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A WARCRY BATTLE

Warcry is a miniatures skirmish game played between two or more players. Each game of Warcry is
referred to as a battle. The steps involved in fighting a battle are summarised below.

1 2 3 4
Warbands are Battleplans are The Battle is The Victor is
Picked Drawn Fought Determined
Each player picks a Every battle is A battle consists of When the battle ends,
faction, and then fought according a series of battle one player will be
they pick fighters to a battleplan. rounds in which crowned the victor!
from that faction This determines the players take it in turns
to make up their battlefield terrain, to activate fighters
warband. There the deployment of from their warband.
are many different the warbands, the Once you are familiar
factions to choose victory condition with the rules, a battle
from and hundreds of the warbands must can be played in
different fighters, each achieve to win, and under 1 hour.
with their own unique any twists in play,
strengths. Picking the such as treacherous
right combination is weather or wild magic!
crucial for victory!

Te r r a i n is a c r u c ia l e le m e n t o f e ve r y Wa r c r y b a t t le . F ig h te r s c a n s c a le i t , le a p
f r o m i t , ta k e c o ve r b e h i n d i t , a n d e ve n fa l l fo u l o f i t!

1
CORE RULES
The following rules explain how to play a game of Warcry, taking you through every step of fighting a
brutal battle within the blood-soaked depths of the Gnarlwood.

FIGHTERS AND FRIENDLY AND ENEMY FIGHTER PROFILES


WARBANDS FIGHTERS Each fighter has a profile, which
In a Warcry battle, each player A player considers all fighters details their characteristics (their
controls a group of Citadel in their warband to be friendly Move, Toughness and Wounds),
Miniatures referred to as fighters. fighters and all fighters in other the weapons they are armed with,
Collectively, all the fighters one warbands to be enemy fighters. and the runemarks they have.
player controls are referred to as a Likewise, a fighter considers all Below you can see two example
warband, and in a battle, players’ other fighters in their warband profiles. Although the format for
warbands are pitched against each to be friendly fighters, and all each is different, the information
other. Most Citadel Miniatures fighters in other warbands to be they contain is the same.
are mounted upon a base; a enemy fighters. If a rule for an
miniature’s base is treated as part action or ability (pg 7) performed
of the fighter. by a fighter refers to ‘other
friendly fighters’, it means fighters
from that fighter’s warband,
excluding itself.

1. Faction runemark D EM O L I S HER WITH


FL AMEHU RL ER 125
2. Move characteristic

3. Toughness characteristic 6 3 5 1 /5

4. Wounds characteristic 1 2 3 1 /3 4 4 12

5. Points value

6. Fighter’s first weapon 1 5


3 125
7. Range characteristics

8. Attacks characteristics 2 4 4
12
9. Strength characteristics 12
4
10. Damage characteristics

11. Fighter’s second weapon 6


6 3 5 1/5
12. Runemarks 7 8 9 10
11
1 2 3 1/3

2
RUNEMARKS
Many rules in Warcry refer to symbols known as runemarks. You can find runemarks in many places; for
example, each fighter has a faction runemark on their profile to indicate which faction they belong to, and
up to 3 other runemarks to determine the abilities they can use and any other rules that apply to them. You
can find a list of the different runemarks on pages 23-26.

THE BATTLEFIELD and horizontal distance between VISIBILITY


Warcry battles are fought upon two models, but in some cases a Many rules in Warcry require
a battlefield. This can be any flat rule might specify to measure the one fighter (usually the target of
surface upon which the fighters horizontal distance or the vertical an attack action or ability) to be
can stand. Warcry battlefield distance only. You can measure visible to another fighter (usually
mats are 30" in length and 22" in distances whenever you wish. the fighter making the attack
width, and the rules are designed action or using the ability). One
to work especially well with these DICE fighter is visible to another fighter
dimensions, but any flat surface Warcry uses regular six-sided dice if a straight line can be drawn
roughly 30" by 22" will be suitable. (sometimes abbreviated to D6). between the two fighters without it
Some rules refer to 2D6, 3D6 and passing through a terrain feature
The battlefield will be populated so on – in such cases, roll that or another fighter.
with one or more terrain features. many dice and add the results
If a rule refers to the battlefield together. If a rule requires you to If you are unsure whether a fighter
floor, this includes only the flat roll a D3, roll a regular six-sided is visible, stoop down behind the
surface the battle is played upon dice and halve the total, rounding fighter making the attack action or
and not the terrain features. up. If a rule requires a dice roll of, using the ability to see if any part
For example, if a rule requires a for example, 3 or more, this is often of the target fighter is visible from
treasure token (pg 19) to be placed abbreviated to 3+. any part of the fighter making the
on the battlefield floor, it cannot be attack action.
placed on a terrain feature. If a rule D66
refers simply to the battlefield, Some rules will ask a player to roll When checking to see if two
this includes both the battlefield a D66. To do so, roll a six-sided fighters are visible to each other,
floor and the terrain features. dice twice. The first roll determines do not include the bases the
the ten, and the second roll fighters are mounted upon.
determines the unit. For example, Lastly, for rules purposes, fighters
TOOLS OF WAR if you rolled a 3 followed by a 5, the are not considered to be visible
In order to fight a Warcry battle, D66 roll would be 35. to themselves.
you will need some six-sided
dice and a ruler or tape measure ROLL-OFFS
marked with inches ("). Sometimes a rule may require the SEQUENCING
players to make a roll-off. When In most cases, rules will be
MEASURING DISTANCES this is the case, each player rolls resolved one at a time. However,
Distances in Warcry are a dice, and whoever rolls highest from time to time, rules may
measured in inches ("), between wins the roll-off. If there is a tie appear to come into play at the
the closest points of the bases of for the highest roll, make the same time and it may be unclear
the fighters you are measuring roll-off again. as to which is resolved first. If this
to and from. If a rule requires occurs in the combat phase, the
something to be within a certain RE-ROLLS player whose turn it is to activate
range of something else, they are Some rules allow you to re-roll a fighter chooses the order in
considered to be within if the a dice roll (for example, when which the rules are resolved; in
distance between them is equal to making a hit roll), which means other phases, the player with the
or less than the specified distance. you get to roll some or all of the initiative chooses. In any other
If a rule requires a fighter to be dice again. The rule that allows case, the players roll off and the
wholly within, every part of that the re-roll will specify exactly how winner chooses.
fighter’s base must be within range. many of the dice can be re-rolled.
A dice roll can never be re-rolled
Usually, measuring distances will more than once.
take into account both the vertical

