15


Nature • Command Nature • Grunt

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.

Earth Elemental 40mm 35 Fire Elemental 40mm 40


Elemental • Large Elemental • Large

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

Forest Shambler 40mm 33 Gladewalker Druid 25mm 40


Nature, Beast • Large Nature • Spellcaster, Command

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.

Water Elemental 40mm 32


Elemental • Large

Sp Me Ra Ar Ne Wn H
6 5+ - 4+ 4+ 4 3
Crushing Strength (2),
Regenerate (6+)

Ranged: - Melee: 5d8 Alignment: Neutral

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.

GOBLINS Warband Reference GOBLINS Spells Reference

GOBLIN WARBAND FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Goblin faction. They are available to
SPECIAL ABILITY learn during a campaign or in one-off games.
FLEE! (1) - When an enemy model declares
the intention to Engage a GOBLIN model, the Slink (short): Range 6”, 1d8 Shrivel (short): Range 9”, 2d8
GOBLIN model may elect to Flee unless it is Target a friendly GOBLIN model, with a -1 For each hit scored, the target suffers a -1
already activated, Fatigued or Engaged. If the modifier on the roll. If a hit is scored, instead modifier to any Melee or Ranged attack it
GOBLIN elects to FLEE, it moves before, and of suffering a wound, the target model makes until the end of the Round.
directly away from, the enemy model as far as removes any Activation counter on it and can
be activated again this Round in a later Turn. Boosted version: Cast as a long action instead.
possible with a free Walk action. It is then marked The spell rolls 3D8 rather than 2D8.
as Fatigued. If the enemy model can no longer
reach the GOBLIN to Engage it, it may perform
a Walk action (if it hasn’t already) and then its
activation is over. This special ability is not limited
to one use per Round.

Biggit 20mm 32 Wiz 20mm 29


Goblin • Command Goblin • Spellcaster

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.

Stinggit 20mm 37 Sneak 20mm 13


Goblin • Command Goblin • Warrior

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

Troll 40mm 34 Mawbeast Cav 19


Troll • Large Beast • Support

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.

Rabble 20mm 8 Spitter 20mm 8


Goblin • Grunt Goblin • Grunt

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.

Banggit 20mm 28 Luggit 20mm 12


Goblin • Support Goblin • Warrior

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).

Mawpup Launcher 40mm 32 Blaggit* 20mm 23


Goblin • Support Goblin • Support

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

Snaggit 20mm 18 Winggit 50mm 37


Goblin • Support Machine • Large

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.

Magwa & Jo’os* 50mm 37


Goblin, Beast • Command

Sp Me Ra Ar Ne Wn H
5 5+ - 4+ 5+ 4 2
Crushing Strength (1), Vicious,
1x
Inspiring (BEASTS only)

Ranged: - Melee: 3d8 Alignment: Evil

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

The Trident Realm


The Kingdoms of the Trident Realm are proud and territorial, and can commit to violence with little
provocation. The lord of any land-bound territory would be wise to treat their inlets and coasts
cautiously, lest they stir the fierce Neriticans who claim them as their own. When the Trident
Realm stirs, the very seas boil – storms rage, waves crash upon coastlines and the tides rise only to
retreat, revealing the Neritican host, water cascading off shells and armour and ready for war.

TRIDENT REALM Warband Reference TRIDENT REALM Spells Reference

SPECIAL ABILITIES FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Trident Realm faction. They are
RISING TIDES (1) - Use this ability when you available to learn during a campaign or in one-off games.
activate a model. That model may EITHER add 2
to its Sp stat until the end of the Round OR, if it is
Knocked-down, it may stand up for free. This ability Crushing Pressure (long): Range 6”, 3D8, Riptide (long): Range 9”
may be used any number of times in a Round. Piercing (1) Target an enemy model even if it is Engaged. The
If the target suffers any wounds, they are pinned in model is moved 3” (as directly and as far as possible)
place and cannot make any Walk or Run actions for away from the caster, making Armour rolls if forced
the rest of this Round. to Break Away as normal. The model must then
make a Nerve test. If it fails, it is Knocked-down.
Models with Steady may roll to avoid this as normal.

Otter Bevy 40mm 10 Thuul 20mm 12


Neritican, Beast • Grunt Neritican • Warrior

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

Riverguard 20mm 14 Naiad Heartpiercer 20mm 14


Neritican • Warrior Neritican • Warrior

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

Naiad Lurker 20mm 18 Thuul Mythican 20mm 26


Neritican • Support Neritican • Spellcaster

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

1x Regenerate (7+), Stealthy 1x Inspiring

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.

