Professional Documents
Culture Documents
TABLE OF CONTENTS
VOL. I
CREATING AN ARMY ................................................................................... 3
THE EMPIRE................................................................................................. 4
BRETONNIA................................................................................................ 16
2
CREATING AN ARMY
Preparation Standard bearer and musician
Agree with your opponent on a points value for your respective Every regiment gets a musician and a standard bearer for free,
armies. The points value of your army must not exceed this limit, except for fast cavalry and monstrous regiments. These two
not even slightly (nor may your army be more than a few points latter types of regiments get a free musician but have to pay 10
below the agreed limit). If, for example, you agree on a limit of points if they want a standard bearer. Note that a few rank-and-
2000, your army will be a 2000-point army for the purposes of file units are unable to take standards and musicians; this is
army selection, even if it does not contain exactly 2000 points. specifically mentioned in the army books. Keep in mind that
skirmishers cannot have standard bearers, only musicians. If a
Also, agree with your opponent whether the scenario to be used
regiment with a standard bearer deploys in skirmish formation,
should be decided before assembling your armies. Note that
the standard is forfeited, and the standard bearer is replaced
most objectives are best achieved with a good number of rank-
with a regular trooper.
and-file regiments.
Every regiment that includes a standard bearer may have a
Document on an army roster everything that your army includes,
magic banner. The entire regiment and all characters within it
the lore your wizards utilise, and how many points each unit
benefit from the effects of magic banners. Battle standard
costs. Designate a character from among those with the highest
bearers also benefit from the magical banner they carry.
leadership as the general. Note that neither the battle standard
bearer nor regimental champions can serve as the army
Equipment and magic items
general. This roster is kept secret but must be shown to your
opponent once the battle is over. Spells are assigned just before The special members of a regiment; champions, musicians, and
you deploy your army. standard bearers, have the same equipment as the rest of the
unit.
Limitations
No character model may have more than one shield, piece of
At least half of the total points value (50%) of the army must be armour, missile weapon or melee weapon (in addition to the one
spent on regiments, including magic banners for regimental hand weapon they automatically carry). Only regular mounts
standard bearers (but excluding regimental champions). may be given barding; monsters or flying mounts may not.
Some options in the army books are labelled 0-1, indicating that All magic items (and all other entries that take up a magic item
they are rare and only one such option can be included in the slot) are unique; your army may only include one of each. A
army. If you play a large battle, you might want to agree with character may only carry a magic item if they could have taken
your opponent to allow two of each rare regiment rather than the item's mundane counterpart (e.g., a model may only take a
just one. magic shield if it could have taken an ordinary shield). Since all
characters are assumed to carry a hand weapon, all may take a
No regiment may include fewer than 50 points worth of models.
magical hand weapon. All magic items retain their mundane
This price excludes regimental champions, magic banners, and
properties (e.g., a magical two-handed weapon provides a +2
any models concealed within the regiment (such as Night Goblin
strength bonus in addition to its magical attributes).
Fanatics).
A character may hold only one magic weapon and use only one
The minimum size for infantry and cavalry regiments is five
piece of magic armour. Every character who can wear a piece
models. For monstrous regiments, the minimum size is three
of armour may also wear a magical helmet. There is no limit to
models. Champions do count towards this number as they are
the number of enchanted and arcane items a character may
an integral part of the regiment.
carry, except the total limit on magic items outlined in the army
Note that a regiment may only include a champion if the books. Only wizards may carry arcane items and familiars. Note
regiment's entry in the army book allows for one. Also, note that that special characters cannot be given additional magic items
a regiment may only include one champion model (unless or additional equipment unless specifically mentioned in their
otherwise specified). description.
3
THE EMPIRE
In the heart of the Old World, nestled among craggy mountains The elite forces of the Empire are the Knightly Orders. The
and verdant forests, lies a land of immense diversity and power: Knights Panther are adorned in armour as colourful as a
the Empire. Comprising numerous provinces and city-states, peacock's plume, with panther pelts draping both horse and
each with its own distinct culture, traditions, and idiosyncrasies, rider. These pelts symbolise a far-off crusade against the forces
the Empire is as varied as the people it shelters. When united of Araby,
under the iron hand of the Emperor, this alliance of duchies and
The White Wolves present a stark contrast to the vibrant Knights
counties forms humanity's bulwark against the darkness
Panther. These knights wear armour that prioritises functionality
encroaching from all sides. Thus united, the Empire can
over form, but they possess an aura of rugged grandeur. Draped
arguably stand toe-to-toe with any other nation in the Old World.
in wolf pelts, they wield massive, two-handed hammers instead
At the core of the Empire's indomitable spirit is its disciplined of lances. Originating as the personal bodyguards to the Graf of
military, often referred to as state troops. These soldiers, drawn Middenheim, they are deeply religious, venerating Ulric, the god
from all walks of life, constitute the backbone of the Empire's of wolves, winter, and war.
strength. Clad in the colours of their home provinces and
The Reiksguard Knights are the epitome of chivalry, the gold
standing shoulder-to-shoulder in unwavering lines, they
standard by which all other knights are measured. Their armour
confront the enemy with a steely determination that has been
is highly polished and ornate, many bearing the Imperial
the downfall of many an opposing force. Their war cries, echoing
insignia, and some even carrying the Emperor's banner—a
through valleys and forests, are often accompanied by the
mark of their role as the Emperor's personal bodyguards.
forceful, if not melodious, refrains of Reikspiel battle hymns.
Nestled within its borders are enclaves of Dwarfs and Halflings,
From the secretive and mysterious Colleges of Magic come the
each adding their unique flavour to the Empire's melting pot.
battle wizards. Adorned in their colourful robes, they summon
Stalwart Dwarfs march alongside human warriors, their axes
the raw energies of the aether to weave mighty spells of
glinting and their shields unyielding, while industrious Halflings,
destruction or protection. Their arcane incantations, spoken in
when not sampling the contents of their larders, contribute their
the forgotten tongue that is the language of magic, fill the air,
skilled marksmanship to the Empire's ranks.
causing the ground to tremble and the sky to darken.
The Empire is not averse to seeking help beyond its borders
Adding a touch of explosive spectacle to this force are the
either. Noble warriors from Kislev, riding atop their warhorses,
creations of the Imperial Gunnery School. Cannons roar,
often join the ranks, their guttural cries adding a chilling edge to
mortars rain hellfire, and war machines of all descriptions
the Empire's war chants. Let's not forget the Ogre mercenaries,
thunder across the battlefield, filling the air with a deafening
whose towering stature and lust for battle (and gold) make them
cacophony and a smoky veil that heralds death to the enemy.
a formidable addition to the Empire's forces.
4
detachments. The regiments that may serve as detachment
regiments are: Halberdiers, Spearmen, Greatswords,
Swordsmen, Free Company, Crossbowmen, Handgunners, and
Archers. This implies that Free Company, Archers,
Crossbowmen, and Handgunners can only be detachments, not
parent units, while Reiksguard Foot Knights can only be parent
units, not detachments. Which regiments function as parent
regiments for detachments is noted on the army roster.
The Empire army may include auxiliary contingents comprising charge the enemy in the flank even if it would normally be
Flagellants, Free Company, Kislev Troops, Halflings, Dwarfs, required to charge the front, provided it is physically possible to
and Ogres. Only half of the total number of regiments (rounded move the detachment into the enemy's flank.
Soldiers of the Empire train daily in specialised tactics that hinge Repeating Handgun: Functions like a normal handgun with the
on discipline – the detachment system. Detachments are following exception: each successful hit against the same target
smaller regiments that stay close to their parent regiment to allows one additional roll to hit (up to a maximum of six 'to-hit'
protect flanks and offer support through the use of missile rolls per handgun).
weapons or by harassing the enemy's flanks.
Repeating Pistol: Functions like a normal pistol with the
The following types of soldiers can serve as parent regiments following exception: each successful hit against the same target
for detachments: Reiksguard Foot Knights, Halberdiers, allows one additional roll to hit (up to a maximum of six 'to-hit'
Spearmen, Greatswords, and Swordsmen. Each can have two rolls per pistol).
5
Hochland Long Rifle: Has the following characteristics: range 36 CHARACTERS
inches, S4, armour-piercing, cannot fire in the turn it moved. The
wielder may target any model, even characters mounted on M Ws Bs S T W I A Ld
Man Catcher: A long pole with an iron collar ringed with spikes.
Special Rules for Mounts
Instead of a normal attack, a man-sized model in base contact
with the wielder is hit automatically. The model must take The Pegasus is a steed and can fly.
Initiative (I) and Toughness (T) characteristic tests. If both are
The Griffon is a large monster, cause terror and can fly.
failed, the model is slain (no save allowed).
Hook Halberd: Offers +1 to hit and +1 Strength (S). Empire Lord 100 pts
Ball and Chain: Offers +1 Strength (S) and no armour save. • May ride a Warhorse for +20 pts, which may wear
barding for free, a Pegasus for +55 pts, or a Griffon
for +175 pts.
• May take a shield and either light armour, heavy
armour, or full plate armour for free.
• May take one of the following melee weapons for free,
a flail, an additional hand weapon, a spear, a halberd,
a double handed weapon, a lance.
• May take one of the following missile weapons for +10
pts, a bow, a longbow, a crossbow, a handgun, a
pistol, two pistols.
• May take 3 magic items.
6
0-1 Empire Battle Standard Bearer 80 pts
• May take College Magic (and Ice Magic if the Empire Advert for the great box set of 30 monopose plastic Empire
Army includes one or more Kislev regiments). Halberdiers. White Dwarf 158, from Balder Asmussen’s private
7
Archers 8 pts
Crossbowmen 9 pts
• The whole regiment may be given light armour for +1 State Troops wearing light armour, armed with repeating
pt per model. handguns, riding barded normal horses.
• The regiment may be joined by an Empire Captain
• The regiment may be joined by an Empire Captain
equipped like the rest of the regiment for the price of
equipped like the rest of the regiment for the price of
30 pts + the cost of one trooper (may take 1 magic
20 pts + the cost of one trooper (may take 1 magic
item).
item).
8
0-1 Reiksguard Foot Knights 11 pts
Knights with barded warhorses, full plate armour, and double Kislev Winged 4 4 3 3 3 1 4 1 7
Lancer
handed weapons. Flagellant 4 2 2 4 4 1 3 2 10
Alternatively, this option could represent a lesser Knightly Order Flagellants 10 pts
of your own design.
Flagellants are unbreakable and must charge the enemy if
Knights with barded warhorses, full plate armour, shields, and within charge range. They do not field a standard bearer or a
lances. musician.
• The regiment may be joined by an Empire Captain • May take flails for +2 pts per model.
equipped like the rest of the regiment for the price of • May be joined by a Prophet of Doom equipped like
30 pts + the cost of one trooper (may take 1 magic the rest of the regiment for the price of 20 pts + the
item). cost of one trooper (may NOT take magic items).
9
Free Company 6 pts Kislev Winged Lancers 17 pts
Fighters armed with various sorts of weapons which on the Kislev Winged Lancers with warhorses, light armour, shields,
whole function as additional hand weapons. and lances. Fast cavalry.
• The whole regiment may be given light armour for +½ • One model may upgrade to standard bearer for + 10
pt per model. pts.
• The whole regiment may be trained to become state • Lancers may carry shrieking back banners for +3 pts
troops and thus allowed to act as a detachment per Lancer. Shrieking banners make the unit cause
regiment or as the parent regiment for detachments fear on the turn it charges.
(and be liable to be affected by the religious zeal of • The regiment may be joined by a Kislev Captain
warrior priests), for +½ pt per model. equipped like the rest of the regiment for the price of
• May be joined by a Fighter Champion equipped like 30 pts + the cost of one trooper (may take 1 magic
the rest of the regiment for the price of 20 pts + the item).
cost of one trooper (may take 1 magic item).
Kislev Kossars 9 pts
Halfling Bowmen 7 pts
Fighters with bows, double handed weapons, and light armour.
Halflings with bows. May skirmish. Even if they do not skirmish,
• May be joined by a Fighter Champion equipped like
halflings are still foresters, and may move through woods
the rest of the regiment for the price of 20 pts + the
without penalties to movement.
cost of one trooper (may take 1 magic item).
• The regiment may be joined by a Halfling Champion
equipped like the rest of the regiment for the price of Kislev Horse Archers 10 pts
10 pts + the cost of one trooper (may take 1 magic
Fighters equipped with bows, riding normal horses. Fast
item).
cavalry. May skirmish.
Halfling Militia 2½ pts • One model may upgrade to standard bearer for + 10
pts.
Halflings with light armour and shields. Halflings are foresters
• May be joined by a Fighter Champion equipped like
and may move through woods without penalties to movement.
the rest of the regiment for the price of 20 pts + the
• The whole regiment may be given spears for +½ pt cost of one trooper (may take 1 magic item).
per model.
• The regiment may be joined by a Halfling Champion Dwarf Warriors 8 pts
equipped like the rest of the regiment for the price of
Dwarfs with light armour. Dwarfs are subject to a number of
10 pts + the cost of one trooper (may take 1 magic
special rules explained in the Dwarfs army book.
item).
• May take shields for +1 pt per model.
Ogre Mercenaries 24 pts • May swap light armour for heavy armour for +1 pt per
model.
Ogres with light armour. Monstrous regiment. Cause fear.
• May take either spears for +1 pt per model, or double
• One model may upgrade to standard bearer for + 10 handed weapons for +3 pts.
pts. • If taking no other weapons, nor wielding shields; may
• May swap light armour for heavy armour for +4 pts take crossbows for +4 pts per model.
per model. • The regiment may be joined by a Dwarf Champion
• May take either additional hand weapons for +6 pts equipped like the rest of the regiment for the price of
per model, or double handed weapons for +8 pts per 20 pts + the cost of one trooper (may take 1 magic
model. item).
• The regiment may be joined by an Ogre Champion
equipped like the rest of the regiment for the price of 0-1 Dogs of War
50 pts + the cost of one trooper (may take 1 magic
The Empire may always hire one human regiment from the
item).
Dogs of War army even though allies are not permitted (this
must be an ordinary regiment, not a Regiment of Renown).
10
WAR MACHINES Mortars 80 pts
Steam Tank - 2 4 7 10 5 - - - Great cannon. Crewed by three state troopers. May take up to
two extra crewmen for +5 pts per model.
War Wagons 100 pts
0-1 Halfling Hot-Pot 50 pts
The point cost of the first War Wagon included in the Empire
army counts toward regiments, but subsequent War Wagons If your army includes a regiment of halflings, it may also include
count toward war machines. one Halfling Hot-Pot, but never more than one, as The Halfling
Hot-Pot is a truly unique phenomenon. Even though Halflings
A War Wagon is a large chariot pulled by two barded Warhorses are foresters, a Hot-Pot is a war machine and cannot enter a
and manned by six engineers equipped with light armour and wood. Shoot like a stone thrower, range 36”, strength 5, allows
experimental weapons (5+ armour save). normal armour save but no regeneration save.
Each crewman is armed differently. The list of experimental Crewed by three halflings. May take up to two extra crewmen
weapons includes one of each of the following: (1) a Hochland for +5 pts per model.
long rifle, (2) a repeater handgun, (3) a blunderbuss, (4) a man
catcher, (5) a hook halberd, (6) a ball and chain – see army wide 0-8 Steam Tanks 250 pts
rules for details.
An Empire army can never field more than eight Steam Tanks.
All six crewmen may fight in the melee phase. As long as the However, only one Steam Tank can be included for each full
war wagon is unengaged, the experimental weapons may shoot 1000 pts worth of regiments in the Empire army.
in the shooting phase even if the chariot did move, as with all
chariots. Note that engineers have BS 4.
THE STEAM TANK
Helblaster Volley Guns 110 pts
The Steam Tank is a large chariot powered by a steam engine.
Range 24”. Contains nine barrels. Cannot be reloaded. Crewed The Steam Tank has its own unique profile, causes terror, and
by three state troopers. May take up to two extra crewmen for is unbreakable. The default Steam Tank option includes a small
+5 pts per model. cannon and has the following characteristics.
Roll the artillery die for each barrel fired. Decide whether to
Ws Bs S T W
continue after each shot. Halve the score at over half range.
Steam Tank 2 4 7 10 5
This indicates the number of hits. If you roll a misfire, stop
immediately. The weapon cannot be fired any more for the rest
Steam points
of the battle (and the crew is free to leave the machine).
In the beginning of the turn, the Empire player declares how
If the first shot was a misfire, all nine barrels go off at once (roll
many steam points he is using this turn. This must be between
nine artillery dice immediately, treat further misfires as rolling
0 and 5 points. Once the steam points have been declared, they
zero hits) and the gun and crew are destroyed in a spectacular
must all be used this turn.
explosion.
Each point allows the Steam Tank to take one of the following
Hits are S5 (armour piercing) at short range, and S4 (armour
actions:
piercing) at long range.
11
7: The driving mechanism jams. You cannot move the Steam
Tank this turn, but you may fire. Any excess steam points are
wasted.
8: The steam pressure rises too fast. The Steam Tank must
move directly forward 15”, charging the first unit it encounters
(friend or foe) or dealing 1D6 impact hits if already engaged in
combat. The Steam Tank may do nothing else this turn.
Moving
The Steam Tank moves like a chariot except that (1) it cannot
pivot on the spot for free, (2) it obliterates any obstacles it
encounters, (3) it can neither pursue nor overrun (nor flee, since
White Dwarf 151, from Balder Asmussen’s private collection. it is unbreakable).
• Pivot up to 90 degrees. The Steam Tank declares charges as normal, and the enemy is
• Move 3” forwards or 2” backwards. allowed normal charge reactions. The Steam Tank halts its
• Fire the small cannon or the steam cannon. movement when it reaches an enemy unit.
