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WARHAMMER ARMIES:

CULT OF
ULRIC

By Mathias Eliasson
v.1.11
UNOFFICAL ARMY LIST
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CONTENTS
ARMY SPECIAL RULES ................................................ 3 Knights of the White Wolf ................................. 16
MAGIC ITEMS.................................................................... 4 SPECIAL UNITS .............................................................. 17
LORDS ....................................................................................6 Teutogen Guard ................................................. 17
Midden Marshal ...................................................6 Inner Circle Knights of the White Wolf ............. 17
Wizard Lord .........................................................6 Wolf-Kin ............................................................ 18
High Priest of Ulric ..............................................7 Children of Ulric ............................................... 18
Knights Panther ................................................. 19
HEROES ................................................................................. 8 Greatswords ....................................................... 19
Captain .................................................................8 Handgunners...................................................... 20
Seneschal of the White Wolf ................................8 Crossbowmen .................................................... 20
Battle Wizard........................................................9 Huntsmen .......................................................... 21
Warrior Priest of Ulric ..........................................9 RARE UNITS ...................................................................... 22
MOUNTS ............................................................................ 10 Brotherhood of the Axe ..................................... 22
Warhorse ............................................................10 Winter Wolf Knights.......................................... 22
Imperial Pegasus ................................................10 Inner Circle Knights Panther ............................. 23
Winter Wolf ........................................................10 Great Cannon ..................................................... 23
Imperial Griffon ................................................. 11 Mortar ................................................................ 24
0-1 War Altar of Ulric ........................................ 11 SPECIAL CHARACTERS (LORDS) .......................25
CORE UNITS......................................................................12 Boris Todbringer ................................................ 25
Warriors of Ulric ................................................12 Emil Valgeir ....................................................... 26
Halberdiers .........................................................12 Rein Volkhard .................................................... 27
Spearmen............................................................13 Baron Heinrich von Torlichhelm ....................... 27
Swordsmen .........................................................13 SPECIAL CHARACTERS (HEROES) ................... 28
Archers ...............................................................14
Middenheim Militia ...........................................14 Vorn Thugenheim .............................................. 28
Hunting Hounds .................................................15 REFERENCE ...................................................................... 29
Demilancers .......................................................15

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ARMY SPECIAL RULES
This section of the book describes all the different units reaction. If the charged State Troops unit does not get a
used in an Cult of Ulric army, along with any rules charge reaction for any reason then the other State
necessary to use them in your games of Warhammer. Troops units within range cannot make a Support Fire
Where a model has a special rule that is explained in or a Counter Charge action.
the Warhammer rulebook, only the name of that rule is
given. If a model has a special rule that is unique to it, Additionally, a State Troop unit can only declare one
that rule is detailed alongside its description. However, Support Fire action, one Stand and Shoot reaction or
there are a number of commonly recurring ‘army one Counter Charge action per turn.
special rules’ that apply to several Cult of Ulric units,
and these are detailed here. • Support Fire: A State Troop unit can only declare a
Support Fire action if at least one model in the unit is
CRUSH THE WEAK armed with a missile weapon and the range between
Models with this special rule have the Hatred special the charging unit and the charged State Troops unit is
rule against enemies with a Leadership characteristic of greater than the charging unit's Movement
6 or lower. characteristic.

FULL PLATE ARMOUR If a Support Fire action is declared, the unit makes an
Full plate armour gives the wearer a 3+ armour save. immediate, out of sequence shooting attack, resolved
as if it had just declared a Stand and Shoot charge
WHITE WOLF CLOAK reaction against the charging unit. All unsaved
White Wolf Cloaks give the wearer the Natural Armour Wounds from the units' Stand and Shoot charge
(6+) special rule against missile attacks. reaction and/or Support Fire actions, are combined
when determining if the charging unit is required to
WHITE WOLF HAMMER take a Heavy Casualties Panic test.
White Wolf Hammers give +1 Strength and have the
Armour Piercing (1) and Requires Two Hands special • Counter Charge: If a Counter Charge action is
rules. declared, the unit makes an out of sequence move
that is resolved as it had just declared a charge
STATE TROOPS against the charging unit. This move is made after
your opponent has moved all of his charging units, as
State Troops are trained to support and protect each
long as one or more enemy units has successfully
other in battle. If an enemy unit declares a charge
completed a charge against the charged State Troop
against a State Troop unit, and the State Troops do not
unit. The enemy does not get to make any charge
flee as a charge reaction, then all unengaged State
reactions against a Counter Charge, but otherwise all
Troop units within 3" can make either a Support Fire
the normal charging rules and bonuses apply.
or a Counter Charge action. These actions are
declared immediately after their State Troops' charge

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MAGIC ITEMS
This section contains the rules and background for some of the most iconic and powerful magical artefacts used
by the Cult of Ulric. These may be used in addition to the magic items found in the Warhammer rulebook.