Naiad Centurion 20mm 45 Naiad Initiate 20mm 10


Neritican • Command Neritican • Grunt

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

1x Crushing Strength (1), Inspiring,


Regenerate (7+)
Ranged: 2d8 Melee: 4d8 Alignment: Neutral Ranged: 1d8 Melee: 2d8 Alignment: Neutral
Equipment: Harpoon-gun: Range: 9”, Piercing (1) Equipment: Trident
BATTLE RAGE (2) - If this model can Engage an enemy model with a follow- Kyron’s Blessing - While within 6” of one or more friendly Water Elementals,
up move, it may Engage that model and initiate another Melee by using the this model has its Ar value improved by 1 (e.g. 6+ becomes 5+).
ability to go into a Battle Rage. This model will not get any bonus dice for
Trident - A model hit with this weapon in Melee, is marked as Fatigued.
charging however. Once this second Melee has been resolved, mark this model
as Fatigued.

Riverguard Dambuster 50mm 35 Dambuster Sentinel 50mm 45


Neritican • Large Neritican • Command, Large

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.

Giga 40mm 35 Mythican Aquamage 20mm 40


Neritican, Beast • Large Neritican • Spellcaster, Command

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

Placoderm Defender 25mm 28 Riverguard Treeleaper 20mm 19


Neritican • Support Neritican • Support

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.

Water Elemental 40mm 32 Naiad Envoy 20mm 24


Elemental • Large Neritican • Support

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.

NIGHTSTALKERS Warband Reference NIGHTSTALKERS Spells Reference

NIGHTSTAKER WARBAND FACTION SPECIFIC SPELLS


These spells are only available to SPELLCASTERS from the Nightstalker faction. They are
SPECIAL ABILITY available to learn during a campaign or in one-off games.
DREAD (1) - Nominate any one of your
NIGHTSTALKER models on the table that is Horrify (short): Range 6” Fear the Darkness (long): Range 12”. 1D8
not Fatigued. Pick one enemy model within 3” No dice roll is necessary and LOS is not LOS to the target is not required. If a hit
of the nominated NIGHTSTALKER. This model required to the target. The target model must is scored, instead of taking any wounds,
must immediately make a Nerve test with a -1 immediately make a Fallback Check with a the target is marked as both Activated and
modifier. If the test if failed the model is marked -1 modifier. Fatigued and must then make a Nerve test. If
as Activated. Any rules that apply to Nerve tests it is failed, the target is knocked-down.
(e.g. Inspiring) can be used normally. This ability Boosted version: Cast as a long action
may be used once in each Nightstalker Turn, and instead. As above, but the modifier is
increased to -2, and a failure cannot be
is not limited to one use per Round. re-rolled for any reason.

Spectre 20mm 14 Reaper 20mm 16


Nightstalker • Warrior Nightstalker • Warrior

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).

Scarecrow 20mm 8 Needlefangs 40mm 11


Nightstalker • Grunt Nightstalker, Beast • Grunt

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

Butcher 40mm 33 Phantom 25mm 14


Nightstalker • Large Nightstalker • Warrior

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

Horror 20mm 12 Shadowhound Cav 17


Nightstalker • Warrior Nightstalker, Beast • Support

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

Reaper Souldrinker 20mm 28 Butcher Fleshripper 40mm 41


Nightstalker • Command Nightstalker • Large, Command

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

Mind-screech 50mm 31 Shade 20mm 40


Nightstalker • Spellcaster, Large Nightstalker • Command

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

Ranged: - Melee: - Alignment: Evil Ranged: - Melee: 3d8 Alignment: Evil


Spells: Lightning Bolt (long), Hammer (long)
DRAW DARK POWER (1) - Use this ability when taking a cast action. Draw Dark Power allows CAUSE FEAR (2) - Use when the model activates. All enemy models within 6” of the Shade
the model to cast a long action spell as a short action. must immediately take a Nerve test. Any models that fail are marked as Fatigued.

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

Ranged: - Melee: 3d8 Alignment: Evil

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.