Having declared how many steam points you want to use this The Steam Tank cannot charge unengaged skirmishers or
turn; it is necessary to see if the steam boiler holds out. Roll a independent models on bases of 20x20 mm or 25x25 mm.
1D6, if this number exceeds the Steam Tank’s current number Simply move these models out of harm’s way if the Steam Tank
of wounds, roll on the Imperial Steam Tank Boiler Table below comes into contact with them.
to determine what happens. The Steam Tank does not fight in melee combat as such but
delivers 1D6 S7 impact hits on the charge. The Steam Tank may
The imperial steam boiler table always disengage from melee combat.
If you failed the above-mentioned test, roll 1D6 and add the It is perfectly legal to move first backwards, then forwards
number of steam points you just declared. Consult the table (spending two steam points), and in so doing disengage from
below: combat and then charge again (making impact hits). It is only
1-4: Nothing happens. The Steam Tank functions normally. possible, however, to charge once per turn.
on moving. a steam cannon. Both may fire once during the shooting phase
(even if the Steam Tank is engaged in melee combat) if
6: A leak has developed. You cannot spend more than two sufficient steam points have been allocated for this purpose
steam points this turn regardless of the number you just (one for each weapon fired).
declared.
The small cannon fires exactly as a small cannon, except that it
cannot pivot for free but must fire directly forward. The cannon
12
has range 36”, S7 and deals 1D3 wounds. The first time a SPECIAL CHARACTERS
misfire is rolled for firing the cannon, the Steam Tank suffers a
wound. The second time you roll a misfire, the Steam Tank M Ws Bs S T W I A Ld
Place the thin end at the muzzle of the steam cannon and point The Elector 4 5 5 4 4 3 4 3 9
Counts
the thick end towards the target. All models at least half covered
The Supreme 4 4 3 4 4 4 6 3 9
suffer a S2 hit with no armour save. Patriarch
Grand Theogonist 4 5 3 4 4 3 5 3 10
If the Steam Tank is not engaged in melee combat, the engineer Volkmar
may shoot his weapon (either a repeating pistol, a repeating The Emperor Karl 4 6 6 4 4 3 6 4 10
Franz
hand gun, or a Hochland long rifle). This action does not cost
Magnus the Pious 4 6 6 4 4 3 6 4 10
any steam points.
Ludwig 4 5 4 4 4 3 5 3 9
Schwarzhelm
Other rules
Tzarina Katarin 4 4 3 3 3 3 5 3 10
The Ice Queen
The Steam Tank automatically passes any characteristic test it
Mounts
has to take, except initiative tests (which are always failed).
Warhorse 8 3 0 3 3 1 3 1 5
Chariots charging the Steam Tank suffer 1D6 S7 impact hits
Griffon 6 5 0 6 5 5 7 4 8
themselves. Night Goblin Fanatics that come into contact with
the Steam Tank are slain. Griffons are large monsters, cause terror and can fly.
Variants An Empire Army may include Gotrek and Felix from the
Dwarfs army book.
The default option Imperial Steam Tank comes equipped with a
small cannon and an engineer armed with a repeating pistol (at
Reiksmarshall Captain Kurt Helborg 130 pts
250 pts).
Lord. Carries full plate armour, a shield, and a Runefang. May
• The Steam Tank may be upgraded with a steam
ride a barded Warhorse for +20 pts. May take two extra magic
cannon for +10 pts.
items.
• The engineer may come equipped with a repeating
handgun or a Hochland long rifle instead of a
Adelbrand Ludenhof Elector Count of Hochland 100 pts
repeating pistol for +10 pts.
• The Steam Tank may give up the small cannon for - Lord. Adelbrand’s hawk distracts the enemy so all enemies in
50 pts. base contact suffer -1 to hit with melee attacks against
• The Steam Tank may give up the small cannon, the Adelbrand. Rides a barded Warhorse. Carries full plate armour,
engineer, and forfeit the option of taking a steam a Runefang, and a hawk.
cannon and instead be equipped with a fighting
platform just like the War Wagon for +50 pts. As long Marius Leitdorf Elector Count of Averland 120 pts
as the Steam Tank is unengaged, the experimental Lord. Marius Leitdorf is subject to frenzy. Rides a barded
weapons may shoot in the shooting phase. All six Warhorse. Carries full plate armour, an additional hand weapon,
crewmen may fight in the melee phase. Each and a Runefang (make six attacks with the Runefang and one
crewman is armed differently. The list of experimental with the additional hand weapon).
weapons includes one of each of the following: (1) a
Hochland long rifle, (2) a repeater hand gun, (3) a Boris Todbringer Elector Count of Middenland 120 pts
blunderbuss, (4) a man catcher, (5) a hook halberd,
Lord. Rides a barded Warhorse. Carries full plate armour, a
(6) a ball and chain.
shield, a Runefang, and the Talisman of Ulric.
13
The Supreme Patriarch of The Colleges of Magic 300 pts
14
MAGIC ARMOUR An acolyte has the same characteristics as an ordinary human
(such as a state trooper) and carries an additional hand weapon.
Helm of Count Mandred 10 pts He must follow his master around the battlefield just as a
familiar.
The bearer hates Skaven, and Skaven fear the bearer, +1
armour save. As long the Light Wizard is in base contact with one acolyte,
both are unengaged, have not marched, or made a failed
Armour of Tarnus 25 pts charge, the Light Wizard may cast one Light Magic spell per
magic phase with one less power card than usually required.
A suit of full plate armour that may be taken by wizards – and
only by wizards. The bearer may wear this armour and still cast
Antler Totem 15 pts
spells. May re-roll armour saves.
If the wizard uses the lore of Amber or Jade, the wizard may
choose his spells.
ENCHANTED ITEMS
Talisman of Ulric 15 pts The regiment automatically dispels the first spell cast against it
even if cast with Total Power. One use only. Knights Panther
The bearer recovers one wound at the start of each player turn.
only.
Laurels of Victory 25 pts must take a terror test. One use only. Knights of the White Wolf
only.
Each wound –overkill wounds included– scored by the bearer,
or the bearer’s mount, in a challenge, counts double toward Reiksguard Standard 20 pts
combat resolution (as long as the bearer is alive during combat
The regiment automatically passes the first LD test it fails except
resolution).
break tests. One use only. Reiksguard regiments only.
One Imperial Light Wizard on foot may be accompanied by up Banner of Defiance 80 pts
to five acolytes helping the wizard muster the intricate Winds of
Double rank bonus. Will never pursue, overrun, or flee
Magic.
voluntarily (i.e., from a charge). The banner nullifies hatred and
An acolyte is strictly speaking not a magic item and therefore frenzy applying to any models in the regiment carrying the
their presence cannot be nullified. Nevertheless, being banner.
accompanied by one or more acolytes means the Light Wizard
can carry one less magic item than usually permitted.
15
BRETONNIA
A vast tableau unfolds as the Bretonnian army charges across The pageantry of Bretonnian warfare often conceals a darker
the battleground. The air is filled with the thunderous roar of undercurrent. Their nobility's obsession with the chivalric code,
hooves, the clamour of steel on steel, and the resounding its pomp and ritual, belies a somewhat callous disregard for the
chants of noblemen reciting their lineage and deeds. Knights in common man. The Knights of Bretonnia, paragons of virtue to
shimmering, ornate armour ride gallantly astride their loyal their peers, view the peasantry as little more than chattel,
destriers, resplendent with vibrant heraldic designs. Each knight necessary for the workings of their realm but unworthy of their
embodies the spirit of Bretonnia, the embodiment of honour, respect or empathy.
duty, and martial prowess. Their brightly coloured banners,
Within the verdant and vast realm of Bretonnia, a singular figure
depicting ancient sigils and griffons, knights and dragons, snap
stands as a beacon of unity amidst the constant play of power
and ripple in the war-torn breeze. An observer might be forgiven
and pride. The Fey Enchantress, chosen maiden of the Lady of
for thinking this a pageant rather than a battle, but the grim
the Lake, gracefully weaves the tapestry of unity from the varied
determination etched upon the knights’ faces dispels any such
threads of Bretonnian nobility. She is a vision of divinity in the
illusion.
eyes of the chivalric warriors.
Behind the dazzling panoply of the knights, a starkly contrasting
When the lords and knights of this expansive realm are poised
force trudges along – the peasantry, backbone of Bretonnia's
to draw swords over matters of honour or territory, it is the
economy, forced by circumstance into the role of foot soldiers.
ethereal presence of the Enchantress that brings them to a
Dressed in drab, mud-smeared sackcloth, their desperation
harmonious standstill. In the grand courts of Bretonnia, where
outstrips their training. Their weaponry is pitifully crude, mostly
the cacophony of diverse ambitions often threatens the sanctity
farming implements pressed into martial service. Some men-at-
of unity, the Enchantress serves as the harmonizing melody.
arms, trained and loyal, provide a semblance of order, their
Kings and dukes might rule their lands, but all bow before her
tunics mirroring the grandeur of their lords' crests. Nevertheless,
wisdom. Her words, drenched in the mystique of the Lady, carry
the dichotomy between the knights and the peasantry paints a
an authority that no noble can dismiss. Even the most ambitious
striking image of Bretonnian society, a chasm as wide as the
of lords, with dreams of grandeur and dominance, dare not
Grey Mountains themselves.
challenge her guidance, for they know that to do so would be to
The Bretonnian nobility, preoccupied with the conduct of honour risk the very favour of the divine.
and the latest fashion, lend an almost frivolous air to the grim
Through her ethereal grace, the Fey Enchantress not only
reality of war. Courtly exchanges often occur even on the eve of
navigates the complex web of Bretonnian politics but also
battle. A lord, resplendent in his newly fashioned armour
elevates it. She reminds the nobility of their sacred oaths and
adorned with the latest trend of heraldic symbols, might
the ideals of chivalry. Under her gaze, the mosaic of Bretonnian
nonchalantly remark to a fellow noble, "Ah, Francois, but surely
nobility, with all its shades and tones, comes together,
you jest, strutting about with last season’s banner? Didn’t you
shimmering as one under the blessing of the Lady of the Lake.
know? Wyverns are all the rage this year!”
16
CHARACTERS
M Ws Bs S T W I A Ld
Characters
Knightly Lord 4 6 6 4 4 3 6 4 9
Knightly Hero 4 5 5 4 4 2 5 3 8
Knightly BSB 4 6 4 4 3 2 6 3 8
Wizard Lord 4 3 3 4 4 4 6 3 8
Master Wizard 4 3 3 4 4 3 5 2 7
Wizard Champion 4 3 3 4 4 2 4 1 7
Wizard 4 3 3 3 4 1 4 1 7
Mounts
Warhorse 8 3 0 3 3 1 3 1 5
Unicorn 9 5 0 4 4 1 4 2 9
Pegasus 8 3 0 4 4 1 4 2 5
Hippogriff 8 5 0 6 5 5 6 3 8
Bretonnian Warhorses are bred for war over many generations handed weapon, or a lance.
and do not suffer the -1 movement penalty for wearing barding. • May take 3 magic items. May take one knightly virtue,
which counts towards the maximum number of magic
A Knight’s Army items a character may take.
The Grand Army of Bretonnia is first of all an army of proud Knightly Hero 60 pts
knights. Therefore, the general must be a knightly character
(i.e., not a wizard), and the army must include at least one • May ride a Warhorse for +15 pts, which may wear
regiment of knights (called Chevaliers). barding for free, or a Pegasus for +50 pts, or a
Hippogriff for +150 pts.
Knightly Disdain • May take a shield and heavy armour for free.
• May take one of the following melee weapons for free,
All knightly regiments (called Chevaliers) as well as all knightly
a flail, an additional hand weapon, a spear, a halberd,
characters are subject to knightly disdain; they ignore panic
a double handed weapon, a lance.
caused by any unit except other knightly regiments knightly
• May take 2 magic items. May take one knightly virtue,
characters, or regiments joined by knightly characters. Knightly
which counts towards the maximum number of magic
characters will never join a regiment of Peasants.
items a character may take.
17
0-1 Knightly Battle Standard Bearer 100 pts Wizard Lord (level 4) 240 pts
It's no mistake that Bretonnian Battle Standard Bearers possess Master Wizard (level 3) 170 pts
superior attributes compared to other Battle Standard Bearers.
Wizard Champion (level 2) 110 pts
Carrying the Battle Standard is a highly honourable role in
Bretonnian armies, which every young knight aspires to attain. Wizard (level 1) 50 pts
• May ride a Warhorse for +10 pts, which may wear May take College Magic.
barding for free
• May ride a Warhorse for free which may wear barding
• May take heavy armour for free.
for free. Unmarried female wizards may ride a unicorn
• May take 1 magic item, which may be a magic
for +30 pts. May ride a Pegasus for +40 pts. A Wizard
banner. May instead take one knightly virtue, which
Lord may ride a Hippogriff for +140 pts.
counts towards the maximum number of magic items
• A wizard may take as many magic items as he /she
a character may take.
has levels.
In the Warhammer Armies supplement for the 3rd and 4th editions, Bretonnia was depicted as a harsh, corrupt feudal society. However,
by the 5th edition, Bretonnia emerged as a realm of chivalry, transforming it into a fairy-tale kingdom where even peasants could become
barons. This chivalrous rendition, though formidable on the battlefield, offered limited troop choices, mainly knights and men-at-arms,
omitting the ordinary peasants and war machines. The 6th edition redressed this, reintroducing war machines and emphasizing peasant
levies, marking the return of a darker Warhammer World. In Warhammer Renaissance, players have a choice: field the darker, original
version of Bretonnia with its war machines and peasants (default option) or opt for the romanticized Bretonnia blessed by the Lady of the
Lake, featuring the Lance Formation and devoid of common peasants (see the “Heroic Army” appendix). Both interpretations are
recognized in Warhammer Renaissance. Picture from the battle report in White Dwarf 153, from Balder Asmussen's private collection.
18
REGIMENTS
M Ws Bs S T W I A Ld
Regimental
Troops
Peasant 4 2 2 3 3 1 2 1 6
Man-at-Arms 4 3 3 3 3 1 3 1 7
Young Knight 4 3 3 3 3 1 3 1 7
Knight 4 4 3 4 3 1 4 1 7
Elite Knight 4 5 3 4 3 1 5 2 7
Regimental
Champions
Commoner 4 4 4 4 3 1 4 2 7
Champion
Knightly Champion 4 5 4 4 3 1 5 2 8 White Dwarf 137, from Balder Asmussen’s private collection.
The King’s 4 6 4 4 3 2 6 3 8
Champion
Ribalds 5 pts
Mounts
Normal Horse 8 - - - - - - - - Men-at-Arms with light armour.
Warhorse 8 3 0 3 3 1 3 1 5
• May take shields for +1 pt per model.
Pegasus 8 3 0 4 4 1 4 2 5
• May take either spears or halberds for +1 pt or per
model.
• The regiment may be joined by a Commoner
Champion equipped like the rest of the regiment for
the price of 20 pts + the cost of one trooper (may take
1 magic item).
Rascals 3 pts
Peasants.
19
White Dwarf 137, from Balder Asmussen’s private collection.
White Dwarf 138, from Balder Asmussen’s private collection.
Archers 8 pts
Chevaliers Féodaux 22 pts
Men-at-Arms with longbows. May skirmish.
Knights with heavy armour, shields, and lances riding
• May take light armour for +½ pt per model.
Warhorses.
• The regiment may be joined by a Commoner Champion
equipped like the rest of the regiment for the price of 20 pts • May take barding for +4 pts per model.
+ the cost of one trooper (may take 1 magic item). • The regiment may be joined by a Knightly Champion
equipped like the rest of the regiment for the price of
Chasseurs de la Mort 9 pts 30 pts + the cost of one trooper (may take 1 magic
item or virtue).
Men-at-Arms riding normal horses. Chasseurs armed with bows
may skirmish.
0-1 Chevaliers en Quête 18 pts
• May take light armour for +1 pts per model and shields for
Knights with heavy armour and double handed weapons riding
+1 pts per model.
Warhorses.
• May take spears for +1 pts per model and bows for +2 pts
per model. • May take barding for +4 pts per model.
• The regiment may be joined by a Commoner Champion • The regiment may be joined by a Knightly Champion
equipped like the rest of the regiment for the price of 20 pts equipped like the rest of the regiment for the price of
+ the cost of one trooper (may take 1 magic item). 30 pts + the cost of one trooper (may take 1 magic
item or virtue).
0-1 Chevaliers Errant 18 pts
0-1 Chevaliers D’Honneur 35 pts
Young Knights with heavy armour, shields, and lances, riding
Warhorses. Elite Knights with barding, heavy armour, shields and lances
riding Warhorses.
When these young knights are accompanied by an unmarried
female wizard, they are unbreakable as long as she is alive. • The regiment may be joined by a King’s Champion
equipped like the rest of the regiment for the price of
• May take barding for +4 pts per model.
30 pts + the cost of one trooper (may take 1 magic
• The regiment may be joined by a Knightly Champion
item or virtue).
equipped like the rest of the regiment for the price of 30 pts
+ the cost of one trooper (may take 1 magic item or virtue).
20
White Dwarf 137, from Balder Asmussen’s private collection.
0-1 Zealots 5 pts Large stone thrower with a crew of three Men-at-Arms. May take
up to two extra crewmen for +5 pts each.
Peasants with shields.