MAGIC WEAPONS ENCHANTED ITEMS


STORM HAMMER 25 points ICE DAGGER 30 points
Polearm. Models Hit in the turn the wielder charges Priest of Ulric only. The bearer may add the current
may not attack that turn. rank bonus of the unit he accompanies to the Power
level of his Prayers.
WINTER'S BITE 20 points
On a to hit roll of 6, this weapon automatically Wounds FANG OF THE WINTER WOLF 25 points
with the Ignores Armour saves special rule. Priest of Ulric only. One use only. Before using a
Prayer, the bearer may declare he is using this item.
MAGIC ARMOUR Every double rolled (except 1's and 6's) when he is
casting his Prayers this Magic phase counts as having a
6 for the purpose of Ultimate Power.
ARMOUR OF SKOLL 25 points
Heavy armour. Attacks against the wearer in close BANE OF THE CRAVEN 25 points
combat suffer a -1 Strength penalty. In addition, the Neither the unit that carries the Bane of the Craven nor
wearer gains Immunity (Lore of Light). any unit they charge may ever voluntarily flee as a
charge reaction.
WOLF HELM OF THE TEUTOGENS 15 points
6+ armour save. The wearer can take a Leadership test AMBER FANG 15 points
at the start of every Close Combat phase. If passed, Priest of Ulric only. The bearer can cast the same
they gain +1 Strength for the duration of that phase. Prayer twice in each Magic phase.

TALISMANS FAUSCHLAG RING 15 points


The wearer gains +1 to Hit in close combat.
HEART OF MIDDENHEIM 55 points
The gains +1 Weapon Skill and a Ward save (5+). CLAW TOTEM 10 points
The character and any unit they are with can roll one
THE WHITE CLOAK OF ULRIC 50 points additional dice when pursuing fleeing enemies, and
The wearer gains the Ice Attacks, Immunity (Flaming discard the lowest roll.
Attacks) and Ward save (5+) special rules.
PELT OF HORROS 10 points
CLOAK OF ANRAHEIR 25 points The wearer may re-roll one failed to wound roll in each
The wearer gains a Ward save (6+) and the Magic Close Combat phase.
Resistance (1) special rule. All Beastmen treat the
wearer as causing Fear. MAGIC STANDARDS
SHARD OF SKOLL 15 points BANNER OF THE WARRIOR TRUE 30 points
Priest of Ulric only. The Shard adds +1 to the score of
When the unit carrying this banner takes a Break test,
every dice rolled when making a Dispel attempt. If the they count as having lost the combat by D3 fewer
Dispel attempt was successful the Shard is destroyed, points than they really did. If this reduces the margin of
shattered by the magic it absorbs, but otherwise it can
the loss to 0 or lower, they still count as having lost the
be retained and used again.
combat but test on their unmodified Leadership.
WOLFSHEAD EMBLEM 15 points THE KNIGHTS PANTHER
Priest of Ulric only. One use only. The Wolfshead BATTLE STANDARD 30 points
Emblem may be used at the start of any Magic Phase. Knights Panther only. The unit carrying this standard
One used, the Wolfshead add +1 free Dispel dice to all gains Magic Resistance (3).
Dispel attempts made this turn.
THE BANNER OF ULRIC 25 points
Knights of the White Wolf, Inner Circle Knights of the
White Wolf or Winter Wolf Knights only. The unit
carrying this standard causes Fear. When charging, they
cause Terror.

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BANNER OF MIDDENHEIM 20 points
STANDARD OF THE WHITE WOLF 25 points The carrying this banner gains the Immunity (Terror)
All missile fire against the unit (including magic special rule.
missiles) suffers a -1 penalty to its Strength. Other
types of attack, including spells that are not magic
missiles, are unaffected.

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LORDS
MIDDEN MARSHAL 100 points
Profile M WS BS S T W I A Ld
Midden Marshal 4 6 5 4 4 3 6 4 9

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon, medium armour.

OPTIONS:
• May take an additional hand weapon (+3 points), great weapon (+8 points), polearm (+8 points) or lance (+8
points).
• May take a pistol (+5 points), bow (+5 points), crossbow (+5 points) or handgun (+5 points).
• May upgrade to heavy armour (+6 points) or full plate armour (+12 points).
• May take a shield (+3 points).
• May be mounted on a Warhorse (+18 points) which may have barding (+6 points), an Imperial Pegasus (+30
points) or an Imperial Griffon (+175 points) which may have barding (+6 points).
• May take Magic Items up to a total of 100 points.