3
THE WARBANDS
Before fighting a battle, each player • The combined points values of BATTLE GROUPS
needs to pick their warband. all the fighters in the warband Battle groups are small groups
To do so, they must first pick a cannot exceed 1000. This is of fighters that are set up together
faction for their warband. A list called the points limit for at the start of the battle. Each
of the different factions and their the battle. warband is divided into three
runemarks can be found on pages battle groups: the Dagger, the
23-26. Then, they must pick the Shield and the Hammer.
fighters they wish to include in
their warband whilst following The defender divides their
these restrictions: warband into battle groups first,
followed by the attacker.
• The warband must include at
least 3 fighters and no more than When a player divides their
15 fighters. warband into battle groups, their
fighters must be spread amongst
• All fighters in the warband must the battle groups as evenly as
have the runemark of the faction possible. For example, if their
that was picked for the warband warband had 10 fighters, two of
(with the exception of allies, their battle groups would need to
thralls and monsters – see have 3 fighters and the other would
page 20). THE ATTACKER need to have 4 fighters.
AND THE DEFENDER
• The first fighter included in the Once both players have picked
warband must have the Hero their warbands, they roll off and
runemark ( ). This fighter is the winner picks which player is
the leader of the warband. the attacker and which player is
the defender.
• No more than 3 fighters with
the Hero runemark ( ) can
be included in the warband
(including the leader).

This Horns of
Hashut warband
is ready for
battle. The
combined points
values of the
fighters comes to
just under 1000
points, and the
warband has
been divided
into the three
battle groups:
the Dagger ( ),
Shield ( ) and
Hammer ( ).

4
THE BATTLEPLAN
Every Warcry battle is played Step 2 – The Deployment Step Reserve Battle Groups
according to a battleplan. The The starting positions of fighters If a deployment point for a
battleplan consists of 4 parts: the are determined by the deployment battle group is labelled ‘RND2’
terrain map, the deployment map. On every deployment map, or ‘RND3’, this indicates the
map, the victory condition and there are 2 sets of 3 symbols: battle group is in reserve and
the twist. In a standard battle, Dagger ( ), Shield ( ) and will arrive mid-battle. Do not
these 4 parts are generated by Hammer ( ). One set is in set up the fighters from reserve
drawing battleplan cards. red; the other is in blue. These battle groups on the battlefield
symbols are referred to as before the battle begins;
BATTLEPLAN CARDS deployment points. instead, place them to one side.
The players organise the battleplan
cards into the following 4 decks The deployment map also features
and give each deck a shuffle: an orientation mark ( ), as does Step 3 – The Victory
the terrain map. The deployment Condition Step
TERRAIN DECK map is orientated the same way as The victory condition details
DEPLOYMENT DECK the terrain map. When using the what the players must do to win
VICTORY DECK alternative terrain rules, the player the battle and how long the battle
TWIST DECK who did not set up the terrain will last. If the victory condition
chooses how the deployment map instructs players to do things
Then, 1 card is drawn from each orientates with the battlefield. before the battle begins, such as
deck and placed face up. These place objective markers or treasure
4 cards form the battleplan of tokens, those things are done in
the battle. this step.

SETTING UP THE BATTLE Step 4 – The Twist Step


Once the battleplan has been The twist has a special rule that
generated, follow these steps to set applies to the battle. If the twist
up the battle: instructs players to do things
before the battle begins, those
Step 1 – The Terrain Step things are done in this step.
Players set up the terrain features
as shown on the terrain card. Once the deployment map has THE BATTLE BEGINS
been orientated, the players roll off Once these 4 steps have been
and the winner chooses who will followed, the battle can begin!
Alternative Terrain Rules be red and who will be blue.
If players do not have a set of
battleplan cards or wish to use Next, the attacker sets up their
different terrain features from Dagger, followed by the defender.
their collection, the following Then, the players set up their
rules can be used to set up the Shields in the same order, and
battlefield terrain instead: finally their Hammers in the
same order.
1. One of the players sets
up the terrain features Each time a battle group is set up,
on the battlefield in any all fighters from that battle group
arrangement they desire. must be set up wholly within 3"
horizontally of the corresponding
2. There must be at least 2 deployment point of their colour.
terrain features in each Fighters must be set up on the
quarter of the battlefield. battlefield floor (pg 3) or a platform
(pg 16).
3. Terrain is set up before
any other battleplan cards
are drawn.

5
FIGHTING THE BATTLE
A Warcry battle is fought in a INITIATIVE PHASE WILD DICE
series of rounds referred to as At the start of the initiative phase, After the initiative has been
battle rounds, each of which each player rolls 6 dice. These determined, each player receives 1
is split into three phases: the dice are the initiative dice. After extra dice known as a wild dice. A
initiative phase, the reserve rolling, each player counts how wild dice can be used during the
phase and the combat phase. many singles they have. A single initiative phase to add to either a
Once all phases have finished, is a dice with a score that does not player’s singles or ability dice.
a new battle round begins. The match the score on any other dice
victory condition will dictate after in that player’s roll. The player with the initiative
which battle round the battle ends first declares how they will use
and the winner is decided. The player with the most singles each of their wild dice, followed
has the initiative. In the case of by the player who does not have
a tie, the players roll off and the the initiative.
BATTLE ROUND winner has the initiative.
SEQUENCE Wild dice can be used in the
1. INITIATIVE PHASE The remaining dice are referred following ways:
Players determine who has the to as ability dice, and can be
initiative during the battle used to perform abilities in the • A wild dice can be used to add
round, and then they decide combat phase (pg 7). If 2 of your 1 to the number of singles the
how to use their wild dice. ability dice have the same score, player has. In this case, it does
it is referred to as a [double]. If 3 not matter what the score of the
2. RESERVE PHASE of your ability dice have the same wild dice is. Any number of wild
In battle rounds after the first, score, it is referred to as a [triple]. dice can be used in this way and
reserve fighters may arrive on Finally, if 4 or more of your ability are discarded at the end of the
the battlefield. dice have the same score, it is battle round.
referred to as a [quad].
3. COMBAT PHASE • A wild dice can be used to turn
Players take it in turns At the start of each battle round, 1 of your singles into an ability
to activate a fighter in any remaining singles and ability dice [double], to improve a
their warband. dice from the previous battle [double] to a [triple], or to
round are discarded. improve a [triple] to a [quad].