Zealots hate all enemies. A regiment of Zealots may include a L’Ordonnance 95 pts
Reliquary of religious import carried by four Zealots. If one
Normal cannon with a crew of three Men-at-Arms. May take up
carrier is slain, another Zealot takes his place. As long as the
to two extra crewmen for +5 pts each.
regiment includes at least four Zealots apart from standard
bearer, musician, champion and other characters, the Reliquary
0-1 Pistolet D'orgue 150 pts
is held aloft, making the regiment immune to fear and giving the
regiment Leadership 10. The army may only include one Pistolet D’orgue.
• May take light armour for +1 pt per model. Organ gun with a crew of three Men-at-Arms. May take up to
• Four Zealots may carry the Reliquary for +20 pts. two extra crewmen for +5 pts each.
• The regiment may be joined by a Commoner Champion
equipped like the rest of the regiment for the price of 20 pts
+ the cost of one trooper (may take 1 magic item).
21
SPECIAL CHARACTERS Louen Leoncoeur, The Lionhearted 350 pts
22
Tancred, Duc de Quenelles 200 pts Bertrand the Brigand and the Bowmen of Bergerac 80 pts
for five models
Knightly Lord. Tancred wears heavy armour and carries the
Blade of Couronne, Blessed Draught, the Grail Shield and the Bertrand the Brigand is a Commoner Champion with a longbow
Virtue of Purity (natural dispel 4+). He may ride either a barded and the Black Arrow: Always hits, always wounds, no armour
Warhorse for +75 pts, a Pegasus for +150 pts, or a Hippogriff save, one use only. Hugo le Petit is a regimental trooper whose
for +300 pts. Blade of Couronne: All Undead models within 3” of shots are resolved at S5. Gui le Gros is an ordinary trooper
the sword suffer one wound with no armour after the Bretonnia whose presence ensures the regiment automatically passes the
movement phase. The bearer and his regiment become immune first LD test they have to take. Bertrand, Hugo and Gui are
to fear and terror. Blessed Draught: Enchanted item, must be always accompanied by at least two merry Bowmen of Bergerac
imbibed before striking at an enemy or taking a characteristics (skirmishing elite archers equipped with longbows). Further
test. +1D6 strength for the remainder of the phase. One use bowmen may join the regiment at a cost of 10 pts each.
only. Grail Shield: Undead suffer -1 to hit against the bearer, and
undead models with only one attack cannot hit the bearer at all. Reynard le Chasseur 60 pts
Bohemond Beastslayer 180 pts Tristan le Troubadour and Jules le Jongleur 125 pts (for
both)
Bohemond Beastslayer is a knightly hero who wears heavy
armour, rides a barded Warhorse, and carries the Beast Mace Tristan le Troubadour is a knightly hero who wears heavy
of Bastonne and Bohemond’s Shield. He has the Virtue of the armour and a shield, rides a barded Warhorse, and wields a
Impetuous Knight (the knight and his unit have +1D6” on charge lance. Tristan hates enemy troops with missile weapons
move, if the charge is failed, move the normal failed charge (including war machine crew). At the start of any turn Tristan
distance). The Beast Mace of Bastonne: Magic weapon. +2S. 1 may sing a song with one of the following effects: (1) His
wound = 1D3 wounds. Bohemond’s shield: Roll a die for each regiment gains +1 to combat resolution, (2) His regiment gains
successful hit inflicted upon the wielder by a magic weapon. On a 3+ natural dispel, (3) His regiment gains LD 10. Jules is a
a roll of 6, the magic weapon breaks and is removed from the normal trooper who always stays next to Tristan and always
game and hits made by the weapon fail to hit this round. keeps pace with him. All attempts to strike at Jules are at -2 to
hit. As long as Jules is in base contact with Tristan, all enemy
Roland le Marechal 75 pts models attacking Tristan must pass an LD test or lose one
attack.
Knightly Champion. Roland wears heavy armour and a shield,
rides a barded warhorse, carries a lance and Roland’s Warhorn:
Jasperre le Bau, Dragonslayer 150 pts
Enchanted item. Bound spell. All enemy flyers within 12” are
driven off. Jasperre le Bau is a knightly hero who wears heavy armour and
a shield, rides a Pegasus, and carries the Dragonhelm, the Claw
Armand D’Aquitaine 225 pts of Malgrimace, and the Virtuous Lance. He is immune to
psychology. The Dragonhelm is a common magic item making
Armand d’Aquitaine is a knightly battle standard bearer with
the bearer immune to terror, fire-based attacks, and breath
heavy armour, and a barded Warhorse. Carries the Banner of
attacks. The Virtuous Lance is magic lance that deals 1D6
the Lady of the Lake: Enemies in melee combat cannot claim
wounds to large targets. The Claw of Malgrimace is an
rank bonus. Has the Virtue of Knightly Ardour: The knight’s unit
enchanted item that makes Monsters and Daemons in base
may counter charge when charged to the front, if the enemy unit
contact with the bearer lose half of their attacks (rounding up).
is more than half its charge distance away, move the knight and
his unit 1D6” forward. Both sides count as charging and highest
initiative will strike first.
23
• The Doom of Dol, Power 1. The Fay Enchantress
pronounces the doom of one enemy character at the hand
of one knightly character. All hits made against the doomed
character by the named knight are resolved at S10. If the
named knight is slain by the doomed character, the spell is
destroyed. Remains in play.
• The Beguilement of Blondel, Power 1, Range 24”. Target
an unengaged enemy regiment which, until the next magic
phase, will not move, shoot, fight or cast spells, but will
automatically pass all LD tests. The spell is dispelled if the
target is charged or shot at.
White Dwarf 203, from Balder Asmussen’s private collection. The Chalice of Potions: Choose one of five colour variants to
use in the beginning of your first turn. The effect applies
Morgiana le Fay, The Fay Enchantress 430 pts immediately but will exhaust on a roll of 1 on a 1D6 at the
beginning of each subsequent Bretonnia turn.
Wizard Lord. As she is unmarried the Fay Enchantress makes
any regiment of Chevaliers Errant she joins unbreakable. • Red: All friendly models in base contact with the Fay
Furthermore, if the Fay Enchantress is slain the Chevaliers Enchantress ignore the first wound suffered during the
Errant become subject to hatred against the enemy. battle.
• Yellow: Enemies must roll a natural six to hit the Fay
At the start of the battle, after deployment, all knightly characters
Enchantress in melee combat.
may ask a favour of the Fay Enchantress. Champions are
• White: Shooting at the Fay Enchantress and her regiment
granted a favour on 4+, Heroes on 5+ and Lords on 6+. Should
is impossible.
a favoured knight break during the battle, the Fay Enchantress
• Violet: All enemies in base contact with the Fay
suffers a wound with no save possible.
Enchantress must take a toughness test in the beginning
A favour bestows one of the following abilities (your choice): of the melee phase. If they fail, they die.
• Blue: One enemy war machine on the table is unable to
• Daemons suffer 1D6 wounds per wound inflicted.
fire.
• Dragons suffer 1D6 wounds per wound inflicted.
• Undead suffer 1D6 wounds per wound inflicted. Morgiana’s Mirror: Arcane item. May add +1 to Mental Duels.
• Wizards suffer 1D6 wounds per wound inflicted.
Power Familiar: This familiar is different from other familiars as
• If the knight does not have a magic weapon, no magic
it is kept in a pocket and does not have characteristics. May take
weapon will work against the knight.
one additional magic card each magic phase for personal use
• The knight must always challenge but gains +1 to hit and
only.
to wound during challenges.
The Girdle of Gold: Enchanted item. The Fay enchantress only.
The Fay Enchantress has her own unique spells.
4+ ward save.
• Spiteful Glance, Power 1, Range 3D6”. Target one enemy
character visible to the Fay Enchantress, this may be a Repanse du Lyonesse 325 pts
character standing within a regiment. The unfortunate
Knightly Lord and Battle Standard. Must always be the battle
target is turned into a frog (counts as slain, although items
standard, may also be the army’s general. Causes fear. Immune
that restore dead models to life have no effect). The victim
to the effect of spells. Rides a barded Warhorse, carries heavy
of Spiteful Glance will return anywhere on his own table
armour. Carries the Sword of Lyonesse and the Fleur de Lys
edge if Drain Magic is cast. Note that Slann Mage Priests
Banner. Sword of Lyonesse: Cancels any “minus to hit”
are not affected by this spell (as they are frogs already).
modifiers, allows no armour save, and no unmodified save
• The Mist of Chálons, Power 2, Range 24”. One friendly unit
either. The Fleur de Lys Banner: You may remove one random
with 24” is covered in mist. Shooting through the mist is
magic card from your opponent’s hand each magic phase.
impossible. Melee attacks against the shrouded regiment
is at -1 to hit. Remains in play.
24
MAGIC WEAPONS Questing Banner 20 pts
Lance. +1 to hit and +1 strength (on the turn of the charge). Banner of the Realm 30 pts
General only. This sword gives +2 weapon skill, +2 strength and Banner of the Grail 40 pts
+2 attacks.
Chevaliers D’Honneur only. The unit automatically passes the
first LD test it fails (including break tests).
MAGIC ARMOUR
KNIGHTLY VIRTUES
Shield of Holiness and Virtue 30 pts
Knightly characters only. Disregard all hits against the bearer in Each knightly character may take one virtue. Though virtues are
the first combat round during challenges. not magical items as such, they count towards the maximum
number of magic items a character can take. The same virtue
may only appear once in the same army.
ENCHANTED ITEMS
Virtue of Bravery 15 pts
Antlers of the Great Hunt 10 pts
The knight and his regiment are immune to fear.
Knightly characters only. The bearer and his unit may re-roll
failed pursuit rolls.
Virtue of the Joust 20 pts
Bone Relic 20 pts When charging with a lance, the knight hits automatically.
25
HEROIC ARMY
Players who wish to field the Bretonnia army as it was played in
5th edition can utilize these Heroic Army rules. The Heroic
Bretonnia army may not include peasants or war machines.
Knightly characters will not join Men at Arms. Instead, a heroic
Bretonnia army may ask for the Lady’s Blessing, the knights
may ride in the Lance Formation, and the archers may use the
Arrowhead Formation.
Characters, musicians and standard bearers may be placed in The Arrowhead Formation
any rank as long as they are able to make base contact with the
This formation concerns archers armed with longbows instead
enemy during melee as shown on the diagram where all models
of knights but works in the same way as the lance formation,
marked with an x are assumed to be in base contact with the
except The Arrowhead cannot move and fire in the same turn, it
enemy. A model in the lance formation, which is not in base
cannot march, and it cannot charge. As long as the arrowhead
contact with the enemy, but is standing behind a model that is
did not move, all models in the regiment may shoot, even those
in base contact, may fight with one attack to the front as per the
in the rear ranks.
“fight in two ranks rule” (unless you play a small battle and have
agreed with your opponent that this rule does not apply).
26
DOGS OF WAR
The Dogs of War do not march to the beat of a single drum.
Theirs is a symphony of disparate cultures and methods of
warfare. Pike regiments stand in solid phalanxes beside duelling
swordsmen from the southern realms. Cannons stolen from the
Dwarfs of the hold, or hired from the workshops of Nuln, fire
alongside the notorious Halfling Hot Pot catapult.
In this tome, you shall find not just descriptions of these sell-
swords, but also the history of their battles, the tales of their
most heroic deeds, and the secrets of their martial prowess.
From their mercantile deals with the trading princes of Tilea to
the clandestine contracts with the scheming nobles of the
Empire, the Dogs of War ply their trade with sword and cannon,
with stealth and strength.
27
CHARACTERS Ogre Mercenary Hero 188 pts
28
REGIMENTS • May take shields for +1 pts per model, and either light
armour for +1 pts per model, or heavy armour for +4
M Ws Bs S T W I A Ld pts per model.
Regimental • May take spears for +1 pts per model or lances for +3
Troops
pts per model.
Human Mercenary 4 3 3 3 3 1 3 1 7
Soldiers • May take bows for +2 pts per model or crossbows for
Elite Human 4 4 3 4 3 1 4 1 7 +4 pts per model.
Mercenary
Soldiers • The regiment may be joined by a Human Champion
Sea Elf 5 4 4 3 3 1 6 1 8 equipped like the rest of the regiment for the price of
Mercenaries 20 pts + the cost of one trooper (may take 1 magic
Dwarf Mercenaries 4 4 3 3 4 1 2 1 9
item).
Ogre Mercenaries 6 3 2 4 5 3 3 2 7
Halfling 4 2 4 2 2 1 5 1 8 Elite Human Foot Soldiers 7 pts
Mercenaries
Norse Huscarls 4 5 3 4 3 1 4 1 7 Elite Human Mercenary Soldiers with light armour.
Regimental
Champions • The whole regiment may be given shields for +1 pt
Human Champion 4 4 4 4 3 1 4 2 7 per model. The whole regiment may upgrade light
Elite Human 4 5 4 4 3 1 5 2 8 armour to heavy armour for +2 pts per model.
Champion • May take halberds for +1 pt per model, or double
Sea Elf Champion 5 5 5 4 3 1 7 2 8 handed weapons for +3 pts per model, or pikes for +4
Dwarf Champion 4 5 4 4 4 1 3 2 9 pts per model.
Ogre Champion 6 4 3 5 5 3 4 3 7 • The regiment may be joined by an Elite Human
Halfling Champion 4 3 5 3 2 1 6 2 8 Champion equipped like the rest of the regiment for
Norse Champion 4 5 4 4 3 1 4 2 7 the price of 30 pts + the cost of one trooper (may take
Mounts 1 magic item).
Normal Horse 8 - - - - - - - -
Warhorse 8 3 0 3 3 1 3 1 5 Human Knights 20 pts
• If taking no other equipment apart from light armour, Dwarfs with light armour. Dwarfs are subject to a number of
the regiment may take longbows for +3 pts per model, special rules explained in the Dwarfs army book.
or either crossbows or hand guns for +4 pts per
• May take shields for +1 pt per model.
model.
• May swap light armour for heavy armour for +1 pt per
• The regiment may be joined by a Human Champion
model.
equipped like the rest of the regiment for the price of
• May take either spears for +1 pt per model, or double
20 pts + the cost of one trooper (may take 1 magic
handed weapons for +3 pts per model.
item).
• If taking no other weapons nor shields; may take
Human Cavalry Retainers 9 pts crossbows or hand guns for +4 pts per model.
• The regiment may be joined by a Dwarf Champion
Human Mercenary Soldiers riding normal horses. Fast cavalry. equipped like the rest of the regiment for the price of
• One model may upgrade to a standard bearer for +10 20 pts + the cost of one trooper (may take 1 magic
pts. item).
29
Sea Elf Mercenaries 11 pts • May take either additional hand weapons for +6 pts
per model, or double handed weapons for +8 pts per
Elven Warriors with light armour, shields, and bows.
model.
• May be given spears for +1 pt per model. • May be joined by an Ogre Champion equipped like
• May upgrade bows to longbows for +1 pt per model. the rest of the regiment for the price of 50 pts + the
• May be joined by an Elven Champion equipped like cost of one trooper (may take 1 magic item).
the rest of the regiment for the price of 20 pts + the
cost of one trooper (may take 1 magic item).
WAR MACHINES
Norse Huscarls 8 pts
M Ws Bs S T W I A Ld
Huscarls with light armour. Human Mercenary 4 3 3 3 3 1 3 1 7
Solider
Huscarls fighting with shields may form a Shieldwall as a charge Halfling 4 2 4 2 2 1 5 1 8
reaction. Enemies suffer -1 to hit on the charge when the War machine (i.e. - - - - 7 3 - - -
following conditions are met: if the Shieldwall is not already cannon, stone
thrower etc.)
engaged in melee, if the Shieldwall is charged to the front, if the
enemy is more than half of its maximum charge distance away.
Bolt Throwers 50 pts
Note that forming a Shieldwall as a charge reaction prevents the
regiment and all characters within it from fighting with double Crewed by three Human Mercenary Soldiers. May take up to
handed weapons in the ensuing combat. two additional crewmen for +5 pts per model.
• May be given spears for +½ pt per model. Normal cannon crewed by three Human Mercenary Soldiers.
• May be joined by a Halfling Champion equipped like May take up to two additional crewmen for +5 pts per model.
Halflings with bows. May skirmish. Even if they do not skirmish, may flee with their cannon and are allowed to march. The horse
halflings are still foresters, and may move through woods has no effect in the game except increasing movement
• May be joined by a Halfling Champion equipped like 0-1 Halfling Hot-Pot 50 pts
the rest of the regiment for the price of 10 pts + the
If your army includes a regiment of halflings, it may also include
cost of one trooper (may take 1 magic item).
one Halfling Hot-Pot, but never more than one, as The Halfling
Ogre Mercenaries 24 pts Hot-Pot is a truly unique phenomenon. Even though Halflings
are foresters, a Hot-Pot is a war machine and cannot enter a
Ogres with light armour. Cause fear. wood. Shoot like a stone thrower, range 36”, strength 5, allows
• May swap light armour for heavy armour for +4 pts normal armour save but no regeneration save.
per model. Crewed by three halflings. May take up to two extra crewmen
for +5 pts per model.
30
REGIMENTS OF RENOWN Ruglud’s Armoured Orcs 177 pts
Ruglud 4 5 5 4 5 2 5 3 8
The regiment consists of at least nine Marksmen with standard
bearer and musician (99 pts) plus Maximillian, their leader (31
pts). Extra models can be bought for +11 pts each. All models Mengil Manhide's Dark Elf Company 100 pts
come equipped with a crossbow. Maximillian may take one
The regiment consists of at least four Dark Elf Shades (64 pts)
magic item.
plus their leader, Mengil Manhide (36 pts). Extra models can be
M Ws Bs S T W I A Ld bought for +16 pts each. They hate High Elves and may skirmish
Marksmen 4 3 4 3 3 1 3 1 7 and scout. All models come equipped with light armour, a
Maxmillian 4 4 4 4 3 1 4 2 7 repeating crossbow, and an additional hand weapon. Mengil
Manhide may take one magic item which may be a Dark Elf only
magic item from the Dark Elf army book. Note that High Elves
Long Drong Slayer’s Pirates 195 pts
will never fight together with Mengil and his company.