SPECIAL RULES:
• Hold the Line: If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break
tests and uses the two lowest scores.

WIZARD LORD 165 points


Profile M WS BS S T W I A Ld
Wizard Lord 4 3 3 3 4 3 3 1 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

MAGIC: A Wizard Lord is a Level 3 Wizard which can use spells from any of the eight Lores of Battle Magic.

OPTIONS:
• May be upgraded to a Level 4 Wizard (+35 points).
• May be mounted on a Warhorse (+18 points) which may have barding (+6 points), an Imperial Pegasus (+30
points) or an Imperial Griffon (+175 points) which may have barding (+6 points).
• May take Magic Items up to a total of 100 points.

NOTES:
• Only a Wizard Lord using the Lore of Beasts may take an Imperial Griffon.

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LORDS
HIGH PRIEST OF ULRIC 115 points
Profile M WS BS S T W I A Ld
High Priest of Ulric 4 4 3 4 4 3 4 2 9

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Great weapon, White Wolf Cloak, light armour.

OPTIONS:
• May be upgrade to medium armour (+4 points).
• May be mounted on a Warhorse (+18 points) which may have barding (+6 points), a Winter Wolf (+50 points)
or the War Altar of Ulric (+100 points).
• May take Magic Items up to a total of 100 points.

SPECIAL RULES: Crush the Weak.


• Blessing of Ulric: Priests of Ulric may channel power and dispel dice in the same manner as a Level 1 Wizard.
• Fury of Ulric: The Priest and any unit they join gain the Immunity (Psychology) special rule.
• Prayers of Ulric: Priests of Ulric know the three Prayers listed below. Prayers of Ulric are innate bound spells
(power level 3). Prayers are augment spells that target the Priest of Ulric.
- Battle Howl: The Priest and any unit they are with gains D6" to their charge moves until the start of the
caster's next Magic Phase.
- Destruction: Every enemy unit in base contact with the Priest suffers D6+2 Strength 4 hits.
- Winter's Chill: Any units engaged in close combat with the Priest or their unit suffer a -1 to hit until the
start of the caster's next Magic Phase.

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HEROES
CAPTAIN 60 points
Profile M WS BS S T W I A Ld
Captain 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon, medium armour.

OPTIONS:
• May take an additional hand weapon (+2 points), great weapon (+6 points), polearm (+6 points) or lance (+6
points).
• May take a pistol (+5 points), bow (+5 points), crossbow (+5 points) or handgun (+5 points).
• May upgrade to heavy armour (+4 points) or full plate armour (+8 points).
• May take a shield (+2 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points) or an Imperial Pegasus (+30
points).
• May take Magic Items up to a total of 50 points.
• One Captain in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have a
magic banner with no points limit. However, a model carrying a magic standard can only carry other magic
items up to a total of 25 points.

SPECIAL RULES:
• Hold the Line: If a model with this special rule is in a unit of State Troops, the unit rolls 3D6 for any Break
tests and uses the two lowest scores.

SENESCHAL OF THE WHITE WOLF 85 points


Profile M WS BS S T W I A Ld
Seneschal 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, full plate armour.

OPTIONS:
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points) or a Winter Wolf (+50
points).
• May take Magic Items up to a total of 50 points.
• One Seneschal in the army may carry the Battle Standard for +25 points. The Battle Standard Bearer can have
a magic banner with no points limit. However, a model carrying a magic standard can only carry other magic
items up to a total of 25 points.

SPECIAL RULES: Crush the Weak.


• Commanding Presence: The model and any unit they are with have the Immunity (Panic) special rule.

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HEROES
BATTLE WIZARD 65 points
Profile M WS BS S T W I A Ld
Battle Wizard 4 3 3 3 3 2 3 1 7

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Hand weapon.

MAGIC: A Wizard Lord is a Level 1 Wizard which can use spells from any of the eight Lores of Battle Magic.

OPTIONS:
• May be upgraded to a Level 2Wizard (+35 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points).
• May take Magic Items up to a total of 50 points.

WARRIOR PRIEST OF ULRIC 75 points


Profile M WS BS S T W I A Ld
Warrior Priest of Ulric 4 4 3 4 4 2 4 2 8

TROOP TYPE: Infantry (Character, Human).

EQUIPMENT: Great weapon, White Wolf Cloak, light armour.

OPTIONS:
• May be upgrade to medium armour (+4 points).
• May be mounted on a Warhorse (+12 points) which may have barding (+4 points) or a Winter Wolf (+50
points).
• May take Magic Items up to a total of 50 points.

SPECIAL RULES: Crush the Weak.