EXAMPLE INITIATIVE PHASE


It is the start of the second battle Player A has the initiative, and so now chooses how to use their wild dice.
round. Both players begin the They currently have one wild dice, and choose to spend it to turn their
initiative phase by rolling their [double] 5 into a [triple] 5. Player A places the wild dice next to their two
6 initiative dice. Player A rolls 5’s, with the matching value face-up (shown by the black dice).
as follows:

Player A has two singles, a Now it’s Player B’s turn. In the last battle round, they chose not to spend
[double] with a value of 3, and a their wild dice, and so now have two wild dice. They spend their first wild
[double] with a value of 5. dice to turn their [triple] 6 into a [quad] 6 – the best score possible! They
spend their second wild dice to add another single.
Player B rolls as follows:

Player A and Player B now have an equal number of singles, so there is


Player B has one single, a a chance that Player B will seize the initiative. The players roll off and
[double] with a value of 4, and a Player B’s gambit pays off – they win the initiative and choose to take the
[triple] with a value of 6. first turn in the combat phase.

6
In this case, the score of the wild Starting with the player with ACTIONS
dice is set to match the score the initiative, players set up When a player activates a fighter,
of the single or ability dice it is the fighters from the battle that fighter makes 2 actions
paired with. You cannot add groups that are coming into chosen by the player from the list
multiple wild dice to the same play in that battle round wholly below. The player carries out the
single or same ability dice (e.g. within 3" horizontally of their first action before deciding on the
you cannot turn a [double] into deployment point. second. The fighter can make the
a [quad]). Wild dice that are same action twice in a row if the
used in this way and that remain Some deployment maps have player wishes (for example, a move
at the end of the battle round are reserve deployment points that are action followed by a move action).
discarded in the same manner as situated off the battlefield. In these
your other ability dice. cases, there will be a deployment • MOVE (pg 8)
line next to that deployment point. • ATTACK (pg 12)
• A wild dice can be saved to be Deployment lines mark either the • DISENGAGE (pg 13)
used in a later battle round. If length of half a battlefield edge or • WAIT (pg 13)
you choose to do so, place it the length of a whole battlefield
to one side. In the next battle edge. If a deployment point has
round, you can use that wild a deployment line, fighters from Bonus Actions
dice in addition to the one you that battle group must be set up Certain rules may allow for a
gain in that battle round. Wild wholly within 3" horizontally fighter to make a bonus action.
dice can be saved multiple times, of the marked portion of the For example the ‘Rampage’
and you can save multiple wild battlefield edge. ability (pg 14) allows a fighter to
dice at once (for example, you make a bonus move action and
could save up all your wild dice If it is ever impossible to set up all then a bonus attack action.
until the final battle round and the fighters from a reserve battle
then use them all at once!). group (for example, due to the A fighter can make any number
positions of enemy fighters), each of bonus actions in addition to
Seizing the Initiative fighter from that battle group must their 2 actions.
Once both players have declared be set up one at a time, as close as
how they will use their wild dice possible to their deployment point
in the battle round, count the (if it is on the battlefield map) or
number of singles each player has deployment line.
once more. If the player without ABILITIES
the initiative now has more singles In addition to their 2 actions, a
than the player with the initiative, COMBAT PHASE fighter can use 1 ability. An ability
they now have the initiative In the combat phase, the players can be used before the fighter’s 2
instead. If the number of singles take it in turns to activate a fighter. actions, or after either their first
each player has is now tied (and was The player with the initiative picks or second action. Abilities are
not previously), the players roll off which player takes the first turn. explained on page 14.
and the winner has the initiative.
When it is a player’s turn, they REACTIONS
can activate 1 fighter in their Lastly, fighters can make reactions
RESERVE PHASE warband. This is referred to as during an enemy fighter’s
The reserve phase comes into that fighter’s activation. The activation, such as countering
play in battle rounds after the player must pick a fighter to an attack or ducking for cover.
first. During the reserve phase, activate if they can, but cannot Reactions are explained on
fighters in reserve battle groups pick a fighter that has already page 15.
may be set up on the battlefield. been activated in that phase. If
The deployment map will indicate the player cannot pick a fighter ENDING THE BATTLE
which reserve battle groups come (for example, if all their fighters The victory condition will dictate
into play and in which battle have already been activated in that after which battle round the battle
round: ‘RND2’ indicates that the phase), they must pass. Then their ends and which player is declared
specified battle group will arrive opponent can activate a fighter the winner. When the battle ends,
in the reserve phase of the second or pass. Keep on taking turns to if neither player has achieved the
battle round, and ‘RND3’ indicates activate fighters until both players victory condition, the battle is a
it will arrive in the reserve phase of pass consecutively. draw and neither player wins.
the third battle round.

7
MOVE ACTIONS
Fighters can move across the • A fighter cannot move through JUMPING
battlefield by making a move other fighters. During a move action, a fighter
action. Every fighter has a • A fighter cannot move through can jump. If they do so, the
Move characteristic, shown on any part of a terrain feature. fighter moves in a straight line
their profile, which determines • No part of a fighter can move horizontally through the air, and
the number of inches a fighter over the battlefield edge. can move any distance vertically
can move in total in a single • A fighter cannot start a move downwards through the air.
move action. action if they are within 1"
of any enemy fighters. They When a fighter jumps, count the
When a fighter makes a move must make a disengage action horizontal distance moved towards
action, there are 4 ways in which instead if they wish to move the number of inches that fighter
they can move: move normally, away (pg 13). can move in total in that move
jump, climb and fly. A fighter action as normal, but do not count
can move in any combination of the distance moved vertically
these ways as part of a single move downwards. However, if the
action, so long as the total distance fighter moves 2" or more vertically
in inches moved does not exceed downwards when jumping, they
the fighter’s Move characteristic. suffer impact damage (pg 9) at the
end of that move action.
As a fighter moves across the MOVING NORMALLY
battlefield, they can pivot freely During a move action, a fighter If a fighter finishes their move
so long as at the end of the move can move normally whenever action still in the air, immediately
action no part of the fighter is the centre of their base is on the move them vertically downwards
further from its starting position battlefield floor or on a platform until a part of their base is either
than a number of inches equal to (pg 16). When a fighter moves on or touching part of a terrain
its Move characteristic. normally, the centre of their base feature or the battlefield floor.
must remain on the battlefield If the fighter moves 2" or more
There are general limitations floor or a platform at all times, vertically downwards in this
a fighter must adhere to when unless they are moving over low manner, they suffer impact
making a move action: terrain (pg 16). damage (pg 9).