This regiment consists of at least nine Dwarf Pirates with
M Ws Bs S T W I A Ld
standard bearer and musician (135 pts), plus Long Drong, their
Shades 5 4 4 3 3 1 6 1 8
leader (60 pts). Extra models can be bought for +15 pts each.
Mengil 5 5 5 4 3 1 7 2 8
They follow all the rules for Dwarfs described in the Dwarfs army
book. As Slayers they are unbreakable and always wound their
opponent on 4+ or better, even if the opponent has higher Braganza’s Besiegers 186 pts
toughness than the Slayer has strength (except when firing their
The regiment consists at least nine Besiegers with standard
pistols, in which case they wound as normal). All models come
bearer and musician (126 pts) plus Braganza, their leader (60
equipped with two pistols. Long Drong may take one magic item
pts). Extra models can be bought for +14 pts each. All models
which must be a magic weapon. This magic weapon may be a
come equipped with a crossbow. Furthermore, they wear heavy
runic item made accordingly to the rules on runic items found in
armour and carry a pavise (a large shield) for total armour save
the Dwarfs army book.
of 3+. Braganza may be given two magic items.
M Ws Bs S T W I A Ld
M Ws Bs S T W I A Ld
Pirate 4 4 3 3 4 1 2 1 9
Besiegers 4 3 4 3 3 1 3 1 7
Long Drong 4 6 5 4 5 2 4 3 10
Braganza 4 5 5 4 4 2 5 3 8
31
Oglah Khan’s Wolfboyz 145 pts SPECIAL CHARACTERS
The regiment consists of at least four Hobgoblins with a
M Ws Bs S T W I A Ld
standard bearer with a magic banner and a musician (78 pts),
Characters
plus their leader Oglah Kahn (67 pts). Extra models can be
Leonardo Da 4 4 4 4 3 2 4 2 7
bought for +17 pts each. All models ride a Giant Wolf and come Miragliano
equipped with a spear, a shield, light armour, and a bow. As Lucrezzia 4 3 3 4 4 3 5 2 7
Belladonna
long as Oglah Kahn is alive the regiment does not suffer from
Borgio the 4 6 6 4 4 3 6 4 10
Animosity (as described in the Chaos Dwarfs army book). Note Besieger
that Hobgoblins quell animosity in nearby Orcs & Goblins (as Myrdas the Mean 4 5 5 4 4 2 5 3 8
described in the Chaos Dwarfs army book). The regiment Lorenzo Lupo 4 6 6 4 4 3 6 4 10
carries a magic banner, the Pelt of Wulfag, giving it an additional Marco Colombo 4 6 6 4 4 3 6 4 10
1D6 movement allowance when making an overrun move or Asarnil the 5 6 6 4 4 2 8 3 9
Dragonlord
pursuing. The regiment may skirmish but if doing so forfeits its
Mounts
banner. Oglah Kahn may be given two magic items.
Warhorse 8 3 0 3 3 1 3 1 5
M Ws Bs S T W I A Ld Dragon 6 5 0 6 5 5 7 4 8
Hobgoblin 4 3 3 3 3 1 2 1 6
32
Lorenzo Lupo 250 pts
33
HIGH ELVES
Ulthuan, the ancestral home of the High Elves, sits amidst the battlefield. Unfortunately, their full potential remains
Great Ocean. It's a beautiful and tough realm that mirrors the unrecognised, hampered by a system that values lineage over
dual nature of its people, being both graceful and yet merciless merit, resulting in inefficiencies that the High Elves can ill afford
in battle. High Elves are remnants of a bygone era, their in these trying times.
civilisation casts long shadows of its past glory.
The realm of the High Elves remains a beacon of hope in a world
Despite being in decline, the High Elves never step away from on the brink of chaos. Their story a stark reminder of sacrifices
the world's affairs. They continue spreading knowledge and made for duty and honour. As their numbers dwindle, they
civilisation, often standing as a bulwark against chaos. But these continue their dance of life and death, echoing their former glory.
proud warriors also involve themselves in intrigues and conflicts,
and internal rivalries are not uncommon.
ARMY WIDE RULES
High Elven society is a complex feudal hierarchy. Noble houses,
some older than Ulthuan itself, constantly strive for dominance. Elven stoicism
Their history is as nuanced and intricate as their Elven
Dark Elves despise High Elves, yet the feeling isn't mutual. High
language, filled with hidden meanings. Prestige among nobles
Elves, excluding non-elf entities in their army, remain resolute
is often linked to their mastery of this complex language.
against Dark Elves. When a resolute unit undergoes an LD test
The military power of the High Elves mirrors their rigid social - be it panic, break, or otherwise - they can roll an additional 1D6
hierarchy. The archers are trained from youth, their skills honed and discard the highest result.
over centuries. The stalwart spearmen form resolute lines that
seldom yield to the enemy. Above them ride the noble knights Lightweight barding
of the Silver Helms, their valour shining as they plunge headfirst High Elf armour is lightweight, ensuring Elven cavalry face no
into the heart of battle. movement reduction for donning barding.
In High Elf society, the noble blood that grants one the right to
command often fails to ensure competence. Birthright, rather Dragon armour
than merit, dictates leadership, leading to a military commanded When High Elf Battle-Standard Bearers, Heroes, Lords, and
by those whose abilities often fall short of their noble titles. The Dragon Princes wear non-magical heavy armour, this is always
case of General Forenrond is a glaring example. Despite his assumed to be Dragon armour, granting immunity to fire and
high birth, his strategic blunders are legendary, hindering his flaming attacks.
troops more often than leading them to victory. At the same
time, warriors of exceptional talent like Tyrion often find their Dragon rage
path to leadership blocked by the rigid constraints of ancestry
High Elf Dragons, fiercely loyal, roll 3D6 for the Monster
and court intrigue. Despite these obstacles, such individuals
Reaction Table, unlike the standard 2D6.
often bear the weight of war, their skills shining brightly on the
34
• May take a shield and either light armour or Dragon
CHARACTERS
Armour for free.
• May take one of the following melee weapons for free,
M Ws Bs S T W I A Ld
Characters
a flail, an additional hand weapon, a spear, a halberd,
Elven Prince 5 7 7 4 4 3 9 4 10 a double handed weapon, a lance.
(Lord) • May take one bow or longbow for +10 pts.
Elven Hero 5 6 6 4 4 2 8 3 9 • May take 3 magic items.
Elven BSB 5 5 5 4 3 2 7 2 8
Mage Lord 5 4 4 4 4 4 9 3 9 Elven Hero 74 pts
Master Mage 5 4 4 4 4 3 8 2 8
• May ride an Elven Steed for +20 pts, which may wear
Mage Champion 5 4 4 4 4 2 7 1 8
barding for free, a Pegasus for +54 pts, a Great Eagle
Mage 5 4 4 3 4 1 7 1 8
Mounts
for +62 pts, a Chariot for the price of the chariot, a
35
REGIMENTS
M Ws Bs S T W I A Ld
Troops
Elven Warriors 5 4 4 3 3 1 6 1 8
White Lions 5 5 4 4 3 1 6 1 8
Sword Masters 5 6 4 3 3 1 7 1 8
Hand Maidens 5 5 5 3 3 1 6 1 8
Elven Elite 5 5 4 3 3 1 7 1 8
Champions
Elven 5 5 5 4 3 1 7 2 8
Champion
Elven 5 6 5 4 3 1 7 2 9
Commander
Mounts
Elven Steed 9 3 0 3 3 1 4 1 5
• The whole regiment may be given light armour for +½ below 25 percent of their original size).
36
Lothern Sea Guard 11 pts
Immune to psychology.
Elven Elite riding barded elven steeds, equipped with Dragon • The whole regiment may swap light armour for heavy
Armour, shields and lances. armour for +2 pts per model.
• May be joined by an Elven Commander equipped like
• May be joined by an Elven Commander equipped like
the rest of the regiment for the price of 30 pts + the
the rest of the regiment for the price of 30 pts + the
cost of one trooper (may take 1 magic item).
cost of one trooper (may take 1 magic item).
37
CHARIOTS, MONSTERS & WAR
MACHINES
M Ws Bs S T W I A Ld
White Lion 8 5 0 5 4 1 4 2 5
Steed
Elven Steed 9 3 0 3 3 1 4 1 5
Heavy Chariot - - - 5 5 4 - - -
Bolt Thrower - - - - 7 3 - - -
Elven Warrior 5 4 4 3 3 1 6 1 8
Elven 5 6 5 4 3 1 7 2 9
Commander High Elf Bolt Thrower, White Dwarf 155. From Balder
Great Eagle 2 7 0 5 4 3 5 2 8 Asmussen’s private collection.
Supreme 5 6 5 4 3 1 7 2 9
Elven Lord Repeating Bolt Throwers 74 pts
Young 6 5 0 5 5 6 9 6 6
Dragon Repeating Bolt Thrower with two Elven Warrior crewmen. May
take up to three extra crewmen for +7 pts each. Crewmen may
For special rules regarding Great Eagles and Dragons, see the
be given light armour for +1 pt each.
character section.
May take up to two extra Elven Warrior Crewmen for +10 pts
per model. One of these extra crewmen may instead be a
character from the character section or an Elven Commander
equipped like the other crewmen for +43 pts. The Elven
Commander may take one magic item.
May take up to two extra steeds for +2 pts per model. Each extra
Thaindon the Dragon Lord, White Dwarf 149. From Balder steed increases the width of the base with 2.5 cm. May take
Asmussen’s private collection. scythed wheels for +20 pts.
Dragon Princes on Dragons 225 pts If the army includes a regiment of White Lions, chariots may
switch its two Elven Steeds for White Lion Steeds (actual lions)
Supreme Elven Lords with lances, shields, Dragon Armour (for for a total of +20 pts. Extra White Lion steeds cost +17 pts each.
a total armour save of 4+) riding red, white, or blue Young The White Lion Steeds may take barding for +5 pts (increasing
Dragons. Even though Dragon Princes are not characters, they armour save to 4+ / 5+ if the crew use halberds).
follow the rules for ridden monsters. If the rider is killed, roll on
the Monster Reaction Table (using 3D6).
38
Tyrion, High Elf Prince 400 pts
Mage Lord. Alarielle cannot inflict wounds. Any model hit by her
SPECIAL CHARACTERS will not strike back that turn.
Belannaer 5 6 4 4 4 4 9 4 10 Alarielle carries the following three magic items, which only she
can take. (1) Star of Avelorn: May heal one High Elf character
Imrik/ Tyrion 5 8 7 4 4 3 10 4 10
within 8” of one wound in the beginning of the High Elf player
Eltharion/ Alith 5 7 7 4 4 3 9 4 10
Anar turn. Only if there are no other wounded characters within 8”
Teclis 5 4 4 4 4 4 9 3 10 may the Everqueen heal herself. (2) Stave of Avelorn: The staff
The Everqueen 5 10 10 3 4 4 10 1 10
is dealt three spells of the same lore that Alarielle use before
she herself is dealt spells. These spells may each be cast once
Caradryan 5 6 5 4 3 2 7 2 9
as a bound spell during the game. When cast the spell may be
Mounts
taken by Alarielle as her own, but if doing so she must discard
Elven Steed 9 3 0 3 3 1 4 1 5
one of her original spells. (3) The Shieldstone of Isha:
Malhandir 10 4 0 4 3 1 5 2 7
Enchanted item. 4+ Ward Save.
Griffon 6 5 0 6 5 5 7 4 8
Emperor Dragon 6 8 0 8 8 9 6 9 9 If Alarielle joins a regiment of Handmaidens, said unit becomes
unbreakable; if she dies, they become subject to hatred instead.
For special rules regarding Griffons and Dragons, see the
Furthermore, the standard bearer of the Handmaidens may
ordinary character section.
carry The Banner of Avelorn for +50 pts. This magic banner
works as follows: Any regiment trying to charge the
Teclis, High Elf Mage Lord 400 pts
Handmaidens must pass a LD test on 3D6 even if immune to
Mage Lord. Teclis may hand-pick his spells. Carries the psychology. If failed, the regiment does not move this turn, and
following magic items: The Moon Staff of Lileath, War Crown of if the handmaidens responded “stand and shoot” as a charge
Saphery, The Sword of Teclis, Power Scroll, Dispel Magic reaction they may fire twice and with no penalty to hit.
Scroll. The Moon Staff of Lileath is unique to Teclis, once per
battle in the magic phase Teclis may draw 2D6 extra magic Caradryan, Captain of the Phoenix Guard 40 pts
cards for personal use only. When doing so, all Teclis’
Caradryan is an alternative champion for Phoenix Guards. Any
characteristics are halved (rounding up) for the rest of the battle.
model that slays Caradryan must take a LD test on his own basic
LD or die (even if immune to psychology).
39
Korhil, Hunter Captain of the White Lions 100 pts MAGIC WEAPONS
Hero. Cannot be the general. Must stay with a regiment of White
Forenrond’s Sword 0 pts
Lions just like a regimental champion. All rules for White Lions
apply to Korhil as well. When in base contact with another The bearer of this ancient heirloom becomes the general by
character, Korhil may act as that character’s bodyguard. As long birth-right regardless of his/her LD value (even if the bearer is a
as Korhil lives, it is impossible for the enemy to hit the model regimental champion or battle standard bearer).
Korhil protects. Neither Korhil, nor the protected model, may
The bearer forfeits all normal attacks on his profile and instead
participate in challenges while Korhil acts as bodyguard (simply
makes 4 attacks that hit and wound on 2+ and allow no armour
ignore challenges). Carries the following two magic items. The
save, and each wound multiplies into 1D3 wounds.
Axe of Chayal: Double handed weapon. Always strike first (the
always strike first rule offsets the always strike last rule which As the bearer of this blade is brave but incompetent at
means Korhil may strike in I order). The Pelt of Charandis: Korhil commanding, the High Elf player suffers the following
has a 3+ armour save that cannot be improved. Furthermore, disadvantages: The High Elf player never chooses sides,
Korhil is immune to poison. always (and this means always regardless of all other rules)
deploys before his opponent, and never takes first turn (unless
Alith Anar, The Shadow King 300 pts his opponent insists that he does). Furthermore, the army
cannot make use of the scout and vanguard special rules. Can
Lord. Alith Anar hates Dark Elves and all Chaos. If Alith Anar is
only be taken in armies of at least 2000 pts.
the general, the following High Elf regiments also hate Dark
Elves and all Chaos: Spearmen, Archers, Warriors, Shadow Do you think it is worth it? Then take it.
Warriors. Any infantry regiment Alith Anar joins may skirmish.
Anar may utilise the scout special rule. Carries light armour, a Bow of the Old-World Colonies 20 pts
shield, and the following magic items: Stone of Midnight,
Longbow. May shoot as many (non-magical) shots as the bearer
Moonbow, and the Shadow Crown, which allows Alith Anar to
has attacks using the bearer’s strength.
always march as well as leave melee combat in the movement
phase (if there is room to move). Defier of Chaos 20 pts
Imrik, Lord of Dragons 777 pts No armour save. Models from the Chaos Army suffer double
wounds.
Lord. Rides a Red/White/Blue Emperor Dragon. Carries the
following magic items: Armour of Caledor. Star Lance (a Arrows of Isha 25 pts
common magic item, S10 on the charge), the Dragonhorn, an
item unique to Imrik: Once per battle in the melee phase Prince Can only be taken by a Shield Maiden of the Everqueen. The
Imrik can blow this horn. His dragon will then fight with 1D6 extra whole regiment becomes equipped with magic flaming arrows
attacks that turn. which hit with S4. Arrows of Isha cannot be nullified and does
not disappear if the bearer dies.
Belannaer, Loremaster of Hoeth 555 pts
Fangsword of Eltharion 40 pts
Mage Lord. An enemy declaring a charge against Belannaer,
and any regiment he joins, have their charge distance reduced -3 to armour save. All models in base contact with the bearer
by 1D3”. Carries the following magic items: Cloak of Stars, suffer -1A.
Lord. Eltharion hates goblins of all kinds. If he fights a challenge from a bolt thrower. Any Regiment of Dark Elves taking a
against Grom the Paunch, he gains +1 to hit and +1S. Carries a casualty from the Moonbow must take an immediate panic test.
40
MAGIC ARMOUR Book of the Phoenix 250 pts
Once per magic phase the bearer may cast a spell without using
Helm of Yvresse 10 pts
power cards.
May always re-roll LD tests.
Dragon Armour. +1 to armour save. 5+ ward save. Grants Regal Standard 10 pts
immunity to all sorts of dragon breath attacks in addition to
Troops armed with bows or longbows may move and shoot
immunity to fire-based attacks.
without the -1 to hit penalty for moving.
Used at the beginning of a High Elf turn, lasts until the beginning Can move over difficult ground without movement reduction.
of the next High Elf turn. During that period the High Elf army Can march even if there are enemies within 8”. This banner can
may re-roll any LD-based test. If the bearer of the horn is killed, only be taken by troops which could possibly originate from
the effect stops immediately. General only. One use only. Ellyrion: Elven Warriors, Elven Archers, Elven Spearmen,
Reaver Knights, Silver Helm Knights, and the Elven Battle
Stone of Midnight 100 pts Standard Bearer
Dragon Princes only. May take armour saves vs. shooting (be it
ARCANE ITEMS
from missile weapons, war machines, or ranged spells) as if it
were a ward save. I.e., as a fixed save of 2+ even against
Cloak of Stars 25 pts
sources that cancel armour save.