UNDEAD Warband Reference UNDEAD Spells Reference

SPECIAL ABILITIES FACTION SPECIFIC SPELLS


SURGE (2) - Nominate a model with the Back from the Grave - While the warband
COMMAND type in the Undead warband. is not broken, all standing UNDEAD models
These spells are only available to SPELLCASTERS from the Undead faction.
All friendly undead WARRIOR and within 6” of a friendly COMMAND model, They are available to learn during a campaign or in one-off games.
GRUNT models within 9” of the nominated including Grunts, that are reduced to zero
COMMAND model may immediately make (or fewer) wounds, automatically get a Curse of Ages (long): Range 6” Ectoplasmic Blast (long):
a free Walk action, even if they have already Down But Not Out result. UNDEAD models No dice roll required. Until the end of Breath 9”, 1D8, Piercing (1)
activated this Round or are Fatigued. attacked in Melee when already knocked- the Round, all enemy models within
Deathless Bond - Unlike a normal warband, down, are removed as normal if reduced to 6” of the caster suffer a -1 modifier to
zero (or fewer) wounds.
an Undead warband is not Broken once all their Melee and Ranged attacks.
it has less than half its models remaining. Once the warband is broken however, all Mark the caster as Fatigued.
Instead, when the last COMMAND model in UNDEAD models that are reduced to zero
an Undead warband is killed, the warband is (or fewer) wounds, automatically get a Too
Broken, regardless of the number of models Much Damage result.
it has remaining.

Zombie 20mm 6 Skeleton 20mm 6


Undead • Grunt Undead • Grunt

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

Ghoul 20mm 9 Skeletal Dog Pack 40mm 9


Undead • Grunt Undead, Beast • Grunt

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

Revenant 20mm 10 Wraith 20mm 16


Undead • Warrior Undead • Support

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

Werewolf 40mm 33 Necromancer 20/25mm 39


Undead • Large Undead • Command, Spellcaster

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.

Skeleton Archer 20mm 8 Soul Reaver 20mm 20


Undead • Grunt Undead • Support

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.

Vampire Halfling 20mm 44 Barrow Wight 25mm 23


Undead • Command Undead • Support

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

1x 6th Sense, Crushing Strength (1), 1x Crushing Strength (1),


Stealthy, Fly, Bloodlust Pathfinder, Vicious
Ranged: - Melee: 3d8 Alignment: Evil Ranged: - Melee: 4d8 Alignment: Evil

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

Vampire Bat Swarm 40mm 10 Crypt Gouger 25mm 31


Undead • Grunt Undead • Command

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.

Goreblight 50mm 40 Ghost 20mm 17


Undead • Large Undead • Support

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+.

Armoured Zombie Orc 25mm 12 Zombie Troll 40mm 30


Undead • Warrior Undead • Large

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.

ABYSSAL DWARFS Warband Reference ABYSSAL DWARFS Spells Reference

SPECIAL ABILITIES FACTION SPECIFIC SPELLS


number of temporary Red Power dice equal to 1
These spells are only available to SPELLCASTERS from the Abyssal Dwarfs faction. They are
FRAGSTIM (2) - Can be used by an ABYSSAL available to learn during a campaign or in one-off games.
DWARF model when it first activates in the Round, plus the remaining Wounds the SLAVE has. You
allowing the model to Run as a short action at any do not generate Red Power Dice if the SLAVE is
point during that Turn. At the end of the model’s removed from play for any other reason. Slave to the Flame (long): Range 6” Iron Slam (long): Range 9”, 3D8, Piercing (n)
Activation, roll a die. On a result of 5 or more the The target suffers 1 automatic hit with Piercing (3). If any hits are scored, the target is picked up and
Enslaved - Models with the SLAVE keyword are If the model is not killed, it MUST be the first model slammed into the ground. The Piercing of the
model will suffer an automatic wound. This ability
not considered for determining if the warband is in its Warband to activate in the following Round. attack is equivalent to the number of hits scored.
may be used any number of times in a Round.
broken. The Warband is broken if it has less than If multiple models must act first before any others, For example, if 2 hits are scored, the hits have
Feet Firmly on the Ground - ABYSSAL half the starting number of non-SLAVE models the owning player may choose the order they are Piercing (2). If any wounds are suffered, the target
DWARF models may not be given equipment of remaining. In addition, at the start of each Round, activated. Mark the casting model as Fatigued. is Knocked-down.
type Mount. if the number of friendly SLAVE models exceeds
the number of friendly non-SLAVE models, the
Unworthy Sacrifice - Before rolling for Power SLAVES are counted as broken for the remainder
at the start of a Round, you may remove (kill) a of the Round. Any SLAVE model failing a Fallback
single friendly model with the SLAVE keyword that Check is immediately removed from play.
is within 6” of any one friendly COMMAND model.
In exchange, you may add to your power pool a

Abyssal Halfbreed Cav 24 Immortal Guard 20mm 20


Halfbreed • Warrior Abyssal Dwarf • Support

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

Mobile Katsuchan 20mm 23 Iron Caster 20mm 28


Abyssal Dwarf • Support Abyssal Dwarf • Spellcaster

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

Overmaster 20mm 42 Slave Orc 25mm 10


Abyssal Dwarf • Command Orc, Slave • Grunt

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.