8
CLIMBING Falling Impact Damage
During a move action, if a fighter is There are a few situations that If a fighter suffers impact
touching a part of a terrain feature can cause a fighter to fall. damage, roll a dice. On a
that is an obstacle (pg 16), they can Firstly, if a fighter finishes a 1, allocate 3 damage points
begin to climb. While climbing, a move action with the centre of to that fighter (pg 13). On a
fighter can move vertically up or their base not on the battlefield 2-3, allocate 1 damage point
down through the air as well as floor or a platform, and they are to that fighter. On a 4+,
horizontally, but they must stay not climbing, that fighter falls. nothing happens.
within ½" of the obstacle they are
climbing at all times. Once a fighter Secondly, if a fighter is still
begins to climb, they are said to be climbing when their activation Disallowed Moves
climbing until the centre of their ends, they fall. If a fighter’s move causes them
base is on the battlefield floor or a to break any of the limitations
platform, or until they jump or fly. Lastly, fighters may fall as a of move actions, it is referred
A fighter can finish a move action result of being attacked near the to as a disallowed move. For
while climbing, but if they are still edge of a platform (pg 16). example, if a fighter jumped
climbing when their activation and the vertical distance moved
ends, they fall (see right). If a fighter falls, the opposing downwards caused them to pass
player picks a point on a through another fighter, this
Fighters with the Mount runemark platform or the battlefield floor would be a disallowed move.
( ) cannot climb, with the that is within 2" horizontally of
exception of climbing stairs the fighter that has fallen and Fighters cannot make
(pg 17). that is vertically lower than disallowed moves. If one occurs
the fighter that has fallen. The during a move action, place the
FLYING fallen fighter is then placed fighter making the move action
Fighters with the Fly runemark with the centre of their base on back at their starting position
( ) can fly during a move action. that point. and choose a new direction for
If they do so, the fighter can move them to move.
through the air vertically and The player cannot pick a
horizontally. Count the horizontal point that would cause the Remember – as players are
distance moved towards the fallen fighter to be placed on allowed to pre-measure any
number of inches that fighter or through another fighter or distances, you can plan your
can move in total in that move through a terrain feature. If it is move action ahead to make sure
action as normal, but do not count impossible not to do so, and the it is not a disallowed move.
the distance moved vertically. centre of the base of the fallen
Flying effectively allows a fighter fighter is on a platform, they
to pass over terrain features and remain where they are. If the
other fighters. centre of the base of the fallen
fighter is not on a platform, they
Once a fighter begins to fly, they are immediately taken down
are said to be flying until the centre (pg 13) instead.
of their base is on the battlefield
floor or a platform. A fighter If the fallen fighter is now 2"
cannot end a move action flying. or more vertically lower than
their location before they fell,
they suffer impact damage
(see right).

Mi r e fo l k O u tc a s t w i t h R u i n a to r A lp h a w i t h
B ile wo o d We a p o n s Wa r B ide n t

9
This fighter makes a dramatic
jump over an enemy fighter with
their first action, ready to strike
with their second.

4" When making the jump, only the


3" horizontal distance counts towards
the total distance the fighter can
move. However, after the jump, as
the fighter has moved more than
2" vertically downwards, they first
suffer impact damage.

Although the edge of this fighter’s


base hangs over the edge of this
platform, this is an allowed move
because the centre of their base
has remained on the platform at
all times. This enables models with
larger bases to still use walkways
and small platforms.

As a fighter can move normally,


jump, climb and even fly all in the
same move action, it allows players
to get creative with their fighter’s
movement. This fighter climbs
up the trunk of this tree before
jumping across onto the platform
to the right.

10
When a fighter flies, only the
horizontal distance counts towards
the total distance they can move.
This allows a flying fighter to hop
over intervening terrain and other
fighters with ease.

Even if one of your fighters is


unable to reach an enemy fighter
on a platform, they may still
be able to attack them. In this
example, the Rotmire Creed
fighter is blocking the edge of the
platform, so the Horns of Hashut
fighter uses their first action
to climb the tree and ends that
action still climbing. They then
use their second action to attack
the Rotmire Creed fighter. At the
end of their activation, the Horns
of Hashut fighter falls because
they are still climbing, but at least
they were able to strike at the
enemy beforehand!

Measuring climbs is simple


even for obstacles with complex
surfaces, such as trees. As the
fighter moves through the air, with
the only restriction being that
they must remain within ½" of the
obstacle they are climbing, you do
not have to measure every nook

½" and cranny on the surface of the


obstacle the fighter is climbing.

11
ATTACK ACTIONS
Every fighter has 1 or more Range Melee Attack Actions vs
weapons detailed on their profile, The range of an attack action Missile Attack Actions
which they use to make attack is a number of inches equal There are 2 types of attack
actions. Each weapon has 4 to the Range characteristic of actions: melee attack actions
characteristics: Range, Attacks, the weapon being used. For and missile attack actions.
Strength and Damage. example, if the weapon being The attack action’s type is
used has a Range characteristic determined by the Range
When a fighter makes an attack of 3, an enemy fighter within 3" characteristic of the weapon
action, the characteristics of the of the attacking fighter could be being used. A melee attack
attack action are determined by the targeted by that attack action. action is an attack action made
weapon being used for that attack with a weapon that has a Range
action (for example, the Strength The Range characteristic characteristic of 3 or less. A
characteristic of an attack action of some weapons includes missile attack action is an attack
matches the Strength characteristic a minimum range and a action made with a weapon
of the weapon being used). maximum range. This means that has a Range characteristic
the attack action cannot target greater than 3.
To make an attack action with a fighters that are within a
fighter, follow these steps: certain range of the attacking If the weapon has both a
fighter. For example, if the minimum and maximum
1. PICK A WEAPON weapon being used has a Range range, the maximum range
AND TARGET characteristic of 6-20, the attack is considered to be the
Pick 1 of the fighter’s weapons to action can target a fighter Range characteristic when
be used and pick 1 visible enemy within 20" but not if that fighter determining if it is a melee
fighter within range to be the is within 6". attack action or a missile
target of the attack action. attack action.