All hits against the bearer have their S reduced by 2. The first
spell cast directly against the bearer or his regiment is Banner of Sorcery 100 pts
automatically dispelled unless cast with Total Power.
Generates one extra magic card in the magic phase that can be
used by all wizards in the army.
War Crown of Saphery 50 pts
41
WOOD ELVES
When the High Elves abandoned their Old World colonies, some
opted to stay behind. These remaining elves evolved into the
Wood Elves. Forsaking the towering spires and intricate
architecture of their former civilizations, the Wood Elves found
solace in the ancient groves and shadowy glades scattered
throughout the Old World. Among these refuges, the Lorelei
Woods in the Empire and Athel Loren in Bretonnia emerged as
their most significant strongholds.
42
Special rules for mounts
The Green Dragon is a large monster, can fly, cause terror, and
has an armour save 4+, Green Dragons make a poisonous S3
breath attack with no armour save allowed.
• May ride an Elven Steed for +27 pts, which may wear
barding for free, a Giant Warhawk for +51 pts, a Great
Eagle, for +69 pts, a Chariot for the price of the
Chariot, a Griffon for +181 pts, a Green Dragon for
+321 pts.
• May take a shield and light armour for free.
• May take one of the following melee weapons for free,
a flail, an additional hand weapon, a spear, a double
Elven personalities, White Dwarf 95. From Balder Asmussen’s
handed weapon, a lance.
private collection.
• May take one bow or Wood Elf Longbow for +10 pts.
• May take 3 magic items.
CHARACTERS
Wood Elf Hero 74 pts
M Ws Bs S T W I A Ld
• May ride an Elven Steed for +20 pts, which may wear
Characters
Wood Elf Warlord 5 7 7 4 4 3 9 4 10
barding for free, a Giant Warhawk for +44 pts, a Great
Wood Elf Hero 5 6 6 4 4 2 8 3 9 Eagle, for +52 pts, a Chariot for the price of the
43
Wood Elf Battle Standard Bearer 88 pts
• May ride an Elven Steed for +13 pts, which may wear
barding for free, or a Chariot for the price of the
Chariot.
• May take light armour for free.
• May take one magic item (which may be a magic
banner).
regiment, as the Shape Changer in non-elven form takes the Wood Elf Warriors 5 4 4 3 3 1 6 1 8
space of four infantrymen (i.e. there must be at least two Wood Elf Scouts & 5 5 5 3 3 1 7 1 8
Way Watchers
ordinary troopers positioned in the front rank or it is impossible
Wood Elf War 5 5 5 3 3 1 7 1 8
to release a Shape Changer). Dancers
Wood Elf Lords 5 5 4 3 3 1 7 1 8
It is not possible for a Shape Changer to revert to elven form
during the battle. After the Shape Changer is deployed, he is Dryads 5 4 0 4 4 1 4 2 8
44
4/ Storm of Blades: all War Dancers in the troupe strike against
the same model, regardless of whether they are in fighting
position or not.
(and the enemy suffers -1 to hit when shooting at them) but War see over the battlefield as if standing on a hill.
Dancers do not suffer the penalties for skirmishing. They may If an enemy unit enters (touch) a wood occupied by Way
use a character’s LD. They can take a standard bearer and a Watchers, the enemy activates traps set by the Way Watchers.
musician. They can negate enemy rank bonuses. They can get Roll 1D6 to see what happens.
bonuses for having extra ranks when forming up for melee
1/ Nothing: the enemy unit avoids the trap.
combat. They can claim victory points.
2/ Spikes: the enemy unit suffers 1D6 strength 4 hits as from
In addition, War Dancers can move over other units (friends and
shooting.
foes alike) provided they have enough movement to get clear of
the unit. War Dancers may always march regardless of enemy 3/ Snares: the enemy unit is caught in snares and stops its
units being within 8” at the start of their move. Note that War movement one inch into the wood.
Dancers lose this particular ability when joined by characters
4/ Nets: as above. In addition, the enemy unit is unable to strike
who are not War Dancers themselves.
back if it is charged in the next Wood Elf player turn.
In each round of combat that they fight, the War Dancers must
5/ Camouflaged pit: the enemy unit suffers 2D6 strength 5 hits
choose one of the following war dances to perform. They cannot
as from shooting.
choose the same dance in two consecutive rounds of combat in
the same combat engagement. 6/ Impaler: a single model in the enemy unit suffers a strength 7
hit which inflicts D6 wounds with no armour save. Determine
1/ Whirling Death: +1 attack.
which model in the front rank is hit randomly, no ‘Look Out, Sir’
2/ Woven Mist: all enemies suffer -1 to hit against the War roll is allowed.
Dancers.
• May take additional hand weapons for +2 pts per
3/ The Shadows Coil: the War Dancers strike no blows, and no model.
enemy models may strike at the War Dancers. The combat is a • The regiment may be joined by an Elven Champion
draw regardless of combat resolution. equipped like the rest of the regiment for the price of
20 pts + the cost of one trooper (may take 1 magic
item).
45
Wood Elf Lords 20 pts
This type of regiment cannot take a standard bearer, musician, 24 inches and their hits are resolved at Strength 3. In melee
or regimental champion. combat, the falcons can distract enemies, causing them to suffer
a -1 penalty to hit when attacking the Falconers.
0-1 Wood Elf Warhawk Riders 30 pts • The regiment may be joined by an Elven Champion
Warriors riding War Hawks (a flying steed). equipped like the rest of the regiment for the price of
20 pts + the cost of one trooper (may take 1 magic
• May take bows for +2 pts per model, or Wood Elf
item).
Longbows for +3 pts per model.
• May take spears for +2 pt per model. Wood Elf Glade Riders 22 pts
• May take shields for +1½ pts per model and light
Warriors riding elven steeds, equipped with light armour,
amour for +1½ pts per model.
• The regiment may be joined by an Elven Champion spears, and bows. Fast cavalry. May skirmish. May act as
equipped like the rest of the regiment for the price of vanguard troops. Can shoot and then flee during a charge
reaction. They rally automatically immediately after fleeing from
20 pts + the cost of one trooper (may take 1 magic
item). a charge (assuming they had not previously been reduced to
below 25 percent of their original size).
Wood Elf Warriors 7 pts • One model may upgrade to standard bearer for + 10
46
Wood Elf Scouts 14 pts
Dryads 20 pts
When Treemen are killed, they fall over just like Giants. Roll the
scatter die to determine where to place the Felled Treeman
Template. Unless they are large targets themselves, all models
hit must roll equal or below initiative to avoid being slain, no
armour saves allowed.
47
SPECIAL CHARACTERS Ariel, Mage Queen of Loren 600 pts
Skaw the Falconer 5 5 5 4 3 1 7 2 8 • Berry Wine: The bearer or any model in base contact
Gruarth the 6 5 5 4 4 2 7 2 8 with the bearer may drink the berry wine at the end of
Beastmaster any phase. The model instantly recovers 1D6 wounds
Mounts lost earlier in the battle. One use only.
Elven Steed 9 3 0 3 3 1 4 1 5
Gwandor the 2 7 0 5 5 4 6 2 8 Naieth the Prophetess 150 pts
Black
48
Durthu the Treeman 260 pts MAGIC WEAPONS
Treeman. Hates Dwarfs (including Chaos Dwarfs) in addition to
Note that arrows fired with a Wood Elf Longbow confer an extra
Orcs, Goblins, and Hobgoblins. 2+ armour save. Contrary to
-1 to armour save.
normal Treemen, Durthu is a character. May take two Sprites.
Sceolan 80 pts Missile weapon range 12”. May target characters within
regiments (at -1 to hit, no look out sir allowed). Any model hit
Elven Hero with light armour, Wood Elf Longbow and the
cannot move the following turn. A regiment may leave ensnared
Buckler of Bronze: A shield. If Sceolan’s opponent rolls a 1 to
models behind and move regardless.
hit in melee combat, the opponent automatically suffers a hit
from Sceolan. May take one additional magic item.
Bow of Loren 20 pts
The Dryad Drycha 80 pts Wood Elf Longbow. May shoot as many (non-magical) shots as
the bearer has attacks using the bearer’s strength.
Branch Wraith – and therefore also a level 1 wizard using Jade
Magic or Amber Magic causing fear with a 5+ armour save. May
Hail of Doom Arrow 30 pts
be taken instead of a normal Branch Wraith.
One use only. Bearer must have a bow or a longbow. Fires 3D6
May sing in the shooting phase, the song may target any enemy
magical strength 4 arrows against the same target (roll to hit for
regiment (except Longbeards which are deaf) within 12” and not
each arrow separately).
engaged in combat. The target must pass a LD test or it cannot
move and shoot in its next turn. If the unit becomes engaged in
Blades of Loec 30 pts
melee combat, it will fight back but will always strike last.
Two hand weapons. Bearer may re-roll to hit and to wound.
Skaw the Falconer 70 pts
The Spirit Sword 40 pts
Elven Champion. Skaw can be selected as an alternative to a
standard Wood Elf Champion. He adheres to the rules No armour save. Wounded enemies must take a LD test on their
established for Falconers. Skaw himself commands three own basic LD or die instantly (even if immune to psychology). A
falcons, which he can direct at characters concealed within a model only needs to test once per game.
regiment, riding on a monster, or aboard a chariot. However, the
falcons suffer a -1 penalty to hit when targeting in this manner. Arcane Bodkins 50 pts
Enemy characters targeted by Skaw's falcons are not entitled to Requires a bow/longbow. The bearer and the bearer’s unit may
make a 'look out sir' roll. Additionally, Skaw is equipped with a shoot one volley of magical arrows with no armour save allowed.
magical hide of feathers, which grants him a 5+ armor save. One use only. Cannot be nullified.
49
MAGIC ARMOUR Banner of Surprising Swiftness 40 pts
Once per game, in the beginning of any magic phase, the unit
Helm of The Hunt 30 pts
may move 1D6 inches directly forward (count as charging if it
+1 armour save (or a basic armour save of 6+ if not wearing reaches an enemy unit, the enemy can only hold).
other armour) and additionally when charging: +1 weapon skill,
+1 attack, +1 strength. Hawkeye Banner 40 pts
+1 BS
ENCHANTED ITEMS
SPRITES
Moonstone 10 pts
Used in the end of the owner’s movement phase. One use only. Branch Wraiths, Durthu and Treeman Ancients from the Savage
If the bearer and the bearer’s unit are wholly within a wood, the Wood Elf army can be accompanied by Sprites, small creatures
unit may disappear and instantly reappear wholly within another that bestow magic effects on the character. A Sprite takes up a
wood on the battlefield. magic item slot, but is not a magic item, and thus cannot be
nullified by special rules that nullify magic items. As with magic
Magic War Paint 30 pts items, each Sprite may only appear once in the same army.
Gives a 5+ ward save vs. melee attacks and a 3+ ward save vs.
A Resplendence of Luminescents 10 pts
missile attacks. Also affects ridden monsters, but not large
ridden monsters. All attacks made by the bearer and the bearer’s regiment count
as magical.
Antler Totem 15 pts Inflict 1D6 S3 hits in the shooting phase against one enemy unit
within 12” of the bearer (even when marching).
If the wizard uses the lore of Amber or Jade, the wizard may
choose his spells.
A Muster of Malevolents 30 pts
Banner of the Lynx 10 pts In a challenge, the bearer can only be hit on natural rolls of 6.
Midwinter Standard 20 pts Bound spell. One use only. One model anywhere on the table
must pass a LD test on his own basic LD (even if immune to
One use only. The unit automatically passes the first break test
psychology) or suffer 1D6 wounds with no armour save allowed.
it fails.
Line of sight NOT required.
50
•
SAVAGE ARMY May be joined by an Elven Commander equipped like
the rest of the regiment for the price of 30 pts + the
cost of one trooper (may take 1 magic item).
The default Wood Elf army described above is the Wood Elf
army with entries from Warhammer Armies for 3rd edition and Wood Elf Rangers 15 pts
the first Wood Elf army book which appeared in 4th edition. If you
want to play the more savage Wood Elf army depicted in the Rangers with light armour and double handed weapons.
th th
army books for 6 and 8 edition, here is the list for you. Wood Elf Rangers ignore the always strike last rule for double
The Savage Army may NOT include Shape Changer handed weapons. They are immune to psychology and
Elf Falconers, Wood Elf Lords, or Wood Elf Chariots. Instead, • May be joined by an Elven Commander equipped like
the Savage Army MAY include: Treeman Ancient characters, the rest of the regiment for the price of 30 pts + the
Tree Kin, Eternal Guards, Rangers, Wild Riders, Sisters of the cost of one trooper (may take 1 magic item).
Thorn, and Stags as a mount option for characters.
Wood Elf Wild Riders 28 pts
51
DARK ELVES
as the Sundering, the culmination of a protracted civil war where
the faction that would eventually become the Dark Elves
contended that Malekith was the rightful heir to the Phoenix
Throne, the paramount seat of elven authority.
52
ARMY WIDE RULES First Among Equals 124 pts
• May ride an Elven Steed for +27 pts, which may wear
All Dark Elves (i.e., not their mounts, nor Harpies or Hydras)
barding for free, or a Cold One for +30 pts, or a
hate all High Elves (but not Wood Elves).
Monstrous Spider for +53 pts, or a Dark Pegasus for
+61 pts, or a Chariot for the price of the chariot, or a
CHARACTERS War Hydra for 181 pts, or a Manticore for +221 pts, or
a Black Dragon for +321 pts.
M Ws Bs S T W I A Ld • May carry a shield and either light armour or heavy
Characters
armour for free.
First Among 5 7 7 4 4 3 9 4 10
Equals (Lord)
• May carry one of the following weapons for free, a
Elven Hero 5 6 6 4 4 2 8 3 9 flail, an additional hand weapon, a spear, a halberd,
Black Dragons can fly, cause terror, have an armour save of 4+,
Elven Battle Standard Bearer 88 pts
and possess poisonous breath (models hit must take a
toughness test and suffer as many wounds as the test was failed • May ride an Elven Steed for +13 pts which may wear
by, with no armour save allowed). barding for free, or a Cold One for +16 pts, or a
Chariot with for the cost of the chariot.
War Hydras cause terror, are immune to psychology, and have
• May carry either light armour or heavy armour for free.
flaming breath (with strength equal to the Hydra's current
• May take 1 magic item (which may be a magic
number of wounds). Scaly skin confers a 5+ armour save that
banner).
cannot be modified.
53
Assassin 60 pts REGIMENTS
The point cost of the first Dark Elf Assassin included in the Dark
M Ws Bs S T W I A Ld
Elf army counts toward regiments, but subsequent Assassins
Regimental
count toward characters. Troops
Elven Warriors 5 4 4 3 3 1 6 1 8
Dark Elf Assassins are characters who conceal themselves in
Elven 6 4 4 3 4 1 6 1 8
rank-and-file infantry regiments disguised as ordinary troopers. Beastmasters
Once in combat, they throw off their disguise and leap into the Witch Elves 5 4 4 3 3 1 6 1 8
fray.
Shades 5 4 4 3 3 1 6 1 8
Only one assassin may hide in one regiment. Note down on the Executioners 5 5 4 4 3 1 6 1 8
army roster which regiments your assassins are hiding in. The Black Guard 5 5 4 3 3 1 7 1 8
assassin is revealed once their regiment engages in melee Harpies 4 4 0 4 4 2 2 1 6
combat. Replace an ordinary trooper with the assassin. In the Chaos Hounds 7 4 0 4 4 1 4 2 6
first round of combat, assassins strike before models with the Elven Lords 5 5 4 3 3 1 7 1 8
strike first ability and even before challenges are declared. Regimental
Champions
Assassins fight with two poisoned hand weapons which add +1
Elven Champion 5 5 5 4 3 1 7 2 8
to strength. In addition, each wound they inflict multiplies into
Witch Elf 5 5 5 4 3 1 7 2 8
1D3 wounds. In subsequent rounds of combat assassins fight Champion
as normal characters (and no longer strike first), and when the Elven Commander 5 6 5 4 3 1 7 2 9
combat engagement is over, assassins are free to move around Mounts
as independent characters. Elven Steed 9 3 0 3 3 1 4 1 5
Cold One 8 3 0 4 4 1 1 2 3
Note that assassins are not leaders, they cannot be the general,
and other models cannot benefit from their high LD.
Cold Ones are steeds that cause fear but suffer from stupidity.
Equipped with light armour and two poisoned hand weapons. They improve the armour save of the rider by an additional +1
(for a total of +2 armour save).
• May take 1 magic item (note that Dark Elf Assassins
are the only type of Assassin that may take a magic
Elven Warriors 7 pts
item).
Elven Warriors with shields.
Sorcerer Lord (level 4) 264 pts
• The whole regiment may take spears for +1 pt per
Master Sorcerer (level 3) 186 pts model.
• The whole regiment may swap shields for additional
Sorcerer Champion (level 2) 122 pts
hand weapons (for free) or double handed weapons
Sorcerer (level 1) 58 pts (for +2 pts per model).
• The whole regiment may take light armour for +1 pt
• May take College Magic and Dark Magic.
per model or heavy armour for +3 pts per model.
• May ride an Elven Steed for free, which may wear
• The whole regiment may take repeating crossbows
barding, or a Cold One for free, or a Monstrous Spider
for +4 pts per model.
for +40 pts, or a Dark Pegasus for +40 pts, or a
• May be joined by an Elven Champion equipped like
Chariot for the price of the chariot. A Sorcerer Lord
the rest of the regiment for the price of 20 pts + the
may ride a Manticore for +200 pts, or a Black Dragon
cost of one trooper (may take 1 magic item).
for +300 pts.