Mutated Mastiff 20mm 8 Blacksoul 20mm 14


Beast, Slave • Grunt Abyssal Dwarf • Warrior

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

Tenacious - Every Melee hit scored by this model counts as an


Exploding 8! result and so another die can be rolled.

Decimator 20mm 21 Hexcaster* 25mm 16


Abyssal Dwarf • Warrior Beast • Support

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.

Charnox 50mm 40 Lesser Obsidian Golem 50mm 37


Elemental • Large Elemental • Large

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

Immortal Guardian 20mm 41 Gargoyle 25mm 15


Abyssal Dwarf • Command Abyssal • Support

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

GIFT OF IMMORTALITY (1) - Can be used to re-roll any one die


rolled by this model.
Unnatural Immunity - This model never takes damage from using
FRAGSTIM.

Infernox 40mm 34 Ratkin Slave 20mm 6


Abyssal Dwarf • Large Ratkin, Slave • Grunt

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.

Slave Driver 20mm 34


Abyssal Dwarf • Command

Sp Me Ra Ar Ne Wn H
4 4+ 5+ 5+ 5+ 3 2
Inspiring, Vicious
1x

Ranged: 1d8 Melee: 3d8 Alignment: Evil

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.

OGRES Warband Reference OGRES Spells Reference

SPECIAL ABILITIES FACTION SPECIFIC SPELLS


TRIBAL DEFIANCE (2) - Use at any unlocks for SUPPORT, SPELLCASTER or These spells are only available to SPELLCASTERS from the Ogre faction. They
time during one of your activations. Until COMMAND models. An Ogre Warband are available to learn during a campaign or in one-off games.
the end of the Round, all friendly OGRE may select one additional SUPPORT or
models gain one free bonus die each time SPELLCASTER model to the normal limit. Battle Fury (long): Range 9”, 2D8 Might of the Tribes (long): Range 9”
they make an Armour roll in response to a Intimidating - When subjected to a Target an Engaged friendly model Target a friendly model, even if it is
Melee or Ranged attack. Melee attack or in base contact with an that is not Knocked-down. If any Engaged. That model may re-roll any
High & Mighty - An Ogre Warband Objective, an OGRE model may choose hits are scored, that model may failed Armour rolls until the end of
has no limit on the number of LARGE one non-LARGE model that it is Engaging. immediately make a Melee action the Round. In addition, the Crushing
OGRE models it can include. In this That model is ignored for determining for free against any one model it is Strength and Piercing special rules
warband, GRUNTS do count towards Outnumbering or who may claim the
Engaged with, even if it is already are limited to (1) against this model
the minimum number of WARRIORS Objective.
or GRUNTS, but do not count towards Activated and/or Fatigued. until the end of the Round.

Red Goblin 20mm 6 Brawler 40mm 18


Goblin • Grunt Ogre • Large, Warrior

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+).

Cleaver 40mm 22 Hunter 40mm 21


Ogre • Large, Warrior Ogre • Large, Warrior

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

Shooter 40mm 25 Boomer 40mm 33


Ogre • Large, Warrior Ogre • Large, Warrior

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.

Paymaster 40mm 24 Red Goblin Biggit 20mm 23


Ogre • Large, Support Goblin • Support

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.

Ogre Warlock 40mm 31 Ogre Sergeant 40mm 37


Ogre • Large, Spellcaster Ogre • Large, Command

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”.

Crocodog 25mm 7 Berserker Brave 40mm 23


Beast • Grunt Ogre • Large, Warrior

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

Boomer Sergeant 40mm 37 Berserker Bully 40mm 42


Ogre • Large, Support Ogre • Large, Command

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.

The Matriarch* 40mm 33 Siege Breaker 40mm 34


Ogre • Large, Command Ogre • Large, Support

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.

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