If there are any enemy fighters


within 1" of the attacking fighter, 2. ROLL TO HIT
one of those enemy fighters must Roll a number of dice equal to the Attacks characteristic of the weapon
be picked to be the target. If there being used. Each of these dice rolls is referred to as a hit roll.
are no enemy fighters within 1" of
the attacking fighter, you can pick Next, you will need to determine which of the dice have missed, which
any enemy fighter to be the target have scored a hit and which have scored a critical hit. To do so, compare
as long as they are within range of the Strength characteristic of the weapon being used with the Toughness
the weapon being used. characteristic of the target fighter and consult the table below:

Lastly, missile attack actions (see Critical


Strength vs Toughness Miss Hit
right) cannot be made against Hit
enemy fighters that are within 1" of
Strength is greater than Toughness 1-2 3-5 6
another fighter from the attacking
fighter’s warband – the risk of Strength is equal to Toughness 1-3 4-5 6
hitting your ally is too great!
Strength is lower than Toughness 1-4 5 6

12
3. TOTAL DAMAGE
The Damage characteristic of a Allocating Damage
weapon has 2 values (divided by Once the damage of an attack action has been determined, the damage
a ‘/’). These determine how many is allocated to the target fighter. Fighters can also have damage points
damage points are allocated to allocated to them in other ways such as falling from height. Damage is
the enemy fighter targeted by that allocated as follows:
attack action. For each hit, allocate
a number of damage points equal • Damage points are allocated one at a time.
to the first value of the Damage • If the number of damage points allocated to a fighter equals its
characteristic. For each critical Wounds characteristic, that fighter is taken down. Remove that
hit, allocate a number of damage fighter from the battlefield.
points equal to the second value of • A taken down fighter takes no further part in the battle – they
the Damage characteristic. cannot be activated, cannot make actions and cannot use abilities.
• When a fighter is taken down, any leftover damage points from the
For example, if a weapon with a attack action are discarded.
Damage characteristic of 1/3 is
being used and the attack action
scores 2 hits, 1 critical hit and 1
miss, the total number of damage
points allocated to the target
fighter of that attack action would
be 5 (1+1+3+0).

DISENGAGE ACTIONS
If a fighter is within 1" of an enemy
fighter, they can make a disengage Disengage Actions vs Move Actions
action to move away. When a Although a fighter moves as part of a disengage action, it is not
fighter makes a disengage action, considered to be a move action in any way. This means any abilities or
that fighter can move normally rules that interact specifically with move actions do not interact with
(pg 8) up to 3" in any direction, disengage actions. In addition, a fighter cannot jump, climb or fly as
but they must finish the action part of a disengage action.
more than 1" away from all enemy
fighters. If this is impossible, the
fighter cannot use the disengage
action and must use another
action instead.

WAIT ACTIONS
A wait action can be used in Alternatively, if a fighter uses the Wait Actions and Abilities
two ways. If a fighter makes the wait action as their first action in If a fighter activates for a second
wait action as their last action in their activation, the fighter is said time in the combat phase
their activation, their activation to be waiting. Place a wait token as a result of a wait action,
ends. The wait action is used in (pg 19) by the fighter to indicate they can use 1 ability in their
this manner simply when the they are waiting. If a fighter makes second activation even if an
fighter has nothing else to do (for a wait action in this manner, their ability was used the first time
example, if they are not in range to activation ends, but that fighter they activated. The ability can
attack and do not wish to move). can be activated once more later be used before or after the
in that combat phase. When that fighter’s action. When a rule or
fighter is activated for the second ability refers to ‘this fighter’s
time, they can only make 1 action activation’, it means the fighter’s
in that activation. current activation.

13
ABILITIES
Every fighter has access to one or Once a fighter has used an ability, RUNEMARKS
more abilities as determined by discard the ability dice used for Many abilities can only be used by
the runemarks (pg 23) on their that ability. You can use a [triple] fighters with certain runemarks. If
profile. A fighter can use 1 ability for an ability that requires a this is the case, the runemarks will
during their activation if the player [double], or a [quad] for an ability be shown to the left of the ability
activating that fighter has sufficient that requires a [triple] or [double], on the ability table. For example,
ability dice. The ability can be but if you do so, all of those ability the ‘Inspiring Presence’ ability (see
used either before the first action dice are discarded. below) can only be used by fighters
or after the first or second actions with the Hero runemark ( ). The
made by that fighter. ABILITY VALUES runemarks a fighter has can be
If a rule refers to the value of an found on their profile (pg 2).
Each faction has a set of unique ability, this refers to the score
abilities. There are also 5 universal shown on the ability dice used
abilities that fighters from any for that ability. For example, if a
warband can use (see below). Each player has a [double] consisting
ability requires either a [double], of 2 ability dice with the score of
a [triple] or a [quad] in order to ‘5’ shown on each ability dice, the
be used (see ‘Initiative Phase’ on value of that ability is 5.
page 6).

UNIVERSAL ABILITIES
[Double] Rush: Add 1 to the Move characteristic of this fighter until the end of their activation.
[Double] Onslaught: Add 1 to the Attacks characteristic of melee attack actions made by this
fighter until the end of their activation.
[Triple] Respite: A fighter cannot use this ability if they are within 1" of any enemy fighters.
Remove a number of damage points allocated to this fighter equal to the value of this ability.
[Triple] Inspiring Presence: Pick a visible friendly fighter within 6" of this fighter that has
not activated yet this battle round. You can activate that fighter immediately after this fighter’s
activation ends.
[Quad] Rampage: This fighter can make a bonus move action. Then, they can make a bonus
attack action.

Th e s e Da r k o a t h S a va ge r s h a ve s wa ye d a n O g r o id M y r m ido n to jo i n t h e m i n
o b li te r a t i n g a wa r - c a m p o f t h e de p r a ve d to r t u r e r s k n o w n a s t h e U n m a de .

14
REACTIONS
Reactions are things a fighter No more than 1 reaction can be If a fighter is waiting, they can
can do during an enemy fighter’s made for each action an enemy make a reaction, but doing so
activation. There are 3 universal fighter makes. Each time a fighter means that they cannot be picked
reactions that can be made by makes a reaction, they forfeit one of to activate a second time later in
any fighter, as shown below. In their actions in that battle round. that battle round.
addition, a fighter’s runemarks If a fighter has not yet activated
may grant them access to in a battle round, they can make
other reactions. up to 2 reactions. If they make 1
reaction, when they later activate
Each reaction states when the in that battle round, they can make
fighter can make the reaction. only 1 action and cannot use the
This is also the point when the wait action to begin waiting. If
fighter’s player must declare that they make 2 reactions, they are
the fighter will make the reaction. treated as a fighter that has already
For a fighter to be able to make activated and cannot be picked to
a reaction, at least one of the activate in that battle round.
following must be true:

1. The fighter has not activated yet


in the battle round.
2. The fighter has activated but
they are waiting (pg 13).