• A Sorcerer may take as many magic items as he /she
Chaos Hounds 12 pts and Dark Elf Beastmasters 12 pts
has levels.
This type of regiment cannot take a standard bearer, musician,
or regimental champion.
54
Elven Crossbowmen 10 pts Witch Elves 12 pts
Elven Warriors with repeating crossbows. Witch Elves with light armour and two poisoned hand weapons.
Witch Elves are subject to frenzy and their weapons are
• The whole regiment may take light armour for +½ pt
poisonous (+1 strength).
per model.
• The regiment may be joined by an Elven Champion • The regiment may be joined by an Elven Champion
equipped like the rest of the regiment for the price of equipped like the rest of the regiment for the price of
20 pts + the cost of one trooper (may take 1 magic 30 pts + the cost of one trooper (may take 1 magic
item). item).
Executioners equipped with double handed weapons and heavy Elven Warriors riding elven steeds, equipped with light armour,
armour. Wounds dealt by Executioners of Har Ganeth – when spears, and repeating crossbows. Fast Cavalry. May skirmish.
using their great axes – multiply into 1D3 wounds.
May act as vanguard troops. Can shoot and then flee during a
The regiment may be joined by an Elven Commander equipped charge reaction. They rally automatically immediately after
like the rest of the regiment for the price of 30 pts + the cost of fleeing from a charge (assuming they had not previously been
one trooper (may take 1 magic item). reduced to below 25 percent of their original size).
Shades with light armour, additional hand weapons and The army may only include one regiment of Harpies. Harpies
repeating crossbows. May skirmish. Dark Elf Shades may can fly, may skirmish, and may not be joined by characters.
skirmish and scout. Furthermore, Harpies cannot take a standard bearer, musician,
or regimental champion.
• The regiment may be joined by an Elven Champion
equipped like the rest of the regiment for the price of
20 pts + the cost of one trooper (may take 1 magic
item).
55
War Hydra 200 pts
Since Cold Ones are stupid, Cold One Chariots suffer from
stupidity.
Cover, White Dwarf 132, Balder Asmussen’s private collection.
A Heavy Chariot pulled by two Cold Ones, crewed by two Elven
Warriors with light armour, spears, shields and repeating
CHARIOTS, MONSTERS & WAR
crossbows (armour save 4+).
MACHINES
May take up to two extra Elven Warrior Crewmen for +10 pts
M Ws Bs S T W I A Ld per model. One of these extra crewmen may instead be a
War Hydra 6 4 0 5 6 7 3 5 8
character from the character section or an Elven Commander
Cold One 8 3 0 4 4 1 1 2 3
equipped like the other crewmen for +43 pts. The Elven
Heavy Chariot - - - 5 5 4 - - -
Commander may take one magic item.
Bolt Thrower - - - - 7 3 - - -
Elven Warrior 5 4 4 3 3 1 6 1 8 May take up to two extra Cold One steeds for +10 pts per model.
Elven Commander 5 6 5 4 3 1 7 2 9 Each extra steed increases the width of the base with 2.5 cm.
Witch Elf 5 4 4 3 3 1 6 1 8 May take scythed wheels for +20 pts.
Monstrous 7 3 0 4 4 4 1 2 5
Spider/Scorpion
56
SPECIAL CHARACTERS Kouran, Captain of the Black Guard 125 pts
Rules for mounts, see the ordinary character section. wound is taken. Ridden monsters must use their own
leadership, not the rider’s.
Malekith the Witch King 500 pts
Morathi the Hag Sorcress 300 pts
Lord. Immune to psychology. Causes fear. Malekith casts spells
as a Sorcerer Lord (magic level 4). May ride a Cold One Chariot Morathi is a Sorcerer Lord (magic level 4) using Slaanesh
with scythed wheels for free. May ride a Black Dragon (+321). Magic. Morathi may hand-pick her spells. May ride an elven
Carries the following magic items: Circlet of Iron, Witch King’s steed (which may wear barding) for free, or a Dark Pegasus for
Armour, Spellshield, Destroyer. Circlet of Iron (an arcane item) +40 pts. May take four magic items.
57
slain). On any other roll you may place him within 2D6” of the Armour of Hotek 40 pts
regiment you nominated as the one Shadowblade was hiding in.
Heavy armour. Armour save 1+ (cannot be improved). Wounds
You may place him directly into combat if you wish. This counts
that cause instant kill or multiple wounds count as one wound
as his move on the turn he is revealed, in subsequent turns, he
only.
may move normally. Carries two poisoned hand weapons (+1
strength, 1D3 wounds), light armour, a Potion of Strength (a
common magic item, +3S, one use only) and the Heart of Woe: ENCHANTED ITEMS
If the bearer is slain in combat the heart explodes. All models
within a radius equal to the bearer’s original number of wounds Amber Amulet 15 pts
suffer one automatic hit with a strength equal to the bearer’s The bearer recovers one lost wound at the start of each player
+1D6. Any wound inflicted multiplies into 1D6 wounds. Normal turn.
armour save applies.
Heart of Woe 25 pts
MAGIC WEAPONS If the bearer is slain in combat the heart explodes. All models
within a radius equal to the bearer’s original number of wounds
Whip of Agony 10 pts suffer one automatic hit with a strength equal to the bearer’s
Additional hand weapon. Make the additional attack as a +1D6. Any wound inflicted multiplies into 1D6 wounds. Normal
separate attack. If this is a hit, the target must take a leadership armour save applies.
test at its own basic leadership with 3D6 (2D6 if immune to
psychology); if failed, the target cannot strike back in this melee Black Amulet 100 pts
combat phase. No roll to wound is taken. Ridden monsters must Ward save 4+. Any wound saved during melee is rebounded
use their own leadership, not the rider’s. against the attacker (no armour save allowed).
Chill Blade 10 pts Once per magic phase the wizard may sacrifice a member of
his/her unit. The sacrifice allows the wizard to cast a spell for
Any model wounded by this blade must roll a single die in the one power card less than required.
start of each of his/her subsequent turns. On a roll of 4+, the
model suffers an additional wound (with no armour save
allowed). MAGIC BANNERS
Repeating crossbow. May fire 1D6 (magical) shots (at the same Must be carried by the battle standard bearer. The bearer’s
target) each shooting phase that always hit on 2+. regiment is unbreakable. Note that this rule also applies to all
High Elf Shadow Warriors within 12” of this banner.
Deathsword 80 pts
Banner of Murder 60 pts
S10.
+1D6 to charge move. Frenzied units must attempt a charge if
Burning Sword of Khaine 125 pts contact with the enemy is possible on a roll of 6. If the charge is
failed, move a normal failed charge.
Flaming attacks, +1D6 attacks, +2 strength.
58
ORCS & GOBLINS
Orcs & Goblins on their tumultuous march is anarchy incarnate. Boars resonate, their impatient riders having a hard time
It's a maelstrom of noise, fury, and wild energy, an unstoppable controlling the beasts eager to charge and trample.
storm of green promising destruction wherever it goes.
Yet, the real spectacle, one that embodies the very essence of
Leading this parade, the Orcs stomp forward, bellowing war this wild horde, are the deranged Goblin Doom-divers, who
cries and frequently breaking into skirmishes among scream with mad glee as they're catapulted into the sky, much
themselves. Their rough-and-ready demeanour contrasts with to the wild cheers of their compatriots below. Add to this the
the imposing Black Orcs, who, though disciplined compared to crazed Night Goblin Fanatics, drugged and delirious, whirling
their kin, shout orders and threats, desperately trying to maintain around, spinning with their ball-and-chains, often crashing into
some semblance of order amidst the madness. their own lines to a mix of laughter, curses, and yells.
In the midst of this unruly mob, the Savage Orcs roar, their
bodies painted with vibrant war paints and mystical tattoos. DIFFICULT TO MASTER
They swing their weapons recklessly, goading one another into
impromptu displays of bravado. Orcs & Goblins are arguably the most complex army to play.
They're an unruly bunch with numerous special rules. You
Goblins are the mischievous heart of this tumultuous force. The
shouldn't expect them to follow your orders. They squabble
shadows are alive with the sneaky whispers of Night Goblins,
amongst themselves, move in unintended directions, are easily
preparing their next prank or plotting their next backstab. Forest
panicked, and in the case of Shamans, their heads might even
Goblins, mounted atop chilling Giant Spiders, seem to dart
explode. Don't choose Orcs & Goblins if you aren't prepared for
everywhere, the arachnid legs clicking and clattering as they
epic failure; it is inevitable.
weave unpredictably through the ranks.
It may take a considerable amount of time to manoeuvre Orcs
The ground shakes under the lumbering steps of the Trolls, their
& Goblins, both for novice and seasoned players. Ensure you're
low growls and burps adding to the symphony of disorder. Every
familiar with all the special rules of the units you've selected for
so often, the colossal shadow of a Giant looms overhead, its
your army.
thunderous footsteps and curious roars reminding everyone,
friend or foe, of the brute force the greenskins command. Before a battle, it's recommended that you compile a checklist
of procedures to remember during play. This should at least
While the army slowly winds its way towards the battlefield, the
cover: Stupidity and animosity tests before the movement
barking of wolves announces the Goblin Wolf Chariots racing up
phase. Numerous compulsory moves and special attacks. The
and down alongside the marching column. The crew waves
Waaagh! test right before spell casting begins. Remember, all
flags or makes offensive hand gestures at their comrades on
Goblins fear elves unless they outnumber them two-to-one.
foot, all the while making 'vroom vroom' sounds for no
Savage Orcs are affected by frenzy and will always charge if
comprehensible reason. Amid this bedlam, the snorts of War
possible.
59
Savage Orcs
ANIMOSITY
Savage Orcs are frenzied. Even if they lose their frenzy, Savage
At the start of the turn, before the movement phase, each Orc & Orcs still ignore panic caused by Goblins.
Goblin regiment (excluding Trolls, Ogres, etc.) not engaged in
Savage Orcs never wear armour other than shields, relying
melee combat or fleeing must undertake an animosity test. War
instead on magic tattoos. These tattoos function like light
machines, chariots, and all other units don't test; only regiments.
armour and in addition provide a 6+ ward save, which is
For an animosity test, roll a single die. On a roll of 1, roll again increased to a 5+ ward save if the regiment is joined by a
(if you roll 2-6 initially, nothing occurs). Savage Orc Shaman (the Shaman himself also benefits from
the 5+ ward save when part of a regiment).
If you roll 1-5 on the subsequent roll, the unit members squabble
or remain stationary. During this player's turn, the unit is immune
Black Orcs
to psychology and cannot move, shoot, or cast spells. However,
wizards can still attempt dispels and use Dispel Magic Scrolls. Black Orcs aren't affected by animosity. Black Orc characters
joining non-Black Orc regiments quell animosity (the regiment
On a roll of 6 for the second dice; the regiment must move 2D6”
simply disregards the animosity rule).
towards the nearest enemy unit, following the quickest route
(abiding by standard movement rules). Stop the regiment if it Black Orcs ignore panic caused by Goblins and other Orc types,
gets within 1” of the enemy. In the subsequent movement
Black Orcs only benefit from the leadership of Black Orc
phase, the regiment must declare a charge against the closest
characters and the general. They feel too superior to heed
enemy. If no enemy is within charge range, the regiment must
others.
move as swiftly as possible towards the nearest foe.
War Boars
TYPES OF ORCS & GOBLINS Common and Savage Orcs can ride War Boars, which improve
the riders' armour save as if barded,
This army book provides options to field various types of Orcs
and Goblins: Common Orcs, Savage Orcs, Black Orcs, Boar Riders don't endure the movement penalty actual barding
Common Goblins, Night Goblins and Forest Goblins. would impose, but they can't serve as fast cavalry due to the
Hobgoblins are excluded; they're part of the Chaos Dwarf Army. boars' unruly nature.
To field a character of a specific type, you must recruit at least Due to their tusks, Boars have +2 strength on the charge.
one regiment of that type. For instance, you can't field Forest
Goblin Shamans without taking at least one unit of Forest Common Goblins
Goblins (Infantry or Spider Riders). All Goblins fear Elves unless they outnumber them two-to-one.
The same principle applies to war machines. I.e. you cannot Without any Orcs in the army, all Common Goblin character
field Bolt Throwers with Common Goblin crew if your army does leadership values increase by one (this includes the special
not include a regiment of Common Goblins (either Infantry or character Grom).
Wolf Riders).
Finally, the above principle applies to chariots as well. I.e. you Night Goblins
cannot field Orc Boar Chariots if your army does not include a Like Common Goblins, Forest Goblins fear Elves unless they
regiment of Common Orcs (either Infantry or Boar Riders). have a two-to-one numerical advantage.
Ignore panic induced by Goblins. A Night Goblin Shaman possesses one magic mushroom, which
he can consume to gain extra magical abilities. In any magic
Big’uns phase just after the Winds of Magic are dealt, a Night Goblin
Shaman may eat his mushroom and receive 1D6 extra magic
Some Orcs are termed “Big’uns”. They aren't a distinct race, just
cards that only he can use. However, when doing this, the
particularly large and fierce Common Orcs.
Shaman will automatically fail his toughness test and explode if
he subsequently fails his Waaagh! test.
60
Forest Goblins CHARACTERS
Forest Goblins, including Spider Riders, can traverse woods
M Ws Bs S T W I A Ld
without movement reduction. In armies completely without Orcs,
Characters
Forest Goblin arrows become poisoned (+1 strength). Black Orc Warlord 4 7 6 5 5 3 5 4 10
A Forest Goblin Shaman does not take a toughness test as a Orc Warlord 4 6 6 4 5 3 5 4 9
Goblin Warlord 4 5 6 4 4 3 5 4 7
failed Waaagh test followed by a roll of 1-5. Instead, the Shaman
Black Orc Hero 4 6 5 5 5 2 4 3 9
goes into a momentary trance (rendering him unable to do
Orc Hero 4 5 5 4 5 2 4 3 8
anything at all, such as casting spells, using magic cards, using
Goblin Hero 4 4 5 4 4 2 4 3 6
Dispel Magic Scrolls etc, in this magic phase). Move the
Black Orc BSB 4 5 4 5 4 2 3 2 8
Shaman (and his mount) 1D6” in a random direction (leaving his
Orc BSB 4 4 4 4 4 2 3 2 7
regiment if he was a part of one). If this takes him into base
Goblin BSB 4 3 4 4 3 2 3 2 5
contact with a friendly unit, he is moved past that unit. If this
Orc Shaman Lord 4 3 3 4 5 4 5 3 8
takes him into base contact with the enemy, he is slain. If this Orc Master 4 3 3 4 5 3 4 2 7
takes him into contact with a building, impassable terrain except Shaman
water or quicksand, he stops. If this takes him into water, he Orc Shaman 4 3 3 4 5 2 3 1 7
Champion
drowns (unless mounted). If this takes him into quicksand, he
Orc Shaman 4 3 3 3 5 1 3 1 7
drowns (even if mounted).
Goblin Shaman 4 2 3 4 4 4 5 3 6
Lord
Giant Spiders Goblin Master 4 2 3 4 4 3 4 2 5
Shaman
Forest Goblins can ride Giant Spiders. These creatures can Goblin Shaman 4 2 3 4 4 2 3 1 5
overcome obstacles, rocky terrain, buildings, and cliffs without Champion
Goblin Shaman 4 2 3 3 4 1 3 1 5
movement penalties. Their attacks are poisonous (+1 strength).
Mounts
War Boar 7 4 0 3 4 1 3 1 3
Giant Wolf 9 4 0 3 3 1 3 1 3
Giant Spider 7 3 0 3 3 1 1 1 5
Monstrous Spider 7 3 0 4 4 4 1 2 5
Wyvern 6 5 0 5 6 4 4 3 5
61
• May take one of the following melee weapons for free: Forest Goblin Warlord 60 pts
an additional hand weapon, a spear, a halberd, or a
Forest Goblin Hero 36 pts
double handed weapon.
• A Warlord may take 3 magic items, a Hero may take • A Warlord may ride a Giant Spider for +13 pts, or a
2 magic items. Monstrous Spider for +40 pts. A Hero may ride a
Giant Spider for +10 pts, or a Monstrous Spider for
Common Orc Warlord 100 pts +37 pts.
• May take a shield for free.
Common Orc Hero 60 pts
• May take one of the following melee weapons for free:
• A Warlord may ride a War Boar for +21 pts, a Boar an additional hand weapon, a spear, or a double
Chariot for the price of the chariot, or a Wyvern for handed weapon.
+155 pts. A Hero may ride a War Boar for +16 pts, a • May take a short bow for +10 pts.
Boar Chariot for the price of the chariot, or a Wyvern • A Warlord may take 3 magic items, a Hero may take
for +150 pts. 2 magic items.
• May take a shield and light armour for free.
• May take one of the following melee weapons for free: Night Goblin Warlord 60 pts
an additional hand weapon, a spear, a halberd, or a
Night Goblin Hero 36 pts
double handed weapon.
• May take a bow or a crossbow for +10 pts. • A Warlord may ride a Monstrous Spider for +40 pts.
• A Warlord may take 3 magic items, a Hero may take A Hero may ride a Monstrous Spider for +37 pts.
2 magic items. • May take a shield for free.
• May take one of the following melee weapons for free:
Savage Orc Warlord 130 pts an additional hand weapon, a spear, or a double
Savage Orc Hero 90 pts handed weapon.
• May take a short bow for +10 pts.
Savage Orcs are adorned with magical tattoos.
• A Warlord may take 3 magic items, a Hero may take
• A Warlord may ride a War Boar for +27 pts, or a 2 magic items.