• Blessing of Ulric: Priests of Ulric may channel power and dispel dice in the same manner as a Level 1 Wizard.
• Fury of Ulric: The Priest and any unit they join gain the Immunity (Psychology) special rule.
• Prayers of Ulric: Priests of Ulric know the three Prayers listed below. Prayers of Ulric are innate bound spells
(power level 3). Prayers are augment spells that target the Priest of Ulric.
- Battle Howl: The Priest and any unit they are with gains D6" to their charge moves until the start of the
caster's next Magic Phase.
- Destruction: Every enemy unit in base contact with the Priest suffers D6+2 Strength 4 hits.
- Winter's Chill: Any units engaged in close combat with the Priest or their unit suffer a -1 to hit until the
start of the caster's next Magic Phase.

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MOUNTS
WARHORSE
Profile M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: War Beast (Animal).

IMPERIAL PEGASUS
Profile M WS BS S T W I A Ld
Imperial Pegasus 8 3 0 4 4 2 4 2 6

TROOP TYPE: War Beast (Animal).

OPTIONS:
• Iron-hard Hooves: A Pegasus with this upgrade re-roils failed To Wound rolls (+5 points).
• Swift as the Wind: A Pegasus with this upgrade re-rolls any dice results of a 1 when determining its charge
range (+5 points).

SPECIAL RULES: Fly (9).

WINTER WOLF
Profile M WS BS S T W I A Ld
Winter Wolf 9 4 0 5 4 3 4 3 6

TROOP TYPE: Monstrous Beast (Animal).

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MOUNTS
IMPERIAL GRIFFON
Profile M WS BS S T W I A Ld
Imperial Griffon 6 5 0 6 5 5 4 4 7

TROOP TYPE: Monster (Animal).

OPTIONS:
• Bloodroar: Enemy units must roll an additional D6, discarding the lowest result, for Leadership tests caused
by this model's Terror special rule (+10 points).
• Lash Tail: The model gains +1 Attack (+15 points).
• Razorbeak: The model gains the Armour Piercing (1) special rule (+5 points).
• Shrike Talons: The model gains the Strength Bonus (1) special rule in the turns it charges (+5 points).
• Swooping Strike: The model gains the Devastating Charge special rule (+5 points).

SPECIAL RULES: Fly (8).

0-1 WAR ALTAR OF ULRIC


Profile M WS BS S T W I A Ld
War Altar of Ulric - - - - 5 5 - - -
Warhorse 7 3 0 4 - - 3 1 -
Winter Wolves 8 4 0 5 - - 4 3 -

UNIT SIZE: 1 Altar of Ulric drawn by 2 Warhorses.

TROOP TYPE: Chariot (Armour save 5+).

OPTIONS:
• May replace Warhorses by two Winter Wolves (+30 points).
SPECIAL RULES: Large Target (5).
• Altar of Ulric: A War Altar of Ulric has a Ward save (4+). Any Battle Prayers cast from it target all friendly
units within 6" of the Altar.
• Icy Blast of Ulric: Bound spell, power level 5. Icy Blast of Ulric is a magic missile with a range of 18" that
causes D6 Strength 5 Hits. In addition, the target unit suffers -1 To Hit with missile weapons and in close
combat as well as its Leadership until the start of the caster's next Magic phase. Missile weapons that do not
use Ballistics Skull must roll a 4+ on a D6 before firing; if failed they may not shoot that phase.

NOTES:
• An Altar of Ulric pulled by Winter Wolves has Unit Strength 9 as well as the Fear special rule.

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CORE UNITS
WARRIORS OF ULRIC 3 points per model
Profile M WS BS S T W I A Ld
Warrior of Ulric 4 4 3 3 3 1 3 1 7
Son of Ulric 4 4 3 3 3 1 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take bucklers (½ point/model), additional hand weapons (+1 point/model) or great weapons (+2
points/model).
• May take light armour (+1 point/model).
• May upgrade one Warrior of Ulric to a Son of Ulric (+10 points).
• May upgrade one Warrior of Ulric to a Musician (+10 points).
• May upgrade one Warrior of Ulric to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Crush the Weak.

HALBERDIERS 5 points per model


Profile M WS BS S T W I A Ld
Halberdier 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Polearm.

OPTIONS:
• May take light armour (+1 point per model) or medium armour (+2 point per model).
• May upgrade one Halberdier to a Sergeant (+10 points).
• May upgrade one Halberdier to a Musician (+10 points).
• May upgrade one Halberdier to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: State Troops.

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CORE UNITS
SPEARMEN 4 points per model
Profile M WS BS S T W I A Ld
Spearman 4 3 3 3 3 1 3 1 7
Sergeant 4 3 3 3 3 1 3 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Spear.

OPTIONS:
• May take shields (+1 point/model).
• May take light armour (+1 point per model)
• May upgrade one Spearman to a Sergeant (+10 points).
• May upgrade one Spearman to a Musician (+10 points).
• May upgrade one Spearman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: State Troops.