UNIVERSAL REACTIONS
Counter: A fighter can make this reaction after they are targeted by a melee attack action but before the hit
rolls are made. For each hit roll from that attack action that misses, allocate 1 damage point to the attacking
fighter. For each hit roll of 1, allocate 2 damage points to the attacking fighter instead.
Take Cover: A fighter that is in cover (pg 17) can make this reaction after they are targeted by a missile attack
action but before the hit rolls are made. After the hit rolls have been made, roll a dice for each critical hit. On a
4+, that critical hit becomes a hit instead. Fighters with the Mount runemark ( ) cannot make this reaction.
Strike Them Down: A fighter can make this reaction when a visible enemy fighter within 1" of them makes
a disengage action but before that fighter moves away. Roll a dice. On a 4+, allocate D6 damage points to that
enemy fighter.

15
TERRAIN
In every Warcry battle, there will OBSTACLES inches fighters can move in that
be 1 or more terrain features. The most common type of terrain move action. In addition, low
Fighters can interact with terrain is an obstacle. An obstacle is terrain is treated as part of the
features in numerous ways when any part of a terrain feature that battlefield floor or the platform
making move actions (pg 8). prevents a fighter from moving upon which it is placed.
This section introduces the other horizontally and that extends
interactions fighters can have vertically 1" or more from the PLATFORMS
with terrain features, and also battlefield floor or the platform Another common type of terrain
describes the different types of upon which it is placed. A wall is feature is a platform. A platform
terrain features. an example of an obstacle. is a horizontally flat surface on a
terrain feature with a surface area
It is important to note that a LOW TERRAIN larger than 1" by 1".
terrain feature can be made Any part of a terrain feature that
up of multiple types of terrain extends vertically less than 1" from Falling Off Terrain
as detailed in this section. For the battlefield floor or the platform When a fighter within ½" of the
example, in the case of a ruined upon which it is placed is known as edge of an open platform (i.e.
building, its walls would be low terrain. When a fighter moves an edge that is not enclosed by
obstacles, the upper floors normally, they can move without an obstacle, such as a wall) is
would be platforms, it might penalty over low terrain. This targeted by an attack action, their
have a door built into it, and means that any vertical distance controlling player must take a
any debris around it would be moved while moving over such a falling test for them after the
low terrain. part of a terrain feature does not attack action has been resolved.
count against the total number of

1. Obstacle
2. Platform
3. Deadly Terrain
4 4. Unscalable Terrain
5. Stairs
2
6. Archway

6
5
2

3
1
2

Th e w ilde r n e s s o f t h e G n a r l wo o d is do t te d w i t h s h a t te r e d r u i n s a n d t h e o ve r g r o w n
r e m n a n ts o f o ld c a m p s , m a k i n g fo r a ta n g le d a n d m u l t i-le ve l le d b a t t le f ie ld .

16
To take a falling test for a fighter, • Fighters with the Mount COVER
roll a dice. On a 1, the fighter runemark ( ) can climb stairs. Obstacles and platforms can
falls (pg 9). This rule does not provide protection to fighters from
affect fighters with the Fly ARCHWAYS AND DOORS attacks. When a fighter is targeted
runemark ( ). A terrain feature may have by an attack action, players must
archways or doors. first determine if they are in cover.
DEADLY TERRAIN If a fighter is in cover, add 1 to
Spiked walls and fences, including As part of a move action, if a their Toughness characteristic for
those made from jutting rib bones, fighter comes into contact with the duration of that attack action.
are deadly terrain. Deadly terrain an archway or a door, that fighter
is treated as an obstacle, but when can move normally through it OBSTACLES
a fighter begins to climb it, allocate even if the model or its base is too To determine if a target fighter
D6 damage points to that fighter large to physically fit through (or is in cover due to any obstacles,
first. In addition, when a fighter is it is blocked completely, as in the draw an imaginary line between
placed after falling (pg 9), if they case of a closed door). This is an the closest points on each fighter’s
are placed within 1" of any deadly exception to the rule that states base (for rules purposes, the line is
terrain, allocate D6 damage points that a fighter cannot move through considered to be 1mm wide). If the
to that fighter. any part of a terrain feature. line passes through an obstacle,
the target fighter is in cover.
UNSCALABLE TERRAIN To move through an archway or
Another type of terrain is a door, first measure the distance If the fighters are more than 1"
unscalable terrain. The following in a straight line through the away from each other, do not
parts of terrain features are horizontal centre of the archway count parts of obstacles within ½"
unscalable terrain: or door. If the fighter has sufficient of the fighter making the attack
movement to pass through the action (this represents fighters that
• Statues archway or door and be placed have weapons with a longer range
• Braziers on the other side, they can move being able to aim around corners,
• Tree branches and foliage through it. through gaps in nearby terrain,
• Fountains and so on).
When fighters move through
Unscalable terrain is treated as archways and doors, all other
an obstacle with the following movement rules must still be
exception: fighters cannot climb followed (for example, they cannot
or move on unscalable terrain. move through another fighter).
If a fighter ends an action on
unscalable terrain, they first suffer Restrictions
impact damage and then they fall. Fighters with any of the following
runemarks cannot move
STAIRS AND LADDERS through archways:
Stairs and ladders are • Monster ( )
treated as obstacles, with the • Mount ( )
following exceptions:
Fighters with any of the following
• Fighters that finish their runemarks cannot move through
activation climbing stairs or closed doors: PLATFORMS
ladders do not fall and can • Monster ( ) When a fighter on a platform is
remain part way up (if it is not • Mount ( ) targeted by an attack action, they
possible to physically place the • Beast ( ) are in cover if the fighter making
fighter in their current location, the attack action is 2" or more
make a note of where they are). Bespoke Terrain vertically below the target fighter.
If you have any unique terrain
• When an attack action targets features in your collection,
an enemy fighter that has ended discuss with your opponent
their activation climbing stairs before the battle begins what
or ladders, the target fighter parts of the terrain feature
must take a falling test after the are obstacles, platforms,
attack action has been resolved. unscalable, etc.

17
These two fighters are in cover
from each other. This is because
a straight line drawn between the
closest parts of their bases will
pass through the skull, which is
an obstacle.