Wyvern for +161 pts. A Hero may ride a War Boar for
+20 pts, or a Wyvern for +154 pts. Black Orc BSB 96 pts
• May take a shield for free.
Common Orc BSB 80 pts
• May take one of the following melee weapons for free:
an additional hand weapon, a spear, or a double Savage Orc BSB 90 pts
handed weapon.
Common Goblin BSB 60 pts
• May take a bow for +10 pts.
• A Warlord may take 3 magic items, a Hero may take Forest Goblin BSB 60 pts
2 magic items. Night Goblin BSB 60 pts
Common Goblin Warlord 60 pts Savage Orcs are adorned with magical tattoos.
Common Goblin Hero 36 pts • Black Orcs may ride a War Boar +15 pts. Common
Orcs may ride a War Boar for +11 pts, or a Boar
• A Warlord may ride a Giant Wolf for +14 pts, a Wolf
Chariot for the price of the Chariot. Savage Orcs may
Chariot for the price of the Chariot, or Monstrous
ride a War Boar for +13 pts. Common Goblins may
Spider for +40 pts. A Hero may ride a Giant Wolf for
ride a Giant Wolf +9 pts or a Wolf Chariot for the price
+11 pts, a Wolf Chariot for the price of the chariot, or
of the chariot. Forest Goblins may ride a Giant Spider
a Monstrous Spider for +37 pts.
for +8 pts.
• May take a shield and light armour for free.
• Common Orcs and Common Goblins may take light
• May take one of the following melee weapons for free:
armour for free. Black Orcs may wear light armour or
an additional hand weapon, a spear, or a double
heavy armour for free.
handed weapon.
• May take one magic item (which may be a magic
• May take a short bow for +10 pts.
banner).
• A Warlord may take 3 magic items, a Hero may take
2 magic items.
62
Common Orc Shaman Lord 230 pts
Spells. Regimental
Champions
• Common Orc and Savage Orc Shamans may ride Black Orc 4 5 4 5 4 1 3 2 8
Champion
War Boars for free. In addition, Common Orc
Savage Orc 4 4 4 4 4 1 3 2 7
Shamans may ride a Boar Chariot for the price of the Champion
chariot. Common Goblin Shamans may ride Giant Common Orc 4 4 4 4 4 1 3 2 7
Champion
Wolves for free, or a Wolf Chariot for the price of the
Orc Big’un 4 5 4 4 4 1 4 2 7
chariot. Forest Goblin Shamans may ride Giant Champion
Spiders for free. Goblin Shamans of all level and Common 4 3 4 4 3 1 3 2 5
types may ride Monstrous Spiders for +32 pts. Orc Goblin
Champion
Shaman Lords of all types may ride Wyverns for +140
Forest Goblin 4 3 4 4 3 1 3 2 5
pts. Champion
• A Shaman may take as many magic items as he has Night Goblin 4 3 4 4 3 1 3 2 5
Champion
levels.
Ogre 6 4 3 5 5 3 4 3 7
Champion
Mounts
War Boar 7 4 0 3 4 1 3 1 3
Giant Wolf 9 4 0 3 3 1 3 1 3
Giant Spider 7 3 0 3 3 1 1 1 5
63
Orc Boyz 5 pts Orc Big’un Arrer Boyz 9 pts
• May take additional hand weapons for +1 pt per • May be given light armour for +½ pt per model.
model, or spears for +1 pt per model, or halberds for • May be joined by a Common Orc Champion equipped
+1 pt per model, or double handed weapons for +2 like the rest of the regiment for the price of 20 pts +
pts per model. the cost of one trooper (may take 1 magic item).
• May be given shields for +1 pt per model.
• May be joined by a Common Orc Champion equipped Orc Big’un Boar Boyz 18 pts
like the rest of the regiment for the price of 20 pts +
Big’uns with light armour and shields riding War Boars.
the cost of one trooper (may take 1 magic item).
Ignore panic induced by Goblins. War Boars improve the riders'
Orc Arrer Boyz 7 pts armour save as if barded. Boar Riders don't endure the
movement penalty actual barding would impose, but they can't
Common Orcs with bows.
serve as fast cavalry due to the boars' unruly nature. Due to their
Ignore panic induced by Goblins. tusks, Boars have +2 strength on the charge.
• May swap bows for crossbows for +2 pts per model. • May take spears for +2 pts per model.
• May take light amour for +½ pt per model. • May be joined by a Big’un Orc Champion equipped
• May be joined by a Common Orc Champion equipped like the rest of the regiment for the price of 20 pts +
like the rest of the regiment for the price of 20 pts + the cost of one trooper (may take 1 magic item).
the cost of one trooper (may take 1 magic item).
Savage Orcs 8 pts
Orc Boar Boyz 15 pts
Savage Orcs wearing magical tattoos.
Common Orcs with light armour and shields riding War Boars.
Savage Orcs are frenzied. Even if they lose their frenzy, Savage
Ignore panic induced by Goblins. War Boars improve the riders' Orcs still ignore panic caused by Goblins.
armour save as if barded. Boar Riders don't endure the
• May take additional hand weapons for +1 pt per
movement penalty actual barding would impose, but they can't
model, or spears for +1 pt per model, or double
serve as fast cavalry due to the boars' unruly nature. Due to their
handed weapons for +3 pts per model.
tusks, Boars have +2 strength on the charge.
• May be given shields for +1 pt per model.
• May take spears for +2 pts per model. • May be joined by a Savage Orc Champion equipped
• May be joined by a Common Orc Champion equipped like the rest of the regiment for the price of 30 pts +
like the rest of the regiment for the price of 20 pts + the cost of one trooper (may take 1 magic item).
the cost of one trooper (may take 1 magic item).
Savage Orc Arrer Boyz 10 pts
Orc Big’uns 7 pts
Savage Orcs wearing magical tattoos and equipped with bows.
Big’uns with light armour.
Savage Orcs are frenzied. Even if they lose their frenzy, Savage
Ignore panic induced by Goblins. Orcs still ignore panic caused by Goblins.
• May take additional hand weapons for +2 pts per • May be joined by a Savage Orc Champion equipped
model, or spears for +2 pts per model, or halberds for like the rest of the regiment for the price of 30 pts +
+1 pt per model, or double handed weapons for +3 the cost of one trooper (may take 1 magic item).
pts per model.
• May be given shields for +1 pt per model.
• May be joined by a Big’un Orc Champion equipped
like the rest of the regiment for the price of 20 pts +
the cost of one trooper (may take 1 magic item).
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Savage Orc Boar Boyz 20 pts
Savage Orcs are frenzied. Even if they lose their frenzy, Savage
Orcs still ignore panic caused by Goblins. War Boars improve
the riders' armour save as if barded. Boar Riders don't endure
the movement penalty actual barding would impose, but they
can't serve as fast cavalry due to the boars' unruly nature. Due
to their tusks, Boars have +2 strength on the charge.
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Forest Goblin Infantry 2½ pts If the fanatic hits a unit (friend or foe), he goes right through it:
position the fanatic on the other side of the unit 1” away or as
Fear Elves unless they outnumber them two-to-one. Forest
far away as his movement takes him. In doing this, he delivers
Goblins can traverse woods without movement reduction.
1D6 S5 hits with no armour save allowed.
• May be armed with one of the following weapons:
The same thing happens if a unit, for some reason, encounters
spears for +½ pt per model, or double handed
the fanatic. This could be because a unit chose to charge
weapons for +2 pts per model, or short bows for +1
through a fanatic to reach its target.
pts per model.
• If not armed with short bows, the whole regiment may If a fanatic moves through a regiment in melee combat, it will
be equipped with shields for +½ pt per model. randomize hits among both sides if it moves through models in
• May be joined by a Forest Goblin Champion equipped base contact with the enemy. Otherwise, only the regiment the
like the rest of the regiment for the price of 10 pts + fanatic moves through receives the damage.
the cost of one trooper (may take 1 magic item).
After having released the fanatics, the movement phase
continues. The unit that triggered the fanatic's release, whether
Night Goblin Infantry 2½ pts
it was the enemy or the regiment where the fanatic was hiding,
Fear Elves unless they outnumber them two-to-one. Hate cannot move any further unless it was conducting a charge. In
Dwarfs (not Chaos Dwarfs). this case, the unit may complete the charge but doesn't have to.
Night Goblin Infantry may conceal Night Goblin Fanatics. Up to It is not possible to engage a fanatic, but it is legal for both sides
three Night Goblin Fanatics may hide in a Night Goblin regiment. to charge through fanatics if they are standing in the way of a
charge. Fleeing troops that must flee directly away from the
The fanatics are released the moment the Night Goblin regiment
enemy may have to move through a fanatic.
concealing the fanatic moves within 8” of a visible enemy unit or
a visible enemy unit moves within 8” of the Night Goblin it is legal for Orcs & Goblins to target their own fanatics with
regiment (assume a 360-degree line of sight for this purpose). missile fire. The death of Fanatics does not cause panic in the
Orc & Goblins army.
The moment the fanatics are released, all movement stops. This
applies even to an enemy charging the Night Goblins. It applies Fanatics are released whenever the unit they hide in enters a
to fliers, teleporting units, and all other types of units. building, whether there are enemies within 8” or not. Release
the fanatics the moment you enter the building in a direction of
A unit that has been halted because it triggered the release of
your choice.
the fanatics cannot move any further this turn unless it has
declared a charge or is teleporting. In that case, the unit may Whenever a fanatic causes a panic test, take the test
choose to finish the charge or teleport move, once the effect of immediately and resolve any flee move immediately before
releasing the fanatics has been resolved. resuming with ordinary movement.
The only situation where movement is not halted within a Fanatics are immune to psychology, they never test for fear,
distance of 8” from a Night Goblin regiment concealing the terror or panic.
fanatics is if a flier descends from flying high closer to the
• May be armed with one of the following weapons:
regiment than 8”. This is not a good idea, as it means the flier is
spears for +½ pt per model, or double handed
more likely to be hit by the fanatics; thus, it is a situation rarely
weapons for +2 pts per model, or short bows for +1 pt
seen.
per model.
When the fanatics are released, move each fanatic 2D6” out of • The regiment may include up to three hidden Night
the unit from a point decided by the controlling player, in a Goblin Fanatics for +30 pts per model. One Fanatic in
direction decided by the controlling player. the army may be given a Mad Cap Mushroom,
increasing his potential damage to 2D6 S5 hits for
In subsequent turns, each fanatic moves in a random direction
+20 pts. Note that Fanatics do not count towards the
(use the scatter die). If, in subsequent turns, the 2D6 for
minimum 50 points cost required for all regiments.
movement shows a double, the fanatic gets entangled in his ball
• If not armed with short bows, the whole regiment may
and chain and slays himself. If a fanatic’s move takes him into
be equipped with shields for +½ pt per model.
water, wood, obstacles, steam tanks, buildings, impassable
• May be joined by a Night Goblin Champion equipped
terrain, etc., he is slain as well.
like the rest of the regiment for the price of 10 pts +
the cost of one trooper (may take 1 magic item).
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Night Goblin Squig-Hoppers 25 pts attack any model that is not a Night Goblin with a prodder, so it
is unwise to let characters join this regiment.
Night Goblins mounted on Cave Squigs.
The regiment moves at the Night Goblins' movement allowance
This type of regiment cannot take a standard bearer, musician,
(4”) and uses the Night Goblins' LD (5). When shot at with
or regimental champion.
missiles, randomise proportionally to determine the distribution
All Squig-Hoppers in the army deploy together within 2” of each of hits between Night Goblins and Cave Squigs.
other. As soon as the battle begins, each Squig-Hopper acts as
The Night Goblins are armed with prodders which function as
an independent unit.
spears. Thus, if a regiment consists of two ranks of Cave Squigs
Squig-Hoppers are immune to psychology and do not take followed by two ranks of Night Goblins, all ranks can fight,
Animosity Tests. Even though the unit consists of both a rider unless it charges, in which case only the Cave Squigs can fight
and a squig, treat the Squig-Hopper as just one model, using (as per the rules for spears). Which kind of model can the enemy
the characteristics of the Squig. hit in melee combat, Cave Squig or Night Goblin? The kind of
model they are in base contact with.
The Squig-Hopper bounces in the compulsory movement
phase. The controlling player declares in what direction the Each Night Goblin can control three Cave Squigs. If, at any time,
Squig-Hopper will bounce and moves the model 2D6” in that the number of Cave Squigs rises above what the Night Goblins
direction. If the roll for movement was a double, the Squig- can control (or rather, the number of Night Goblins falls below
Hopper bounces in a random direction instead as determined that of Squigs), then all excess Cave Squigs go wild.
by the scatter die.
A wild Cave Squig moves and fights in the same way as a Squig-
Whenever a Squig-Hopper bounces upon a unit (whether friend Hopper except it always moves in a random direction
or foe), the Squig hits automatically. The rider never fights in determined by the scatter die. The moment the Cave Squigs go
melee combat, he is too busy holding onto the Squig. wild, move all of them in a random direction at once (this may
take some time, so if you need to catch the tube to get home
A bouncing Squig-Hopper landing upon a unit immediately
tonight, don’t bring this regiment to your battle).
bounces again. If the Squig-Hopper lands in a water feature, it
will drown. If a Squig-Hopper lands on a terrain feature where it As long as the Cave Squigs are in rank-and-file formation they
cannot stand (such as a sliding roof), it will bounce again. If a are unbreakable and thus immune to psychology, but the Night
Squig-Hopper bounces into a wood, it slams into a tree and Goblins are not. If a regiment of Squig-Hunters fails a
knocks itself out (count as slain). panic/terror/break test or for other reasons is forced to flee, only
the Night Goblins flee, the Cave Squigs go wild.
When a Squig-Hopper is charged, it will bounce directly away
from the charge. If caught it is destroyed. Squigs gone wild bouncing off the table count as slain, but the
death of a lone bouncing Squig never cause panic test in the
It is legal to charge through a Squig-Hopper to reach another
Orcs & Goblins army, so don’t worry about it.
target. The Squig-Hopper will immediately bounce away from
the charge. If it doesn’t get clear of the charge, it is destroyed.
Night Goblin Netters and Clubbers 6 pts
Squig-Hoppers bouncing off the table count as slain, but the
Night Goblins with nets and clubs.
death of a Squig-Hopper never cause panic test in the Orcs &
Goblins army, so don’t worry about it. In the first round of each combat engagement the Netters &
Clubbers participate in, the regiment will throw nets at their
Night Goblin Squig-Hunters 6 pts per Night Goblin and 12 enemies, entangle them, and then beat them with their clubs.
pts per Cave Squig
Consider the netters and clubbers to be equipped with double
Night Goblins armed with prodders (spears). handed weapons that strike first in any round of melee combat.
Treat them as if they have the strike first rule two times! Usually,
This type of regiment cannot take a standard bearer, musician,
the strike first rule will only nullify the strike last rule of double
or regimental champion.
handed weapons, but the nets are so effective that Netters &
A Night Goblin Squig-Hunter regiment is a mixed regiment Clubbers strike first regardless.
consisting of both Cave Squigs and Night Goblins armed with
• May be joined by a Night Goblin Champion equipped
prodders. To begin with there must be at least one Night Goblin
like the rest of the regiment for the price of 10 pts +
per three Cave Squigs in the regiment. The Cave Squigs will
the cost of one trooper (may take 1 magic item).
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Trolls 40 pts Ogre Mercenaries 24 pts
Must be designated as either River Trolls (free), Stone Trolls Ogres with light armour.
(free), or Chaos Trolls (+5 pts per model).
Monstrous regiment, cause fear.
This type of regiment cannot take a standard bearer, musician,
• One model may upgrade to standard bearer for + 10
or regimental champion.
pts.
All Trolls are monstrous models, stupid, immune to psychology, • May swap light armour for heavy armour for +4 pts
cause fear, regenerate on 4+ and may choose to forego normal per model.
attacks and vomit instead. A vomit attack is an automatic hit with • May take either additional hand weapons for +6 pts
strength 5 and no armour save causing 1D3 wounds. per model, or double handed weapons for +8 pts per
model.
In addition, Trolls can be either River Trolls, Stone Trolls, or
• May be joined by an Ogre Champion equipped like
Chaos Trolls. A River Troll may cross water without penalty and
the rest of the regiment for the price of 50 pts + the
smells so badly that all living enemy models (i.e. not demons
cost of one trooper (may take 1 magic item).
and undead) suffer a -1 to hit against them in melee combat.
Stone Trolls are resistant to magic and benefit from a 2+ natural
dispel. Chaos Trolls have +1A. CHARIOTS, MONSTERS, AND WAR
MACHINES
0-1 Snotlings 15 pts (per base)
M Ws Bs S T W I A Ld
Snotlings are very small and huddle together on 40x40 mm
Common Orc 4 3 3 3 4 1 2 1 7
bases. They cannot take command groups or be joined by
Common 4 2 3 3 3 1 2 1 5
characters, but they still qualify as a rank-and-file regiment. Goblin
War Boar 7 4 0 3 4 1 3 1 3
Snotlings will never provoke a panic test in other units if they are
Giant Wolf 9 4 0 3 3 1 3 1 3
destroyed or flee for any reason.
Light Chariot - - - 4 4 4 - - -
Snotlings don’t think for themselves, instead they mimic the Heavy - - - 5 5 4 - - -
actions of those around them. Snotling regiments must remain Chariot
War Machine - - - - 7 3 - - -
within 12” of friendly units or the Snotlings will stand idle, not
knowing what to do. If charged in this situation, the Snotlings Snotling 4 2 2 2 2 3 3 3 4
Crew
don’t fight back and are automatically broken.