SWORDSMEN 5 points per model


Profile M WS BS S T W I A Ld
Swordsman 4 4 3 3 3 1 4 1 7
Duellist 4 4 3 3 3 1 4 2 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, shield.

OPTIONS:
• May take light armour (+1 point per model).
• One unit may be upgraded to Swords of Ulric (+1 point/model).
• May upgrade one Swordsman to a Duellist (+10 points).
• May upgrade one Swordsman to a Musician (+10 points).
• May upgrade one Swordsman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: State Troops.

UPGRADES:
• Swords of Ulric: Swords of Ulric gain the Crush the Weak special rule and receive +1 to Hit in the first round
of combat.

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CORE UNITS
ARCHERS 6 points per model
Profile M WS BS S T W I A Ld
Archer 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, bow.

OPTIONS:
• May take light armour (½ point/model).
• May be upgraded to Skirmishers (+1 point/model).
• May upgrade one Archer to a Marksman (+10 points).
• May upgrade one Archer to a Musician (+10 points).
• May upgrade one Archer to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: State Troops.

MIDDENHEIM MILITIA 3,5 points per model


Profile M WS BS S T W I A Ld
Militia Fighter 4 3 3 3 3 1 3 1 6
Militia Leader 4 3 3 3 3 1 3 2 6

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Two hand weapons.

OPTIONS:
• May take light armour (+½ point per model).
• May replace one hand weapon for bows (+2 points/model).
• The entire unit may be upgraded to Ambushers (free).
• May upgrade one Militia Fighter to a Sergeant (+10 points).
• May upgrade one Militia Fighter to a Musician (+10 points).
• May upgrade one Militia Fighter to a Standard Bearer (+10 points).
SPECIAL RULES:
• Militia: Models with this special rule can use the Support Fire and Counter Charge actions from the State
Troops special rule.

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CORE UNITS
HUNTING HOUNDS 6 points per model
Profile M WS BS S T W I A Ld
Hunting Hound 7 3 0 3 3 1 3 1 5
Hunt Master 4 4 3 3 3 1 3 1 7
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: War Beast (Animal), Cavalry (Handler, Human).

EQUIPMENT: Spear, light armour (Hunt Master only).

SPECIAL RULES: Fast Cavalry, Forest Strider, Mixed Unit.

NOTES:
• One Hunt Master must be included for every five Hunting Hounds in the unit (+12 points/model).

DEMILANCERS 12 points per model


Profile M WS BS S T W I A Ld
Demilancer 4 3 3 3 3 1 3 1 7
Squire 4 3 3 3 3 1 3 2 7
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: Spear, light armour.

OPTIONS:
• May take shields (+1 point/model).
• May upgrade to medium armour (+1,5 points/model).
• May upgrade one Demilancer to a Squire (+10 points).
• May upgrade one Demilancer to a Musician (+10 points).
• May upgrade one Demilancer to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Fast Cavalry.

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CORE UNITS
KNIGHTS OF THE WHITE WOLF 20 points per model
Profile M WS BS S T W I A Ld
Knight of the White Wolf 4 4 3 3 3 1 3 1 8
Preceptor 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, heavy armour, barding.

OPTIONS:
• May upgrade one Knight of the White Wolf to a Preceptor (+10 points).
• May upgrade one Knight of the White Wolf to a Musician (+10 points).
• May upgrade one Knight of the White Wolf to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Crush the Weak.

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SPECIAL UNITS
TEUTOGEN GUARD 12 points per model
Profile M WS BS S T W I A Ld
Teutogen Guard 4 4 3 3 3 1 3 1 8
Preceptor 4 4 3 3 3 1 3 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, heavy armour.

OPTIONS:
• May upgrade one Teutogen Guard to a Preceptor (+10 points).
• May upgrade one Teutogen Guard to a Musician (+10 points).
• May upgrade one Teutogen Guard to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Crush the Weak, Stubborn.

INNER CIRCLE KNIGHTS OF THE WHITE 25 points per model


WOLF
Profile M WS BS S T W I A Ld
Inner Circle Knight of the White Wolf 4 4 3 4 3 1 4 1 8
Inner Circle Preceptor 4 4 3 4 3 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, full plate armour, barding.

OPTIONS:
• May upgrade one Inner Circle Knight of the White Wolf to an Inner Circle Preceptor (+10 points).
• May upgrade one Inner Circle Knight of the White Wolf to a Musician (+10 points).
• May upgrade one Inner Circle Knight of the White Wolf to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Crush the Weak.