It is important to note the line


drawn must pass through an
obstacle and not simply over it.
These two fighters are not in cover
from each other because while a
straight line drawn between the
closest parts of their bases passes
over an obstacle, it does not pass
through an obstacle.

In this example, the fighter on


the platform is in cover from the
fighter on the battlefield floor
because they are more than 2"
vertically higher.

3"

18
OBJECTIVES AND TREASURE TOKENS
Some victory conditions require CARRYING TREASURE In addition, fighters cannot
the players to place 1 or more If at any point during a move make disengage actions while
objectives and/or treasure tokens. action a fighter moves within 1" carrying treasure.
of a treasure token, the fighter
Objectives and treasure tokens are can pick up that treasure. Remove DROPPING TREASURE
treated as part of the battlefield the token from the battlefield. A fighter carrying treasure can use
floor or the platform they are That fighter is now carrying that an action to drop the treasure. If a
placed upon, meaning fighters treasure. A fighter cannot pick fighter carrying treasure is taken
can move over them and stand up treasure if they are already down, they automatically drop
upon them. In addition, when carrying treasure. Fighters with the treasure before the fighter’s
measuring distances to and from the Monster runemark ( ) or model is removed from play. In
objectives and treasure tokens, Beast runemark ( ) cannot both cases, the player controlling
always measure to and from the carry treasure. that fighter picks a point on a
centre of the marker or token. platform or the battlefield floor
These rules also apply to all other that is within 1" horizontally of
markers and tokens that players the fighter, visible to the fighter,
are asked to place on a specific and either vertically level to or
point on the battlefield. any distance vertically lower than
the fighter, and places the treasure
CONTROLLING token there.
OBJECTIVES
A player gains control of an OTHER TOKENS
objective if, at the end of a battle Other tokens might be used to help
round, they have more friendly players keep track of the battle.
fighters within 3" of it than there If a fighter begins a move action For example, players might use
are enemy fighters within 3" of it. carrying treasure, subtract 2 damage tokens to track the damage
Once a player gains control of an from their Move characteristic points allocated to a fighter. If
objective, it remains under their for that move action (to a these tokens are placed upon the
control until another player gains minimum of 3) and they cannot battlefield, they do not interact
control of it. fly during that move action. with the battle in any way.

1. Activation token 1 2 3

2. Spent Action token

3. Wait token

4. Battlegroup tokens 4 5
5. Objective marker

6. Treasure tokens

7. Special tokens
6
8. Damage token

7
8

19
ALLIES, THRALLS AND MONSTERS
This section details 3 special types if their faction runemark belongs remaining fighters in the warband
of fighter that you can include to the same Grand Alliance are spread amongst the other 2
in your warband when picking (pg 25-26) as your warband’s battle groups as evenly as possible.
your warband for battle (pg 4). faction runemark.
For players new to Warcry, we DEPLOYMENT
recommend you fight a few battles You can include up to 3 thralls in Because of their greater size,
first before using the rules in your warband. when monsters are set up during
this section. deployment, they only need
to be placed within 3" of their
ALLIES deployment point instead of wholly
Allies are powerful fighters from within 3".
other factions that can be included
in your warband. ACTIVATING MONSTERS
A monster is activated 3 times in a
You can include any fighter with battle round instead of only once.
the Hero runemark ( ) or However, each time it is activated,
the Ally runemark ( ) in your it can make only 1 action instead
warband as an ally if they meet the of 2. Each time a monster is
following criteria: activated, it can use 1 ability before
or after its action.
- Their faction runemark is
different to the one chosen for Thralls and Abilities If a monster makes a wait action,
your warband. Thralls can use any abilities their its activation immediately
runemarks grant them access to, ends; the monster cannot use
- Their faction runemark belongs including their faction’s abilities. a wait action to begin waiting.
to the same Grand Alliance In addition, monsters cannot
(pg 25-26) as your warband’s MONSTERS make reactions.
faction runemark. Monsters are gargantuan creatures
that rampage across the battlefield. MOVE ACTIONS
You can include up to 2 allies WITH MONSTERS
in your warband. In addition, if You can include 1 fighter with the A monster can climb and jump
the ally has the Hero runemark Monster runemark ( ) in your like any other fighter. However,
( ), they also count towards your warband as a monster if their if at the end of a move action its
limit of 3 fighters with the Hero faction runemark belongs to the base is not wholly on a platform or
runemark ( ). same Grand Alliance (pg 25-26) as the battlefield floor, it falls. When
your warband’s faction runemark. a monster falls, any part of the
An ally cannot be the leader of monster’s base can be placed on
your warband, so if your warband Monsters have special rules that the point picked by your opponent
includes any allies with the Hero apply to them in battle: instead of just the centre.
runemark ( ), you must include
at least 1 other fighter with the Damage Tables MONSTERS AND ABILITIES
Hero runemark ( ) and who is Monster profiles often have If any monsters are in play, all
not an ally to be the leader. characteristics marked ‘*’ and a fighters except the monsters
corresponding damage table. The themselves and fighters with the
Allies and Abilities value of these characteristics is Beast runemark ( ) can use
Allies can use any abilities their based on the number of wounds the monster-hunting abilities
runemarks grant them access to, currently allocated to that monster, shown opposite.
including their faction’s abilities. as show on its damage table.
Monsters themselves each have
THRALLS BATTLE GROUPS their own ability table and cannot
Thralls are beasts and other If your warband includes a use universal abilities. In addition,
creatures a warband can bind to do monster, when dividing the monsters can use the monster
their bidding. You can include any fighters into battle groups, the abilities shown opposite.
fighter with the Thrall runemark monster is placed into 1 of the
( ) in your warband as a thrall battle groups by itself and the

20
MONSTER-HUNTING ABILITIES
[Double] Binding Ropes: Pick an enemy monster within 1" of this fighter and roll a number of
dice equal to the value of this ability. For each 4+, subtract 1 from the Move characteristic of that
monster (to a minimum of 3) until the end of the battle.
[Triple] Go for the Eyes: If the next attack action made by this fighter this activation that
targets an enemy monster scores any critical hits, subtract 1 from the Attacks characteristic (to a
minimum of 1) of attack actions made by that monster until the end of the battle.
[Quad] Taunt: Pick a visible enemy monster within 6" of this fighter and roll a number of dice equal
to the value of this ability. If a 4+ is rolled on any of the dice, then until the end of the battle round
or until this fighter is taken down, attack actions made by that monster must target this fighter.