Giant 6 3 3 7 6 6 3 special 6
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Orc Boar Chariots 52 pts Small Rock Lobbers, Goblins 72½ pts
A Heavy Chariot pulled by two War Boars, crewed by two Small Rock Lobbers, Orcs 80 pts
Common Orcs with light armour, spears, shields, and bows (for
Large Rock Lobbers, Goblins 87½ pts
a combined armour save of 4+).
Large Rock Lobbers, Orcs 95 pts
May take up to two extra Common Orc Crewmen for +8 pts per
model. One of these extra crewmen may instead be a character Stone Thrower with three Common Orc/Goblin crewmen. May
from the character section or a Common Orc Champion take up to two additional crewmen (+2½ pts for Goblins, +5 pts
equipped like the other crewmen for +30 pts. The Champion for Orcs).
may take one magic item.
Snotling Pump Wagons 40 pts
May take up to two War Boars for +5 pts per model. Each extra
steed increases the width of the base by 25 mm. May take A Snotling Pump Wagon is a scythed light chariot (on a 40x40
scythed wheels for +20 pts. or 40x60 mm base) crewed by a bunch of Snotlings (with the
same characteristics as a Snotling Base). The pump wagon is
unbreakable. When it is destroyed no one cares – Snotlings
never cause panic.
A Snotling Pump Wagon moves 3D6” in the first turn, but then
the Snotlings get tired, and the wagon only move 2D6” in
subsequent turns.
When the pump wagon moves into base contact with a unit, it
counts as charging (and the charged unit is allowed a charge
Goblin Doom Divers 67½ pts response) If it charges into a friendly unit the wagon immediately
disengages (after having delivered impact hits).
Has an endless supply of Common Goblins waiting in line eager
to fly (which count as three common goblin crewmen). Upon ramming into a unit (friend or foe), the pump wagon
delivers 2D6+2 strength 4 impact hits instead of the usual 1D6
A Goblin Doom Diver shoots like a large stone thrower except it
for light chariots.
uses a 2” template rather than the usual 3” template only the
model under the exact centre of the template suffers a S10 hit
Monstrous Spiders 40 pts
causing 1D6 wounds, no armour save, while other models hit
only suffer an ordinary strength 5 hit. A Monstrous Spider is a small monster. When acting on its own,
a Monstrous Spider is immune to psychology.
If the template scatters, you may roll a 1D6 and steer that many
inches in the opposite direction of the arrow. If this distance is These creatures cause fear and have an armour save of 4+ due
more than you veered away, then the Doom Diver has over to their hard skin. Their attacks are poisonous (+1 strength), and
compensated, and the template is moved over and beyond the they are immune to poison themselves.
spot you aimed at.
In addition, Monstrous Spiders can crawl straight over
When the Doom Diver misfires, it sends one Doom Diver obstacles, difficult rocky terrain, buildings, and sheer cliffs
1D6*10” in a random direction (no scatter, no flapper). The without a reduction in their movement allowance.
second time it misfires it falls apart (counts as slain).
0-1 Spider Swarm 40 pts (per base)
Spear Chukkas, Goblins 42½ pts
Only If the Orcs & Goblins army includes at least one regiment
Spear Chukkas, Orcs 50 pts of Forest Goblins (Infantry or Spider Riders), the army may
include one Spider Swarm. A Spider Swarm is a large number
Bolt thrower with three Common Orc/Goblin crewmen. May take
of spiders standing together on one or more 40x40 mm bases.
up to two additional crewmen (+2½ pts for Goblins, +5 pts for
They move like skirmishers but are unbreakable. Attacks from
Orcs).
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Spider Swarms are poisonous (+1 strength), and Spider Azhag the Slaughterer 450 pts
Swarms are immune to poison themselves. Spider Swarms can
Common Orc Warlord. Azhag wears light armour and carries a
crawl straight over obstacles, difficult rocky terrain, buildings,
shield, rides a Wyvern, and wears the Crown of Sorcery, which
and sheer cliffs without a reduction in their movement
makes him a level 3 wizard using Dark Magic. The Crown also
allowance. It is possible to draw line of sight and shoot across a
allows him to wear armour and still cast spells. Furthermore,
spider swarm.The destruction of a Spider Swarm does not
Azhag does not need to take Waaagh tests. He may take 2
cause panic in the Orcs & Goblins army.
additional magic items (but he cannot take arcane items). No
Orcs & Goblins regiment within 12” of Azhag needs to test for
animosity.
70
MAGIC WEAPONS The Collar of Zorga 10 pts
Adds +1 armour save and gives a 5+ ward save. Can only be Spider Banner 20 pts
taken by Common Goblins.
Each model in the front rank gets +1 attack (rider only in the
case of cavalry) in the first melee round of all combat
ENCHANTED ITEMS engagements the regiment fights. Can only be taken by Forest
Goblins.
Tricksy Trinket 10 pts
Gork’s War Banner 20 pts
Enemies in base contact with the bearer must re-roll successful
armour, ward and regeneration saves. Can only be taken by Common Goblins only. Each model in the front rank (rider only
Common Goblins. in case of cavalry) gets +1 to hit in the first melee round of any
combat engagement the regiment fights. Can only be taken by
Common Goblins.
71
MAGIC BANNER Q&A
GARGANTUAN SPIDER
M Ws Bs S T W I A Ld
Gargantuan 7 4 0 5 5 8 4 8 6
Spider
Forest Goblin 4 2 3 3 3 1 2 1 5
Evil Sun Banner 40 pts a 360-degree arc with no penalties for movement, even if the
monster takes a march move; damage is directed against the
May re-roll a failed animosity roll. Can only be taken by Night monster, and if the monster is killed, the entire model is
Goblins. considered slain).
Mork’s War Banner 100 pts The Gargantuan Spider induces terror and has an armour save
of 4+. It is immune to psychology. Its attacks are poisonous,
All spells (even including those cast with total power!) directed
granting +1 strength against living models.
against the unit are dispelled (this includes friendly spells). Any
wizard (friend or foe) touching the unit carrying this banner is
slain instantly (ka-pow, his head blows off). No spells can be
cast from this unit (not even bound spells cast by non-wizards).
Can only be used by Orc infantry (any type of Orc).
72
CHAOS DWARFS
From the skies above, the Warlord on his Great Flaming Taurus,
a monstrous beast with wings set aflame, surveys the march.
The creature's fiery breath and the Warlord's dark armor stand
in stark contrast to the bleakness below, signaling the might and
terror of the Chaos Dwarf leadership.
73
Warriors, Tower Guards, or Blunderbusses. If it did not, it would Animosity tests
not be a Chaos Dwarf army.
In the beginning of the turn, before the movement phase, each
Contrary to normal Dwarfs, Chaos Dwarfs do not hate Orcs & Orc, Goblin and Hobgoblin regiment in the army not engaged in
Goblins, they do not suffer from Elf Grudge, nor do Chaos melee combat or fleeing must take an animosity test. War
Dwarfs get any benefits towards dispelling enemy spells. Chaos machines, chariots and all other units in the army do not test,
Dwarfs do not have access to Gromril Armour, but Chaos Dwarf only regiments. Remember that regiments of Orcs and Goblins
characters and elite troops may take Chaos Armour instead within 12” of a Hobgoblin regiment don’t have to test either.
(granting a 4+ armour save that becomes 3+ when combined
For an animosity test, roll a single die. On a roll of 1, roll again
with a shield).
(if you roll 2-6 initially, nothing occurs).
As a superior race, Chaos Dwarfs (and their cousins, the Bull
If you roll 1-5 on the subsequent roll, the unit members squabble
Centaurs) never take panic tests caused by greenskins of any
or remain stationary. During this player's turn, the unit is immune
kind.
to psychology and cannot move, shoot, or cast spells. However,
wizards can still attempt dispels and use Dispel Magic Scrolls.
Greenskin slaves
On a roll of 6 for the second dice; the regiment must move 2D6”
Chaos Dwarf armies may include Common Goblins, Common
towards the nearest enemy unit, following the quickest route
Orcs and Black Orcs enslaved by the Chaos Dwarfs.
(abiding by standard movement rules). Stop the regiment if it
Common Goblins and Common Orcs are subject to Animosity. gets within 1” of the enemy. In the subsequent movement
phase, the regiment must declare a charge against the closest
Black Orcs are immune to animosity.
enemy. If no enemy is within charge range, the regiment must
Common Orcs ignore panic tests caused by Common Goblins. move as swiftly as possible towards the nearest foe.
Hobgoblins
74
Chaos Dwarf Lord 136 pts
75
Hobgoblin Assassin 50 pts REGIMENTS
The point cost of the first Hobgoblin Assassin included in the
M Ws Bs S T W I A Ld
Chaos Dwarf army counts toward regiments, but subsequent
Regimental
Assassins count toward characters. Troops
Chaos Dwarf 4 4 3 3 4 1 2 1 9
Armed with two poisoned hand weapons. May not take magic Warriors
items. Chaos Dwarf 4 5 3 4 4 1 3 1 9
Tower Guards
Assassins are characters who conceal themselves in rank-and- Bull Centaurs 8 4 3 4 4 2 3 2 9
file infantry regiments disguised as ordinary troopers. Hobgoblin Hobgoblins 4 3 3 3 3 1 2 1 6
Assassins can hide in Hobgoblin regiments only, as all
Black Orcs 4 4 3 4 4 1 2 1 8
hobgoblin characters can only join hobgoblin regiments.
Common Orcs 4 3 3 3 4 1 2 1 7
Once in combat, they throw off their disguise and leap into the Common Goblins 4 2 3 3 3 1 2 1 5
fray. Only one assassin may hide in each regiment. Note down Regimental
Champions
on the army roster which regiments your assassins are hiding
Chaos Dwarf 4 5 4 4 4 1 3 2 9
in. Champion
Commander of the 4 6 4 4 4 1 4 2 10
The assassin is revealed once their regiment engages in melee Tower
combat. Replace an ordinary trooper with the assassin. In the Bull Centaur 8 5 4 5 4 2 4 3 9
first round of combat, assassins strike before models with the Champion
strike first ability and even before challenges are declared. Hobgoblin 4 4 4 4 3 1 3 2 6
Champion
Assassins fight with two poisoned hand weapons which add +1 Black Orc 4 5 4 5 4 1 3 2 8
Champion
to strength. In addition, their poison is so potent that each wound
Common Orc 4 4 4 4 4 1 3 2 7
they inflict multiplies into 1D3 wounds. In subsequent rounds of Champion
combat assassins fight as normal characters (and no longer Common Goblin 4 3 4 4 3 1 3 2 5
Champion
strike first), and when the combat engagement is over,
Mounts
assassins are free to move around as independent characters.
Giant Wolf 9 4 0 3 3 1 3 1 3
Assassins are not leaders, they cannot be the general, and
other models cannot benefit from their high LD. Chaos Dwarf Blunderbusses 11 pts
Roll to hit using BS as normal. Roll one die to hit for each enemy
model within the firing zone. There is no short-range penalty.
The only to-hit penalties that apply are for soft and hard cover
(i.e. no bonus for skirmishing, either).
76
models with several wounds, the wounds are carried over to one Bull Centaurs 24 pts
model at a time as usual.
Bull Centaurs with light armour. Fast cavalry (unless given
It does not matter if independent characters not armed with heavy armour).
Blunderbusses has joined the regiment, they still count as being
• One model may upgrade to standard bearer for + 10
armed with blunderbusses when calculating the strength of the
pts (this option is free if heavy armour is chosen).
shot. It does not matter if the last rank is not complete either, as
• The whole regiment may take shields for +2 pt per
long as the last rank consist of at least four models, it adds
model.
strength to the shot, if it is less than four models, the rank does
• The whole regiment may upgrade light armour to
not count.
heavy armour for free.
If the closest target is a large target, the Blunderbuss unit may • The whole regiment may take double handed
concentrate all fire against that target. Roll once to hit for each weapons for +3 pts per model.
Blunderbuss model in the first three ranks of the shooting • The regiment may be joined by a Bull Centaur
regiment. Disregard the usual area effect when concentrating Champion equipped like the rest of the regiment for
fire, only the closest large model within the firing zone may be the price of 30 pts + the cost of one trooper (may take
hit. If it is ridden by a character, randomise the hits as normal. 1 magic item).
77
Hobgoblin Archers 6 pts • The regiment may be joined by a Common Orc
Champion equipped like the rest of the regiment for
Hobgoblin Warriors with bows.
the price of 20 pts + the cost of one trooper (may take
• The whole regiment may take light armour for +½ pt 1 magic item, this may be an item from the Orcs &
per model. Goblins army book).
• The whole regiment may swap bows for crossbows
for +2 pt per model. Black Orc Slave Warriors 9 pts
• May be joined by a Hobgoblin Champion equipped
Black Orcs with light armour.
like the rest of the regiment for the price of 10 pts +
the cost of one trooper (may take 1 magic item). • The whole regiment may take additional hand
weapons for +2 pts per model, or spears for +2 pts
Hobgoblin Warriors 4 pts per model, or halberds for +1 pt per model, or double
handed weapons for +3 pts per model.
Hobgoblin Warriors with shields.
• The whole regiment may swap light armour for heavy
• The whole regiment may take spears for +1 pt per armour for +2 pts per model.
model. • The whole regiment may be given shields for +1 pt
• The whole regiment may take light armour for +½ pt per model.
per model. • The regiment may be joined by a Black Orc Champion
• May be joined by a Hobgoblin Champion equipped equipped like the rest of the regiment for the price of
like the rest of the regiment for the price of 10 pts + 20 pts + the cost of one trooper (may take 1 magic
the cost of one trooper (may take 1 magic item). item, this may be an item from the Orcs & Goblins
army book).
Hobgoblin Sneaky Gits 8 pts
Common Goblin Slave Warriors 2½ pts
Hobgoblin Warriors with two poisoned daggers and light armour.
Common Goblins.
The most treacherous of all Hobgoblins are the Sneaky Gits.
They employ poisoned weapons. Furthermore, after the first • The whole regiment may be armed with one of the
round of melee is over, you may remove as many models as following weapons: spears for +½ pt per model, or
you wish from the unengaged rear ranks of the Sneaky Git double handed weapons for +2 pts per model, or
regiment, in order to lap around the enemy unit by expanding short bows for +1 pt per model.
your front rank around the enemy unit. • May take light armour for +½ pt per model.
• If not armed with short bows, the whole regiment may
If, as a consequence of the above special rule, five or more
be equipped with shields for +½ pt per model,
models become engaged to the enemy flank or rear, the Sneaky
• The regiment may be joined by a Common Goblin
Gits gain combat resolution bonuses for flanking and attacking
Champion equipped like the rest of the regiment for
in the rear (and the enemy lose their rank bonus). Note that the
the price of 10 pts + the cost of one trooper (may take
Sneaky Gits also lose the rank bonus when models leave their
1 magic item, this may be an item from the Orcs &
rear ranks.
Goblins army book).
• The regiment may be joined by a Hobgoblin
Champion equipped like the rest of the regiment for
the price of 10 pts + the cost of one trooper (may take
WAR MACHINES AND CHARIOTS
1 magic item).
M Ws Bs S T W I A Ld
Chaos Dwarf 4 4 3 3 4 1 2 1 9
Orc Slave Warriors 5 pts Warriors
Hobgoblin 4 3 3 3 3 1 2 1 6
Common Orcs with light armour.
Bull Centaurs 8 4 3 4 4 2 3 2 9
• The whole regiment may take additional hand War Machine (bolt - - - - 7 3 - - -
weapons for +1 pt per model, or spears for +1 pt per thrower etc.)
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The Juggernaut is pushed by a Bull Centaur (i.e., it has a
movement rate of 8”). In melee combat only the crew may
attack, not the Bull Centaur. It is somewhat slow, so it cannot
pursue or overrun, and does not double its movement when
charging. Unlike other chariots, the Juggernaut does not halve
its movement rate when reduced to one wound.
An Earth Shaker Cannon works like a large stone thrower. In The Juggernaut is armed with an alternative type of organ gun,
addition, all units hit by the template (not necessarily wounded, fired from the Juggernaut’s front (i.e., strength 7, 1D3 wounds,
just hit) may not move or shoot or cast spells (but can use magic no armour save, maximum guess range 36”). The juggernaut
cards and attempt dispels, use Dispel Magic Scrolls etc.). This can fire the cannon even if it has moved. Only two barrels can
effect lasts into the next magic phase, the victims’ next be fired each round, but it never needs to pause to re-load. You
movement phase, and the victims’ next shooting phase. cannot pivot the Juggernaut when shooting, it can only fire
Affected units may, however, take compulsory moves and flee directly forwards. The first roll of misfire (except bounce rolls)
moves, and they can be moved by means of spellcasting. It may means the organ gun cannot shoot any more this turn nor the
be a good idea to place a marker to remember the effect. next turn, but the Juggernaut can move. The second misfire
(except bounce rolls) means the organ gun AND the Juggernaut
explodes.
The Juggernaut is an unbreakable large chariot. A small fortress one automatic strength 7 hit, no armour save allowed, causing
armed with guns moving around on the battlefield! 1D6 wounds to the front (this is in addition to any impact hits it
makes when charging).
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SPECIAL CHARACTERS ENCHANTED ITEMS
M Ws Bs S T W I A Ld Chalice of Darkness 20 pts
Characters
Use at the start of any magic phase just when the winds of magic
Zhatan The Black 4 8 6 4 5 4 6 4 11
cards are being dealt. Roll a 1D6 and remove that many magic
Gorduz 4 6 6 4 4 3 5 4 8
Backstabber cards from each side’s share of the winds of magic cards. Can
Astragoth 8 6 3 5 5 4 5 3 10 be used three times during a game.
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