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SPECIAL UNITS
WOLF-KIN 9 points per model
Profile M WS BS S T W I A Ld
Wolf-kin 4 4 3 4 3 1 3 1 8
Wolf Brother 4 4 3 4 3 1 3 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take bucklers (½ point/model), additional hand weapons (+1 point/model) or great weapons (+2
points/model).
• May take light armour (+1 point/model).
• May upgrade one Warrior of Ulric to a Son of Ulric (+10 points).
• May upgrade one Warrior of Ulric to a Musician (+10 points).
• May upgrade one Warrior of Ulric to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: Hatred, Skirmishers, Stubborn.

CHILDREN OF ULRIC 15 points per model


Profile M WS BS S T W I A Ld
Child of Ulric 9 4 0 4 4 1 5 2 8
Pack Leader 9 4 0 4 4 1 5 3 8

UNIT SIZE: 5+

TROOP TYPE: Infantry (Werewolf).

EQUIPMENT: Hand weapon.

OPTIONS:
• May be upgraded to Skirmishers (+1 point/model).
• May upgrade one Child of Ulric to a Pack Leader (+10 points).
SPECIAL RULES: Crush the Weak, Fear, Frenzy, Regeneration (5+).

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SPECIAL UNITS
KNIGHTS PANTHER 21 points per model
Profile M WS BS S T W I A Ld
Knight Panther 4 4 3 3 3 1 3 1 8
Preceptor 4 4 3 3 3 1 3 2 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: Lance, shield, heavy armour, barding.

OPTIONS:
• May upgrade one Knight Panther to a Preceptor (+10 points).
• May upgrade one Knight Panther to a Musician (+10 points).
• May upgrade one Knight Panther to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES:
• Arabyan Warhorses: When charging, the Knights may add an extra D3" to their Charge range.

GREATSWORDS 8 points per model


Profile M WS BS S T W I A Ld
Greatsword 4 4 3 3 3 1 4 1 8
Count's Champion 4 4 3 3 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Great weapon, light armour.

OPTIONS:
• May upgrade to medium armour (+1 point/model) or heavy armour (+3 points/model).
• May upgrade one Greatsword to a Count's Champion (+10 points).
• May upgrade one Greatsword to a Musician (+10 points).
• May upgrade one Greatsword to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: State Troops, Stubborn.

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SPECIAL UNITS
HANDGUNNERS 8 points per model
Profile M WS BS S T W I A Ld
Handgunner 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, handgun.

OPTIONS:
• May take light armour (½ point/model).
• May upgrade one Handgunner to a Marksman (+10 points).
• May upgrade one Handgunner to a Musician (+10 points).
• May upgrade one Handgunner to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: State Troops.

CROSSBOWMEN 8 points per model


Profile M WS BS S T W I A Ld
Crossbowman 4 3 3 3 3 1 3 1 7
Marksman 4 3 4 3 3 1 3 1 7

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, crossbow.

OPTIONS:
• May take light armour (½ point/model).
• May upgrade one Crossbowman to a Marksman (+10 points).
• May upgrade one Crossbowman to a Musician (+10 points).
• May upgrade one Crossbowman to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 25 points.

SPECIAL RULES: State Troops.

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SPECIAL UNITS
HUNTSMEN 9 points per model
Profile M WS BS S T W I A Ld
Huntsman 4 3 4 3 3 1 3 1 7
Tracker 4 3 5 3 3 1 3 1 7

UNIT SIZE: 5+

TROOP TYPE: Infantry (Human).

EQUIPMENT: Hand weapon, bow.

OPTIONS:
• May upgrade one Huntsman to a Tracker (+10 points).
• May upgrade one Huntsman to a Musician (+10 points).
SPECIAL RULES: Scouts, Skirmishers.

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RARE UNITS
BROTHERHOOD OF THE AXE 16 points per model
Profile M WS BS S T W I A Ld
Brother of the Axe 4 4 3 4 3 1 4 1 8
Brother Preceptor 4 4 3 4 3 1 4 2 8

UNIT SIZE: 10+

TROOP TYPE: Infantry (Human).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, full plate armour.

OPTIONS:
• May upgrade one Brother of the Axe to a Brother Preceptor (+10 points).
• May upgrade one Brother of the Axe to a Musician (+10 points).
• May upgrade one Brother of the Axe to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Crush the Weak, Stubborn.

WINTER WOLF KNIGHTS 58 points per model


Profile M WS BS S T W I A Ld
Inner Circle Knight of the White Wolf 4 4 3 4 3 1 4 1 8
Inner Circle Preceptor 4 4 3 4 3 1 4 2 8
Winter Wolf 9 4 0 5 4 3 4 3 6

UNIT SIZE: 5+

TROOP TYPE: Monstrous Cavalry (Human).