MONSTER ABILITIES

[Double] Monstrous Reach: Until the end of this monster’s activation, do not count the vertical
distance when measuring the range for attack actions made by this monster.

[Triple] Drag and Maul: Pick a visible enemy fighter within 6" of this monster. Remove that
fighter from the battlefield and set them up within 1" of this monster. Then, roll a number of dice
equal to the value of this ability. For each 4+, allocate 3 damage points to that fighter.

[Quad] Demolishing Rampage: Pick a terrain feature within 1" of this monster. In an order of
your choice, place each objective, treasure token and fighter that is on that terrain feature, and on
any other terrain feature that is on that terrain feature, on the battlefield floor in a location of your
choice as close as possible horizontally to its current location. Then, in an order of your choice,
each fighter placed on the battlefield in this manner suffers impact damage. Then, remove the
terrain feature(s).

Fe a r s o m e c r e a t u r e s a b o u n d i n t h e G n a r l wo o d : n o t j u s t t h e b e a s ts t h a t c a l l t h e
fo r e s t h o m e , b u t m a l ig n a n t e n t i t ie s o f C h a o s d r a w n b y t h e p r o m is e o f s la u g h te r.

21
LEY LINES
VICTORY CONDITION
Ley lines of power criss-cross this
region. Siphon their energies before
DEPLOYMENT MAP your rivals can.
Before the battle, 5 objectives are
RND2 placed on the battlefield floor as
shown on the deployment map.

6" 6" During the battle, objectives are


either dormant or awakened. At
8" 8" the start of the battle, only the
central objective is awakened;
the rest are dormant. At the start
of each combat phase, the player
Awakened who does not have the initiative
can pick 1 dormant objective to
8" 8"
become awakened. At the end of
6" each battle round, each player
6"
scores 1 victory point for each
awakened objective they control.
RND2
The battle ends after 4 battle
rounds. When the battle ends, the
player with the most victory points
wins the battle.

REAPER
VICTORY CONDITION
Long have you waited to deliver
vengeance upon this foe. Strike fast,
DEPLOYMENT MAP and leave none standing.
At the end of each battle round,
each player totals the points values
of enemy fighters taken down in
that battle round. The result is
6"
their blood tally. If one player has
a higher blood tally, that player
8"
scores 1 victory point.
RND2 RND2
The battle ends after 4 battle
rounds. When the battle ends, the
player with the most victory points
wins the battle.
8"

6"

22
RUNEMARKS
Below you will find a list of the main runemarks used in Warcry. These symbols appear on fighter cards, and
they govern which weapons and abilities each warrior can use in battle. They are also found on battleplan
cards, where they denote the specific environmental and strategic context of each combat encounter.

FIGHTERS

Ag i l e Beast Berserker Brute B u lwa r k Champion

Sentience Destroyer E l it e F ly Ic o n B e a r e r Hero

Minion My s t i c Scout T ra p p e r Wa r r i o r Monster

Mount T h ra l l A l ly Ferocious F r e n zi e d Priest

Te r r if y i n g

CHARACTERISTICS

At t a c k s Damage Move Range S t r e n g th To u g h n e s s Wo u n d s

23
WEAPONS

Blast Axe Reach Claws Club Dagger Fa n g s


We a p o n

Ranged S c y th e Spear Mace Sword Un a r m e d Hook


We a p o n

Bident

BATTLEPLAN CARDS

Te r ra i n Deployment Vi c t o r y Twist Orientation Matched Play

TREASURE

Creature Orrery Realmstone Potions Skull Supplies To t e m We a p o n s

DEPLOYMENT TWISTS

Dagger Hammer Shield C l i m a t e E nv ir o n m e n t Fa t e Magical Psychology


Phenomena

24
FACTION RUNEMARKS
When you pick your warband, you must first pick a faction. Below is a list of all the factions currently in Warcry.
Each fighter in Warcry belongs to one of these factions, as denoted by the faction runemark on their profile.

GRAND ALLIANCES
Every faction and fighter in Warcry belongs to one of the four Grand Alliances: Order, Chaos, Death and
Destruction. The faction runemarks below are grouped by the Grand Alliance to which they belong. The
Grand Alliance of a faction determines which fighters can be included as allies, thralls and monsters (pg 20) in
warbands from that faction.

GRAND ALLIANCE ORDER

Order Daughters of Id o n e th K h a i n it e K h a ra d r o n L u m i n e th
Khaine Deepkin Shadowstalkers Overlords Realm-lords

Fyreslayers S e ra p h o n S y lva n e th Stormcast Stormcast Stormcast


Eternals Eternals Eternals
Sacrosanct Wa r r i o r Va n g u a r d
Chamber Chamber Au x i l i a r y
Chamber

T h u n d e r s t r ik e C it i e s o f
Stormcasts Sigmar

Cities of Sigmar – City Runemarks

Te m p e s t ’s T h e Liv i n g The A nv i l g a r d H a m m e rh a l
Ey e C it y Phoenicium

Cities of Sigmar warbands work slightly differently to other


warbands. When you pick a Cities of Sigmar warband, you must
also choose the city from which they hail. For more information
on City runemarks, see the Warcry Compendium.
G r e y wa t e r H a l l o wh e a r t
Fa s t n e s s

25
GRAND ALLIANCE CHAOS

Chaos Beasts of Chaos Blades of Blades of Disciples of Disciples of


Khorne: Khorne: Tzeentch: Tzeentch:
Daemons Bloodbound Daemons A r c a n it e s

Maggotkin Maggotkin H e d o n it e s H e d o n it e s Skaven Slaves to


of Nurgle: of Nurgle: of Slaanesh: of Slaanesh: Darkness
Daemons Rotbringers Daemons S y b a r it e s

Ir o n Un t a m e d Corvus Cypher The Splintered


Golem Beasts Cabal Lords Un m a d e Fa n g

Scions of S p ir e Ta ra n t u l o s D a r k o a th Horns of R o t m ir e Chaos


th e F l a m e T y ra n t s Brood S a va g e r s Hashut Creed L e g i o n n a ir e s

GRAND ALLIANCE DEATH

D e a th Flesh-eater Soulblight N i g h th a u n t Ossiarch


Courts G ra v e l o r d s Bonereapers

GRAND ALLIANCE DESTRUCTION

Destruction B o n e s p l it t e r z G l o o m s p it e Ogor Kruleboyz Ir o n j a w z


G it z Mawtribes

26

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