MOUNT: Winter Wolf (Animal).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, full plate armour.

OPTIONS:
• May upgrade one Inner Circle Knight of the White Wolf to an Inner Circle Preceptor (+10 points).
• May upgrade one Inner Circle Knight of the White Wolf to a Musician (+10 points).
• May upgrade one Inner Circle Knight of the White Wolf to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Crush the Weak.

22
RARE UNITS
INNER CIRCLE KNIGHTS PANTHER 26 points per model
Profile M WS BS S T W I A Ld
Inner Circle Knight Panther 4 4 3 4 3 1 4 1 8
Inner Circle Preceptor 4 4 3 4 3 1 4 2 8
Warhorse 8 3 0 3 3 1 3 1 5

UNIT SIZE: 5+

TROOP TYPE: Cavalry (Human).

EQUIPMENT: Lance, shield, full plate armour, barding.

OPTIONS:
• May upgrade one Inner Circle Knight Panther to an Inner Circle Preceptor (+10 points).
• May upgrade one Inner Circle Knight Panther to a Musician (+10 points).
• May upgrade one Inner Circle Knight Panther to a Standard Bearer (+10 points).
- May take a Magic Standard worth up to 50 points.

SPECIAL RULES: Arabyan Warhorses.

GREAT CANNON 100 points


Profile M WS BS S T W I A Ld
Great Cannon - - - - 7 - - - -
Crew 4 3 3 3 3 1 3 1 7

UNIT SIZE: 1 Great Cannon & 3 Crew.

TROOP TYPE: War Machine (Cannon, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional Crew (+6 points).

23
RARE UNITS
MORTAR 100 points
Profile M WS BS S T W I A Ld
Mortar - - - - 7 - - - -
Crew 4 3 3 3 3 1 3 1 7

UNIT SIZE: 1 Mortar & 3 Crew.

TROOP TYPE: War Machine (Stone Thrower, Human).

EQUIPMENT: Hand weapon.

OPTIONS:
• May take an additional Crew (+6 points).
SPECIAL RULES:
• Mortar Shells: Mortar Shells have a Strength of 3(6), Armour Piercing (1) and Multiple Wounds (D3) special
rules. The Mortar uses the large template. In case a Misfire is rolled, consult the Black Powder War Machine
Misfire chart.

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SPECIAL CHARACTERS
(LORDS)
BORIS TODBRINGER 270 points
Elector Count of Middenland
Profile M WS BS S T W I A Ld
Boris Todbringer 4 6 3 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character, Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: Full plate armour, shield, barding.

MAGIC ITEMS:
• Legbiter Runefang: Magic Weapon. All hits from this weapon automatically Wound with the Ignores Armour
saves special rule.
• The Talisman of Ulric: Talisman. At the start of every player turn, unless he has been removed as a casualty,
Boris Todbringer instantly recovers any lost wounds, up to his starting total of 3. In addition, the Talisman is
infused with the power and courage of Ulric, granting Boris Todbringer Magic Resistance (1) and gives him
the Immunity (Psychology) special rule.

SPECIAL RULES: Hatred (Beastmen), Hold the Line.

25
SPECIAL CHARACTERS
(LORDS)
EMIL VALGEIR 275 points
High Priest of Ar-Ulric
Profile M WS BS S T W I A Ld
Emil Valgeir 4 5 3 4 4 3 5 3 9

TROOP TYPE: Infantry (Special Character, Human).

MAGIC ITEMS:
• Blitzbeil, the Hammer-axe of Skoll: Magic Weapon. The gains +1 Strength, Ice Attacks and Ignores Armour
saves special rules.
• Wolfplate Armour: Magic Armour. Heavy armour. The wearer gains the Ward save (5+), Magic Resistance
(1) and Immunity (Flaming Attacks) special rules.

OPTIONS:
• May be mounted or the War Altar of Ulric (+100 points).
SPECIAL RULES: Blessing of Ulric, Crush the Weak, Fury of Ulric, Prayers of Ulric.
• Blessing of Ulric: Priests of Ulric may channel power and dispel dice in the same manner as a Level 1 Wizard.
• Fury of Ulric: The Priest and any unit they join gain the Immunity (Psychology) special rule.
• Favour of the Winter Wolf: Emil Valgeir gains +1 to channel Power and dispel dice, may re-roll the power
dice when casting his Prayers.
• Prayers of Ulric: Priests of Ulric know the three Prayers listed below. Prayers of Ulric are innate bound spells
(power level 3). Prayers are augment spells that target the Priest of Ulric.
- Battle Howl: The Priest and any unit they are with gains D6" to their charge moves until the start of the
caster's next Magic Phase.
- Destruction: Every enemy unit in base contact with the Priest suffers D6+2 Strength 4 hits.
- Winter's Chill: Any units engaged in close combat with the Priest or their unit suffer a -1 to hit until the
start of the caster's next Magic Phase.
• Strength in Faith, Faith in Strength: Whenever Emil Valgeir uses a Prayer, he adds +D3 to the casting result.

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SPECIAL CHARACTERS
(LORDS)
REIN VOLKHARD 155 points
Grand Master of the Knights of the White Wolf
Profile M WS BS S T W I A Ld
Rein Volkhard 4 6 3 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character, Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: White Wolf Hammer, full plate armour, barding.

OPTIONS:
• May replace Warhorse with Winter Wolf (25 points).
• May take Magic Items up to a total of 100 points.
SPECIAL RULES: Crush the Weak, Immunity (Psychology).
• Master of Battle: If Rein Volkhard joins a unit of Knights of the White Wolf, Inner Circle Knights of the
White Wolf or Winter Wolf Knights, the unit gains the Immunity (Psychology) special rule for as long as he
remains in it.

BARON HEINRICH VON TORLICHHELM 155 points


Grand Master of the Knights Panther
Profile M WS BS S T W I A Ld
Heinrich von Torlichhelm 4 6 3 4 4 3 6 4 9
Warhorse 8 3 0 3 3 1 3 1 5

TROOP TYPE: Cavalry (Special Character, Human).

MOUNT: Warhorse (Animal).

EQUIPMENT: Hand weapon, full plate armour, shield, barding.

OPTIONS:
• May take a lance (+8 points).
• May take Magic Items up to a total of 100 points.
SPECIAL RULES: Arabyan Warhorses, Immunity (Psychology).
• Master of Battle: If Heinrich von Torlichhelm joins a unit of Knights Panther or Inner Circle Knights Panther,
the unit gains the Immunity (Psychology) special rule for as long as he remains in it.

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SPECIAL CHARACTERS
(HEROES)
VORN THUGENHEIM 170 points
Battle Standard Bearer of Middenheim
Profile M WS BS S T W I A Ld
Vorn Thugenheim 4 5 5 4 4 2 5 3 8

TROOP TYPE: Infantry (Special Character, Human).

EQUIPMENT: White Wolf Hammer, White Wolf Cloak, full plate armour.

MAGIC ITEMS: Heart of Middenheim, Banner of Middenheim.

SPECIAL RULES: Battle Standard Bearer, Crush the Weak.

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REFERENCE
UNIT NAME TROOP LINE OF UNIT BASE SIZE
TYPE SIGHT STRENGTH (mm)
Archers Infantry 1 1 20x20
Baron Heinrich von Torlichhelm Cavalry 2 2 25x50
Battle Wizard Infantry 1 1 20x20
Boris Todbringer Cavalry 2 2 25x50
Brotherhood of the Axe Infantry 1 1 20x20
Captain Infantry 1 1 20x20
Children of Ulric Infantry 1 1 20x20
Crossbowmen Infantry 1 1 20x20
Demilancers Cavalry 2 2 25x50
Emil Valgeir Infantry 1 1 20x20
Great Cannon War Machine 1 3 75
Greatswords Infantry 1 1 20x20
Halberdiers Infantry 1 1 20x20
Handgunners Infantry 1 1 20x20
High Priest of Ulric Infantry 1 1 20x20
Hunting Hounds Warbeast 1 1 25x25 or 25x50
Huntsmen Infantry 1 1 20x20
Imperial Griffon Monster 5 5 50x100
Imperial Pegasus Warbeast 1 1 40x40
Inner Circle Knights of the White Wolf Cavalry 2 2 25x50
Inner Circle Knights Panther Cavalry 2 2 25x50
Knights of the White Wolf Cavalry 2 2 25x50
Knights Panther Cavalry 2 2 25x50
Midden Marshal Infantry 1 1 20x20
Middenheim Militia Infantry 1 1 20x20
Mortar War Machine 1 3 75
Rein Volkhard Cavalry 2 2 25x50
Seneschal of the White Wolf Infantry 1 1 20x20
Spearmen Infantry 1 1 20x20
Swordsmen Infantry 1 1 20x20
Teutogen Guard Infantry 1 1 20x20
Vorn Thugenheim Infantry 1 1 20x20
War Altar of Ulric Chariot 2 5 50x100
Warhorse Warbeast 1 1 25x50
Warrior Priest of Ulric Infantry 1 1 20x20
Warriors of Ulric Infantry 1 1 20x20
Winter Wolf Monstrous Beast 2 3 50x75
Winter Wolf Knights Monstrous Cavalry 3 4 50x75
Wizard Lord Infantry 1 1 20x20
Wolf-kin Infantry 1 1 20x20

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